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  • Unity3d generating a file in iOS and saving it on a linux machine

    - by N0xus
    I've done a little research and don't know if the following is possible. At the moment I have created a small application in Unity that generates an XML file. This file will be used to help set up my game. It's done in Unity due to it being cross platform with no need to re-write a single line of code. Eventually this will run on an iPad. However, my game will be running on a linux computer and I need to pass over the XML file to the computer that will be running the final game (please don't ask why I'm doing that, it's something I need to do). So what I want to know is the following: Can I generate my XML file on an iPad and have that XML file be saved, and transmitted to a linux machine, without the need to manually copy the file over. If so, how is this possible?

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  • Unlock the Full Value of Oracle CRM On Demand

    - by ruth.donohue
    Register for this live Oracle CRM On Demand Virtual Community Session! Oracle CRM On Demand delivers the most complete On Demand CRM solution on the market. But how can you ensure you are getting maximum value from the many powerful features that Oracle CRM On Demand offers? Join our interactive Oracle CRM On Demand Virtual Community Session on Tuesday, January 11, 2011 from 10.00-11 a.m. PT / 1 p.m.-2 p.m. ET to get expert advice and discuss the best ways to unlock the full potential of Oracle CRM Demand with Mike Lairson, author of 'Oracle CRM On Demand Reporting'. Book Offer Send your Oracle CRM On Demand configuration ideas before the Webcast to [email protected] and you could win a free copy of 'Oracle CRM On Demand Reporting' by Mike Lairson. Learn more and register now!

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  • Use Evernote’s Secret Debug Menu to Optimize and Speed Up Searching

    - by The Geek
    If your Evernote installation has become sluggish after adding thousands of notes, you might be able to speed it up a bit with this great tip from Matthew’s TechInch blog that uncovers a secret debug menu in the latest Windows client. It’s important to note that Evernote runs database optimization in the background automatically, so this really shouldn’t be necessary, but if your database is sluggish, anything is worth a shot, right Latest Features How-To Geek ETC How to Upgrade Windows 7 Easily (And Understand Whether You Should) The How-To Geek Guide to Audio Editing: Basic Noise Removal Install a Wii Game Loader for Easy Backups and Fast Load Times The Best of CES (Consumer Electronics Show) in 2011 The Worst of CES (Consumer Electronics Show) in 2011 HTG Projects: How to Create Your Own Custom Papercraft Toy Firefox 4.0 Beta 9 Available for Download – Get Your Copy Now The Frustrations of a Computer Literate Watching a Newbie Use a Computer [Humorous Video] Season0nPass Jailbreaks Current Gen Apple TVs IBM’s Jeopardy Playing Computer Watson Shows The Pros How It’s Done [Video] Tranquil Juice Drop Abstract Wallpaper Pulse Is a Sleek Newsreader for iOS and Android Devices

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Ctrl + C doesn't abort programs in terminal

    - by jake
    I changed the keyboard shortcut in terminal so that Ctrl + C would copy text. I realized I can't abort a program I am running since Ctrl + C used to be the abort command. I know that Ctrl + Shift + C works but want it switched back. Is there a way to revert the keyboard shortcuts to the real defaults before I decided to mess with it? What is the abort command defined as in keyboard shortcuts? Not a big program if I can't but it would be nice to know.

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  • Do your good deed for the day: nominate an exceptional DBA

    - by Rebecca Amos
    Do you know an exceptional DBA? Think they deserve recognition at the world’s largest technical SQL Server conference? Nominate them for the Exceptional DBA Award 2011, and they could be accepting the prize at this year’s PASS Summit. Hard-working DBAs are crucial to the smooth-running of the companies they work for, so we want you to help us celebrate their achievements. Nominating someone for the Exceptional DBA Award simply involves answering a few questions about the nominee’s achievements and experience as a DBA, activities they’re involved in within the SQL Server community, and any mistakes they might have made along the way (we’ve all made them!), and how they handled them. They could win full conference registration to the PASS Summit (where the Award will be presented), and a copy of Red Gate’s SQL DBA Bundle. And you’ll have the feel-good satisfaction of knowing that you’ve helped a colleague or friend get the recognition they deserve (they’ll probably owe you a drink or two, too…). So do your good deed for the day: have a look at our website for all the info, and get started on your nomination: www.exceptionaldba.com

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  • Booting Ubuntu EFI on Macbook Pro Apple Bootmanager

    - by user279771
    Following: http://www.rodsbooks.com/ubuntu-efi/ and https://help.ubuntu.com/community/UEFIBooting#Detect_.28U.29EFI_firmware_processor_architecture I have ubuntu booting on my macbook pro with both refined and the native apple loader working, however, I would like to get the "Improving the Boot Method" (i believe it is called the kernel efi stub loader) working with the Apple Boot manager (the article only explains for refined), but have found no articles explaining this. Can anyone help with this? Below is what I have: What I have is the following: /dev/sda apple partitions /boot ext3 (root) ext3 swap side notes: From what I understand, I should have had my boot partition as fat32/hfs+... I can always switch it or copy the kernel to the apple EFI partition. (I tried creating /boot as an hfs+ partition during installation but was unable. Even after installing hfsprogs, although I was able to create an hfs+ partition in gparted I couldn't use the partition as /boot in ubiquity).

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  • MUD source code

    - by Tchalvak
    I haven't been able to find a lot of the old, open source mud source codes. I find the way they did things very applicable to text-based/browser based games, and I'd love to be able to skim through parts of 'em for inspiration. For instance, we have this huge list of muds and the relationships between them, but little by way of access to source code. http://en.wikipedia.org/wiki/MUD_trees Often (I'm looking at you, dikumud, http://www.dikumud.com/links.aspx ) the sites of the mud itself doesn't even have a working link to the source. https://github.com/alexmchale/merc-mud has a copy of merc that I found, which certainly contains other works within it's history, but the pickings seems sparse. Does anyone have better resources for gaining access to MUD source code than these?

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  • Publish a software with copyright and license

    - by King Chan
    I just read some artical about publishing software and I am personally developing some random metero application at the moment. The artical were suggesting the software should have a publisher website. But what I have to put down in the publisher website to keep my copyright? Is it simply really just "Designed/Developed @ 2012 By King Chan" at the bottom of the site and software and is enough? Or do I have to even write a long paragraph of license/agreement said the user who download/use the software cannot copy the icon/functionality etc? (The Apple and Samsung things get me worry about CopyRight now....)

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  • Adding UCM as a search source in Windows Explorer

    - by kyle.hatlestad
    A customer recently pointed out to me that Windows 7 supports federated search within Windows Explorer. This means you can perform searches to external sources such as Google, Flickr, YouTube, etc right from within Explorer. While we do have the Desktop Integration Suite which offers searching within Explorer, I thought it would be interesting to look into this method which would not require any client software to implement. Basically, federated searching hooks up in Windows Explorer through the OpenSearch protocol. A Search Connector Descriptor file is run and it installs the search provider. The file is a .osdx file which is an OpenSearch Description document. It describes the search provider you are hooking up to along with the URL for the query. If those results can come back as an RSS or ATOM feed, then you're all set. So the first step is to install the RSS Feeds component from the UCM Samples page on OTN. If you're on 11g, I've found the RSS Feeds works just fine on that version too. Next, you want to perform a Quick Search with a particular search term and then copy the RSS link address for that search result. Here is what an example URL might looks like: http://server:16200/cs/idcplg?IdcService=GET_SCS_FEED&feedName=search_results&QueryText=%28+%3cqsch%3eoracle%3c%2fqsch %3e+%29&SortField=dInDate&SortOrder=Desc&ResultCount=20&SearchQueryFormat= Universal&SearchProviders=server& Now you want to create a new text file and start out with this information: <?xml version="1.0" encoding="UTF-8"?><OpenSearchDescription xmlns:ms-ose="http://schemas.microsoft.com/opensearchext/2009/"> <ShortName></ShortName> <Description></Description> <Url type="application/rss+xml" template=""/> <Url type="text/html" template=""/> </OpenSearchDescription> Enter a ShortName and Description. The ShortName will be the value used when displaying the search provider in Explorer. In the template attribute for the first Url element, enter the URL copied previously. You will then need to convert the ampersand symbols to '&' to make them XML compliant. Finally, you'll want to switch out the search term with '{searchTerms}'. For the second Url element, you can do the same thing except you want to copy the UCM search results URL from the page of results. That URL will look something like: http://server:16200/cs/idcplg?IdcService=GET_SEARCH_RESULTS&SortField=dInDate&SortOrder=Desc&ResultCount=20&QueryText=%3Cqsch%3Eoracle%3C%2Fqsch%3E&listTemplateId= &ftx=1&SearchQueryFormat=Universal&TargetedQuickSearchSelection= &MiniSearchText=oracle Again, convert the ampersand symbols and replace the search term with '{searchTerms}'. When complete, save the file with the .osdx extension. The completed file should look like: <?xml version="1.0" encoding="UTF-8"?> <OpenSearchDescription xmlns="http://a9.com/-/spec/opensearch/1.1/" xmlns:ms-ose="http://schemas.microsoft.com/opensearchext/2009/"> <ShortName>Universal Content Management</ShortName> <Description>OpenSearch for UCM via Windows 7 Search Federation.</Description> <Url type="application/rss+xml" template="http://server:16200/cs/idcplg?IdcService=GET_SCS_FEED&amp;feedName=search_results&amp;QueryText=%28+%3Cqsch%3E{searchTerms}%3C%2fqsch%3E+%29&amp;SortField=dInDate&amp;SortOrder=Desc&amp;ResultCount=200&amp;SearchQueryFormat=Universal"/> <Url type="text/html" template="http://server:16200/cs/idcplg?IdcService=GET_SEARCH_RESULTS&amp;SortField=dInDate&amp;SortOrder=Desc&amp;ResultCount=20&amp;QueryText=%3Cqsch%3E{searchTerms}%3C%2Fqsch%3E&amp;listTemplateId=&amp;ftx=1&amp;SearchQueryFormat=Universal&amp;TargetedQuickSearchSelection=&amp;MiniSearchText={searchTerms}"/> </OpenSearchDescription> After you save the file, simply double-click it to create the provider. It will ask if you want to add the search connector to Windows. Click Add and it will add it to the Searches folder in your user folder as well as your Favorites. Now just click on the search icon and in the upper right search box, enter your term. As you are typing, it begins executing searches and the results will come back in Explorer. Now when you double-click on an item, it will try and download the web viewable for viewing. You also have the ability to save the search, just as you would in UCM. And there is a link to Search On Website which will launch your browser and go directly to the search results page there. And with some tweaks to the RSS component, you can make the results a bit more interesting. It supports the Media RSS standard, so you can pass along the thumbnail of the documents in the results. To enable this, edit the rss_resources.htm file in the RSS Feeds component. In the std_rss_feed_begin resource include, add the namespace 'xmlns:media="http://search.yahoo.com/mrss/' to the rss definition: <rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:media="http://search.yahoo.com/mrss/"> Next, in the rss_channel_item_with_thumb include, below the closing image element, add this element: </images> <media:thumbnail url="<$if strIndexOf(thumbnailUrl, "@t") > 0 or strIndexOf(thumbnailUrl, "@g") > 0 or strIndexOf(thumbnailUrl, "@p") > 0$><$rssHttpHost$><$thumbnailUrl$><$elseif dGif$><$HttpWebRoot$>images/docgifs/<$dGif$><$endif$>" /> <description> This and lots of other tweaks can be done to the RSS component to help extend it for optimum use in Explorer. Hopefully this can get you started. *Note: This post also applies to Universal Records Management (URM).

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  • D Bitly Shortens Links on Android Phones

    - by Jason Fitzpatrick
    If you share a lot of links from your Android phone (or would share more if it was easier) D Bitly is an unofficial Bitly client that makes short work of URL shrinking. Not only can you shorten URLs with D Bitly but you can also access your URL shortening history at Bit.ly. Shared a link via IM or email earlier in the day and want to share it right now from your Android device? You can pull it up and one-click share it from D Bitly. Want to shorten a new URL? You can shorten it, share it, and add it to your shortened URL history. Hit up the link below to grab a free copy and take it for a test drive. D Bitly [Android Market via Addictive Tips] HTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)What is a Histogram, and How Can I Use it to Improve My Photos?

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  • Subtext 2.5 Skin Improvements

    Deploying a Subtext skin used to be one of the biggest annoyances with Subtext prior to version 2.5. The main problem was that you couldnt simply copy a skin folder into the Skins directory and just have it work because the configuration for a given skin is centrally located in the Skins.config file. In other words, a skin wasnt self contained in a single folder. With Subtext 2.5, this has changed. Skins are fully self contained and there is no longer a need for a central configuration file for...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Subtext 2.5 Skin Improvements

    Deploying a Subtext skin used to be one of the biggest annoyances with Subtext prior to version 2.5. The main problem was that you couldnt simply copy a skin folder into the Skins directory and just have it work because the configuration for a given skin is centrally located in the Skins.config file. In other words, a skin wasnt self contained in a single folder. With Subtext 2.5, this has changed. Skins are fully self contained and there is no longer a need for a central configuration file for...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Patch Set 11.2.0.2 for Win32 and Win64 now available

    - by Mike Dietrich
    Oracle Database Patch Set 11.2.0.2 for Windows (Patch: 10098816) is now available for download from support.oracle.com: Oracle Database 11.2.0.2 Patch Set for Windows 32bit Oracle Database 11.2.0.2 Patch Set for Windows 64bit Please keep in mind: It's a full install - you don't have to download 11.2.0.1 first, you can start right with 11.2.0.2 You'll get it just from support.oracle.com - no download from OTN or eDelivery as this is a patch set Installation will be done by default into a separate %ORACLE_HOME% .- and this is our strong recommendation. If you'd like to install into your existing 11.2.0.1 %ORACLE_HOME% then you'll have to detach your 11.2.0.1 home from the OUI inventory first (runInstaller -detachHome ORACLE_HOME=c:\orahomes\11.2.0), save the contents of ?\network\admin and ?\database, clean up, install 11.2.0.2 and copy the saved network\admin and \database content back. Btw, Oracle Database Patch Set 10.2.0.5 for HP-UX - Patch:8202632 is available for download as well since today.

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  • Last chance to enter! Exceptional DBA Awards 2011

    - by Rebecca Amos
    Only 1 day left to enter the Exceptional DBA Awards! Get started on your entry today, and you could be heading to Seattle for the PASS Summit in October. All you need to do is visit the Exceptional DBA website and answer a few questions about: Your career and achievements as a SQL Server DBAAny mistakes you've made along the way (and how you tackled them)Activities you're involved in within the SQL Server community – for example writing, blogging, contributing to forums, speaking at events, or organising user groupsWhy you think you should be the Exceptional DBA of 2011 As well as the respect and recognition of your peers – and a great boost to your CV – you could win full conference registration to this year's PASS Summit in Seattle (including accommodation and $300 towards travel expenses) – where the award will be presented, as well as a copy of Red Gate's SQL DBA Bundle, and a chance to be featured here, on Simple-Talk.com. So why not give it a shot? Start your entry now at www.exceptionaldba.com (nominations close on 30 June).

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  • Open Source vs. Closed Source? Which one to choose? [closed]

    - by Rafal Chmiel
    So far, I was always creating open-source applications (or didn't publish them at all) because it was free for me to create a new CodePlex project, and upload everything. Couple of days ago I started wandering what kind of apps should I make, closed or open source. I can see "cons" and "pros" in both such as the ones below: Open Source: Pro, free project hosting (CodePlex is excellent for .NET app updates. ClickOnce etc) Pro, free help such as developers and designers Con, people can get your source code and (sometimes) use some of your code in their apps and make money Con, companies such as Microsoft, Twitter or Tumblr won't be looking forward in buying your project (like for example Twitter bought TweetDeck - TweetDeck being a closed source AIR application, of course) Closed Source: Pro, it's harder for people to copy your idea without the source code Pro, you're more likely to get acquired/bought by companies Con, no free hosting - you have to have a website to do so (not good for updates) Con, no free help What do you think? What do you think I should choose?

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  • Defining the Features we would like to see

    - by Patrick Liekhus
    OK, now that we have a very rough idea of what we are building, let’s get a list of the top features that this application needs to allow us to do.  In this next list we are not prioritizing them yet, just getting on paper the high level backlog of items that this system must do. Add a new task to my work queue Change the status of the task Print a hard copy of the task list by day for my records Log a phone conversation A manager should be able to assign tasks to another user How do we login? Change the Covey roles per user Manage the statuses used Manage the Covey quadrants Can we make this available on the following user interfaces? Windows Desktop Web Browser Sliverlight (WPF) Excel Add-in Outlook Add-in Android Devices iPhone Devices Windows Mobile Devices Blackberry Devices While this looks like a simple spread sheet, it can get pretty complex and busy quickly.  Next time we will work on making this into a Product Backlog and prioritizing the features we would like to see.

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  • Is it possible to sync Rhythmbox playlist to Ubuntu One Music or use a m3u file as Ubuntu One playlist?

    - by WeiSkiy
    I recently started trying Ubuntu One music streaming and now it feels good. However I have a problem here: I used to have several long playlists for myself in Rhythmbox (300-500 songs each playlist, in my favored order), and I really liked to play songs from the playlist instead of shuffling all songs. So, I wonder if I can upload my playlist to Ubuntu One music, or make a same playlist on Ubuntu One Music without dragging songs one by one. Is it possible to do this in Rhythmbox or do it by uploading some m3u playlist file? Or maybe some other method? Please suggest me any method that can "copy" my playlist to Ubuntu One music. Thanks very much!

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  • Favorite Visual Studio 2010 Extensions, Update

    - by Scott Dorman
    With the release of the Visual Studio Pro Power Tools (and many other new extensions having been released), my list of favorite Visual Studio extensions has changed. All of these extensions are available in the Visual Studio Gallery. Here is the list of extensions that I currently have installed and find useful: Bing Start Page CodeCompare Collapse Selection In Solution Explorer Collapse Solution Color Picker Completion Extension Analyzer Find Results Highlighter Find Results Tweak (Available from CodePlex) Format Document HelpViewerKeywordIndex HighlightMultiWord Image Insertion Indentation Matcher Extension ItalicComments MoveToRegionVSX Numbered Bookmarks PowerCommands for Visual Studio 2010 Regular Expressions Margin Search Work Items for TFS 2010 Source Outliner Spell Checker Structure Adornment This also installs the following extensions: BlockTagger BlockTaggerImpl SettingsStore SettingsStoreImpl StyleCop Team Founder Server Power Tools TFS Auto Shelve Visual Studio Color Theme Editor Visual Studio Pro Power Tools VS10x Code Map VS10x Code Marker VS10x Collapse All Projects VS10x Editor View Enhancer VS10x Insert Debug Names VS10x Selection Popup VS10x Super Copy Paste VSCommands 2010 Word Wrap with Auto-Indent   Technorati Tags: Visual Studio,Extensions

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  • NASA Releases Highest Resolution Photo of Mars Ever Seen

    - by Jason Fitzpatrick
    Whether you’re in the mood for a high-resolution extraterrestrial wallpaper or just want to take a very close peek at the surface of Mars, this 23096 x 7681 resolution image ought to do the trick. Courtesy of NASA and Oppurtunity–the Mars Exploration Rover seen in the photo–the panoramic image was captured during the last Martian winter, between the Earth dates of December 21, 2001 and May 8, 2012. Hit up the link below to grab a full-resolution copy as well as read more about the geologic formations seen in the picture and the activities of the rover. ‘Greeley Panorama’ from Opportunity’s Fifth Martian Winter [Nasa] How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

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  • How do I share files with someone who does not have a ubuntu one account

    - by Bob
    I tried to search for an answer, except that, uhhh there is no search. I want to share a Ubuntu One folder with people who do not have a Ubuntu One account. Is that possible? I found this answer in the faq, "Yes! Since Ubuntu 10.04 LTS, Ubuntu One supports sharing files publicly. Right click on a file already synchronized by Ubuntu One and select "Publish via Ubuntu One". Right-click on the file again and select "Copy Ubuntu One public URL". You can now paste the URL and share it with whoever you want." That doesn't seem to help me with 11.04. There is no 'Publish via Ubuntu One' button in 11.04. Does anyone know if there is a way to share files with non-ubuntu users? If so, how? Thanks In Advance, Bob

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  • Properly Label Your Dangerous Projects

    - by Jason Fitzpatrick
    In the pursuit of science, fun, and laser-fueled hijinks, we often undertake projects that really should be labeled more properly. Download this effective label to visually warn “No really, you’ll burn the house down”. Courtesy of Flattr at Thingiverse, you can grab a copy of the “Warning: Will Burn Your House Down” graphic in high resolution image formats suitable for silk screening, laser engraving, or plain old fashioned sign printing. Warning: Will Burn Your House Down [Thingiverse via Make] How To Encrypt Your Cloud-Based Drive with BoxcryptorHTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)

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  • How can I change guest session defaults with a script?

    - by Mauricio Andrés
    I need to create a script to change the guest session defaults because the computers I installed Ubuntu on have only 448mb RAM, which is not enough to have two sessions running simultaneously. I want to write a script that will... create the guest-session folder in /etc; create the skel folder in /etc/guest-session/; copy all the content (including subfolders and files) in /tmp/guest-xxxx/; paste all that content into /etc/guest-session/skel/; and change the default desktop to GNOME Classic instead of Unity 2D (this can be separate from the script if it's easier to do as a general setting), ...all within the guest-session. This is for a project installing Ubuntu in cyber-cafes so it's critical to the project. I appreciate any help you can offer.

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  • LTSP: flash plugin crashes after updates

    - by v4169sgr
    I am running an alternate install 64 bit Ubuntu 12.04 with ltsp-server-standalone. I recently ran a few updates, including adding wine from the repos, adding Medibuntu, and adding google earth, all on the server, which runs as a user workstation. Before the updates, the flash plugin ran fine in thin clients. However, it now crashes. No problem with running the flash plugin on the server / workstation. I have since followed the LTSPManual pdf to copy over my sources list, add Medibuntu in the chroot, update and upgrade, and then update the image, but the flash plugin still crashes. I'd like to get the flash plugin working again in my thin clients. How do I do this? Suggestions appreciated! More information in this thread: http://ubuntuforums.org/forumdisplay.php?f=336 Thanks!

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  • Level Editor + Game -> Duplicating rendering/game specific code?

    - by Utkarsh Sinha
    I've been reading about how to design code for a game. One thing I haven't been able to figure out is - how do you manage writing an outside-game level editor (not an 'in-game level editor') without 'copying' code from the game? For example, you might have to copy all code about the different types of entities you can have. You'll have to add the game rendering code. My guess is this can be done by making a DLL out of the 'engine' part of the game. Then, share it between the actual game and the level editor. Or is there a better/easier way to do this?

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