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  • Can we put percentage on amount of work of a certain role in project's lifecycle?

    - by deviDave
    The title may be confusing, but I will elaborate it here. I am trying to figure our how much time and effort each person spend during some project. I divided roles into: - junior developer (works mainly on UI and some light things) - senior developer (develops complex logic, database structures, etc.) - lead developer (leads the team, usually most experienced person) - negotiator/resolver (a person who directly talk to a client trying to either negotiate terms and timeframe or to clarify vagueness presented by a team leader) My AIM is to calculate percentage of role's involvement based on quality, not time (obviously a junior will spend most time in project, but with the least quality). In the end I would get a table which may look like this: Total: 100% ---------------- Junior: 10% Senior: 50% Lead: 30% Negotiator: 10% Can this be achieved? Has anyone found any source which may help me?

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  • How many lines of code can a C# developer produce per month?

    - by lox
    An executive at my workplace asked me and my group of developers the question: How many lines of code can a C# developer produce per month? An old system was to be ported to C# and he would like this measure as part of the project planning. From some (apparently creditable) source he had the answer of "10 SLOC/month" but he was not happy with that. The group agreed that this was nearly impossible to specify because it would depend on a long list of circumstances. But we could tell that the man would not leave (or be very disappointed in us) if we did not come up with an answer suiting him better. So he left with the many times better answer of "10 SLOC/day" Can this question be answered? (offhand or even with some analysis)

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  • Farseer tutorial for the absolute beginners

    - by Bil Simser
    This post is inspired (and somewhat a direct copy) of a couple of posts Emanuele Feronato wrote back in 2009 about Box2D (his tutorial was ActionScript 3 based for Box2D, this is C# XNA for the Farseer Physics Engine). Here’s what we’re building: What is Farseer The Farseer Physics Engine is a collision detection system with realistic physics responses to help you easily create simple hobby games or complex simulation systems. Farseer was built as a .NET version of Box2D (based on the Box2D.XNA port of Box2D). While the constructs and syntax has changed over the years, the principles remain the same. This tutorial will walk you through exactly what Emanuele create for Flash but we’ll be doing it using C#, XNA and the Windows Phone platform. The first step is to download the library from its home on CodePlex. If you have NuGet installed, you can install the library itself using the NuGet package that but we’ll also be using some code from the Samples source that can only be obtained by downloading the library. Once you download and unpacked the zip file into a folder and open the solution, this is what you will get: The Samples XNA WP7 project (and content) have all the demos for Farseer. There’s a wealth of info here and great examples to look at to learn. The Farseer Physics XNA WP7 project contains the core libraries that do all the work. DebugView XNA contains an XNA-ready class to let you view debug data and information in the game draw loop (which you can copy into your project or build the source and reference the assembly). The downloaded version has to be compiled as it’s only available in source format so you can do that now if you want (open the solution file and rebuild everything). If you’re using the NuGet package you can just install that. We only need the core library and we’ll be copying in some code from the samples later. Your first Farseer experiment Start Visual Studio and create a new project using the Windows Phone template can call it whatever you want. It’s time to edit Game1.cs 1 public class Game1 : Game 2 { 3 private readonly GraphicsDeviceManager _graphics; 4 private DebugViewXNA _debugView; 5 private Body _floor; 6 private SpriteBatch _spriteBatch; 7 private float _timer; 8 private World _world; 9 10 public Game1() 11 { 12 _graphics = new GraphicsDeviceManager(this) 13 { 14 PreferredBackBufferHeight = 800, 15 PreferredBackBufferWidth = 480, 16 IsFullScreen = true 17 }; 18 19 Content.RootDirectory = "Content"; 20 21 // Frame rate is 30 fps by default for Windows Phone. 22 TargetElapsedTime = TimeSpan.FromTicks(333333); 23 24 // Extend battery life under lock. 25 InactiveSleepTime = TimeSpan.FromSeconds(1); 26 } 27 28 protected override void LoadContent() 29 { 30 // Create a new SpriteBatch, which can be used to draw textures. 31 _spriteBatch = new SpriteBatch(_graphics.GraphicsDevice); 32 33 // Load our font (DebugViewXNA needs it for the DebugPanel) 34 Content.Load<SpriteFont>("font"); 35 36 // Create our World with a gravity of 10 vertical units 37 if (_world == null) 38 { 39 _world = new World(Vector2.UnitY*10); 40 } 41 else 42 { 43 _world.Clear(); 44 } 45 46 if (_debugView == null) 47 { 48 _debugView = new DebugViewXNA(_world); 49 50 // default is shape, controller, joints 51 // we just want shapes to display 52 _debugView.RemoveFlags(DebugViewFlags.Controllers); 53 _debugView.RemoveFlags(DebugViewFlags.Joint); 54 55 _debugView.LoadContent(GraphicsDevice, Content); 56 } 57 58 // Create and position our floor 59 _floor = BodyFactory.CreateRectangle( 60 _world, 61 ConvertUnits.ToSimUnits(480), 62 ConvertUnits.ToSimUnits(50), 63 10f); 64 _floor.Position = ConvertUnits.ToSimUnits(240, 775); 65 _floor.IsStatic = true; 66 _floor.Restitution = 0.2f; 67 _floor.Friction = 0.2f; 68 } 69 70 protected override void Update(GameTime gameTime) 71 { 72 // Allows the game to exit 73 if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) 74 Exit(); 75 76 // Create a random box every second 77 _timer += (float) gameTime.ElapsedGameTime.TotalSeconds; 78 if (_timer >= 1.0f) 79 { 80 // Reset our timer 81 _timer = 0f; 82 83 // Determine a random size for each box 84 var random = new Random(); 85 var width = random.Next(20, 100); 86 var height = random.Next(20, 100); 87 88 // Create it and store the size in the user data 89 var box = BodyFactory.CreateRectangle( 90 _world, 91 ConvertUnits.ToSimUnits(width), 92 ConvertUnits.ToSimUnits(height), 93 10f, 94 new Point(width, height)); 95 96 box.BodyType = BodyType.Dynamic; 97 box.Restitution = 0.2f; 98 box.Friction = 0.2f; 99 100 // Randomly pick a location along the top to drop it from 101 box.Position = ConvertUnits.ToSimUnits(random.Next(50, 400), 0); 102 } 103 104 // Advance all the elements in the world 105 _world.Step(Math.Min((float) gameTime.ElapsedGameTime.TotalMilliseconds*0.001f, (1f/30f))); 106 107 // Clean up any boxes that have fallen offscreen 108 foreach (var box in from box in _world.BodyList 109 let pos = ConvertUnits.ToDisplayUnits(box.Position) 110 where pos.Y > _graphics.GraphicsDevice.Viewport.Height 111 select box) 112 { 113 _world.RemoveBody(box); 114 } 115 116 base.Update(gameTime); 117 } 118 119 protected override void Draw(GameTime gameTime) 120 { 121 GraphicsDevice.Clear(Color.FromNonPremultiplied(51, 51, 51, 255)); 122 123 _spriteBatch.Begin(); 124 125 var projection = Matrix.CreateOrthographicOffCenter( 126 0f, 127 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Width), 128 ConvertUnits.ToSimUnits(_graphics.GraphicsDevice.Viewport.Height), 0f, 0f, 129 1f); 130 _debugView.RenderDebugData(ref projection); 131 132 _spriteBatch.End(); 133 134 base.Draw(gameTime); 135 } 136 } 137 Lines 4: Declare the debug view we’ll use for rendering (more on that later). Lines 8: Declare _world variable of type class World. World is the main object to interact with the Farseer engine. It stores all the joints and bodies, and is responsible for stepping through the simulation. Lines 12-17: Create the graphics device we’ll be rendering on. This is an XNA component and we’re just setting it to be the same size as the phone and toggling it to be full screen (no system tray). Lines 34: We create a SpriteFont here by adding it to the project. It’s called “font” because that’s what the DebugView uses but you can name it whatever you want (and if you’re not using DebugView for your production app you might have several fonts). Lines 37-44: We create the physics environment that Farseer uses to contain all the objects by specifying it here. We’re using Vector2.UnitY*10 to represent the gravity to be used in the environment. In other words, 10 units going in a downward motion. Lines 46-56: We create the DebugViewXNA here. This is copied from the […] from the code you downloaded and provides the ability to render all entities onto the screen. In a production release you’ll be doing the rendering yourself of each object but we cheat a bit for the demo and let the DebugView do it for us. The other thing it can provide is to render out a panel of debugging information while the simulation is going on. This is useful in tracking down objects, figuring out how something works, or just keeping track of what’s in the engine. Lines 49-67: Here we create a rigid body (Farseer only supports rigid bodies) to represent the floor that we’ll drop objects onto. We create it by using one of the Farseer factories and specifying the width and height. The ConvertUnits class is copied from the samples code as-is and lets us toggle between display units (pixels) and simulation units (usually metres). We’re creating a floor that’s 480 pixels wide and 50 pixels high (converting them to SimUnits for the engine to understand). We also position it near the bottom of the screen. Values are in metres and when specifying values they refer to the centre of the body object. Lines 77-78: The game Update method fires 30 times a second, too fast to be creating objects this quickly. So we use a variable to track the elapsed seconds since the last update, accumulate that value, then create a new box to drop when 1 second has passed. Lines 89-94: We create a box the same way we created our floor (coming up with a random width and height for the box). Lines 96-101: We set the box to be Dynamic (rather than Static like the floor object) and position it somewhere along the top of the screen. And now you created the world. Gravity does the rest and the boxes fall to the ground. Here’s the result: Farseer Physics Engine Demo using XNA Lines 105: We must update the world at every frame. We do this with the Step method which takes in the time interval. [more] Lines 108-114: Body objects are added to the world but never automatically removed (because Farseer doesn’t know about the display world, it has no idea if an item is on the screen or not). Here we just loop through all the entities and anything that’s dropped off the screen (below the bottom) gets removed from the World. This keeps our entity count down (the simulation never has more than 30 or 40 objects in the world no matter how long you run it for). Too many entities and the app will grind to a halt. Lines 125-130: Farseer knows nothing about the UI so that’s entirely up to you as to how to draw things. Farseer is just tracking the objects and moving them around using the physics engine and it’s rules. You’ll still use XNA to draw items (using the SpriteBatch.Draw method) so you can load up your usual textures and draw items and pirates and dancing zombies all over the screen. Instead in this demo we’re going to cheat a little. In the sample code for Farseer you can download there’s a project called DebugView XNA. This project contains the DebugViewXNA class which just handles iterating through all the bodies in the world and drawing the shapes. So we call the RenderDebugData method here of that class to draw everything correctly. In the case of this demo, we just want to draw Shapes so take a look at the source code for the DebugViewXNA class as to how it extracts all the vertices for the shapes created (in this case simple boxes) and draws them. You’ll learn a *lot* about how Farseer works just by looking at this class. That’s it, that’s all. Simple huh? Hope you enjoy the code and library. Physics is hard and requires some math skills to really grok. The Farseer Physics Engine makes it pretty easy to get up and running and start building games. In future posts we’ll get more in-depth with things you can do with the engine so this is just the beginning. Enjoy!

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  • CVE-2012-0444 Memory corruption vulnerability in Ogg Vorbis

    - by chandan
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-0444 Memory corruption vulnerability 10.0 libvorbis Solaris 11 11/11 SRU 8.5 Solaris 10 SPARC: 148006-01 X86: 148007-01 This notification describes vulnerabilities fixed in third-party components that are included in Sun's product distribution.Information about vulnerabilities affecting Oracle Sun products can be found on Oracle Critical Patch Updates and Security Alerts page.

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  • Designing a Business Rule Engine

    - by Nisha_Roy
    I have a requirement where there are 10 Rules to be applied on data in excel. If Rule 1 and Rule 2 fails rest of the rules are not checked. But if Rule 1 and Rule 2 passes the rest of all the Rules should be verified and if any errors found- they should be logged. Is there any design pattern which I can use to keep this Rule Engine flexible for adding these 10 rules and Closed for any additional chains in the Current Rule. I was thinking of something like a Decorator Pattern. Will this help me achieve that?

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  • CodePlex Daily Summary for Sunday, November 03, 2013

    CodePlex Daily Summary for Sunday, November 03, 2013Popular ReleasesuComponents: uComponents v6.0.0: This release of uComponents will compile against and support the new API in Umbraco v6.1.0. What's new in uComponents v6.0.0? New DataTypesImage Point XML DropDownList XPath Templatable List New features / Resolved issuesThe following workitems have been implemented and/or resolved: 14781 14805 14808 14818 14854 14827 14868 14859 14790 14853 14790 DataType Grid 14788 14810 14873 14833 14864 14855 / 14860 14816 14823 Drag & Drop support for rows Su...SmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 1.2.1: New FeaturesAdded option Limit to current basket subtotal to HadSpentAmount discount rule Items in product lists can be labelled as NEW for a configurable period of time Product templates can optionally display a discount sign when discounts were applied Added the ability to set multiple favicons depending on stores and/or themes Plugin management: multiple plugins can now be (un)installed in one go Added a field for the HTML body id to store entity (Developer) New property 'Extra...WPF Extended DataGrid: WPF Extended DataGrid 2.0.0.9 binaries: Fixed issue with ICollectionView containg null values (AutoFilter issue)Community TFS Build Extensions: October 2013: The October 2013 release contains Scripts - a new addition to our delivery. These are a growing library of PowerShell scripts to use with VS2013. See our documentation for more on scripting. VS2010 Activities(target .NET 4.0) VS2012 Activities (target .NET 4.5) VS2013 Activities (target .NET 4.5.1) Community TFS Build Manager VS2012 Community TFS Build Manager VS2013 The Community TFS Build Managers for VS2010, 2012 and 2013 can also be found in the Visual Studio Gallery where upda...WMI Inventory Client: WMI Inventory Client: WMI Inventory Client ?????????????? ?????????????? ?? WMISuperSocket, an extensible socket server framework: SuperSocket 1.6 stable: Changes included in this release: Process level isolation SuperSocket ServerManager (include server and client) Connect to client from server side initiatively Client certificate validation New configuration attributes "textEncoding", "defaultCulture", and "storeLocation" (certificate node) Many bug fixes http://docs.supersocket.net/v1-6/en-US/New-Features-and-Breaking-ChangesFile System Explorer: Beta 1: Try me and please give feedback via Discussions and issues Installation: Download the zip file Unblock it Unzip to a suitable location Just run Filesystemexplorer.exe Enjoy Updates: V1.1 Beta: Fixed some low level file search issuesBarbaTunnel: BarbaTunnel 8.1: Check Version History for more information about this release.Mugen MVVM Toolkit: Mugen MVVM Toolkit 2.1: v 2.1 Added the 'Should' class instead of the 'Validate' class. The 'Validate' class is now obsolete. Added 'Toolkit.Annotations' to support the Mugen MVVM Toolkit ReSharper plugin. Updated JetBrains annotations within the project. Added the 'GlobalSettings.DefaultActivationPolicy' property to represent the default activation policy. Removed the 'GetSettings' method from the 'ViewModelBase' class. Instead of it, the 'GlobalSettings.DefaultViewModelSettings' property is used. Updated...SharePoint User Permission Check: SP User Permission Check: Modified Current.Web.Title in output label.TFS Event Workflows: TFS Event Workflows 0.10.41576.0 - TFS 2012-2013: Supports TFS 2012 and TFS 2013 For a TFS 2010 version look at https://tfseventworkflows.codeplex.com/releases/view/102444 New Features multiple application tiers storage of workflows, configurations and activities in the version control support for async execution in TFS job agent selection of collection/project filters in config file simple disable in config file simplified configurationCrowd CMS: Crowd CMS FREE - Official Release: This is the original source files for Crowd CMS Free (v1.0.0) and is the latest stable release which has been bug-tested and fixed.Sea Dragon AJAX Viewer Web Part: Sea Dragon Ajax Web Part: The Seadragon Viewer WSP and companion literature. There are three seperate guides that explain how to get up and running: - Seadragon Viewer Web Part Installation Guide Creating Deep Zoom Images for Seadragon Viewer Bringing it all together These guides are currently very basic and are offered as guides for getting full usage out Seadragon. Please post any suggestions for further documentation in the discussions forumProject Nonnon: 2013_10_30: ----------==========----------==========----------==========---------- "No news is good news." ----------==========----------==========----------==========---------- Change Log 2013/10/30 BUGFIX win32/explorer.c n_explorer_path_get() : comment OLD : typo NEW : fixed Felis Win8 or latert : Link Maker OLD : not function in some cases NEW : fixed Nyaurism Formatter : byte count label : when resized OLD : text will be broken NEW : fixed NEW_FEATURE win...NAudio: NAudio 1.7: full release notes available at http://mark-dot-net.blogspot.co.uk/2013/10/naudio-17-release-notes.htmlFormula Calculation Toolkit: FCT Library: Alfa release for Formula Calculation Toolkit.WebExtras: v1.3.0 Beta: Enh: Adding support for Bootstrap 3.x Enh: Adding support for Gumby 2.5.x Enh: Adding a new string extension Remove() to remove occurences of given string Enh: Adding a ToDictionary() for name value collections Enh: The dataTable sort extension is now a little more intelligent and robust Enh: General under the hood code enhancements Fix: Hyperlink extensions now handle MVC Areas Fix: Marking JsFunc as serializable otherwise when using the ASP.NET State Server, the object does no...DirectX Tool Kit: October 2013: October 28, 2013 Updated for Visual Studio 2013 and Windows 8.1 SDK RTM Added DGSLEffect, DGSLEffectFactory, VertexPositionNormalTangentColorTexture, and VertexPositionNormalTangentColorTextureSkinning Model loading and effect factories support loading skinned models MakeSpriteFont now has a smooth vs. sharp antialiasing option: /sharp Model loading from CMOs now handles UV transforms for texture coordinates A number of small fixes for EffectFactory Minor code and project cleanup ...ExtJS based ASP.NET Controls: FineUI v4.0beta1: +2013-10-28 v4.0 beta1 +?????Collapsed???????????????。 -????:window/group_panel.aspx??,???????,???????,?????????。 +??????SelectedNodeIDArray???????????????。 -????:tree/checkbox/tree_checkall.aspx??,?????,?????,????????????。 -??TimerPicker???????(????、????ing)。 -??????????????????????(???)。 -?????????????,??type=text/css(??~`)。 -MsgTarget???MessageTarget,???None。 -FormOffsetRight?????20px??5px。 -?Web.config?PageManager??FormLabelAlign???。 -ToolbarPosition??Left/Right。 -??Web.conf...CODE Framework: 4.0.31028.0: See change notes in the documentation section for details on what's new. Note: If you download the class reference help file with, you have to right-click the file, pick "Properties", and then unblock the file, as many browsers flag the file as blocked during download (for security reasons) and thus hides all content.New Projects.NET Site Storage: Write .NET code to use an abstract storage system that can work with a variety of storage, such as local file system and Azure blob.Asp.net Mvc Ajax Infinite Scroll: Asp.net Mvc 4 Ajax Json Infinite Scrollblueblue: tetCar: CArCSharp Generic Data Access: Yet another generic data access for .NETDotNet Manuals: DotNet Manuals aims to provide developers an easy way to create, manage and distribute manuals and various documentation for their applications and libraries.EIB Watcher .Net Library: .Net Library for EIB/NKX bus accessopenGamification: This intends to become an open source gamification framework based on TypeScript.PaginaWebCursoNetAcc: aSimple Person Manager: The application accepts POST requests with JSON data about a Person, stored the values in Azure Table Storage and accepts GET requests to retrieve it back.Stock Track: If you have a small retail store with simple stock management and tracking requirements, this program might work for you. Stock Track easily categorises your ptrapawebapp: testVisualStateManager: This is a simple, but quite powerful mechanism allowing you to separate the application UI from application logic in Windows Forms.Yet Another VirtualBox ToolSet: This is going to be another VirtualBox Toolset.Zodinet: Co ca ngua

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  • /etc/network/interfaces doesn't always take affect

    - by user1221444
    For some reason my eth0 does not have internet on reboot sometimes. I am using a static ip. I can ping my gateway, but I am unable to ping dns servers, or anything out of my network. It seems that when my internet does work(Usually but just restarting enough times), my /etc/resolv.conf has a nameserver in it. It is empty when I have no internet access. I believe something is overwriting my interfaces settings sometimes on boot. Any help would be appreciated. I am running Ubuntu Server 12.04 64bit /etc/network/interfaces: auto lo iface lo inet loopback auto eth0 iface eth0 inet static address 173.213.192.234 netmask 255.255.255.248 network 173.213.192.232 broadcast 173.213.192.239 gateway 173.213.192.233 dns-nameservers 8.8.8.8 auto eth1 iface eth1 inet static address 10.0.0.106 netmask 255.255.255.0 gateway 10.0.0.1

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  • Use hotplug and turn on/off PCI device for replacing NIC

    - by Ryota Hashimoto
    How can I turn off the PCI slots and change the device (especially NIC) without shutting the server down? I found a similar question (How do I turn off PCI devices?) but there are no /sys/bus/pci/slot and no files in /sys/bus/pci/slots. I'm using 12.04 LTS. $ uname -a Linux d1-c1-r1-p1 3.2.0-38-generic #61-Ubuntu SMP Tue Feb 19 12:18:21 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux $ lspci | grep Eth 04:00.0 Ethernet controller: Intel Corporation I350 Gigabit Network Connection (rev 01) 04:00.1 Ethernet controller: Intel Corporation I350 Gigabit Network Connection (rev 01) 09:00.0 Ethernet controller: Intel Corporation 82599EB 10-Gigabit SFI/SFP+ Network Connection (rev 01) 09:00.1 Ethernet controller: Intel Corporation 82599EB 10-Gigabit SFI/SFP+ Network Connection (rev 01) $ ls /sys/bus/pci/ devices/ drivers_probe slots/ drivers/ rescan uevent drivers_autoprobe resource_alignment $ ls /sys/bus/pci/devices/0000\:04\:00.0/ broken_parity_status driver modalias rescan subsystem class enable msi_bus reset subsystem_device config firmware_node net resource subsystem_vendor consistent_dma_mask_bits irq numa_node resource0 uevent device local_cpulist power resource2 vendor dma_mask_bits local_cpus remove resource3

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  • Unable to configure/setup 5.1 audio with 12.04

    - by Vipin Vinayan
    I am kinda new to Ubuntu as well. I have been having this issue with audio for quite sometime now. Initially, when I installed version 11.10 (I guess), I was able to use my 5.1 speakers without any issues. If my memory serves me right, it was after an update that the 5.1 audio stopped working and the video resolution would not get saved. I temporarily fixed the resolution issue by creating a start-up shell script that would update the resolution and load it. But the issue with audio has been going on for quite sometime now. Even though I have option for 5.1, only two speakers seem to be working. I thought an upgrade should fix the issue and so upgraded the OS to version 12.04. I also tried uninstalling alsa and pulse audio, reinstalling them, changing the /etc/pulse/daemon.conf channels from 2 to 6. I have also tried installing pavucontrol but nothing seems to have worked and the issue still persists. Is there anything else you could suggest? The lspci log on my computer is as follows 00:00.0 Host bridge: Intel Corporation 82G33/G31/P35/P31 Express DRAM Controller (rev 10) 00:01.0 PCI bridge: Intel Corporation 82G33/G31/P35/P31 Express PCI Express Root Port (rev 10) 00:02.0 VGA compatible controller: Intel Corporation 82G33/G31 Express Integrated Graphics Controller (rev 10) 00:1b.0 Audio device: Intel Corporation N10/ICH 7 Family High Definition Audio Controller (rev 01) 00:1c.0 PCI bridge: Intel Corporation N10/ICH 7 Family PCI Express Port 1 (rev 01) 00:1c.1 PCI bridge: Intel Corporation N10/ICH 7 Family PCI Express Port 2 (rev 01) 00:1d.0 USB controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #1 (rev 01) 00:1d.1 USB controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #2 (rev 01) 00:1d.2 USB controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #3 (rev 01) 00:1d.3 USB controller: Intel Corporation N10/ICH 7 Family USB UHCI Controller #4 (rev 01) 00:1d.7 USB controller: Intel Corporation N10/ICH 7 Family USB2 EHCI Controller (rev 01) 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev e1) 00:1f.0 ISA bridge: Intel Corporation 82801GB/GR (ICH7 Family) LPC Interface Bridge (rev 01) 00:1f.1 IDE interface: Intel Corporation 82801G (ICH7 Family) IDE Controller (rev 01) 00:1f.2 IDE interface: Intel Corporation N10/ICH7 Family SATA Controller [IDE mode] (rev 01) 00:1f.3 SMBus: Intel Corporation N10/ICH 7 Family SMBus Controller (rev 01) 03:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 01) Would really appreciate a response that will assist me in resolving my issue. Thanks in advance Vipin

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  • algorithm to print the digits in the correct order

    - by Aga Waw
    I've been trying to write an algorithm that will print separately the digits from an integer. I have to write it in Pseudocode. I know how to write an algorithm that reverse the digits. digi(n): while n != 0: x = n % 10 n = n // 10 print (x) But I don't know how to write an algorithm to print the digits in the correct order. f.eg. the input is integer 123467 and the output is: 1 2 3 4 6 7 The numbers will be input from the user, and we cannot convert them to a string. I just need help gettin started on writing algorithms. Thanks

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  • Oracle NoSQL Database Using FusionIO ioDrive2

    - by Charles Lamb
    We ran some benchmarks using FusionIO ioDrive2 SSD drives and Oracle NoSQL Database. FusionIO has published a whitepaper with the results of the benchmarks. "Results of testing showed that using an ioDrive2 for data delivered nearly 30 times more operations per second than a 300GB 10k SAS disk on a 90 percent read and 10 percent write workload and nearly eight times more operations per second on a 50 percent read and 50 percent write workload. Equally impressive, an ioDrive2 reduced latency over 700 percent (seven times) on inserts in a 90 percent read and 10 percent write workload and over 5800 percent (58 times) on reads in a 50 percent read and 50 percent write workload."

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  • Why does sound stop working after a while?

    - by badp
    I don't know how to reproduce this problem, because I don't regularly play music or sound. All I know is that, sometimes, I'll load a video (from youtube or from a local file) and there will be no sound. Everything looks fine software wise: Rebooting always fixes. aplay, paplay and pals give no error message I'm not in the audio group, as advised The device exists and appears in use: $ lsof /dev/snd/by-path/pci-0000\:00\:1b.0 COMMAND PID USER FD TYPE DEVICE SIZE/OFF NODE NAME pulseaudi 17313 badp 23u CHR 116,10 0t0 7628 /dev/snd/by-path/../controlC0 pulseaudi 17313 badp 30u CHR 116,10 0t0 7628 /dev/snd/by-path/../controlC0 Restarting pulseaudio or alsa seems to do no good. What is wrong here?

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  • Retrieving snapshots of game statistics

    - by SatheeshJM
    What is a good architecture for storing game statistics, so that I can retrieve snapshots of it at various moments? Say I have a game, and the user's statistics initially are: { hours_played = 0, games_played = 0, no_of_times_killed = 0, } When the user purchases something for the first time from within the game, the stats are { hours_played = 10, games_played = 2, no_of_times_killed = 5, } And when he purchases something for the second time, the stats are { hours_played = 20, games_played = 4, no_of_times_killed = 10, } Let me name the events as "purchase1" and "purchase2" How do I model my statistics, so that at any point in the future, I will be able to retrieve the snapshot of the statistics at the time when "purchase1" was fired. Similarly for "purchase2" and any other event I will add. Hope that made sense..

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  • Creating my own kill cam

    - by DalexL
    I plan on creating my own kill cam system for a sandbox tool set. After thinking about the mechanics of the kill cam itself, however, I'm quite lost. I'm trying to recreate the ones commonly seen in call of duty games that show, from the view of the killer, the actual killing scene. My Thoughts: -I can't just keep in memory when people kill others because I wouldn't know when to start the 'recording process'. There is on way for me to accurately determine when somebody is 'about' to kill someone. -My only real idea so far is to have a complete duplicate of everything loaded off to the side copying all the movement from the original world but with a 10 second delay. That way, all the kill cams would be 10 seconds long and the persons camera would just be moved to the second world of their killer. My Questions: Is there already an accepted way to do this? Does anybody have any good ideas for something like this? Thanks if you can!

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  • Using Unity – Part 4

    - by nmarun
    In this part, I’ll be discussing about constructor and property or setter injection. I’ve created a new class – Product3: 1: public class Product3 : IProduct 2: { 3: public string Name { get; set; } 4: [Dependency] 5: public IDistributor Distributor { get; set; } 6: public ILogger Logger { get; set; } 7:  8: public Product3(ILogger logger) 9: { 10: Logger = logger; 11: Name = "Product 1"; 12: } 13:  14: public string WriteProductDetails() 15: { 16: StringBuilder productDetails = new StringBuilder(); 17: productDetails.AppendFormat("{0}<br/>", Name); 18: productDetails.AppendFormat("{0}<br/>", Logger.WriteLog()); 19: productDetails.AppendFormat("{0}<br/>", Distributor.WriteDistributorDetails()); 20: return productDetails.ToString(); 21: } 22: } This version has a property of type IDistributor and takes a constructor parameter of type ILogger. The IDistributor property has a Dependency attribute (Microsoft.Practices.Unity namespace) applied to it. IDistributor and its implementation are shown below: 1: public interface IDistributor 2: { 3: string WriteDistributorDetails(); 4: } 5:  6: public class Distributor : IDistributor 7: { 8: public List<string> DistributorNames = new List<string>(); 9:  10: public Distributor() 11: { 12: DistributorNames.Add("Distributor1"); 13: DistributorNames.Add("Distributor2"); 14: DistributorNames.Add("Distributor3"); 15: DistributorNames.Add("Distributor4"); 16: } 17: public string WriteDistributorDetails() 18: { 19: StringBuilder distributors = new StringBuilder(); 20: for (int i = 0; i < DistributorNames.Count; i++) 21: { 22: distributors.AppendFormat("{0}<br/>", DistributorNames[i]); 23: } 24: return distributors.ToString(); 25: } 26: } ILogger and the FileLogger have the following definition: 1: public interface ILogger 2: { 3: string WriteLog(); 4: } 5:  6: public class FileLogger : ILogger 7: { 8: public string WriteLog() 9: { 10: return string.Format("Type: {0}", GetType()); 11: } 12: } The Unity container creates an instance of the dependent class (the Distributor class) within the scope of the target object (an instance of Product3 class that will be called by doing a Resolve<IProduct>() in the calling code) and assign this dependent object to the attributed property of the target object. To add to it, property injection is a form of optional injection of dependent objects.The dependent object instance is generated before the container returns the target object. Unlike constructor injection, you must apply the appropriate attribute in the target class to initiate property injection. Let’s see how to change the config file to make this work. The first step is to add all the type aliases: 1: <typeAlias alias="Product3" type="ProductModel.Product3, ProductModel"/> 2: <typeAlias alias="ILogger" type="ProductModel.ILogger, ProductModel"/> 3: <typeAlias alias="FileLogger" type="ProductModel.FileLogger, ProductModel"/> 4: <typeAlias alias="IDistributor" type="ProductModel.IDistributor, ProductModel"/> 5: <typeAlias alias="Distributor" type="ProductModel.Distributor, ProductModel"/> Now define mappings for these aliases: 1: <type type="ILogger" mapTo="FileLogger" /> 2: <type type="IDistributor" mapTo="Distributor" /> Next step is to define the constructor and property injection in the config file: 1: <type type="IProduct" mapTo="Product3" name="ComplexProduct"> 2: <typeConfig extensionType="Microsoft.Practices.Unity.Configuration.TypeInjectionElement, Microsoft.Practices.Unity.Configuration"> 3: <constructor> 4: <param name="logger" parameterType="ILogger" /> 5: </constructor> 6: <property name="Distributor" propertyType="IDistributor"> 7: <dependency /> 8: </property> 9: </typeConfig> 10: </type> There you see a constructor element that tells there’s a property named ‘logger’ that is of type ILogger. By default, the type of ILogger gets resolved to type FileLogger. There’s also a property named ‘Distributor’ which is of type IDistributor and which will get resolved to type Distributor. On the calling side, I’ve added a new button, whose click event does the following: 1: protected void InjectionButton_Click(object sender, EventArgs e) 2: { 3: unityContainer.RegisterType<IProduct, Product3>(); 4: IProduct product3 = unityContainer.Resolve<IProduct>(); 5: productDetailsLabel.Text = product3.WriteProductDetails(); 6: } This renders the following output: This completes the part for constructor and property injection. In the next blog, I’ll talk about Arrays and Generics. Please see the code used here.

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  • Why do "Joke" programming languages exist? [closed]

    - by ThePlan
    First of all please be aware this post contains some abusive language but I hope it will not bother anyone. I apologize for the bad language but that's what the name is. As I've been doing documentation on existing programming languages attempting to make a complete list of them I stumbled across terrible programming languages, which were clearly not made for actual use and implementation due to their insane difficulty. Languages such as Brainfu*k and LOLCODE or Whitespace are fool languages because they have no real use. For example, a "Hello world" program written in BrainFu*k. Taken from Wikipedia: The following program prints "Hello World!" and a newline to the screen: +++++ +++++ initialize counter (cell #0) to 10 [ use loop to set the next four cells to 70/100/30/10 > +++++ ++ add 7 to cell #1 > +++++ +++++ add 10 to cell #2 > +++ add 3 to cell #3 > + add 1 to cell #4 <<<< - decrement counter (cell #0) ] > ++ . print 'H' > + . print 'e' +++++ ++ . print 'l' . print 'l' +++ . print 'o' > ++ . print ' ' << +++++ +++++ +++++ . print 'W' > . print 'o' +++ . print 'r' ----- - . print 'l' ----- --- . print 'd' > + . print '!' > . print '\n' or another example taken from LOLCODE language: HAI CAN HAS STDIO? PLZ OPEN FILE "LOLCATS.TXT"? AWSUM THX VISIBLE FILE O NOES INVISIBLE "ERROR!" KTHXBYE These languages are very difficult to learn/read/work with. My question is - Why do they exist? What is the purpose of them? Also, is there an official "name" for these type of languages?

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  • How to restart WiFi interface without rebooting (it drops connection)?

    - by Dima
    I boot into ubuntu and it connects to the Wifi network fine. After about 10-15min the DNS stop resolving any website and a couple of minutes later network-managers tells me that I'm disconnected and tries to reconnect constantly to my router and fails to do it. Upon Ubuntu restart everything works fine for the first 10-15min again. When I boot into Mac OS X everything is fine with the same connection! How do I restart wifi interface? sudo ifdow wlan0 just tells me that wlan0 is not configured and wlan0 doesn't appear in /etc/network/interfaces either, which I find strange.... (unless network-manager is doing it behind my back).

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  • Make objects slide across the screen in random positions

    - by user3475907
    I want to make an object appear randomly at the right hand side of the screen and then slide across the screen and disapear at the left hand side. I am working with libgdx. I have this bit of code but it makes items fall from the top down. Please help. public EntityManager(int amount, OrthoCamera camera) { player = new Player(new Vector2(15, 230), new Vector2(0, 0), this, camera); for (int i = 0; i < amount; i++) { float x = MathUtils.random(0, MainGame.HEIGHT - TextureManager.ENEMY.getHeight()); float y = MathUtils.random(MainGame.WIDTH, MainGame.WIDTH * 10); float speed = MathUtils.random(2, 10); addEntity(new Enemy(new Vector2(x, y), new Vector2(-0, -speed))); }

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  • Google Apps for Business gratuit : c'est fini, même pour les entreprises de moins de dix utilisateurs

    Google Apps for Business gratuit c'est fini Même pour les entreprises de moins de 10 postes Voilà une nouvelle qui risque de ne pas faire plaisir aux TPE/PME. La version gratuite des Google Apps for Business pour les entreprises de moins de 10 utilisateurs a vécu. Désormais, ces sociétés devront s'acquitter de 40 € par poste et par an pour utiliser la suite bureautique 100% Web de Google. A noter cependant, ce changement ne concerne pas les clients actuels mais seulement les nouvelles souscriptions. [IMG]http://ftp-developpez.com/gordon-fowler/Google%20Apps%20FB%20gratuites%20finies.png[/IMG] Plus aucune version gratuite ...

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  • Azure Task Scheduling Options

    - by charlie.mott
    Currently, the Azure PaaS does not offer a distributed\resilient task scheduling service.  If you do want to host a task scheduling product\solution off-premise (and ideally use Azure), what are your options? PaaS Option 1: Worker Roles Use a worker role to schedule and execute actions at specific time periods.  There are a few frameworks available to assist with this: http://azuretoolkit.codeplex.com https://github.com/Lokad/lokad-cloud/wiki/TaskScheduler http://blog.smarx.com/posts/building-a-task-scheduler-in-windows-azure - This addresses a slightly different set of requirements. It’s a more dynamic approach for queuing up tasks, but not repeatable tasks (e.g. daily). I found the Azure Toolkit option the most simple to implement.  Step 1 : Create a domain entity implementing IJob for each job to schedule.  In this sample, I asynchronously call a WCF service method. 1: namespace Acme.WorkerRole.Jobs 2: { 3: using AzureToolkit; 4: using ScheduledTasksService; 5: 6: public class UploadEmployeesJob : IJob 7: { 8: public void Run() 9: { 10: // Call Tasks Service 11: var client = new ScheduledTasksServiceClient("BasicHttpBinding_IScheduledTasksService"); 12: client.UploadEmployees(); 13: client.Close(); 14: } 15: } 16: } Step 2 : In the worker role run method, add the jobs to the toolkit engine. 1: namespace Acme.WorkerRole 2: { 3: using AzureToolkit.Engine; 4: using Jobs; 5:   6: public class WorkerRole : WorkerRoleEntryPoint 7: { 8: public override void Run() 9: { 10: var engine = new CloudEngine(); 11:   12: // Add Scheduled Jobs (using CronJob syntax - see http://www.adminschoice.com/crontab-quick-reference). 13:   14: // 1. Upload Employee job - 8.00 PM every weekday (Mon-Fri) 15: engine.WithJobScheduler().ScheduleJob<UploadEmployeesJob>(c => { c.CronSchedule = "0 20 * * 1-5"; }); 16: // 2. Purge Data job - 10 AM every Saturday 17: engine.WithJobScheduler().ScheduleJob<PurgeDataJob>(c => { c.CronSchedule = "0 10 * * 6"; }); 18: // 3. Process Exceptions job - Every 5 minutes 19: engine.WithJobScheduler().ScheduleJob<ProcessExceptionsJob>(c => { c.CronSchedule = "*/5 * * * *"; }); 20:   21: engine.Run(); 22: base.Run(); 23: } 24: } 25: } Pros Cons Azure Toolkit option is simple to implement. For the AzureToolkit option, you are limited to a single worker role.  Otherwise, the jobs will be executed multiple times, once for each worker role instance.   Paying for a continuously running worker role, even if it just processes a single job once a week.  If you only have a few scheduled tasks to run calling asynchronous services hosted in different web roles, an extra small worker role likely to be sufficient.  However, for an extra small worker role this still costs $14.40/month (03/09/2012). Option 2: Use Scheduled Task on Azure Web Role calling a console app Setup a Windows Scheduled Task on the Azure Web Role. This calls a console application that calls the WCF service methods that run the task actions. This design is described here: http://www.ronaldwidha.net/2011/02/23/cron-job-on-azure-using-scheduled-task-on-a-web-role-to-replace-azure-worker-role-for-background-job/ http://www.voiceoftech.com/swhitley/index.php/2011/07/windows-azure-task-scheduler/ http://devlicio.us/blogs/vinull/archive/2011/10/23/moving-to-azure-worker-roles-for-nothing-and-tasks-for-free.aspx Pros Cons Fairly easy to implement. Supportability - I RDC’ed onto the Azure server and stopped the scheduled task. I then rebooted the machine and the task was re-started. I also tried deleting the task and rebooting, the same thing occurred. The only way to permanently guarantee that a task is disabled is to do a fresh deployment. I think this is a major supportability concern.   Saleability - multiple instances would trigger multiple tasks. You can only have one instance for the scheduled task web role. The guidance implements setup of the scheduled task as part of a web role instance. But if you have more than one instance in a web role, the task will be triggered multiple times for each scheduled action (once per machine). Workaround: If we wanted to use scheduled tasks for another client with a saleable WCF service, then we could include the console & tasks scripts in a separate web role (e.g. a empty WCF service with no real purpose to it). SaaS Option 3: Azure Marketplace I thought that someone might be offering this type of service via the Azure marketplace. At the point of writing this blog post, I did not find anyone doing so. https://datamarket.azure.com/ Pros Cons   Nobody currently offers this on the Azure Marketplace. Option 4: Online Job Scheduling Service Provider There are plenty of online providers that offer this type of service on a pay-as-you-go approach.  Some of these are free for small usage.   Many of these providers are listed here: http://en.wikipedia.org/wiki/Webcron Pros Cons No bespoke development for scheduler. Reliance on third party. IaaS Option 5: Setup Scheduling Software on Azure IaaS VM’s One of job scheduling software offerings could be installed and configured on Azure VM’s.  A list of software options is listed here: http://en.wikipedia.org/wiki/List_of_job_scheduler_software Pros Cons Enterprise distributed\resilient task scheduling service VM Setup and maintenance   Software Licence Costs Option 6: VM Gallery A the time of writing this blog post, I did not spot a VM in the gallery that included pre-installation of any of the above software options. Pros Cons   No current VM template. Summary For my current project that had a small handful of tasks to schedule with a limited project budget I chose option 1 (a worker role using the Azure Toolkit to schedule tasks).  If I was building an enterprise scale solution for the future, options 4 and 5 are currently worthy of consideration. Hopefully, Microsoft will include tasks scheduling in the future as part of their PaaS offerings.

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  • MVC 2 in 2 Minutes!

    - by Steve Michelotti
    In a couple of recent Code Camps, I’ve given my presentation: Top 10 Ways MVC 2 Will Boost Your Productivity. In the presentation, I cover all major new features introduced in MVC 2 with a focus on productivity enhancements. To drive the point home, I conclude with a final demo where I build a couple of screens from scratch highlighting many (but not all) of the features previously covered in the talk. A couple of weeks ago, I was asked to make it available online so here it is. In 2 minutes the demo builds a couple screens from scratch that provide a goal setting tracker for a user. MVC 2 features included in the video are: Template Helpers / Editor Templates Server-side/Client-side Validation Model Metadata for View Model HTML Encoding Syntax Dependency Injection Abstract Controllers Custom T4 Templates Custom MVC Visual Studio 2010 Code Snippets The complete code samples and slide deck can be downloaded here: Top 10 Ways MVC 2 Will Boost Your Productivity. Enjoy! (Right-click and Zoom to view in full screen)   Click here for Direct link to video

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  • 1 Zettabyte Is Equal to 1 Million Petabytes

    - by Gopinath
    Geeks recently coined a new English term, Zettabyte, to measure the rapidly growing digital information footprint. So what is a Zettabyte? A Zettabyte is equal to 1 million Petabytes or 1 trillion terabytes and 1 quadrillion gigabytes. Symbol To Represent Zettabyte According to wikipedia the symbol ZB is used to represent a Zettabyte. So we can write 10 ZB to represent 10 Zettabytes. Human’s Digital Output Will be 1.2 Zettabytes By End Of 2010 Are you wondering why do we need a term to measure digital data? Tech research firm IDC has recently published a report that estimates current digital footprint created by us so far at 8 million Petabytes – the equivalent of 8,000,000,000,000 GB. This foot print is expected to pass 1.2 Zettabytes by the end of 2010. cc image credit:flickr Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • How do I set image position in conky

    - by realitygenerator
    I copied and modified an existing .conkyrc file from the ubuntu forum and I'm trying to place the LinuxMint logo in a specific position Below are my conkyrc file and the screenshot # UBUNTU-CONKY # A comprehensive conky script, configured for use on # Ubuntu / Debian Gnome, without the need for any external scripts. # # Based on conky-jc and the default .conkyrc. # INCLUDES: # - tail of /var/log/messages # - netstat shows number of connections from your computer and application/PID making it. Kill spyware! # # -- Pengo # # Create own window instead of using desktop (required in nautilus) own_window yes own_window_type desktop own_window_transparent yes own_window_hints undecorated,below,sticky,skip_taskbar,skip_pager # Use double buffering (reduces flicker, may not work for everyone) double_buffer yes # fiddle with window use_spacer right # Use Xft? use_xft yes xftfont URW Gothic:size=8 xftalpha 0.8 text_buffer_size 2048 # Update interval in seconds update_interval 3.0 # Minimum size of text area # minimum_size 250 5 # Draw shades? draw_shades no # Text stuff draw_outline no # amplifies text if yes draw_borders no uppercase no # set to yes if you want all text to be in uppercase # Stippled borders? stippled_borders 3 # border margins border_margin 9 # border width border_width 10 # Default colors and also border colors, grey90 == #e5e5e5 default_color grey own_window_colour brown own_window_transparent yes # Text alignment, other possible values are commented #alignment top_left #alignment top_right #alignment bottom_left #alignment bottom_right. alignment top_middle # Gap between borders of screen and text gap_x 10 gap_y 10 #Display temp in fahrenheit temperature_unit fahrenheit #Choose which screen on which to display # stuff after 'TEXT' will be formatted on screen TEXT $color ${color green}SYSTEM ${hr 2}$color $nodename $sysname $kernel on $machine LinuxMint 11 "Katya" (Oneric) ${image ~/Conky/Logo_Linux_Mint.png -s 80x60 -f 86400} ${color green}CPU ${hr 2}$color ${freq}MHz Load: ${loadavg} Temp: ${hwmon temp 1} $cpubar ${cpugraph 000000 ffffff} NAME PID CPU% MEM% ${top name 1} ${top pid 1} ${top cpu 1} ${top mem 1} ${top name 2} ${top pid 2} ${top cpu 2} ${top mem 2} ${top name 3} ${top pid 3} ${top cpu 3} ${top mem 3} ${top name 4} ${top pid 4} ${top cpu 4} ${top mem 4} ${color green}MEMORY / DISK ${hr 2}$color RAM: $memperc% ${membar 6}$color Swap: $swapperc% ${swapbar 6}$color Root: ${fs_free_perc /}% ${fs_bar 6 /}$color hda1: ${fs_free_perc /media/sda1}% ${fs_bar 6 /media/sda1}$color ${color green}NETWORK (${addr eth1}) ${hr 2}$color Down: $color${downspeed eth1} k/s ${alignr}Up: ${upspeed eth1} k/s ${downspeedgraph eth1 25,140 000000 ff0000} ${alignr}${upspeedgraph eth1 25,140 000000 00ff00}$color Total: ${totaldown eth1} ${alignr}Total: ${totalup eth1} ${execi 30 netstat -ept | grep ESTAB | awk '{print $9}' | cut -d: -f1 | sort | uniq -c | sort -nr} ${color green}LOGGING ${hr 2}$color ${execi 30 tail -n3 /var/log/messages | awk '{print " ",$5,$6,$7,$8,$9,$10}' | fold -w50} ${color green}FORTUNE ${hr 2}$color ${execi 120 fortune -s | fold -w50} I want to put the mint logo right after the word (oneric). Any help would be greatly appreciated.

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  • How do I boot the live CD on a Macbook Pro?

    - by pst007x
    Trying to install Ubuntu-11.10-64bit-MAC on a Macbook Pro. But I cannot get the live CD to load. 'C' does not work 'CMD' does not work 'OPT' no opt key CD is not corrupt and burnt using the correct iso, all checked. Installed perfectly on my Acer PC.... God I hate Apple Macs! Mac currently has Ubuntu 10.10 32bit, but i get issues with the touchpad, I read Ubuntu 11.10-mac version resolves these issues, hence the attempted re-installation... I do not have any MAC OS installed in this PC only Ubuntu 10.10. When I press 'alt' the CD does not appear in the list only my HDD, yes my CD is working fine.

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  • UIView with IrrlichtScene - iOS

    - by user1459024
    i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : UIViewController { IBOutlet UILabel *errorLabel; } @end WWSViewController.mm #import "WWSViewController.h" #include "../../ressources/irrlicht/include/irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; @interface WWSViewController () @end @implementation WWSViewController -(void)awakeFromNib { errorLabel = [[UILabel alloc] init]; errorLabel.text = @""; IrrlichtDevice *device = createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16, false, false, false, 0); /* Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); /* Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); /* We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We check the return value of getMesh() to become aware of loading problems and other errors. Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("/Users/dbocksteger/Desktop/test/media/sydney.md2"); if (!mesh) { device->drop(); if (!errorLabel) { errorLabel = [[UILabel alloc] init]; } errorLabel.text = @"Konnte Mesh nicht laden."; return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); /* To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("/Users/dbocksteger/Desktop/test/media/sydney.bmp") ); } /* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); /* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window). */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } /* After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. */ device->drop(); } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end Sadly the result is just a black View in the Simulator. :( Hope here is anyone who can explain me how i draw the scene in a UIView. Furthermore I'm getting this Error: Could not load sprite bank because the file does not exist: #DefaultFont How can i fix it ?

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