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  • Oracle ADF and Simplified UI Apps: I18n Feng Shui on Display

    - by ultan o'broin
    I demoed the Hebrew language version of Oracle Sales Cloud Release 8 live in Israel recently. The crowd was yet again wowed by the simplified UI (SUI). I’ve now spent some time playing around with most of the 23 language versions, or the NLS (Natural Language Support) versions as we’d call them, available in Release 8. Hebrew Oracle Sales Cloud Release 8 The simplified UI is built using 100% Oracle ADF. This framework is a great solution for developers to productively build tablet-first, mobility-driven apps for users who work and live using natural languages other than English. Oracle ADF’s internationalization (i18n) relies on built-in Java and Unicode,  packing in i18n goodness such as Bi-Di (or bi-directional) flipping of pages, locale-enabled resource bundles, date and time support, and so on. Comparing German (left) and Hebrew Bi-Di (right) page components in the simplified UI. Note the change in the direction of the arrows and positions of the text. So, developers who need to build global apps don’t have to do anything special when using Oracle ADF components, all thanks to the baked-in UX Feng Shui, as Grant Ronald of the ADF team would say to the UK Oracle User Group. Find out more  about  ADF i18n from Frédéric Desbiens (@blueberrycoder)  on the ADF Architecture TV channel.

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  • Navigation in Win8 Metro Style applications

    - by Dennis Vroegop
    In Windows 8, Touch is, as they say, a first class citizen. Now, to be honest: they also said that in Windows 7. However in Win8 this is actually true. Applications are meant to be used by touch. Yes, you can still use mouse, keyboard and pen and your apps should take that into account but touch is where you should focus on initially. Will all users have touch enabled devices? No, not in the first place. I don’t think touchscreens will be on every device sold next year. But in 5 years? Who knows? Don’t forget: if your app is successful it will be around for a long time and by that time touchscreens will be everywhere. Another reason to embrace touch is that it’s easier to develop a touch-oriented app and then to make sure that keyboard, nouse and pen work as doing it the other way around. Porting a mouse-based application to a touch based application almost never works. The reverse gives you much more chances for success. That being said, there are some things that you need to think about. Most people have more than one finger, while most users only use one mouse at the time. Still, most touch-developers translate their mouse-knowledge to the touch and think they did a good job. Martin Tirion from Microsoft said that since Touch is a new language people face the same challenges they do when learning a new real spoken language. The first thing people try when learning a new language is simply replace the words in their native language to the newly learned words. At first they don’t care about grammar. To a native speaker of that other language this sounds all wrong but they still will be able to understand what the intention was. If you don’t believe me: try Google translate to translate something for you from your language to another and then back and see what happens. The same thing happens with Touch. Most developers translate a mouse-click into a tap-event and think they’re done. Well matey, you’re not done. Not by far. There are things you can do with a mouse that you cannot do with touch. Think hover. A mouse has the ability to ‘slide’ over UI elements. Touch doesn’t (I know: with Pen you can do this but I’m talking about actual fingers here). A touch is either there or it isn’t. And right-click? Forget about it. A click is a click.  Yes, you have more than one finger but the machine doesn’t know which finger you use… The other way around is also true. Like I said: most users only have one mouse but they are likely to have more than one finger. So how do we take that into account? Thinking about this is really worth the time: you might come up with some surprisingly good ideas! Still: don’t forget that not every user has touch-enabled hardware so make sure your app is useable for both groups. Keep this in mind: we’re going to need it later on! Now. Apps should be easy to use. You don’t want your user to read through pages and pages of documentation before they can use the app. Imagine that spotter next to an airfield suddenly seeing a prototype of a Concorde 2 landing on the nearby runway. He probably wants to enter that information in our app NOW and not after he’s taken a 3 day course. Even if he still has to download the app, install it for the first time and then run it he should be on his way immediately. At least, fast enough to note down the details of that unique, rare and possibly exciting sighting he just did. So.. How do we do this? Well, I am not talking about games here. Games are in a league of their own. They fall outside the scope of the apps I am describing. But all the others can roughly be characterized as being one of two flavors: the navigation is either flat or hierarchical. That’s it. And if it’s hierarchical it’s no more than three levels deep. Not more. Your users will get lost otherwise and we don’t want that. Flat is simple. Just imagine we have one screen that is as high as our physical screen is and as wide as you need it to be. Don’t worry if it doesn’t fit on the screen: people can scroll to the right and left. Don’t combine up/down and left/right scrolling: it’s confusing. Next to that, since most users will hold their device in landscape mode it’s very natural to scroll horizontal. So let’s use that when we have a flat model. The same applies to the hierarchical model. Try to have at most three levels. If you need more space, find a way to group the items in such a way that you can fit it in three, very wide lanes. At the highest level we have the so called hub level. This is the entry point of the app and as such it should give the user an immediate feeling of what the app is all about. If your app has categories if items then you might show these categories here. And while you’re at it: also show 2 or 3 of the items itself here to give the user a taste of what lies beneath. If the user selects a category you go to the section part. Here you show several sections (again, go as wide as you need) with again some detail examples. After that: the details layer shows each item. By giving some samples of the underlaying layer you achieve several things: you make the layer attractive by showing several different things, you show some highlights so the user sees actual content and you provide a shortcut to the layers underneath. The image below is borrowed from the http://design.windows.com website which has tons and tons of examples: For our app we’ll use this layout. So what will we show? Well, let’s see what sorts of features our app has to offer. I’ll repeat them here: Note planes Add pictures of that plane Notify friends of new spots Share new spots on social media Write down arrival times Write down departure times Write down the runway they take I am sure you can think of some more items but for now we'll use these. In the hub we’ll show something that represents “Spots”, “Friends”, “Social”. Apparently we have an inner list of spotter-friends that are in the app, while we also have to whole world in social. In the layer below we show something else, depending on what the user choose. When they choose “Spots” we’ll display the last spots, last spots by our friends (so we can actually jump from this category to the one next to it) and so on. When they choose a “spot” (or press the + icon in the App bar, which I’ll talk about next time) they go to the lowest and final level that shows details about that spot, including a picture, date and time and the notes belonging to that entry. You’d be amazed at how easy it is to organize your app this way. If you don’t have enough room in these three layers you probably could easily get away with grouping items. Take a look at our hub: we have three completely different things in one place. If you still can’t fit it all in in a logical and consistent way, chances are you are trying to do too much in this app. Go back to your mission statement, determine if it is specific enough and if your feature list helps that statement or makes it unclear. Go ahead. Give it a go! Next time we’ll talk about the look and feel, the charms and the app-bar….

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  • Save Actions in NetBeans IDE 7.3

    - by Geertjan
    Several developers, especially those familiar with equivalent functionality in Eclipse, have been asking for so-called "Save Actions", that is, support for actions that are automatically performed when a file is saved. Here's the related NetBeans issue: http://netbeans.org/bugzilla/show_bug.cgi?id=140719   In NetBeans IDE 7.3, the issue is resolved as follows: A new "On Save" tab is found in the "Editor" tab of the Options window. Defaults for all languages are set via the "All Languages" item in the drop-down. Here, for all languages, you can specify what kind (all, none, or only modified lines) of formatting and space removal will occur automatically when a file is saved: Via the drop-down, you see all the languages supported by the IDE: You can pick a language and then override the default On Save settings: Per language, there may be additional On Save settings. For example, for Java, you can specify that, when saving a Java file, unused import statements should be removed and/or the rules you've set for organizing import statements should be applied: There's also a set of new NetBeans IDE APIs for adding new On Save functionality via custom plugins. Via MIME type registration of OnSaveTask.Factory, you can register new On Save actions that will be run for files conforming to the relevant MIME type. There's also extensions via the Editor Options API for registering new panels (one per language) to the On Save panel in the Options window. I'll demonstrate some examples of the APIs in upcoming blog entries.

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  • Should I use OpenGL or DX11 for my game?

    - by Sundareswaran Senthilvel
    I'm planning to write a game from scratch (a BIG Game, for commercial purpose). I'm aware that there are certain compute libraries like OpenCL, AMD APP SDK, C++ AMP as well as DirectCompute - both from MS (NOT interested in CUDA) are available in the market. I'm planning to write the game from the scratch, which includes the following engines... Physics Engine AI Engine Main Game Engine (... and if anything is missed). I'm aware that, there are some free physics engine libraries in the market. Not sure about free AI engine libraries. I'm bit confused in choosing between the OpenCL, AMD APP SDK, and C++ AMP libraries (as already mentioned i'm NOT interested in CUDA). I want my game to be published in Windows/Android/Mac OSX. It means it should be a cross-platform game. I will be having "one source code" that i'll compile for various platforms like Windows/Android/Mac OSX, and any others if i missed. Note: Since I'm NOT a Java guy, kindly do NOT suggest me the Java Language. For Graphics language should i use OpenGL or DirectX 11? I have heard that OpenGL runs on a single core, and not sure of DirectX 11. Between OpenGL and DirectX which one should i follow? or else, are there any other graphics language that i need to start with? I want to make use of the parallelism in GPU as well as CPU.

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  • Assuming "clean code/architecture" is there a difference in "effort" between PHP or Java/J2EE web application development?

    - by PhD
    A client asked us to estimate effort when selecting PHP as the implementation language for his next web-based application. We spent about a week exploring PHP, prototyping, testing etc., We are quite new to this language - may have hacked around it in the past but, let's go with PHP-noobs but application development experts (for the lack of a better, less flattering word :) It seems, that if we write, clean maintainable code, follow separation of concerns, enterprise architecture patters (DAOs etc.) the 'effort' in creating an object-oriented PHP based web-application seems to be the same for a Java based one. Here's our equation for estimating the effort (development/delivery time): ConstructionEffort = f(analysis, design, coding, testing, review, deployment) We were specifically comparing effort estimates in creating an enterprise application with the following: PHP + CakePHP/CodeIgniter (should we have considered others?) Java + Spring + Restlet It's an end-to-end application: Client: Javascript/jQuery + HTML/CSS Middle tier/Business Logic - (Still evaluating PHP/Java) Database: MySQL The effort estimates of the 1st and 3rd tier are constant and relatively independent of the middle tier's technology. At a high level with an initial breakdown into user stories of the requested features as well as a high-level SWAG on the sheer number of classes/SLOC that would be required for PHP doesn't seem to differ by much from what is required of the same in Java. Is this correct? We are basing our initial estimates on the initial prototyping/coding we've done with PHP - we are currently disregarding fluency with the language as a factor, since that'll be an initial hurdle and not a long term impediment IMHO (we also have sufficient time to become quite fluent with PHP). I'm interested in knowing the programmers' perspective with respect to effort when creating similar applications with either of the languages to justify choosing one over the other. Are we missing something here? It seems we are going against popular belief of PHP being quicker to market (or we being very fluent with Java have our vision clouded). It doesn't seem to have any coding/programming effort saving from what we/ve played around with.

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  • Pure functional programming and game state

    - by Fu86
    Is there a common technique to handle state (in general) in a functional programming language? There are solutions in every (functional) programming language to handle global state, but I want to avoid this as far as I could. All state in a pure functional manner are function parameters. So I need to put the whole game state (a gigantic hashmap with the world, players, positions, score, assets, enemies, ...)) as a parameter to all functions which wants to manipulate the world on a given input or trigger. The function itself picks the relevant information from the gamestate blob, do something with it, manipulate the gamestate and return the gamestate. But this looks like a poor mans solution for the problem. If I put the whole gamestate into all functions, there is no benefit for me in contrast to global variables or the imperative approach. I could put just the relevant information into the functions and return the actions which will be taken for the given input. And one single function apply all the actions to the gamestate. But most functions need a lot of "relevant" information. move() need the object position, the velocity, the map for collision, position of all enemys, current health, ... So this approach does not seem to work either. So my question is how do I handle the massive amount of state in a functional programming language -- especially for game development?

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  • Does it make sense to write build scripts in C++?

    - by Klaim
    I'm using CMake to generate my projects IDE/makefiles, but I still need to call custom "scripts" to manipulate my compiled files or even generate code. In previous projects I've been using Python and it was OK, but now I'm having serious trouble managing a lot of dependencies in two very big projects I'm working on so I want to minimize the dependencies everywhere. Someone suggested to me to use C++ to write my build scripts instead of adding a language dependency just for that. The projects themeselves already use C++ so there are several advantages that I can see: to build the whole project, only a C++ compiler and CMake would be necessary, nothing else (all the other dependencies are C or C++); C++ type safety (when using modern C++) makes everything easier to get "correct"; it's also the language I know the better so I'm more at ease with it even if I'm able to write some good Python code; potential gain in execution speed (but i don't think it will really be perceptible); However, I think there might be some drawbacks and I'm not sure of the real impact as I didn't try yet: might be longer to write the code (that said I'm not sure because I'm efficient enough in C++ to write something that work quickly, so maybe for this system it wouldn't be so long to write) (compilation time shouldn't be a problem for this case); I must assume that all the text files I'll read as input are in UTF-8, I'm not sure it can be easilly checked at runtime in C++ and the language will not check it for you; libraries in C++ are harder to manage than in scripting languages; I lack experience and forsight so maybe I'm missing advantages and drawbacks. So the question is: does it make sense to use C++ for this? do you have experiences to report and do you see advantages and disadvantages that might be important?

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  • Game programming : C# or C++?

    - by Chronix
    Ok so the faq says : "What language should I learn next? (Unless you have a specific requirement and don't know which language meets that requirement.)" so I guess this is not against the rules of questions. So, I've decided what I really want is to do Game Programming. So the question is, as a 18 years old who wants to learn self taught programming, what is the most suited programming language between C# and C++? ( I should state that I don't care about unix because I believe windows will be still the most used os ) I know the basics of C++, but none about C#. I know that C++ has more tutorials guides, dlls and stuff like that, while C# doesn't, but it's far easier to learn and to use for a single person to develop a program, but I've read even if the program is obfuscated it's easy to get the source of it. Well, I kinda want to focus on basic a lot first, I must say that I have a preference for C++ just because it feels more suitable to me, but I must consider that I work alone.. So even if I like it, it may not be the best thing to do. I am really not sure of which one to go for, i've read a lot of threads on various websites and it looks like C# is becoming more popular than C++. But yeah, that said, I also specified I want to do Game Programming. So I need to know some better points than just "C# is easier because of .net memory handling while C++ isnt" because I couldn't just find it. I hope the thread won't be closed because I've read the faq and I have a specific requirement. Thank you, and if you need more details you're free to ask me, but I think just by saying game programming and that I'd work alone should be enough!

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  • Game programming : C# or C++?

    - by Chronix
    Ok so the faq says : "What language should I learn next? (Unless you have a specific requirement and don't know which language meets that requirement.)" so I guess this is not against the rules of questions. So, I've decided what I really want is to do Game Programming. So the question is, as a 18 years old who wants to learn self taught programming, what is the most suited programming language between C# and C++? ( I should state that I don't care about unix because I believe windows will be still the most used os ) I know the basics of C++, but none about C#. I know that C++ has more tutorials guides, dlls and stuff like that, while C# doesn't, but it's far easier to learn and to use for a single person to develop a program, but I've read even if the program is obfuscated it's easy to get the source of it. Well, I kinda want to focus on basic a lot first, I must say that I have a preference for C++ just because it feels more suitable to me, but I must consider that I work alone.. So even if I like it, it may not be the best thing to do. I am really not sure of which one to go for, i've read a lot of threads on various websites and it looks like C# is becoming more popular than C++. But yeah, that said, I also specified I want to do Game Programming. So I need to know some better points than just "C# is easier because of .net memory handling while C++ isnt" because I couldn't just find it. I hope the thread won't be closed because I've read the faq and I have a specific requirement. Thank you, and if you need more details you're free to ask me, but I think just by saying game programming and that I'd work alone should be enough!

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  • Pros and Cons of Facebook's React vs. Web Components (Polymer)

    - by CletusW
    What are the main benefits of Facebook's React over the upcoming Web Components spec and vice versa (or perhaps a more apples-to-apples comparison would be to Google's Polymer library)? According to this JSConf EU talk and the React homepage, the main benefits of React are: Decoupling and increased cohesion using a component model Abstraction, Composition and Expressivity Virtual DOM & Synthetic events (which basically means they completely re-implemented the DOM and its event system) Enables modern HTML5 event stuff on IE 8 Server-side rendering Testability Bindings to SVG, VML, and <canvas> Almost everything mentioned is being integrated into browsers natively through Web Components except this virtual DOM concept (obviously). I can see how the virtual DOM and synthetic events can be beneficial today to support old browsers, but isn't throwing away a huge chunk of native browser code kind of like shooting yourself in the foot in the long term? As far as modern browsers are concerned, isn't that a lot of unnecessary overhead/reinventing of the wheel? Here are some things I think React is missing that Web Components will care of. Correct me if I'm wrong. Native browser support (read "guaranteed to be faster") Write script in a scripting language, write styles in a styling language, write markup in a markup language. Style encapsulation using Shadow DOM React instead has this, which requires writing CSS in JavaScript. Not pretty. Two-way binding

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  • Is the capability to overwrite functions in JavaScript strength or weakness?

    - by S.N
    I recently came across the following code (from liferay.js) when I was working with Liferay: .... if (!Liferay._ajaxOld) { Liferay._ajaxOld = jQuery.ajax; } if (Liferay._ajaxOld) { jQuery.ajax = function(options) { if (Liferay.Util) { options.url = Liferay.Util.getURLWithSessionId(options.url); } return Liferay._ajaxOld(options); }; } .... As you can see, the code above overwrites the function "jQuery.ajax" to modify "options.url". One may say this is a strength of the language since we can easily overwrite and customize existing functions. However, I would imagine this capability can easily lead to a problem. For instance, my code can overwrite the same function "jQuery.ajax" to modify "options.url" differently from the code above. As a result, any code that expect the behavior defined by "liferay.js" may no longer function as expected. I see this as a weakness of the language as it does not provide proper encapsulation. What are the consensus about this feature/capability of the language in the field?

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  • Game Development

    - by Sundareswaran Senthilvel
    I'm planning to write a game from scratch (a BIG Game, for commercial purpose). I'm aware that there are certain compute libraries like OpenCL, AMD APP SDK, C++ AMP as well as DirectCompute - both from MS (NOT interested in CUDA) are available in the market. I'm planning to write the game from the scratch, which includes the following engines... 1.Physics Engine 2.AI Engine 3.Main Game Engine (... and if anything is missed). I'm aware that, there are some free physics engine libraries in the market. Not sure about free AI engine libraries. I'm bit confused in choosing between the OpenCL, AMD APP SDK, and C++ AMP libraries (as already mentioned i'm NOT interested in CUDA). I want my game to be published in Windows/Android/Mac OSX. It means it should be a cross-platform game. I will be having "one source code" that i'll compile for various platforms like Windows/Android/Mac OSX, and any others if i missed. Note: Since I'm NOT a Java guy, kindly do NOT suggest me the Java Language. For Graphics language should i use OpenGL or DirectX 11? I have heard that OpenGL runs on a single core, and not sure of DirectX 11. Between OpenGL and DirectX which one should i follow? or else, are there any other graphics language that i need to start with? I want to make use of the parallelism in GPU as well as CPU.

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  • Cookie Settings Storage Method

    - by Paul
    I've got an web app that needs to store some non-sensitive preferences for the user. Right now I'm storing their language preference and what mode they want a window opened in by default in two cookies: "lang" can be "en" or "de" "mode" can be "design" or "view" I might add a few more in the future. I'm not sure how many, but probably never more than a dozen. Language is parsed on every request, whereas the mode cookie is only used occasionally. I saw a recommendation that made sense I shouldn't try to do what I was originally planning to do and strongly type a user settings class deserialized on each request because of the overhead involved. I see three options here and I'm not sure which is the best overall. Keep things as they are, add a new cookie for each new setting Combine the cookies into a single settings cookie and add future values to it Change the mode cookie to settings (leaving language alone), add new user settings values to the settings cookie All would work obviously. I'm leaning toward option three, but I'm not sure if there's a best practice for this?

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  • Configuring Novel iPrint client on ubuntu 13.10

    - by Mahdi Sadeghi
    Recently I have struggled a lot to make Novel iPrint client to work on my laptop. I need it to use Follow Me printers in our university(you can take your print form any printer). Using this tutorial from Novel, I tried to convert the rpm package and install it on Ubuntu 13.04 & 13.10. The post install script from installing generated deb package had a typo which I saw in post install messages and I fixed that. Now I have the client running. To see the client UI I installed cinnamon desktop(because unity does not have system tray and old solutions did'nt work to whitelist Novel clinet). I have iPrint plugin installed on firefox as well(I copied the shared object files to plugin directories). I try installing printers from provided ipp URL(which lists available printers on the server) with no success. After clicking the printer name I see this: I have various errors: Formerly firefox used to asked my network username/password for installing SSL printer but now it returns this: iPrint Printer - The printer is currently not available. However I can install non-SSL version but the printer location is either empty or points to: file:///dev/null even if I change it to the exact address which I see on working machines still it prints nothing. I have tried the novel command line tool, iprntcmd to print. It is being installed at: /opt/novell/iprint/bin/ msadeghi@werkstatt:/opt/novell/iprint/bin$ ./iprntcmd --addprinter ipp://iprint.rz.hs-offenburg.de/ipp/Follow-me\ -\ IPP iprntcmd v05.04.00 Adding printer ipp://iprint.rz.hs-offenburg.de/ipp/Follow-me - IPP. Added printer ipp://iprint.rz.hs-offenburg.de/ipp/Follow-me - IPP successfully. It adds the printer with empty location and again no print. What I found interesting is the log file at ~/.iprint/errors.txt with strange errors which I hope somebody here can understand. When I try to install the SSL printer I receive these logs(note that HP is my local printer and has nothing to do with iprint): Thu Oct 31 11:02:03 2013 Trace Info: iprint.c, line 6690 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for file:///dev/null - Unknown Port Type - file Thu Oct 31 11:02:03 2013 Trace Info: iprint.c, line 6800 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for hp:/usb/HP_LaserJet_1018?serial=KP103A1 - No Port type specified Thu Oct 31 11:02:05 2013 Trace Info: iprint.c, line 6690 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for file:///dev/null - Unknown Port Type - file Thu Oct 31 11:02:05 2013 Trace Info: iprint.c, line 6800 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for hp:/usb/HP_LaserJet_1018?serial=KP103A1 - No Port type specified Thu Oct 31 11:02:06 2013 Trace Info: mydoreq.c, line 676 Group Info: CLIB Error Code: 0 (0x0) User ID: 1000 Error Msg: Success Debug Msg: MyCupsDoFileRequest - httpReconnect failed (0) Thu Oct 31 11:02:06 2013 Trace Info: mydoreq.c, line 1293 Group Info: CUPS-IPP Error Code: 1282 (0x502) User ID: 1000 Error Msg: iPrint Printer - The printer is currently not available. Debug Msg: MyCupsDoFileRequest - IPP SERVICE UNAVAILABLE Thu Oct 31 11:02:06 2013 Trace Info: iprint.c, line 6690 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for file:///dev/null - Unknown Port Type - file Thu Oct 31 11:02:06 2013 Trace Info: iprint.c, line 6800 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for hp:/usb/HP_LaserJet_1018?serial=KP103A1 - No Port type specified Thu Oct 31 11:02:08 2013 Trace Info: iprint.c, line 6690 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for file:///dev/null - Unknown Port Type - file Thu Oct 31 11:02:08 2013 Trace Info: iprint.c, line 6800 Group Info: IPRINT-lib Error Code: 4096 (0x1000) User ID: 1000 Error Msg: iPrint Lib - Bad URI type supplied (not IPP:, HTTP:, or HTTPS:). Debug Msg: IPRINTInterpretURI for hp:/usb/HP_LaserJet_1018?serial=KP103A1 - No Port type specified I should say that my friend can print using the same instructions on CrunchBang easily and another guy on 12.04 LTS but with more struggling. It worked for me on linux mint maya with my old laptop as well. Is there anybody out there who can help me to solve these problems? I am really disappointed with Novell and our university support. PS. I had the same problemwith 13.04. No matter if I am within the network or I connect with VPN, I have the same issues.

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  • Red Gate Coder interviews: Robin Hellen

    - by Michael Williamson
    Robin Hellen is a test engineer here at Red Gate, and is also the latest coder I’ve interviewed. We chatted about debugging code, the roles of software engineers and testers, and why Vala is currently his favourite programming language. How did you get started with programming?It started when I was about six. My dad’s a professional programmer, and he gave me and my sister one of his old computers and taught us a bit about programming. It was an old Amiga 500 with a variant of BASIC. I don’t think I ever successfully completed anything! It was just faffing around. I didn’t really get anywhere with it.But then presumably you did get somewhere with it at some point.At some point. The PC emerged as the dominant platform, and I learnt a bit of Visual Basic. I didn’t really do much, just a couple of quick hacky things. A bit of demo animation. Took me a long time to get anywhere with programming, really.When did you feel like you did start to get somewhere?I think it was when I started doing things for someone else, which was my sister’s final year of university project. She called up my dad two days before she was due to submit, saying “We need something to display a graph!”. Dad says, “I’m too busy, go talk to your brother”. So I hacked up this ugly piece of code, sent it off and they won a prize for that project. Apparently, the graph, the bit that I wrote, was the reason they won a prize! That was when I first felt that I’d actually done something that was worthwhile. That was my first real bit of code, and the ugliest code I’ve ever written. It’s basically an array of pre-drawn line elements that I shifted round the screen to draw a very spikey graph.When did you decide that programming might actually be something that you wanted to do as a career?It’s not really a decision I took, I always wanted to do something with computers. And I had to take a gap year for uni, so I was looking for twelve month internships. I applied to Red Gate, and they gave me a job as a tester. And that’s where I really started having to write code well. To a better standard that I had been up to that point.How did you find coming to Red Gate and working with other coders?I thought it was really nice. I learnt so much just from other people around. I think one of the things that’s really great is that people are just willing to help you learn. Instead of “Don’t you know that, you’re so stupid”, it’s “You can just do it this way”.If you could go back to the very start of that internship, is there something that you would tell yourself?Write shorter code. I have a tendency to write massive, many-thousand line files that I break out of right at the end. And then half-way through a project I’m doing something, I think “Where did I write that bit that does that thing?”, and it’s almost impossible to find. I wrote some horrendous code when I started. Just that principle, just keep things short. Even if looks a bit crazy to be jumping around all over the place all of the time, it’s actually a lot more understandable.And how do you hold yourself to that?Generally, if a function’s going off my screen, it’s probably too long. That’s what I tell myself, and within the team here we have code reviews, so the guys I’m with at the moment are pretty good at pulling me up on, “Doesn’t that look like it’s getting a bit long?”. It’s more just the subjective standard of readability than anything.So you’re an advocate of code review?Yes, definitely. Both to spot errors that you might have made, and to improve your knowledge. The person you’re reviewing will say “Oh, you could have done it that way”. That’s how we learn, by talking to others, and also just sharing knowledge of how your project works around the team, or even outside the team. Definitely a very firm advocate of code reviews.Do you think there’s more we could do with them?I don’t know. We’re struggling with how to add them as part of the process without it becoming too cumbersome. We’ve experimented with a few different ways, and we’ve not found anything that just works.To get more into the nitty gritty: how do you like to debug code?The first thing is to do it in my head. I’ll actually think what piece of code is likely to have caused that error, and take a quick look at it, just to see if there’s anything glaringly obvious there. The next thing I’ll probably do is throw in print statements, or throw some exceptions from various points, just to check: is it going through the code path I expect it to? A last resort is to actually debug code using a debugger.Why is the debugger the last resort?Probably because of the environments I learnt programming in. VB and early BASIC didn’t have much of a debugger, the only way to find out what your program was doing was to add print statements. Also, because a lot of the stuff I tend to work with is non-interactive, if it’s something that takes a long time to run, I can throw in the print statements, set a run off, go and do something else, and look at it again later, rather than trying to remember what happened at that point when I was debugging through it. So it also gives me the record of what happens. I hate just sitting there pressing F5, F5, continually. If you’re having to find out what your code is doing at each line, you’ve probably got a very wrong mental model of what your code’s doing, and you can find that out just as easily by inspecting a couple of values through the print statements.If I were on some codebase that you were also working on, what should I do to make it as easy as possible to understand?I’d say short and well-named methods. The one thing I like to do when I’m looking at code is to find out where a value comes from, and the more layers of indirection there are, particularly DI [dependency injection] frameworks, the harder it is to find out where something’s come from. I really hate that. I want to know if the value come from the user here or is a constant here, and if I can’t find that out, that makes code very hard to understand for me.As a tester, where do you think the split should lie between software engineers and testers?I think the split is less on areas of the code you write and more what you’re designing and creating. The developers put a structure on the code, while my major role is to say which tests we should have, whether we should test that, or it’s not worth testing that because it’s a tiny function in code that nobody’s ever actually going to see. So it’s not a split in the code, it’s a split in what you’re thinking about. Saying what code we should write, but alternatively what code we should take out.In your experience, do the software engineers tend to do much testing themselves?They tend to control the lowest layer of tests. And, depending on how the balance of people is in the team, they might write some of the higher levels of test. Or that might go to the testers. I’m the only tester on my team with three other developers, so they’ll be writing quite a lot of the actual test code, with input from me as to whether we should test that functionality, whereas on other teams, where it’s been more equal numbers, the testers have written pretty much all of the high level tests, just because that’s the best use of resource.If you could shuffle resources around however you liked, do you think that the developers should be writing those high-level tests?I think they should be writing them occasionally. It helps when they have an understanding of how testing code works and possibly what assumptions we’ve made in tests, and they can say “actually, it doesn’t work like that under the hood so you’ve missed this whole area”. It’s one of those agile things that everyone on the team should be at least comfortable doing the various jobs. So if the developers can write test code then I think that’s a very good thing.So you think testers should be able to write production code?Yes, although given most testers skills at coding, I wouldn’t advise it too much! I have written a few things, and I did make a few changes that have actually gone into our production code base. They’re not necessarily running every time but they are there. I think having that mix of skill sets is really useful. In some ways we’re using our own product to test itself, so being able to make those changes where it’s not working saves me a round-trip through the developers. It can be really annoying if the developers have no time to make a change, and I can’t touch the code.If the software engineers are consistently writing tests at all levels, what role do you think the role of a tester is?I think on a team like that, those distinctions aren’t quite so useful. There’ll be two cases. There’s either the case where the developers think they’ve written good tests, but you still need someone with a test engineer mind-set to go through the tests and validate that it’s a useful set, or the correct set for that code. Or they won’t actually be pure developers, they’ll have that mix of test ability in there.I think having slightly more distinct roles is useful. When it starts to blur, then you lose that view of the tests as a whole. The tester job is not to create tests, it’s to validate the quality of the product, and you don’t do that just by writing tests. There’s more things you’ve got to keep in your mind. And I think when you blur the roles, you start to lose that end of the tester.So because you’re working on those features, you lose that holistic view of the whole system?Yeah, and anyone who’s worked on the feature shouldn’t be testing it. You always need to have it tested it by someone who didn’t write it. Otherwise you’re a bit too close and you assume “yes, people will only use it that way”, but the tester will come along and go “how do people use this? How would our most idiotic user use this?”. I might not test that because it might be completely irrelevant. But it’s coming in and trying to have a different set of assumptions.Are you a believer that it should all be automated if possible?Not entirely. So an automated test is always better than a manual test for the long-term, but there’s still nothing that beats a human sitting in front of the application and thinking “What could I do at this point?”. The automated test is very good but they follow that strict path, and they never check anything off the path. The human tester will look at things that they weren’t expecting, whereas the automated test can only ever go “Is that value correct?” in many respects, and it won’t notice that on the other side of the screen you’re showing something completely wrong. And that value might have been checked independently, but you always find a few odd interactions when you’re going through something manually, and you always need to go through something manually to start with anyway, otherwise you won’t know where the important bits to write your automation are.When you’re doing that manual testing, do you think it’s important to do that across the entire product, or just the bits that you’ve touched recently?I think it’s important to do it mostly on the bits you’ve touched, but you can’t ignore the rest of the product. Unless you’re dealing with a very, very self-contained bit, you’re almost always encounter other bits of the product along the way. Most testers I know, even if they are looking at just one path, they’ll keep open and move around a bit anyway, just because they want to find something that’s broken. If we find that your path is right, we’ll go out and hunt something else.How do you think this fits into the idea of continuously deploying, so long as the tests pass?With deploying a website it’s a bit different because you can always pull it back. If you’re deploying an application to customers, when you’ve released it, it’s out there, you can’t pull it back. Someone’s going to keep it, no matter how hard you try there will be a few installations that stay around. So I’d always have at least a human element on that path. With websites, you could probably automate straight out, or at least straight out to an internal environment or a single server in a cloud of fifty that will serve some people. But I don’t think you should release to everyone just on automated tests passing.You’ve already mentioned using BASIC and C# — are there any other languages that you’ve used?I’ve used a few. That’s something that has changed more recently, I’ve become familiar with more languages. Before I started at Red Gate I learnt a bit of C. Then last year, I taught myself Python which I actually really enjoyed using. I’ve also come across another language called Vala, which is sort of a C#-like language. It’s basically a pre-processor for C, but it has very nice syntax. I think that’s currently my favourite language.Any particular reason for trying Vala?I have a completely Linux environment at home, and I’ve been looking for a nice language, and C# just doesn’t cut it because I won’t touch Mono. So, I was looking for something like C# but that was useable in an open source environment, and Vala’s what I found. C#’s got a few features that Vala doesn’t, and Vala’s got a few features where I think “It would be awesome if C# had that”.What are some of the features that it’s missing?Extension methods. And I think that’s the only one that really bugs me. I like to use them when I’m writing C# because it makes some things really easy, especially with libraries that you can’t touch the internals of. It doesn’t have method overloading, which is sometimes annoying.Where it does win over C#?Everything is non-nullable by default, you never have to check that something’s unexpectedly null.Also, Vala has code contracts. This is starting to come in C# 4, but the way it works in Vala is that you specify requirements in short phrases as part of your function signature and they stick to the signature, so that when you inherit it, it has exactly the same code contract as the base one, or when you inherit from an interface, you have to match the signature exactly. Just using those makes you think a bit more about how you’re writing your method, it’s not an afterthought when you’ve got contracts from base classes given to you, you can’t change it. Which I think is a lot nicer than the way C# handles it. When are those actually checked?They’re checked both at compile and run-time. The compile-time checking isn’t very strong yet, it’s quite a new feature in the compiler, and because it compiles down to C, you can write C code and interface with your methods, so you can bypass that compile-time check anyway. So there’s an extra runtime check, and if you violate one of the contracts at runtime, it’s game over for your program, there’s no exception to catch, it’s just goodbye!One thing I dislike about C# is the exceptions. You write a bit of code and fifty exceptions could come from any point in your ten lines, and you can’t mentally model how those exceptions are going to come out, and you can’t even predict them based on the functions you’re calling, because if you’ve accidentally got a derived class there instead of a base class, that can throw a completely different set of exceptions. So I’ve got no way of mentally modelling those, whereas in Vala they’re checked like Java, so you know only these exceptions can come out. You know in advance the error conditions.I think Raymond Chen on Old New Thing says “the only thing you know when you throw an exception is that you’re in an invalid state somewhere in your program, so just kill it and be done with it!”You said you’ve also learnt bits of Python. How did you find that compared to Vala and C#?Very different because of the dynamic typing. I’ve been writing a website for my own use. I’m quite into photography, so I take photos off my camera, post-process them, dump them in a file, and I get a webpage with all my thumbnails. So sort of like Picassa, but written by myself because I wanted something to learn Python with. There are some things that are really nice, I just found it really difficult to cope with the fact that I’m not quite sure what this object type that I’m passed is, I might not ever be sure, so it can randomly blow up on me. But once I train myself to ignore that and just say “well, I’m fairly sure it’s going to be something that looks like this, so I’ll use it like this”, then it’s quite nice.Any particular features that you’ve appreciated?I don’t like any particular feature, it’s just very straightforward to work with. It’s very quick to write something in, particularly as you don’t have to worry that you’ve changed something that affects a different part of the program. If you have, then that part blows up, but I can get this part working right now.If you were doing a big project, would you be willing to do it in Python rather than C# or Vala?I think I might be willing to try something bigger or long term with Python. We’re currently doing an ASP.NET MVC project on C#, and I don’t like the amount of reflection. There’s a lot of magic that pulls values out, and it’s all done under the scenes. It’s almost managed to put a dynamic type system on top of C#, which in many ways destroys the language to me, whereas if you’re already in a dynamic language, having things done dynamically is much more natural. In many ways, you get the worst of both worlds. I think for web projects, I would go with Python again, whereas for anything desktop, command-line or GUI-based, I’d probably go for C# or Vala, depending on what environment I’m in.It’s the fact that you can gain from the strong typing in ways that you can’t so much on the web app. Or, in a web app, you have to use dynamic typing at some point, or you have to write a hell of a lot of boilerplate, and I’d rather use the dynamic typing than write the boilerplate.What do you think separates great programmers from everyone else?Probably design choices. Choosing to write it a piece of code one way or another. For any given program you ask me to write, I could probably do it five thousand ways. A programmer who is capable will see four or five of them, and choose one of the better ones. The excellent programmer will see the largest proportion and manage to pick the best one very quickly without having to think too much about it. I think that’s probably what separates, is the speed at which they can see what’s the best path to write the program in. More Red Gater Coder interviews

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  • Automapper: Handling NULL members

    - by PSteele
    A question about null members came up on the Automapper mailing list.  While the problem wasn’t with Automapper, investigating the issue led to an interesting feature in Automapper. Normally, Automapper ignores null members.  After all, what is there really to do?  Imagine these source classes: public class Source { public int Data { get; set; } public Address Address { get; set; } }   public class Destination { public string Data { get; set; } public Address Address { get; set; } }   public class Address { public string AddressType { get; set; } public string Location { get; set; } } And imagine a simple mapping example with these classes: Mapper.CreateMap<Source, Destination>();   var source = new Source { Data = 22, Address = new Address { AddressType = "Home", Location = "Michigan", }, };   var dest = Mapper.Map<Source, Destination>(source); The variable ‘dest’ would have a complete mapping of the Data member and the Address member. But what if the source had no address? Mapper.CreateMap<Source, Destination>();   var source = new Source { Data = 22, };   var dest = Mapper.Map<Source, Destination>(source); In that case, Automapper would just leave the Destination.Address member null as well.  But what if we always wanted an Address defined – even if it’s just got some default data?  Use the “NullSubstitute” option: Mapper.CreateMap<Source, Destination>() .ForMember(d => d.Address, o => o.NullSubstitute(new Address { AddressType = "Unknown", Location = "Unknown", }));   var source = new Source { Data = 22, };   var dest = Mapper.Map<Source, Destination>(source); Now, the ‘dest’ variable will have an Address defined with a type and location of “Unknown”.  Very handy! Technorati Tags: .NET,Automapper,NULL

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  • VBoxManage modifyhd --resize doesn't exist?

    - by George Korac
    I'm trying to increase the size of a VirtualBox Win7 .vdi disk on Ubuntu 10.04 but when I try executing VBoxManage modifyhd /path/disk.vdi --resize 15360 it returns Syntax error: unknown option: --resize. I'm unsure as to why this is happening because I've used it before and it's still listed under valid options for VBoxManage modifyhd in the VirualBox User Manual . Cheers, George @maniat1k george@george-laptop:~$ VBoxManage modifyhd '/home/george/.VirtualBox/HardDisks/Windows 7 64bit.vdi' --resize 15360 Sun VirtualBox Command Line Management Interface Version 3.1.6_OSE (C) 2005-2010 Sun Microsystems, Inc. All rights reserved. Usage: VBoxManage modifyhd | [--type normal|writethrough|immutable] [--autoreset on|off] [--compact] Syntax error: unknown option: --resize

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  • Unable to run Tor even in terminal, Vidalia exit code 127

    - by Ubuntu Newb
    I'm using Ubuntu 12.10 (quantal) and I recently installed Tor (32 bits) following the instructions on the Tor project's page. Then I started the script after having it extracted from the console and got this: master@ubuntu:~/tor-browser_en-US$ ./start-tor-browser Launching Tor Browser Bundle for Linux in /home/master/tor-browser_en-US ./start-tor-browser: 225: ./start-tor-browser: ./App/vidalia: not found Vidalia exited abnormally. Exit code: 127 Then I ran Vidalia from the console and: master@ubuntu:~/tor-browser_en-US$ vidalia (<unknown>:11354): IBUS-WARNING **: Unable to load /var/lib/dbus/machine-id: Failed to open file '/var/lib/dbus/machine-id': Permission denied master@ubuntu:~/tor-browser_en-US$ vidalia (<unknown>:11358): IBUS-WARNING **: Unable to load /var/lib/dbus/machine-id: Failed to open file '/var/lib/dbus/machine-id': Permission denied And after Vidalia's GUI opens I get the error prompt about starting Tor: "Vidalia was unable to start Tor. Check your settings to ensure the correct name and location of your Tor executable is specified." How can I start Tor?

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  • wifi not recognized

    - by pumper
    I had wifi and worked then some day ubuntu asked me to update some packeages and restarted the system and after that no wifi. this is my wireless_script output : ########## wireless info START ########## ##### release ##### Distributor ID: Ubuntu Description: Ubuntu 14.04 LTS Release: 14.04 Codename: trusty ##### kernel ##### Linux S510p 3.13.0-24-generic #47-Ubuntu SMP Fri May 2 23:30:00 UTC 2014 x86_64 x86_64 x86_64 GNU/Linux ##### lspci ##### 02:00.0 Network controller [0280]: Qualcomm Atheros QCA9565 / AR9565 Wireless Network Adapter [168c:0036] (rev 01) Subsystem: Lenovo Device [17aa:3026] Kernel driver in use: ath9k 03:00.0 Ethernet controller [0200]: Qualcomm Atheros AR8162 Fast Ethernet [1969:1090] (rev 10) Subsystem: Lenovo Device [17aa:3807] Kernel driver in use: alx ##### lsusb ##### Bus 001 Device 006: ID 0eef:a111 D-WAV Scientific Co., Ltd Bus 001 Device 007: ID 0cf3:3004 Atheros Communications, Inc. Bus 001 Device 004: ID 174f:1488 Syntek Bus 001 Device 003: ID 03f0:5607 Hewlett-Packard Bus 001 Device 002: ID 8087:8000 Intel Corp. Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 002 Device 002: ID 15d9:0a4c Trust International B.V. USB+PS/2 Optical Mouse Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub ##### PCMCIA Card Info ##### ##### rfkill ##### 0: ideapad_wlan: Wireless LAN Soft blocked: no Hard blocked: no 1: ideapad_bluetooth: Bluetooth Soft blocked: no Hard blocked: no 2: phy0: Wireless LAN Soft blocked: no Hard blocked: no 3: hci0: Bluetooth Soft blocked: no Hard blocked: no ##### iw reg get ##### country 00: (2402 - 2472 @ 40), (3, 20) (2457 - 2482 @ 40), (3, 20), PASSIVE-SCAN, NO-IBSS (2474 - 2494 @ 20), (3, 20), NO-OFDM, PASSIVE-SCAN, NO-IBSS (5170 - 5250 @ 40), (3, 20), PASSIVE-SCAN, NO-IBSS (5735 - 5835 @ 40), (3, 20), PASSIVE-SCAN, NO-IBSS ##### interfaces ##### # interfaces(5) file used by ifup(8) and ifdown(8) auto lo iface lo inet loopback auto dsl-provider iface dsl-provider inet ppp pre-up /sbin/ifconfig wlan0 up # line maintained by pppoeconf provider dsl-provider auto wlan0 iface wlan0 inet manual ##### iwconfig ##### wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=16 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off ##### route ##### Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface ##### resolv.conf ##### ##### nm-tool ##### NetworkManager Tool State: connected (global) - Device: eth0 ----------------------------------------------------------------- Type: Wired Driver: alx State: unavailable Default: no HW Address: <MAC address removed> Capabilities: Carrier Detect: yes Wired Properties Carrier: off - Device: wlan0 ---------------------------------------------------------------- Type: 802.11 WiFi Driver: ath9k State: unmanaged Default: no HW Address: <MAC address removed> Capabilities: Wireless Properties WEP Encryption: yes WPA Encryption: yes WPA2 Encryption: yes Wireless Access Points ##### NetworkManager.state ##### [main] NetworkingEnabled=true WirelessEnabled=true WWANEnabled=true WimaxEnabled=true ##### NetworkManager.conf ##### [main] plugins=ifupdown,keyfile,ofono dns=dnsmasq no-auto-default=<MAC address removed>, [ifupdown] managed=false ##### iwlist ##### wlan0 Scan completed : Cell 01 - Address: <MAC address removed> Channel:1 Frequency:2.412 GHz (Channel 1) Quality=55/70 Signal level=-55 dBm Encryption key:on ESSID:"mohsen" Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 6 Mb/s 9 Mb/s; 12 Mb/s; 18 Mb/s Bit Rates:24 Mb/s; 36 Mb/s; 48 Mb/s; 54 Mb/s Mode:Master Extra:tsf=000000076c342498 Extra: Last beacon: 12ms ago IE: Unknown: 00066D6F6873656E IE: Unknown: 010882848B960C121824 IE: Unknown: 030101 IE: Unknown: 2A0104 IE: Unknown: 32043048606C ##### iwlist channel ##### wlan0 13 channels in total; available frequencies : Channel 01 : 2.412 GHz Channel 02 : 2.417 GHz Channel 03 : 2.422 GHz Channel 04 : 2.427 GHz Channel 05 : 2.432 GHz Channel 06 : 2.437 GHz Channel 07 : 2.442 GHz Channel 08 : 2.447 GHz Channel 09 : 2.452 GHz Channel 10 : 2.457 GHz Channel 11 : 2.462 GHz Channel 12 : 2.467 GHz Channel 13 : 2.472 GHz ##### lsmod ##### ath3k 13318 0 bluetooth 395423 23 bnep,ath3k,btusb,rfcomm ath9k 164164 0 ath9k_common 13551 1 ath9k ath9k_hw 453856 2 ath9k_common,ath9k ath 28698 3 ath9k_common,ath9k,ath9k_hw mac80211 626489 1 ath9k cfg80211 484040 3 ath,ath9k,mac80211 ##### modinfo ##### filename: /lib/modules/3.13.0-24-generic/kernel/drivers/bluetooth/ath3k.ko firmware: ath3k-1.fw license: GPL version: 1.0 description: Atheros AR30xx firmware driver author: Atheros Communications srcversion: 98A5245588C09E5E41690D0 alias: usb:v0489pE036d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE03Cd*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE02Cd*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3pE003d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p3121d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v13D3p3402d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v04C5p1330d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE04Dd*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE056d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE04Ed*dc*dsc*dp*ic*isc*ip*in* alias: usb:v13D3p3393d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE057d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0930p0220d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0930p0219d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3pE005d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3pE004d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v13D3p3362d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v04CAp3008d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v04CAp3006d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v04CAp3005d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v04CAp3004d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v13D3p3375d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p817Ad*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p311Dd*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p3008d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p3004d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p0036d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v03F0p311Dd*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE027d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE03Dd*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0930p0215d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v13D3p3304d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3pE019d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p3002d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p3000d*dc*dsc*dp*ic*isc*ip*in* depends: bluetooth intree: Y vermagic: 3.13.0-24-generic SMP mod_unload modversions signer: Magrathea: Glacier signing key sig_key: <MAC address removed>:D9:06:21:70:6E:8D:06:60:4D:73:0B:35:9F:C0 sig_hashalgo: sha512 filename: /lib/modules/3.13.0-24-generic/kernel/drivers/net/wireless/ath/ath9k/ath9k.ko license: Dual BSD/GPL description: Support for Atheros 802.11n wireless LAN cards. author: Atheros Communications srcversion: BAF225EEB618908380B28DA alias: platform:qca955x_wmac alias: platform:ar934x_wmac alias: platform:ar933x_wmac alias: platform:ath9k alias: pci:v0000168Cd00000036sv*sd*bc*sc*i* alias: pci:v0000168Cd00000036sv0000185Fsd00003027bc*sc*i* alias: pci:v0000168Cd00000036sv00001B9Asd00002810bc*sc*i* alias: pci:v0000168Cd00000036sv0000144Fsd00007202bc*sc*i* alias: pci:v0000168Cd00000036sv00001A3Bsd00002130bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000612bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000652bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000642bc*sc*i* alias: pci:v0000168Cd00000036sv0000168Csd0000302Cbc*sc*i* alias: pci:v0000168Cd00000036sv0000168Csd00003027bc*sc*i* alias: pci:v0000168Cd00000036sv0000144Dsd0000411Ebc*sc*i* alias: pci:v0000168Cd00000036sv0000144Dsd0000411Dbc*sc*i* alias: pci:v0000168Cd00000036sv0000144Dsd0000411Cbc*sc*i* alias: pci:v0000168Cd00000036sv0000144Dsd0000411Bbc*sc*i* alias: pci:v0000168Cd00000036sv0000144Dsd0000411Abc*sc*i* alias: pci:v0000168Cd00000036sv00001028sd0000020Ebc*sc*i* alias: pci:v0000168Cd00000036sv0000103Csd0000217Fbc*sc*i* alias: pci:v0000168Cd00000036sv0000103Csd000018E3bc*sc*i* alias: pci:v0000168Cd00000036sv000017AAsd00003026bc*sc*i* alias: pci:v0000168Cd00000036sv00001A3Bsd0000213Abc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000662bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000672bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000622bc*sc*i* alias: pci:v0000168Cd00000036sv0000185Fsd00003028bc*sc*i* alias: pci:v0000168Cd00000036sv0000105Bsd0000E069bc*sc*i* alias: pci:v0000168Cd00000036sv0000168Csd0000302Bbc*sc*i* alias: pci:v0000168Cd00000036sv0000168Csd00003026bc*sc*i* alias: pci:v0000168Cd00000036sv0000168Csd00003025bc*sc*i* alias: pci:v0000168Cd00000036sv00001B9Asd00002812bc*sc*i* alias: pci:v0000168Cd00000036sv00001B9Asd00002811bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00006671bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000632bc*sc*i* alias: pci:v0000168Cd00000036sv0000185Fsd0000A119bc*sc*i* alias: pci:v0000168Cd00000036sv0000105Bsd0000E068bc*sc*i* alias: pci:v0000168Cd00000036sv00001A3Bsd00002176bc*sc*i* alias: pci:v0000168Cd00000036sv0000168Csd00003028bc*sc*i* alias: pci:v0000168Cd00000037sv*sd*bc*sc*i* alias: pci:v0000168Cd00000034sv*sd*bc*sc*i* alias: pci:v0000168Cd00000034sv000010CFsd00001783bc*sc*i* alias: pci:v0000168Cd00000034sv000014CDsd00000064bc*sc*i* alias: pci:v0000168Cd00000034sv000014CDsd00000063bc*sc*i* alias: pci:v0000168Cd00000034sv0000103Csd00001864bc*sc*i* alias: pci:v0000168Cd00000034sv000011ADsd00006641bc*sc*i* alias: pci:v0000168Cd00000034sv000011ADsd00006631bc*sc*i* alias: pci:v0000168Cd00000034sv00001043sd0000850Ebc*sc*i* alias: pci:v0000168Cd00000034sv00001A3Bsd00002110bc*sc*i* alias: pci:v0000168Cd00000034sv00001969sd00000091bc*sc*i* alias: pci:v0000168Cd00000034sv000017AAsd00003214bc*sc*i* alias: pci:v0000168Cd00000034sv0000168Csd00003117bc*sc*i* alias: pci:v0000168Cd00000034sv000011ADsd00006661bc*sc*i* alias: pci:v0000168Cd00000034sv00001A3Bsd00002116bc*sc*i* alias: pci:v0000168Cd00000033sv*sd*bc*sc*i* alias: pci:v0000168Cd00000032sv*sd*bc*sc*i* alias: pci:v0000168Cd00000032sv00001043sd0000850Dbc*sc*i* alias: pci:v0000168Cd00000032sv00001B9Asd00001C01bc*sc*i* alias: pci:v0000168Cd00000032sv00001B9Asd00001C00bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00001F95bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00001195bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00001F86bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00001186bc*sc*i* alias: pci:v0000168Cd00000032sv00001B9Asd00002001bc*sc*i* alias: pci:v0000168Cd00000032sv00001B9Asd00002000bc*sc*i* alias: pci:v0000168Cd00000032sv0000144Fsd00007197bc*sc*i* alias: pci:v0000168Cd00000032sv0000105Bsd0000E04Fbc*sc*i* alias: pci:v0000168Cd00000032sv0000105Bsd0000E04Ebc*sc*i* alias: pci:v0000168Cd00000032sv000011ADsd00006628bc*sc*i* alias: pci:v0000168Cd00000032sv000011ADsd00006627bc*sc*i* alias: pci:v0000168Cd00000032sv00001C56sd00004001bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00002100bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00002C97bc*sc*i* alias: pci:v0000168Cd00000032sv000017AAsd00003219bc*sc*i* alias: pci:v0000168Cd00000032sv000017AAsd00003218bc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd0000C708bc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd0000C680bc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd0000C706bc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd0000410Fbc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd0000410Ebc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd0000410Dbc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd00004106bc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd00004105bc*sc*i* alias: pci:v0000168Cd00000032sv0000185Fsd00003027bc*sc*i* alias: pci:v0000168Cd00000032sv0000185Fsd00003119bc*sc*i* alias: pci:v0000168Cd00000032sv0000168Csd00003122bc*sc*i* alias: pci:v0000168Cd00000032sv0000168Csd00003119bc*sc*i* alias: pci:v0000168Cd00000032sv0000105Bsd0000E075bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00002152bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd0000126Abc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00002126bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00001237bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00002086bc*sc*i* alias: pci:v0000168Cd00000030sv*sd*bc*sc*i* alias: pci:v0000168Cd0000002Esv*sd*bc*sc*i* alias: pci:v0000168Cd0000002Dsv*sd*bc*sc*i* alias: pci:v0000168Cd0000002Csv*sd*bc*sc*i* alias: pci:v0000168Cd0000002Bsv*sd*bc*sc*i* alias: pci:v0000168Cd0000002Bsv00001A3Bsd00002C37bc*sc*i* alias: pci:v0000168Cd0000002Asv000010CFsd00001536bc*sc*i* alias: pci:v0000168Cd0000002Asv000010CFsd0000147Dbc*sc*i* alias: pci:v0000168Cd0000002Asv000010CFsd0000147Cbc*sc*i* alias: pci:v0000168Cd0000002Asv0000185Fsd0000309Dbc*sc*i* alias: pci:v0000168Cd0000002Asv00001A32sd00000306bc*sc*i* alias: pci:v0000168Cd0000002Asv000011ADsd00006642bc*sc*i* alias: pci:v0000168Cd0000002Asv000011ADsd00006632bc*sc*i* alias: pci:v0000168Cd0000002Asv0000105Bsd0000E01Fbc*sc*i* alias: pci:v0000168Cd0000002Asv00001A3Bsd00001C71bc*sc*i* alias: pci:v0000168Cd0000002Asv*sd*bc*sc*i* alias: pci:v0000168Cd00000029sv*sd*bc*sc*i* alias: pci:v0000168Cd00000027sv*sd*bc*sc*i* alias: pci:v0000168Cd00000024sv*sd*bc*sc*i* alias: pci:v0000168Cd00000023sv*sd*bc*sc*i* depends: ath9k_hw,mac80211,ath9k_common,cfg80211,ath intree: Y vermagic: 3.13.0-24-generic SMP mod_unload modversions signer: Magrathea: Glacier signing key sig_key: <MAC address removed>:D9:06:21:70:6E:8D:06:60:4D:73:0B:35:9F:C0 sig_hashalgo: sha512 parm: debug:Debugging mask (uint) parm: nohwcrypt:Disable hardware encryption (int) parm: blink:Enable LED blink on activity (int) parm: btcoex_enable:Enable wifi-BT coexistence (int) parm: bt_ant_diversity:Enable WLAN/BT RX antenna diversity (int) parm: ps_enable:Enable WLAN PowerSave (int) filename: /lib/modules/3.13.0-24-generic/kernel/drivers/net/wireless/ath/ath9k/ath9k_common.ko license: Dual BSD/GPL description: Shared library for Atheros wireless 802.11n LAN cards. author: Atheros Communications srcversion: 696B00A6C59713EC0966997 depends: ath,ath9k_hw intree: Y vermagic: 3.13.0-24-generic SMP mod_unload modversions signer: Magrathea: Glacier signing key sig_key: <MAC address removed>:D9:06:21:70:6E:8D:06:60:4D:73:0B:35:9F:C0 sig_hashalgo: sha512 filename: /lib/modules/3.13.0-24-generic/kernel/drivers/net/wireless/ath/ath9k/ath9k_hw.ko license: Dual BSD/GPL description: Support for Atheros 802.11n wireless LAN cards. author: Atheros Communications srcversion: 4809F3842A0542CD6B556D3 depends: ath intree: Y vermagic: 3.13.0-24-generic SMP mod_unload modversions signer: Magrathea: Glacier signing key sig_key: <MAC address removed>:D9:06:21:70:6E:8D:06:60:4D:73:0B:35:9F:C0 sig_hashalgo: sha512 filename: /lib/modules/3.13.0-24-generic/kernel/drivers/net/wireless/ath/ath.ko license: Dual BSD/GPL description: Shared library for Atheros wireless LAN cards. author: Atheros Communications srcversion: 88A67C5359B02C5A710AFCF depends: cfg80211 intree: Y vermagic: 3.13.0-24-generic SMP mod_unload modversions signer: Magrathea: Glacier signing key sig_key: <MAC address removed>:D9:06:21:70:6E:8D:06:60:4D:73:0B:35:9F:C0 sig_hashalgo: sha512 ##### modules ##### lp rtc ##### blacklist ##### [/etc/modprobe.d/blacklist-ath_pci.conf] blacklist ath_pci [/etc/modprobe.d/blacklist.conf] blacklist evbug blacklist usbmouse blacklist usbkbd blacklist eepro100 blacklist de4x5 blacklist eth1394 blacklist snd_intel8x0m blacklist snd_aw2 blacklist i2c_i801 blacklist prism54 blacklist bcm43xx blacklist garmin_gps blacklist asus_acpi blacklist snd_pcsp blacklist pcspkr blacklist amd76x_edac [/etc/modprobe.d/fbdev-blacklist.conf] blacklist arkfb blacklist aty128fb blacklist atyfb blacklist radeonfb blacklist cirrusfb blacklist cyber2000fb blacklist gx1fb blacklist gxfb blacklist kyrofb blacklist matroxfb_base blacklist mb862xxfb blacklist neofb blacklist nvidiafb blacklist pm2fb blacklist pm3fb blacklist s3fb blacklist savagefb blacklist sisfb blacklist tdfxfb blacklist tridentfb blacklist viafb blacklist vt8623fb ##### udev rules ##### # PCI device 0x1969:0x1090 (alx) SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="<MAC address removed>", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="eth*", NAME="eth0" # PCI device 0x168c:0x0036 (ath9k) SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="<MAC address removed>", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="wlan*", NAME="wlan0" ##### dmesg ##### [ 1.707662] psmouse serio1: elantech: assuming hardware version 3 (with firmware version 0x450f03) [ 11.918852] ath: phy0: WB335 1-ANT card detected [ 11.918856] ath: phy0: Set BT/WLAN RX diversity capability [ 11.926438] ath: phy0: Enable LNA combining [ 11.928469] ath: phy0: ASPM enabled: 0x42 [ 11.928473] ath: EEPROM regdomain: 0x65 [ 11.928475] ath: EEPROM indicates we should expect a direct regpair map [ 11.928478] ath: Country alpha2 being used: 00 [ 11.928479] ath: Regpair used: 0x65 [ 14.066021] IPv6: ADDRCONF(NETDEV_UP): wlan0: link is not ready ########## wireless info END ############

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  • sudo apt-get update error

    - by Kapil Anand
    I got the following error Reading package lists... Done W: GPG error: http://extras.ubuntu.com oneiric Release: Unknown error executing gpgv executing gpgv ---- W: GPG error: http://archive.ubuntu.com oneiric-updates Release: Unknown error executing gpgv Then after googling it i found and followed the following but that caused one error **sudo -i apt-get clean cd /var/lib/apt mv lists lists.old mkdir -p lists/partial apt-get clean apt-get update** while running i got the error " kapil@ubuntu:/var/lib/apt$ sudo mv lists lists.old mv: cannot move `lists' to `lists.old/lists': Directory not empty " so once again running the update command I got the same error again. Please help me what should i do?

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  • Installing Catalyst 11.6 for an ATI HD 6970

    - by David Oliver
    Ubuntu Maverick 10.10 is displaying the desktop okay (though limited to 1600x1200) after my having installed my new HD 6970 card, so I'm now trying to install the proprietary driver (I understand the open source one requires a more recent kernel than that in Maverick). The proprietary driver under 'Additional Drivers' resulted in a black screen on boot, so I deactivated and am trying to follow the manual install instructions at the cchtml Ubuntu Maverick Installation Guide. When I try to create the .deb packages with: sh ati-driver-installer-11-6-x86.x86_64.run --buildpkg Ubuntu/maverick I get: david@skipper:~/catalyst11.6$ sh ati-driver-installer-11-6-x86.x86_64.run --buildpkg Ubuntu/maverick Created directory fglrx-install.oLN3ux Verifying archive integrity... All good. Uncompressing ATI Catalyst(TM) Proprietary Driver-8.861......................... ===================================================================== ATI Technologies Catalyst(TM) Proprietary Driver Installer/Packager ===================================================================== Generating package: Ubuntu/maverick Package build failed! Package build utility output: ./packages/Ubuntu/ati-packager.sh: 396: debclean: not found dpkg-buildpackage: export CFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export CPPFLAGS from dpkg-buildflags (origin: vendor): dpkg-buildpackage: export CXXFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export FFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export LDFLAGS from dpkg-buildflags (origin: vendor): -Wl,-Bsymbolic-functions dpkg-buildpackage: source package fglrx-installer dpkg-buildpackage: source version 2:8.861-0ubuntu1 dpkg-buildpackage: source changed by ATI Technologies Inc. <http://ati.amd.com/support/driver.html> dpkg-source --before-build fglrx.64Vzxk dpkg-buildpackage: host architecture amd64 debian/rules build Can't exec "debian/rules": Permission denied at /usr/bin/dpkg-buildpackage line 507. dpkg-buildpackage: error: debian/rules build failed with unknown exit code -1 Cleaning in directory . /usr/bin/fakeroot: line 176: debian/rules: Permission denied debuild: fatal error at line 1319: couldn't exec fakeroot debian/rules: dpkg-buildpackage: export CFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export CPPFLAGS from dpkg-buildflags (origin: vendor): dpkg-buildpackage: export CXXFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export FFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export LDFLAGS from dpkg-buildflags (origin: vendor): -Wl,-Bsymbolic-functions dpkg-buildpackage: source package fglrx-installer dpkg-buildpackage: source version 2:8.861-0ubuntu1 dpkg-buildpackage: source changed by ATI Technologies Inc. <http://ati.amd.com/support/driver.html> dpkg-source --before-build fglrx.QEmIld dpkg-buildpackage: host architecture amd64 debian/rules build Can't exec "debian/rules": Permission denied at /usr/bin/dpkg-buildpackage line 507. dpkg-buildpackage: error: debian/rules build failed with unknown exit code -1 Cleaning in directory . Can't exec "debian/rules": Permission denied at /usr/bin/debuild line 1314. debuild: fatal error at line 1313: couldn't exec debian/rules: Permission denied dpkg-buildpackage: export CFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export CPPFLAGS from dpkg-buildflags (origin: vendor): dpkg-buildpackage: export CXXFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export FFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export LDFLAGS from dpkg-buildflags (origin: vendor): -Wl,-Bsymbolic-functions dpkg-buildpackage: source package fglrx-installer dpkg-buildpackage: source version 2:8.861-0ubuntu1 dpkg-buildpackage: source changed by ATI Technologies Inc. <http://ati.amd.com/support/driver.html> dpkg-source --before-build fglrx.xtY6vC dpkg-buildpackage: host architecture amd64 debian/rules build Can't exec "debian/rules": Permission denied at /usr/bin/dpkg-buildpackage line 507. dpkg-buildpackage: error: debian/rules build failed with unknown exit code -1 Cleaning in directory . /usr/bin/fakeroot: line 176: debian/rules: Permission denied debuild: fatal error at line 1319: couldn't exec fakeroot debian/rules: dpkg-buildpackage: export CFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export CPPFLAGS from dpkg-buildflags (origin: vendor): dpkg-buildpackage: export CXXFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export FFLAGS from dpkg-buildflags (origin: vendor): -g -O2 dpkg-buildpackage: export LDFLAGS from dpkg-buildflags (origin: vendor): -Wl,-Bsymbolic-functions dpkg-buildpackage: source package fglrx-installer dpkg-buildpackage: source version 2:8.861-0ubuntu1 dpkg-buildpackage: source changed by ATI Technologies Inc. <http://ati.amd.com/support/driver.html> dpkg-source --before-build fglrx.oYWICI dpkg-buildpackage: host architecture amd64 debian/rules build Can't exec "debian/rules": Permission denied at /usr/bin/dpkg-buildpackage line 507. dpkg-buildpackage: error: debian/rules build failed with unknown exit code -1 Removing temporary directory: fglrx-install.oLN3ux I've installed devscripts which has debclean in it. I've tried running the command with and without sudo. I'm not experienced with installing from downloads/source, but it seems like the file debian/source isn't being set to be executable when it needs to be. If I extract only, without using the package builder command, debian/rules is 744. As to what to do next, I'm stumped. Many thanks.

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  • Unable to format 16Gb Usb Disk

    - by akshay.is.gr8
    Whenever i try to format my 16 GB usb disk using gparted it does to formating and when it refreshes then show unknown. tried disk utility as well. disk utility was able to format it into FAT but files vanish web the disk is removed and attached again. edit: the disk format completes every time but when using gparted it immediately show Unknown type file system and disk utility show FAT but when the Disk is unplugged and then connected the files are not there. either way it is unusable.

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  • Rapid prototyping and refactoring

    - by Puckl
    Sometimes when I start a small project (like an android app), I don´t know which approach will work out at the end, and I just go for one approach and give it a try. But if I never used this approach before (for a sort of application I´ve never programmed before) it is like stepping into unknown terrain. I don´t know which libraries to use (maybe I have to try out several libraries) and there are so many unkonwns (like: how to get raw audio data in android) So then my development process goes like this: Write a piece of code to see if the approach has a chance. (The more uncertain the approach is, the uglier the code gets) If it works, refactor a lot until it is beautiful I think it could be a waste of time if I planned my software design in detail at this point, it would be like planning a trip without a map. Is this part of aglie development? How do you deal with unknown terrain in software development?

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  • How to change metamode in xorg.conf so that my game in FHD will be displayed only in the external monitor?

    - by Patryk
    I would like to launch my game only in the external monitor which I have attached to my laptop with hdmi cable. This is my current xorg.conf # nvidia-xconfig: X configuration file generated by nvidia-xconfig # nvidia-xconfig: version 319.60 (buildmeister@swio-display-x64-rhel04-15) Wed Sep 25 15:17:31 PDT 2013 Section "ServerLayout" Identifier "Layout0" Screen 0 "Screen0" InputDevice "Keyboard0" "CoreKeyboard" InputDevice "Mouse0" "CorePointer" EndSection Section "Files" EndSection Section "InputDevice" # generated from default Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/psaux" Option "Emulate3Buttons" "no" Option "ZAxisMapping" "4 5" EndSection Section "InputDevice" # generated from default Identifier "Keyboard0" Driver "kbd" EndSection Section "Monitor" Identifier "Monitor0" VendorName "Unknown" ModelName "Unknown" HorizSync 28.0 - 33.0 VertRefresh 43.0 - 72.0 Option "DPMS" EndSection Section "Device" Identifier "Device0" Driver "nvidia" VendorName "NVIDIA Corporation" EndSection Section "Screen" Identifier "Screen0" Device "Device0" Monitor "Monitor0" DefaultDepth 24 Option "metamodes" "1024x786,NULL;1280x720,NULL;NULL,1680x1050;NULL,1920x1080" SubSection "Display" Depth 24 EndSubSection EndSection Although with this config nothing changes (I have my game displayed in the laptop screen and exceeding a little bit onto the external monitor since I set it to be in 1920x1080) I have read this https://help.ubuntu.com/community/XineramaHowTo but with no luck of solving this issue. The only temporary solution for this problem now is to manually switch of the laptop display and then launch the game.

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