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  • how to upgrade OSX?

    - by abc
    i have 10.5.8 OS X rite now.. i want it to be 10.6.3 .. i have downloaded the update but its ttelling u need 10.6 to update to 10.6.3 ] ] so how to update from 10.5.8 to 10.6.3 ?

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  • Action button: only true once per press

    - by Sidar
    I'm using SFML2.0 and am trying to make a wrapper class for my controller/joystick. I read all the input data from my controller and send it off to my controllable object. I want to have two types of buttons per button press, one that is continues(true false state ) and one that is an action and is set to false after the next frame update. Here is an example of how I set my button A to true or false with the SFML api. Whereas data is my struct of buttons, and A holds my true/false state every update. data.A = sf::Joystick::isButtonPressed(i,st::input::A); But I've also added "data.actionA" which represents the one time action state. Basically what I want is for actionA to be set false after the update its been set to true. I'm trying to keep track of the previous state. But I seem to fall into this loop where it toggles between true and false every update. Anyone an idea? Edit: Since I can't answer my own question yet here is my solution: data.actionA = data.A = sf::Joystick::isButtonPressed(i,st::input::A); if(prev.A) data.actionA = false; First I always set the actionA to the value of the button state. Then I check if the previous state of A is true. If so we negate the value.

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  • How do I get more information on a potential network freeloader?

    - by Dov
    I have a home network set up, complete with a relatively good password. I'm in Mac OS X 10.6 (Snow Leopard) and have been noticing, on occasion, a computer showing up in my Finder's Shared section, that is not one of my own (the "pe-xpjalle" box pictured below). He has a tendency to come and go. How can I figure out his MAC address or something, so I can block him? I checked my "Logs and Statistics" in the Airport Utility, and didn't see that computer under DHCP clients. I'd rather not change my password, since I have quite a few devices I'd have to update. Is there any other reason he's show up on my network besides having guessed my password? Update: I fixed the Dropbox URL above (how embarrassing, I'm new to Dropbox. Thanks for the heads up, Doug.) Update 2: I tried clicking on "Connect as..." just for the hell of it, and got the dialog below. Now I have even less an idea what's going on than before. I don't have Parallels of VMware running, just the following: Transmission, NetNewsWire, Mail, Things, Safari, iTunes, Photoshop, Pages, Yojimbo, Preferences, AppleScript Editor, Software Update, Airport Utility, and Terminal. I don't think any of those create a virtual network machine, right? And no VMware machine of mine has ever had a name resembling "pe-xpjalle". Update 3: I just changed my passwords on both my N- and G-only networks, and I'm still seeing this, so I highly doubt that it's someone who's figured out my password (twice now). I'm really stumped.

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  • VMWare ESX Updates - Which to Apply?

    - by Aaron Alton
    Wondering what more experienced ESX admins typically do... I just brought our ESX hosts up to 3.5 Update 5 (Yes, I know we're behind still). I then applied the "Critical Host Updates" baseline in VMWare update manager, and found that we're still short on 14 "critical updates". My question is, do most people go ahead and apply any update flagged as critical, or do they evaluate each update one-by-one to determine whether or not the issue that has been addressed is likely to affect them. In the SQL Server world (my alma mater, so to speak), we regularly apply service packs, and sometimes cumulative updates, but we only apply hotfixes when the issue that they are targeted towards affects us. Does the same logic hold fast in VMWare land?

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  • Silverlight Cream for January 14, 2011 -- #1027

    - by Dave Campbell
    In this Issue: Sigurd Snørteland, Yochay Kiriaty, WindowsPhoneGeek(-2-), Jesse Liberty(-2-), Kunal Chowdhury, Martin Krüger(-2-), Jonathan Cardy. Above the Fold: Silverlight: "Image Viewer using a GridSplitter control" Martin Krüger WP7: "Implementing WP7 ToggleImageControl from the ground up: Part1" WindowsPhoneGeek VS2010 Templates: "MVVM Project Templates for Visual Studio 2010" Jonathan Cardy From SilverlightCream.com: BabySmash7 - a WP7 children's game (source code included) Sigurd Snørteland not only brings Scott Hanselman's Baby Smash to WP7, but he's delivering the source to us as well as discussion of the app. Windows Push Notification Server Side Helper Library Yochay Kiriaty has a tutorial up on Push Notification... not explaining them, but a discussion of a WP7 Push Recipe that provides an easy way for sending all 3 kinds of push notification messages currently supported. Implementing WP7 ToggleImageControl from the ground up: Part1 WindowsPhoneGeek has a great 2-part series up on building a useful WP7 custom control -- a ToggleImage control... this part 1 is definition, deciding on Visual states, etc... buckle up... this is good stuff Implementing WP7 ToggleImageControl from the ground up: Part2 Part 2 in WindowsPhoneGeek's series is also up and where the real fun lives -- implementing the behavior of the control... and the source is available at the end of this post. The Full Stack #5 – Entity Framework Code First Jesse Liberty has episode 5 of the "Full Stack" series he and Jon Galloway are doing and are discussing Entity Framework Code First. Windows Phone From Scratch #18 – MVVM Light Toolkit Soup To Nuts 3 Jesse Liberty also has part 3 of his MVVMLight and WP7 post up and is digging into messaging in this one... for example view <--> ViewModel communication. Exploring Ribbon Control for Silverlight (Part - 1) Kunal Chowdhury has part 1 of a series up on using the Silverlight Ribbon Control from DevComponents... lots of information and a great intro to a great control. Image Viewer using a GridSplitter control Martin Krüger has a very nice picture viewer up as a demo and code available that simply uses the GridSplitter to implement tha aperture... check it out. How to: Gentle animation of a magnify effect Martin Krüger's latest is a take-off on a prior post he links to called 'just for fun' in which he smoothly animates a magnify effect... just very cool animation... explanation and source. MVVM Project Templates for Visual Studio 2010 Jonathan Cardy has a couple resources you probably wanna grab... two MVVM project templates for VS2010... one WPF and one Silverlight Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • How do I get information about the level to the player object?

    - by pangaea
    I have a design problem with my Player and Level class in my game. So below is a picture of the game. The problem is I don't want to move on the black space and only the white space. I know how to do this as all I need to do is get the check for the sf::Color::Black and I have methods to do this in the Level class. The problem is this piece of code void Game::input() { player.input(); } void Game::update() { (*level).update(); player.update(); } void Game::render() { (*level).render(); player.render(); } So as you there is a problem in that how do I get the map information from the Level class to the Player class. Now I was thinking if I made the Player position static and pass it into the Level as parameter in update I could do it. The problem is interaction. I don't know what to do. I could maybe make player go into the Level class. However, what if I want multiple levels? So I have big design problems that I'm trying to solve.

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  • Silverlight Cream for May 05, 2010 -- #856

    - by Dave Campbell
    In this Issue: Jeremy Alles(-2-), Kunal Chowdhury, anand iyer, Yochay Kiriaty(-2-, -3-), Max Paulousky, David Kelley, smartyP, Tim Heuer, and Dan Wahlin. Shoutout: Tim Heuer provides links for all the Ways to give feedback on Silverlight From SilverlightCream.com: [WP7] Bug when using NavigationService in Windows Phone 7 Jeremy Alles has blogged about a bug he found using the Navigation service in WP7. He gives the steps to reproduce and a couple possible workarounds. [WP7] Using the camera in the emulator Jeremy Alles is also digging into the camera functionality in the emulator. He has code demonstrating launching a camera task, and a list of other tasks available. Silverlight Tutorials Chapter 3: Introduction to Panels Kunal Chowdhury has Chapter 3 of his Silverlight 4 Tutorial series up and he's talking about Panels this time out. Push Notifications in Windows Phone 7 developer tools CTP April Refresh anand iyer is discussing the Push Notifications, only from a code perspective. Good information and good additional links to follow. Windows Phone Application Life Cycle Yochay Kiriaty talks with Tudor Toma and Jaime Rodriguez about the WP7 application lifecycle on Channel 9. Understanding Microsoft Push Notifications for Windows Phones Yochay Kiriaty has a 2-part post up on WP7 Push Notifications. The first part is explaining what Push Notifications are and why we need them... as a developer and as an end user viewing Toast or Tile notifications. Understanding How Microsoft Push Notification Works – Part 2 In the 2nd part of his Push Notification series, Yochay Kiriaty discusses how the Push Notification works under the covers. To Remember: Deployment of Silverlight Applications With Wcf Ria Services Max Paulousky has a post up for reference on what to look into when you get "Load Operation Failed" in WCF RIA services. Launching a URL from an OOB Silverlight Application David Kelley has a quick post up on launching URLs from an OOB app. If you haven't tried it, you may be surprised as he was at first. Creating a Windows Phone 7 XNA Game in Landscape Orientation smartyP is looking at recreating a landscape WP7 game in XNA and is detailing some of the issues he's been dealing with, and is also sharing a project file. New Silverlight 4 Themes available–get the raw bits Tim Heuer provided 'raw' versions of 3 new themes. Read his post to see exactly what he means by 'raw' ... they're definitely good looking, and are going to get a lot of play. Handling WCF Service Paths in Silverlight 4 – Relative Path Support Dan Wahlin shares his technique for avoiding the pain involved with ServiceReferences.ClientConfig by using Silverlight 4 relative path support. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • Get the latest Oracle VM updates

    - by Honglin Su
    We have released the latest Oracle VM updates for both x86 and SPARC.  For Oracle VM Server for SPARC: Oracle Solaris 11 SRU8.5 includes Oracle VM server for SPARC 2.2 so if you're already running a Solaris 11 as the control domain. All you need do is a 'pkg update' to get the latest 2.2 bits. Learn more how to upgrade to the latest Oracle VM Server for SPARC 2.2 release on Solaris 11 here and consult the documentation for further details. For Oracle VM Server for x86:  Download Oracle VM Manager 3.1.1 Patch Update from My Oracle Support, patch ID 14227416. With the latest Oracle VM Manager 3.1.1 build 365, you can explore Oracle VM Manager 3 Command Line Interface (CLI). Download Oracle VM Server Update from Oracle Unbreakable Linux Network. To receive notification on the software update delivered to Oracle ULN for Oracle VM, you can sign up here. For information on setting up an Oracle VM Server Yum repository and using Oracle VM Manager to perform the upgrade of Oracle VM Servers, see Updating and Upgrading Oracle VM Servers in the Oracle VM User's Guide For more information about Oracle's virtualization, visit oracle.com/virtualization.

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  • Make exe or bat require admin privileges UAC

    - by petebob796
    I am trying to create an install CD to install multiple windows updates and hotfixes in one. The Autorun.inf launching a .bat (or .exe) running each update in turn. Currently if I run this .bat each update brings up a UAC prompt individually which can be annoying. However if I run the .bat as administrator it can launch and install each update with just one prompt. Is there a way to force the bat (or .exe) to need admin priviledges no matter who runs it.

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  • Adventures in Scrum: Lesson 2 - For the record

    - by Martin Hinshelwood
    At SSW we have always done Agile. Recently we have started doing Scrum and we have nearly completed our first Sprint ever using Scrum. As you probably guessed from my previous post, it looks like it is going to be a “Failed Sprint”, but the Scrum Team (This includes the ScrumMaster and the Product Owner) has learned a huge amount about working in the Scrum Framework. We have been running with a “Proxy Product Owner” for the last two weeks, but a simple mistake occurred either during the “Product Planning Meeting” or the “Sprint Planning Meeting” that could have prevented this Sprint from failing. We has a heated discussion on the vision of someone not in the room which ended with the assertion that the Product Owner would be quizzed again on their vision. This did not happen and we ran with the “Proxy Product Owner’s vision for two weeks. Product Owner vision: Update Component A of Product A to Silverlight Proxy Product Owner vision: Update Product A to Silverlight Do you see the problem? Worse than that, as we had a lot of junior members of the Scrum Team and we are just feeling our way around how Scrum will work at SSW I missed implementing a fundamental rule. That’s right, it was me. It does not matter that I did not know about this rule, its on the site and I should have read it. Would a police officer let you off if you did not know that a red light meant stop? I think not… But, what is this amazing rule I hear you shout.. Its simple, as per our rule I should have sent the following email: “ Dear Proxy Product Owner, For the record, I disagree that the Product Owner wants us to ‘Update Product A to Silverlight’ as I still think that he wants us to ‘Update Component A of Product A to Silverlight’ and not the entire application. Regards Martin” - ‘For the record’ - Rules to being Software Consultants - Dealing with Clients This email should have been copied to the entire Scrum Team, which would have included the Product Owner, who would have nipped this misunderstanding in the bud and we would have had one less impediment. Technorati Tags: SSW,SSW Rules,SSW Standards,Scrum,Product Owner,ScrumMaster,Sprint,Sprint Planning Meeting,Product Planning Meeting

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  • Restarting Hudson - Windows Installation

    - by Toggo
    Whenever I update/install a new plugin or update hudson. Once the new plugin/update has been installed a button appears "Restart when no jobs are running." If I click this button hudson appears to try to restart but then just hangs. Has anyone else experienced this? Can hudson be forced to restart another way? I've tried restarting the service but this has no effect. I've asked this question over at stack overflow, so will update this if I get an answer from there. Thanks Tom

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  • "Upgrading" from OpenIndiana 151a to Solaris 11.1 using IPS

    - by syneticon-dj
    I wonder if it would be possible to "upgrade" from an OpenIndiana install (151a) to the current Solaris release (11.1) using the IPS. What I have done so far: added the "solaris" publisher using pkg set-publisher -g http://pkg.oracle.com/solaris/release/ solaris removed the "opensolaris.org" and "openindiana.org" publishers (just to make sure) tried to start the update process using pkg update --accept or explicitly setting the release name pkg image-update --accept --be-name Solaris_11 - both backed out stating there are "No updates available for this image".

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  • How to automatically mount hibernated NTFS to read-only?

    - by Piotr
    Is there any way to set up Ubuntu this way: If I can't mount the filesystem in rw mode, then mount it in ro mode in the same directory. In result I should not come across the notification that the system can't mount the filesystem (Skip or manual fix notification). SO when I start the system I should have my ntfs partitions mounted either in rw or ro mode depends if the windows is hibernated. fstab entry: #/dev/sda7 UUID=D0B43178B43161E0 /media/Dane ntfs defaults,errors=remount-ro 0 1 "mount -a" result: The disk contains an unclean file system (0, 0). Metadata kept in Windows cache, refused to mount. Failed to mount '/dev/sda7': Operation not permitted The NTFS partition is in an unsafe state. Please resume and shutdown Windows fully (no hibernation or fast restarting), or mount the volume read-only with the 'ro' mount option. I have ubuntu 13.10 and win8. I use uefi secure boot.

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  • Change Data Capture

    - by Ricardo Peres
    There's an hidden gem in SQL Server 2008: Change Data Capture (CDC). Using CDC we get full audit capabilities with absolutely no implementation code: we can see all changes made to a specific table, including the old and new values! You can only use CDC in SQL Server 2008 Standard or Enterprise, Express edition is not supported. Here are the steps you need to take, just remember SQL Agent must be running: use SomeDatabase; -- first create a table CREATE TABLE Author ( ID INT NOT NULL PRIMARY KEY IDENTITY(1, 1), Name NVARCHAR(20) NOT NULL, EMail NVARCHAR(50) NOT NULL, Birthday DATE NOT NULL ) -- enable CDC at the DB level EXEC sys.sp_cdc_enable_db -- check CDC is enabled for the current DB SELECT name, is_cdc_enabled FROM sys.databases WHERE name = 'SomeDatabase' -- enable CDC for table Author, all columns exec sys.sp_cdc_enable_table @source_schema = 'dbo', @source_name = 'Author', @role_name = null -- insert values into table Author insert into Author (Name, EMail, Birthday, Username) values ('Bla', 'bla@bla', 1990-10-10, 'bla') -- check CDC data for table Author -- __$operation: 1 = DELETE, 2 = INSERT, 3 = BEFORE UPDATE 4 = AFTER UPDATE -- __$start_lsn: operation timestamp select * from cdc.dbo_author_CT -- update table Author update Author set EMail = '[email protected]' where Name = 'Bla' -- check CDC data for table Author select * from cdc.dbo_author_CT -- delete from table Author delete from Author -- check CDC data for table Author select * from cdc.dbo_author_CT -- disable CDC for table Author -- this removes all CDC data, so be carefull exec sys.sp_cdc_disable_table @source_schema = 'dbo', @source_name = 'Author', @capture_instance = 'dbo_Author' -- disable CDC for the entire DB -- this removes all CDC data, so be carefull exec sys.sp_cdc_disable_db SyntaxHighlighter.config.clipboardSwf = 'http://alexgorbatchev.com/pub/sh/2.0.320/scripts/clipboard.swf'; SyntaxHighlighter.all();

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  • Slow INFORMATION_SCHEMA query

    - by Thomas
    We have a .NET Windows application that runs the following query on login to get some information about the database: SELECT t.TABLE_NAME, ISNULL(pk_ccu.COLUMN_NAME,'') PK, ISNULL(fk_ccu.COLUMN_NAME,'') FK FROM INFORMATION_SCHEMA.TABLES t LEFT JOIN INFORMATION_SCHEMA.TABLE_CONSTRAINTS pk_tc ON pk_tc.TABLE_NAME = t.TABLE_NAME AND pk_tc.CONSTRAINT_TYPE = 'PRIMARY KEY' LEFT JOIN INFORMATION_SCHEMA.CONSTRAINT_COLUMN_USAGE pk_ccu ON pk_ccu.CONSTRAINT_NAME = pk_tc.CONSTRAINT_NAME LEFT JOIN INFORMATION_SCHEMA.TABLE_CONSTRAINTS fk_tc ON fk_tc.TABLE_NAME = t.TABLE_NAME AND fk_tc.CONSTRAINT_TYPE = 'FOREIGN KEY' LEFT JOIN INFORMATION_SCHEMA.CONSTRAINT_COLUMN_USAGE fk_ccu ON fk_ccu.CONSTRAINT_NAME = fk_tc.CONSTRAINT_NAME Usually this runs in a couple seconds, but on one server running SQL Server 2000, it is taking over four minutes to run. I ran it with the execution plan enabled, and the results are huge, but this part caught my eye (it won't let me post an image): http://img35.imageshack.us/i/plank.png/ I then updated the statistics on all of the tables that were mentioned in the execution plan: update statistics sysobjects update statistics syscolumns update statistics systypes update statistics master..spt_values update statistics sysreferences But that didn't help. The index tuning wizard doesn't help either, because it doesn't let me select system tables. There is nothing else running on this server, so nothing else could be slowing it down. What else can I do to diagnose or fix the problem on that server?

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  • How to fix no splash screen in Ubuntu after nvidia proprietary driver installation (also black borders)

    - by Fabio Trevisiol
    This is soultion how to fix no splash screen in Ubuntu after nvidia proprietary driver installation. It's no matter what Ubuntu version you use, it should work anyway. (TESTED ON 14.04) Open your terminal and type: sudo apt-get install v86d (TEST WITHOUT) Then: sudo gedit /etc/default/grub Find this line: #GRUB_GFXMODE=640x480 Add below (of course choose your resolution): GRUB_GFXMODE=1024x768x32 (TRY WITHOUT OR DIFFERENT BIT DEPTH) GRUB_GFXPAYLOAD_LINUX=1920x1080x32 (YOU CAN ALSO USE THE KEEP OPTION) Save file and type in terminal: echo FRAMEBUFFER=y | sudo tee /etc/initramfs-tools/conf.d/splash (ALLOWS TO AVOID THAT THE SPLASH SCREEN IS DISPLAYED FOR A FEW SECONDS) sudo update-initramfs -u sudo update-grub2 For all those who complain about the presence of black borders in "plymouth", try to make these changes before installing the nvidia driver or switch back from nvidia to nouveau and from nouveau to nvidia. Kernel update from the Software Updater? It happened to me; I don't know if it matters. I don't know for which of these reasons, but after a few reboots, the black borders are gone. UPDATE discovered the secret: during all these beautiful things, something strange happened. glxinfo | grep vendor server glx vendor string: SGI client glx vendor string: Mesa Project and SGI OpenGL vendor string: nouveau

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  • Manage ClickOnce releases for different parties

    - by Dirk Beckmann
    I'm struggling with release management of a piece of software. First some general information: It is a ClickOnce application I follow the release often practice There are about 30 parties served with this software I need full control which update will be delivered to which party Not each party is allowed to get the latest update/release Each party has multiple clients that are all allowed to get the latest update, served for the specific party So that's what my requirements are in a rough description. So let me explain what I was thinking about how to solve this. I would like to create a "deployment" website (asp.net) that will handle all the requests There are two endpoints one for download the client and one where the client checks for updates So each party has a separate endpoint like DeploymentSite/party1 and another for DeploymentSite/party2 The Application Files should still be stored centralized So I thought it would be manageable with mage.exe with the following steps Build application and store new release into Application Files Repository/Folder Get parties that should be updated (config file, database what ever) Run mage.exe to create a new application and deployment manifest for each party in the update list with new Application File Location (1.0.2) Actually I'm really struggling with this mage.exe staff. I can't create the appropriate files with the needed codebase. How to handle thes requirements?

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  • Models, controllers, and code reuse

    - by user11715
    I have a blog where users can post comments. When creating a comment, various things happen: creating the comment object, associations, persisting sending notification emails to post's author given his preferences sending notification to moderators given their preferences updating a fulltext database for search ... I could put all this in the controller, but what if I want to reuse this code ? e.g. I would like to provide an API for posting comments. I could also put this in the model, but I wonder if I won't lose flexibility by doing so. And would it be acceptable to do all of this from the model layer ? What would you do ?

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  • XNA Required information to represent 2D Sprite graphically

    - by Fire-Dragon-DoL
    I was thinking about dividing my game engine into 2 threads: render thread and update thread (I can't come up on how to divide update thread from physic thread at the moment). That said, I have to duplicate all Sprite informations, what do I really need to represents a 2D Sprite graphically? Here are my ideas (I'll mark with ? things that I'm not sure): Vector2 Position float Rotation ? Vector2 Pivot ? Rectangle TextureRectangle Texture2D Texture Vector2 ImageOrigin ? (is it tracked somewhere else?) If you have any suggestion about using different types for datas, it's appreciated Last part of the question: isn't this a lot of data to copy in a buffer?what should I really copy in the buffer?I'm following this tutorial: http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/3/ Thanks UPDATE 1: Newer values at the moment: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color byte Facing (can be left or right, I'll do it with an enum) I re-read the tutorial, what I was doing wrong is not that I need to pass all those values, I need to pass only changed values as messages. UPDATE 2: Vector2 Position float Rotation Vector2 Pivot Rectangle TextureRectangle Texture2D Texture Color Color bool Flip uint DrawOrder Vector2 Scale bool Visible ? Mhhh, should Visibile be included?

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  • Can I configure a visual difference view with the notifications provided by TFS?

    - by John Kaster
    I have TFS sending me alerts whenever someone on my team checks in code. (I had to create notification rules for every project, but that's just a sidebar complaint in this question.) These alerts provided some information on who checked in the files when, and what files have changed, with urls to view details in a browser. The thing that baffles me is that I can't just click on the source file and see a visual diff of the changes. There's no link that will auto-launch a diff in Visual Studio (using a custom protocol) from there either. Is there a way to configure TFS to provide a visual diff of the changes to the file that was checked in via this notification UI?

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  • Recommended main loop style

    - by Frootmig-H
    I've just begun attempting an FPS with JMonkeyEngine, but I'm currently stuck as to the best way to implement the main loop - especially with regards to non-instantaneous user actions. By that, I mean things like reloading a weapon. The user starts the action, and it continues for a while with an animation and some sound, and when it completes, game state updates. (I should mention that it's not technically a loop, it's an update method, called as often as possible. Is that different? Me no understand terminology). So, far I've considered : Animation driven Player presses reload Start reload animation If user stars another action, abort animation, start new action. When the animation_complete event is received (JMonkeyEngine provides this), update ammo counters. Event driven Player presses reload Start reload animation Queue up a out-of-thread method to be called at time t + (duration of reload animation) If user starts another action, cancel both animation and queued method. When queued method executes, update ammo. This avoids relying on the animation event (JMonkeyEngine has a particular quirk), but brings in the possibility of thread problems. 'Blocking' (not sure of the correct term) Player presses reload Start reloading animation reloading = true reloadedStartTime = now while (reloading && ((now - reloadingStartTime) < reloadingDuration)) { If user starts another action, break and cancel reloading. } Update ammo counters reloading = false My main concern is that actions can interrupt each other. Reloading can be interrupted by firing, or by dropping or changing weapon, crouching can be interrupted by running, etc. What's the recommended way to handle this? What are the advantages and disadvantages of each method? I'm leaning towards event-driven, even though it requires more care; failing that, blocking.

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  • Error when I try to installth desktop integration features for Openoffice

    - by PENG TENG
    peng@peng-ThinkPad-SL410:~$ cd '/home/peng/Downloads/en-US/DEBS/desktop-integration' peng@peng-ThinkPad-SL410:~/Downloads/en-US/DEBS/desktop-integration$ sudo dpkg -i *.deb (Reading database ... 357248 files and directories currently installed.) Unpacking openoffice.org-debian-menus (from openoffice.org3.4-debian-menus_3.4-9593_all.deb) ... dpkg: error processing openoffice.org3.4-debian-menus_3.4-9593_all.deb (--install): trying to overwrite '/usr/bin/soffice', which is also in package libreoffice-common 1:3.6.2~rc2-0ubuntu3 /usr/bin/gtk-update-icon-cache gtk-update-icon-cache: Cache file created successfully. /usr/bin/gtk-update-icon-cache gtk-update-icon-cache: Cache file created successfully. Processing triggers for menu ... Processing triggers for hicolor-icon-theme ... Processing triggers for gnome-icon-theme ... Processing triggers for shared-mime-info ... Unknown media type in type 'all/all' Unknown media type in type 'all/allfiles' Unknown media type in type 'uri/mms' Unknown media type in type 'uri/mmst' Unknown media type in type 'uri/mmsu' Unknown media type in type 'uri/pnm' Unknown media type in type 'uri/rtspt' Unknown media type in type 'uri/rtspu' Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Processing triggers for desktop-file-utils ... Processing triggers for gnome-menus ... Errors were encountered while processing: openoffice.org3.4-debian-menus_3.4-9593_all.deb Can anyone solve the problem?

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  • Debian apache2 restart fault after some updates

    - by Ripeed
    can anyone give me an advice with this please: I run update on my debian server by Webmin. After updating some apache2 and etc. It shows update fail. After that I cant start apache2. I must run netstat -ltnp | grep ':80' Then kill pid kill -9 1047 and now i can start apache2 When I started it first time after update some websites on fastCGI wont work I must change them in ISPconfig3 to mod-PHP and now works NOW - I cant restart apache without kill pid. In log of ISP I see Unable to open logs (98)Address already in use: make_sock: could not bind to address [::]:80 (98)Address already in use: make_sock: could not bind to address 0.0.0.0:80 no listening sockets available, shutting down In log of some website I see [emerg] (13)Permission denied: mod_fcgid: can´t lock process table in pid 19264 Do you thing it will be solution update everithing by: apt-get update and apt-get upgrade to complete all updates? I have little scare if I do that then next errors will occur. If I look at apache log i see error: Debian Python version mismatch, expected '2.6.5+', found '2.6.6' But that was there before that problem before. Thanks A LOT for help.

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  • lucid 10.04 LTS => Precise 12.04.1 : upgrade doesn't work

    - by Rastom
    I googled and looked into all unkown issues on ubuntu forums but I can't figure out why a 10.04 LTS server won't detect the last LTS 12.04.1. I guess since 12.04 is a fresh dist, not much is reported for related issues Here is what I did : apt-get update apt-get upgrade apt-get install update-manager-core it was already installed so no update for this package. I checked : /etc/update-manager/release-upgrades [DEFAULT] # Default prompting behavior, valid options: # # never - Never check for a new release. # normal - Check to see if a new release is available. If more than one new # release is found, the release upgrader will attempt to upgrade to # the release that immediately succeeds the currently-running # release. # lts - Check to see if a new LTS release is available. The upgrader # will attempt to upgrade to the first LTS release available after # the currently-running one. Note that this option should not be # used if the currently-running release is not itself an LTS # release, since in that case the upgrader won't be able to # determine if a newer release is available. Prompt=lts I also checked my sourcelist before running apt-get : /etc/apt/sources.list deb http://archive.ubuntu.com/ubuntu/ lucid main restricted universe multiverse deb http://archive.ubuntu.com/ubuntu/ lucid-security main restricted universe multiverse deb http://archive.ubuntu.com/ubuntu/ lucid-updates main restricted universe multiverse deb http://security.ubuntu.com/ubuntu lucid-security main restricted deb-src http://security.ubuntu.com/ubuntu lucid-security main restricted deb http://security.ubuntu.com/ubuntu lucid-security universe deb-src http://security.ubuntu.com/ubuntu lucid-security universe deb http://security.ubuntu.com/ubuntu lucid-security multiverse deb-src http://security.ubuntu.com/ubuntu lucid-security multiverse # deb http://landscape.canonical.com/packages/hardy ./ # deb-src http://landscape.canonical.com/packages/hardy ./ and then following Ubuntu guide for Precise upgrade the command below should work : root@xxxxxxxxx:/etc/apt# do-release-upgrade -d Checking for a new ubuntu release No new release found So am I missing something ? The server was accessing outside through a proxy but I grant direct access to this server to avoid any Internet access problem or redirection but no clue... Any help would be appreciated

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