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  • Fresh Vista install and the strange appearance of boxes/rectangles

    - by Nick
    I purchased a new hard-drive, and after doing a fresh install of Vista and installing all updates/latest drivers, I'm noticing that all of a sudden and shortly after being powered on, I get black boxes/rectangles all over my screen (below). Any ideas as to what could be causing this? On a (maybe) related note, my brand new hard-drive is squeaking. Not often, but it is there. Debating on whether or not it is worth the hassle of sending it back, or if this is related to the mysterious rectangles.

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  • How Can I Automate the Backup of a Quickbooks Server?

    - by Nick
    I have three computers: The first is the company file server which has the Quick Books company file, is always on, and lives in the closet. The other two are Quick Books Clients. All are XP Pro. I need a way to automatically backup the QB data file, without any user intervention. Quick Books has a built in scheduled backup utility, but from what I've read, it only works when the software is running in single user mode. (and obviously putting the server into single user mode defeats the concept of having a server). Also, I'm not actually running QB itself on the server, just the "QB Database Server" process that sits in the system tray. Surely there must be a way to automate this? I'm open to any ideas/suggestions. Thanks!

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  • Best SSD tweak for Windows 7

    - by Nick Berardi
    I have seen many articles about tweaking an SSD, but many of them seem outdated, or too broad (read all Windows XP, Vista, and Windows 7 general tweaks). And I know that Windows 7 has been specifically tweaked for SSD by the Windows team, so I don't want to do something that was written for Windows XP in mind and end up circumventing something the Windows team has specifically designed in to Windows 7. So my question is what are the best SSD tweaks for Windows 7 that you have found to get the performance out of your drive? I hope to make a comprehensive list in the answers below so there won't be so much disinformation in the forums about what to do and what not to do. Here are a few that I see posted up on the forums alot: Disabling Superfetch. Yes or No Disabling Page File or limiting it to a really small size such as 500 MB. Disabling Indexing. Yes or No Disabling Defragmenting. Yes or No What are your thoughts do you have any that have worked for you? When providing an answer please do your best to back it up with a reason and possibly some documentation from MSDN, TechNet, or another credible source.

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  • SQL server text

    - by Nick P
    I will be taking an independent study class on SQL server management. I will have to configure SQL Server 2008 on a Windows Server 2008 system. I was wondering if anyone could suggest decent text for configuration/administration of SQL Server 2008. The Murach text doesn't look like it will take me far.

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  • Remoting into two diffrent servers on the same network

    - by user160605
    I`m trying to figure out a way to remote into both my servers on the same network. I have a 2008 r2 and a server 2003. Right now i can remote into my server 2003 but I dont know what IP to use for the 2k8 server. They seem to have the same public im. Both servers are behind a fire wall (sonic wall tz170) I rememeber having to to something on the firewall to get into the 2k3 server but forgot what I did... Can anyone give some advice thanks

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  • Convert an entire DVD (with chapter menus) to Flash?

    - by Nick
    I was recently asked to put a DVD onto a website - I ripped the chapters individually as MP4 files and created a nicely formatted playlist which lets you select the chapter you'd like, but apparently it's a really big requirement that the original DVD menus are preserved too. Agh. I have no experience with using Flash or ActionScript whatsoever, and do not even have the software, so I was wondering if there is any software out there that could do this? I'm not too worried by cost as it'll presumably be cheaper than buying a copy of Flash anyway.

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  • Prevent being locked out [duplicate]

    - by Nick
    This question already has an answer here: How do you test iptables rules to prevent remote lockout and check matches? 3 answers When you are configuring iptables or ssh over ssh and the data center is thousands of kilometers away(and getting someone there to plug in a KVM is hard) what are some standard practices to prevent locking yourself out?

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  • Rendering a random generated maze in WinForms.NET

    - by Claus Jørgensen
    Hi I'm trying to create a maze-generator, and for this I have implemented the Randomized Prim's Algorithm in C#. However, the result of the generation is invalid. I can't figure out if it's my rendering, or the implementation that's invalid. So for starters, I'd like to have someone take a look at the implementation: maze is a matrix of cells. var cell = maze[0, 0]; cell.Connected = true; var walls = new HashSet<MazeWall>(cell.Walls); while (walls.Count > 0) { var randomWall = walls.GetRandom(); var randomCell = randomWall.A.Connected ? randomWall.B : randomWall.A; if (!randomCell.Connected) { randomWall.IsPassage = true; randomCell.Connected = true; foreach (var wall in randomCell.Walls) walls.Add(wall); } walls.Remove(randomWall); } Here's a example on the rendered result: Edit Ok, lets have a look at the rendering part then: private void MazePanel_Paint(object sender, PaintEventArgs e) { int size = 20; int cellSize = 10; MazeCell[,] maze = RandomizedPrimsGenerator.Generate(size); mazePanel.Size = new Size( size * cellSize + 1, size * cellSize + 1 ); e.Graphics.DrawRectangle(Pens.Blue, 0, 0, size * cellSize, size * cellSize ); for (int y = 0; y < size; y++) for (int x = 0; x < size; x++) { foreach(var wall in maze[x, y].Walls.Where(w => !w.IsPassage)) { if (wall.Direction == MazeWallOrientation.Horisontal) { e.Graphics.DrawLine(Pens.Blue, x * cellSize, y * cellSize, x * cellSize + cellSize, y * cellSize ); } else { e.Graphics.DrawLine(Pens.Blue, x * cellSize, y * cellSize, x * cellSize, y * cellSize + cellSize ); } } } } And I guess, to understand this we need to see the MazeCell and MazeWall class: namespace MazeGenerator.Maze { class MazeCell { public int Column { get; set; } public int Row { get; set; } public bool Connected { get; set; } private List<MazeWall> walls = new List<MazeWall>(); public List<MazeWall> Walls { get { return walls; } set { walls = value; } } public MazeCell() { this.Connected = false; } public void AddWall(MazeCell b) { walls.Add(new MazeWall(this, b)); } } enum MazeWallOrientation { Horisontal, Vertical, Undefined } class MazeWall : IEquatable<MazeWall> { public IEnumerable<MazeCell> Cells { get { yield return CellA; yield return CellB; } } public MazeCell CellA { get; set; } public MazeCell CellB { get; set; } public bool IsPassage { get; set; } public MazeWallOrientation Direction { get { if (CellA.Column == CellB.Column) { return MazeWallOrientation.Horisontal; } else if (CellA.Row == CellB.Row) { return MazeWallOrientation.Vertical; } else { return MazeWallOrientation.Undefined; } } } public MazeWall(MazeCell a, MazeCell b) { this.CellA = a; this.CellB = b; a.Walls.Add(this); b.Walls.Add(this); IsPassage = false; } #region IEquatable<MazeWall> Members public bool Equals(MazeWall other) { return (this.CellA == other.CellA) && (this.CellB == other.CellB); } #endregion } }

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  • Compiling ruby1.9.1 hangs and fills swap!

    - by nfm
    I'm compiling Ruby 1.9.1-p376 under Ubuntu 8.04 server LTS (64-bit), by doing the following: $ ./configure $ make $ sudo make install ./configure works without complaints. make hangs indefinitely until all my RAM and swap is gone. It get stuck after the following output: compiling ripper make[1]: Entering directory `/tmp/ruby1.9.1/ruby-1.9.1-p376/ext/ripper' gcc -I. -I../../.ext/include/x86_64-linux -I../.././include -I../.././ext/ripper -I../.. -I../../. -DRUBY_EXTCONF_H=\"extconf.h\" -fPIC -O2 -g -Wall -Wno-parentheses -o ripper.o -c ripper.c If I run the gcc command by hand, with the -v argument to get verbose output, it hangs after the following: Using built-in specs. Target: x86_64-linux-gnu Configured with: ../src/configure -v --enable-languages=c,c++,fortran,objc,obj-c++,treelang --prefix=/usr --enable-shared --with-system-zlib --libexecdir=/usr/lib --without-included-gettext --enable-threads=posix --enable-nls --with-gxx-include-dir=/usr/include/c++/4.2 --program-suffix=-4.2 --enable-clocale=gnu --enable-libstdcxx-debug --enable-objc-gc --enable-mpfr --enable-checking=release --build=x86_64-linux-gnu --host=x86_64-linux-gnu --target=x86_64-linux-gnu Thread model: posix gcc version 4.2.4 (Ubuntu 4.2.4-1ubuntu4) /usr/lib/gcc/x86_64-linux-gnu/4.2.4/cc1 -quiet -v -I. -I../../.ext/include/x86_64-linux -I../.././include -I../.././ext/ripper -I../.. -I../../. -DRUBY_EXTCONF_H="extconf.h" ripper.c -quiet -dumpbase ripper.c -mtune=generic -auxbase-strip ripper.o -g -O2 -Wall -Wno-parentheses -version -fPIC -fstack-protector -fstack-protector -o /tmp/ccRzHvYH.s ignoring nonexistent directory "/usr/local/include/x86_64-linux-gnu" ignoring nonexistent directory "/usr/lib/gcc/x86_64-linux-gnu/4.2.4/../../../../x86_64-linux-gnu/include" ignoring nonexistent directory "/usr/include/x86_64-linux-gnu" ignoring duplicate directory "../.././ext/ripper" ignoring duplicate directory "../../." #include "..." search starts here: #include <...> search starts here: . ../../.ext/include/x86_64-linux ../.././include ../.. /usr/local/include /usr/lib/gcc/x86_64-linux-gnu/4.2.4/include /usr/include End of search list. GNU C version 4.2.4 (Ubuntu 4.2.4-1ubuntu4) (x86_64-linux-gnu) compiled by GNU C version 4.2.4 (Ubuntu 4.2.4-1ubuntu4). GGC heuristics: --param ggc-min-expand=47 --param ggc-min-heapsize=32795 Compiler executable checksum: 6e11fa7ca85fc28646173a91f2be2ea3 I just compiled ruby on another computer for reference, and it took about 10 seconds to print the following output (after the above Compiler executable checksum line): COLLECT_GCC_OPTIONS='-v' '-I.' '-I../../.ext/include/i686-linux' '-I../.././include' '-I../.././ext/ripper' '-I../..' '-I../../.' '-DRUBY_EXTCONF_H="extconf.h"' '-D_FILE_OFFSET_BITS=64' '-fPIC' '-O2' '-g' '-Wall' '-Wno-parentheses' '-o' 'ripper.o' '-c' '-mtune=generic' '-march=i486' as -V -Qy -o ripper.o /tmp/cca4fa7R.s GNU assembler version 2.20 (i486-linux-gnu) using BFD version (GNU Binutils for Ubuntu) 2.20 COMPILER_PATH=/usr/lib/gcc/i486-linux-gnu/4.4.1/:/usr/lib/gcc/i486-linux-gnu/4.4.1/:/usr/lib/gcc/i486-linux-gnu/:/usr/lib/gcc/i486-linux-gnu/4.4.1/:/usr/lib/gcc/i486-linux-gnu/:/usr/lib/gcc/i486-linux-gnu/4.4.1/:/usr/lib/gcc/i486-linux-gnu/ LIBRARY_PATH=/usr/lib/gcc/i486-linux-gnu/4.4.1/:/usr/lib/gcc/i486-linux-gnu/4.4.1/:/usr/lib/gcc/i486-linux-gnu/4.4.1/../../../../lib/:/lib/../lib/:/usr/lib/../lib/:/usr/lib/gcc/i486-linux-gnu/4.4.1/../../../:/lib/:/usr/lib/ COLLECT_GCC_OPTIONS='-v' '-I.' '-I../../.ext/include/i686-linux' '-I../.././include' '-I../.././ext/ripper' '-I../..' '-I../../.' '-DRUBY_EXTCONF_H="extconf.h"' '-D_FILE_OFFSET_BITS=64' '-fPIC' '-O2' '-g' '-Wall' '-Wno-parentheses' '-o' 'ripper.o' '-c' '-mtune=generic' '-march=i486' I have absolutely no clue what could be going wrong here - any ideas where I should start?

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  • Using GA in GUI

    - by AlexT
    Sorry if this isn't clear as I'm writing this on a mobile device and I'm trying to make it quick. I've written a basic Genetic Algorithm with a binary encoding (genes) that builds a fitness value and evolves through several iterations using tournament selection, mutation and crossover. As a basic command-line example it seems to work. The problem I've got is with applying a genetic algorithm within a GUI as I am writing a maze-solving program that uses the GA to find a method through a maze. How do I turn my random binary encoded genes and fitness function (add all the binary values together) into a method to control a bot around a maze? I have built a basic GUI in Java consisting of a maze of labels (like a grid) with the available routes being in blue and the walls being in black. To reiterate my GA performs well and contains what any typical GA would (fitness method, get and set population, selection, crossover, etc) but now I need to plug it into a GUI to get my maze running. What needs to go where in order to get a bot that can move in different directions depending on what the GA says? Rough pseudocode would be great if possible As requested, an Individual is built using a separate class (Indiv), with all the main work being done in a Pop class. When a new individual is instantiated an array of ints represent the genes of said individual, with the genes being picked at random from a number between 0 and 1. The fitness function merely adds together the value of these genes and in the Pop class handles selection, mutation and crossover of two selected individuals. There's not much else to it, the command line program just shows evolution over n generations with the total fitness improving over each iteration. EDIT: It's starting to make a bit more sense now, although there are a few things that are bugging me... As Adamski has suggested I want to create an "Agent" with the options shown below. The problem I have is where the random bit string comes into play here. The agent knows where the walls are and has it laid out in a 4 bit string (i.e. 0111), but how does this affect the random 32 bit string? (i.e. 10001011011001001010011011010101) If I have the following maze (x is the start place, 2 is the goal, 1 is the wall): x 1 1 1 1 0 0 1 0 0 1 0 0 0 2 If I turn left I'm facing the wrong way and the agent will move completely off the maze if it moves forward. I assume that the first generation of the string will be completely random and it will evolve as the fitness grows but I don't get how the string will work within a maze. So, to get this straight... The fitness is the result of when the agent is able to move and is by a wall. The genes are a string of 32 bits, split into 16 sets of 2 bits to show the available actions and for the robot to move the two bits need to be passed with four bits from the agent showings its position near the walls. If the move is to go past a wall the move isn't made and it is deemed invalid and if the move is made and if a new wall is found then the fitness goes up. Is that right?

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  • Dynamic loaded libraries and shared global symbols

    - by phlipsy
    Since I observed some strange behavior of global variables in my dynamically loaded libraries, I wrote the following test. At first we need a statically linked library: The header test.hpp #ifndef __BASE_HPP #define __BASE_HPP #include <iostream> class test { private: int value; public: test(int value) : value(value) { std::cout << "test::test(int) : value = " << value << std::endl; } ~test() { std::cout << "test::~test() : value = " << value << std::endl; } int get_value() const { return value; } void set_value(int new_value) { value = new_value; } }; extern test global_test; #endif // __BASE_HPP and the source test.cpp #include "base.hpp" test global_test = test(1); Then I wrote a dynamically loaded library: library.cpp #include "base.hpp" extern "C" { test* get_global_test() { return &global_test; } } and a client program loading this library: client.cpp #include <iostream> #include <dlfcn.h> #include "base.hpp" typedef test* get_global_test_t(); int main() { global_test.set_value(2); // global_test from libbase.a std::cout << "client: " << global_test.get_value() << std::endl; void* handle = dlopen("./liblibrary.so", RTLD_LAZY); if (handle == NULL) { std::cout << dlerror() << std::endl; return 1; } get_global_test_t* get_global_test = NULL; void* func = dlsym(handle, "get_global_test"); if (func == NULL) { std::cout << dlerror() << std::endl; return 1; } else get_global_test = reinterpret_cast<get_global_test_t*>(func); test* t = get_global_test(); // global_test from liblibrary.so std::cout << "liblibrary.so: " << t->get_value() << std::endl; std::cout << "client: " << global_test.get_value() << std::endl; dlclose(handle); return 0; } Now I compile the statically loaded library with g++ -Wall -g -c base.cpp ar rcs libbase.a base.o the dynamically loaded library g++ -Wall -g -fPIC -shared library.cpp libbase.a -o liblibrary.so and the client g++ -Wall -g -ldl client.cpp libbase.a -o client Now I observe: The client and the dynamically loaded library possess a different version of the variable global_test. But in my project I'm using cmake. The build script looks like this: CMAKE_MINIMUM_REQUIRED(VERSION 2.6) PROJECT(globaltest) ADD_LIBRARY(base STATIC base.cpp) ADD_LIBRARY(library MODULE library.cpp) TARGET_LINK_LIBRARIES(library base) ADD_EXECUTABLE(client client.cpp) TARGET_LINK_LIBRARIES(client base dl) analyzing the created makefiles I found that cmake builds the client with g++ -Wall -g -ldl -rdynamic client.cpp libbase.a -o client This ends up in a slightly different but fatal behavior: The global_test of the client and the dynamically loaded library are the same but will be destroyed two times at the end of the program. Am I using cmake in a wrong way? Is it possible that the client and the dynamically loaded library use the same global_test but without this double destruction problem?

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  • Clang warning flags for Objective-C development

    - by Macmade
    As a C & Objective-C programmer, I'm a bit paranoid with the compiler warning flags. I usually try to find a complete list of warning flags for the compiler I use, and turn most of them on, unless I have a really good reason not to turn it on. I personally think this may actually improve coding skills, as well as potential code portability, prevent some issues, as it forces you to be aware of every little detail, potential implementation and architecture issues, and so on... It's also in my opinion a good every day learning tool, even if you're an experienced programmer. For the subjective part of this question, I'm interested in hearing other developers (mainly C, Objective-C and C++) about this topic. Do you actually care about stuff like pedantic warnings, etc? And if yes or no, why? Now about Objective-C, I recently completely switched to the LLVM toolchain (with Clang), instead of GCC. On my production code, I usually set this warning flags (explicitly, even if some of them may be covered by -Wall): -Wall -Wbad-function-cast -Wcast-align -Wconversion -Wdeclaration-after-statement -Wdeprecated-implementations -Wextra -Wfloat-equal -Wformat=2 -Wformat-nonliteral -Wfour-char-constants -Wimplicit-atomic-properties -Wmissing-braces -Wmissing-declarations -Wmissing-field-initializers -Wmissing-format-attribute -Wmissing-noreturn -Wmissing-prototypes -Wnested-externs -Wnewline-eof -Wold-style-definition -Woverlength-strings -Wparentheses -Wpointer-arith -Wredundant-decls -Wreturn-type -Wsequence-point -Wshadow -Wshorten-64-to-32 -Wsign-compare -Wsign-conversion -Wstrict-prototypes -Wstrict-selector-match -Wswitch -Wswitch-default -Wswitch-enum -Wundeclared-selector -Wuninitialized -Wunknown-pragmas -Wunreachable-code -Wunused-function -Wunused-label -Wunused-parameter -Wunused-value -Wunused-variable -Wwrite-strings I'm interested in hearing what other developers have to say about this. For instance, do you think I missed a particular flag for Clang (Objective-C), and why? Or do you think a particular flag is not useful (or not wanted at all), and why?

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  • Unity - Mecanim & Rigidbody on Third Person Controller - Gravity bug?

    - by Celtc
    I'm working on a third person controller which uses physX to interact with the other objects (using the Rigidbody component) and Mecanim to animate the character. All the animations used are baked to Y, and the movement on this axis is controlled by the gravity applied by the rigidbody component. The configuration of the falling animation: And the character components configuration: Since the falling animation doesn't have root motion on XZ, I move the character on XZ by code. Like this: // On the Ground if (IsGrounded()) { GroundedMovementMgm(); // Stores the velocity velocityPreFalling = rigidbody.velocity; } // Mid-Air else { // Continue the pre falling velocity rigidbody.velocity = new Vector3(velocityPreFalling.x, rigidbody.velocity.y, velocityPreFalling.z); } The problem is that when the chracter starts falling and hit against a wall in mid air, it gets stuck to the wall. Here are some pics which explains the problems: Hope someone can help me. Thanks and sory for my bad english! PD.: I was asked for the IsGrounded() function, so I'm adding it: void OnCollisionEnter(Collision collision) { if (!grounded) TrackGrounded(collision); } void OnCollisionStay(Collision collision) { TrackGrounded(collision); } void OnCollisionExit() { grounded = false; } public bool IsGrounded() { return grounded; } private void TrackGrounded(Collision collision) { var maxHeight = capCollider.bounds.min.y + capCollider.radius * .9f; foreach (var contact in collision.contacts) { if (contact.point.y < maxHeight && Vector3.Angle(contact.normal, Vector3.up) < maxSlopeAngle) { grounded = true; break; } } } I'll also add a LINK to download the project if someone wants it.

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  • Perpendicularity of a normal and a velocity?

    - by Milo
    I'm trying to fake angular velocity on my vehicle when it hits a wall by getting the dot product of the normal of the edge the car is hitting and the vehicle's velocity: Vector2D normVel = new Vector2D(); normVel.equals(vehicle.getVelocity()); normVel.normalize(); float dot = normVel.dot(outNorm); dot = -dot; vehicle.setAngularVelocity(vehicle.getAngularVelocity() + (dot * vehicle.getVelocity().length() * 0.01f)); outNorm is the normal of the wall. The problem is it only works half the time. It seems no matter what, the car always goes clockwise. If the car should head clockwise: -------------------------------------- / / I want the angular velocity to be positive, otherwise if it needs to go CCW: -------------------------------------- \ \ Then the angular velocity should be negative... What should I change to achieve this? Thanks Hmmm... Im not sure why this is not working... for(int i = 0; i < buildings.size(); ++i) { e = buildings.get(i); ArrayList<Vector2D> colPts = vehicle.getRect().getCollsionPoints(e.getRect()); float dist = OBB2D.collisionResponse(vehicle.getRect(), e.getRect(), outNorm); for(int u = 0; u < colPts.size(); ++u) { Vector2D p = colPts.get(u).subtract(vehicle.getRect().getCenter()); vehicle.setTorque(vehicle.getTorque() + p.cross(outNorm)); }

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  • Building/Installing Required a52 Plugin

    - by user71139
    I am trying to compile and install the a52 plugin following the instructions from here: https://help.ubuntu.com/community/DigitalAC-3Pulseaudio This worked on Ubuntu 11.10 but gives me some errors when I try to compile the plugin on Ubuntu 12.04. I've searched for a solution however I couldn't find much on this topic in general, not to talk about a solution. I would really appreciate some help on this: bogdan@bogdan-desktop:~$ cd ~/tmp/ bogdan@bogdan-desktop:~/tmp$ cd alsa-plugins-1.0.25/ bogdan@bogdan-desktop:~/tmp/alsa-plugins-1.0.25$ make make all-recursive make[1]: Entering directory `/home/bogdan/tmp/alsa-plugins-1.0.25' Making all in oss make[2]: Entering directory `/home/bogdan/tmp/alsa-plugins-1.0.25/oss' /bin/bash ../libtool --tag=CC --mode=compile gcc -DHAVE_CONFIG_H -I. -I.. -Wall -g -I/usr/include/alsa -g -O2 -MT ctl_oss.lo -MD -MP -MF .deps/ctl_oss.Tpo -c -o ctl_oss.lo ctl_oss.c ../libtool: line 831: X--tag=CC: command not found ../libtool: line 864: libtool: ignoring unknown tag : command not found ../libtool: line 831: X--mode=compile: command not found ../libtool: line 997: *** Warning: inferring the mode of operation is deprecated.: command not found ../libtool: line 998: *** Future versions of Libtool will require --mode=MODE be specified.: command not found ../libtool: line 1141: Xgcc: command not found ../libtool: line 1141: X-DHAVE_CONFIG_H: command not found ../libtool: line 1141: X-I.: command not found ../libtool: line 1141: X-I..: command not found ../libtool: line 1141: X-Wall: command not found ../libtool: line 1141: X-g: command not found ../libtool: line 1141: X-I/usr/include/alsa: No such file or directory ../libtool: line 1141: X-g: command not found ../libtool: line 1141: X-O2: command not found ../libtool: line 1141: X-MT: command not found ../libtool: line 1141: Xctl_oss.lo: command not found ../libtool: line 1141: X-MD: command not found ../libtool: line 1141: X-MP: command not found ../libtool: line 1141: X-MF: command not found ../libtool: line 1141: X.deps/ctl_oss.Tpo: No such file or directory ../libtool: line 1141: X-c: command not found ../libtool: line 1192: Xctl_oss.lo: command not found ../libtool: line 1197: libtool: compile: cannot determine name of library object from `': command not found make[2]: *** [ctl_oss.lo] Error 1 make[2]: Leaving directory `/home/bogdan/tmp/alsa-plugins-1.0.25/oss' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/bogdan/tmp/alsa-plugins-1.0.25' make: *** [all] Error 2 bogdan@bogdan-desktop:~/tmp/alsa-plugins-1.0.25$

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  • MightyMintyBoost Is a 3-in-1 Gadget Charger

    - by ETC
    If you’re looking for a versatile battery booster, this DIY 3-in-1 solar/usb/wall current charger known as the MightyMintyBoost will top of your phone, mp3 player, and other gadgets with ease. Instructables user Honus didn’t just build the MightMintyBoost to geek out and show off his electronics project skills (although it’s certainly a nifty little project to do so), he’s serious about solar power and the impact clean energy has: Apple has sold over 30 million iPodTouch/iPhone units- imagine charging all of them via solar power…. If every iPhone/iPodTouch sold was fully charged every day (averaging the battery capacity) via solar power instead of fossil fuel power we would save approximately 50.644gWh of energy, roughly equivalent to 75,965,625 lbs. of CO2 in the atmosphere per year. Granted that’s a best case scenario (assuming you can get enough sunlight per day and approximately 1.5 lbs. CO2 produced per kWh used.) Of course, that doesn’t even figure in all the other iPods, cell phones, PDAs, microcontrollers (I use it to power my Arduino projects) and other USB devices that can be powered by this charger- one little solar cell charger may not seem like it can make a difference but add all those millions of devices together and that’s a lot of energy! His MightyMintyBoost is a battery booster for devices that can charge via USB and it accepts incoming current from the solar panel on top (or, on cloudy days can be charged via a wall charger or the USB port on your computer). Hit up the link below to see his full build guide and create your own MightyMintyBoost. MightyMintyBoost [Instructables] Latest Features How-To Geek ETC Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Here’s a Super Simple Trick to Defeating Fake Anti-Virus Malware How to Change the Default Application for Android Tasks Stop Believing TV’s Lies: The Real Truth About "Enhancing" Images The How-To Geek Valentine’s Day Gift Guide Inspire Geek Love with These Hilarious Geek Valentines MyPaint is an Open-Source Graphics App for Digital Painters Can the Birds and Pigs Really Be Friends in the End? [Angry Birds Video] Add the 2D Version of the New Unity Interface to Ubuntu 10.10 and 11.04 MightyMintyBoost Is a 3-in-1 Gadget Charger Watson Ties Against Human Jeopardy Opponents Peaceful Tropical Cavern Wallpaper

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  • Star Trek inspired home automation visualisation

    - by Zak McKracken
    I’ve always been a more or less active fan of Star Trek. During the construction phase of my house I started coding a GUI for controlling the house which has an EIB. Just for fun I designed a version inspired by the LCARS design used in Star Trek TNG and showed this to my wife. I showed her several designs before but this was the only one, she really liked. So I decided to go on with this. I started a C# WinForms application. The software runs on a wall mounted Shuttle Barebone-PC. First plan was an industrial panel-pc but the processor was too slow. The now-used Atom is ok. I started with the LCARS-controls found on Codeproject. Since the classic LCARS design divides the screen into two parts this tended to be impracticable, so I used my own design For now the software is able to: Switch lights/wall outlets Show current temperatures for all room controllers Show outside temperature with a 24h trend chart Show the status of the two heat pumps Provide an alarm clock (e.g. for cooking) Play internet radio streams Control absence Mute the door bell Speak status messages via speech synthesis For now, I’m working on an integration of my electric meter. The main heat pump and the electric meter are connected to my LAN. I also tried some speech recognition, but I’ve problems with the microphone. I't’s working when you are right in front of the PC, but not far away, let’s say on the other side of the room. So this is the main view. The table displays raw values which are sent over the EIB – completely useless but looks great For each floor I have a different view. Here you can see the temperatures and check the status of the lights (the buttons are blinking when a light is switched on) This is the view for the heat pump:   Next step would be to integrate a control of my squeezebox server (I use different Squeezeboxes through the house as a multiroom audio solution)

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  • Representing heightmaps, on disk and when drawing

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: Game will be a elevation maze shooter. Levels/maps will be mazes with elevation the player has to negotiate. Elevations will have effects on "combat" vision, and movement.

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • Lubuntu Full Install on USB Drive with Full Disk Encryption and Grub2

    - by vivi
    I apologise for the wall of text, but I want you to scrutinize my thought-process to make sure there's no mistakes and no other way around it: I wish to have a full install of lubuntu with full disk encryption on one of my usb drives. The laptop I would be booting it from also has windows 7. I want to maintain that OS. From what I've read I must place grub2 on the usb drive so that: If I have the usb plugged in, the laptop would start lubuntu (having USB HD in the BIOS Boot options) If I don't have the usb plugged in, it would normally start windows 7. That's exactly what I want it to do. But: If I install from the normal .iso: Clicking "install lubuntu alongside them" would install it onto my normal HD. Clicking "Erase disk and install lunbuntu" would delete all the stuff I have in my HD and install lubuntu on it. Clicking "Something else" would allow me to choose to install lunbuntu and grub2 onto the usb drive, but would not provide it with encryption. So the normal .iso won't work for what I want. Then I found the alternate .iso and this tutorial: It allows me to install lubuntu with all the options I want and gives me the option to choose where to place the grub2! Hopefully there are no flaws in my train of thought. If there aren't, I have a few questions regarding that tutorial: The author says in his case choosing "Yes to install GRUB to your MBR" installed the grub to the usb drive's mbr. I can't have "in his case". I need to be sure that's what it will do, so that it doesn't mess up the windows boot loader. Choosing "no" would open this window and allow to choose where I want to install the grub. Unfortunately I don't understand which option I should type in the box to install it into the usb drive. Would removing my laptop's Hard Drive ensure that the grub is installed onto the usb drive if i picked first option, "yes"? I apologise once again for the wall of text and appreciate any help you guys can offer me.

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  • UDF Partition reported full when it is not

    - by Capt.Nemo
    I was using these instructions to setup an external hard disk with udf. I have been able to setup a multi-partition system using those instructions, but I seem to have hit a wall, where the partition is reported as full while writing to the disk. Every other tool available to me reports it as free. Relevant lshw output Here's a screenshot showing the disk: Both the output of df and the file manager (caja) report the disk as free. Filesystem Size Used Avail Use% Mounted on /dev/sda9 9.0G 7.6G 910M 90% / udev 974M 12K 974M 1% /dev /dev/sda1 50G 47G 295M 100% /media/Data /dev/sda6 49G 41G 5.9G 88% /home /dev/sda2 155G 127G 29G 82% /media/Entertainment /dev/sda8 14G 13G 516M 96% /media/Stuff /dev/sdb2 120G 1.9G 112G 2% /media/3c887659-5676-4946-875b-b797be508ce7 /dev/sdb3 11G 2.6G 7.7G 25% /media/108b0a1d-fd1a-4f38-b1c6-4ad1a20e34a3 /dev/sdb1 802G 34G 768G 5% /media/disk I seem to have hit a wall near the 35GB mark. Despite being shown as 35gb/860gb used everywhere, the following happens on a write attempt: [2017][/media/Dory]$ echo D>>echo bash: echo: write error: No space left on device Writing byte by byte, the maximum I can take it to is 34719248K. The most weird part is that on mounting it Windows, Windows can write to the disk easily, and the writes are being read fine back in Ubuntu. However, the used-bytes remains at 34719248K in Ubuntu (It goes higher on Windows, however).

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  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

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  • generating maps

    - by gardian06
    This is a conglomeration question when answering please specify which part you are addressing. I am looking at creating a maze type game that utilizes elevation. I have a few features I would like to have, but am unsure as to some of the implementation. I have done work doing fileIO maze generation (using a key to read the file, and then generate the level based on that file), but I am unsure how to think about this with elevation in the mix. I think height maps might be a good approach, but don't know how to represent them effectively. for a height map which is more beneficial XML(containing h[u,v] data and key definition), CSV (item1 is key reference, item2 is elevation), or another approach that I have not thought of yet? When it comes to placing the elevation values themselves what kind of deltah values are appropriate to have it noticeable at about a 60degree angle while not really effecting gravity driven physics (assuming some effect while moving up/down hill)? I am thinking of maybe going to procedural generation at some point, but am wondering if it is practical to have a procedurally generated grid (wall squares possibly same dimensions as the open space squares), or if designing to a thin wall open spaces is better? this decision will effect the amount of work need on the graphics end for uniform vs. irregular walls. EDIT: game will be a elevation maze shooter. levels/maps will be mazes with elevation the player has to negotiate. elevations will have effects on "combat" vision, and movement

    Read the article

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