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  • PeopleSoft Mobile Expenses and Mobile Approvals now available in FSCM 9.1

    - by Howard Shaw
    Oracle is pleased to announce the release of two new applications, PeopleSoft Mobile Expenses and PeopleSoft Mobile Approvals, which are now generally available in PeopleSoft FSCM 9.1. These are the first two of many upcoming applications designed and built to cater directly to the mobile workforce by providing user-friendly access to key business functions on a smartphone or tablet. Enter and Submit Expenses Anytime, Anywhere PeopleSoft Mobile Expenses provides the ability to enter employee expense reports quickly and easily, for busy travelers on the go. The contemporary, streamlined user interface is optimized for mobile devices (that support HTML 5), such as tablets or smartphones, and provides a simple-to-use tool for capturing expenses as they are being incurred, submitting expense reports while waiting at the airport, approving your employees’ expense reports, and more. And since it is part of the PeopleSoft Mobile Applications suite, you don’t have to wait until you return home or to the office, which can lead to improved efficiencies. The user interface and gesture actions (for example, swipe, touch, and so on) will be immediately familiar to mobile device users, and is specifically targeted to keep the experience as streamlined as possible for just the tasks you need to get to while on the go. In addition, PeopleSoft Mobile Expenses leverages all of the powerful expense policy compliance tools delivered by PeopleSoft Expenses, contributing to reduced spend and increased efficiency throughout your organization. PeopleSoft Mobile Expenses is integrated directly with PeopleSoft Mobile Approvals, so managers can quickly approve submitted expense reports in addition to entering or reviewing their own expenses. Manage Approvals Anytime, Anywhere PeopleSoft Mobile Approvals improves productivity and keeps business moving forward when your users are on the go without comprising business imperatives and operational policies. This innovative solution is delivered using the latest HTML 5 technology to allow customers to manage their critical tasks anytime through any device. PeopleSoft Approvals enables your users to approve transactions through the desktop, smart phones or tablet devices. This will speed up the approval process thus avoiding potential late payment penalties and supports early payment discounts for invoices. For more information, please watch the Video Feature Overviews (VFO) available on YouTube (links below) or contact your application sales representative. PeopleSoft Mobile ExpensesPeopleSoft Mobile Approvals The PeopleSoft Mobile Applications 9.1 documentation update for Bundle 23 is available under MOS Document ID 1495035.1.

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  • Tips for debugging Samba performance?

    - by j-g-faustus
    Samba gives me 24 MB/s read and 44 MB/s write, while ftp gives 97 and 112 MB/s under the same circumstances. The documentation says that Generally, you should find that Samba performs similarly to ftp at raw transfer speed. In my case it clearly doesn't. Where can I find tips on how to debug Samba performance? Or alternatively tips for replacing Samba with something else? (I can't use ftp, unfortunately, as I need something that can be used with rsync/rsnapshot.) More details: Both computers are running Ubuntu 10.10 (using Samba because I have a Mac as well) The Samba share is on a local home network, mounted as $ mount ... //server.local/share/ on /mnt/share type cifs (rw,mand) Samba performance was tested by copying (cp) a single file of ~4GB to and from the share, using time for timing and calculating transfer speed by hand. ftp performance are the numbers from the ftp client for get/put of the same file. iperf gives network speed ~900 Mbits/s bonnie++ gives disk speeds 200 MB/s on both sides for block reads as well as block writes Tried changing the parameters suggested in the performance tuning HOWTO (read/write raw, read size, socket options), most of them made little to no difference. (The one that made a difference caused write speed to drop 50%.)

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  • Crash after plugging in the Logitech H600 wireless transmitter

    - by SneezyDinosaur
    I recently bought the Logitech H600 Wireless Headset. When I plug in the USB wireless transmitter, Ubuntu 12.04 LTS crashes. How does that come and what do you suggest me to do? Same problem here, as soon as the H600 headset is plugged in 12.04 crashes. Relevant snip from /var/log/Xorg.failsafe.log is below, complete log can be found as a gist [ 2676.496] (**) Logitech Logitech Wireless Headset: Applying InputClass "evdev keyboard catchall" [ 2676.496] (II) Using input driver 'evdev' for 'Logitech Logitech Wireless Headset' [ 2676.496] (II) Loading /usr/lib/xorg/modules/input/evdev_drv.so [ 2676.496] (**) Logitech Logitech Wireless Headset: always reports core events [ 2676.496] (**) evdev: Logitech Logitech Wireless Headset: Device: "/dev/input/event16" [ 2676.496] (--) evdev: Logitech Logitech Wireless Headset: Vendor 0x46d Product 0xa29 [ 2676.496] (--) evdev: Logitech Logitech Wireless Headset: Found absolute axes [ 2676.496] (--) evdev: Logitech Logitech Wireless Headset: Found absolute multitouch axes [ 2676.496] (--) evdev: Logitech Logitech Wireless Headset: Found keys [ 2676.496] (II) evdev: Logitech Logitech Wireless Headset: Configuring as mouse [ 2676.496] (II) evdev: Logitech Logitech Wireless Headset: Configuring as keyboard [ 2676.496] (**) Option "config_info" "udev:/sys/devices/pci0000:00/0000:00:1d.0/usb2/2-1/2-1.2/2-1.2.2/2-1.2.2:1.3/input/input16/event16" [ 2676.496] (II) XINPUT: Adding extended input device "Logitech Logitech Wireless Headset" (type: KEYBOARD, id 10) [ 2676.496] (**) Option "xkb_rules" "evdev" [ 2676.496] (**) Option "xkb_model" "pc105" [ 2676.496] (**) Option "xkb_layout" "us" [ 2676.497] (II) evdev: Logitech Logitech Wireless Headset: initialized for absolute axes. [ 2676.497] Backtrace: [ 2676.497] 0: /usr/bin/X (xorg_backtrace+0x37) [0xb7698637] [ 2676.497] 1: /usr/bin/X (0xb7510000+0x18c3ba) [0xb769c3ba] [ 2676.497] 2: (vdso) (__kernel_rt_sigreturn+0x0) [0xb74ed40c] [ 2676.497] 3: /lib/i386-linux-gnu/libc.so.6 (0xb7155000+0x135d32) [0xb728ad32] [ 2676.497] 4: /usr/bin/X (XIChangeDeviceProperty+0x16c) [0xb7630b0c] [ 2676.497] 5: /usr/lib/xorg/modules/input/evdev_drv.so (0xb3f4a000+0x634e) [0xb3f5034e]

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  • Notes for a NetBeans IDE 7.4 HTML5 Screencast

    - by Geertjan
    I'm making a screencast that intends to thoroughly introduce NetBeans IDE 7.4 as a tool for HTML, JavaScript, and CSS developers. Here's the current outline, additions and other suggestions are welcome. Getting Started Downloading NetBeans IDE for HTML5 and PHP Examining the NetBeans installation directory, especially netbeans.conf Examining the NetBeans user directory Command line options for starting NetBeans IDE Exploring NetBeans IDE Menus and toolbars Versioning tools Options Window Go through whole Options window Change look and feels Adding themes Syntax coloring Code templates Plugin Manager and Plugin Portal Dark Look and Feel Themes Toggle line wrap Emmet HTML Tidy NetBeans Cheat Sheets Creating HTML5 projects From scratch From online template, e.g., Twitter Bootstrap From ZIP file From folder on disk From sample Editing Useful shortcuts Alt-Enter: see the current hints Alt-Shift-DOT/COMMA: expand selection (CTRL instead of Alt on Mac) Ctrl-Shift-Up/Down: copy up/down Alt-Shift-Up/Down: move up/down Alt-Insert: generate code (Lorum Ipsum) View menu | Show Non-printable Characters Source menu Show keyboard shortcut card Useful hints Surround with Tag Remove Surrounding Tag Useful code completion Link tag for CSS, show completion Script tag for JavaScript, show completion Create code templates in Options window Useful HTML Palette items Unordered List Link Useful code navigation Navigator Navigate menu Useful project settings Project-level deployment settings CSS Preprocessors (SASS/LESS) Cordova support Useful window management Dragging, minimizing, undocking Ctrl-Shift-Enter: distraction-free mode Alt-Shift Enter: maximization Debugging JavaScript debugger Deploying Embedded browser Responsive design Inspect in NetBeans mode Chrome browser with NetBeans plugin Android and iOS browsers Cordova makes native packages On device debugging On device styling Documentation PHP and HTML5 Learning Trail: https://netbeans.org/kb/trails/php.html Contributing Social Media: Twitter, Facebook, blogs Plugin Portal Planning to complete the above screencast this week, will continue editing this page as more useful features arise in my mind or hopefully in the comments in this blog entry!

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  • PCI-e SEALEVEL dual serial card not recognized on Ubuntu 14.04

    - by kwhunter
    New to Ubuntu, running 14.04. I have trouble with the serial port setup, I have a plug-in PCI-e SEALEVEL dual serial card that is not recognized. user1@WSIWORKSTATION2:~$ dmesg | grep tty [ 0.000000] console [tty0] enabled [ 1.577197] 00:06: ttyS0 at I/O 0x3f8 (irq = 4, base_baud = 115200) is a 16550A [ 1.943326] tty ttyprintk: hash matches [ 17.240880] ttyS4: LSR safety check engaged! [ 17.241589] ttyS4: LSR safety check engaged! [ 17.242354] ttyS5: LSR safety check engaged! [ 17.243058] ttyS5: LSR safety check engaged! [ 17.243918] ttyS6: LSR safety check engaged! [ 17.244485] ttyS6: LSR safety check engaged! [ 17.245195] ttyS7: LSR safety check engaged! [ 17.245830] ttyS7: LSR safety check engaged! [ 17.246554] ttyS8: LSR safety check engaged! [ 17.247191] ttyS8: LSR safety check engaged! user1@WSIWORKSTATION2:~/Desktop/seacom$ lspci -d 135e: -vvv 02:04.0 Bridge: Sealevel Systems Inc Device e205 (rev aa) Subsystem: Sealevel Systems Inc Device e205 Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV+ VGASnoop- ParErr- Stepping- SERR+ FastB2B- DisINTx- Status: Cap+ 66MHz+ UDF- FastB2B+ ParErr- DEVSEL=medium TAbort- SERR- Capabilities: However, the manufacturer's drivers won't install: 1. user1@WSIWORKSTATION2:~/Desktop/seacom$ make install ---------------------------------------------------------------- Installing seacom suite. ---------------------------------------------------------------- --Installing utilities-- /usr/bin/ld: skipping incompatible ../../lib/libftd2xx.a when searching for -lftd2xx /usr/bin/ld: cannot find -lftd2xx collect2: error: ld returned 1 exit status make[2]: *** [setusb] Error 1 make[1]: *** [install] Error 1 make: *** [install] Error 1 2. user1@WSIWORKSTATION2:~/Desktop/seaio$ make install ---------------------------------------------------------------- Installing SD suite. ---------------------------------------------------------------- *Compiling SeaIO Library source file: digitalIoDevice.cpp gcc: error trying to exec 'cc1plus': execvp: No such file or directory make[1]: *** [digitalIoDevice.o] Error 1 make: *** [install] Error 1 I was not able to find a solution, so if anyone can help it will be much appreciated. PS Have some troubles with formatting my post, apologies...

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  • Audio not working

    - by user3215
    Anybody could help me in troubleshooting audio problem on ubutnu 9.04 desktop edition?. For some reason I've to keep this os not upgraded and I'm trying to fix the audio problem on this for months. It works well on upgraded version(9.10,10.04) but not on jaunty. aplay -l: **** List of PLAYBACK Hardware Devices **** card 0: Intel [HDA Intel], device 0: ALC883 Analog [ALC883 Analog] Subdevices: 0/1 Subdevice #0: subdevice #0 card 0: Intel [HDA Intel], device 1: ALC883 Digital [ALC883 Digital] Subdevices: 1/1 Subdevice #0: subdevice #0 lsmod | grep snd: snd_hda_intel 436148 7 snd_pcm_oss 46336 0 snd_mixer_oss 22656 1 snd_pcm_oss snd_pcm 83076 4 snd_hda_intel,snd_pcm_oss snd_seq_dummy 10756 0 snd_seq_oss 37760 0 snd_seq_midi 14336 0 snd_rawmidi 29696 1 snd_seq_midi snd_seq_midi_event 15104 2 snd_seq_oss,snd_seq_midi snd_seq 56880 6 snd_seq_dummy,snd_seq_oss,snd_seq_midi,snd_seq_midi_event snd_timer 29704 2 snd_pcm,snd_seq snd_seq_device 14988 5 snd_seq_dummy,snd_seq_oss,snd_seq_midi,snd_rawmidi,snd_seq snd 62756 21 snd_hda_intel,snd_pcm_oss,snd_mixer_oss,snd_pcm,snd_seq_oss,snd_rawmidi,snd_seq,snd_timer,snd_seq_device soundcore 15200 1 snd snd_page_alloc 16904 2 snd_hda_intel,snd_pcm cat /proc/asound/cards: 0 [Intel ]: HDA-Intel - HDA Intel HDA Intel at 0xe1280000 irq 16 cat /proc/asound/version: Advanced Linux Sound Architecture Driver Version 1.0.18rc3. vim /etc/modules: # /etc/modules: kernel modules to load at boot time. # # This file contains the names of kernel modules that should be loaded # at boot time, one per line. Lines beginning with "#" are ignored. lp Audio Settings:

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  • Checkers AI Algorithm

    - by John
    I am making an AI for my checkers game and I'm trying to make it as hard as possible. Here is the current criteria for a move on the hardest difficulty: 1: Look For A Block: This is when a piece is being threatened and another piece can be moved in behind it to protect it. Here is an example: Black Moves |W| |W| |W| |W| | | |W| |W| |W| |W| |W| | | |W| |W| | | | | |W| | | | | | | | | |B| | | | | |B| | | |B| |B| |B| |B| |B| |B| | | |B| |B| |B| |B| White Blocks |W| |W| |W| |W| | | |W| | | |W| |W| |W| |W| |W| |W| | | | | |W| | | | | | | | | |B| | | | | |B| | | |B| |B| |B| |B| |B| |B| | | |B| |B| |B| |B| 2: Move pieces out of danger: if any piece is being threatened, and a piece cannot block for that piece, then it will attempt to move out of the way. If the piece cannot move out of the way without still being in danger, the computer ignores the piece. 3: If the computer player owns any kings, it will attempt to 'hunt down' enemy pieces on the board, if no moves can be made that won't in danger the king or any other pieces, the computer ignores this rule. 4: Any piece that is owned by the computer that is in column 1 or 6 will attempt to go to a side. When a piece is in column 0 or 7, it is in a very strategic position because it cannot get captured while it is in either of these columns 5: It makes an educated random move, the move will not indanger the piece that is moving or any piece that is on the board. 6: If none of the above are possible it makes a random move. This question is not really specific to any language but if all examples could be in Java that would be great, considering this app is written in android. Does anyone see any room for improvement in this algorithm? Anything that would make it better at playing checkers?

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  • no disk space, cant use internet

    - by James
    after trying to install drivers using sudo apt-get update && sudo apt-get upgrade, im faced with a message saying no space left on device, i ran disk usage analyzer as root and there was three folders namely, main volume, home folder, and my 116gb hard drive (which is practically empty) yet both other folders are full, which is stopping me installing drivers because of space, how do i get ubuntu to use this space on my hard drive? its causing problems because i cant gain access to the internet as i cant download drivers when i havnt got enough space, this happens every time i try it sudo fdisk -l Disk /dev/sda: 120.0GB, 120034123776 bytes 255 heads, 63 sectors/track, 14593 cylinders, total 234441648 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0003eeed Device Boot Start End Blocks Id System /dev/sda1 * 2048 231315455 115656704 83 Linux /dev/sda2 231317502 234440703 1561601 5 Extended /dev/sda5 231317504 234440703 1561600 82 Linux swap / solaris Output of df -h df: '/media/ubuntu/FB18-ED76': No such file or directory Filesysytem Size Used Avail Use% Mounted on /cow 751M 751M 0 100% / udev 740M 12K 740M 1% /dev tmpfs 151M 792K 150M 1% /run /dev/sr0 794M 794M 0 100% /cdrom /dev/loop0 758M 758M 0 100% /rofs none 4.0K 0 4.0K 0% /sys/fs/cgroup tmpfs 751M 1.4M 749M 1% /tmp none 5.0M 4.0K 5.0M 1% /run/lock none 751M 276K 751M 1% /run/shm none 100M 40K 100M 1% /run/user

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  • Set Up Anti-Brick Protection to Safeguard and Supercharge Your Wii

    - by Jason Fitzpatrick
    We’ve shown you how to hack your Wii for homebrew software, emulators, and DVD playback, now it’s time to safeguard your Wii against bricking and fix some annoyances—like that stupid “Press A” health screen. The thing about console modding and jailbreaking—save for the rare company like Amazon that doesn’t seem to care—is companies will play a game of cat and mouse to try and knock modded console out of commission, undo your awesome mods, or even brick your device. Although extreme moves like bricktacular-updates are rare once you modify your device you have to be vigilante in protecting it against updates that could hurt your sweet setup. Today we’re going to walk you through hardening your Wii and giving it the best brick protection available Latest Features How-To Geek ETC The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Our Favorite Tech: What We’re Thankful For at How-To Geek Snowy Christmas House Personas Theme for Firefox The Mystic Underground Tunnel Wallpaper Ubunchu! – The Ubuntu Manga Available in Multiple Languages Breathe New Life into Your PlayStation 2 Peripherals by Hooking Them Up to Your Computer Move the Window Control Buttons to the Left Side in Windows Fun and Colorful Firefox Theme for Windows 7

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  • Getting my brother MFC-J825DW working as a network scanner

    - by AntonChanning
    I've been attempting to set up my new brother multi-function device to work as a printer and scanner using the following steps. It is connected to the network as a LAN device, not directly connected to my ubuntu machine. Downloaded the lpr driver and cupswrapper driver from Brother support. (Select the deb packages, not the rpms). Followed the instructions to install the lpr driver. Followed the instructions to install the cupswrapper driver. After this point I was able to successfully perform a test print, so the printer part is working. So far I haven't had much luck getting the scanner working. This is what I've tried: Downloaded the brscan4 and scan-key-tool deb packages from brother support. Followed the instructions for installing the scanner driver for network. Followed the instructions for installing scan-key-tool. However when I tried to scan it detects no scanner. I then tried the solution offered in this answer to a question based on a similar brother printer, but no luck. I must have made a mistake somewhere along the line. Does anyone have any ideas what I can try to find out what? Or should I uninstall everything and start again from the beginning?

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  • Using JuJu with private Openstack cloud deployment?

    - by user76054
    I'm seeing a number of problems trying to use JuJu with our internally deployed Openstack cloud. Most of this appears to be centered around DNS host resolution as well as the need to deal with our company's internal HTTP proxies. Our Openstack deployment relies upon an unroutable 172.16.0.0/12 block of addresses for VLAN allocation to each project (tenant) hosted on our internal cloud. User's have the option of assigning one or more floating addresses to instances, allocated from a block of routable addresses on our internal companies LAN. Currently, Openstack doesn't register instance names with anything other than the DNSMASQ service running on the cloud controller. As such, there's no way to resolve this address through our internal DNS hierarchy (this issue has already been reported as Bug #945505). As such, even though I can bootstrap my JuJu server node, I can't connect to it with the JuJu client, since it can't resolve the local (private) network name. I am able to ssh to the node, once I've assigned it an internally routable (i.e. floating) address. Which leads to the next issue. Next, to install software on an instance running in our cloud, it must have our internal proxy address defined - either in the apt.conf file or via environment variables. Unfortunately, when bootstrapping the server node, there's no provision to pass this info into a instance via JuJu environment.yaml file (if this is even the best way to handle this issue). As a result, the bootstrap node is unable to install the required packages. I'm assuming (dangerous, I know) that the way that I've deployed Openstack in our internal environment is probably not unique. Has anyone else encountered these issues? And more importantly, are work arounds available? Regards, Ross

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  • Experience the new Bootloader of CE7 VirtualPC BSP - Display Resolution Override

    - by Kate Moss' Open Space
    The CE 7 (aka. Windows Embedded Compact) provides many new features, a new VirtualPC is one of them and as a replacement of Device Emulator in CE 6.   The bootloader of VPC BSP utilize a new introduced framework in CE7, the BLDR (not the BIOSLOADER!) It provides many rich and advanced feature, I will introduce more detail in my future posts. Today, I am going to introduce a basic usage: setting the display resolution. One of the benefit os using the BLDR is it provides interactive user interface, no DOS enviroment required, so user can change the setting on the console. It is especially useful on VPC: if you are not using Win7, edit a file in VHD could take some effort! In the Boot menu, you can select [5] Display Settings. There are a couples of sub menu allow you to change resolution, bpp and etc. As it is very straight forward, I won't go through each option except to the Option [3] "Change Viewable Display Region". The resolution it provides depends on the BIOS (VPC is a PC compatible device), and the minimum resolution it provides is 640x480. But what if user need smaller resolution or any non-standard resolution for whatever reason, it comes the use of "Change Viewable Display Region". User can use it to create a reduced display region. e.g. 240x320 on 640x480 screen. Also you can alter the platform\virtualpc\src\boot\bldr\config.c to add a non-standard resolution (e.g. 480x272) to displayMode array. Another solution in case of you don't want to rebuilt and replace bootloader is to alter SaveVGAArgs in platform\common\src\x86\common\io\ioctl.c to overwrite cxDisplayScreen and cyDisplayScreen setting to whatever resolution you want.

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  • python: os.system does not execute shell comand

    - by capoluca
    I need to execute shell command in python program (I have ubuntu). More specifically I want to create graph using graphviz in python script. My code is os.system("dot -Tpng graph.dot -o graph.png") It does not work, but if I just type dot -Tpng graph.dot -o graph.png in command line then everything is fine. Do you know what the problem? Thank you! Edit: Does not work means that nothing happens, there are no errors. Output from dot -v -Tpng graph.dot -o graph.png: dot - graphviz version 2.26.3 (20100126.1600) Activated plugin library: libgvplugin_pango.so.6 Using textlayout: textlayout:cairo Activated plugin library: libgvplugin_dot_layout.so.6 Using layout: dot:dot_layout Using render: cairo:cairo Using device: png:cairo:cairo The plugin configuration file: /usr/lib/graphviz/config6 was successfully loaded. render : cairo dot fig gd map ps svg tk vml vrml xdot layout : circo dot fdp neato nop nop1 nop2 osage patchwork sfdp twopi textlayout : textlayout device : canon cmap cmapx cmapx_np dot eps fig gd gd2 gif gv imap imap_np ismap jpe jpeg jpg pdf plain plain-ext png ps ps2 svg svgz tk vml vmlz vrml wbmp x11 xdot xlib loadimage : (lib) eps gd gd2 gif jpe jpeg jpg png ps svg

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  • Adding Vertices to a dynamic mesh via Method Call

    - by Raven Dreamer
    I have a C# Struct with a static method, "Get Shape" which populates a List with the vertices of a polyhedron. Method Signature: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) Adding directly to the vertices list (via vertices.Add(vector3) ), the code works as expected, and the new polyhedron appears when I trigger the method. However, I want to do some processing on the vertices I'm adding (a rotation), and the most sensible way I can think to do that is by creating a separate list of Vector3s, and then combining the lists when I'm done. However, vertices.AddRange(newVerts) does not add the shape to the mesh, nor does a foreach loop with verts.Add(vertices[i]). And this is before I've added in any of the processing! I have a feeling this might stem from passing the list of vertices in as a parameter, rather than returning a list and then adding to the vertices in the calling object, but since I'm filling 4 lists, I was trying to avoid having to create a data struct to return all four at once. Any ideas? The working version of the method is reprinted below, in full: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) { //List<Vector3> vertices = new List<Vector3>(); int l_blockShape = b.blockShape; int l_blockType = b.blockType; //CheckFace checks if the block is empty //if this block is empty, don't draw anything. int vertexIndex; //only y faces need to be hidden. //if((l_blockShape & BlockShape.NegZFace) == BlockShape.NegZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //XY Z+1 face //if((l_blockShape & BlockShape.PosZFace) == BlockShape.PosZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY face //if((l_blockShape & BlockShape.NegXFace) == BlockShape.NegXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY X+1 face // if((l_blockShape & BlockShape.PosXFace) == BlockShape.PosXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX face if((l_blockShape & BlockShape.NegYFace) == BlockShape.NegYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX + 1 face if((l_blockShape & BlockShape.PosYFace) == BlockShape.PosYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y+1 , z+.2f)); vertices.Add(new Vector3(x+.8f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.2f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } }

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  • How to teach Exception Handling for New Programmers?

    - by Kanini
    How do you go about teaching Exception Handling to Programmers. All other things are taught easily - Data Structures, ASP.NET, WinForms, WPF, WCF - you name it, everything can be taught easily. With Exception Handling, teaching them try-catch-finally is just the syntactic nature of Exception Handling. What should be taught however is - What part of your code do you put in the try block? What do you do in the catch block? Let me illustrate it with an example. You are working on a Windows Forms Project (a small utility) and you have designed it as below with 3 different projects. UILayer BusinessLayer DataLayer If an Exception (let us say of loading an XDocument throws an exception) is raised at DataLayer (the UILayer calls BusinessLayer which in turns calls the DataLayer), do you just do the following //In DataLayer try { XDocument xd_XmlDocument = XDocument.Load("systems.xml"); } catch(Exception ex) { throw ex; } which gets thrown again in the BusinessLayer and which is caught in UILayer where I write it to the log file? Is this how you go about Exception Handling?

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  • creating bounding box list

    - by Christian Frantz
    I'm trying to create a list of bounding boxes for each cube drawn, so I can use the boxes to intersect with a ray that my mouse position is casting, but I have no idea how. I've created a list that stores the boxes, but how am I getting the values from each box? for (int x = 0; x < mapHeight; x++) { for (int z = 0; z < mapWidth; z++) { cubes.Add(new Vector3(x, map[x, z], z), Matrix.Identity, grass); boxList.Add(something here); } } public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } There aren't any clearly defined variables for the bounds of each cube created, so where do I create the bounding box from?

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  • Updated Intel display driver causing errors when booting

    - by cdysthe
    I upgraded to to Graphics Installer 1.0.6 on my Ubuntu 14.04 and installed the drivers using the Intel Graphics Installer. The laptop is Intel Ivybridge powered with Intel HD graphics. It Optimus but I have disabled the Nvidia card in bios. The Intel Graphics Installer installs the package i915-3.15-3.13-dkms.deb which I assume is the updated driver. It causes a bunch of error messages when I boot. Here are the relevant errors from dmesg when I boot: [ 7.206151] drm: module verification failed: signature and/or required key missing - tainting kernel [ 7.208045] drm: module has bad taint, not creating trace events [ 7.336470] fb: conflicting fb hw usage inteldrmfb vs VESA VGA - removing generic driver [ 7.393854] [drm] Supports vblank timestamp caching Rev 2 (21.10.2013) [ 7.393855] [drm] Driver supports precise vblank timestamp query. [ 7.393921] vgaarb: device changed decodes: PCI:0000:00:02.0,olddecodes=io+mem,decodes=io+mem:owns=io+mem [ 7.505798] [drm] GMBUS [i915 gmbus dpb] timed out, falling back to bit banging on pin 5 [ 7.507233] init: Failed to obtain startpar-bridge instance: Unknown parameter: INSTANCE [ 7.944183] [drm:cpt_serr_int_handler] ERROR PCH transcoder A FIFO underrun [ 8.368479] i915 0000:00:02.0: fb0: inteldrmfb frame buffer device [ 8.368480] i915 0000:00:02.0: registered panic notifier [ 8.818416] [drm] Enabling RC6 states: RC6 on, RC6p on, RC6pp off What could the problem be and will it affect performance? I tried to remove the package and the errors went away but I'm then running and older driver I assume?

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  • Textures quality issues with Libgdx

    - by user1876708
    I have drawn several vector objets and characters ( in Adobe Illustrator ) for my game on Android. They are all scalable at any size without any quality losses ( of course it's vector ^^ ). I have tried to simulate my gameboard directly on Illustrator just before setting my assests on libdgx to implement them in my game. I set all the objects at the good size, so that they fit perfectly on my XHDPI device I am running my test on. As you can see it works great ( for me at least ^^ ), the PNG quality is good for me, as expected ! So I have edited all my PNG at this size, set my assets on libgdx and build my game apk. And here is a screenshot of my gameboard ( don't pay attention at the differences of placing and objects, but check at the objets presents on both screenshot ). As you can see, I have a loss of my PNG quality in the game. It can be seen clealry on the hedgehog PNG, but also ( but not as obvious ) on the mushroom ( check at the outline ) and the hole PNG. If you really pay attention, on every objects, you can see pixels that are not visible on my first screenshot. And I just can't figure out why this is happening Oo If you have any ideas, you are very welcome ! Thanks. PS : You can check more clearly the 2 gameboard on this two links ( look at them at 100%, display at high resolution ) : Good quality link, from Illustrator Poor quality link, from the game Second phase of tests : We display an object ( the hedgehog ) on our main menu screen to see how it looks like. The things is that it looks like he is suppose to, which means, high quality with no pixels. The hedgehog PNG is coming from an atlas : layer.addActor(hedgehog); No loss of quality with this method So we think the problem is comming from the method we are using to display it on our gameboard : blocks[9][3] = new Block(TextureUtils.hedgehog, new Vector2(9, 3)); the block is getting the size from the vector we are associating to it, but we have a loss of quality with this method.

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  • Did the developers of Java conciously abandon RAII?

    - by JoelFan
    As a long-time C# programmer, I have recently come to learn more about the advantages of Resource Acquisition Is Initialization (RAII). In particular, I have discovered that the C# idiom: using (my dbConn = new DbConnection(connStr) { // do stuff with dbConn } has the C++ equivalent: { DbConnection dbConn(connStr); // do stuff with dbConn } meaning that remembering to enclose the use of resources like DbConnection in a using block is unnecessary in C++ ! This seems to a major advantage of C++. This is even more convincing when you consider a class that has an instance member of type DbConnection, for example class Foo { DbConnection dbConn; // ... } In C# I would need to have Foo implement IDisposable as such: class Foo : IDisposable { DbConnection dbConn; public void Dispose() { dbConn.Dispose(); } } and what's worse, every user of Foo would need to remember to enclose Foo in a using block, like: using (var foo = new Foo()) { // do stuff with "foo" } Now looking at C# and its Java roots I am wondering... did the developers of Java fully appreciate what they were giving up when they abandoned the stack in favor of the heap, thus abandoning RAII? (Similarly, did Stroustrup fully appreciate the significance of RAII?)

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  • Encrypted home breaks on login

    - by berkes
    My home is encrypted, which breaks the login. Gnome and other services try to find all sorts of .files, write to them, read from them and so on. E.g. .ICEauthority. They are not found (yet) because at that moment the home is still encrypted. I do not have automatic login set, since that has known issues with encrypted home in Ubuntu. When I go trough the following steps, there is no problem: boot up the system. [ctr][alt][F1], login. run ecryptfs-mount-private [ctr][alt][F7], done. Can now login. I may have some setting wrong, but have no idea where. I suspect ecryptfs-mount-private should be ran earlier in bootstrap, but do not know how to make it so. Some issues that may cause trouble: I have a fingerprint reader, it works for login and PAM. I have three keyrings in seahorse, containing passwords from old machines (backups). Not just one. Suggestion was that the PAM settings are wrong, so here are the relevant parts from /etc/pam.d/common-auth. # here are the per-package modules (the "Primary" block) auth [success=3 default=ignore] pam_fprintd.so auth [success=2 default=ignore] pam_unix.so nullok_secure try_first_pass auth [success=1 default=ignore] pam_winbind.so krb5_auth krb5_ccache_type=FILE cached_login try_first_pass # here's the fallback if no module succeeds auth requisite pam_deny.so # prime the stack with a positive return value if there isn't one already; # this avoids us returning an error just because nothing sets a success code # since the modules above will each just jump around auth required pam_permit.so # and here are more per-package modules (the "Additional" block) auth optional pam_ecryptfs.so unwrap # end of pam-auth-update config I am not sure about how this configuration works, but ut seems that maybe the*optional* in auth optional pam_ecryptfs.so unwrap is causing the ecryptfs to be ignored?

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  • Slick2D + LWJGL collision system

    - by Connor W
    So I've been learning java for a while and have explored slick and lwjgl before but went away from using Slick for a while. But I've recently gone back to using it (as I'm making a platformer and Tiled will be really helpful). But here's where my problems begin: collision. I have a player polygon and I check to see if it's colliding with my tiled map with this method: public static boolean playerCollisionWith() { for(int i = 0; i < Blockmap.entities.size(); i++) { Block entity1 = (Block) Blockmap.entities.get(i); if(playerPoly.intersects(entity1.poly)) { return true; } } return false; } This would work normally but I'm using a different method for movement. Instead of just adding a speed variable to the player's x axis. I move like this: if(Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) { speedX = Math.min(5, speedX + 1); moving = true; playerPoly.setX(x); if(playerCollisionWith()) { speedX = -5; playerPoly.setX(x); } } That Math.min call is what is messing me up =. I can't just call speedX = -5, because when I do the player "bounces" when the right mouse button is down and it's colliding. Bounces as in flashes back and forth REALLY quickly. But I don't really know how I would make it so that collisions on the y axis would work either, whether the player is jumping or not. So if I could get some help with how to fix this problem that would be great. Thank you for the help!

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  • Dummy output after upgrade from 12.04 to 12.10, even though sound card is detected

    - by user115441
    So I just recently upgraded my system from Ubuntu 12.04 to 12.10. However, when I booted into 12.10 for the first time, no sound comes out of my speakers. I checked the sound settings and the Dummy Output was the only thing showing up. I used "hwinfo --sound" to check to see if my sound card was actually installed, and it was installed. hwinfo --sound hal.1: read hal dataprocess 2687: arguments to dbus_move_error() were incorrect, assertion "(dest) == NULL || !dbus_error_is_set ((dest))" failed in file ../../dbus/dbus-errors.c line 282. This is normally a bug in some application using the D-Bus library. libhal.c 3483 : Error unsubscribing to signals, error=The name org.freedesktop.Hal was not provided by any .service files 11: PCI 1b.0: 0403 Audio device [Created at pci.318] Unique ID: u1Nb._aiKlM91Nt0 SysFS ID: /devices/pci0000:00/0000:00:1b.0 SysFS BusID: 0000:00:1b.0 Hardware Class: sound Model: "Intel 82801FB/FBM/FR/FW/FRW (ICH6 Family) High Definition Audio Controller" Vendor: pci 0x8086 "Intel Corporation" Device: pci 0x2668 "82801FB/FBM/FR/FW/FRW (ICH6 Family) High Definition Audio Controller" SubVendor: pci 0x107b "Gateway 2000" SubDevice: pci 0x4040 Revision: 0x04 Driver: "snd_hda_intel" Driver Modules: "snd_hda_intel" Memory Range: 0x50240000-0x50243fff (rw,non-prefetchable) IRQ: 44 (91 events) Module Alias: "pci:v00008086d00002668sv0000107Bsd00004040bc04sc03i00" Driver Info #0: Driver Status: snd_hda_intel is active Driver Activation Cmd: "modprobe snd_hda_intel" Config Status: cfg=new, avail=yes, need=no, active=unknown I'm not sure what to do here. The only time the sound will actually work is when I boot into my Windows partition and then reboot into Ubuntu. I mean I don't want to have to do that every time I want to use Ubuntu. I would really appreciate any help I can get on here.

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  • Getting mybrother MFC-J825DW working as a network scanner

    - by AntonChanning
    I've been attempting to set up my new brother multi-function device to work as a printer and scanner using the following steps. It is connected to the network as a LAN device, not directly connected to my ubuntu machine. Downloaded the lpr driver and cupswrapper driver from Brother support. (Select the deb packages, not the rpms). Followed the instructions to install the lpr driver. Followed the instructions to install the cupswrapper driver. After this point I was able to successfully perform a test print, so the printer part is working. So far I haven't had much luck getting the scanner working. This is what I've tried: Downloaded the brscan4 and scan-key-tool deb packages from brother support. Followed the instructions for installing the scanner driver for network. Followed the instructions for installing scan-key-tool. However when I tried to scan it detects no scanner. I then tried the solution offered in this answer to a question based on a similar brother printer, but no luck. I must have made a mistake somewhere along the line. Does anyone have any ideas what I can try to find out what? Or should I uninstall everything and start again from the beginning?

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  • Limiting game loop to exactly 60 tics per second (Android / Java)

    - by user22241
    So I'm having terrible problems with stuttering sprites. My rendering and logic takes less than a game tic (16.6667ms) However, although my game loop runs most of the time at 60 ticks per second, it sometimes goes up to 61 - when this happens, the sprites stutter. Currently, my variables used are: //Game updates per second final int ticksPerSecond = 60; //Amount of time each update should take final int skipTicks = (1000 / ticksPerSecond); This is my current game loop @Override public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub //This method will run continuously //You should call both 'render' and 'update' methods from here //Set curTime initial value if '0' //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); //Time correction to compensate for the missing .6667ms when using int values nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; //Increase loops loops++; } render(); } I realise that my skipTicks is an int and therefore will come out as 16 rather that 16.6667 However, I tried changing it (and ticksPerSecond) to Longs but got the same problem). I also tried to change the timer used to Nanotime and skiptics to 1000000000/ticksPerSecond, but everything just ran at about 300 ticks per seconds. All I'm attempting to do is to limit my game loop to 60 - what is the best way to guarantee that my game updates never happen at more than 60 times a second? Please note, I do realise that very very old devices might not be able to handle 60 although I really don't expect this to happen - I've tested it on the lowest device I have and it easily achieves 60 tics. So I'm not worried about a device not being able to handle the 60 ticks per second, but rather need to limit it - any help would be appreciated.

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  • Laptop drains of quickly with battery

    - by Shyam
    I am a user since years in ubuntu and I have not come across this problem with ubuntu till date. My battery drains off immediately after I unplug my AC power. The options I tried: 1) checked the battery state with : cat /proc/acpi/battery/BAT0/state present: yes capacity state: ok charging state: charged present rate: 0 mA remaining capacity: 392 mAh present voltage: 12476 mV Initially it was showing charging state: charging after 5mins it started displaying as charged. ! Based on that if I remove my AC Power it shows low battery notification. 2) When I run acpi : acpi -b Battery 0: Unknown, 9% The battery state shows as unknown. But initially when we plug-in to AC adapter acpi -b Battery 0: Charging, 9%, 13:04:00 until charged 3) When the check the same with : upower -i /org/freedesktop/UPower/devices/battery_BAT0 native-path: /sys/devices/LNXSYSTM:00/device:00/PNP0A08:00/device:02/PNP0C09:00/PNP0C0A:00/power_supply/BAT0 vendor: HP power supply: yes updated: Thu Nov 1 16:06:40 2012 (20 seconds ago) has history: yes has statistics: yes battery present: yes rechargeable: yes state: charging energy: 4.2336 Wh energy-empty: 0 Wh energy-full: 33.1128 Wh energy-full-design: 33.1128 Wh energy-rate: 5.6052 W voltage: 12.474 V time to full: 5.2 hours percentage: 12.7854% capacity: 100% technology: lithium-ion Is the power stats output, It says 5hrs to charge completely, If I charge it even more than 5hrs and unplug the AC power, It again cribs stating LOW BATTERY !! The same thing does not happen with Windows7. Any suggestions/ help will be greatly appreciated.

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