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  • What is the right software to build a directory?

    - by Cenk
    I'm trying to build a wedding-stuff related directory. I basically have a whole load of links that are sorted by 2 categories: ZIP code and type of link. Also I need the users to have the ability to rate links and leave comments. What is the best software solution to build this?

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  • help me to choose the best soulotion for my purpose to build my software.

    - by rima
    before answer me plz thinking about the futures of these kind of program and answer me plz. I wanna get some data from oracle server like: 1-get all the function,package,procedure and etc for showing them or drop them & etc... 2-compile my *.sql files,get the result if they have problem & etc... becuz I was beginner in oracle first of all I for solve the second problem I try to connect to sqlPlus by RUN sqlplus and trace the output(I mean,I change the output stream of shell and trace what happend and handle the assigned message to customer. NOW THIS PART SUCCEED. just a little bit I have problem with get all result because the output is asynchronous.any way... [in this case I log in to oracle Server by send argument to the sqlplus by make a process in c#] after that I try to get all function,package or procedure name,but I have problem in speed!so I try to use oracle.DataAccess.dll to connect the database. now I m so confusing about: which way is correct way to build a program that work like Oracle Developer! I do not have any experience for like these program how work. If Your answer is I must use the second way follow this part plz: I search a little bit the Golden,PLedit (Benthic software),I have little bit problem how I must create the connection string?because I thinking about how I can find the host name or port number that oracle work on them?? am I need read the TNSNames.Ora file? IF your answer is I must use the first way follow this part plz: do u have any Idea for how I parse the output?because for example the result of a table is so confusing...[i can handle & program it but I really need someone experience,because the important things to me learn how such software work so nice and with quick response?] All of the has different style in output... If you are not sure Can u help me which book can help me in this way i become expert? becuz for example all the C# write just about how u can connect to DB and the DB books write how u can use this DB program,I looking for a book that give me some Idea how develop an interface for do transaction between these two.not simple send and receive data,for example how write a compiler for them. the language of book is not different for me i know C#,java,VB,sql,Oracle Thanks.

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  • Do you know good software for a knowledge database ?

    - by Eric
    Hello, I am looking for a professional software (not free) for knowledge management with a web interface. Something where one can search technical documentations ( Bugs, Patches, Solutions, White Papers, Documentation and Support Knowledge ) and where documents can be moderated.

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  • Is there is software license for code review (read-) only?

    - by Horace Ho
    I am going to development a product related to security. It's my personal belief that any security related product should release it's source code for review. However, I also want to sell it as a commercial product and keep the code ownership to myself and don't expect deviated work. Is there a software license for this purpose? Thanks.

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  • How can I read this parameters inside my software? (c#)

    - by Dezigo
    Hello! I have created a shortcut of my .exe file. I want add to '.exe' extra parameters.(on shortcut: Target attribute) Example Target: "C:\Documents and Settings\dezigo\My Documents\c# programm\DirectoryScanner\DirectoryScanner\DirectoryScanner\bin\Debug\DirectoryScanner.exe" + extra parrams(like a method=1) How can I read this parameters inside my software? (c#) Then ,when starting .exe check if(method == 1) { //do something } else { //do something }

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  • Setting corelocation results to NSNumber object parameters

    - by Dan Ray
    This is a weird one, y'all. - (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation { CLLocationCoordinate2D coordinate = newLocation.coordinate; self.mark.longitude = [NSNumber numberWithDouble:coordinate.longitude]; self.mark.latitude = [NSNumber numberWithDouble:coordinate.latitude]; NSLog(@"Got %f %f, set %f %f", coordinate.latitude, coordinate.longitude, self.mark.latitude, self.mark.longitude); [manager stopUpdatingLocation]; manager.delegate = nil; if (self.waitingForLocation) { [self completeUpload]; } } The latitude and longitude in that "mark" object are synthesized parameters referring to NSNumber iVars. In the simulator, my NSLog output for that line in the middle there reads: 2010-05-28 15:08:46.938 EverWondr[8375:207] Got 37.331689 -122.030731, set 0.000000 -44213283338325225829852024986561881455984640.000000 That's a WHOLE lot further East than 1 Infinite Loop! The numbers are different on the device, but similar--lat is still zero and long is a very unlikely high negative number. Elsewhere in the controller I'm accepting a button press and uploading a file (an image I just took with the camera) with its geocoding info associated, and I need that self.waitingForLocation to inform the CLLocationManager delegate that I already hit that button and once its done its deal, it should go ahead and fire off the upload. Thing is, up in the button-click-receiving method, I test see if CL is finished by testing self.mark.latitude, which seems to be getting set zero...

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • Which registry keys need to be edited to change the default browser?

    - by paradroid
    Which registry keys need to be edited to change the default browser? I have found these keys so far and they seem to do what I want, but I am not sure if I have found all of them: Data in: HKEY_CURRENT_USER\Software\Classes\http\shell\open\command HKEY_CURRENT_USER\Software\Classes\https\shell\open\command HKEY_CURRENT_USER\Software\Classes\ftp\shell\open\command Value in: HKEY_CURRENT_USER\Software\Classes\Local Settings\Software\Microsoft\Windows\Shell\MuiCache Are there any other keys which would need to be changed, so that it is done perfectly?

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  • sudo apt-get update errors

    - by Adrian Begi
    Here is what I get on my terminal when running sudo apt-get update errors. I dont know if the issue is from my sources.list or my proxy setup(have not made any changes to proxies). Thank you for any help in advanced. Ign http://security.ubuntu.com oneiric-security Release.gpg Ign http://security.ubuntu.com oneiric-security Release Ign http://security.ubuntu.com oneiric-security/main Sources/DiffIndex Ign http://security.ubuntu.com oneiric-security/restricted Sources/DiffIndex Ign http://security.ubuntu.com oneiric-security/universe Sources/DiffIndex Ign http://security.ubuntu.com oneiric-security/multiverse Sources/DiffIndex Ign http://security.ubuntu.com oneiric-security/main amd64 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/restricted amd64 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/universe amd64 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/multiverse amd64 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/main i386 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/restricted i386 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/universe i386 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/multiverse i386 Packages/DiffIndex Ign http://security.ubuntu.com oneiric-security/main TranslationIndex Ign http://security.ubuntu.com oneiric-security/multiverse TranslationIndex Ign http://security.ubuntu.com oneiric-security/restricted TranslationIndex Ign http://security.ubuntu.com oneiric-security/universe TranslationIndex Err http://security.ubuntu.com oneiric-security/main Sources 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/restricted Sources 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/universe Sources 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/multiverse Sources 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/main amd64 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/restricted amd64 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/universe amd64 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/multiverse amd64 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/main i386 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/restricted i386 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/universe i386 Packages 404 Not Found [IP: 91.189.91.15 80] Err http://security.ubuntu.com oneiric-security/multiverse i386 Packages 404 Not Found [IP: 91.189.91.15 80] Ign http://security.ubuntu.com oneiric-security/main Translation-en_US Ign http://security.ubuntu.com oneiric-security/main Translation-en Ign http://security.ubuntu.com oneiric-security/multiverse Translation-en_US Ign http://security.ubuntu.com oneiric-security/multiverse Translation-en Ign http://security.ubuntu.com oneiric-security/restricted Translation-en_US Ign http://security.ubuntu.com oneiric-security/restricted Translation-en Ign http://security.ubuntu.com oneiric-security/universe Translation-en_US Ign http://security.ubuntu.com oneiric-security/universe Translation-en W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/main/source/Sources 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/restricted/source/Sources 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/universe/source/Sources 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/multiverse/source/Sources 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/main/binary-amd64/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/restricted/binary-amd64/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/universe/binary-amd64/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/multiverse/binary-amd64/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/main/binary-i386/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/restricted/binary-i386/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/universe/binary-i386/Packages 404 Not Found [IP: 91.189.91.15 80] W: Failed to fetch http://security.ubuntu.com/ubuntu/dists/oneiric-security/multiverse/binary-i386/Packages 404 Not Found [IP: 91.189.91.15 80] E: Some index files failed to download. They have been ignored, or old ones used instead. HERE IS MY SOURCES.LIST # # deb cdrom:[Ubuntu-Server 11.10 _Oneiric Ocelot_ - Release amd64 (20111011)]/ dists/oneiric/main/binary-i386/ # deb cdrom:[Ubuntu-Server 11.10 _Oneiric Ocelot_ - Release amd64 (20111011)]/ dists/oneiric/restricted/binary-i386/ # deb cdrom:[Ubuntu-Server 11.10 _Oneiric Ocelot_ - Release amd64 (20111011)]/ oneiric main restricted #deb cdrom:[Ubuntu-Server 11.10 _Oneiric Ocelot_ - Release amd64 (20111011)]/ dists/oneiric/main/binary-i386/ #deb cdrom:[Ubuntu-Server 11.10 _Oneiric Ocelot_ - Release amd64 (20111011)]/ dists/oneiric/restricted/binary-i386/ #deb cdrom:[Ubuntu-Server 11.10 _Oneiric Ocelot_ - Release amd64 (20111011)]/ oneiric main restricted # See http://help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. deb http://us.archive.ubuntu.com/ubuntu/ oneiric main restricted deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric main restricted ## Major bug fix updates produced after the final release of the ## distribution. deb http://us.archive.ubuntu.com/ubuntu/ oneiric-updates main restricted deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric-updates main restricted ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. deb http://us.archive.ubuntu.com/ubuntu/ oneiric universe deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric universe deb http://us.archive.ubuntu.com/ubuntu/ oneiric-updates universe deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric-updates universe ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. deb http://us.archive.ubuntu.com/ubuntu/ oneiric multiverse deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric multiverse deb http://us.archive.ubuntu.com/ubuntu/ oneiric-updates multiverse deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric-updates multiverse ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. deb http://us.archive.ubuntu.com/ubuntu/ oneiric-backports main restricted universe multiverse deb-src http://us.archive.ubuntu.com/ubuntu/ oneiric-backports main restricted universe multiverse deb http://security.ubuntu.com/ubuntu oneiric-security main restricted deb-src http://security.ubuntu.com/ubuntu oneiric-security main restricted deb http://security.ubuntu.com/ubuntu oneiric-security universe deb-src http://security.ubuntu.com/ubuntu oneiric-security universe deb http://security.ubuntu.com/ubuntu oneiric-security multiverse deb-src http://security.ubuntu.com/ubuntu oneiric-security multiverse ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. ## This software is not part of Ubuntu, but is offered by Canonical and the ## respective vendors as a service to Ubuntu users. # deb http://archive.canonical.com/ubuntu oneiric partner # deb-src http://archive.canonical.com/ubuntu oneiric partner ## Uncomment the following two lines to add software from Ubuntu's ## 'extras' repository. ## This software is not part of Ubuntu, but is offered by third-party ## developers who want to ship their latest software. # deb http://extras.ubuntu.com/ubuntu oneiric main # deb-src http://extras.ubuntu.com/ubuntu oneiric main

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