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  • Windows 7 complaint

    - by Chris Williams
    Let me start by saying that I love Windows 7. I think it's the best OS that Microsoft has put out in ages, possibly ever. However, I do have one little complaint. Actually it's not that little, it's become a real pain in the butt for me. I'm talking about Forced Updates. Yes, I know it's always been a problem and that Windows would occasionally force a reboot while you were away, in order to install some important update. That's not quite what I'm referring to. I mean the new "feature" where you don't have the choice to skip updates when shutting down. This isn't a big deal to those of you with desktop machines, but for those of us with laptops, it is rapidly becoming an unforgivable pain in the ass. Let me see if I can make myself a little clearer... If I am shutting down my LAPTOP, 99% of the time it's because I need to get up and go. Not wait around for FORCED UPDATES!! I travel a lot, and there are few things more annoying than shutting down to head to the airport, or shutting down so I can board my flight, or shutting down because we're about to land, etc... and having to wait 5-10 minutes while Win 7 does it's thing. It's damn inconvenient. There has to be a way you can detect if I'm on a laptop and give me the option to postpone updates, or skip them or (here's a thought) run them on startup instead of on shutdown. I'm usually not in a hurry when my machine is booting up, but if I'm powering down it's because I'm ready to GO! Please fix this. Windows 7 rocks in almost every other way I can think of.

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  • Outsourcing a private project: can it be done?

    - by Stafford Williams
    I'm an employed software designer/developer/analyst/monkey and I'm pondering the possibility of outsourcing the coding component(s) of some private(ly funded) projects. I have never used outsourcing before and am hesitant due to the contractors i've seen in the workplace that seem to have a reverse relationship on renumeration vs results/quality. Has anyone had any luck with outsourcing private coding jobs and can you offer any pointers?

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  • How do I import service references to Unity3D?

    - by Timothy Williams
    I'm attempting access a service reference in Unity. I need two: the SOAP framework and a separate service called ContentVault. The respective service URL's are: SOAP: http://api.microsofttranslator.com/V2/Soap.svc ContentVault: http://ioun.wizards.com/ContentVault.svc Both services import fine in to Visual Studio. I've tried everything I can think of but they won't work with Unity. I just get various errors (changing depending on which solution I'm trying out). I've attempted using svcutil to export the services as external scripts, but all I got was a bunch of using errors. I've tried converting the code to work with .NET 2.0 to no avail, I've even tried making the services in to .DLL's to no success. How could get these services working with Unity?

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  • Creating natural environments that can run on lower end computers in Unity3D/C#

    - by Timothy Williams
    So, I'm starting work on a project soon that will require me to create realistic environments that can preferably run on PC's besides high quality ones. The goal is to get as real an environment as possible while still being easy(ish) to run. The only problem is I've NEVER done anything with 3D environments, making trees sway, grass move, lighting, etc. Can anyone give me any help? Perhaps describe how it's done? Link me to articles? I'm just looking to be pointed in the right direction, not for you to write the code for me. Any help at all would be greatly appreciated, I'm using Unity3D and C# as my language. Thanks, Tim.

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  • Getting a sphere to roll down a .FBX object Unity3D/C#

    - by Timothy Williams
    I'm working on a little ramp and ball game in Unity, I modeled the ramp outside Unity and exported it to a .FBX file, then I imported the ramp in to Unity. I set up the ball and ramp, both have Rigidbodies, Ramp is set to isKinematic = true, yet when I play the game the ball just falls right through the ramp and hits the floor below it fine. So it's something wrong with the ramp. Am I doing something wrong? Are .FBX files unable to apply physics? Thanks, Tim.

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  • Dark Sun Dispatch 001

    - by Chris Williams
    If you aren't into tabletop (aka pen & paper) RPGs, you might as well click to the next post now... Still here? Awesome. I've recently started running a new D&D 4.0 Dark Sun campaign. If you don't know anything about Dark Sun, here's a quick intro: The campaign take place on the world of Athas, formerly a lush green world that is now a desert wasteland. Forests are rare in the extreme, as is water and metal. Coins are made of ceramic and weapons are often made of hardened wood, bone or obsidian. The green age of Athas was centuries ago and the current state was brought about through the reckless use of sorcerous magic. (In this world, you can augment spells by drawing on the life force of the world & people around you. This is called defiling. Preserving magic draws upon the casters life force and does not damage the surrounding world, but it isn't as powerful.) Humans are pretty much unchanged, but the traditional fantasy races have changed quite a bit. Elves don't live in the forest, they are shifty and untrustworthy desert traders known for their ability to run long distances through the wastes. Halflings are not short, fat, pleasant little riverside people. Instead they are bloodthirsty feral cannibals that roam the few remaining forests and ride reptilians beasts akin to raptors. Gnomes are extinct, as are orcs. Dwarves are mostly farmers and gladiators, and live out in the sun instead of staying under the mountains. Goliaths are half-giants, not known for their intellect. Muls are a Dwarf & Human crossbreed that displays the best traits of both races (human height and dwarven stoutness.) Thri-Kreen are sentient mantis people that are extremely fast. Most of the same character classes are available, with a few new twists. There are no divine characters (such as Priests, Paladins, etc) because the gods are gone. Nobody alive today can remember a time when they were still around. Instead, some folks worship the elemental forces (although they don't give out spells.) The cities are all ruled by Sorcerer King tyrants (except one city: Tyr) who are hundreds of years old and still practice defiling magic whenever they please. Serving the Sorcerer Kings are the Templars, who are also defilers and psionicists. Crossing them is as bad, in many cases, as crossing the Kings themselves. Between the cities you have small towns and trading outposts, and mostly barren desert with sometimes 4-5 days on foot between towns and the nearest oasis. Being caught out in the desert without adequate supplies and protection from the elements is pretty much a death sentence for even the toughest heroes. When you add in the natural (and unnatural) predators that roam the wastes, often in packs, most people don't last long alone. In this campaign, the adventure begins in the (small) trading fortress of Altaruk, a couple weeks walking distance from the newly freed city of Tyr. A caravan carrying trade goods from Altaruk has not made it to Tyr and the local merchant house has dispatched the heroes to find out what happened and to retrieve the goods (and drivers) if possible. The unlikely heroes consist of a human shaman, a thri-kreen monk, a human wizard, a kenku assassin and a (void aspect) genasi swordmage. Gathering up supplies and a little liquid courage, they set out into the desert and manage to find the northbound tracks of the wagon. Shortly after finding the tracks, they are ambushed by a pack of silt-runners (small lizard people with very large teeth and poisoned pointy spears.) The party makes short work of the creatures, taking a few minor wounds in the process. Proceeding onward without resting, they find the remains of the wagon and manage to sneak up on a pack of Kruthiks picking through the rubble and spilled goods. Unfortunately, they failed to take advantage of the opportunity and had a hard fight ahead of them. The party defeated the kruthiks, but took heavy damage (and almost lost a couple of their own) in the process. Once the kruthiks were dispatched, they followed a set of tracks further north to a ruined tower...

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  • Printing multiple pages per sheet doesn't work

    - by Ricky Robinson
    In Ubuntu 12.04, I added a network printer which I had previously used without any problems on a different machine (with the same release of Ubuntu). Now, with the default generic driver installed, printing multiple pages per sheet from evince doesn't work properly. If I select 2 per sheet, be it long or short edge, it always prints 4. Why is this? It used to happen with non-pdf documents in the past, like from a browser. My workaround was to print to pdf file and then print the pdf itself. Now I'm clueless... Edit: the same happens with a different network printer, in which I installed the driver specific to its particular model.

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  • How do I add a network printer in Ubuntu 12.04?

    - by Ricky Robinson
    I know the name and the IP address of a network printer, but I can't seem to be able to search by IP address or name. Ubuntu developers love to move things around to make it difficult for users, so now with Ubuntu 12.04 I can only go on Application -> System Tools -> System Settings -> Printers, click on Network and a list of printers appears. Too bad the one I want to add isn't there. How do I do it? Here it suggests System -> Administration -> Printing, which simply doesn't exist.

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  • Embracing Community

    - by Chris Williams
    I just put the finishing touches on another article for my Code Magazine column: Embracing Community. You won't see this one until around July, but it focuses on a subject near and dear to my heart: Code Camps! At the end of the article, I mention that I'm interested in hearing some of your war stories about community and what you do to be a part of it. I'll be talking to people at Tech Ed 2010 and Codestock, but I would also like to hear from some of you that read this blog. If you have an interesting story to share, drop me a line (via this blog) and tell me about it. You never know, it just might end up in my column.

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  • How to make a ball fall faster on a ramp? Unity3D/C#

    - by Timothy Williams
    So, I'm making a ball game. Where you pick up the ball, drop it on a ramp, and it flies off in to blocks. The only problem right now is it falls at a normal speed, then lightly falls off, not nearly fast enough to get over the wall and hit the blocks. Is there any way to make the ball go faster down the ramp? Maybe even make it go faster depending on what height you dropped it from (e.g. if you hold it way above the ramp, and drop it, it will drop faster than if you dropped it right above the ramp.) Thanks.

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  • How to make a ball fall faster on a ramp?

    - by Timothy Williams
    So, I'm making a ball game. Where you pick up the ball, drop it on a ramp, and it flies off in to blocks. The only problem right now is it falls at a normal speed, then lightly falls off, not nearly fast enough to get over the wall and hit the blocks. Is there any way to make the ball go faster down the ramp? Maybe even make it go faster depending on what height you dropped it from (e.g. if you hold it way above the ramp, and drop it, it will drop faster than if you dropped it right above the ramp.)

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  • Multiple Object Instantiation

    - by Ricky Baby
    I am trying to get my head around object oriented programming as it pertains to web development (more specifically PHP). I understand inheritance and abstraction etc, and know all the "buzz-words" like encapsulation and single purpose and why I should be doing all this. But my knowledge is falling short with actually creating objects that relate to the data I have in my database, creating a single object that a representative of a single entity makes sense, but what are the best practises when creating 100, 1,000 or 10,000 objects of the same type. for instance, when trying to display a list of the items, ideally I would like to be consistent with the objects I use, but where exactly should I run the query/get the data to populate the object(s) as running 10,000 queries seems wasteful. As an example, say I have a database of cats, and I want a list of all black cats, do I need to set up a FactoryObject which grabs the data needed for each cat from my database, then passes that data into each individual CatObject and returns the results in a array/object - or should I pass each CatObject it's identifier and let it populate itself in a separate query.

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  • Randomly placing items script not working - sometimes items spawn in walls, sometimes items spawn in weird locations

    - by Timothy Williams
    I'm trying to figure out a way to randomly spawn items throughout my level, however I need to make sure they won't spawn inside another object (walls, etc.) Here's the code I'm currently using, it's based on the Physics.CheckSphere(); function. This runs OnLevelWasLoaded(); It spawns the items perfectly fine, but sometimes items spawn partway in walls. And sometimes items will spawn outside of the SpawnBox range (no clue why it does that.) //This is what randomly generates all the items. void SpawnItems () { if (Application.loadedLevelName == "Menu" || Application.loadedLevelName == "End Demo") return; //The bottom corner of the box we want to spawn items in. Vector3 spawnBoxBot = Vector3.zero; //Top corner. Vector3 spawnBoxTop = Vector3.zero; //If we're in the dungeon, set the box to the dungeon box and tell the items we want to spawn. if (Application.loadedLevelName == "dungeonScene") { spawnBoxBot = new Vector3 (8.857f, 0, 9.06f); spawnBoxTop = new Vector3 (-27.98f, 2.4f, -15); itemSpawn = dungeonSpawn; } //Spawn all the items. for (i = 0; i != itemSpawn.Length; i ++) { spawnedItem = null; //Zeroes out our random location Vector3 randomLocation = Vector3.zero; //Gets the meshfilter of the item we'll be spawning MeshFilter mf = itemSpawn[i].GetComponent<MeshFilter>(); //Gets it's bounds (see how big it is) Bounds bounds = mf.sharedMesh.bounds; //Get it's radius float maxRadius = new Vector3 (bounds.extents.x + 10f, bounds.extents.y + 10f, bounds.extents.z + 10f).magnitude * 5f; //Set which layer is the no walls layer var NoWallsLayer = 1 << LayerMask.NameToLayer("NoWallsLayer"); //Use that layer as your layermask. LayerMask layerMask = ~(1 << NoWallsLayer); //If we're in the dungeon, certain items need to spawn on certain halves. if (Application.loadedLevelName == "dungeonScene") { if (itemSpawn[i].name == "key2" || itemSpawn[i].name == "teddyBearLW" || itemSpawn[i].name == "teddyBearLW_Admiration" || itemSpawn[i].name == "radio") randomLocation = new Vector3(Random.Range(spawnBoxBot.x, -26.96f), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(spawnBoxBot.z, -2.141f)); else randomLocation = new Vector3(Random.Range(spawnBoxBot.x, spawnBoxTop.x), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(-2.374f, spawnBoxTop.z)); } //Otherwise just spawn them in the box. else randomLocation = new Vector3(Random.Range(spawnBoxBot.x, spawnBoxTop.x), Random.Range(spawnBoxBot.y, spawnBoxTop.y), Random.Range(spawnBoxBot.z, spawnBoxTop.z)); //This is what actually spawns the item. It checks to see if the spot where we want to instantiate it is clear, and if so it instatiates it. Otherwise we have to repeat the whole process again. if (Physics.CheckSphere(randomLocation, maxRadius, layerMask)) spawnedItem = Instantiate(itemSpawn[i], randomLocation, Random.rotation); else i --; //If we spawned something, set it's name to what it's supposed to be. Removes the (clone) addon. if (spawnedItem != null) spawnedItem.name = itemSpawn[i].name; } } What I'm asking for is if you know what's going wrong with this code that it would spawn stuff in walls. Or, if you could provide me with links/code/ideas of a better way to check if an item will spawn in a wall (some other function than Physics.CheckSphere). I've been working on this for a long time, and nothing I try seems to work. Any help is appreciated.

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  • Fight for your rights as a video gamer.

    - by Chris Williams
    Soon, the U.S. Supreme Court may decide whether to hear a case that could have a lasting impact on computer and video games. The case before the Court involves a law passed by the state of California attempting to criminalize the sale of certain computer and video games. Two previous courts rejected the California law as unconstitutional, but soon the Supreme Court could have the final say. Whatever the Court's ruling, we must be prepared to continue defending our rights now and in the future. To do so, we need a large, powerful movement of gamers to speak with one voice and show that we won't sit back while lawmakers try to score political points by scapegoating video games and treating them differently than books, movies, and music. If the Court decides to hear the case, we're going to need thousands of activists like you who can help defend computer and video games by writing letters to editors, calling into talk radio stations, and educating Americans about our passion for and appreciation of computer and video games. You can help build this movement right now by inviting all your friends and fellow gamers to join the Video Game Voters Network. Use our simple tool to send an email to everyone you know asking them to stand up for gaming rights: http://videogamevoters.org/movement You can also help spread the word through Facebook and Twitter, or you can simply forward this email to everyone you know and ask them to sign up at videogamevoters.org. Time after time, courts continue to reject politicians' efforts to restrict the sale of computer and video games. But that doesn't mean the politicians will stop trying anytime soon -- in fact, it means they're likely to ramp up their efforts even more. To stop them, we must make it clear that gamers will continue to stand up for free speech -- and that the numbers are on our side. Help make sure we're ready and able to keep fighting for our gaming rights. Spread the word about the Video Game Voters Network right now: http://videogamevoters.org/movement Thank you. -- Video Game Voters Network

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  • How to change speed without changing path travelled?

    - by Ben Williams
    I have a ball which is being thrown from one side of a 2D space to the other. The formula I am using for calculating the ball's position at any one point in time is: x = x0 + vx0*t y = y0 + vy0*t - 0.5*g*t*t where g is gravity, t is time, x0 is the initial x position, vx0 is the initial x velocity. What I would like to do is change the speed of this ball, without changing how far it travels. Let's say the ball starts in the lower left corner, moves upwards and rightwards in an arc, and finishes in the lower right corner, and this takes 5s. What I would like to be able to do is change this so it takes 10s or 20s, but the ball still follows the same curve and finishes in the same position. How can I achieve this? All I can think of is manipulating t but I don't think that's a good idea. I'm sure it's something simple, but my maths is pretty shaky.

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  • Twin Cities Code Camp 8 (EIGHT?!?)

    - by Chris Williams
    Yep, Twin Cities Code Camp EIGHT is just around the corner (11 days from this writing.) We've got some great sessions lined up, and a mini-mountain of swag to give away. If you haven't registered yet, we're ALMOST at capacity... so don't delay. See you there...

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  • Are certification courses worth it?

    - by Bill Williams
    I'm planning on getting certification in Database Development for SQL Server (MSTC - 70-433). I'm a junior level report writer at a new job and the company is offering to pay the majority, if not all, of training course fees. The course is five days. I noticed that MS has a self-paced training kit (book) that I could use. I'm wondering if this would be a better option because it will allow me to go as quick as possible. I've also heard about video training sessions (Lynda.com) but they seem to go at slow pace. My questions are: What should I expect at a certification course? Is it hands-on training? Small classes with personal feedback or not? Would I be better off learning at my own pace using the training kit? (I'd rather this not turn into a certifications are pointless discussion..)

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  • links worth clicking&hellip;

    - by Chris Williams
    Scanning my Twitter feed almost always proves to be fruitful when looking for cool/interesting links to share. Here are a few of the highlights: I read this blog post from Justin Angel today, pretty interesting stuff: Windows Phone 7 – Unlocked ROMs  Looks like there’s a lot of good stuff floating just under the surface in the latest build of the WP7 Emulator. (Courtesy of @JustinAngel) Next up is this video titled Game Design Tutorials: From Seconds to Hours of Gameplay. If you’re into Indie Game Development, or just like watching videos… this one is pretty short at 5 minutes, but contains some good information about increasing the duration of fun gameplay in your game. (Courtesy of @Kei_tchan) If you are a Firefly (or Castle, or Dr. Horrible’s Singalong Blog) fan, check out this Facebook campaign to get Nathan Fillion to host SNL: http://tinyurl.com/2dh5m67  It worked for Betty White, so why not, right? (Courtesy of @DGalloway42)

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  • Keeping the camera from going through walls in a first person game in Unity?

    - by Timothy Williams
    I'm using a modified version of the standard Unity First Person Controller. At the moment when I stand near walls, the camera clips through and lets me see through the wall. I know about camera occlusion and have implemented it in 3rd person games, but I have no clue how I'd accomplish this in a first person game, since the camera doesn't move from the player at all. How do other people accomplish this?

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  • Is SharpDX mature enough to adopt yet or should I just start using SlimDX right now?

    - by Gavin Williams
    I'm about to stop my game-project in XNA because from what I can gather it's development is coming to an end (and it's already behind current technology). Therefore, I need to adopt a new framework or API. I have just spent 2 days looking at C++ and decided it's really not for me - however I do find the raw access to DirectX appealing. SharpDX sounds like a good place to start, but it has no documentation and no code comments. I feel like it's not quite ready for use. I'm interested in the opinions of people that have used either or both of these frameworks, to help me decide for sure which one I should learn? Thanks for any advice.

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  • Parent variable inheritance methods Unity3D/C#

    - by Timothy Williams
    I'm creating a system where there is a base "Hero" class and each hero inherits from that with their own stats and abilities. What I'm wondering is, how could I call a variable from one of the child scripts in the parent script (something like maxMP = MP) or call a function in a parent class that is specified in each child class (in the parent update is alarms() in the child classes alarms() is specified to do something.) Is this possible at all? Or not? Thanks.

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  • How to translate formulas into form of natural language?

    - by Ricky
    I am recently working on a project aiming at evaluating whether an android app crashes or not. The evaluation process is 1.Collect the logs(which record the execution process of an app). 2.Generate formulas to predict the result (formulas is generated by GP) 3.Evaluate the logs by formulas Now I can produce formulas, but for convenience for users, I want to translate formulas into form of natural language and tell users why crash happened.(I think it looks like "inverse natural language processing".) To explain the idea more clearly, imagine you got a formula like this: 155 - count(onKeyDown) >= 148 It's obvious that if count(onKeyDown) 7, the result of "155 - count(onKeyDown) = 148" is false, so the log contains more than 7 onKeyDown event would be predicted "Failed". I want to show users that if onKeyDown event appears more than 7 times(155-148=7), this app will crash. However, the real formula is much more complicated, such as: (< !( ( SUM( {Att[17]}, Event[5]) <= MAX( {Att[7]}, Att[0] >= Att[11]) OR SUM( {Att[17]}, Event[5]) > MIN( {Att[12]}, 734 > Att[19]) ) OR count(Event[5]) != 1 ) > (< count(Att[4] = Att[3]) >= count(702 != Att[8]) + 348 / SUM( {Att[13]}, 641 < Att[12]) mod 587 - SUM( {Att[13]}, Att[10] < Att[15]) mod MAX( {Att[13]}, Event[2]) + 384 > count(Event[10]) != 1)) I tried to implement this function by C++, but it's quite difficult, here's the snippet of code I am working right now. Does anyone knows how to implement this function quickly?(maybe by some tools or research findings?)Any idea is welcomed: ) Thanks in advance.

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  • Twin Cities Fragathon II - Electric Fragaloo - Halo 3 ODST Tournament

    - by Chris Williams
    If you're in the Twin Cities and play Halo 3 ODST, or like to watch other people play, or enjoy smack talk, or pizza, or just have nothing better to do... well then you're in luck!! The Twin Cities XNA User Group (www.twincitiesxnausergroup.com) is hosting the 2nd (slightly longer than annual)  Charity Fragathon!! This time around we're doing a Food Drive for Second Harvest, so you have your choice of paying cash or bringing food. The event is Saturday April 17, 2010 and the doors open at 5pm. For more details, and to register, please visit www.CharityFragathon.com today!

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  • Requiring multithreading/concurrency for implementation of scripting language

    - by Ricky Stewart
    Here's the deal: I'm looking at designing my own scripting/interpreted language for fun. I'm only in the planning stages right now; I want to make sure I have a very strong hold on exactly how I will implement everything before I start coding. What I'm currently struggling with is concurrency. It seems to me like an easy way to avoid the unpredictable performance that comes with garbage collection would be to put the garbage collector in its own thread, and have it run concurrently with the interpreter itself. (To be clear, I don't plan to allow the scripts to be multithreaded themselves; I would simply put a garbage collector to work in a different thread than the interpreter.) This doesn't seem to be a common strategy for many popular scripting languages, probably for portability reasons; I would probably write the interpreter in the UNIX/POSIX threading framework initially and then port it to other platforms (Windows, etc.) if need be. Does anyone have any thoughts in this issue? Would whatever gains I receive by exploiting concurrency be nullified by the portability issues that will inevitably arise? (On that note, am I really correct in my assumption that I would experience great performance gains with a concurrent garbage collector?) Should I move forward with this strategy or step away from it?

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  • Cannot mount one usb disc, although other mounts automatically after 12.10 upgrade

    - by Allen Williams
    Since upgrading to 12.10, switching on or attempting to mount one of my usb hard drives gives this error message: Error mounting system-managed device /dev/sdg1: Command-line `mount "/mnt/usb-ST350041_8AS_60CAFFFFFFFF-0:0-part1"' exited with non-zero exit status 32: mount: wrong fs type, bad option, bad superblock on /dev/sdg1, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so dmesg | tail gives (inter alia): [ 1080.727830] sdg: sdg1 [ 1080.732003] sd 8:0:0:0: [sdg] Attached SCSI disk [ 1081.383633] FAT-fs (sdg1): Unrecognized mount option "x-gvfs-show" or missing value [ 1871.160973] sdg: sdg1 The drive cannot be mounted, but is recognized by the system as a "place". I am not a technical bod; I cannot take this further myself and any help would be much appreciated.

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