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  • Building two executables in one project

    - by Rui Pacheco
    Hi, I've a project that must produce two executables: the main application and an executable that is called by a separate process. I've created the second file in Xcode and added a second target of type Cocoa Shell Tool. I can now build the second executable but when I try to build my project normally I get an error saying there's two executables present: ld: duplicate symbol _main in <path>/SecondExecutable.o and <path>/main.o (<path> was added by me to protect the innocent and their intelectual property). How can I configure Xcode to build both at the same time?

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  • integrating uppercut and cc.net

    - by deepasun
    I am trying to integrate uppercut and cc.net for getting build and revision... What do I have to put in the codebuild folder? while running cc.net, I'm getting svn folder Unable to execute file [D:\CodeBuild\abc\svn]. The file may not exist or may not be executable. ---> System.ComponentModel.Win32Exception: The system cannot find the file specified Without cc.net integration can we get both build and revision incremented? When will build and revision get incremented?

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  • Linux program in FreeBSD

    - by Alex Farber
    Trying to run my program in FreeBSD OS, I have the following results: $ ./myprogram ELF binary type "0" not known ./myprogram: 1: Syntax error: "&" unexpected (expecting ")") $ file myprogram myprogram: ELF 32-bit LSB executable, Intel 80386, version 1 (SYSV), dynamically linked (uses shared libs), for GNU/Linux 2.6.15, not stripped The program is built In GCC on Ubuntu computer. What can I do? Can I build the program for FreeBSD on my Ubuntu computer by changing some build options, or I need to build it in FreeBSD OS? Maybe there is some way to convert executable to format recognized by FreeBSD?

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  • Using Ant to merge two different properties files

    - by Justin
    I have a default properties file, and some deployment specific properties files that override certain settings from the default, based on deployment environment. I would like my Ant build script to merge the two properties files (overwriting default values with deployment specific values), and then output the resulting properties to a new file. I tried doing it like so but I was unsuccessful: <target depends="init" name="configure-target-environment"> <filterset id="application-properties-filterset"> <filtersfile file="${build.config.path}/${target.environment}/application.properties" /> </filterset> <copy todir="${web-inf.path}/conf" file="${build.config.path}/application.properties" overwrite="true" failonerror="true" > <filterset refid="application-properties-filterset" /> </copy> </target>

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  • Can I override DropLocation target to avoid network latency?

    - by Chad
    In Team Build 2008, the Drop Location for a build is no longer specified in the .proj file, and instead is stored in the database and maintained in the GUI tool. The GUI tool only accepts a network path as a drop location (i.e. \\server\share) and will not accept a local path. Our build server also hosts the dropped files, so it seems that forcing a file copy operation to go through the network share introduces a lot of lag time when copying a large number of files. I would like to override this feature so that I can specify a local directory for drop location, but I can't figure out how.

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  • Visual Studio creating bin/ folder in wrong location.

    - by Joviee
    In Visual Studio 2008, I have a solution with a number of projects. Each project has the same build output path of "..\bin\Debug\" for debug, and "..\bin\Release\" for release. So the directory structure looks like this: solution\ bin\ project1\ project2\ project3\ This all works fine, all the assemblies go to the correct location when I build the project, etc. Howevever, when I first open the solution in Visual Studio, an empty bin folder is created one level up from where it should. So I am getting: bin\ solution\ bin\ project1\ project2\ project3\ This folder is only created when I first open the solution. Never when I build. I have looked through the .sln and every .csproj file, and I cannot work out why this folder is being created. So, my questions are: a) Why is this bin folder being created? b) How do I stop Visual Studio from creating this bin folder?

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  • Managing Data Dependecies of Java Classes that Load Data from the Classpath at Runtime

    - by Martin Potthast
    What is the simplest way to manage dependencies of Java classes to data files present in the classpath? More specifically: How should data dependencies be annotated? Perhaps using Java annotations (e.g., @Data)? Or rather some build entries in a build script or a properties file? Is there build tool that integrates and evaluates such information (Ant, Scons, ...)? Do you have examples? Consider the following scenario: A few lines of Ant create a Jar from my sources that includes everything found on the classpath. Then jarjar is used to remove all .class files that are not necessary to execute, say, class Foo. The problem is that all the data files that class Bar depends upon are still there in the Jar. The ideal deployment script, however, would recognize that the data files on which only class Bar depends can be removed while data files on which class Foo depends must be retained. Any hints?

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  • Maven can't recognize the dependencies in both local and server

    - by Gary
    The dependencies already be available in both local and server, but maven build(clean, install) still failed and complain that can't find them. 1 Although the dependency can be found in server, but failed to build online Downloading: http://repo1.maven.org/maven2/org/codehaus/mojo/aspectj-maven-plugin/1.4/aspectj-maven-plugin-1.4.pom [WARNING] Unable to get resource 'org.codehaus.mojo:aspectj-maven-plugin:pom:1.4' from repository central (http://repo1.maven.org/maven2): (http://repo1.maven.org/maven2%29:) Authorization failed: Access denied to: h ttp://repo1.maven.org/maven2/org/codehaus/mojo/aspectj-maven-plugin/1.4/aspectj-maven-plugin-1.4.pom 2 I try to try offline, as the dependency is already in local, but failed [ERROR] BUILD ERROR [INFO] ------------------------------------------------------------------------ [INFO] Failed to resolve artifact. GroupId: org.codehaus.mojo ArtifactId: aspectj-maven-plugin Version: 1.4 Reason: System is offline. org.codehaus.mojo:aspectj-maven-plugin:pom:1.4 3 BTW, i have configured the relevant profile for the server

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  • How to restart the IIS Site when re-compiling an asp.net website

    - by Glennular
    What is the best way to add into the build/compile script of an Asp.net project to initiate a IIS to restart the website on DLL rebuild instead of the first request to the site. Current Process Compile Project Wait Hit APSX Page IIS starts reload Wait Page loads Ideal process: Compile Project & Reload IIS Wait Hit APSX Page Page loads The first way I though of was add a request to just hit one of the pages in the "Post-Build events". Just wondering best practices. This would be similar to "Start" which opens a page immediately on build.

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  • What's your development setup? (Talking right now to my boss)

    - by Flinkman
    How do I tell my boss, that I need endless cpu power to automate my daily job? By the way, what's your setup, now in sep, 2008. How fast disks? How much memory? How many cores? How big screen? (Ok, what the hell are you doing, you may ask. I'm working in multiple environments, vmware. Have couple of build-systems running, for compatibility tests. These build systems are automated. The setup of the build system is also. Is there an another way?) Thanks!

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  • Automating builds from subversion tags

    - by Ajaxx
    I'm trying to automate the build process for engineering group. As part of that automation, I'm trying to get to a point where the act of applying a specific tag that adheres to a pattern will kick off an automated process that will do the following: Check out source code Create a build script from a template Build the project I'm pretty certain I could do this with a post-hook in subversion, but I'm trying to figure out a way to do this with something other than a subversion hook. Would it make sense to monitor the tags directory in the subversion repository to kick off my workflow? Are there any decent tools that help with this (.NET would be great if possible). Am I better off just writing an engine to do this? My preferences: Existing product that does all or part of this If development work needs to occur, .NET is preferable Works with Windows (we've got a Linux based repo, but builds all occur on windows)

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  • phablet-flash aborting while installing Ubuntu Touch on Nexus 4

    - by Till B
    I have a Nexus 4 with Android 4.3 installed and I want to flash it to Ubuntu Touch. My system is Ubuntu 12.04, running inside a virtual machine on Mac OS 10.5.8. To use the VM, I opened an NAT bridge and forwarded port 5037 for adb, I can see the Nexus with adb and e.g. use the adb shell into it. USB ports are also forwarded to the VM. I follow these instructions to the letter. My bootloader is unlocked, just as it was described in the instructions. Now I encounter different issues, when executing sudo phablet-flash ubuntu-system --no-backup. On the first run, it got stuck in this state: INFO:phablet-flash:Decompressing partitions/recovery.img from /home/till/Downloads/phablet-flash/imageupdates/pool/device-5ba3031cb0d6fc624848266edba781e3e821b6e1e8dd21105725f0ab26077d0a.tar.xz INFO:phablet-flash:Restarting device... wait INFO:phablet-flash:Restarting device... wait complete INFO:phablet-flash:Booting /tmp/tmpMSN8bm/partitions/recovery.img < waiting for device > downloading 'boot.img'... OKAY [ 1.772s] booting... OKAY [ 0.005s] finished. total time: 1.779s INFO:phablet-flash:Waiting for recovery image to boot The following happened: around the line "INFO:phablet-flash: Restarting...", it rebooted into the bootloader. The bootloader shows only for two seconds, then the screen goes off and the phone stays off. But I do notice, that the screen is not off - it is just black, but the background light is on. If I wait long enough, phablet-flash aborts with ERROR:phablet-flash:Wait for recovery expired On the second try, I wanted to manually start the bootloader and choose "Recovery mode". Pressing "volume down+power" at first did nothing. Releasing the buttons and then pressing them again brought me into the bootloder. After choosing "Recovery mode", phablet-flash continued and after a while aborted with the following output: INFO:phablet-flash:Wait for recovery image to boot complete INFO:phablet-flash:Clearing /data and /cache INFO:phablet-flash:Pushing /home/till/Downloads/phablet-flash/imageupdates/pool/ubuntu-2b5345658b58e55207c4a4e7b6b3d8cd4f3d9a3187d2448fc9020c884234bac0.tar.xz to /cache/recovery/ failed to copy '/home/till/Downloads/phablet-flash/imageupdates/pool/ubuntu-2b5345658b58e55207c4a4e7b6b3d8cd4f3d9a3187d2448fc9020c884234bac0.tar.xz' to '/cache/recovery/': Permission denied ERROR:phablet-flash:Command 'adb push /home/till/Downloads/phablet-flash/imageupdates/pool/ubuntu-2b5345658b58e55207c4a4e7b6b3d8cd4f3d9a3187d2448fc9020c884234bac0.tar.xz /cache/recovery/' returned non-zero exit status 1 Removing directory /tmp/tmpDnbz6N Removing directory /tmp/tmpth4L6w What can I do to properly flash my phone with Ubuntu Touch? I noticed that adb does not show the phone in recovery mode: Typing adb devices, when the Nexus 4 is in recovery mode, shows the serial number and the state device, where it should show recovery. Should the phone be rooted? This is not mentioned in the instructions.

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  • Determining if you&rsquo;re running on the build server with MSBuild &ndash; Easy way

    - by ParadigmShift
    When you're customizing MSBuild in building a visual studio project, it often becomes important to determine if the build is running on the build server or your development environment. This information can change the way you set up path variables and other Conditional tasks.I've found many different answers online. It seems like they all only worked under certain conditions, so none of them were guaranteed to be consistent.So here's the simplest way I've found that has not failed me yet. <PropertyGroup> <!-- Determine if the current build is running on the build server --> <IsBuildServer>false</IsBuildServer> <IsBuildServer Condition="'$(BuildUri)' != ''">true</IsBuildServer> </PropertyGroup>   Shahzad Qureshi is a Software Engineer and Consultant in Salt Lake City, Utah, USAHis certifications include:Microsoft Certified System Engineer 3CX Certified Partner Global Information Assurance Certification – Secure Software Programmer – .NETHe is the owner of Utah VoIP Store at www.UtahVoIPStore.com and SWS Development at www.swsdev.com and publishes windows apps under the name Blue Voice.

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  • __modver_version_show undefined error when building linux kernel 3.0.4 version

    - by Jie Liu
    I tried to build the linux kernel 3.0.4 on ubuntu 11.10 in virtualbox. Here are my steps: Download the source code tar xjvf linux-source-3.0.0.tar.bz2 cd linux-source-3.0.0 make menuconfig, changed nothing but used the default config and save to .config make Actually I think it should be 3.0.4 because from the Makefile I could see VERSION = 3 PATCHLEVEL = 0 SUBLEVEL = 4 EXTRAVERSION = Then at stage 2 which is to make modules, an error happened: ERROR: "__modver_version_show" [drivers/staging/rts5139/rts5139.ko] undefined! make[1]: *** [__modpost] Error 1 make: *** [modules] Error 2 Perhaps because 3.0.4 is a new release so that I can not find any same problem asked nor any solution to it.

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  • What build tools do not depend on java (or Ruby)?

    - by Mohamed Meligy
    I'm wondering what generic build tools out there include their binary run-times and do not depend on another environment not shipped with them. For example, ANT requires Java, Rake requires Ruby, etc.. would be great if talking about also target-platform-agnostic tools, where I'd just give whatever command for building, whatever command for testing, etc.. and can then define my artifacts in CI or so. Would see something like that useful for building .NET projects (say, on both Windows .NET and Mono), and Node JS projects especially. I do not want to install Java and / or Ruby if what I want is a .NET build or a Node JS build. This is a bit of general awareness question not an exact problem I'm facing, that's why it's here not on StackOverflow. Update: To explain a bit more, what I'm after is the build script that would run MSBuild for compiling for example ( in .NET, and then maybe several Node/NPM commands in Node, etc..), and then have the rest build/test steps, instead of setting these all in MSBuild (again, in .NET case, also, wondering if there is equivalent story in Node).

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  • How to optimise Andengine's PathModifer (with singleton or pool)?

    - by Casla
    I am trying to build a game where the character find and follows a new path when a new destination is issued by the player, kinda like how units in RTS games work. This is done on a TMX map and I am using the A Star path finder utilities in Andengine to do this.David helped me on that: How can I change the path a sprite is following in real time? At the moment, every-time a new path is issued, I have to abandon the existing PathModifer and Path instances, and create new ones, and from what I read so far, creating new objects when you could re-use existing ones are a big waste for mobile applications. This is how I coded it at the moment: private void loadPathFound() { if (mAStarPath != null) { modifierPath = new org.andengine.entity.modifier.PathModifier.Path(mAStarPath.getLength()); /* replace the first node in the path as the player's current position */ modifierPath.to(player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_X]-12, player.convertLocalToSceneCoordinates(12, 31)[Constants.VERTEX_INDEX_Y]-31); for (int i=1; i<mAStarPath.getLength(); i++) { modifierPath.to(mAStarPath.getX(i)*TILE_WIDTH, mAStarPath.getY(i)*TILE_HEIGHT); /* passing in the duration depended on the length of the path, so that the animation has a constant duration for every step */ player.registerEntityModifier(new PathModifier(modifierPath.getLength()/100, modifierPath, null, mIPathModifierListener)); } } The ideal implementation will be to always have just one object of PathModifer and just reset the destination of the path. But I don't know how you can apply the singleton patther on Andengine's PathModifer, there is no method to reset attribute of the path nor the pathModifer. So without re-write the PathModifer and the Path class, or use reflection, is there any other way to implement singleton PathModifer? Thanks for your help.

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  • How to build MVC Views that work with polymorphic domain model design?

    - by Johann de Swardt
    This is more of a "how would you do it" type of question. The application I'm working on is an ASP.NET MVC4 app using Razor syntax. I've got a nice domain model which has a few polymorphic classes, awesome to work with in the code, but I have a few questions regarding the MVC front-end. Views are easy to build for normal classes, but when it comes to the polymorphic ones I'm stuck on deciding how to implement them. The one (ugly) option is to build a page which handles the base type (eg. IContract) and has a bunch of if statements to check if we passed in a IServiceContract or ISupplyContract instance. Not pretty and very nasty to maintain. The other option is to build a view for each of these IContract child classes, breaking DRY principles completely. Don't like doing this for obvious reasons. Another option (also not great) is to split the view into chunks with partials and build partial views for each of the child types that are loaded into the main view for the base type, then deciding to show or hide the partial in a single if statement in the partial. Also messy. I've also been thinking about building a master page with sections for the fields that only occur in subclasses and to build views for each subclass referencing the master page. This looks like the least problematic solution? It will allow for fairly simple maintenance and it doesn't involve code duplication. What are your thoughts? Am I missing something obvious that will make our lives easier? Suggestions?

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  • HD movies stutter.

    - by Absolute0
    I just put together a new system build in the hopes that all of my daily tasks would run smoothly and without any hiccups. Unfortunately I am still seeing some sound and sometimes video stuttering when playing HD movies in VLC (no problems with xvid/divx files). My setup is as follows: Intel core i5 750 quad core 2.66mhz 4GB ram asus p55 motherboard radeon hd 5570 video card 650gb 7200rpm western digital sata HDD 23" Nec ea23wmi monitor Operating System: Windows 7 What might be the main bottleneck that needs upgrading to fix my delays? Seems like the hard drive might be the problem but anything faster than 7200rpm is beyond my budget for a decent hard drive. Could it be anything else?

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  • PostSharp deployment to build machine- use Setup installation, not NuGet package.

    - by Michael Freidgeim
    PostSharp has well documented different methods of installation. I've chosen installing NuGet packages, because according to  Deploying PostSharp into a Source Repository NuGet is the easiest way to add PostSharp to a project without installing the product on every machine. However it didn't work well for me. I've added PostSharp NuGet package to one project in the solution.  When I wanted to use PostSharp in other project, Visual Studio tab showed that PostSharp is not enabled for this project I've added the NuGet package to the new project, which installed a new version of the package in the new Packages subfolder. When I wanted to refer PostSharp from the third project, I've ended up with another version of PostSharp installed. Additionally multiple versions of Diagnostics were created. It definitely causes confusion and errors.   More problems we experienced on build server. According to Using PostSharp on a Build Server "If you chose to deploy PostSharp in the source repository, it does not need to be installed specifically on the build server. " It didn't work on our build server. I kept getting errors "The "AddIns" parameter is not supported by the "PostSharp21" task." and "The "DisableSystemBindingPolicies" parameter is not supported by the "PostSharp21" task."   From my experience the only way to have the latest version of PostSharp working on the build server is to install it using Setup as described in Deploying PostSharp with the Setup Program     Gael acknowledged the issues with possible version conflicts. see http://support.sharpcrafters.com/discussions/problems/388-the-postsharp21-task-failed-unexpectedly

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  • Game Review: God of Light

    Luckily I came across this title at a very early stage. If I remember correctly, I took notice of God of Light on Twitter right on the weekend it has been published on the Play Store. "Sit back and become immersed into the world of God of Light, the game that rethinks the physics puzzle genre with its unique environment exploration gameplay, amazing graphics and exclusive soundtrack created by electronic music icon UNKLE. Join cute game mascot, Shiny, on his way to saving the universe from the impending darkness. Play through a variety of exciting game worlds and dozens of levels with mind-blowing puzzles. Your goal is to explore game levels, seek for game objects that reflect, split, combine, paint, bend and teleport rays of light energy to activate the Sources of Life and bring light back to the universe." Mastering the various reflection items in God of Light is very easy to learn and new elements are introduced during the game. Amazing puzzle game Here's the initial review I posted on the Play Store: "Great change in puzzles Fantastic and refreshing concept of puzzle solving. The effects and the music match very well, putting the player in the right mood to game. Get enlightened and grow your skills until you are a true God of Light." And it remains true, even after completing the first realm completely. Similar to Quell it took me only a couple of hours during the evening to complete all levels in the available three realms, unfortunately. God of Light currently consists of 75 levels, well it's 25 in each realm to be precise, and the challenges are increasing. Compared to the iOS version from the AppStore, God of Light is available for free on Android - at least the first realm (25 levels). Unlocking the other two remaining realms is done through an in-app purchase. The visual appearance, the sound effects and the background music provided by UNKLE makes God of Light a superb package for any puzzle gamer. Whether it is simply reflecting light over multiple mirrors, or later on bending the rays of light with black holes, or using prisms to either split, enforce, or colourise your beam, God of Light is great fun and offers a good amount of joy. Check out the following screenshots for some impressions. God of Light: Astonishing graphics and visual appeal throughout the game God of Light - Introduction to the game during the first levels. New light items are introduced at each stage during the game play God of Light: Increasing complexity and puzzle fun Hopefully, Playmous is going to provide more astonishing looking realms and interesting gimmicks in future versions. Play Store: God of Light Also, check out the latest game updates on the official web site of Playmous

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  • What are the tools required to build a compiler?

    - by kevin
    What are the various tools that are required to build a compiler for a particular programming language, say C? I want to know how each part of the compiler works. So, I am trying to use all the existing tools like loader, linker, etc, and combine them together to build one compiler (or can just say "compiling a compiler"). Can any one list out all such tools that are required to build a fully functional one?

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  • Help with Strategy-game AI

    - by f20k
    Hi, I am developing a strategy-game AI (think: Final Fantasy Tactics), and I am having trouble coming up for the design of the AI. My main problem is determining which is the optimal thing for it to do. First let me describe the priority of what action I would like the AI to take: Kill nearest player unit Fulfill primary directive (kill all player units, kill target unit, survive for x turns) Heal ally unit / cast buffer Now the AI can do the following in its turn: Move - {Attack / Ability / Item} (either attack or ability or item) {Attack / Ability / Item} - Move Move closer (if targets not in range) {Attack / Ability / Item} (if move not available) Notes Abilities have various ranges / effects / costs / effects. Each ai unit has maybe 5-10 abilities to choose from. The AI will prioritize killing over safety unless its directive is to survive for x turns. It also doesn't care about ability cost much. While a player may want to save a big spell for later, the AI will most likely use it asap. Movement is on a (hex) grid num of player units: 3-6 num of ai units: 3-7 or more. Probably max 10. AI and player take turns controlling ONE unit, instead of all at the same time. Platform is Android (if program doesnt respond after some time, there will be a popup saying to Force Quit or Wait - which looks really bad!). Now comes the questions: The best ability to use would obviously be the one that hits the most targets for the most damage. But since each ability has different ranges, I won't know if they are in range without exploring each possible place I can move to. One solution would be to go through each possible places to move to, determine the optimal attack at that location - which gives me a list of optimal moves for each location. Then choose the optimal out of the list and execute it. But this will take a lot of CPU time. Is there a better solution? My current idea is to move as close as possible towards the closest, largest group of people, and determine the optimal attack/ability from there. I think this would be a lot less work for the CPU and still allow for wide-range attacks. Its sub-optimal but the AI will still seem 'smart'. Other notes/questions: Am I over-thinking/over-complicating it? Better solution? I am open to all sorts of suggestions I have taken a look at the spell-casting question, but it doesn't take into account the movement - so perhaps use that algo for each possible move location? The top answer mentioned it wasn't great for area-of-effect and group fights - so maybe requires more tweaking? Please, if you mention a graph/tree, let me know basically how to use it. E.g. Node means ability, level corresponds to damage, then search for the deepest node.

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  • Les appareils sous Android seraient plus sujets aux pannes matérielles que ceux sous Windows Phone ou iOS selon WDS

    Les appareils sous Android seraient plus sujets aux pannes matérielles Que Windows Phone et iOS selon WDS Le résultat d'une étude menée par la société WDS montre que les dispositifs sous Android seraient plus victimes de pannes matérielles que les autres. L'enquête a été menée pendant un an en Europe, en Amérique du Nord, en Australie et en Afrique du Sud. Elle s'appuie sur environ 600 000 appels clients et révèle que le taux de pannes des smartphones sous Android s'élèverait à 14%. Selon WDS, les pannes matérielles les plus fréquentes sur les dispositifs Android, seraient dues à la fragmentation de la plate-forme mobile et à son adoption par des constructeurs divers. ...

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  • Can you suggest some DIY PC specs for 1) Value, and 2) Future 'upgradability'?

    - by user17381
    Hi, I'm considering building a new desktop PC from components. For the last 7/8 or so years I have almost exlusively used laptops, and so have fallen behind a bit with knowledge of various hardware technologies. Anyway, now I'm considering building a new desktop machine. Mainly for development work, but also would be nice to do a bit of gaming. The two main criteria are: I would like the first build to be relatively low cost. I would like to select components that will allow me to upgrade in the future without throwing too much away. Can anyone recommend a setup? Thanks

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  • Android 2.2 cinq fois plus rapide que son prédécesseur ? "Froyo" est sur le point d'être dévoilé par

    Mise à jour du 14/05/10 Android 2.2 serait cinq fois plus rapide que Android 2.1 Froyo est sur le point d'être dévoilé par Google Une nouvelle sculpture vient de faire son apparition devant le siège de Google. Pour les initiés, cette curieuse tradition destinée à alimenter le « buzz » indique que la nouvelle version d'Android ne va tarder à être dévoilée officiellement. Pour l'instant, cette sculpture de Froyo (dessert à base de Yogourt glacé et nom de code d'Android 2.2) trône à coté d'un éclair et d'un Donuts, mais elle est encore recouverte d'un film plastic. En attendant qu'il soit retiré (trè...

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