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  • Migrate Liferay 5 -> 5.2

    - by Alex Takitani
    We have a liferay portal running on a hosting company, and We want to bring it to our own structure. So, I've downloaded the excellent bitnami stack and loaded it in our vmware server. I've no experience on liferay whatsoever, all I know its that it uses mysql as database. Is there any docs on how to do it? Tks!

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  • Problems after the installation of ubuntu

    - by anwar
    hello members can anyone help me solve this issue. i have just installed ubuntu for the 1st time using vmware on windows 7 everything has been installed smoothly but after the installation in the login screen username is coming and when i try to enter password it is not taking any input, keyboard is not working at all and after moving away from ubuntu keyboard and everthing else is working fine. plz help thanks in advance.

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  • installation of mac 10.6.2

    - by mahesh
    hi i installed vmware workstation 7.0 in windows,and it working well.i installed mac os 10.4.8 in it as a guest it is alo working well,but while installin mac os 10.6.2 it dont installed and shows an error as "invalid front-side bus freqency 66000000 hz. disablin the cpu." please help me how to solve this and please suggest any link to easyly understand installation if mac os 10.6.2

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  • blocking bad bots with robots.txt in 2012 [closed]

    - by Rachel Sparks
    does it still work good? I have this: # Generated using http://solidshellsecurity.com services # Begin block Bad-Robots from robots.txt User-agent: asterias Disallow:/ User-agent: BackDoorBot/1.0 Disallow:/ User-agent: Black Hole Disallow:/ User-agent: BlowFish/1.0 Disallow:/ User-agent: BotALot Disallow:/ User-agent: BuiltBotTough Disallow:/ User-agent: Bullseye/1.0 Disallow:/ User-agent: BunnySlippers Disallow:/ User-agent: Cegbfeieh Disallow:/ User-agent: CheeseBot Disallow:/ User-agent: CherryPicker Disallow:/ User-agent: CherryPickerElite/1.0 Disallow:/ User-agent: CherryPickerSE/1.0 Disallow:/ User-agent: CopyRightCheck Disallow:/ User-agent: cosmos Disallow:/ User-agent: Crescent Disallow:/ User-agent: Crescent Internet ToolPak HTTP OLE Control v.1.0 Disallow:/ User-agent: DittoSpyder Disallow:/ User-agent: EmailCollector Disallow:/ User-agent: EmailSiphon Disallow:/ User-agent: EmailWolf Disallow:/ User-agent: EroCrawler Disallow:/ User-agent: ExtractorPro Disallow:/ User-agent: Foobot Disallow:/ User-agent: Harvest/1.5 Disallow:/ User-agent: hloader Disallow:/ User-agent: httplib Disallow:/ User-agent: humanlinks Disallow:/ User-agent: InfoNaviRobot Disallow:/ User-agent: JennyBot Disallow:/ User-agent: Kenjin Spider Disallow:/ User-agent: Keyword Density/0.9 Disallow:/ User-agent: LexiBot Disallow:/ User-agent: libWeb/clsHTTP Disallow:/ User-agent: LinkextractorPro Disallow:/ User-agent: LinkScan/8.1a Unix Disallow:/ User-agent: LinkWalker Disallow:/ User-agent: LNSpiderguy Disallow:/ User-agent: lwp-trivial Disallow:/ User-agent: lwp-trivial/1.34 Disallow:/ User-agent: Mata Hari Disallow:/ User-agent: Microsoft URL Control - 5.01.4511 Disallow:/ User-agent: Microsoft URL Control - 6.00.8169 Disallow:/ User-agent: MIIxpc Disallow:/ User-agent: MIIxpc/4.2 Disallow:/ User-agent: Mister PiX Disallow:/ User-agent: moget Disallow:/ User-agent: moget/2.1 Disallow:/ User-agent: mozilla/4 Disallow:/ User-agent: Mozilla/4.0 (compatible; BullsEye; Windows 95) Disallow:/ User-agent: Mozilla/4.0 (compatible; MSIE 4.0; Windows 95) Disallow:/ User-agent: Mozilla/4.0 (compatible; MSIE 4.0; Windows 98) Disallow:/ User-agent: Mozilla/4.0 (compatible; MSIE 4.0; Windows NT) Disallow:/ User-agent: Mozilla/4.0 (compatible; MSIE 4.0; Windows XP) Disallow:/ User-agent: Mozilla/4.0 (compatible; MSIE 4.0; Windows 2000) Disallow:/ User-agent: Mozilla/4.0 (compatible; MSIE 4.0; Windows ME) Disallow:/ User-agent: mozilla/5 Disallow:/ User-agent: NetAnts Disallow:/ User-agent: NICErsPRO Disallow:/ User-agent: Offline Explorer Disallow:/ User-agent: Openfind Disallow:/ User-agent: Openfind data gathere Disallow:/ User-agent: ProPowerBot/2.14 Disallow:/ User-agent: ProWebWalker Disallow:/ User-agent: QueryN Metasearch Disallow:/ User-agent: RepoMonkey Disallow:/ User-agent: RepoMonkey Bait & Tackle/v1.01 Disallow:/ User-agent: RMA Disallow:/ User-agent: SiteSnagger Disallow:/ User-agent: SpankBot Disallow:/ User-agent: spanner Disallow:/ User-agent: suzuran Disallow:/ User-agent: Szukacz/1.4 Disallow:/ User-agent: Teleport Disallow:/ User-agent: TeleportPro Disallow:/ User-agent: Telesoft Disallow:/ User-agent: The Intraformant Disallow:/ User-agent: TheNomad Disallow:/ User-agent: TightTwatBot Disallow:/ User-agent: Titan Disallow:/ User-agent: toCrawl/UrlDispatcher Disallow:/ User-agent: True_Robot Disallow:/ User-agent: True_Robot/1.0 Disallow:/ User-agent: turingos Disallow:/ User-agent: URLy Warning Disallow:/ User-agent: VCI Disallow:/ User-agent: VCI WebViewer VCI WebViewer Win32 Disallow:/ User-agent: Web Image Collector Disallow:/ User-agent: WebAuto Disallow:/ User-agent: WebBandit Disallow:/ User-agent: WebBandit/3.50 Disallow:/ User-agent: WebCopier Disallow:/ User-agent: WebEnhancer Disallow:/ User-agent: WebmasterWorldForumBot Disallow:/ User-agent: WebSauger Disallow:/ User-agent: Website Quester Disallow:/ User-agent: Webster Pro Disallow:/ User-agent: WebStripper Disallow:/ User-agent: WebZip Disallow:/ User-agent: WebZip/4.0 Disallow:/ User-agent: Wget Disallow:/ User-agent: Wget/1.5.3 Disallow:/ User-agent: Wget/1.6 Disallow:/ User-agent: WWW-Collector-E Disallow:/ User-agent: Xenu's Disallow:/ User-agent: Xenu's Link Sleuth 1.1c Disallow:/ User-agent: Zeus Disallow:/ User-agent: Zeus 32297 Webster Pro V2.9 Win32 Disallow:/

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  • Oracle’s Sun Server X4-8 with Built-in Elastic Computing

    - by kgee
    We are excited to announce the release of Oracle's new 8-socket server, Sun Server X4-8. It’s the most flexible 8-socket x86 server Oracle has ever designed, and also the most powerful. Not only does it use the fastest Intel® Xeon® E7 v2 processors, but also its memory, I/O and storage subsystems are all designed for maximum performance and throughput. Like its predecessor, the Sun Server X4-8 uses a “glueless” design that allows for maximum performance for Oracle Database, while also reducing power consumption and improving reliability. The specs are pretty impressive. Sun Server X4-8 supports 120 cores (or 240 threads), 6 TB memory, 9.6 TB HDD capacity or 3.2 TB SSD capacity, contains 16 PCIe Gen 3 I/O expansion slots, and allows for up to 6.4 TB Sun Flash Accelerator F80 PCIe Cards. The Sun Server X4-8 is also the most dense x86 server with its 5U chassis, allowing 60% higher rack-level core and DIMM slot density than the competition.  There has been a lot of innovation in Oracle’s x86 product line, but the latest and most significant is a capability called elastic computing. This new capability is built into each Sun Server X4-8.   Elastic computing starts with the Intel processor. While Intel provides a wide range of processors each with a fixed combination of core count, operational frequency, and power consumption, customers have been forced to make tradeoffs when they select a particular processor. They have had to make educated guesses on which particular processor (core count/frequency/cache size) will be best suited for the workload they intend to execute on the server.Oracle and Intel worked jointly to define a new processor, the Intel Xeon E7-8895 v2 for the Sun Server X4-8, that has unique characteristics and effectively combines the capabilities of three different Xeon processors into a single processor. Oracle system design engineers worked closely with Oracle’s operating system development teams to achieve the ability to vary the core count and operating frequency of the Xeon E7-8895 v2 processor with time without the need for a system level reboot.  Along with the new processor, enhancements have been made to the system BIOS, Oracle Solaris, and Oracle Linux, which allow the processors in the system to dynamically clock up to faster speeds as cores are disabled and to reach higher maximum turbo frequencies for the remaining active cores. One customer, a stock market trading company, will take advantage of the elastic computing capability of Sun Server X4-8 by repurposing servers between daytime stock trading activity and nighttime stock portfolio processing, daily, to achieve maximum performance of each workload.To learn more about Sun Server X4-8, you can find more details including the data sheet and white papers here.Josh Rosen is a Principal Product Manager for Oracle’s x86 servers, focusing on Oracle’s operating systems and software. He previously spent more than a decade as a developer and architect of system management software. Josh has worked on system management for many of Oracle's hardware products ranging from the earliest blade systems to the latest Oracle x86 servers.

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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • How to Make Objects Fall Faster in a Physics Simulation

    - by David Dimalanta
    I used the collision physics (i.e. Box2d, Physics Body Editor) and implemented onto the java code. I'm trying to make the fall speed higher according to the examples: It falls slower if light object (i.e. feather). It falls faster depending on the object (i.e. pebble, rock, car). I decided to double its falling speed for more excitement. I tried adding the mass but the speed of falling is constant instead of gaining more speed. check my code that something I put under input processor's touchUp() return method under same roof of the class that implements InputProcessor and Screen: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } And take note, at show() method , the view size from the camera is at 720x1280: camera_1 = new OrthographicCamera(); camera_1.viewportHeight = 1280; camera_1.viewportWidth = 720; camera_1.position.set(camera_1.viewportWidth * 0.5f, camera_1.viewportHeight * 0.5f, 0f); camera_1.update(); I know it's a good idea to add weight to make the falling object falls faster once I released the finger from the touchUp() after I picked the object from the upper right of the screen but the speed remains either constant or slow. How can I solve this? Can you help?

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  • What causes Box2D revolute joints to separate?

    - by nbolton
    I have created a rag doll using dynamic bodies (rectangles) and simple revolute joints (with lower and upper angles). When my rag doll hits the ground (which is a static body) the bodies seem to fidget and the joints separate. It looks like the bodies are sticking to the ground, and the momentum of the rag doll pulls the joint apart (see screenshot below). I'm not sure if it's related, but I'm using the Badlogic GDX Java wrapper for Box2D. Here's some snippets of what I think is the most relevant code: private RevoluteJoint joinBodyParts( Body a, Body b, Vector2 anchor, float lowerAngle, float upperAngle) { RevoluteJointDef jointDef = new RevoluteJointDef(); jointDef.initialize(a, b, a.getWorldPoint(anchor)); jointDef.enableLimit = true; jointDef.lowerAngle = lowerAngle; jointDef.upperAngle = upperAngle; return (RevoluteJoint)world.createJoint(jointDef); } private Body createRectangleBodyPart( float x, float y, float width, float height) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width, height); BodyDef bodyDef = new BodyDef(); bodyDef.type = BodyType.DynamicBody; bodyDef.position.y = y; bodyDef.position.x = x; Body body = world.createBody(bodyDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = shape; fixtureDef.density = 10; fixtureDef.filter.groupIndex = -1; fixtureDef.filter.categoryBits = FILTER_BOY; fixtureDef.filter.maskBits = FILTER_STUFF | FILTER_WALL; body.createFixture(fixtureDef); shape.dispose(); return body; } I've skipped the method for creating the head, as it's pretty much the same as the rectangle method (just using a cricle shape). Those methods are used like so: torso = createRectangleBodyPart(x, y + 5, 0.25f, 1.5f); Body head = createRoundBodyPart(x, y + 7.4f, 1); Body leftLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body rightLegTop = createRectangleBodyPart(x, y + 2.7f, 0.25f, 1); Body leftLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body rightLegBottom = createRectangleBodyPart(x, y + 1, 0.25f, 1); Body leftArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); Body rightArm = createRectangleBodyPart(x, y + 5, 0.25f, 1.2f); joinBodyParts(torso, head, new Vector2(0, 1.6f), headAngle); leftLegTopJoint = joinBodyParts(torso, leftLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); rightLegTopJoint = joinBodyParts(torso, rightLegTop, new Vector2(0, -1.2f), 0.1f, legAngle); leftLegBottomJoint = joinBodyParts(leftLegTop, leftLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); rightLegBottomJoint = joinBodyParts(rightLegTop, rightLegBottom, new Vector2(0, -1), -legAngle * 1.5f, 0); leftArmJoint = joinBodyParts(torso, leftArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle); rightArmJoint = joinBodyParts(torso, rightArm, new Vector2(0, 1), -armAngle * 0.7f, armAngle);

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  • SFX Played Once per Collision or Hit

    - by David Dimalanta
    I have a question about using Box2D (engine for LibGDX used to make realistic physics). I observed on the code that I've made for the physics here below: @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { // TODO Touch Up Event if(is_Next_Fruit_Touched) { BodyEditorLoader Fruit_Loader = new BodyEditorLoader(Gdx.files.internal("Shape_Physics/Fruity Physics.json")); Fruit_BD.type = BodyType.DynamicBody; Fruit_BD.position.set(x, y); FixtureDef Fruit_FD = new FixtureDef(); // --> Allows you to make the object's physics. Fruit_FD.density = 1.0f; Fruit_FD.friction = 0.7f; Fruit_FD.restitution = 0.2f; MassData mass = new MassData(); mass.mass = 5f; Fruit_Body[n] = world.createBody(Fruit_BD); Fruit_Body[n].setActive(true); // --> Let your dragon fall. Fruit_Body[n].setMassData(mass); Fruit_Body[n].setGravityScale(1.0f); System.out.println("Eggs... " + n); Fruit_Loader.attachFixture(Fruit_Body[n], Body, Fruit_FD, Fruit_IMG.getWidth()); Fruit_Origin = Fruit_Loader.getOrigin(Body, Fruit_IMG.getWidth()).cpy(); is_Next_Fruit_Touched = false; up = y; Gdx.app.log("Initial Y-coordinate", "Y at " + up); //Once it's touched, the next fruit will set to drag. if(n < 50) { n++; }else{ System.exit(0); } } return true; } Now, I'm thinking which part o line should I implement for the sound effects. My objectives to make SFX played once for every collision (Or should I say "SFX played once per collision"?) on the following: SFX played once if they hit on the objects of its kind. (e.g. apple vs. apple) SFX played once on a different sound when it hit on the ground. (e.g. apple land on the mud) Take note that I'm using Box2D for the Java programming version thanks to LibGDX via Box2D engine and I edited the physics body using Physics Body Editor before I implement it to code. I tried to check every available methods for body, fixture definition, or body definition to code for the SFX when hit but it seems only for the gravity and weight. Is there possibly available on the document for SFX played when collision happens if possible?

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  • Why does creating dynamic bodies in JBox2D freeze my app?

    - by Amplify91
    My game hangs/freezes when I create dynamic bullet objects with Box2D and I don't know why. I am making a game where the main character can shoot bullets by the user tapping on the screen. Each touch event spawns a new FireProjectileEvent that is handled properly by an event queue. So I know my problem is not trying to create a new body while the box2d world is locked. My bullets are then created and managed by an object pool class like this: public Projectile getProjectile(){ for(int i=0;i<mProjectiles.size();i++){ if(!mProjectiles.get(i).isActive){ return mProjectiles.get(i); } } return mSpriteFactory.createProjectile(); } mSpriteFactory.createProjectile() leads to the physics component of the Projectile class creating its box2d body. I have narrowed the issue down to this method and it looks like this: public void create(World world, float x, float y, Vec2 vertices[], boolean dynamic){ BodyDef bodyDef = new BodyDef(); if(dynamic){ bodyDef.type = BodyType.DYNAMIC; }else{ bodyDef.type = BodyType.STATIC; } bodyDef.position.set(x, y); mBody = world.createBody(bodyDef); PolygonShape dynamicBox = new PolygonShape(); dynamicBox.set(vertices, vertices.length); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.0f; mBody.createFixture(fixtureDef); mBody.setFixedRotation(true); } If the dynamic parameter is set to true my game freezes before crashing, but if it is false, it will create a projectile exactly how I want it just doesn't function properly (because a projectile is not a static object). Why does my program fail when I try to create a dynamic object at runtime but not when I create a static one? I have other dynamic objects (like my main character) that work fine. Any help would be greatly appreciated. This is a screenshot of a method profile I did: Especially notable is number 8. I'm just still unsure what I'm doing wrong. Other notes: I am using JBox2D 2.1.2.2. (Upgraded from 2.1.2.1 to try to fix this problem) When the application freezes, if I hit the back button, it appears to move my game backwards by one update tick. Very strange.

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  • Box2D Difference Between WorldCenter and Position

    - by Free Lancer
    So this problem has been brothering for a couple of days now. First off, what is the difference between say Body.getWorldCenter() and Body.getPosition(). I heard that WorldCenter might have to do with the center of gravity or something. Second, When I create a Box2D Body for a sprite the Body is always at the lower left corner. I check it by printing a Rectangle of 1 pixel around the box.getWorldCenter(). From what I understand the Body should be in the center of the Sprite and its bounding box should wrap around the Sprite, correct? Here's an image of what I mean (The Sprite is Red, Body Blue): Here's some code: Body Creator: public static Body createBoxBody( final World pPhysicsWorld, final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pCenterX = pSprite.getX() + pSprite.getWidth() / 2; float pCenterY = pSprite.getY() + pSprite.getHeight() / 2; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; //boxBodyDef.position.x = pCenterX / Constants.PIXEL_METER_RATIO; //boxBodyDef.position.y = pCenterY / Constants.PIXEL_METER_RATIO; boxBodyDef.position.x = pSprite.getX() / Constants.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Constants.PIXEL_METER_RATIO; Vector2 v = new Vector2( boxBodyDef.position.x * Constants.PIXEL_METER_RATIO, boxBodyDef.position.y * Constants.PIXEL_METER_RATIO ); Gdx.app.log("@Physics", "createBoxBody():: Box Position: " + v); // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Constants.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Constants.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = pPhysicsWorld.createBody(boxBodyDef); Gdx.app.log("@Physics", "createBoxBody():: Box Center: " + boxBody.getPosition().mul(Constants.PIXEL_METER_RATIO)); boxBody.createFixture(pFixtureDef); boxBody.setTransform( boxBody.getWorldCenter(), MathUtils.degreesToRadians * pRotation ); boxPoly.dispose(); return boxBody; } Making the Sprite: public Car( Texture texture, float pX, float pY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( mSprite.getWidth() / 6, mSprite.getHeight() / 6 ); mSprite.setPosition( pX, pY ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); FixtureDef carFixtureDef = new FixtureDef(); // Set the Fixture's properties, like friction, using the car's shape carFixtureDef.restitution = 1f; carFixtureDef.friction = 1f; carFixtureDef.density = 1f; // needed to rotate body using applyTorque mBody = Physics.createBoxBody( world, BodyDef.BodyType.DynamicBody, carFixtureDef, mSprite ); }

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  • Attach my sprite with Box2d

    - by user919496
    I'm coding Javascript(HTML5) with Box2D. And I want to ask how to attach Sprite with Box2D. This is function My sprite: function My_Sprite() { this.m_Image = new Image(); this.m_Position = new Vector2D(0,0); this.m_CurFrame = 0; this.m_ColFrame = 0; this.m_Size = new Vector2D(0,0); this.m_Scale = new Vector2D(0,0); this.m_Rotation = 0; } My_Sprite.prototype.constructor = function (_Image_SRC) { this.m_Image.src = _Image_SRC; } My_Sprite.prototype.constructor = function (_Image_SRC,_Size,_Col) { this.m_Image.src = _Image_SRC; this.m_Size = _Size; this.m_ColFrame = _Col; this.m_Scale = new Vector2D(1, 1); } My_Sprite.prototype.Draw = function (context) { context.drawImage(this.m_Image, this.m_Size.X * (this.m_CurFrame % this.m_ColFrame), this.m_Size.Y * parseInt(this.m_CurFrame / this.m_ColFrame), this.m_Size.X, this.m_Size.Y, this.m_Position.X, this.m_Position.Y, this.m_Size.X * this.m_Scale.X, this.m_Size.Y * this.m_Scale.Y ); } and this is function Object : function Circle(type, angle, size) { // Circle.prototype = new My_Object(); // Circle.prototype.constructor = Circle; // Circle.prototype.parent = My_Object.prototype; this.m_den = 1.0; this.m_fri = 0.5; this.m_res = 0.2; fixDef.density = this.m_den; fixDef.friction = this.m_fri; fixDef.restitution = this.m_res; fixDef.shape = new b2PolygonShape; bodyDef.type = type; bodyDef.angle = angle; bodyDef.userData = m_spriteCircle; fixDef.shape = new b2CircleShape( Radius / SCALE //radius ); this.m_Body = world.CreateBody(bodyDef); this.m_Body.CreateFixture(fixDef); m_spriteCircle = new My_Sprite(); this.Init(); } Circle.prototype.Init = function () { m_spriteCircle.constructor("images/circle.png", new Vector2D(80, 80), 1); m_spriteCircle.m_CurFrame = 0; } Circle.prototype.Draw = function (context) { m_spriteCircle.Draw(context); } and I draw it : var m_Circle = new Circle(); m_Circle.Draw(context);

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  • Running Firewall (IPCop) on Hyper-V

    - by Loren Charnley
    I currently use IPCop for our corporate firewall & VPN. I am looking to consolidate a number of servers, and am considering including the firewall server in the consolidation. I currently plan on using Server 2008 with Hyper-V for the virtualization. Has anyone out there tried virtualizing IPCop? Is there anything that I should be aware of? In particular, IPCop has somewhat limited hardware support for NICs - what hardware will the VM see for the network card?

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  • updating from windows 8 to windows 8.1 give me error 0x101 0x2000c and driver irql not less or equal on clean install

    - by user1143745
    i'm trying to update my hp dv6-6156sl running win 8 to win 8.1. When i try to update the os with all kept when it configures devices (around 55%) i get a bsod with driver irql not less or equal error and windows revert back to my previous windows 8 showing at the end 0x101 0x2000c error. So i tried a clean install to see if i could fix it but i still get the same driver irql not less or equal error (on ntoskrnl.exe) I tried to edit bios settings to see if there's something to disable but like almost all hp laptops it is locked so i can only enable virtualization, select boot order and change gpu between fixed or dinamic (none of these worked) i found the dmp file with the error of the update: https://dl.dropboxusercontent.com/u/2219086/setupmem.dmp How can i fix this?

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  • Enable VT-x in HP 8300 elite

    - by lang2
    I have a HP 8300 elite (Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz). I'm trying to run a virtual machine via VirtualBox. But every time I start the VM, it says: VT-x is disabled in the BIOS. (VERR_VMX_MSR_VMXON_DISABLED). My lscpu output is like this: Architecture: x86_64 CPU op-mode(s): 32-bit, 64-bit Byte Order: Little Endian CPU(s): 8 On-line CPU(s) list: 0-7 Thread(s) per core: 2 Core(s) per socket: 4 Socket(s): 1 NUMA node(s): 1 Vendor ID: GenuineIntel CPU family: 6 Model: 58 Stepping: 9 CPU MHz: 1600.000 BogoMIPS: 6784.74 Virtualization: VT-x L1d cache: 32K L1i cache: 32K L2 cache: 256K L3 cache: 8192K NUMA node0 CPU(s): 0-7 I went into the BIOS but the things the can be tweaked is very limited and I couldn't find the VT-x setting. Anybody know how to do this in this setup?

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  • IIS7 web farm - local or shared content?

    - by rbeier
    We're setting up an IIS7 web farm with two servers. Should each server have its own local copy of the content, or should they pull content directly from a UNC share? What are the pros and cons of each approach? We currently have a single live server WEB1, with content stored locally on a separate partition. A job periodically syncs WEB1 to a standby server WEB2, using robocopy for content and msdeploy for config. If WEB1 goes down, Nagios notifies us, and we manually run a script to move the IP addresses to WEB2's network interface. Both servers are actually VMs running on separate VMWare ESX 4 hosts. The servers are domain-joined. We have around 50-60 live sites on WEB1 - mostly ASP.NET, with a few that are just static HTML. Most are low-traffic "microsites". A few have moderate traffic, but none are massive. We'd like to change this so both WEB1 and WEB2 are actively serving content. This is mainly for reliability - if WEB1 goes down, we don't want to have to manually intervene to fail things over. Spreading the load is also nice, but the load is not high enough right now for us to need this. We're planning to configure our firewall to balance traffic across the two servers. It will detect when a server goes down and will send all the traffic to the remaining live server. We're planning to use sticky sessions for now... eventually we may move to SQL Server session state and stateless load balancing. But we need a way for the servers to share content. We were originally planning to move all the content to a UNC share. Our storage provider says they can set up a highly available SMB share for us. So if we go the UNC route, the storage shouldn't be a single point of failure. But we're wondering about the downsides to this approach: We'll need to change the physical paths for each site and virtual directory. There are also some projects that have absolute paths in their web.config files - we'll have to update those as well. We'll need to create a domain user for the web servers to access the share, and grant that user appropriate permissions. I haven't looked into this yet - I'm not sure if the application pool identity needs to be changed to this user, or if there's another way to tell IIS to use this account when connecting to the share. Sites will no longer be able to access their content if there's ever an Active Directory problem. In general, it just seems a lot more complicated, with more moving parts that could break. Our storage provider would create a volume for us on their redundant SAN. If I understand correctly, this SAN volume would be mounted on a VM running in their redundant VMWare environment; this VM would then expose the SMB share to our web servers. On the other hand, a benefit of the shared content approach is that we'd only need to deploy code to one place, and there would never be a temporary inconsistency between multiple copies of the content. This thread is pretty interesting, though some of these people are working at a much larger scale. I've just been discussing content so far, but we also need to think about configuration. I don't know if we can just use DFS replication for the applicationHost.config and other files, or if it's best to use the shared configuration feature with the config on a UNC share. What do you think? Thanks for your help, Richard

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  • /etc/rc.local not being run on Ubuntu Desktop Install

    - by loosecannon
    I have been trying to get sphinx to run at boot, so I added some lines to /etc/rc.local but nothing happens when I start up. If i run it manually it works however. /etc/init.d/rc.local start works fine as does /etc/rc.local It's listed in the default runlevel and is all executable but it does not work. I am considering writing a separate init.d script to do the same thing but that's a lot of work for a simple task dumbledore:/etc/init.d# ls -l rc* -rwxr-xr-x 1 root root 8863 2009-09-07 13:58 rc -rwxr-xr-x 1 root root 801 2009-09-07 13:58 rc.local -rwxr-xr-x 1 root root 117 2009-09-07 13:58 rcS dumbledore:/etc/init.d# ls /etc/rc.local -l -rwxr-xr-x 1 root root 491 2011-05-14 16:13 /etc/rc.local dumbledore:/etc/init.d# runlevel N 2 dumbledore:/etc/init.d# ls /etc/rc2.d/ -l total 4 lrwxrwxrwx 1 root root 18 2011-04-22 18:53 K08vmware -> /etc/init.d/vmware -rw-r--r-- 1 root root 677 2011-03-28 15:10 README lrwxrwxrwx 1 root root 18 2011-04-22 18:53 S19vmware -> /etc/init.d/vmware lrwxrwxrwx 1 root root 18 2011-05-15 14:09 S20ddclient -> ../init.d/ddclient lrwxrwxrwx 1 root root 20 2011-03-10 18:00 S20fancontrol -> ../init.d/fancontrol lrwxrwxrwx 1 root root 20 2011-03-10 18:00 S20kerneloops -> ../init.d/kerneloops lrwxrwxrwx 1 root root 27 2011-03-10 18:00 S20speech-dispatcher -> ../init.d/speech-dispatcher lrwxrwxrwx 1 root root 19 2011-03-10 18:00 S25bluetooth -> ../init.d/bluetooth lrwxrwxrwx 1 root root 20 2011-03-10 18:00 S50pulseaudio -> ../init.d/pulseaudio lrwxrwxrwx 1 root root 15 2011-03-10 18:00 S50rsync -> ../init.d/rsync lrwxrwxrwx 1 root root 15 2011-03-10 18:00 S50saned -> ../init.d/saned lrwxrwxrwx 1 root root 19 2011-03-10 18:00 S70dns-clean -> ../init.d/dns-clean lrwxrwxrwx 1 root root 18 2011-03-10 18:00 S70pppd-dns -> ../init.d/pppd-dns lrwxrwxrwx 1 root root 14 2011-05-07 11:22 S75sudo -> ../init.d/sudo lrwxrwxrwx 1 root root 24 2011-03-10 18:00 S90binfmt-support -> ../init.d/binfmt-support lrwxrwxrwx 1 root root 17 2011-05-12 21:18 S91apache2 -> ../init.d/apache2 lrwxrwxrwx 1 root root 22 2011-03-10 18:00 S99acpi-support -> ../init.d/acpi-support lrwxrwxrwx 1 root root 21 2011-03-10 18:00 S99grub-common -> ../init.d/grub-common lrwxrwxrwx 1 root root 18 2011-03-10 18:00 S99ondemand -> ../init.d/ondemand lrwxrwxrwx 1 root root 18 2011-03-10 18:00 S99rc.local -> ../init.d/rc.local dumbledore:/etc/init.d# cat /etc/rc.local #!/bin/sh -e # # rc.local # # This script is executed at the end of each multiuser runlevel. # Make sure that the script will "exit 0" on success or any other # value on error. # # In order to enable or disable this script just change the execution # bits. # # By default this script does nothing. # Start sphinx daemon for rails app on startup # Added 2011-05-13 # Cannon Matthews cd /var/www/extemp /usr/bin/rake ts:config /usr/bin/rake ts:start touch ./tmp/ohyeah cd - exit 0 dumbledore:/etc/init.d# cat /etc/init.d/rc.local #! /bin/sh ### BEGIN INIT INFO # Provides: rc.local # Required-Start: $remote_fs $syslog $all # Required-Stop: # Default-Start: 2 3 4 5 # Default-Stop: # Short-Description: Run /etc/rc.local if it exist ### END INIT INFO PATH=/sbin:/usr/sbin:/bin:/usr/bin . /lib/init/vars.sh . /lib/lsb/init-functions do_start() { if [ -x /etc/rc.local ]; then [ "$VERBOSE" != no ] && log_begin_msg "Running local boot scripts (/etc/rc.local)" /etc/rc.local ES=$? [ "$VERBOSE" != no ] && log_end_msg $ES return $ES fi } case "$1" in start) do_start ;; restart|reload|force-reload) echo "Error: argument '$1' not supported" >&2 exit 3 ;; stop) ;; *) echo "Usage: $0 start|stop" >&2 exit 3 ;; esac

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  • Most efficient way to connect an ISAPI Dll to a windows service

    - by Mike Trader
    I am writing a custom server for a client. They want scalability so I must use a thread pool and probably I/O completion port to regulate it. The main requirement is that a windows service manage the HTTP requests for a number of reasons. An example of one would be that a client session spans many requests and continuity must be maintained. Another would be that the ISAPI Dll will be in the IIS address space and so it's code will be lean and very carefully implemented. The extensive processing in the Windows service may get unruly for the duration of the lengthy development. If the service crashes it will not take out IIS. Anyway, the remaining decision is how to have these two processes communicate. We have talked about pipes, tcp, global memory and even a single pipe with multiplexed data ala FastCGI. Would love to hear anyones experience with a decision like this.

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  • Adding MySQL servers/ data nodes into database clustering without restarting mysql cluster

    - by Dwayne Johnson
    I currently have mysql clustering up and running. For high scalability is there a way to include either mysql node, data nodes, or management nodes without restarting the entire cluster. I wish to understand how is it implement or is there a documentation I can read. I believe only the latest version can support this. I am running NDB 7.0. I am aware that I am able to add the nodes online, but it requires me perform a rolling restart. What other approach I can take to implement this without restarting in my network?

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  • amazon dynamoDB or MySQL for storing large arrays inside each row

    - by Logan Besecker
    I am trying to decide which database I should use for an application I'm making. I was leaning toward dynamoDB because of its scalability, but then I read in the documentation which said: there is a limit of 64 KB on the item size although it looks like MySQL has a similar restriction documented here This application will be storing a lot of data in two arrays, which could contain upwards of 10,000-100,000 strings in each. I estimate that these strings will each be somewhere around 20 characters long, so each element of the array will be around 40bytes and each array could be around 4MB. Given this predicament, what database on amazon AWS would you use; or how would you get around the limit of size per row? Thanks in advance, Logan Besecker

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  • How to enable "Sleep" for Windows 2012 server

    - by Ramesh
    I recently installed Windows Server 2012. This will serve as the dev-instance for our engineers and will be accessed in multiple time zones. I therefore plan to run this 24x7 but want to conserve energy by going to sleep mode when not in use & enable Wake-On-Magic-Packet. Based on the previous post it appears that there is no option to sleep Win Server 2012 with Hyper-V. Since I don't care much about virtualization now, I uninstalled Hyper-V. In addition to this, I have done the following 1) Ran powercfg -a. Don't find sleep. 2) Added [HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\hvboot] "Start"=dword:00000003 to try gaining sleep - no luck! 3) Only see Shutdown and Restart in power options. Please help me sleep and save the planet :-) Thanks, Ramesh

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