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  • Trace File Source Adapter

    The Trace File Source adapter is a useful addition to your SSIS toolbox.  It allows you to read 2005 and 2008 profiler traces stored as .trc files and read them into the Data Flow.  From there you can perform filtering and analysis using the power of SSIS. There is no need for a SQL Server connection this just uses the trace file. Example Usages Cache warming for SQL Server Analysis Services Reading the flight recorder Find out the longest running queries on a server Analyze statements for CPU, memory by user or some other criteria you choose Properties The Trace File Source adapter has two properties, both of which combine to control the source trace file that is read at runtime. SQL Server 2005 and SQL Server 2008 trace files are supported for both the Database Engine (SQL Server) and Analysis Services. The properties are managed by the Editor form or can be set directly from the Properties Grid in Visual Studio. Property Type Description AccessMode Enumeration This property determines how the Filename property is interpreted. The values available are: DirectInput Variable Filename String This property holds the path for trace file to load (*.trc). The value is either a full path, or the name of a variable which contains the full path to the trace file, depending on the AccessMode property. Trace Column Definition Hopefully the majority of you can skip this section entirely, but if you encounter some problems processing a trace file this may explain it and allow you to fix the problem. The component is built upon the trace management API provided by Microsoft. Unfortunately API methods that expose the schema of a trace file have known issues and are unreliable, put simply the data often differs from what was specified. To overcome these limitations the component uses  some simple XML files. These files enable the trace column data types and sizing attributes to be overridden. For example SQL Server Profiler or TMO generated structures define EventClass as an integer, but the real value is a string. TraceDataColumnsSQL.xml  - SQL Server Database Engine Trace Columns TraceDataColumnsAS.xml    - SQL Server Analysis Services Trace Columns The files can be found in the %ProgramFiles%\Microsoft SQL Server\100\DTS\PipelineComponents folder, e.g. "C:\Program Files\Microsoft SQL Server\100\DTS\PipelineComponents\TraceDataColumnsSQL.xml" "C:\Program Files\Microsoft SQL Server\100\DTS\PipelineComponents\TraceDataColumnsAS.xml" If at runtime the component encounters a type conversion or sizing error it is most likely due to a discrepancy between the column definition as reported by the API and the actual value encountered. Whilst most common issues have already been fixed through these files we have implemented specific exception traps to direct you to the files to enable you to fix any further issues due to different usage or data scenarios that we have not tested. An example error that you can fix through these files is shown below. Buffer exception writing value to column 'Column Name'. The string value is 999 characters in length, the column is only 111. Columns can be overridden by the TraceDataColumns XML files in "C:\Program Files\Microsoft SQL Server\100\DTS\PipelineComponents\TraceDataColumnsAS.xml". Installation The component is provided as an MSI file which you can download and run to install it. This simply places the files on disk in the correct locations and also installs the assemblies in the Global Assembly Cache as per Microsoft’s recommendations. You may need to restart the SQL Server Integration Services service, as this caches information about what components are installed, as well as restarting any open instances of Business Intelligence Development Studio (BIDS) / Visual Studio that you may be using to build your SSIS packages. Finally you will have to add the transformation to the Visual Studio toolbox manually. Right-click the toolbox, and select Choose Items.... Select the SSIS Data Flow Items tab, and then check the Trace File Source transformation in the Choose Toolbox Items window. This process has been described in detail in the related FAQ entry for How do I install a task or transform component? We recommend you follow best practice and apply the current Microsoft SQL Server Service pack to your SQL Server servers and workstations. Please note that the Microsoft Trace classes used in the component are not supported on 64-bit platforms. To use the Trace File Source on a 64-bit host you need to ensure you have the 32-bit (x86) tools available, and the way you execute your package is setup to use them, please see the help topic 64-bit Considerations for Integration Services for more details. Downloads Trace Sources for SQL Server 2005 -- Trace Sources for SQL Server 2008 Version History SQL Server 2008 Version 2.0.0.382 - SQL Sever 2008 public release. (9 Apr 2009) SQL Server 2005 Version 1.0.0.321 - SQL Server 2005 public release. (18 Nov 2008) -- Screenshots

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  • Developing Schema Compare for Oracle (Part 3): Ghost Objects

    - by Simon Cooper
    In the previous blog post, I covered how we solved the problem of dependencies between objects and between schemas. However, that isn’t the end of the issue. The dependencies algorithm I described works when you’re querying live databases and you can get dependencies for a particular schema direct from the server, and that’s all well and good. To throw a (rather large) spanner in the works, Schema Compare also has the concept of a snapshot, which is a read-only compressed XML representation of a selection of schemas that can be compared in the same way as a live database. This can be useful for keeping historical records or a baseline of a database schema, or comparing a schema on a computer that doesn’t have direct access to the database. So, how do snapshots interact with dependencies? Inter-database dependencies don't pose an issue as we store the dependencies in the snapshot. However, comparing a snapshot to a live database with cross-schema dependencies does cause a problem; what if the live database has a dependency to an object that does not exist in the snapshot? Take a basic example schema, where you’re only populating SchemaA: SOURCE   TARGET (using snapshot) CREATE TABLE SchemaA.Table1 ( Col1 NUMBER REFERENCES SchemaB.Table1(col1));   CREATE TABLE SchemaA.Table1 ( Col1 VARCHAR2(100)); CREATE TABLE SchemaB.Table1 ( Col1 NUMBER PRIMARY KEY);   CREATE TABLE SchemaB.Table1 ( Col1 VARCHAR2(100)); In this case, we want to generate a sync script to synchronize SchemaA.Table1 on the database represented by the snapshot. When taking a snapshot, database dependencies are followed, but because you’re not comparing it to anything at the time, the comparison dependencies algorithm described in my last post cannot be used. So, as you only take a snapshot of SchemaA on the target database, SchemaB.Table1 will not be in the snapshot. If this snapshot is then used to compare against the above source schema, SchemaB.Table1 will be included in the source, but the object will not be found in the target snapshot. This is the same problem that was solved with comparison dependencies, but here we cannot use the comparison dependencies algorithm as the snapshot has not got any information on SchemaB! We've now hit quite a big problem - we’re trying to include SchemaB.Table1 in the target, but we simply do not know the status of this object on the database the snapshot was taken from; whether it exists in the database at all, whether it’s the same as the target, whether it’s different... What can we do about this sorry state of affairs? Well, not a lot, it would seem. We can’t query the original database, as it may not be accessible, and we cannot assume any default state as it could be wrong and break the script (and we currently do not have a roll-back mechanism for failed synchronizes). The only way to fix this properly is for the user to go right back to the start and re-create the snapshot, explicitly including the schemas of these 'ghost' objects. So, the only thing we can do is flag up dependent ghost objects in the UI, and ask the user what we should do with it – assume it doesn’t exist, assume it’s the same as the target, or specify a definition for it. Unfortunately, such functionality didn’t make the cut for v1 of Schema Compare (as this is very much an edge case for a non-critical piece of functionality), so we simply flag the ghost objects up in the sync wizard as unsyncable, and let the user sort out what’s going on and edit the sync script as appropriate. There are some things that we do do to alleviate somewhat this rather unhappy situation; if a user creates a snapshot from the source or target of a database comparison, we include all the objects registered from the database, not just the ones in the schemas originally selected for comparison. This includes any extra dependent objects registered through the comparison dependencies algorithm. If the user then compares the resulting snapshot against the same database they were comparing against when it was created, the extra dependencies will be included in the snapshot as required and everything will be good. Fortunately, this problem will come up quite rarely, and only when the user uses snapshots and tries to sync objects with unknown cross-schema dependencies. However, the solution is not an easy one, and lead to some difficult architecture and design decisions within the product. And all this pain follows from the simple decision to allow schema pre-filtering! Next: why adding a column to a table isn't as easy as you would think...

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  • Game development: “Play Now” via website vs. download & install

    - by Inside
    Heyo, I've spent some time looking over the various threads here on gamedev and also on the regular stackoverflow and while I saw a lot of posts and threads regarding various engines that could be used in game development, I haven't seen very much discussion regarding the various platforms that they can be used on. In particular, I'm talking about browser games vs. desktop games. I want to develop a simple 3D networked multiplayer game - roughly on the graphics level of Paper Mario and gameplay with roughly the same level of interaction as a hack & slash action/adventure game - and I'm having a hard time deciding what platform I want to target with it. I have some experience with using C++/Ogre3D and Python/Panda3D (and also some synchronized/networked programming), but I'm wondering if it's worth it to spend the extra time to learn another language and another engine/toolkit just so that the game can be played in a browser window (I'm looking at jMonkeyEngine right now). For simple & short games the newgrounds approach (go to the site, click "play now", instant gratification) seems to work well. What about for more complex games? Is there a point where the complexity of a game is enough for people to say "ok, I'm going to download and play that"? Is it worth it to go with engines that are less-mature, have less documentation, have fewer features, and smaller communities* just so that a (possibly?) larger audience can be reached? Does it make sense to even go with a web-environment for the kind of game that I want to make? Does anyone have any experiences with decisions like this? Thanks! (* With the exception of flash-based engines it seems like most of the other approaches have these downsides when compared to what is available for desktop-based environments. I'd go with flash, but I'm worried that flash's 3D capabilities aren't mature enough right now to do what I want easily. There's also Unity3D, but I'm not sure how I feel about that at all. It seems highly polished, but requires a plugin to be downloaded for the game to be played -- at that rate I might as well have players download my game.)

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  • What's your advise on a potential legal suit? [closed]

    - by ohho
    I [xxx app developer] received an email from Apple that a developer [of yyy app] believes I am "infringing their copyright." Description of Issue: [xxx developer] copied my application (my application is [yyy]) feature by feature. Even their donation model is completely copied from my application. Their first release was significantly later than mine, which implies copying of the application rather than parallel development. I suffered significant financial losses because of their actions, in additional to promotion problems as many people are confused with their product. My advertising was based around the idea of a "free [yyy] application for an iPhone" and they have just taken that as a title for their application. I would appreciate if someone takes a look at their release schedule and compare it to my releases. Additionally, please take a look at their functionality and how it point by point copies the functionality of my older releases. I am asking Apple to remove their application from the App Store, and ban them from resubmitting it. Thank you for your time! [yyy developer], the developer of the [yyy] application. My response was: The code of [xxx] is written by myself, using Apple public API. The graphics elements are designed by myself. The user interface and app control are independently designed and different from other [similar type] apps (please judge yourself). In-app Purchase is iOS Apple standard API. iAd is Apple iOS standard API. I don't think features can be owned exclusively. In fact, my app comes with fewer features, as I prefer minimalist design. I don't think idea can be owned exclusively. Apple responded: Thank you for your response. Unfortunately, Apple cannot serve as arbiter for disputes among third parties. Please contact [yyy developer] directly regarding your actions. You can reach [yyy developer] through: [...]. We look forward to confirmation from both parties that this issue has been resolved. If this issue is not resolved shortly, Apple may be forced to pull your application(s) from the App Store. Then I sent my response above to [yyy developer]. [yyy developer] then asked me "to provide (my) legal address and contact details that (his) lawyer requires to file a copyright infringement suit." IMO, I don't think the [yyy developer]'s claim on "feature by feature" copy is valid. I have fewer features, completely different user interface design. However, I don't think I can afford a legal action for an app of so little financial return. So what's your advise on this? Should I just let Apple pull my app? Or is there any alternative I can consider? FYI ... UI of [xxx app]: and UI of [yyy app]:

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  • Best Platform/Engine for turn based Client/Server Android game

    - by Paradine
    I'm currently designing a turn based game for tablets. Initially for Android with porting to iOS later considered in design. I'm having trouble narrowing down the available technologies to even know where to spend my research time. I am hoping that if I explain what I am trying to achieve someone may be able to suggest a platform and/or engine. I've looked into some of the open source Engines ( http://www.cuteandroid.com/ten-open-source-android-2d-or-3d-game-engine-for-android-developers ) and some appear to handle much of what I might require - although with a higher focus on graphics than i need. Mages looks interesting although development appears to have ceased. If I could somehow leverage GoogleApps that would be excellent. Here is what I am trying to achieve: PvP turn based strategy game over internet - minimal animation and bandwidth required Players match up online using MetaGame system MatchID created on Resolution Server and Game starts Clients have 30 second countdown to select MoveString Clients sends small secure timestamped and MatchIDed MoveString to Resolution server Resolution server looks up Move String for each player, Resolves and Updates Players status in MatchID on Server Resolution server updates Client Views Repeat until victory conditions met - MatchID Closed, Rewards earned in MetaGame There will also need to be a full social and account system and metagame backend - but this could be running on separate system(s) Tablet in Offline mode would be catalog browsing and perhaps single player AI - bum I'm focusing on the Resolution Server at this point I'm not even certain if I would be looking at an Android App or a WebApp at this stage! I want a custom GUI so I guess an app - but maybe as I have little animation a WebApp might also work. Probably some combination of both. There will be very small overhead in data between client server - essentially a small text string every 30 seconds sent to the Resolution server which looks up the Effect and applies it to the Opponents string and determines some results to apply to the match. The client view is updated minimally with the results (only 5 in game Integers tracked) - perhaps triggering small animations/popups on the client to show the end result. e.g Explosion. If you have suggestions for a good technology or platform to best achieving the Resolution Server I'd love to hear. Also if you have experience with open source Engines - and could narrow down which (if any ) might be most suitable that would be a big help. Thanks in advance

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  • Java Spotlight Episode 78: Jasper Potts on the JavaFX Scene Builder

    - by Roger Brinkley
    Tweet An interview with Jasper Potts about the new JavaFX Scene Builder. Joining us this week on the Java All Star Developer Panel are Dalibor Topic, Java Free and Open Source Software Ambassador and Arun Gupta, Java EE Guy. Right-click or Control-click to download this MP3 file. You can also subscribe to the Java Spotlight Podcast Feed to get the latest podcast automatically. If you use iTunes you can open iTunes and subscribe with this link:  Java Spotlight Podcast in iTunes. Show Notes News JavaFX Scene Builder Developer Preview available for testing. Java EE Unlock the Java EE 6 Platform using NetBeans 7.1 Tuning GlassFish for Production JSF 2.2 Update from Ed Burns John Rose at Microsoft's Lang.NEXT summit Recording of John's Java 8 presentation Jeroen Frijters' presentation on IKVM.NET Martin Odersky's keynote JVM Language Summit 2012 July 30 – August 1; Oracle Santa Clara (same as last year) CFP coming in a few days JVM Language Summit 2011 Presentations & Recordings Proposed development schedule for JDK 8 Say hello to Mathias Axelsson Events April 11, Cleveland JUG, Cleveland, OH April 12, GreenJUG, Greenville, SC April 17-18, JavaOne Russia, Moscow Russia April 18–20, Devoxx France, Paris, France April 17-20, GIDS, Bangalore April 21, Java Summit, Chennai April 26, Mix-IT, Lyon, France, May 3-4, JavaOne India, Hyderabad, India May 5, Bangalore, Pune, ?? - JUG outreach May 7, OTN Developer Day, Mumbai May 8, OTN Developer Day, Delhi Feature InterviewJasper Potts is the Developer Experience Architect for the Java Client Group at Oracle. Responsible for technical design for everything thats sis on the core platform including Controls, Tools, Samples and Blueprints. Formally a lead engineer on the JavaFX & Swing teams working on the new JavaFX UI Controls and Graphics frameworks. Also responsible for designing, developing and presenting demos during the keynotes at JavaOne and Devoxx. A JavaOne Rockstar presenter having presented many sessions on JavaFX and Swing at many conferences. Prior to Sun he founded Xerto a desktop applications company developing Imagery a Java professional photo management application. In this interview Jasper talks about the recently release JavaFX Scene Builder. Mail Bag What’s Cool Contribute to GlassFish in Five Different Ways Stephen Chin and James Weaver join Oracle Adam Bien - Building Java FX 2 Libraries From Source With Maven 3 Paul Sandoz - Java Boomerang Building Jigsaw on Mac OS X using VirtualBox Mandy Chung: Jigsaw for Mac OS X

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  • Wireless not working with a RaLink RT3090

    - by Promather
    I recently bought a new HP DV6-3118SA laptop, but I am having a very discouraging problem with wireless LAN. It simply doesn't work! Could you please help me with this? Output of lspci -k: 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 02) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: agpgart-intel Kernel modules: intel-agp 00:01.0 PCI bridge: Intel Corporation Core Processor PCI Express x16 Root Port (rev 02) Kernel driver in use: pcieport Kernel modules: shpchp 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 02) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: i915 Kernel modules: i915 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) Subsystem: Hewlett-Packard Company Device 144a 00:1a.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: ehci_hcd 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: HDA Intel Kernel modules: snd-hda-intel 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 05) Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 05) Kernel driver in use: pcieport Kernel modules: shpchp 00:1d.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: ehci_hcd 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a5) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel modules: iTCO_wdt 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: ahci Kernel modules: ahci 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel modules: i2c-i801 00:1f.6 Signal processing controller: Intel Corporation 5 Series/3400 Series Chipset Thermal Subsystem (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: intel ips Kernel modules: intel_ips 01:00.0 VGA compatible controller: ATI Technologies Inc Manhattan [Mobility Radeon HD 5000 Series] Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: radeon Kernel modules: radeon 01:00.1 Audio device: ATI Technologies Inc Manhattan HDMI Audio [Mobility Radeon HD 5000 Series] Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: HDA Intel Kernel modules: snd-hda-intel 02:00.0 Network controller: RaLink RT3090 Wireless 802.11n 1T/1R PCIe Subsystem: Hewlett-Packard Company Device 1453 Kernel driver in use: rt2800pci Kernel modules: rt2860sta, rt2800pci 03:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 03) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: r8169 Kernel modules: r8169 7f:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 02) Subsystem: Hewlett-Packard Company Device 144a

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  • Why does Chrome video performance substantially degrade after waking from suspend in 10.10?

    - by Grant Heaslip
    Note: For some more details, some of which may not be true given what I've figured out, see this post. When I first boot my computer, video performance (both native H.264 HTML5 in YouTube and Vimeo, and in Flash) in Chrome is perfectly reasonable. CPU usage stays slow, everything works correctly, and the video is silky-smooth. But for whatever reason, if I suspend my computer then wake it up, video performance plummets. Full screen HTML5 video is choppy at best, and full-screen Flash video basically brings my computer to its knees (I'm talking less than a frame a second, and a 5 second lead time to leave full-screen after hitting Esc). Restarting Chrome doesn't fix this — I need to completely restart my machine before performance goes back to normal. Video performance in other applications, such as Movie Player, doesn't seem to be affected at all by the suspend cycle — it's only Chrome. I'm using a Lenovo X201, with an Intel GMA HD graphics chipset, and Intel compnents all around (I don't need any proprietary drivers). This didn't happen in 10.04, and I haven't anything that I think would have caused this to happen. It's possible that a Chrome release could have caused this, but it seems less likely than a regression between 10.04 and 10.10. Any ideas? EDIT: In response Georg's comment, logging in and out doesn't fix it. Restarting Compiz or switching to Metacity (at least by using "compiz/metacity --replace & disown" — am I doing it right?) doesn't help (actually, it seemed to help somewhat with Flash once, but I haven't been able to reproduce this). I'm not sure about GDM — when I use "sudo restart gdm" I get kicked back to the Linux shell (?), which I have no idea how to get out of. Also, I want to make very clear that this isn't just a case of Flash sucking (it does,but that's beside the point). I"m seeing the same general problem with HTML5 videos, and Flash is performing better on my Nexus One than it does on my Core i5 laptop. There's something screwy going on with Chrome and/or 10.10.

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  • wifi problems with lenovo g580 on kubuntu-13.04-desktop-amd64

    - by user203963
    i have a wifi connection problem in lenovo g580 on kubuntu-13.04-desktop-amd64. ethernet cable is working properly but wifi does'nt connect below are some hardware information sudo lshw -class network gives *-network description: Ethernet interface product: AR8162 Fast Ethernet vendor: Qualcomm Atheros physical id: 0 bus info: pci@0000:01:00.0 logical name: eth0 version: 10 serial: 20:89:84:3d:e9:10 size: 100Mbit/s capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: pm pciexpress msi msix bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=alx driverversion=1.2.3 duplex=full firmware=N/A ip=192.168.0.106 latency=0 link=yes multicast=yes port=twisted pair speed=100Mbit/s resources: irq:16 memory:90500000-9053ffff ioport:2000(size=128) *-network description: Network controller product: BCM4313 802.11b/g/n Wireless LAN Controller vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:02:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: driver=bcma-pci-bridge latency=0 resources: irq:17 memory:90400000-90403fff *-network description: Wireless interface physical id: 3 logical name: wlan0 serial: 68:94:23:fa:2c:d9 capabilities: ethernet physical wireless configuration: broadcast=yes driver=brcmsmac driverversion=3.8.0-19-generic firmware=N/A link=no multicast=yes wireless=IEEE 802.11bgn lsubs gives Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 001 Device 003: ID 0489:e032 Foxconn / Hon Hai Bus 002 Device 003: ID 04f2:b2e2 Chicony Electronics Co., Ltd lspci gives 00:00.0 Host bridge: Intel Corporation 2nd Generation Core Processor Family DRAM Controller (rev 09) 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 00:14.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB xHCI Host Controller (rev 04) 00:16.0 Communication controller: Intel Corporation 7 Series/C210 Series Chipset Family MEI Controller #1 (rev 04) 00:1a.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB Enhanced Host Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation 7 Series/C210 Series Chipset Family High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: Intel Corporation 7 Series/C210 Series Chipset Family PCI Express Root Port 1 (rev c4) 00:1c.1 PCI bridge: Intel Corporation 7 Series/C210 Series Chipset Family PCI Express Root Port 2 (rev c4) 00:1d.0 USB controller: Intel Corporation 7 Series/C210 Series Chipset Family USB Enhanced Host Controller #1 (rev 04) 00:1f.0 ISA bridge: Intel Corporation HM76 Express Chipset LPC Controller (rev 04) 00:1f.2 SATA controller: Intel Corporation 7 Series Chipset Family 6-port SATA Controller [AHCI mode] (rev 04) 00:1f.3 SMBus: Intel Corporation 7 Series/C210 Series Chipset Family SMBus Controller (rev 04) 01:00.0 Ethernet controller: Qualcomm Atheros AR8162 Fast Ethernet (rev 10) 02:00.0 Network controller: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller (rev 01) Does anyone knows the solution? rfkill list all gives 0: hci0: Bluetooth Soft blocked: no Hard blocked: no 1: phy0: Wireless LAN Soft blocked: yes Hard blocked: no 2: ideapad_wlan: Wireless LAN Soft blocked: yes Hard blocked: no 3: ideapad_bluetooth: Bluetooth Soft blocked: no Hard blocked: no

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  • Best Ati Radeon x1200 drivers for 12.10

    - by Jaclyn
    [Long story short is at the bottom if you don't care about my ranting] Ok, well, I have the unfortunate distinction of having an Acer Extensa 4420 (Yes, the model with the faulty motherboard, and no, I do not know how it is still working either). Long story short I need the best drivers for my Ati Radeon x1200 integrated graphics card. The Ati Propriatary drivers for 12.10 no longer supports my video card. Currently when I try to play Minecraft, or any game really, the framerate is quite terrible despite the fact that my handy dandy system load monitor says that I have plenty of memory and CPU power (Mind you, this is when I'm not playing minecraft; that kind of uses up all of my resources unless it's on the worst graphical settings, and even then I have terrible framerate, but plenty of resources left over). I tried the fglrx through a workaround guide, and it completely killed my display and I had to uninstall it. I'm considering just trying to install fglrx through synaptic, but I am hesitant to do so since I don't want a repeat of the BSBDD!!! (Black Screen of Bad Drivers 'o DOOOM!!!), so I will wait until after I get some input from you fine ladies and gentlemen on to what your advice it. ok, so I'm running xubuntu 12.10 64 bit. I upgraded from 10.10 to 11.04. Then about a month ago I went from natty to quantal via the update option in the package updater, and then I decided that I was sick of gnome so I installed xfce. I did not install new drivers from natty to when I wound up at 12.10, so that shouldn't have changed, and they were indeed quite terrible back then, but now I'm using xubuntu as my main os, so I actually need good drivers. uuuugh. Anyway, long story short: I need to know what are the best drivers available for my card, and how to install them, because I am a linux novice, and I have tried everything that I can think of, including search google. Small edit: I forgot to note that since I upgraded to 12.10, my VGA out does not work (I haven't had a chance to try the s-video yet), and possibly related, the USB port on that side of my laptop does not work anymore either.

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  • How to Use Your Android Phone as a Modem; No Rooting Required

    - by Jason Fitzpatrick
    If your cellular provider’s mobile hotspot/tethering plans are too pricey, skip them and tether your phone to your computer without inflating your monthly bill. Read on to see how you can score free mobile internet. We recently received a letter from a How-To Geek reader, requesting help linking their Android phone to their laptop to avoid the highway robbery their cellular provider was insisting upon: Dear How-To Geek, I recently found out that my cellphone company charges $30 a month to use your smartphone as a data modem. That’s an outrageous price when I already pay an extra $15 a month charge just because they insist that because I have a smartphone I need a data plan because I’ll be using so much more data than other users. They expect me to pay what amounts to a $45 a month premium just to do some occasional surfing and email checking from the comfort of my laptop instead of the much smaller smartphone screen! Surely there is a work around? I’m running Windows 7 on my laptop and I have an Android phone running Android OS 2.2. Help! Sincerely, No Double Dipping! Well Double Dipping, this is a sentiment we can strongly related to as many of us on staff are in a similar situation. It’s absurd that so many companies charge you to use the data connection on the phone you’re already paying for. There is no difference in bandwidth usage if you stream Pandora to your phone or to your laptop, for example. Fortunately we have a solution for you. It’s not free-as-in-beer but it only costs $16 which, over the first year of use alone, will save you $344. Let’s get started! Latest Features How-To Geek ETC What Can Super Mario Teach Us About Graphics Technology? Windows 7 Service Pack 1 is Released: But Should You Install It? How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Make Efficient Use of Tab Bar Space by Customizing Tab Width in Firefox See the Geeky Work Done Behind the Scenes to Add Sounds to Movies [Video] Use a Crayon to Enhance Engraved Lettering on Electronics Adult Swim Brings Their Programming Lineup to iOS Devices Feel the Chill of the South Atlantic with the Antarctica Theme for Windows 7 Seas0nPass Now Offers Untethered Apple TV Jailbreaking

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  • Installing Ubuntu 12.04 on NUC intel i3 DC3217IYE

    - by Kieron
    System: NUC i3, 2 hdmi ports, ethernet, no wireless. UEFI boot 2x2gb ram 30gb mSATA internal drive Ubuntu 64bit 12.04.03 Hello i am having much trouble loading an OS on my NUC. I started out attempting another OS with various loaders (beast/hack) without much success,(various panics on boot or endless reboot loops, or graphics failures) after many tries i decided to attempt Ubuntu. Many years ago i loaded Ubuntu on an e-machine without an issue so i figured it would go smoothly, nothing could be further from the truth. The Live USB stick loads, but when i am installing the OS it always fails to load grub 2. Obviously it wont boot from SSD without grub2. I searched and found that Boot-repair should fix it...so i created a live usb with boot repair...it refuses to repair the grub because the install never finished and the needed partions are not fully created and flagged. It also demands an internet connection which i am unable to provide. I then ran gparted in an attempt to create the needed partitions manually, then re-ran boot repair turning off the "check internet" option. and disabling the re-install grub hoping it would create the missing directories and or fix the flags. it appeared to run successfully but upon return to the Ubuntu live USB it still fails at the grub2 install. also gparted doesnt have the same choices that Ubuntu install has when creating partitions, causing it to not recognize that i already had a root, or an EFI directory or it sometimes couldnt tell what the format of the partition was...all very annoying the reason i cant connect to internet (and cant upload the error logs) is the nuc only has Ethernet and the location i have to set up is too far away from modem. i can not move the monitor closer to modem as it is a 50inch LCD. I just want to do a basic install with one user acct and remote desktop (vnc) turned on so i can move the NUC to the modem connect via ethernet and then finish setting it up via Remote desktop/VNC chicken from my mac. While i await any assistance you maybe able to provide i am going to attempt to switch to the 32bit version and legacy boot to see if that can load grub. thnx again to anyone that can come up with a possible solution. i would love to hit "erase and install ubuntu" if anyone can figure out what is stopping that simple answer from working. Also disks (CD/DVD) are not an option as neither my Mac mini or my NUC have optical drives, and i have no desire to buy one for one task

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • Enterprise MDM: Rationalizing Reference Data in a Fast Changing Environment

    - by Mala Narasimharajan
    By Rahul Kamath Enterprises must move at a rapid pace to establish and retain global market leadership by continuously focusing on operational efficiency, customer intimacy and relentless execution. Reference Data Management    As multi-national companies with a presence in multiple industry categories, market segments, and geographies, their ability to proactively manage changes and harness them to align their front office with back-office operations and performance management initiatives is critical to make the proverbial elephant dance. Managing reference data including types and codes, business taxonomies, complex relationships as well as mappings represent a key component of the broader agenda for enabling flexibility and agility, without sacrificing enterprise-level consistency, regulatory compliance and control. Financial Transformation  Periodically, companies find that processes implemented a decade or more ago no longer mirror the way of doing business and seek to proactively transform how they operate their business and underlying processes. Financial transformation often begins with the redesign of one’s chart of accounts. The ability to model and redesign one’s chart of accounts collaboratively, quickly validate against historical transaction bases and secure business buy-in across multiple line of business stakeholders, while continuing to manage changes within the legacy general ledger systems and downstream analytical applications while piloting the in-flight transformation can mean the difference between controlled success and project failure. Attend the session titled CON8275 - Oracle Hyperion Data Relationship Management: Enabling Enterprise Transformation at Oracle Openworld on Monday, October 1, 2012 at 4:45pm in Ballroom A of the InterContinental Hotel to learn how Oracle’s Data Relationship Management solution can help you stay ahead of the competition and proactively harness master (and reference) data changes to transform your enterprise. Hear in-depth customer testimonials from GE Healthcare and Old Mutual South Africa to learn how others have harnessed this technology effectively to build enduring competitive advantage through business process innovation and investments in master data governance. Hear GE Healthcare discuss how DRM has enabled financial transformation, ERP consolidation, mergers and acquisitions, and the alignment reference data across financial and management reporting applications. Also, learn how Old Mutual SA has upgraded to EBS R12 Financials and is transforming the management of chart of accounts for corporate reporting. Separately, an esteemed panel of DRM customers including Cisco Systems, Nationwide Insurance, Ralcorp Holdings and Mentor Graphics will discuss their perspectives on how DRM has helped them address business challenges associated with enterprise MDM including major change management initiatives including financial transformations, corporate restructuring, mergers & acquisitions, and the rationalization of financial and analytical master reference data to support alternate business perspectives for the alignment of EPM/BI initiatives. Attend the session titled CON9377 - Customer Showcase: Success with Oracle Hyperion Data Relationship Management at Openworld on Thursday, October 4, 2012 at 12:45pm in Ballroom of the InterContinental Hotel to interact with our esteemed speakers first hand.

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  • Wireless Not Working on Ubuntu 10.10

    - by Promather
    I recently bought a new HP DV6-3118SA laptop, but I am having a very discouraging problem with wireless LAN. It simply doesn't work! Could you please help me with this? EDIT: Following @Ronald and @Oli advice, I am dumping the output of lspci -k: 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 02) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: agpgart-intel Kernel modules: intel-agp 00:01.0 PCI bridge: Intel Corporation Core Processor PCI Express x16 Root Port (rev 02) Kernel driver in use: pcieport Kernel modules: shpchp 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 02) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: i915 Kernel modules: i915 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) Subsystem: Hewlett-Packard Company Device 144a 00:1a.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: ehci_hcd 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: HDA Intel Kernel modules: snd-hda-intel 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 05) Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.1 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 2 (rev 05) Kernel driver in use: pcieport Kernel modules: shpchp 00:1d.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: ehci_hcd 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev a5) 00:1f.0 ISA bridge: Intel Corporation Mobile 5 Series Chipset LPC Interface Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel modules: iTCO_wdt 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 4 port SATA AHCI Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: ahci Kernel modules: ahci 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel modules: i2c-i801 00:1f.6 Signal processing controller: Intel Corporation 5 Series/3400 Series Chipset Thermal Subsystem (rev 05) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: intel ips Kernel modules: intel_ips 01:00.0 VGA compatible controller: ATI Technologies Inc Manhattan [Mobility Radeon HD 5000 Series] Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: radeon Kernel modules: radeon 01:00.1 Audio device: ATI Technologies Inc Manhattan HDMI Audio [Mobility Radeon HD 5000 Series] Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: HDA Intel Kernel modules: snd-hda-intel 02:00.0 Network controller: RaLink RT3090 Wireless 802.11n 1T/1R PCIe Subsystem: Hewlett-Packard Company Device 1453 Kernel driver in use: rt2800pci Kernel modules: rt2860sta, rt2800pci 03:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 03) Subsystem: Hewlett-Packard Company Device 144a Kernel driver in use: r8169 Kernel modules: r8169 7f:00.0 Host bridge: Intel Corporation Core Processor QuickPath Architecture Generic Non-core Registers (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:00.1 Host bridge: Intel Corporation Core Processor QuickPath Architecture System Address Decoder (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:02.0 Host bridge: Intel Corporation Core Processor QPI Link 0 (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:02.1 Host bridge: Intel Corporation Core Processor QPI Physical 0 (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:02.2 Host bridge: Intel Corporation Core Processor Reserved (rev 02) Subsystem: Hewlett-Packard Company Device 144a 7f:02.3 Host bridge: Intel Corporation Core Processor Reserved (rev 02) Subsystem: Hewlett-Packard Company Device 144a

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  • Video stutter when using external drive

    - by psion
    When using boxee to play video files off of an external western digital 1TB drive formatted NTFS, I notice a slight stutter in the video every 5-10 seconds. When using mplayer, it doesn't stutter as often, but it still stutters occasionally. If I play the video off of the local sata drive, it plays fine even in boxee. I use this computer as my HTPC and I just switched from windows to linux on it. In windows, I never had any sort of stutter playing movies from the drive. I am using the latest intel graphics drivers (for the intel GMA 950) root@eee-htpc:/home/htpc# grep wd /etc/mtab /dev/sdb1 /mnt/wd2 fuseblk rw,nosuid,nodev,allow_other,blksize=512 0 0 I notice that despite trying to use ntfs or ntfs-3g, ubuntu uses ntfs-fuse which I've heard is slower. /dev/sdb1: Timing buffered disk reads: 80 MB in 3.07 seconds = 26.08 MB/sec root@eee-htpc:/mnt/wd2# dd if=/dev/zero of=./120mb bs=1024 count=120000 root@eee-htpc:/mnt/wd2# time mv ./120mb /home/htpc real 0m2.095s user 0m0.016s sys 0m0.736s Even though fuse has a reputation for being slow, it should easily be fast enough for playing standard definition video files. So why the video stutter? edit: The issue seems to be overhead cpu usage from either playing off of a usb device or ntfs/fuse. Watching CPU usage with top, local files use 10-40% CPU. Watching the same video on the external formatted ntfs, it spikes to 170% (over 100% because of hyperthreading). To me it seems like it must be overhead from the fuse driver, though I don't know if it has more or less overhead than ntfs-3g. It's a EEEBox B202 that has an atom 270, so not exactly the most powerful out there. edit2: I believe the solution would be to use non-fuse drivers or different fuse drivers. so far I have not been able to. edit3: I've probably edited this more times than I should, but as an update I have upgraded ntfs drivers to ntfs-3g 2010.8.8 external FUSE 28 - Third Generation NTFS Driver using the following PPA - ppa:x3lectric/team-iquik-releases. When first opening a video file in boxee that's on ntfs there's still the same amount of lag. After a few minutes of video, the lag seems to go away and the cpu usage comes down to 10-40%. Every so often though, it begins to stutter again. Also, if I skip ahead/back in the file, it begins to stutter a lot.

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  • A Slice of Raspberry Pi

    - by Phil Factor
    Guest editorial for the ITPro/SysAdmin newsletter The Raspberry Pi Foundation has done a superb design job on their new $35 network-enabled Linux computer. This tiny machine, incorporating an ARM processor on a Broadcom BCM2835 multimedia chip, aims to put the fun back into learning computing. The public response has been overwhelmingly positive.Note that aim: "…to put the fun back". Education in Information Technology is in dire straits. It always has been, but seems to have deteriorated further still, even in the face of improved provision of equipment.In many countries, the government controls the curriculum. It predicted a shortage in office-based IT skills, and so geared the ICT curriculum toward mind-numbing training in word-processing and spreadsheet skills. Instead, the shortage has turned out to be in people with an engineering-mindset, who can solve problems with whatever technologies are available and learn new techniques quickly, in a rapidly-changing field.In retrospect, the assumption that specific training was required rather than an education was an idiotic response to the arrival of mainstream information technology. As a result, ICT became a disaster area, which discouraged a generation of youngsters from a career in IT, and thereby led directly to the shortage of people with the skills that are required to exploit the potential of Information Technology..Raspberry Pi aims to reverse the trend. This is a rig that is geared to fast graphics in high resolution. It is no toy. It should be a superb games machine. However, the use of Fedora, Debian, or Arch Linux ARM shows the more serious educational intent behind the Foundation's work. It looks like it will even do some office work too!So, get hold of any power supply that provides a 5VDC source at the required 700mA; an old Blackberry charger will do or, alternatively, it will run off four AA cells. You'll need a USB hub to support the mouse and keyboard, and maybe a hard drive. You'll want a DVI monitor (with audio out) or TV (sound and video). You'll also need to be able to cope with wired Ethernet 10/100, if you want networking.With this lot assembled, stick the paraphernalia on the back of the HDTV with Blu Tack, get a nice keyboard, and you have a classy Linux-based home computer. The major cost is in the T.V and the keyboard. If you're not already writing software for this platform, then maybe, at a time when some countries are talking of orders in the millions, you should consider it.

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  • The first day of JavaOne is already over!

    - by delabassee
    In the past Sunday used to be a more relaxing day with ‘just’ some JavaOne activities going on. Sunday used to be a soft day to prepare yourself for an exhausting week. This is now over as JavaOne is expanding; Sunday is now an integral part of the conference. One of the side effect of this extra day is that some activities related to JavaOne and OpenWorld such as MySQL Connect are being push to start a day earlier on Saturday (can you spot the pattern here?). On the GlassFish front, Sunday was a very busy day! It started at the Moscone Center with the annual GlassFish Community Event where the Java EE 7 and GF 4 roadmaps were presented and discussed. During the event, different GlassFish users such as ZeroTurnaround (the JRebel guys), Grupo RBS and IDR Solutions shared their views on GF, why they like GF but also what could be improved. The event was also a forum for the GF community to exchange with some of the key Java EE / GlassFish Oracle Executives and the different GF team members. The Strategy keynote and the Technical keynote were held in the Masonic Auditorium later in the after-noon. Oracle executives have presented the plans for Java SE, Java FX and Java EE. As on-demand replays will be available soon, I will not summarize several hours of content but here are some personal takeaways from those keynotes. Modularity Modularity is a big deal. We know by now that Project Jigsaw will not be ready for Java SE 8 but in any case, it is already possible (and encouraged) to test Jigsaw today. In the future, Java EE plan to rely on the modularity features provided by Java SE, so Project Jigsaw is also relevant for Java EE developers. Shorter term, to cover some of the modular requirements, Java SE will adopt the approach that was used for Java EE 6 and the notion of Profiles. This approach does not define a module system per say; Profiles is a way to clearly define different subsets of Java SE to fulfill different needs (e.g. the full JRE is not required for a headless application). The introduction of different Profiles, from the Base profile (10mb) to the Full Profile (+50mb), has been proposed for Java SE 8. Embedded Embedded is a strong theme going forward for the Java Plaform. There is now a dedicated program : Java Embedded @ JavaOne Java by nature (e.g. platform independence, built-in security, ability easily talks to any back-end systems, large set of skills available on the market, etc.) is probably the most suited platform for the Internet of Things. You can quickly be up-to-speed and develop services and applications for that space just by using your current Java skills. All you need to start developing on ARM is a 35$ Raspberry Pi ARM board (25$ if you are cheap and can live without an ethernet connection) and the recently released JDK for Linux/ARM. Obviously, GlassFish runs on Raspberry Pi. If you wan to go further in the embedded space, you should take a look Java SE Embedded, an optimized, low footprint, Java environment that support the major embedded architectures (ARM, PPC and x86). Finally, Oracle has recently introduced Java Embedded Suite, a new solution that brings modern middleware capabilities to the embedded space. Java Embedded Suite is an optimized solution that leverage Java SE Embedded but also GlassFish, Jersey and JavaDB to deploy advanced value added capabilities (eg. sensor data filtering and) deeper in the network, closer to the devices. JavaFX JavaFX is going strong! Starting from Java SE 7u6, JavaFX is bundled with the JDK. JavaFX is now available for all the major desktop platforms (Windows, Linux and Mac OS X). JavaFX is now also available, in developer preview, for low end device running Linux/ARM. During the keynote, JavaFX was shown running on a Raspberry Pi! And as announced during the keynote, JavaFX should be fully open-sourced by the end of the year; contributions are welcome!. There is a strong momentum around JavaFX, it’s the ideal client solution for the Java platform. A client layer that works perfectly with GlassFish on the back-end. If you were not convince by JavaFX, it’s time to reconsider it! As an old Chinese proverb say “One tweet is worth a thousand words!” HTML5, Project Avatar and Java EE 7 HTML5 got a lot of airtime too, it was covered during the Java EE 7 section of the keynote. Some details about Project Avatar, Oracle’s incubator project for a TSA (Thin Server Architecture) solution, were diluted and shown during the keynote. On the tooling side, Project Easel running on NetBeans 7.3 beta was demo’ed, including a cool NetBeans debugging session running in Chrome! HTML 5, Project Avatar and Java EE 7 deserve separate posts... Feedback We need your feedback! There are many projects, JSRs and products cooking : GlassFish 4, Project Jigsaw, Concurrency Utilities for Java EE (JSR 236), OpenJFX, OpenJDK to name just a few. Those projects, those specifications will have a profound impact on the Java platform for the years to come! So if you have the opportunity, download, install, learn, tests them and give feedback! Remember, you can "Make the Future Java!" Finally, the traditional GlassFish Party at the Thirsty Bear concluded the first JavaOne day. This party is another place where the community can freely exchange with the GlassFish team in a more relaxed, more friendly (but sometime more noisy) atmosphere. Arun has posted a set of pictures to reflect the atmosphere of the keynotes and the GlassFish party. You can find more details on the others Java EE and GlassFish activities here.

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  • Create USB installer from the command line?

    - by j-g-faustus
    I'm trying to create a bootable USB image to install Ubuntu on a new computer. I have done this before following the "create USB drive" instructions for Ubuntu desktop, but I don't have an Ubuntu desktop available. How can I do the same using only the command line? Things I've tried: Create bootable USB on Mac OS X following the ubuntu.com "create USB drive" instructions for Mac: Doesn't boot. usb-creator: According to apt-cache search usb-creator and Wikipedia usb-creator only exists as a graphical tool. "Create manually" instructions at help.ubuntu.com: None of the files and directories described (e.g. casper, filesystem.manifest, menu.lst) exist in the ISO image, and I don't know what has replaced them. unetbootin scripting: Requires X server (graphics support) to run, even when fully scripted. (The command sudo unetbootin lang=en method=diskimage isofile=~/ubuntu-10.10-server-amd64.iso installtype=USB targetdrive=/dev/sdg1 autoinstall=yes gives an error message unetbootin: cannot connect to X server.) Update Also tried GRUB fiddling: Merging information from pendrivelinux.com a related question on the Linux Stackexchange and a grub configuration example I was able to get halfway there - it booted from USB, displayed the grub menu and started the installation, but installation did not complete. For reference, this is the closest I got: sudo su # mount USB pen mount /dev/sd[X]1 /media/usb # install GRUB grub-install --force --no-floppy --root-directory=/media/usb /dev/sd[X] # copy ISO image to USB cp ~/ubuntu-10.10-server-amd64.iso /media/usb # mount ISO image, copy existing grub.cfg mount ~/ubuntu-10.10-server-amd64.iso /media/iso/ -o loop cp /media/iso/boot/grub/grub.cfg /media/usb/boot/grub/ I then edited /media/usb/boot/grub.cfg to add an .iso loopback, example grub entry: menuentry "Install Ubuntu Server" { set gfxpayload=keep loopback loop /ubuntu-10.10-server-amd64.iso linux (loop)/install/vmlinuz file=(loop)/preseed/ubuntu-server.seed iso-scan/filename=/ubuntu-10.10-server-amd64.iso quiet -- initrd (loop)/install/initrd.gz } When booting from USB, this would give me the Grub boot menu and start the installer, but the installer gave up after a couple of screens complaining that it couldn't find the CD-ROM drive. (Naturally, as the box I'm installing on doesn't have an optical drive.) I resolved this particular issue by giving up and doing the "create USB drive" routine using the Ubuntu Live desktop CD (on a computer that does have an optical drive), then the USB install works. But I expect that there is some way to do this from the command line of an Ubuntu system without X server and without an optical drive, so the question still stands. Does anyone know how?

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  • What does the `dmesg` error: "composite sync not supported" mean?

    - by M. Tibbits
    Question: I see [ 20.473125] composite sync not supported and several such entries when I run dmesg. What do they mean? Background: I'm trying to debug a problem where my laptop won't suspend. Since acpi seems happy and I can suspend easily from the command line, I've turned to tracking down all boot-up errors/warnings. So I run dmesg | grep not and, amongst other shtuff, I get: 728:[ 17.267120] composite sync not supported 733:[ 18.009061] composite sync not supported 740:[ 18.159289] registered panic notifier 749:[ 18.162500] vga16fb: not registering due to another framebuffer present 757:[ 18.598251] composite sync not supported 776:[ 20.473125] composite sync not supported 777:[ 20.932266] composite sync not supported 778:[ 28.350231] composite sync not supported 779:[ 28.924913] composite sync not supported 780:[ 35.480658] composite sync not supported And the full log for the few lines right around that first appearance (line 728) is listed at the bottom of my post (I'd happily include anything else). Any ideas what could be causing this? I've read several sites: Ubuntuforums #1 IRC Chat #1 One post talks about ??Adobe flash?? causing this error? Some others also suggest that it might be an nvidia related problem, but I've got a Dell Latitude D630 with an integrated Intel graphics -- so nvidia isn't the problem. [ 17.207142] phy0: Selected rate control algorithm 'minstrel' [ 17.207833] Registered led device: b43-phy0::tx [ 17.207849] Registered led device: b43-phy0::rx [ 17.207865] Registered led device: b43-phy0::radio [ 17.207927] Broadcom 43xx driver loaded [ Features: PL, Firmware-ID: FW13 ] [ 17.267120] composite sync not supported [ 17.415795] EXT4-fs (sda2): mounted filesystem with ordered data mode [ 17.602131] [drm] initialized overlay support [ 17.620201] input: DualPoint Stick as /devices/platform/i8042/serio1/input/input7 [ 17.641192] input: AlpsPS/2 ALPS DualPoint TouchPad as /devices/platform/i8042/serio1/input/input8 [ 18.009061] composite sync not supported [ 18.106042] pcmcia_socket pcmcia_socket0: cs: IO port probe 0x100-0x3af: clean. [ 18.108115] pcmcia_socket pcmcia_socket0: cs: IO port probe 0x3e0-0x4ff: clean. [ 18.108941] pcmcia_socket pcmcia_socket0: cs: IO port probe 0x820-0x8ff: clean. [ 18.109676] pcmcia_socket pcmcia_socket0: cs: IO port probe 0xc00-0xcf7: clean. [ 18.110356] pcmcia_socket pcmcia_socket0: cs: IO port probe 0xa00-0xaff: clean. [ 18.159286] fb0: inteldrmfb frame buffer device [ 18.159289] registered panic notifier [ 18.160218] input: Video Bus as /devices/LNXSYSTM:00/LNXSYBUS:00/PNP0A03:00/LNXVIDEO:01/input/input9 [ 18.160286] ACPI: Video Device [VID1] (multi-head: yes rom: no post: no) [ 18.160334] ACPI Warning for \_SB_.PCI0.VID2._DOD: Return Package has no elements (empty) (20090903/nspredef-433) [ 18.160432] input: Video Bus as /devices/LNXSYSTM:00/LNXSYBUS:00/PNP0A03:00/LNXVIDEO:02/input/input10 [ 18.160491] ACPI: Video Device [VID2] (multi-head: yes rom: no post: no) [ 18.160539] [drm] Initialized i915 1.6.0 20080730 for 0000:00:02.0 on minor 0 [ 18.162494] vga16fb: initializing [ 18.162497] vga16fb: mapped to 0xc00a0000 [ 18.162500] vga16fb: not registering due to another framebuffer present [ 18.176091] HDA Intel 0000:00:1b.0: PCI INT A -> GSI 21 (level, low) -> IRQ 21 [ 18.176123] HDA Intel 0000:00:1b.0: setting latency timer to 64 [ 18.285752] input: HDA Digital PCBeep as /devices/pci0000:00/0000:00:1b.0/input/input11 [ 18.312497] input: HDA Intel Mic at Ext Left Jack as /devices/pci0000:00/0000:00:1b.0/sound/card0/input12 [ 18.312586] input: HDA Intel HP Out at Ext Left Jack as /devices/pci0000:00/0000:00:1b.0/sound/card0/input13 [ 18.328043] usbcore: registered new interface driver ndiswrapper [ 18.460909] Console: switching to colour frame buffer device 180x56 [ 18.598251] composite sync not supported

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  • Draw a never-ending line in XNA

    - by user2236165
    I am drawing a line in XNA which I want to never end. I also have a tool that moves forward in X-direction and a camera which is centered at this tool. However, when I reach the end of the viewport the lines are not drawn anymore. Here are some pictures to illustrate my problem: At the start the line goes across the whole screen, but as my tool moves forward, we reach the end of the line. Here are the method which draws the lines: private void DrawEvenlySpacedSprites (Texture2D texture, Vector2 point1, Vector2 point2, float increment) { var distance = Vector2.Distance (point1, point2); // the distance between two points var iterations = (int)(distance / increment); // how many sprites with be drawn var normalizedIncrement = 1.0f / iterations; // the Lerp method needs values between 0.0 and 1.0 var amount = 0.0f; if (iterations == 0) iterations = 1; for (int i = 0; i < iterations; i++) { var drawPoint = Vector2.Lerp (point1, point2, amount); spriteBatch.Draw (texture, drawPoint, Color.White); amount += normalizedIncrement; } } Here are the draw method in Game. The dots are my lines: protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.Black); nyVector = nextVector (gammelVector); GraphicsDevice.SetRenderTarget (renderTarget); spriteBatch.Begin (); DrawEvenlySpacedSprites (dot, gammelVector, nyVector, 0.9F); spriteBatch.End (); GraphicsDevice.SetRenderTarget (null); spriteBatch.Begin (SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, null, camera.transform); spriteBatch.Draw (renderTarget, new Vector2 (), Color.White); spriteBatch.Draw (tool, new Vector2(toolPos.X - (tool.Width/2), toolPos.Y - (tool.Height/2)), Color.White); spriteBatch.End (); gammelVector = new Vector2 (nyVector.X, nyVector.Y); base.Draw (gameTime); } Here's the next vector-method, It just finds me a new point where the line should be drawn with a new X-coordinate between 100 and 200 pixels and a random Y-coordinate between the old vector Y-coordinate and the height of the viewport: Vector2 nextVector (Vector2 vector) { return new Vector2 (vector.X + r.Next(100, 200), r.Next ((int)(vector.Y - 100), viewport.Height)); } Can anyone point me in the right direction here? I'm guessing it has to do with the viewport.width, but I'm not quite sure how to solve it. Thank you for reading!

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  • Audio Stutters at gdm

    - by Allan
    Ok I have a problem every 2 times out of 3 I login (I cant be specific it fairly random) I get a Stuttering GDM warning (not the login sound just the Bell sound to wake you up) the only way to stop it is to login I have a Fujitsu Siemens Amilo 1718 with a 2gig of memory (only hardware mod) using 10.10 Maverick and I have disabled KMS as my system was freezing as per the release notes. The only time this has happened before on the same machine was when I gave Kubuntu a try when 10.04 came out then it happened at the login screen and at random times while listening to music in any program. By the way audio is fine as is almost everything else once I have logged in. I would like an answer to this as I am an advocate of Ubuntu and its kind of embarrassing when the first thing that happens is *bing*. as requested Daniel alsa-info Pulse verbose log Not sure how useful the pulse log will be as I cant replicate the bug with a terminal open but I wouldnt be asking the question if I knew the answer so..... Edit 24/12/2010 ......been living on cocktail sausages and pickled onions for five days now made a make shift splint with cocktail sticks..... oops so updated the alsa drivers but I still get the same message in the dmesg No response from codec, disabling MSI: last cmd=0x10a90000 googleing it brings up a forum post from some other distro with a green logo the only common denominator seems to be graphics ie ATI Radeon XPRESS 200M which is why I have had to turn of kms as the chip is so old that small mice try to eat the "kernel" ;) funnily enough following the bug link at the end of the post, I found a comment about "Ubuntu Black Magic" so mabey I am coming at this from the wrong angle...... Bad Joo Joo any one. I will try the second part of Daniels Fix and Update with the result. The final Edit: (Plays air guitar) In the end neither of these solved the problem as such However I have given Roland a tick for reminding me of the solution and I gave Daniel the Bounty for the effort in trying to solve the problem. The answer for future readers was the enable the correct HD Audio Model I found the answer back when using Karmic Koala 9.10 in this forum post Amilo Li1718 Skype - Can't get it working... the model is options snd-hda-intel model=3stack position_fix=1 enable=yes which can be added to the end of alsa-base.conf thanks all for helping and hope anyone with a similar problem will find the answer here.

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  • Ubuntu won't display netbook's native resolution

    - by Daniel
    FYI: My Netbook model is HP Mini 210-1004sa, which comes with Intel Graphics Media Accelerator 3150, and has a display 10.1" Active Matrix Colour TFT 1024 x 600. I recently removed Windows 7 Starter from my netbook, and replaced it with Ubuntu 12.10. The problem is the OS doesn't seem to recognise the native display resolution of 1024x600 i.e. the bottom bits of Ubuntu is hidden beneath the screen & the only 2 available resolutions are: the default 1024x768 and 800x600. I've also thought about replacing Ubuntu with Lubuntu or Puppy Linux, as the system does run a bit slow, but I can't, as then I won't be able to access the taskbar and application menu which will be hidden beneath the screen. Only Ubuntu with Unity is currently usable, as the Unity Launcher is visible enough. I was able to define a custom resolution 1024x600 using the Q&A: How set my monitor resolution? but when I set that resolution, there appears a black band at the top of the screen and the desktop area is lowered, with bits of it hidden beneath the screen. I tried leaving it at this new resolution and restarting the system to see if the black band would disappear & the display will fit correctly, but it gets reset to 1024x768 at startup and displays following error: Could not apply the stored configuration for monitors none of the selected modes were compatible with the possible modes: Trying modes for CRTC 63 CRTC 63: trying mode 800x600@60Hz with output at 1024x600@60Hz (pass 0) CRTC 63: trying mode 800x600@56Hz with output at 1024x600@60Hz (pass 0) CRTC 63: trying mode 640x480@60Hz with output at 1024x600@60Hz (pass 0) CRTC 63: trying mode 1024x768@60Hz with output at 1024x600@60Hz (pass 1) CRTC 63: trying mode 800x600@60Hz with output at 1024x600@60Hz (pass 1) CRTC 63: trying mode 800x600@56Hz with output at 1024x600@60Hz (pass 1) CRTC 63: trying mode 640x480@60Hz with output at 1024x600@60Hz (pass 1) Trying modes for CRTC 64 CRTC 64: trying mode 1024x768@60Hz with output at 1024x600@60Hz (pass 0) CRTC 64: trying mode 800x600@60Hz with output at 1024x600@60Hz (pass 0) CRTC 64: trying mode 800x600@56Hz with output at 1024x600@60Hz (pass 0) CRTC 64: trying mode 640x480@60Hz with output at 1024x600@60Hz (pass 0) CRTC 64: trying mode 1024x768@60Hz with output at 1024x600@60Hz (pass 1) CRTC 64: trying mode 800x600@60Hz with output at 1024x600@60Hz (pass 1) CRTC 64: trying mode 800x600@56Hz with output at 1024x600@60Hz (pass 1) CRTC 64: trying mode 640x480@60Hz with output at 1024x600@60Hz (pass 1)

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  • My Red Gate Experience

    - by Colin Rothwell
    I’m Colin, and I’ve been an intern working with Mike in publishing on Simple-Talk and SQLServerCentral for the past ten weeks. I’ve mostly been working “behind the scenes”, making improvements to the spam filtering, along with various other small tweaks. When I arrived at Red Gate, one of the first things Mike asked me was what I wanted to get out of the internship. It wasn’t a question I’d given a great deal of thought to, but my immediate response was the same as almost anybody: to support my growing family. Well, ok, not quite that, but money was certainly a motivator, along with simply making sure that I didn’t get bored over the summer. Three months is a long time to fill, and many of my friends end up getting bored, or worse, knitting obsessively. With the arrogance which seems fairly common among Cambridge people, I wasn’t expecting to really learn much here! In my mind, the part of the year where I am at Uni is the part where I learn things, whilst Red Gate would be an opportunity to apply what I’d learnt. Thankfully, the opposite is true: I’ve learnt a lot during my time here, and there has been a definite positive impact on the way I write code. The first thing I’ve really learnt is that test-driven development is, in general, a sensible way of working. Before coming, I didn’t really get it: how could you test something you hadn’t yet written? It didn’t make sense! My problem was seeing a test as having to test all the behaviour of a given function. Writing tests which test the bare minimum possible and building them up is a really good way of crystallising the direction the code needs to grow in, and ensures you never attempt to write too much code at time. One really good experience of this was early on in my internship when Mike and I were working on the query used to list active authors: I’d written something which I thought would do the trick, but by starting again using TDD we grew something which revealed that there were several subtle mistakes in the query I’d written. I’ve also been awakened to the value of pair programming. Whilst I could sort of see the point before coming, I also thought that it was impossible that two people would ever get more done at the same computer than if they were working separately. I still think that this is true for projects with pieces that developers can easily work on independently, and with developers who both know the codebase, but I’ve found that pair programming can be really good for learning a code base, and for building up small projects to the point where you can start working on separate components, as well as solving particularly difficult problems. Later on in my internship, for my down tools week project, I was working on adding Python support to Glimpse. Another intern and I we pair programmed the entire project, using ping pong pair programming as much as possible. One bonus that this brought which I wasn’t expecting was that I found myself less prone to distraction: with someone else peering over my shoulder, I didn’t have the ever-present temptation to open gmail, or facebook, or yammer, or twitter, or hacker news, or reddit, and so on, and so forth. I’m quite proud of this project: I think it’s some of the best code I’ve written. I’ve also been really won over to the value of descriptive variables names. In my pre-Red Gate life, as a lone-ranger style cowboy programmer, I’d developed a tendency towards laziness in variable names, sometimes abbreviating or, worse, using acronyms. I’ve swiftly realised that this is a bad idea when working with a team: saving a few key strokes is inevitably not worth it when it comes to reading code again in the future. Longer names also mean you can do away with a majority of comments. I appreciate that if you’ve come up with an O(n*log n) algorithm for something which seemed O(n^2), you probably want to explain how it works, but explaining what a variable name means is a big no no: it’s so very easy to change the behaviour of the code, whilst forgetting about the comments. Whilst at Red Gate, I took the opportunity to attend a code retreat, which really helped me to solidify all the things I’d learnt. To be completely free of any existing code base really lets you focus on best practises and think about how you write code. If you get a chance to go on a similar event, I’d highly recommend it! Cycling to Red Gate, I’ve also become much better at fitting inner tubes: if you’re struggling to get the tube out, or re-fit the tire, letting a bit of air out usually helps. I’ve also become quite a bit better at foosball and will miss having a foosball table! I’d like to finish off by saying thank you to everyone at Red Gate for having me. I’ve really enjoyed working with, and learning from, the team that brings you this web site. If you meet any of them, buy them a drink!

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  • Will polishing my current project be a better learning experience than starting a new one?

    - by Alejandro Cámara
    I started programming many years ago. Now I'm trying to make games. I have read many recommendations to start cloning some well known games like galaga, tetris, arkanoid, etc. I have also read that I should go for the whole game (including menus, sound, score, etc.). Yesterday I finished the first complete version of my arkanoid clone. But it is far from over. I can still work on it for months (I program as a hobby in my free time) implementing a screen resolution switcher, remap of the control keys, power-ups falling from broken bricks, and a huge etc. But I do not want to be forever learning how to clone ONE game. I have the urge to get to the next clone in order to apply some design ideas I have come upon while developing this arkanoid clone (at the same time I am reading the GoF book and much source code from Ludum Dare 21 game contest). So the question is: Should I keep improving the arkanoid clone until it has all the features the original game had? or should I move to the next clone (there are almost infinite games to clone) and start mending the things I did wrong with the previous clone? This can be a very subjective question, so please restrain the answers to the most effective way to learn how to make my own games (not cloning someone ideas). Thank you! CLARIFICATION In order to clarify what I have implemented I make this list: Features implemented: Bouncing capabilities (the ball bounces on walls, on bricks, and on the bar). Sounds when bouncing on bricks and the bar, and when the player wins or loses. Basic title menu (new game and exit only). Also in-game menu and win/lose menus. Only three levels, but the map system is so easy I do not think it will teach me much (am I wrong?). Features not-implemented: Power-ups when breaking the bricks. Complex bricks (with more than one "hit point" and invincible). Better graphics (I am not really good at it). Programming polishing (use more intensively the design patterns). Here's a link to its (minimal) webpage: http://blog.acamara.es/piperine/ I kind of feel ashamed to show it, so please do not hit me too hard :-) My question was related to the not-implemented features. I wondered what was the fastest (optimal) path to learn. 1) implement the not-implemented features in this project which is getting big, or 2) make a new game which probably will teach me those lessons and new ones. ANSWER I choose @ashes999 answer because, in my case, I think I should polish more and try to "ship" the game. I think all the other answers are also important to bear in mind, so if you came here having the same question, before taking a rush decision read all the discussion. Thank you all!

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