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  • Blogger widgets speed problem

    - by Wladimir Ivanov
    Recently I installed Google Analytics on a Blogger account. I was shocked when I saw load times for the landing pages between 10 and 60 seconds. The blog uses Facebook like-box, twitter recent messages box, live traffic feed widget and Lockerz share buttons. Almost every post in this blog contains YouTube iframes which aren't nowhere near fast. Are there any well-known solutions for this type of problems? Should I use some jQuery plugins for speed optimization, how can I make the facebook/twitter boxes load faster?

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  • How to customize system preferences settings for all users

    - by user3215
    Does anybody know how to apply a customized user settings to other existing or new users?. Something like a customized preferences settings for system wide so that everybody posses those settings and below will explain in clear what I actually ment. On every machine I will install the following: Eclipse Mysql Query Browser and Admin Mysql Workbench Oracle VirtualBox Thunderbird ----------- ----------- ----------- If I install them by apt, this will automatically create shortcuts in Applications but when I build them from source or extract the tar ball, I will have to add New Item at it's relevant place going to System-->Preferences-->Main Menu to make them available as a shortcuts and this settings are applied only for the account I login and perform them. How could I make this preferences settings for complete system wide which applies for all users? or if there is a way to apply a customized user settings to other users will also be ok. Any hint please? Thank you!

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  • How to use the zoom gesture in libgdx?

    - by user3452725
    I found the example code for the GestureListener class, but I don't understand the zoom method: private float initialScale = 1; public boolean zoom (float originalDistance, float currentDistance) { float ratio = originalDistance / currentDistance; //I get this camera.zoom = initialScale * ratio; //This doesn't make sense to me because it seems like every time you pinch to zoom, it resets to the original zoom which is 1. So basically it wouldn't 'save' the zoom right? System.out.println(camera.zoom); //Prints the camera zoom return false; } Am I not interpreting this right?

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  • Why is prefixing column names considered bad practice?

    - by P.Brian.Mackey
    According to a popular SO post is it considered a bad practice to prefix table names. At my company every column is prefixed by a table name. This is difficult for me to read. I'm not sure the reason, but this naming is actually the company standard. I can't stand the naming convention, but I have no documentation to back up my reasoning. All I know is that reading AdventureWorks is much simpler. In this our company DB you will see a table, Person and it might have column name: Person_First_Name or maybe even Person_Person_First_Name (don't ask me why you see person 2x) Why is it considered a bad practice to pre-fix column names? Are underscores considered evil in SQL as well? Note: I own Pro SQL Server 2008 - Relation Database design and implementation. References to that book are welcome.

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  • Storing Attendance Data in database

    - by Ali Abbas
    So i have to store daily attendance of employees of my organisation from my application . The part where I need some help is, the efficient way to store attendance data. After some research and brain storming I came up with some approaches . Could you point me out which one is the best and any unobvious ill effects of the mentioned approaches. The approaches are as follows Create a single table for whole organisation and store empid,date,presentstatus as a row for every employee everyday. Create a single table for whole organisation and store a single row for each day with a comma delimited string of empids which are absent. I will generate the string on my application. Create different tables for each department and follow the 1 method. Please share your views and do mention any other good methods

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  • XNA: Huge Tile Map, long load times

    - by Zach
    Recently I built a tile map generator for a game project. What I am very proud of is that I finally got it to the point where I can have a GIANT 2D map build perfectly on my PC. About 120000pixels by 40000 pixels. I can go larger actually, but I have only 1 draw back. #1 ram, the map currently draws about 320MB of ram and I know the Xbox allows 512MB I think? #2 It takes 20 mins for the map to build then display on the Xbox, on my PC it take less then a few seconds. I need to bring that 20 minutes of generating from 20 mins to how ever little bit I can, and how can a lower the amount of RAM usage while still being able to generate my map. Right now everything is stored in Jagged Arrays, each piece generating in a size of 1280x720 (the mother piece). Up to the amount that I need, every block is exactly 40x40 pixels however the blocks get removed from a List or regenerated in a List depending how close the mother piece is to the player. Saving A LOT of CPU, so at all times its no more then looping through 5184 some blocks. Well at least I'm sure of this. But how can I lower my RAM usage without hurting the size of the map, and how can I lower these INSANE loading times? EDIT: Let me explain my self better. Also I'd like to let everyone know now that I'm inexperienced with many of these things. So here is an example of the arrays I'm using. Here is the overall in a shorter term: int[][] array = new int[30][]; array[0] = new int[] { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; array[1] = new int[] { 1, 3, 3, 3, 3, 1, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }; that goes on for around 30 arrays downward. Now for every time it hits a 1, it goes and generates a tile map 1280x720 and it does that exactly the way it does it above. This is how I loop through those arrays: for (int i = 0; i < array.Length; i += 1) { for (int h = 0; h < array[i].Length; h += 1) { } { Now how the tiles are drawn and removed is something like this: public void Draw(SpriteBatch spriteBatch, Vector2 cam) { if (cam.X >= this.Position.X - 1280) { if (cam.X <= this.Position.X + 2560) { if (cam.Y >= this.Position.Y - 720) { if (cam.Y <= this.Position.Y + 1440) { if (visible) { if (once == 0) { once = 1; visible = false; regen(); } } for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles[i].Draw(spriteBatch, cam); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles[i].Draw(spriteBatch, cam); } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } else { once = 0; for (int i = Tiles.Count - 1; i >= 0; i--) { Tiles.RemoveAt(i); } for (int i = unWalkTiles.Count - 1; i >= 0; i--) { unWalkTiles.RemoveAt(i); } } } } If you guys still need more information just ask in the comments.

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  • Why is it so hard to find anything on MS site?

    - by Amir Rezaei
    I have always had this question in my mind and I would really be happy to get an explanation for this. Is it only me or do you also feel the same way that it's hard to find anything on MS site. For example, every time I need to download .NET framework I have to Google it. You never know what you can download, no category for downloads. You are simply left to a search field. You never know if you downloaded the latest version of the file. The tragically true is that you have to rely on their competitor Google to find anything on their site. I know that they are a big company. But is it really that hard to have an organized way to publish information?

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  • How do I export physique animations without breaking them?

    - by Paul Ferris
    I've been trying to export a simple footstep animation that I made in 3ds Max, but its either failed to export or broken (imported into unity sans a few frames, or appearing to have imported but not playing) every single time. I've tried .fbx and .3ds, but neither works. I'd rather not use the Skin modifier, because it would require starting from scratch and learning a new system. Any ideas? EDIT: I found a workaround, here it is if you're curious: Create your biped, and make sure it lines up with your mesh. Animate it Export the mesh without Physique (or with Physique turned off), then delete it (the mesh) Export the biped Recombine in Unity (or whatever your game engine of choice is)

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  • rc.local is not always executed upon boot

    - by starcorn
    Hey, I have some weird problem with the rc.local file which is located in /etc/rc.local the thing is that it is not always running when I boot up the laptop. Maybe every second time, I haven't counted. Anyway when that happens I have to manually go to terminal and type sudo /etc/init.d/rc.local start, which kinda kills the purpose of having this script. Anyone know what the problem could be? EDIT Since this wasn't obvious. This is an issue where I make a fresh boot up. Which mean I have shut down the computer. And next time when I boot up the computer, the rc.local file is randomly deciding whether it will automatically start or not. Here's a copy of what my rc.local file contains echo -n 255 > /sys/devices/platform/i8042/serio1/serio2/sensitivity echo level 2 > /proc/acpi/ibm/fan touch /home/starcorn/Desktop/foo rfkill block bluetooth exit 0

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  • How to discriminate commented code and documentation comments

    - by linquize
    After using version control tools, it is no longer necessary to comment out old code. However, some team members still comment out old code. Therefore, I want to clean them up. I want to mark commented lines which are really comments / documentation, so that every time I do not need to re-read all commented regions. The unmarked lines left are new commented code. How do I achieve this? Any existing tools or need to write on my own? Similar concept: in git, we have 'partial commit' to select some lines to commit. However, the lines marked in 'partial commit' is valid once only.

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  • Ruby on Rails background API polling

    - by Matthew Turney
    I need to integrate a free/busy calendar integration with Zimbra. Unlike outlook, it seems, Zimbra requires polling their API. I need to be able to grab the free/busy data in background tasks for 10's of thousands of users on a regular time interval, preferably every few minutes. What would be the best way to implement this in a Rails application without bogging down our current resque tasks? I have considered moving this process to something like node.js or something similar in Ruby. The biggest problem is that we have no control over the IO, as each clients Zimbra instances could be slow and we don't want to create a huge backup in tasks. Thoughts and ideas?

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  • Agile bug fixing - what's the preferred process for testing?

    - by Andrew Stephens
    When a bug is fixed, the dev set its status to "resolved" and the bug is reassigned back to the person that created it. In our case this is usually the product owner - we don't have dedicated testers. But what's a good process for controlling how/when the PO tests the software? Should he be given the latest build after each bug is resolved/checked-in? Or what about every morning? Or should he only receive a build at (or close to) the end of the iteration, to include all of that iteration's new functionality and bug fixes? We are using TFS by the way.

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  • Syncing my iPod Touch (And Others)

    - by Benjamin Hannah
    libimobiledevice doesn't work for me. I've got Ubuntu 11.10 and I'm trying to put music on to my iPod Touch 4Gen running iOS 5.0.1. I have tried every program available in the Ubuntu software center for sycing iPods and I get basically the same response from each one: "[cannot apply changes etc, ect, etc]" I've tried rigorously with Banshee and Rythmbox with no success. I've even tried running iTunes on Windows XP in VirtualBox with no success. I've tried running iTunes through Wine and it results in an error message saying something along the lines of "[Please install Apple Application Support and then reinstall iTunes]". I am considering Jailbreaking my iPod but I cannot find Absinthe that works with my iPod and with Ubuntu. In addition I'm not sure how ** works with Ubuntu. I'm really in a pickle here. It would be ever so helpful if I could indeed have some help with this issue.

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  • Team Foundation Server (TFS) Team Build Custom Activity C# Code for Assembly Stamping

    - by Bob Hardister
    For the full context and guidance on how to develop and implement a custom activity in Team Build see the Microsoft Visual Studio Rangers Team Foundation Build Customization Guide V.1 at http://vsarbuildguide.codeplex.com/ There are many ways to stamp or set the version number of your assemblies. This approach is based on the build number.   namespace CustomActivities { using System; using System.Activities; using System.IO; using System.Text.RegularExpressions; using Microsoft.TeamFoundation.Build.Client; [BuildActivity(HostEnvironmentOption.Agent)] public sealed class VersionAssemblies : CodeActivity { /// <summary> /// AssemblyInfoFileMask /// </summary> [RequiredArgument] public InArgument<string> AssemblyInfoFileMask { get; set; } /// <summary> /// SourcesDirectory /// </summary> [RequiredArgument] public InArgument<string> SourcesDirectory { get; set; } /// <summary> /// BuildNumber /// </summary> [RequiredArgument] public InArgument<string> BuildNumber { get; set; } /// <summary> /// BuildDirectory /// </summary> [RequiredArgument] public InArgument<string> BuildDirectory { get; set; } /// <summary> /// Publishes field values to the build report /// </summary> public OutArgument<string> DiagnosticTextOut { get; set; } // If your activity returns a value, derive from CodeActivity<TResult> and return the value from the Execute method. protected override void Execute(CodeActivityContext context) { // Obtain the runtime value of the input arguments string sourcesDirectory = context.GetValue(this.SourcesDirectory); string assemblyInfoFileMask = context.GetValue(this.AssemblyInfoFileMask); string buildNumber = context.GetValue(this.BuildNumber); string buildDirectory = context.GetValue(this.BuildDirectory); // ** Determine the version number values ** // Note: the format used here is: major.secondary.maintenance.build // ----------------------------------------------------------------- // Obtain the build definition name int nameStart = buildDirectory.LastIndexOf(@"\") + 1; string buildDefinitionName = buildDirectory.Substring(nameStart); // Set the primary.secondary.maintenance values // NOTE: these are hard coded in this example, but could be sourced from a file or parsed from a build definition name that includes them string p = "1"; string s = "5"; string m = "2"; // Initialize the build number string b; string na = "0"; // used for Assembly and Product Version instead of build number (see versioning best practices: **TBD reference) // Set qualifying product version information string productInfo = "RC2"; // Obtain the build increment number from the build number // NOTE: this code assumes the default build definition name format int buildIncrementNumberDelimterIndex = buildNumber.LastIndexOf("."); b = buildNumber.Substring(buildIncrementNumberDelimterIndex + 1); // Convert version to integer values int pVer = Convert.ToInt16(p); int sVer = Convert.ToInt16(s); int mVer = Convert.ToInt16(m); int bNum = Convert.ToInt16(b); int naNum = Convert.ToInt16(na); // ** Get all AssemblyInfo files and stamp them ** // Note: the mapping of AssemblyInfo.cs attributes to assembly display properties are as follows: // - AssemblyVersion = Assembly Version - used for the assembly version (does not change unless p, s or m values are changed) // - AssemblyFileVersion = File Version - used for the file version (changes with every build) // - AssemblyInformationalVersion = Product Version - used for the product version (can include additional version information) // ------------------------------------------------------------------------------------------------------------------------------------------------ Version assemblyVersion = new Version(pVer, sVer, mVer, naNum); Version newAssemblyFileVersion = new Version(pVer, sVer, mVer, bNum); Version productVersion = new Version(pVer, sVer, mVer); // Setup diagnostic fields int numberOfReplacements = 0; string addedAssemblyInformationalAttribute = "No"; // Enumerate over the assemblyInfo version attributes foreach (string attribute in new[] { "AssemblyVersion", "AssemblyFileVersion", "AssemblyInformationalVersion" }) { // Define the regular expression to find in each and every Assemblyinfo.cs files (which is for example 'AssemblyVersion("1.0.0.0")' ) Regex regex = new Regex(attribute + @"\(""\d+\.\d+\.\d+\.\d+""\)"); foreach (string file in Directory.EnumerateFiles(sourcesDirectory, assemblyInfoFileMask, SearchOption.AllDirectories)) { string text = File.ReadAllText(file); // Read the text from the AssemblyInfo file // If the AsemblyInformationalVersion attribute is not in the file, add it as the last line of the file // Note: by default the AssemblyInfo.cs files will not contain the AssemblyInformationalVersion attribute if (!text.Contains("[assembly: AssemblyInformationalVersion(\"")) { string lastLine = Environment.NewLine + "[assembly: AssemblyInformationalVersion(\"1.0.0.0\")]"; text = text + lastLine; addedAssemblyInformationalAttribute = "Yes"; } // Search for the expression Match match = regex.Match(text); if (match.Success) { // Get file attributes FileAttributes fileAttributes = File.GetAttributes(file); // Set file to read only File.SetAttributes(file, fileAttributes & ~FileAttributes.ReadOnly); // Insert AssemblyInformationalVersion attribute into the file text if does not already exist string newText = string.Empty; if (attribute == "AssemblyVersion") { newText = regex.Replace(text, attribute + "(\"" + assemblyVersion + "\")"); numberOfReplacements++; } if (attribute == "AssemblyFileVersion") { newText = regex.Replace(text, attribute + "(\"" + newAssemblyFileVersion + "\")"); numberOfReplacements++; } if (attribute == "AssemblyInformationalVersion") { newText = regex.Replace(text, attribute + "(\"" + productVersion + " " + productInfo + "\")"); numberOfReplacements++; } // Publish diagnostics to build report (diagnostic verbosity only) context.SetValue(this.DiagnosticTextOut, " Added AssemblyInformational Attribute: " + addedAssemblyInformationalAttribute + " Number of replacements: " + numberOfReplacements + " Build number: " + buildNumber + " Build directory: " + buildDirectory + " Build definition name: " + buildDefinitionName + " Assembly version: " + assemblyVersion + " New file version: " + newAssemblyFileVersion + " Product version: " + productVersion + " AssemblyInfo.cs Text Last Stamped: " + newText); // Write the new text in the AssemblyInfo file File.WriteAllText(file, newText); // restore the file's original attributes File.SetAttributes(file, fileAttributes); } } } } } }

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  • Computer Networks UNISA - Chap 14 &ndash; Insuring Integrity &amp; Availability

    - by MarkPearl
    After reading this section you should be able to Identify the characteristics of a network that keep data safe from loss or damage Protect an enterprise-wide network from viruses Explain network and system level fault tolerance techniques Discuss issues related to network backup and recovery strategies Describe the components of a useful disaster recovery plan and the options for disaster contingencies What are integrity and availability? Integrity – the soundness of a networks programs, data, services, devices, and connections Availability – How consistently and reliably a file or system can be accessed by authorized personnel A number of phenomena can compromise both integrity and availability including… security breaches natural disasters malicious intruders power flaws human error users etc Although you cannot predict every type of vulnerability, you can take measures to guard against the most damaging events. The following are some guidelines… Allow only network administrators to create or modify NOS and application system users. Monitor the network for unauthorized access or changes Record authorized system changes in a change management system’ Install redundant components Perform regular health checks on the network Check system performance, error logs, and the system log book regularly Keep backups Implement and enforce security and disaster recovery policies These are just some of the basics… Malware Malware refers to any program or piece of code designed to intrude upon or harm a system or its resources. Types of Malware… Boot sector viruses Macro viruses File infector viruses Worms Trojan Horse Network Viruses Bots Malware characteristics Some common characteristics of Malware include… Encryption Stealth Polymorphism Time dependence Malware Protection There are various tools available to protect you from malware called anti-malware software. These monitor your system for indications that a program is performing potential malware operations. A number of techniques are used to detect malware including… Signature Scanning Integrity Checking Monitoring unexpected file changes or virus like behaviours It is important to decide where anti-malware tools will be installed and find a balance between performance and protection. There are several general purpose malware policies that can be implemented to protect your network including… Every compute in an organization should be equipped with malware detection and cleaning software that regularly runs Users should not be allowed to alter or disable the anti-malware software Users should know what to do in case the anti-malware program detects a malware virus Users should be prohibited from installing any unauthorized software on their systems System wide alerts should be issued to network users notifying them if a serious malware virus has been detected. Fault Tolerance Besides guarding against malware, another key factor in maintaining the availability and integrity of data is fault tolerance. Fault tolerance is the ability for a system to continue performing despite an unexpected hardware or software malfunction. Fault tolerance can be realized in varying degrees, the optimal level of fault tolerance for a system depends on how critical its services and files are to productivity. Generally the more fault tolerant the system, the more expensive it is. The following describe some of the areas that need to be considered for fault tolerance. Environment (Temperature and humidity) Power Topology and Connectivity Servers Storage Power Typical power flaws include Surges – a brief increase in voltage due to lightening strikes, solar flares or some idiot at City Power Noise – Fluctuation in voltage levels caused by other devices on the network or electromagnetic interference Brownout – A sag in voltage for just a moment Blackout – A complete power loss The are various alternate power sources to consider including UPS’s and Generators. UPS’s are found in two categories… Standby UPS – provides continuous power when mains goes down (brief period of switching over) Online UPS – is online all the time and the device receives power from the UPS all the time (the UPS is charged continuously) Servers There are various techniques for fault tolerance with servers. Server mirroring is an option where one device or component duplicates the activities of another. It is generally an expensive process. Clustering is a fault tolerance technique that links multiple servers together to appear as a single server. They share processing and storage responsibilities and if one unit in the cluster goes down, another unit can be brought in to replace it. Storage There are various techniques available including the following… RAID Arrays NAS (Storage (Network Attached Storage) SANs (Storage Area Networks) Data Backup A backup is a copy of data or program files created for archiving or safekeeping. Many different options for backups exist with various media including… These vary in cost and speed. Optical Media Tape Backup External Disk Drives Network Backups Backup Strategy After selecting the appropriate tool for performing your servers backup, devise a backup strategy to guide you through performing reliable backups that provide maximum data protection. Questions that should be answered include… What data must be backed up At what time of day or night will the backups occur How will you verify the accuracy of the backups Where and for how long will backup media be stored Who will take responsibility for ensuring that backups occurred How long will you save backups Where will backup and recovery documentation be stored Different backup methods provide varying levels of certainty and corresponding labour cost. There are also different ways to determine which files should be backed up including… Full backup – all data on all servers is copied to storage media Incremental backup – Only data that has changed since the last full or incremental backup is copied to a storage medium Differential backup – Only data that has changed since the last backup is coped to a storage medium Disaster Recovery Disaster recovery is the process of restoring your critical functionality and data after an enterprise wide outage has occurred. A disaster recovery plan is for extreme scenarios (i.e. fire, line fault, etc). A cold site is a place were the computers, devices, and connectivity necessary to rebuild a network exist but they are not appropriately configured. A warm site is a place where the computers, devices, and connectivity necessary to rebuild a network exists with some appropriately configured devices. A hot site is a place where the computers, devices, and connectivity necessary to rebuild a network exists and all are appropriately configured.

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  • Why won't Unity include these simple features?

    - by eduart
    Every respected dock out there (docky, awn, cairo dock) has these 2 important features that I really consider a must: The ability to re-size them (someone may like smaller or bigger icons than the default ones) The ability to change their position (bottom, left, right) In Unity (which let's face it, is a dock) I heard that it will not be possible even in the long run to have these features implemented. In my opinion Ubuntu is reinventing the wheel here, because so far Unity doesn't offer a thing more than, for example docky (they are offering even less) and they are doing it the wrong way by not including some simple and very necessary options that I think everybody wants, that's why they are present in the other docks. In Mac OS X, the Apple logo is in the left, the min, max, close buttons are on the left, but still you can resize and position your dock wherever you want. So again, my question is: Is there any really plausible explanation why unity will not include these simple features?

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  • Where does the URL parameter "?chocaid=397" come from?

    - by unor
    In Google Webmaster Tools, I noticed that my front page was indexed two times: example.com/ example.com/?chocaid=397 I know that I could fix this with the use of link type canonical, but I wonder: Where does this parameter come from? There are various sites that have pages indexed with this very parameter/value: https://duckduckgo.com/?q=chocaid%3D397. I looked for similarities between these sites. but couldn't find a conclusive one: It's often the front page, but not in every case. Some are NSFW, but not all. When one domains' URL has this parameter, often other subdomains of the same domain have it, too. Examples Wikipedia entry Microsoft Codeplex

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  • What You Said: How You Organize Your Apps

    - by Jason Fitzpatrick
    Earlier this week we asked you to share your tips and tricks for keeping your apps organized and accessible; now we’re back to showcase some great reader tips to help you manage your mountain of apps. One of the trends was striving for consistency across environments. Henrique highlights how this plays out on a dual OS setup: On my windows desktop I use the taskbar and to keep my day to day applications (basically firefox, itunes, office, adobe, evernote and wunderkit), and whenever I need something else, I use windows built in search, which is quite fast, despite needing a few more clicks than spotlight would. On my macbook the dock is basically mirrors my taskbar, and I use spotlight for other applications, but launchpad is wining my heart a bit more every day. It’s faster then than accessing the applications folder and the windows start menu, and possibly even than spotlight, at least for apps How To Properly Scan a Photograph (And Get An Even Better Image) The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume Make Your Own Windows 8 Start Button with Zero Memory Usage

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  • Ubuntu 12.04 booting into busybox after update

    - by Victor Alejandro Martinez
    Every time the system updates the kernel from 3.5.0-24 to 3.5.0-34 I get dropped into a busybox prompt at boot, but I can boot just fine using the previous kernel. I've tried all I know. I did a fsck.ext3 -f /dev/sdb2 using the alternate install CD. I've used boot-repair but to avail, I've checked for bad blocks but there are none. Should I purge the new kernel and use the old one instead? This is the output from boot-repair the first time, no purge. http://paste.ubuntu.com/5809230/

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  • Indexing File Contents

    - by Rafid K. Abdullah
    People seem to have already asked about indexing file system: What options are there for indexing my filesystem? Alternatives to OS X's Spotlight? but I want to actually just index a certain working directory and be able to do that manually (so that I make sure my search is correct). Basically, I am on working a project and I need be able to search in contents quickly. I already use 'locate' and 'updatedb' commands, but those search for file names only. I am looking for similar commands but file contents. Just in case you are wondering why I don't use tracker also like answered in the two posts, tracker have a set of prespecified folders to search in them, and whenever you make a search, you search in all of them. What I want is to be able to search in every project separately.

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  • Best way to store a large amount of game objects and update the ones onscreen

    - by user3002473
    Good afternoon guys! I'm a young beginner game developer working on my first large scale game project and I've run into a situation where I'm not quite sure what the best solution may be (if there is a lone solution). The question may be vague (if anyone can think of a better title after having read the question, please edit it) or broad but I'm not quite sure what to do and I thought it would help just to discuss the problem with people more educated in the field. Before we get started, here are some of the questions I've looked at for help in the past: Best way to keep track of game objects Elegant way to simulate large amounts of entities within a game world What is the most efficient container to store dynamic game objects in? I've also read articles about different data structures commonly used in games to store game objects such as this one about slot maps, but none of them are really what I'm looking for. Also, if it helps at all I'm using Python 3 to design the game. It has to be Python 3, if I could I would use C++ or Unityscript or something else, but I'm restricted to having to use Python 3. My game will be a form of side scroller shooter game. In said game the player will traverse large rooms with large amounts of enemies and other game objects to update (think some of the larger areas in Cave Story or Iji). The player obviously can't see the entire room all at once, so there is a viewport that follows the player around and renders only a selection of the room and the game objects that it contains. This is not a foreign concept. The part that's getting me confused has to do with how certain game objects are updated. Some of them are to be updated constantly, regardless of whether or not they can be seen. Other objects however are only to be updated when they are onscreen (for example, an enemy would only be updated to react to the player when it is onscreen or when it is in a certain range of the screen). Another problem is that game objects have to be easily referable by other game objects; something that happens in the player's update() method may affect another object in the world. Collision detection in games is always a serious problem. I need a way of containing the game objects such that it minimizes the number of cases when testing for collisions against one another. The final problem is that of creating and destroying game objects. I think this problem is pretty self explanatory. To store the game objects then I've considered a number of different methods. The original method I had was to simply store all the objects in a hash table by an id. This method was simple, and decently fast as it allows all the objects to be looked up in O(1) complexity, and also allows them to be deleted fairly easily. Hash collisions would not be a major problem; I wasn't originally planning on using computer generated ids to store the game objects I was going to rely on them all using ids given to them by the game designer (such names would be strings like 'Player' or 'EnemyWeapon4'), and even if I did use computer generated ids, if I used a decent hashing algorithm then the chances of collisions would be around 1 in 4 billion. The problem with using a hash table however is that it is inefficient in checking to see what objects are in range of the viewport. Considering the fact that certain game objects move (as well as the viewport itself), the only solution I could think of in order to only update objects that are in the viewport would be to iterate through every object in the hash table and check if it is in the viewport or not, updating only the ones that are in the valid area. This would be incredibly slow in scenarios where the amount of game objects exceeds 500, or even 200. The second solution was to store everything in a 2-d list. The world is partitioned up into cells (a tilemap essentially), where each cell or tile is the same size and is square. Each cell would contain a list of the game objects that are currently occupying it (each game object would be inserted into a cell depending on the center of the object's collision mask). A 2-d list would allow me to take the top-left and bottom-right corners of the viewport and easily grab a rectangular area of the grid containing only the cells containing entities that are in valid range to be updated. This method also solves the problem of collision detection; when I take an entity I can find the cell that it is currently in, then check only against entities in it's cell and the 8 cells around it. One problem with this system however is that it prohibits easy lookup of game objects. One solution I had would be to simultaneously keep a hash table that would contain all the positions of the objects in the 2-d list indexed by the id of said object. The major problem with a 2-d list is that it would need to be rebuilt every single game frame (along with the hash table of object positions), which may be a serious detriment to game speed. Both systems have ups and downs and seem to solve some of each other's problems, however using them both together doesn't seem like the best solution either. If anyone has any thoughts, ideas, suggestions, comments, opinions or solutions on new data structures or better implementations of the existing data structures I have in mind, please post, any and all criticism and help is welcome. Thanks in advance! EDIT: Please don't close the question because it has a bad title, I'm just bad with names!

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  • LibreOffice Writer Error due to a lock file

    - by Brad
    Every time I try to open a word document I get this error. LibreOffice 3.5 Either another instance of LibreOffice is accessing your personal settings or your personal settings are locked. Simultaneous access can lead to inconsistencies in your personal settings. Before continuing, you should make sure user "closes LibreOffice on host". Do you want to continue? I've been onto different forums to find out a remedy but nothing yet. I've recently done a fresh install of 12.04 (64bit) and have been having some issues with different programs and have been able to work through most of them but this one, I'm lost.

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  • Physics timestep questions

    - by SSL
    I've got a projectile working perfectly using the code below: //initialised in loading screen 60 is the FPS - projectilEposition and velocity are Vector3 types gravity = new Vector3(0, -(float)9.81 / 60, 0); //called every frame projectilePosition += projectileVelocity; This seems to work fine but I've noticed in various projectile examples I've seen that the elapsedtime per update is taken into account. What's the difference between the two and how can I convert the above to take into account the elapsedtime? (I'm using XNA - do I use ElapsedTime.TotalSeconds or TotalMilliseconds)? Edit: Forgot to add my attempt at using elapsedtime, which seemed to break the physics: projectileVelocity.Y += -(float)((9.81 * gameTime.ElapsedGameTime.TotalSeconds * gameTime.ElapsedGameTime.TotalSeconds) * 0.5f); Thanks for the help

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  • How a "Collision System" should be implemented?

    - by nathan
    My game is written using a entity system approach using Artemis Framework. Right know my collision detection is called from the Movement System but i'm wondering if it's a proper way to do collision detection using such an approach. Right know i'm thinking of a new system dedicated to collision detection that would proceed all the solid entities to check if they are in collision with another one. I'm wondering if it's a correct way to handle collision detection with an entity system approach? Also, how should i implement this collision system? I though of an IntervalEntitySystem that would check every 200ms (this value is chosen regarding the Artemis documentation) if some entities are colliding. protected void processEntities(ImmutableBag<Entity> ib) { for (int i = 0; i < ib.size(); i++) { Entity e = ib.get(i); //check of collision with other entities here } }

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  • The Big Announcement, This Year, at Devoxx 2011!

    - by Yolande
    Stephan Janssen started the developer conference with his traditional "Welcome and Announcements" and this year announced Devoxx France, the new and only Devoxx conference outside of Belgium. It will take place in Paris, April 18 to 20, 2012. The Paris Java user group is organizing the 3 day conference. The conference is designed after Devoxx with Tools in Action, Labs, BOFs and Quickies and with one university day and 2 conference days. The model works well since Stephan turns down attendees every year. The content will be 75% in French and 25% in English. Call for papers opened today. Oracle will be a sponsor the event! 

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