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  • Transmission-daemon not picking up on watch directory

    - by Mild Fuzz
    Trying to get my transmission-daemon to pick up files from a dropbox folder, to make remote starting easier (it's a headless system). As far as I can tell, the settings.json file is as expected, but none of the files I place in the folder get picked up. I have checked that dropbox is syncing correctly. Here is the whole settings.json file, but the relevant lines are included below: "watch-dir": "/home/john/Dropbox/torrents", "watch-dir-enabled": true Update It appears to be a permissions issue. From /var/log/syslog: Unable to watch "/home/john/Dropbox/torrents": Permission denied (watch.c:79) I have tried stopping the daemon - sudo service transmission-daemon stop - changing permissions of folder using chown - sudo chown -R john /home/john/Dropbox/torrents - restarting daemon - sudo service transmission-daemon start Same result, however Update 2 Permissions for the folder are: drwsrwsrwx 2 john debian-transmission 4096 2012-04-09 19:40

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  • How can I rebuild the index in Thunderbird 3.0?

    - by Martin
    Hello, I have just deleted a lot of old messages (about 3,000) from my Thunderbird 3.0 profile. When I now use the new search feature (search all messages), TB still finds the deleted ones. I deleted them this way: I moved the messages to an own "archive" folder (not the built-in archive feature). Then I stopped TB and moved the archive files and folders to a different place on my file system. Then restarted TB. I archive my messages this way for years now. So, it seems that Thunderbird does not notice the deletion of my messages, thus the index is not updated. How can I tell TB to instantly rebuild the index?

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  • 2D Rectangle Collision Response with Multiple Rectangles

    - by Justin Skiles
    Similar to: Collision rectangle response I have a level made up of tiles where the edges of the level are made up of collidable rectangles. The player's collision box is represented by a rectangle as well. The player can move in 8 directions. The player's velocity is equal in X and Y directions and constant. Each update, I am checking the player's collision against all tiles that are a certain distance away. When the player collides with a rectangle, I am finding the intersection depth and resolving along the most shallow axis followed by the other axis. This resolution happens for both axes simultaneously. See below for two examples of situations where I am having trouble. Moving up-left against the left wall In the scenario below, the player is colliding with two tiles. The tile intersection depth is equal on both axes for the top tile and more shallow in the X axis for the middle tile. Because the player is moving up the wall, the player should slide in an upward direction along the wall. This works properly as long as the rectangle with the more shallow depth is evaluated first. If the equal intersection depth rectangle is evaluated first, there is a chance the player becomes stuck. Moving up-left against the top wall Here is an identical scenario with the exception that the collision is with the top wall. The same problem occurs at the corners when intersection depth is equal for both axes. I guess my overall question is: How can I ensure that collision response occurs on tiles that have non-equal intersection depth before tiles that have equal intersection depth in order to get around the weirdness that occurs at these corners. Sean's answer in the linked question was good, but his solution required having different velocity components in a certain direction. My situation has equal velocities, so there's no good way to tell which direction to resolve at corners. I hope I have made my explanation clear.

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  • Is there such a thing as an IP femtocell, and what does it do?

    - by The Journeyman geek
    My dad mentioned a co-worker suggested using a device, that might use CDMA to route calls through IP to save costs on a certain overseas project we're on- since our home base is quite far from there. I've never heard of such a device, so if it does exist, I'm wondering, if it's specific to particular ISPs, or if you can just pick one off the shelf, plug it into an arbitrary Internet connection, and make calls using it and a cellphone of some sort? As you can tell, details are sketchy, so... if such a device doesn't exist, saying so might be a right answer ;)

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  • Unexpected network traffic?

    - by robwalker
    My internet connection is via a fixed wireless connection using a 900MHz Motorola Canopy module. The router reports a fairly consistent 32-64Kbps of incoming traffic on the WAN port. When I attached a PC directly to the port and run Wireshark, I get a dump showing a lot of chatter from other machines that I presume are connected to the same tower. This didn't include end-to-end traffic, but was there were a lot of ARP requests, SSDP traffic, ICMP and other network discovery type stuff. Is this 'normal' or does it suggest a misconfiguration somewhere? As far as I can tell there is no need for my modem to be receiving any of this traffic (other than wanting to know what the names of my neighbours machines and printers are!) Since the internet connection is slow at the best of time, having this amount of background noise seems very wasteful.

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • PDAnet on Android IP on PC is not public IP. Where does the NAT take place, PDAnet or Verizon?

    - by lcbrevard
    When using PDAnet on a PC (Win7 ultimate) to USB tether a Motorola Droid on Verizon 3G the IP address of the PC appears to be public - 64.245.171.115 (64-245-171-115.pools.spcsdns.net) - but connections show as coming from another public IP - 97.14.69.212 (212-sub-97.14.69.myvzw.com). Someone is performing Network Address Translation - either PDAnet or within the Verizon 3G network. Can someone tell me who is doing the NAT? Is it PDAnet or is it at Verizon? Is there any possibility of setting up port forwarding, such that connections to the public IP 97.14.69.212 (212-sub-97.14.69.myvzw.com) are forward to the PC? We are testing a network protocol that requires either a true public IP or forwarding a range of ports from the public Internet to the system on which the software runs (actually Linux hosted by VMware Player or Workstation on a PC running Windows).

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  • How can I transform a Point2f with a matrix on Android?

    - by Vivendi
    I'm developing for Android and I'm using the android.renderscript.Matrix3f class to do some calculations. What I need to do now is to now is to do something like mat.tranform(pointIn, pointOut); So I need to transform a matrix by a given Point class. In awt I would simply do this: AffineTransform t = new AffineTransform(); Point2D.Float p = new Point2D.Float(); t.transform( p, p ); But in Android I now have this: Matrix3f t = new Matrix3f(); PointF p = new PointF(); // Now I need to tranform it somehow.. But the Matrix3f class in Android doesn't have a Matrix.transform(Point2D ptSrc, Point2D ptDst) method. So I guess I have to do the transformation manually. But I'm not really sure how that works. From what I've seen it's something like a translate and then a rotate? Could anyone please tell me how to do this in code?

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  • How do I disable all lid close processes?

    - by Mat
    I want to be able to close my laptop without Ubuntu registering it. I've been looking everywhere and I've found plenty of people with the same problem but no real solutions. Obviously I have set the lid close setting to 'do nothing' for both AC and battery, but when I close the lid it still blanks the screen, disconnects from external monitors, and brings up the lock screen when I reopen it. Some people have suggested disabling the lock screen, but this doesn't stop the screen blanking and external displays disconnecting, and I don't want to disable the lock anyway, as I still want it when I tell Ubuntu to lock or sleep or whatever else. Others have suggested it's something to do with ACPI support, but I have tried changing some ACPI scripts, and even removed them completely (e.g. /etc/acpi/lid.sh and /etc/acpi/events/lidbtn) and it makes no difference. There must be a bit of code somewhere that can just be removed or commented out or altered to prevent any lid close actions - does anyone know where? I know this has been asked before, but I'm getting really frustrated with this problem. I'm disappointed to say that I'm actually using Windows 7 more often just because it's quite happy to completely ignore the closed lid. So I just wanted to check, are we any closer to a real solution for this problem?

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  • OpenBSD ftp-proxy behind NAT itself

    - by Manuel Faux
    Is it possible to change the PASV IP ftp-proxy of OpenBSD sends to clients, without changing the listen address of redirection control (-b <address>)? I have the following setup: FTP client --> 1:1 NAT router --> OpenBSD router --> FTP server The 1:1 NAT router has a NAT rule to forward everything to the OpenBSD router, the OpenBSD router runs the ftp-proxy -R <FTP server IP>. When the FTP client sends the PASV command, the proxy answers with the Entering Passive Mode (227) message with his own source IP on the interface to the 1:1 NAT router (obviously). Since the 1:1 NAT router is not protocol aware, it forwards this message and the client receives the message with the PASV IP of the OpenBSD router, which it does not have a route to. Is there a way, that I can tell ftp-proxy to send the Entering Passive Mode message with a different source IP?

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  • Exchange Server 2010 ActiveSync SSL Certificate Problem

    - by Cell-o
    Hi All, We have a problem related Exchange Server 2010 Activesync.My problem is;When I connecting to activesync from outside, I am receiving the following error. ExRCA is testing Exchange ActiveSync. The Exchange ActiveSync test failed. Test Steps Attempting to resolve the host name mail.xxxxx.com in DNS. The host name resolved successfully. Additional Details IP addresses returned: xx.0.x3.4 Testing TCP port 443 on host mail.x.com to ensure it's listening and open. The port was opened successfully. Testing the SSL certificate to make sure it's valid. The SSL certificate failed one or more certificate validation checks. Test Steps Validating the certificate name. Certificate name validation failed. Tell me more about this issue and how to resolve it Additional Details Host name mail.x.com doesn't match any name found on the server certificate CN=xxxxxx. Thanks in advance all your help.

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  • Autofill Outlook 2010 Subject Line

    - by Eric
    Hi - I am hoping someone can tell me how to set a consistent subject line in Outlook 2010, if there is a way. I am trying to find out for a client of mine and I do not have 2010 so cannot even test it but will send info to him to hopefully set up. Thanks! FYI - What I have done in the past, before he upgraded, was set up a link on a toolbar with a hyperlink that contains a blank email address but with a subject entered - do you know if this will work in Outlook 2010? Thanks Eric

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  • How to make Microsoft Keyboard special keys run osascript commands on OSX?

    - by t-a-w
    I'm trying to make (1) special key open new terminal window. I bound it to file /Users/taw/bin/new_term, which contains: #!/bin/sh exec osascript -e 'tell application "Terminal" to do script "cd ."' This does the trick, except it also opens a Terminal window with this (even though Terminal.app is configured to always close windows when processes finish): Last login: Thu Mar 11 19:41:29 on ttys000 /Users/taw/bin/new_term ; exit; ~$ /Users/taw/bin/new_term ; exit; tab 1 logout [Process completed] How do I make it all work correctly? (possibly using a way different that what I've been attempting so far)

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  • How can I add a custom item to the Sound Indicator (and make it clickable more than once)?

    - by con-f-use
    The original question One of the strength of Unity are the various standardized indicators. I want to customize the sound indicator with an additional menu entry that runs a small shell script. I'm not afraid of a little Python code and I hope someone can point me to the right subroutine in the right file. I suspect that will be fairly easy but all the indicators are just so bloated that I can't look through their code in a reasonable time. Any help is appreciated. I know it is possible as the marvelous Skype-Wrapper does it. Edit 2 - Now a dirty DBus hack The one click problem from one edit before has now turned into a DBus problem. Basically we have to tell the sound indicator that our bogus player has terminated now. A dirty hack navigates around that problem: #!/bin/bash # This is '/home/confus/bin/toggleSpeaker.sh' notify-send "Toggle Speaker" "$(date)" qdbus \ com.canonical.indicator.sound \ /org/ayatana/indicator/service \ org.ayatana.indicator.service.Shutdown exit 0 Help from the community is appreciated as I don't have experience any with DBus whatsoever. Edit 1 - Takkat found a solution but only clickable once? For some reason the solution proposed by Takkat has the drawback that the resulting entry in indicator sound can only be clicked once per session. If someone has a fix for, than please comment or answer, you will be upvoted. Here you can see the result: I strongly suspect the issue is related to the .desktop-file in /home/confus/.local/share/application/toggleSpeaker.desktop, which is this: [Desktop Entry] Type=Application Name=toggleSpeaker GenericName=Toggle Speaker Icon=gstreamer-properties Exec=/home/confus/bin/toggleSpeaker.sh Terminal=false And here is a minimal example of the script in /home/confus/bin/toggleSpeaker.sh for your consideration: #!/bin/bash # This is '/home/confus/bin/toggleSpeaker.sh' notify-send "Toggle Speaker" "$(date)" exit 0

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  • Skype 2.1beta for Linux and sound quality

    - by vava
    I've been using Skype 2.1beta for Linux with my bluetooth headset and quality of the sound is just awful. But not always though, if I call echo service, quality is acceptable, but when I call real people there's echo, sound is crippling, there's pauses, voice is unrecognizable, all sorts of quality problems in one call. If I use newest Skype under WIndows with the same headset to call to the same people, quality is more than normal. So, is there some settings I can tweak, like tell Skype which codec to use or maybe there's noise cancellation plugin for PulseAudio I can use or any other system setting I can try to play with?

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  • Enabling NAT loopback on HG556a router?

    - by galdikas
    This is one of the standard issue vodafone routers. So i set up web-server on my laptop, and it is accessible to the internet now. However I need to be able to access it from my machine using the public address. But I just cannot find where to enable nat loopback. I looked for options in both regular and advanced user logins (web interfaces). So I suppose the last option is telneting into it, and using commands to do it.. but I don't know how to access it (cant find the credentials). http://rhiggins.sdf-eu.org/blog/index.php?entry=entry110722-164625 In above link it says that i can find this info in configuration file, but anyone could tell me how to access it? And then what commands should I use to enable the NAT loopback?

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  • SPUtility.SendMail and the 2048 Character Limit

    - by Damon
    We were in the middle of testing a web part responsible for gathering information from visitors to our Client's website and emailing it to someone responsible for responding to the request.  During testing, however, it was brought to our attention that the message was cutting off at 2048 characters.  Now, 2048 is one of those numbers that is usually indicative of some computational limit, but I was hopeful that Microsoft had thought through the possibility of emailing more than 2048 characters from SharePoint.  Luckily I was right. and wrong. As it turns out, SPUtility.SendMail is not limited to any specific character limit as far as I can tell.  However, each LINE of text that you send via SendMail cannot exceed 2048 characters.  Since we were sending an HTML email it was constructed entirely without line breaks, far exceeding the 2048 character limit and ultimately helping to educate me about this obscure technical limitation whose only benefit thus far is offering me something to rant about on my blog.  The fix is simple, just put in a carriage return and a line break often enough to avoid going past the 2048 character limit.  I'm sure someone can present a great technical reason for the 2048 character limit, but it seems fairly arbitrary since the "\r\n" that got appended to the string are ultimately just characters too.

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  • Installing nvidia drivers causes computer to boot to command prompt.

    - by levesque
    Hi, I have an Asus u30jc laptop, which comes with the Optimus prime graphics card switching technology that is now supported under 2.6.35, so I decided to give it a try. First I made sure the discrete graphics card was activated and then I installed the drivers proposed by the ubuntu software repository (nvidia-current). However, after rebooting all I got was a command prompt. My graphics card is a nvidia 310M. This is on Ubuntu 10.10 64 bits. What can I do to diagnose/identify the source of this problem? UPDATE: The messsages in my syslog tell me to check the xorg log: Oct 11 12:42:59 u30jc-test gdm-binary[1095]: WARNING: GdmDisplay: display lasted 0.053144 seconds Oct 11 12:42:59 u30jc-test gdm-simple-slave[1450]: WARNING: Unable to load file '/etc/gdm/custom.conf': No such file or directory Oct 11 12:42:59 u30jc-test gdm-binary[1095]: WARNING: GdmDisplay: display lasted 0.038176 seconds Oct 11 12:42:59 u30jc-test gdm-binary[1095]: WARNING: GdmLocalDisplayFactory: maximum number of X display failures reached: check X server log for errors Which I did. I found this message in my /var/log/Xorg.0.log : Fatal server error: [ 113.540] no screens found [ 113.540] What does that mean?

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  • Unix: Sync directory with FTP or SFTP directory

    - by Svish
    I have a website on my local computer running Mac OS X. I am wondering if there is any built-in command that I can run in the Terminal that will upload that website to my webserver either through FTP or, if possible, SFTP. Installing new commands through MacPorts is also a possibility. A big bonus would be that it only uploaded the files that needs to be updated and not everything else. It would also be nice if I can tell it to delete the files on the server that no longer exists locally once in a while. Any good tips?

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  • Wired and wireless conections: force Windows to connect to laptop through Ethernet?

    - by danielkza
    I have a desktop connected to the internet and to my home network through Wi-Fi, and a latptop connected to said desktop through an Ethernet cable. But Windows seems to only reach the laptop through Wi-Fi: I want to transfer files through the wired connection instead. Setting up Internet Connectin Sharing and disconnecting the laptop from Wi-Fi altogether doesn't seem like the most elegant solution to me. I also thought about going to the hosts file and setting up the IP address manually, but that would make the laptop completely unavailable if it's not wired, which happens quite often unfortunately. Is there any way for me to tell Windows to use the wired connection for a particular host if possible, and fallback to any other route it finds otherwise?

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  • DHCP server with database backend

    - by Cory J
    I have been looking around for something to replace my (ancient) ISC-DHCPd server. A DHCP server with a database backend sounds like a great idea to me, as I could then have a nice, friendly web interface to my server. Surprisingly, I can't any major open-source projects that offer this. Does anyone know of one? I have also read about modifying ISC to use a database backend...can anyone tell me if this solution is stable enough for a busy production server? Or is using a database a Bad Idea™ all together? PS - http://stackoverflow.com/questions/893887/dchp-with-database-backend looks like SO couldn't answer this old, similar question. EDIT: I am looking for something on a free OS platform, Linux or BSD. If there is something absolutely great that is Windows-only though, still interested.

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  • Personalized Pricing

    - by David Dorf
    In past postings I've spent a fair amount of time talking about targeted promotions.  Using a complete view of the customer that includes purchase history, location history, and psychographics gleaned from social media, we can select the offer with the greatest chance of redemption.  This is done to influence shopping behavior, which might be introducing the consumer to a new product line, increasing their basket size, increasing frequency of purchases, etc. Safeway seems to be taking a slightly different approach with their personalized pricing.  In additional to offering electronic coupons and club card offers, they are also providing a personalized price for certain items based on purchase history.  So when Sally want to shop at Safeway, she first checks the "Just for U" website for three types of deals.  She starts by selecting manufacturer coupons to load into her loyalty card, then she checks the Club Card for offers like "buy one get one free." The third step is the interesting one.  Safeway will set a particular lower price for Sally good for 90 days on items she buys often.  Clearly this isn't enforcing a new behavior but rather instilling loyalty.  I would love to know exactly how they are determining the personalized price.  Of course bargain hunters can still stack the three offers so they can, for example, get their $4.99 Oatmeal for $0.72. I like this particular question and answer from their website's FAQ: My offers are not that great. Can I tell you what offers I need? That's a good idea. That functionality is not currently available, but we appreciate your input and are constantly improving our just for U program. Stay tuned for exciting enhancements! I suppose if Safeway is tracking all the purchases, they can easily determine whether the customer if profitable.  As long as the customer stays profitable, why not let them determine a few offers themselves?  Food for thought.

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  • How to explain a layperson why a developer should not be interrupted while neck-deep in coding?

    - by András Szepesházi
    If you just consider the second part of my question, "Why a developer should not be interrupted while neck-deep in coding", that has been discussed a number of times by smart people. Heck, even the co-founder of SO, Joel Spolsky, wrote a blog post about "getting in the zone" and "being knocked out of the zone" and why it takes an average of 15 minutes to achieve productivity when participating in complex, software development related tasks. So I think the why has been established. What I'm interested in is how to explain all that to somebody who doesn't know beans about Beans (khmm I mean software development). How to tell the wife, or the funny guy from accounting at the workplace, or the long time friend who pings you on Skype every 30 minutes with a "Wazzzzzzup?!", that all the interruptions have a much deeper impact on your work than the obvious 30 seconds they took from your time. Obviously you can't explain it by sentences like "I have to juggle a lot of variable names in my short term memory" unless you want to be the target of blank stares or friendly abuse. I'd like to be able to explain all that to non-developers in a way that will make them clearly understand - without being offensive, elitist or too technical. EDIT: Thanks to everyone for their great insights. I've accepted EpsilonVector's answer as his analogy was the closest one to my original needs. The "falling asleep" explanation is neither offensive nor technical, almost anyone can relate to it, and the consequences of getting disturbed while falling asleep or while being in the zone are very similar: you experience frustration and you "lose" 15-20 minutes of time.

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  • Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

    - by LDM91
    I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is how to handle the following scenario: (Client takes it turn and sends its action to server) Client sends a message telling the server its move for the turn (e.g. plays the card 5 from its hand which needs to placed onto the table) Server receives messages and updates game state (server will hold all game state). Server iterates through a list of connected clients and sends a message to tell of them change in state Clients all refresh to display the state This is all based on using TCP, and looking at it now it seems a bit like the Observer pattern. The reason this seems to be an issue to me is this message doesn't seem to be point-to-point like the others as I want to send it to all the clients, and doesn't seem very efficient sending the same message in that way. I was thinking about using multicasting with UDP as then I could send the message to all the clients, however wouldn't this mean that the clients would in theory be able to message each other? There is of course the synchronous aspect as well, though this could be put on top of the UDP I guess. Basically, I would like to know what would be good practice as this project is really all about learning, and even though it won't be big enough to encounter performance issues from this I would like to consider them anyway. However, please note I am not interested in using message oriented middleware as a solution (I have experience with using MOM and I'm interested in considering other options excluding MOM if TCP sockets is a bad idea!).

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  • KeepLevelReg settings to eliminate sync prompts - errors occurred while Windows was synchronizing your data

    - by Detritus Maximus
    We have 2 XP pro VMs (Citrix) that both have problems with logout prompts appearing during logout. Users are closing the rdc before these appear: The Microsoft solution involves the creation of the KeepProgressLevel registry entry along with a value of 1 for "pause on errors." I have implemented this across the domain for this problem, yet these 2 VM's continue to have the prompts. Today, I experimented by changing the KeepProgressLevel option to 0. This is not one of the options given by MS, yet I stopped getting the prompts. Can anyone tell me what I've done by setting the value to 0? Have I basically turned off the feature as if the KeepProgressLevel entry is gone? If so, why no more prompts? I did notice during logoff that there is a red x and error message, yet no prompt.

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