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  • how to turn off percentage sign in .net/wpf?

    - by Vitalik
    I would like my WPF application to display all percentages without % sign. For example 20% would be displayed as "20" but i still want to use the standard formatting for percentages (so i get the benefit of string formatter to multiply it by 100 for me) in other words, how do i get string.Format("0.00%", 0.2) to output "20" but not "20%"? Is it possible to globally define PercentSymbol as empty string for the entire application? In particular i am using ContentStringFormat in my WPF application to format the numbers and percentages. Maybe i can do it directly in WPF.

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  • As a programmer, what are some telltale signs that you're about to get fired or laid off?

    - by plaureano
    If you have ever been fired from a job, did you notice anything different about the behavior of your peers or upper management just before your termination? What are some common signs to look for among your coworkers and project manager(s) that would indicate your position is severely at risk? EDIT: My instincts were right, and I opted to resign rather than face termination. I guess when you have that "gut feeling" that something is about to happen, it's a strong sign that you should be heading for the exit...

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  • Haskell: Why is it saying my function type is off?

    - by linkmaster03
    I wrote a little Haskell program to find the area of a triangle, primarily to practice custom types, but it keeps throwing the following error on compile: areafinder.hs:7:4: Couldn't match expected type 'Triangle' against inferred type 'm b' In a stmt of a 'do' expression: putStr "Base: " In the expression: do { putStr "Base: "; baseStr I'm not sure where 'm b' comes from, so I'm at a loss here. Why is it throwing this error, and what can I do to fix it? Here is my code: module Main where data Triangle = Triangle Double Double -- base, height getTriangle :: Triangle getTriangle = do putStr "Base: " baseStr Double calcTriangle (Triangle base height) = base * height main = putStrLn ("Area = " ++ show (calcTriangle getTriangle)) Thanks. :)

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  • Conditional compilation hackery in C# - is there a way to pull this off?

    - by Chris
    I have an internal API that I would like others to reference in their projects as a compiled DLL. When it's a standalone project that's referenced, I use conditional compilation (#if statements) to switch behavior of a key web service class depending on compilation symbols. The problem is, once an assembly is generated, it appears that it's locked into whatever the compilation symbols were when it was originally compiled - for instance, if this assembly is compiled with DEBUG and is referenced by another project, even if the other project is built as RELEASE, the assembly still acts as if it was in DEBUG as it doesn't need recompilation. That makes sense, just giving some background. Now I'm trying to work around that so I can switch the assembly's behavior by some other means, such as scanning the app/web config file for a switch. The problem is, some of the assembly's code I was switching between are attributes on methods, for example: #if PRODUCTION [SoapDocumentMethodAttribute("https://prodServer/Service_Test", RequestNamespace = "https://prodServer", ResponseNamespace = "https://prodServer")] #else [SoapDocumentMethodAttribute("https://devServer/Service_Test", RequestNamespace = "https://devServer", ResponseNamespace = "https://devServer")] #endif public string Service_Test() { // test service } Though there might be some syntactical sugar that allows me to flip between two attributes of the same type in another fashion, I don't know it. Any ideas? The alternative method would be to reference the entire project instead of the assembly, but I'd rather stick with just referencing the compiled DLL if I can. I'm also completely open to a whole new approach to solve the problem if that's what it takes.

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  • C++ variable alias - what's that exactly, and why is it better to turn if off?

    - by Poni
    I've read the essay Surviving the Release Version. Under the "Aliasing bugs" clause it says: You can get tighter code if you tell the compiler that it can assume no aliasing.... I've also read Aliasing (computing). What exactly is a variable alias? I understand it means using a pointer to a variable is an alias, but, how/why does it affect badly, or in other words - why telling the compiler that it can assume no aliasing would get me a "tighter code"

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  • Windows Unique Identifier?

    - by user775013
    So there is this software. When installed it somehow (probably reads file or registry entry) recognizes my windows operating system. It's supposed to do some tasks only once per unique computer. If I uninstall the program and re install it, the software remembers that it has been installed and therefore do not do the task. If I use system restore, software also does not do the tasks. If I load image of the system before the install, software also doesn't do the tasks. If I re install a fresh copy of windows, then only the software does the task. IP even does not matter. Everything is the same, except it is a brand new copy of Windows operating system. So I guess that the software reads some kind of unique operating system identifier, then connects to server to create a user profile. So the question is? What could be those files which software uses to check system identifier? So far I have found out that there are entries under registry. WindowsNT/CurrentVersion and Windows/Cryptography but software do not rely on them. Where else should I search? Any software which could help me find out?

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  • Where can I get a one-off server of Active Directory for Developing against?

    - by umbrae
    We're not a windows shop, but one of our products is going to need to optionally integrate with Active Directory - things like SSO etc. I'd really rather not go through the rigamarole of setting up a whole server just to develop against it and then leave it hanging around for testing purposes. Is there a simple cloud-based service where I can purchase a server running active directory for a month or two just for development purposes? I looked into Amazon EC2 but it looks like you may still need to go through a significant set up (I may be wrong on this).

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  • Travelling software. Is that a concept?

    - by Bubba88
    Hi! This is barely a sensible question. I would like to ask if there existed a program, which were intended to travel (for example following some physical forces) across the planet, possibly occupying and freeing computational resources/nodes. Literally that means that some agent-based system is just regularly changing it's location and (inevitably to some extent) configuration. An example would be: suppose you have external sensors, and free computers - nodes - across the space; would it make sense to self-replicate agents to follow the initializers from sensors, but in such restrictive manner that the computation is only localized at where the physical business is going on. I want to stress that this question is just for 'theoretical' fun, cause I cannot see any practical benefits of the restrictions mentioned, apart from the optimization of 'outdated' (outplaced?) agent disposal. But maybe it could be of some interest. Thank you! EDIT: It's obvious that a virus is fitting example, although the deletion of such agents is rarely of concern of the developers. More precisely, I'm interested in 'travelling' software - that is, when the count (or at least order) of the agents is kind of constant, and it's just the whole system who travels.

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  • How to make paging off of vertical direction in WWDC2010 photoScroller.

    - by user357383
    In WWDC2010 sample code "photoScroller", in landscape mode, I want to change image size to 480*751. But there is vertical paging in this mode. In this sample, zooming mode doesn't have vertical paging. So I want to same as this. Please teach me how to fix this sample code. I changed this code as follows. - (CGRect)frameForPagingScrollView { CGRect frame = CGRectMake(0, 0, 480, 751); frame.origin.x -= PADDING; frame.size.width += (2 * PADDING); return frame; } Thank you

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  • aptitude update gives 404's for intrepid

    - by dotjoe
    I'm having issues trying to update my packages. I haven't used this server since last September and now I'm getting 404 errors on all the intrepid repos. How do I fix this? Thanks aptitude update Err http://security.ubuntu.com intrepid-security/main Packages 404 Not Found [IP: 91.189.92.166 80] Err http://security.ubuntu.com intrepid-security/restricted Packages 404 Not Found [IP: 91.189.92.166 80] Err http://security.ubuntu.com intrepid-security/main Sources 404 Not Found [IP: 91.189.92.166 80] Err http://security.ubuntu.com intrepid-security/restricted Sources 404 Not Found [IP: 91.189.92.166 80] Err http://security.ubuntu.com intrepid-security/universe Packages 404 Not Found [IP: 91.189.92.166 80] Err http://security.ubuntu.com intrepid-security/universe Sources 404 Not Found [IP: 91.189.92.166 80] Ign http://us.archive.ubuntu.com intrepid-updates/multiverse Packages Ign http://us.archive.ubuntu.com intrepid-updates/multiverse Sources Err http://us.archive.ubuntu.com intrepid/main Packages 404 Not Found [IP: 91.189.88.31 80] Err http://us.archive.ubuntu.com intrepid/restricted Packages 404 Not Found [IP: 91.189.88.31 80] Err http://us.archive.ubuntu.com intrepid/main Sources 404 Not Found [IP: 91.189.88.31 80] Err http://security.ubuntu.com intrepid-security/multiverse Packages 404 Not Found [IP: 91.189.92.166 80] Err http://us.archive.ubuntu.com intrepid/restricted Sources 404 Not Found [IP: 91.189.88.31 80] Err http://us.archive.ubuntu.com intrepid/universe Packages 404 Not Found [IP: 91.189.88.31 80] Err http://us.archive.ubuntu.com intrepid/universe Sources 404 Not Found [IP: 91.189.88.31 80] Err http://us.archive.ubuntu.com intrepid/multiverse Packages 404 Not Found [IP: 91.189.88.31 80] Err http://us.archive.ubuntu.com intrepid/multiverse Sources 404 Not Found [IP: 91.189.88.31 80] Err http://us.archive.ubuntu.com intrepid-updates/main Packages 404 Not Found [IP: 91.189.88.31 80] Err http://security.ubuntu.com intrepid-security/multiverse Sources 404 Not Found [IP: 91.189.92.166 80] Err http://us.archive.ubuntu.com intrepid-updates/restricted Packages 404 Not Found [IP: 91.189.88.31 80] Err http://us.archive.ubuntu.com intrepid-updates/main Sources 404 Not Found [IP: 91.189.88.31 80] Err http://us.archive.ubuntu.com intrepid-updates/restricted Sources 404 Not Found [IP: 91.189.88.31 80] Err http://us.archive.ubuntu.com intrepid-updates/universe Packages 404 Not Found [IP: 91.189.88.31 80] Err http://us.archive.ubuntu.com intrepid-updates/universe Sources 404 Not Found [IP: 91.189.88.31 80] Err http://us.archive.ubuntu.com intrepid-updates/multiverse Packages 404 Not Found [IP: 91.189.88.31 80] Err http://us.archive.ubuntu.com intrepid-updates/multiverse Sources 404 Not Found [IP: 91.189.88.31 80] Reading package lists... sources.list # # deb cdrom:[Ubuntu-Server 8.10 _Intrepid Ibex_ - Release i386 (20081028.1)]/ intrepid main restricted # deb cdrom:[Ubuntu-Server 8.10 _Intrepid Ibex_ - Release i386 (20081028.1)]/ intrepid main restricted # See http://help.ubuntu.com/community/UpgradeNotes for how to upgrade to # newer versions of the distribution. deb http://us.archive.ubuntu.com/ubuntu/ intrepid main restricted deb-src http://us.archive.ubuntu.com/ubuntu/ intrepid main restricted ## Major bug fix updates produced after the final release of the ## distribution. deb http://us.archive.ubuntu.com/ubuntu/ intrepid-updates main restricted deb-src http://us.archive.ubuntu.com/ubuntu/ intrepid-updates main restricted ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team. Also, please note that software in universe WILL NOT receive any ## review or updates from the Ubuntu security team. deb http://us.archive.ubuntu.com/ubuntu/ intrepid universe deb-src http://us.archive.ubuntu.com/ubuntu/ intrepid universe deb http://us.archive.ubuntu.com/ubuntu/ intrepid-updates universe deb-src http://us.archive.ubuntu.com/ubuntu/ intrepid-updates universe ## N.B. software from this repository is ENTIRELY UNSUPPORTED by the Ubuntu ## team, and may not be under a free licence. Please satisfy yourself as to ## your rights to use the software. Also, please note that software in ## multiverse WILL NOT receive any review or updates from the Ubuntu ## security team. deb http://us.archive.ubuntu.com/ubuntu/ intrepid multiverse deb-src http://us.archive.ubuntu.com/ubuntu/ intrepid multiverse deb http://us.archive.ubuntu.com/ubuntu/ intrepid-updates multiverse deb-src http://us.archive.ubuntu.com/ubuntu/ intrepid-updates multiverse ## Uncomment the following two lines to add software from the 'backports' ## repository. ## N.B. software from this repository may not have been tested as ## extensively as that contained in the main release, although it includes ## newer versions of some applications which may provide useful features. ## Also, please note that software in backports WILL NOT receive any review ## or updates from the Ubuntu security team. # deb http://us.archive.ubuntu.com/ubuntu/ intrepid-backports main restricted universe multiverse # deb-src http://us.archive.ubuntu.com/ubuntu/ intrepid-backports main restricted universe multiverse ## Uncomment the following two lines to add software from Canonical's ## 'partner' repository. This software is not part of Ubuntu, but is ## offered by Canonical and the respective vendors as a service to Ubuntu ## users. # deb http://archive.canonical.com/ubuntu intrepid partner # deb-src http://archive.canonical.com/ubuntu intrepid partner deb http://us.archive.ubuntu.com/ubuntu/ intrepid-security main restricted deb-src http://us.archive.ubuntu.com/ubuntu/ intrepid-security main restricted deb http://us.archive.ubuntu.com/ubuntu/ intrepid-security universe deb-src http://us.archive.ubuntu.com/ubuntu/ intrepid-security universe deb http://us.archive.ubuntu.com/ubuntu/ intrepid-security multiverse deb-src http://us.archive.ubuntu.com/ubuntu/ intrepid-security multiverse

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Oracle apresenta resultados do ano

    - by pfolgado
    A Oracle acabou de apresentar os resultados do 4º trimestre e do ano fiscal FY11. Os resultados mais relevantes são: Receitas de Vendas cresceram 33%, atingindo um total de 35,6 mil milhões de dólares Vendas de Novas licenças cresceram 23% Receitas de Hardware de 4,4 mil milhões de dólares Resultados operacionais cresceram 39% Resultados por acção de cresceram 38% para 1,67 dólares “In Q4, we achieved a 19% new software license growth rate with almost no help from acquisitions,” said Oracle President and CFO, Safra Catz. “This strong organic growth combined with continuously improving operational efficiencies enabled us to deliver a 48% operating margin in the quarter. As our results reflect, we clearly exceeded even our own high expectations for Sun’s business.” “In addition to record setting software sales, our Exadata and Exalogic systems also made a strong contribution to our growth in Q4,” said Oracle President, Mark Hurd. “Today there are more than 1,000 Exadata machines installed worldwide. Our goal is to triple that number in FY12.” “In FY11 Oracle’s database business experienced its fastest growth in a decade,” said Oracle CEO, Larry Ellison. “Over the past few years we added features to the Oracle database for both cloud computing and in-memory databases that led to increased database sales this past year. Lately we’ve been focused on the big business opportunity presented by Big Data.” Oracle Reports Q4 GAAP EPS Up 34% To 62 Cents; Q4 NON-GAAP EPS Up 25% To 75 Cents Q4 Software New License Sales Up 19%, Q4 Total Revenue Up 13% Oracle today announced fiscal 2011 Q4 GAAP total revenues were up 13% to $10.8 billion, while non-GAAP total revenues were up 12% to $10.8 billion. Both GAAP and non-GAAP new software license revenues were up 19% to $3.7 billion. Both GAAP and non-GAAP software license updates and product support revenues were up 15% to $4.0 billion. Both GAAP and non-GAAP hardware systems products revenues were down 6% to $1.2 billion. GAAP operating income was up 32% to $4.4 billion, and GAAP operating margin was 40%. Non-GAAP operating income was up 19% to $5.2 billion, and non-GAAP operating margin was 48%. GAAP net income was up 36% to $3.2 billion, while non-GAAP net income was up 27% to $3.9 billion. GAAP earnings per share were $0.62, up 34% compared to last year while non-GAAP earnings per share were up 25% to $0.75. GAAP operating cash flow on a trailing twelve-month basis was $11.2 billion. For fiscal year 2011, GAAP total revenues were up 33% to $35.6 billion, while non-GAAP total revenues were up 33% to $35.9 billion. Both GAAP and non-GAAP new software license revenues were up 23% to $9.2 billion. GAAP software license updates and product support revenues were up 13% to $14.8 billion, while non-GAAP software license updates and product support revenues were up 13% to $14.9 billion. Both GAAP and non-GAAP hardware systems products revenues were $4.4 billion. GAAP operating income was up 33% to $12.0 billion, and GAAP operating margin was 34%. Non-GAAP operating income was up 27% to $15.9 billion, and non-GAAP operating margin was 44%. GAAP net income was up 39% to $8.5 billion, while non-GAAP net income was up 34% to $11.4 billion. GAAP earnings per share were $1.67, up 38% compared to last year while non-GAAP earnings per share were up 33% to $2.22. “In Q4, we achieved a 19% new software license growth rate with almost no help from acquisitions,” said Oracle President and CFO, Safra Catz. “This strong organic growth combined with continuously improving operational efficiencies enabled us to deliver a 48% operating margin in the quarter. As our results reflect, we clearly exceeded even our own high expectations for Sun’s business.” “In addition to record setting software sales, our Exadata and Exalogic systems also made a strong contribution to our growth in Q4,” said Oracle President, Mark Hurd. “Today there are more than 1,000 Exadata machines installed worldwide. Our goal is to triple that number in FY12.” “In FY11 Oracle’s database business experienced its fastest growth in a decade,” said Oracle CEO, Larry Ellison. “Over the past few years we added features to the Oracle database for both cloud computing and in-memory databases that led to increased database sales this past year. Lately we’ve been focused on the big business opportunity presented by Big Data.” In addition, Oracle also announced that its Board of Directors declared a quarterly cash dividend of $0.06 per share of outstanding common stock. This dividend will be paid to stockholders of record as of the close of business on July 13, 2011, with a payment date of August 3, 2011.

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  • Bash script not working as required with xbindkeys

    - by RanRag
    I made a simple bash script to display a notification whenever my capslock key is pressed. It works fine when I call it like bash capsnotify.sh. The problem now is when I bind my above script to capslock key using xbindkeys tool it doesn't work as required. It shows a notification caps ON when my caps is on but it doesn't show caps OFF notification when my caps is off instead it again shows the caps ON notification. capsnotify.sh #!/bin/bash value=$(xset -q | awk '/Caps/ {print $4}') if [ "$value" == "on" ] then notify-send "caps ON" elif [ "$value" == "off" ] then notify-send "caps OFF" fi .xbindkeysrc "bash /home/ranveer/capsnotify.sh" m:0x2 + c:66 So, the problem is after binding my caps lock key on both events(on/off) it shows caps ON notification.

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  • Does the LGPL allow me to do this?

    - by user1229892
    I am planning to develop a commercial software using a LGPL software. In the LGPL software that I am using some functions in a class are not fully implemented. I want to modify the LGPL code so that the class and not-implemented functions are made visible outside the dll by adding dllexport infront of class and by adding virtual keyword infront of function. Then I plan to implement those functions in my proprietary software. I am ready to distribute the modified LGPL code but not proprietary software that implements functions in the way I want. Does that violate LGPL terms and conditions?

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  • Open Source Web-based CMS for writing and managing API documentation

    - by netcoder
    This is a question that have somewhat been asked before (i.e.: How to manage an open source project's documentation). However, my question is a little different because: We're not developing open source software, but proprietary software The documentation has to be hand-written, because we do not want to publish the actual software API documentation, but only the public API documentation I do want developers and project managers to write the documentation collaboratively Obviously, wikis are a solution, but they're very generic. I'm looking for a more specialized tool for this job. I've looked around and found a few like Adobe Robohelp, SaaS solutions and such, but I'd like to know if any open source software exists for that purpose. Do you know any Open Source Web-based CMS for writing and managing API and software documentation?

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  • June 2012 Oracle Technology Network Member Offers

    - by programmarketingOTN
    Happy Friday!  Here are some NEW offers just for Oracle Technology Network (OTN) Members! Oracle Store - Save 10% on Your Next Purchase from the Oracle Store. Oracle Press - Now get 40% off select Ebook titles as well! Packt Publishing Offers - Get 25% off the print books and 35% off the eBooks listed below. Oracle SOA Infrastructure Implementation Certification Handbook (1Z0-451) Oracle BPM Suite 11g Developer's cookbook Apress Offers - Get 40% off Ebook of Beginning Database Design.Murach Offers -  Get 30% off Murach’s Oracle SQL and PL/SQL Get discount codes and links to buy for these offers at the OTN Members Discount page.

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  • Great Programmer Productivity - Accounting for 10,000 fold difference?

    - by TheImpact
    "A great lathe operator commands several times the wage of an average lathe operator, but a great writer of software code is worth 10,000 times the price of an average software writer." - Bill Gates Say there's a "great" software engineer and an "average" software engineer on the same team. How can you account for one engineer being 10,000 times more productive? I can't quite fathom this, given they're both taking on their share of features, bugs and investigations, and consistently deliver with quality. Would my description possibly justify them to be above "average"? "great"? In a corporation like Microsoft, what % of software engineers are "average"? What % "great"?

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  • Asus X552VL WI-FI Problem

    - by Mitkobg
    I have a problem with my Wireless on my laptop. When i did rfkill list: 1: asus-wlan: Wireless LAN Soft blocked: no Hard blocked: no 2: asus-bluetooth: Bluetooth Soft blocked: no Hard blocked: no 4: hci0: Bluetooth Soft blocked: no Hard blocked: no 5: phy1: Wireless LAN Soft blocked: no Hard blocked: yes itko@Mitko:~$ iwconfig eth0 no wireless extensions. lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=off Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off mitko@Mitko:~$ lspci -nnk | grep -A2 0280 03:00.0 Network controller [0280]: Qualcomm Atheros AR9485 Wireless Network Adapter [168c:0032] (rev 01) Subsystem: AzureWave Device [1a3b:2c97] Kernel driver in use: ath9k mitko@Mitko:~$ lsmod | grep -e ath9k -e asus asus_nb_wmi 16990 0 asus_wmi 24191 1 asus_nb_wmi sparse_keymap 13948 1 asus_wmi ath9k 164164 0 ath9k_common 13551 1 ath9k ath9k_hw 453856 2 ath9k_common,ath9k ath 28698 3 ath9k_common,ath9k,ath9k_hw mac80211 626557 1 ath9k cfg80211 484040 4 wl,ath,ath9k,mac80211 wmi 19177 3 mxm_wmi,nouveau,asus_wmi video 19476 3 i915,nouveau,asus_wmi

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  • Atheros 922 PCI WIFI is disabled in Unity but enabled in terminal - How to get it to work?

    - by zewone
    I am trying to get my PCI Wireless Atheros 922 card to work. It is disabled in Unity: both the network utility and the desktop (see screenshot http://www.amisdurailhalanzy.be/Screenshot%20from%202012-10-25%2013:19:54.png) I tried many different advises on many different forums. Installed 12.10 instead of 12.04, enabled all interfaces... etc. I have read about the aht9 driver... The terminal shows no hw or sw lock for the Atheros card, nevertheless, it is still disabled. Nothing worked so far, the card is still disabled. Any help is much appreciated. Here are more tech details: myuser@adri1:~$ sudo lshw -C network *-network:0 DISABLED description: Wireless interface product: AR922X Wireless Network Adapter vendor: Atheros Communications Inc. physical id: 2 bus info: pci@0000:03:02.0 logical name: wlan1 version: 01 serial: 00:18:e7:cd:68:b1 width: 32 bits clock: 66MHz capabilities: pm bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.5.0-17-generic firmware=N/A latency=168 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:18 memory:d8000000-d800ffff *-network:1 description: Ethernet interface product: VT6105/VT6106S [Rhine-III] vendor: VIA Technologies, Inc. physical id: 6 bus info: pci@0000:03:06.0 logical name: eth0 version: 8b serial: 00:11:09:a3:76:4a size: 10Mbit/s capacity: 100Mbit/s width: 32 bits clock: 33MHz capabilities: pm bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=via-rhine driverversion=1.5.0 duplex=half latency=32 link=no maxlatency=8 mingnt=3 multicast=yes port=MII speed=10Mbit/s resources: irq:18 ioport:d300(size=256) memory:d8013000-d80130ff *-network DISABLED description: Wireless interface physical id: 1 bus info: usb@1:8.1 logical name: wlan0 serial: 00:11:09:51:75:36 capabilities: ethernet physical wireless configuration: broadcast=yes driver=rt2500usb driverversion=3.5.0-17-generic firmware=N/A link=no multicast=yes wireless=IEEE 802.11bg myuser@adri1:~$ sudo rfkill list all 0: hci0: Bluetooth Soft blocked: no Hard blocked: no 1: phy1: Wireless LAN Soft blocked: no Hard blocked: yes 2: phy0: Wireless LAN Soft blocked: no Hard blocked: no myuser@adri1:~$ dmesg | grep wlan0 [ 15.114235] IPv6: ADDRCONF(NETDEV_UP): wlan0: link is not ready myuser@adri1:~$ dmesg | egrep 'ath|firm' [ 14.617562] ath: EEPROM regdomain: 0x30 [ 14.617568] ath: EEPROM indicates we should expect a direct regpair map [ 14.617572] ath: Country alpha2 being used: AM [ 14.617575] ath: Regpair used: 0x30 [ 14.637778] ieee80211 phy0: >Selected rate control algorithm 'ath9k_rate_control' [ 14.639410] Registered led device: ath9k-phy0 myuser@adri1:~$ dmesg | grep wlan1 [ 15.119922] IPv6: ADDRCONF(NETDEV_UP): wlan1: link is not ready myuser@adri1:~$ lspci -nn | grep 'Atheros' 03:02.0 Network controller [0280]: Atheros Communications Inc. AR922X Wireless Network Adapter [168c:0029] (rev 01) myuser@adri1:~$ sudo ifconfig eth0 Link encap:Ethernet HWaddr 00:11:09:a3:76:4a inet addr:192.168.2.2 Bcast:192.168.2.255 Mask:255.255.255.0 inet6 addr: fe80::211:9ff:fea3:764a/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:5457 errors:0 dropped:0 overruns:0 frame:0 TX packets:2548 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3425684 (3.4 MB) TX bytes:282192 (282.1 KB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:590 errors:0 dropped:0 overruns:0 frame:0 TX packets:590 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:53729 (53.7 KB) TX bytes:53729 (53.7 KB) myuser@adri1:~$ sudo iwconfig wlan0 IEEE 802.11bg ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=off Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:on lo no wireless extensions. eth0 no wireless extensions. wlan1 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=0 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:off myuser@adri1:~$ lsmod | grep "ath9k" ath9k 116549 0 mac80211 461161 3 rt2x00usb,rt2x00lib,ath9k ath9k_common 13783 1 ath9k ath9k_hw 376155 2 ath9k,ath9k_common ath 19187 3 ath9k,ath9k_common,ath9k_hw cfg80211 175375 4 rt2x00lib,ath9k,mac80211,ath myuser@adri1:~$ iwlist scan wlan0 Failed to read scan data : Network is down lo Interface doesn't support scanning. eth0 Interface doesn't support scanning. wlan1 Failed to read scan data : Network is down myuser@adri1:~$ lsb_release -d Description: Ubuntu 12.10 myuser@adri1:~$ uname -mr 3.5.0-17-generic i686 ![Schizophrenic Ubuntu](http://www.amisdurailhalanzy.be/Screenshot%20from%202012-10-25%2013:19:54.png) Any help much appreciated... Thanks, Philippe 31-10-2012 ... I have some more updates. When I do the following command it does see my Wifi router... So even if it is still disabled... the card seems to work and see the router (ESSID:"5791BC26-CE9C-11D1-97BF-0000F81E") See below: sudo iwlist wlan1 scanning wlan1 Scan completed : Cell 01 - Address: 00:19:70:8F:B0:EA Channel:10 Frequency:2.457 GHz (Channel 10) Quality=51/70 Signal level=-59 dBm Encryption key:on ESSID:"5791BC26-CE9C-11D1-97BF-0000F81E" Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 6 Mb/s 9 Mb/s; 12 Mb/s; 18 Mb/s Bit Rates:24 Mb/s; 36 Mb/s; 48 Mb/s; 54 Mb/s Mode:Master Extra:tsf=000000025dbf2188 Extra: Last beacon: 108ms ago IE: Unknown: 002035373931424332362D434539432D313144312D393742462D3030303046383145 IE: Unknown: 010882848B960C121824 IE: Unknown: 03010A IE: Unknown: 0706424520010D14 IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (2) : CCMP TKIP Authentication Suites (1) : PSK IE: Unknown: 2A0100 IE: Unknown: 32043048606C IE: Unknown: DD180050F2020101030003A4000027A4000042435E0062322F00 IE: Unknown: DD0900037F01010000FF7F IE: Unknown: DD0A00037F04010000000000

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