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  • Compiling a Monogame Game into a single .exe

    - by user27483
    Is it possible to compile a monogame game into a single .exe? I know if you go in the debug or release bin, there is in fact a .exe your game, except you move this .exe's file location or try to run in on another computer it crashes. I am also aware of the one-click application except this seems like a really messy way of redistributing a monogame game. How come when you build your game, the exe for it wont work anywhere but that file location and that computer. I am also aware that the computer probably needs the XNA framework downloaded to play the monogame game, so in short is it possible to redistribute a monogame game by creating a single .exe and assume that person who is using it doesnt have XNA or monogame installed?

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  • Troubleshoot Perl module installation on Mac OS X

    - by Daniel Standage
    I'm trying to install the Perl module Set::IntervalTree on Mac OS X. I recently installed it today on an Ubuntu box with no problem. I simply started cpan, entered install Set:IntervalTree, and it all worked out. However, the installation failed on Mac OS X--it spits out a huge list of compiler errors (below). How would I troubleshoot this. I don't even know where to begin. cpan[1]> install Set::IntervalTree CPAN: Storable loaded ok (v2.18) Going to read /Users/standage/.cpan/Metadata Database was generated on Fri, 14 Jan 2011 02:58:42 GMT CPAN: YAML loaded ok (v0.72) Going to read /Users/standage/.cpan/build/ ............................................................................DONE Found 1 old build, restored the state of 1 Running install for module 'Set::IntervalTree' Running make for B/BE/BENBOOTH/Set-IntervalTree-0.01.tar.gz CPAN: Digest::SHA loaded ok (v5.45) CPAN: Compress::Zlib loaded ok (v2.008) Checksum for /Users/standage/.cpan/sources/authors/id/B/BE/BENBOOTH/Set-IntervalTree-0.01.tar.gz ok Scanning cache /Users/standage/.cpan/build for sizes ............................................................................DONE x Set-IntervalTree-0.01/ x Set-IntervalTree-0.01/src/ x Set-IntervalTree-0.01/src/Makefile x Set-IntervalTree-0.01/src/interval_tree.h x Set-IntervalTree-0.01/src/test_main.cc x Set-IntervalTree-0.01/lib/ x Set-IntervalTree-0.01/lib/Set/ x Set-IntervalTree-0.01/lib/Set/IntervalTree.pm x Set-IntervalTree-0.01/Changes x Set-IntervalTree-0.01/MANIFEST x Set-IntervalTree-0.01/t/ x Set-IntervalTree-0.01/t/Set-IntervalTree.t x Set-IntervalTree-0.01/typemap x Set-IntervalTree-0.01/perlobject.map x Set-IntervalTree-0.01/IntervalTree.xs x Set-IntervalTree-0.01/Makefile.PL x Set-IntervalTree-0.01/README x Set-IntervalTree-0.01/META.yml CPAN: File::Temp loaded ok (v0.18) CPAN.pm: Going to build B/BE/BENBOOTH/Set-IntervalTree-0.01.tar.gz Checking if your kit is complete... Looks good Writing Makefile for Set::IntervalTree cp lib/Set/IntervalTree.pm blib/lib/Set/IntervalTree.pm AutoSplitting blib/lib/Set/IntervalTree.pm (blib/lib/auto/Set/IntervalTree) /usr/bin/perl /System/Library/Perl/5.10.0/ExtUtils/xsubpp -C++ -typemap /System/Library/Perl/5.10.0/ExtUtils/typemap -typemap perlobject.map -typemap typemap IntervalTree.xs > IntervalTree.xsc && mv IntervalTree.xsc IntervalTree.c g++ -c -Isrc -arch x86_64 -arch i386 -arch ppc -g -pipe -fno-common -DPERL_DARWIN -fno-strict-aliasing -I/usr/local/include -g -O0 -DVERSION=\"0.01\" -DXS_VERSION=\"0.01\" "-I/System/Library/Perl/5.10.0/darwin-thread-multi-2level/CORE" -Isrc IntervalTree.c In file included from /usr/include/c++/4.2.1/bits/basic_ios.h:44, from /usr/include/c++/4.2.1/ios:50, from /usr/include/c++/4.2.1/ostream:45, from /usr/include/c++/4.2.1/iostream:45, from IntervalTree.xs:16: /usr/include/c++/4.2.1/bits/locale_facets.h:4420:40: error: macro "do_open" requires 7 arguments, but only 2 given /usr/include/c++/4.2.1/bits/locale_facets.h:4467:34: error: macro "do_close" requires 2 arguments, but only 1 given /usr/include/c++/4.2.1/bits/locale_facets.h:4486:55: error: macro "do_open" requires 7 arguments, but only 2 given /usr/include/c++/4.2.1/bits/locale_facets.h:4513:23: error: macro "do_close" requires 2 arguments, but only 1 given In file included from /usr/include/c++/4.2.1/bits/locale_facets.h:4599, from /usr/include/c++/4.2.1/bits/basic_ios.h:44, from /usr/include/c++/4.2.1/ios:50, from /usr/include/c++/4.2.1/ostream:45, from /usr/include/c++/4.2.1/iostream:45, from IntervalTree.xs:16: /usr/include/c++/4.2.1/i686-apple-darwin10/x86_64/bits/messages_members.h:58:38: error: macro "do_open" requires 7 arguments, but only 2 given /usr/include/c++/4.2.1/i686-apple-darwin10/x86_64/bits/messages_members.h:67:71: error: macro "do_open" requires 7 arguments, but only 2 given /usr/include/c++/4.2.1/i686-apple-darwin10/x86_64/bits/messages_members.h:78:39: error: macro "do_close" requires 2 arguments, but only 1 given In file included from /usr/include/c++/4.2.1/bits/basic_ios.h:44, from /usr/include/c++/4.2.1/ios:50, from /usr/include/c++/4.2.1/ostream:45, from /usr/include/c++/4.2.1/iostream:45, from IntervalTree.xs:16: /usr/include/c++/4.2.1/bits/locale_facets.h:4486: error: ‘do_open’ declared as a ‘virtual’ field /usr/include/c++/4.2.1/bits/locale_facets.h:4486: error: expected ‘;’ before ‘const’ /usr/include/c++/4.2.1/bits/locale_facets.h:4513: error: variable or field ‘do_close’ declared void /usr/include/c++/4.2.1/bits/locale_facets.h:4513: error: expected ‘;’ before ‘const’ In file included from /usr/include/c++/4.2.1/bits/locale_facets.h:4599, from /usr/include/c++/4.2.1/bits/basic_ios.h:44, from /usr/include/c++/4.2.1/ios:50, from /usr/include/c++/4.2.1/ostream:45, from /usr/include/c++/4.2.1/iostream:45, from IntervalTree.xs:16: /usr/include/c++/4.2.1/i686-apple-darwin10/x86_64/bits/messages_members.h:67: error: expected initializer before ‘const’ /usr/include/c++/4.2.1/i686-apple-darwin10/x86_64/bits/messages_members.h:78: error: expected initializer before ‘const’ In file included from IntervalTree.xs:19: src/interval_tree.h:95: error: type/value mismatch at argument 1 in template parameter list for ‘template<class _Tp, class _Alloc> class std::vector’ src/interval_tree.h:95: error: expected a type, got ‘IntervalTree<T,N>::it_recursion_node’ src/interval_tree.h:95: error: template argument 2 is invalid src/interval_tree.h: In constructor ‘IntervalTree<T, N>::IntervalTree()’: src/interval_tree.h:130: error: expected type-specifier src/interval_tree.h:130: error: expected `;' src/interval_tree.h:135: error: expected type-specifier src/interval_tree.h:135: error: expected `;' src/interval_tree.h:141: error: request for member ‘push_back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h: In member function ‘void IntervalTree<T, N>::LeftRotate(IntervalTree<T, N>::Node*)’: src/interval_tree.h:178: error: ‘y’ was not declared in this scope src/interval_tree.h: In member function ‘void IntervalTree<T, N>::RightRotate(IntervalTree<T, N>::Node*)’: src/interval_tree.h:240: error: ‘x’ was not declared in this scope src/interval_tree.h: In member function ‘void IntervalTree<T, N>::TreeInsertHelp(IntervalTree<T, N>::Node*)’: src/interval_tree.h:298: error: ‘x’ was not declared in this scope src/interval_tree.h:299: error: ‘y’ was not declared in this scope src/interval_tree.h: In member function ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::insert(const T&, N, N)’: src/interval_tree.h:375: error: ‘y’ was not declared in this scope src/interval_tree.h:376: error: ‘x’ was not declared in this scope src/interval_tree.h:377: error: ‘newNode’ was not declared in this scope src/interval_tree.h:379: error: expected type-specifier src/interval_tree.h:379: error: expected `;' src/interval_tree.h: In member function ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::GetSuccessorOf(IntervalTree<T, N>::Node*) const’: src/interval_tree.h:450: error: ‘y’ was not declared in this scope src/interval_tree.h: In member function ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::GetPredecessorOf(IntervalTree<T, N>::Node*) const’: src/interval_tree.h:483: error: ‘y’ was not declared in this scope src/interval_tree.h: In destructor ‘IntervalTree<T, N>::~IntervalTree()’: src/interval_tree.h:546: error: ‘x’ was not declared in this scope src/interval_tree.h:547: error: type/value mismatch at argument 1 in template parameter list for ‘template<class _Tp, class _Alloc> class std::vector’ src/interval_tree.h:547: error: expected a type, got ‘(IntervalTree<T,N>::Node * <expression error>)’ src/interval_tree.h:547: error: template argument 2 is invalid src/interval_tree.h:547: error: invalid type in declaration before ‘;’ token src/interval_tree.h:551: error: request for member ‘push_back’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h:554: error: request for member ‘push_back’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h:557: error: request for member ‘empty’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h:558: error: request for member ‘back’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h:559: error: request for member ‘pop_back’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h:561: error: request for member ‘push_back’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h:564: error: request for member ‘push_back’ in ‘stuffToFree’, which is of non-class type ‘int’ src/interval_tree.h: In member function ‘void IntervalTree<T, N>::DeleteFixUp(IntervalTree<T, N>::Node*)’: src/interval_tree.h:613: error: ‘w’ was not declared in this scope src/interval_tree.h:614: error: ‘rootLeft’ was not declared in this scope src/interval_tree.h: In member function ‘T IntervalTree<T, N>::remove(IntervalTree<T, N>::Node*)’: src/interval_tree.h:697: error: ‘y’ was not declared in this scope src/interval_tree.h:698: error: ‘x’ was not declared in this scope src/interval_tree.h: In member function ‘std::vector<T, std::allocator<_CharT> > IntervalTree<T, N>::fetch(N, N)’: src/interval_tree.h:819: error: ‘x’ was not declared in this scope src/interval_tree.h:833: error: invalid types ‘int[size_t]’ for array subscript src/interval_tree.h:836: error: request for member ‘push_back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:837: error: request for member ‘back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:838: error: request for member ‘back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:839: error: request for member ‘back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:840: error: request for member ‘size’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:846: error: request for member ‘size’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:847: error: expected `;' before ‘back’ src/interval_tree.h:848: error: request for member ‘pop_back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:850: error: ‘back’ was not declared in this scope src/interval_tree.h:853: error: invalid types ‘int[size_t]’ for array subscript IntervalTree.c: In function ‘void boot_Set__IntervalTree(PerlInterpreter*, CV*)’: IntervalTree.c:365: warning: deprecated conversion from string constant to ‘char*’ src/interval_tree.h: In constructor ‘IntervalTree<T, N>::IntervalTree() [with T = std::tr1::shared_ptr<sv>, N = long int]’: IntervalTree.c:67: instantiated from here src/interval_tree.h:130: error: cannot convert ‘int*’ to ‘IntervalTree<std::tr1::shared_ptr<sv>, long int>::Node*’ in assignment src/interval_tree.h:135: error: cannot convert ‘int*’ to ‘IntervalTree<std::tr1::shared_ptr<sv>, long int>::Node*’ in assignment ...blah blah blah... ...blah blah blah... ...blah blah blah... ...blah blah blah... ...blah blah blah... ...blah blah blah... src/interval_tree.h:848: error: request for member ‘pop_back’ in ‘((IntervalTree<T, N>*)this)->IntervalTree<T, N>::recursionNodeStack’, which is of non-class type ‘int’ src/interval_tree.h:850: error: ‘back’ was not declared in this scope src/interval_tree.h:853: error: invalid types ‘int[size_t]’ for array subscript IntervalTree.c: In function ‘void boot_Set__IntervalTree(PerlInterpreter*, CV*)’: IntervalTree.c:365: warning: deprecated conversion from string constant to ‘char*’ src/interval_tree.h: In constructor ‘IntervalTree<T, N>::IntervalTree() [with T = std::tr1::shared_ptr<sv>, N = long int]’: IntervalTree.c:67: instantiated from here src/interval_tree.h:130: error: cannot convert ‘int*’ to ‘IntervalTree<std::tr1::shared_ptr<sv>, long int>::Node*’ in assignment src/interval_tree.h:135: error: cannot convert ‘int*’ to ‘IntervalTree<std::tr1::shared_ptr<sv>, long int>::Node*’ in assignment src/interval_tree.h: In member function ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::insert(const T&, N, N) [with T = std::tr1::shared_ptr<sv>, N = long int]’: IntervalTree.xs:57: instantiated from here src/interval_tree.h:375: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:375: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h:376: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:376: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h:377: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:377: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h: In member function ‘std::vector<T, std::allocator<_CharT> > IntervalTree<T, N>::fetch(N, N) [with T = std::tr1::shared_ptr<sv>, N = long int]’: IntervalTree.xs:65: instantiated from here src/interval_tree.h:819: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:819: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant IntervalTree.xs:65: instantiated from here src/interval_tree.h:847: error: dependent-name ‘IntervalTree<T,N>::it_recursion_node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:847: note: say ‘typename IntervalTree<T,N>::it_recursion_node’ if a type is meant src/interval_tree.h: In destructor ‘IntervalTree<T, N>::~IntervalTree() [with T = std::tr1::shared_ptr<sv>, N = long int]’: IntervalTree.c:205: instantiated from here src/interval_tree.h:546: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:546: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h: In member function ‘void IntervalTree<T, N>::TreeInsertHelp(IntervalTree<T, N>::Node*) [with T = std::tr1::shared_ptr<sv>, N = long int]’: src/interval_tree.h:380: instantiated from ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::insert(const T&, N, N) [with T = std::tr1::shared_ptr<sv>, N = long int]’ IntervalTree.xs:57: instantiated from here src/interval_tree.h:298: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:298: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h:299: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:299: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h: In member function ‘void IntervalTree<T, N>::LeftRotate(IntervalTree<T, N>::Node*) [with T = std::tr1::shared_ptr<sv>, N = long int]’: src/interval_tree.h:395: instantiated from ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::insert(const T&, N, N) [with T = std::tr1::shared_ptr<sv>, N = long int]’ IntervalTree.xs:57: instantiated from here src/interval_tree.h:178: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:178: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant src/interval_tree.h: In member function ‘void IntervalTree<T, N>::RightRotate(IntervalTree<T, N>::Node*) [with T = std::tr1::shared_ptr<sv>, N = long int]’: src/interval_tree.h:399: instantiated from ‘typename IntervalTree<T, N>::Node* IntervalTree<T, N>::insert(const T&, N, N) [with T = std::tr1::shared_ptr<sv>, N = long int]’ IntervalTree.xs:57: instantiated from here src/interval_tree.h:240: error: dependent-name ‘IntervalTree<T,N>::Node’ is parsed as a non-type, but instantiation yields a type src/interval_tree.h:240: note: say ‘typename IntervalTree<T,N>::Node’ if a type is meant lipo: can't open input file: /var/tmp//ccLthuaw.out (No such file or directory) make: *** [IntervalTree.o] Error 1 BENBOOTH/Set-IntervalTree-0.01.tar.gz make -- NOT OK Running make test Can't test without successful make Running make install Make had returned bad status, install seems impossible Failed during this command: BENBOOTH/Set-IntervalTree-0.01.tar.gz : make NO

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  • How do rsync from within a python script?

    - by Viswa
    I plan to move file from one system to another system. For this, I am using rsync command in linux terminal. It works fine. But I need to implement this command to python. I am very new in python, so I don't know the way of defining the rsync command. So please tell the steps to define it. This is my rsync command: rsync -avrz /opt/data/filename root@ip:/opt/data/file I need to implement this command in a python script.

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  • Ring in the Holiday with Papercraft Star Wars Snowflakes

    - by Jason Fitzpatrick
    Whether your holiday decorating is begging for a geeky touch (or your nieces and nephews are begging for something to occupy their time while visiting this holiday), Anthony Herrera’s Star Wars themed paper snowflakes are a perfect geeky holiday project. This year’s collection includes Admiral Ackbar, A-Wings, B-Wings, Chewbacca, Ewoks, and more. Be sure to check out the 2011 and 2010 editions, for even more characters. Star Wars Snowflakes 2012 [Anthony Herrera Designs] Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

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  • Blender to Collada to Assimp - Rigid (Non-skinned) Animation

    - by gareththegeek
    I am trying to get simple animations to work, exporting from Blender and importing into my application. My first attempt was as follows: Open Blender at factory settings. Select the default cube and insert a location keyframe. Select another frame and move the cube. Insert a second location keyframe. Export to Collada. When I open the Collada file using assimp it contains zero animations, even though in Blender the cube animates correctly. On my next attempt, I inserted a bone armature with a single bone, made it the parent of the cube, and animated the bone instead. Again the animation worked correctly in Blender. Assimp now lists one animation but both key frames have the position [0, 0, 0] Does anyone have any suggestions as to how I can get animated (non-skinned) meshes from Blender into Assimp? My ultimate goal here is to export animated meshes from Blender, process them offline into my own model format, and load them into my SharpDX based graphics engine..

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  • RDF and OWL: Have these delivered the promises of the Semantic Web?

    - by Dark Templar
    These days I've been learning a lot about how different scientific fields are trying to move their data over to the Semantic Web in order to "free up data from being stored in isolated silos". I read a lot about how these fields are saying how their efforts are implementing the "visions" of the Semantic Web. As a learner (and from purely a learning perspective) I was curious to know why, if semantic technology is deemed to be so powerful, the efforts have been around for years but myself and a lot of people I know have never even heard of it until very recently? Also, I don't come across any scholarly articles deeming "oh, our inferencing engine was able to make such and such discovery, which is helping us pave our way to solving...." etc. It seems that there are genuine efforts across different institutions, fields, and disciplines to shift all their data to a "semantic" format, but what happens after all that's been done? All the ontologies have been created/unified, and then what?

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  • Alcatel-Lucent Boosts Broadband Over Copper To 300Mbps

    - by Ratman21
    alphadogg at Slashdot writes "Alcatel-Lucent has come up with a way to [0]move data at 300Mbps over copper lines. So far the results have only been reproduced in a lab environment — real products and services won't be available for at least a year. From the article: 'Researchers at the company's Bell Labs demonstrated the 300Mbps technology over a distance of 400 meters using VDSL2 (Very high bitrate Digital Subscriber Line), according to Stefaan Vanhastel, director of product marketing at Alcatel-Lucent Wireline Networks. The test showed that it can also do 100Mbps over a distance of 1,000 meters, he said. Currently, copper is the most common broadband medium. About 65 percent of subscribers have a broadband connection that's based on DSL, compared to 20 percent for cable and 12 percent for fiber, according to market research company Point Topic. Today, the average advertised DSL speeds for residential users vary between 9.2 Mbps and 1.9Mbps in various parts of the world, Point Topic said.'" Discuss this story at: http://tech.slashdot.org/comments.pl?sid=10/04/21/239243

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  • Which paradigm to use for writing chess engine?

    - by poke
    If you were going to write a chess game engine, what programming paradigm would you use (OOP, procedural, etc) and why whould you choose it ? By chess engine, I mean the portion of a program that evaluates the current board and decides the computer's next move. I'm asking because I thought it might be fun to write a chess engine. Then it occured to me that I could use it as a project for learning functional programming. Then it occured to me that some problems aren't well suited to the functional paradigm. Then it occured to me that this might be good discussion fodder.

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  • How To Disable the Charms Bar and Switcher Hot Corners in Windows 8

    - by Chris Hoffman
    Several programs can prevent the app switcher and charms from appearing when you move your mouse to the corners of the screen in Windows 8, but you can do it yourself with this quick registry hack. You can also hide the charms bar and switcher by installing an application like Classic Shell, which will also add a Start menu and let you log directly into the desktop. What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8 HTG Explains: Why You Shouldn’t Use a Task Killer On Android

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  • Linux kernel 3.5.0-18 update is not working with NVIDIA driver 304.60

    - by Janos Fejos
    I have Ubuntu 12.10 64 bit and a Nvidia card GT430 and installed 304.60 Linux driver manually and it worked beautifully until the latest Ubuntu update which got modified to 3.5.0-18 Kernel. Everything has gone: launcher, windows I can't move them it got USELESS. I tried to run the previous kermel 3.5.0-17 with which the driver was working well. I gto the same desktop. USeless - So the problem is something else I guess but it has to do with the update that's for sure- Any idea what to do? Now I have to switch back to Windows 7 which I don't want in order to able to work until an update will come up.

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  • Motion Sensing Fog Machine Increases Savings and Spook Factor

    - by Jason Fitzpatrick
    This DIY add-on switches a standard fog machine from always-on to motion-activated–increase your savings and spook factor at the same time. Courtesy of tinker Greg, this modification involves a new relay and motion sensor mounted onto the existing switch of a store-bought fog machine. When the motion-sensor detects motion the fog machine releases a burst of fog for 5 seconds and then disarms itself for 10 seconds–long enough for the startled victim to move on and for the machine to recharge for the next passerby. Check out the video above to see it in action and then hit up the link below to see the project’s build guide. Motion Sensing Fog Machine Trigger [via Hack A Day] How Hackers Can Disguise Malicious Programs With Fake File Extensions Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer

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  • How to Automatically Clean Your Linux PC with Cruftbuster

    - by Zainul Franciscus
    Do you have folders filled with myriad of files that need a serious spring cleaning ? If you do, we have Cruftbuster, an automated self-cleaning tool for Linux, to sort out your messy folders. Well, you can always move these files, or trash them, but why bother doing that if you can have your computer do that automatically for you. This is exactly what Cruftbuster does; It is a freeware for Linux to organize your files. Editor’s Note: this piece of open-source software was created by Zainul Franciscus, a writer here at How-To Geek. Naturally, we need a disclaimer, so if this breaks your PC or deletes the wrong files, don’t blame us. Backup your data!What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • I can't get click and drag to work with my Wacom Bamboo P&T

    - by Magnus Hoff
    I get my Wacom Bamboo Pen & Touch apparently working (By using Martin Owens' PPA), but whenever I try to click and drag something -- for example to move a window -- it will only register as a click. In other words: The "button up" event is generated right after the "button down" event no matter how long I hold it in. This is the same whether I use the tip of the pen, the buttons on the pen or the buttons on the pad. However: Clicking and dragging works perfectly in the login-screen, both before logging in for the first time and after logging out.

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  • The Best Websites and Software for Brainstorming and Mind Mapping

    - by Lori Kaufman
    A mind map is a diagram that allows you to visually outline information, helping you organize, solve problems, and make decisions. Start with a single idea in the center of the diagram and add associated ideas, words, and concepts connected radially around the central idea. We’ve collected links to websites and software that can help you create mind maps, and collaborate on and share your maps with others. The programs and websites listed here are all either free or have a free option. How To Delete, Move, or Rename Locked Files in Windows HTG Explains: Why Screen Savers Are No Longer Necessary 6 Ways Windows 8 Is More Secure Than Windows 7

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  • ASP.NET hosting: better, faster, cheaper

    After seven years with webhost4life, it was time to move on. Especially because of all the troubles with webhost4life due to their internal migration to a new hosting environment (the company has been bought out).I've just moved all my websites elsewhere. I'm now using Arvixe and OrcsWeb.I use OrcsWeb for metaSapiens.com. OrcsWeb kindly offers me free ASP.NET hosting because I'm a Microsoft MVP. I'd like to publicly thank OrcsWeb for this, and I invite you to have a look at what they have to offer.I...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • [JOGL] My program is too slow, how can I profile with Eclipse?

    - by nkint
    My simple opengl program is really toooo slow and not fluid. I'm rendering 30 sphere with simple illumination and simple materials. The only complex computing stuff I do is a collision detection between ray-mouse and spheres (that works ok and i do it only in mouseMoved) I'm not using any threads, just an animator to move spheres. How can I profile my jogl project? Or maybe (most probable...) I have some opengl instructions that I don't understand and make render particular accurate (or back face rendering that I don't need or whatever I don't know exactly I'm just entering the opengl world)

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  • ASP.NET hosting: better, faster, cheaper

    After seven years with webhost4life, it was time to move on. Especially because of all the troubles with webhost4life due to their internal migration to a new hosting environment (the company has been bought out).I've just moved all my websites elsewhere. I'm now using Arvixe and OrcsWeb.I use OrcsWeb for metaSapiens.com. OrcsWeb kindly offers me free ASP.NET hosting because I'm a Microsoft MVP. I'd like to publicly thank OrcsWeb for this, and I invite you to have a look at what they have to offer.I...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • MVC Pattern, ViewModels, Location of conversion.

    - by Pino
    I've been working with ASP.Net MVC for around a year now and have created my applications in the following way. X.Web - MVC Application Contains Controller and Views X.Lib - Contains Data Access, Repositories and Services. This allows us to drop the .Lib into any application that requires it. At the moment we are using Entity Framework, the conversion from EntityO to a more specific model is done in the controller. This set-up means if a service method returns an EntityO and then the Controller will do a conversion before the data is passed to a view. I'm interested to know if I should move the conversion to the Service so that the app doesn't have Entity Objects being passed around.

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  • What is wrong with my Dot Product? [Javascript]

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • Deploying Data Mining Models using Model Export and Import, Part 2

    - by [email protected]
    In my last post, Deploying Data Mining Models using Model Export and Import, we explored using DBMS_DATA_MINING.EXPORT_MODEL and DBMS_DATA_MINING.IMPORT_MODEL to enable moving a model from one system to another. In this post, we'll look at two distributed scenarios that make use of this capability and a tip for easily moving models from one machine to another using only Oracle Database, not an external file transport mechanism, such as FTP. The first scenario, consider a company with geographically distributed business units, each collecting and managing their data locally for the products they sell. Each business unit has in-house data analysts that build models to predict which products to recommend to customers in their space. A central telemarketing business unit also uses these models to score new customers locally using data collected over the phone. Since the models recommend different products, each customer is scored using each model. This is depicted in Figure 1.Figure 1: Target instance importing multiple remote models for local scoring In the second scenario, consider multiple hospitals that collect data on patients with certain types of cancer. The data collection is standardized, so each hospital collects the same patient demographic and other health / tumor data, along with the clinical diagnosis. Instead of each hospital building it's own models, the data is pooled at a central data analysis lab where a predictive model is built. Once completed, the model is distributed to hospitals, clinics, and doctor offices who can score patient data locally.Figure 2: Multiple target instances importing the same model from a source instance for local scoring Since this blog focuses on model export and import, we'll only discuss what is necessary to move a model from one database to another. Here, we use the package DBMS_FILE_TRANSFER, which can move files between Oracle databases. The script is fairly straightforward, but requires setting up a database link and directory objects. We saw how to create directory objects in the previous post. To create a database link to the source database from the target, we can use, for example: create database link SOURCE1_LINK connect to <schema> identified by <password> using 'SOURCE1'; Note that 'SOURCE1' refers to the service name of the remote database entry in your tnsnames.ora file. From SQL*Plus, first connect to the remote database and export the model. Note that the model_file_name does not include the .dmp extension. This is because export_model appends "01" to this name.  Next, connect to the local database and invoke DBMS_FILE_TRANSFER.GET_FILE and import the model. Note that "01" is eliminated in the target system file name.  connect <source_schema>/<password>@SOURCE1_LINK; BEGIN  DBMS_DATA_MINING.EXPORT_MODEL ('EXPORT_FILE_NAME' || '.dmp',                                 'MY_SOURCE_DIR_OBJECT',                                 'name =''MY_MINING_MODEL'''); END; connect <target_schema>/<password>; BEGIN  DBMS_FILE_TRANSFER.GET_FILE ('MY_SOURCE_DIR_OBJECT',                               'EXPORT_FILE_NAME' || '01.dmp',                               'SOURCE1_LINK',                               'MY_TARGET_DIR_OBJECT',                               'EXPORT_FILE_NAME' || '.dmp' );  DBMS_DATA_MINING.IMPORT_MODEL ('EXPORT_FILE_NAME' || '.dmp',                                 'MY_TARGET_DIR_OBJECT'); END; To clean up afterward, you may want to drop the exported .dmp file at the source and the transferred file at the target. For example, utl_file.fremove('&directory_name', '&model_file_name' || '.dmp');

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  • When to detect collisions in game loop

    - by Ciaran
    My game loop uses a fixed time step to do "physics" updates, say every 20 ms. In here I move objects. I draw frames as frequently as possible. I work out a value between 0 and 1 to represent the proportion of the physics tick that is complete and interpolate between the previous and current physics state before drawing. It results in a smoother game assuming the frame rate is higher than the physics update rate. I am currently doing the collision detection in the physics update routine. I was wondering should it instead take place in the interpolated draw routine where the positions match what the user sees? Collisions can result in explosions by the way.

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  • Cannot Unbind Super Key from Unity

    - by Tom Thorogood
    Due to a graphics card compatibility issue using CrunchBang, I was told that my best option would be to move to 12.04 LTS. I'm trying to get everything configured and personalized the way I'm used to things, but am having some issues with unbinding default Unity shortcuts. I'm used to having all my shortcuts routed through the super key (T for Terminal, W for Web, Up for increased opacity, and so on). I've followed instructions to install compizconfig-settings-manager, and did an advanced search for all keyboard shortcuts binding to the super key, including the Unity shortcuts, but Unity still seems to listen for that keypress, and thus neither compiz nor the keybindings set up in system prefs - keyboard receive the commands I give them. (I did try also to simply change the unity launcher key instead of disabling it as shown below -- neither worked)

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  • Better Programming By Programming Better?

    - by ahmed
    I am not convinced by the idea that developers are either born with it or they are not. Where’s the empirical evidence to support these types of claims? Can a programmer move from say the 50th to 90th percentile? However, most developers are not in the 99th or even 90th percentile (by definition), and thus still have room for improvement in programming ability, along with the important skills.The belief in innate talent is “lacking in hard evidence to substantiate it” as well.So how do I reconcile these seemingly contradictory statements? I think the lesson for software developers who wish to keep on top of their game and become experts is to keep exercising the mind via effortful studying. I read a lot technical books, but many of them aren’t making me better as a developer.

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  • Ten Benefits to Video Game Play [Video]

    - by Jason Fitzpatrick
    Want to justify spending the whole weekend playing video games? We’re here to help. Courtesy of AllTime10, this video rounds up ten benefits to playing video games ranging from improved dexterity to pain relief. Want to highlight a benefit not listed in the video? Sound off in the comments. [via Geeks Are Sexy] Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

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  • Having a hard time having consecutive animations for an attack

    - by Kelby Styler
    So I've been trying to figure this out for about 8 hours now...It's driving me nuts because I am pretty sure that it is something dead simple that I am just not understanding. I had everything working fine when I was just cycling through the animation: Idle - Attack - Attack 1 - Attack 2. Just in an infinite loop. The problem now is that I want it to go Attack - check if x time passes if ctrl pressed before x passes move to Attack 1, if not move back to Idle - Then either Attack 1 or Idle depending on how long has passed. I've almost gotten it a few time, but something always happens where it falls apart if I press ctrl too fast or after multiple cycles of the animation. Any help would be appreciated, I'm just at my wits end on this one. I've been looking at this so long that I just don't know where to go anymore. Code is below, here is the controller using UnityEngine; using System.Collections; public class MeleeAttack : MonoBehaviour { public int damage; public bool Attack; public bool Attack1; public bool Attack2; public bool Idle; private Animator animator; private int attnum = 0; private float count = 2f; private float timeLeft; //Gives value to damage output void MAttackDmg () { if (Input.GetKeyDown (KeyCode.RightControl) || Input.GetKeyDown (KeyCode.LeftControl)) { switch (attnum) { case (0): Attack = true; damage = 2; animator.SetBool ("Attack", Attack); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (1): Attack1 = true; damage = 2; animator.SetBool ("Attack1", Attack1); attnum++; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; case (2): Attack2 = true; damage = 2; animator.SetBool ("Attack2", Attack2); attnum = 0; Idle = false; animator.SetBool ("Idle", Idle); timeLeft = count; break; } } if (Input.GetKeyUp (KeyCode.RightControl) || Input.GetKeyUp (KeyCode.LeftControl)) { switch (attnum) { case (0): Debug.Log ("false"); damage = 0; if (timeLeft <= 0f) { Attack2 = false; animator.SetBool ("Attack2", Attack2); Debug.Log ("t1"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (1): Debug.Log ("false1"); damage = 0; if (timeLeft <= 0f) { Debug.Log ("t2"); Attack = false; animator.SetBool ("Attack", Attack); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; case (2): Debug.Log ("false2"); damage = 0; if (timeLeft <= 0f) { Attack1 = false; animator.SetBool ("Attack1", Attack1); Debug.Log ("t3"); Idle = true; animator.SetBool ("Idle", Idle); attnum = 0; timeLeft = count; } break; } } } // Use this for initialization void Awake () { animator = GetComponent<Animator> (); } // Update is called once per frame void Update () { timeLeft -= Time.deltaTime;; MAttackDmg (); } void Start (){ timeLeft = count; } }

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