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  • Event on SQL Server 2008 Disk IO and the new Complex Event Processing (StreamInsight) feature in R2

    - by tonyrogerson
    Allan Mitchell and myself are doing a double act, Allan is becoming one of the leading guys in the UK on StreamInsight and will give an introduction to this new exciting technology; on top of that I'll being talking about SQL Server Disk IO - well, "Disk" might not be relevant anymore because I'll be talking about SSD and IOFusion - basically I'll be talking about the underpinnings - making sure you understand and get it right, how to monitor etc... If you've any specific problems or questions just ping me an email [email protected]. To register for the event see: http://sqlserverfaq.com/events/217/SQL-Server-and-Disk-IO-File-GroupsFiles-SSDs-FusionIO-InRAM-DBs-Fragmentation-Tony-Rogerson-Complex-Event-Processing-Allan-Mitchell.aspx 18:15 SQL Server and Disk IOTony Rogerson, SQL Server MVPTony's Blog; Tony on TwitterIn this session Tony will talk about RAID levels, how SQL server writes to and reads from disk, the effect SSD has and will talk about other options for throughput enhancement like Fusion IO. He will look at the effect fragmentation has and how to minimise the impact, he will look at the File structure of a database and talk about what benefits multiple files and file groups bring. We will also touch on Database Mirroring and the effect that has on throughput, how to get a feeling for the throughput you should expect.19:15 Break19:45 Complex Event Processing (CEP)Allan Mitchell, SQL Server MVPhttp://sqlis.com/sqlisStreamInsight is Microsoft’s first foray into the world of Complex Event Processing (CEP) and Event Stream Processing (ESP).  In this session I want to show an introduction to this technology.  I will show how and why it is useful.  I will get us used to some new terminology but best of all I will show just how easy it is to start building your first CEP/ESP application.

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  • Photoshop Retro Vintage Design Tutorials

    - by Aditi
    Gone are the days when designers only wanted to create high glossy web2.0 gradient rich website designs. Now a days designers are coming up with rugged, retro & vintage themes for their website designs. Colorful or subtle with that worn out look the website seems like a masterpiece. It is not hard to pick up on such Photoshop techniques to master the art of making themes that are retro & vibrant. We have complied a list of tutorials you would like to learn from..rest is in your hands & creativity. Photochrom Vintage Postcard effect Turn your high definition photos into vintage postcards and use them in your website concepts. Learn More Add Retro Look to your Images Give that 1970’s retro look to your images and web concepts. It’s a very easy process using either patterns, brushes, colors or gradients, layer modes and variable opacity. Learn More Brushed metal effect, Just like World War Airplanes texture This is one of a kind photoshop tutorial that teaches how to use  noise and blur filters to create a brushed metal effect unlike other gradient based effects, Also it covers a few layer styles to create airplane graphic. Learn More Transform a New Image into Illustration, Retro Poster Style With the help of this tutorial you can create brilliant poster style or illustrative images and concepts for your new website. This tutorial is superb example of image enhancement & creative use of blending options in photoshop. Learn More Retro Neon Style Text Tutorial Just like the old days, the rainbow neon curvy text format that can be seen on many posters etc, can now be made for your use on website. This tutorial gives you a easy step by step procedure. Learn More Retro Dotted Photo Tutorial Find how to make a dotted poster of your image, pure retro feel. Learn More

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  • Problem loading shaders with slimdx

    - by Levi
    I'm attempting to load an FX file in slimdx, I've got this exact FX file loading and compiling fine with XNA 4.0 but I'm getting errors with slimdx, here's my code to load it. using SlimDX.Direct3D11; using SlimDX.D3DCompiler; public static Effect LoadFXShader(string path) { Effect shader; using (var bytecode = ShaderBytecode.CompileFromFile(path, null, "fx_2_0", ShaderFlags.None, EffectFlags.None)) shader = new Effect(Devices.GPU.GraphicsDevice, bytecode); return shader; } Here's the shader: #define TEXTURE_TILE_SIZE 16 struct VertexToPixel { float4 Position : POSITION; float2 TextureCoords: TEXCOORD1; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- Constants -------- float4x4 xView; float4x4 xProjection; float4x4 xWorld; float4x4 preViewProjection; //float random; //------- Texture Samplers -------- Texture TextureAtlas; sampler TextureSampler = sampler_state { texture = <TextureAtlas>; magfilter = Point; minfilter = point; mipfilter=linear; AddressU = mirror; AddressV = mirror;}; //------- Technique: Textured -------- VertexToPixel TexturedVS( byte4 inPos : POSITION, float2 inTexCoords: TEXCOORD0) { inPos.w = 1; VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TextureCoords = inTexCoords / TEXTURE_TILE_SIZE; return Output; } PixelToFrame TexturedPS(VertexToPixel PSIn) { PixelToFrame Output = (PixelToFrame)0; Output.Color = tex2D(TextureSampler, PSIn.TextureCoords); if(Output.Color.a != 1) clip(-1); return Output; } technique Textured { pass Pass0 { VertexShader = compile vs_2_0 TexturedVS(); PixelShader = compile ps_2_0 TexturedPS(); } } Now this exact shader works fine in XNA, but in slimdx I get the error ChunkDefault.fx(28,27): error X3000: unrecognized identifier 'byte4'

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  • How do I repeat a texture with GLKit?

    - by Synopfab
    I am using GLKit in order to show textures on my project. The code is like this: -(void)setTextureImage:(UIImage *)image { NSError *error; texture = [GLKTextureLoader textureWithCGImage:image.CGImage options:nil error:&error]; if (error) { NSLog(@"Error loading texture from image: %@",error); } } effect.texture2d0.envMode = GLKTextureEnvModeReplace; effect.texture2d0.target = GLKTextureTarget2D; effect.texture2d0.name = texture.name; glEnableVertexAttribArray(GLKVertexAttribTexCoord0); glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, self.textureCoordinates); Now I want to repeat this texture on a rectangle. Is there any way use GLKit for this behavior? I've tried to use opengl function in addition to the glkit ones, but it raises errors: glEnable(GL_TEXTURE_2D); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glBindTexture( GL_TEXTURE_2D, texture.name ); 2011-11-09 20:10:28.614 **[16309:207] GL ERROR: 0x0500 2011-11-09 20:10:30.840 **[16309:207] Error loading texture from image: Error Domain=GLKTextureLoaderErrorDomain Code=8 "The operation couldn’t be completed. (GLKTextureLoaderErrorDomain error 8.)" UserInfo=0x68545c0 {GLKTextureLoaderGLErrorKey=1280, GLKTextureLoaderErrorKey=OpenGL error}

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  • OpenGL ES 2 shaders for drawing buildings and roads like Google Maps does

    - by Pris
    I'm trying to create a shader that'll give me an effect similar to what buildings and roads look like on 3D Google Maps. You can see the effect interactively if you enable WebGL at maps.google.com, and I also found a couple of screenshots that illustrate what I'm trying to achieve: Thing I noticed: There's some kind of transparency thing going on with the roads/ground and the buildings, but not between the buildings themselves. It might be that they're rendering the ground and roads after the buildings with the right blend functions to achieve that effect. If you look closely, you'll see parts of the building profiles have an outline. The roads also have nice clean outlines. There are a lot of techniques for outlining things with shaders... but I'm curious to find out what might have been used in this case considering mobile hardware and a large number of entities with outlines (roads and buildings) I'm assuming that for the lighting, some sort of simple diffuse per-vertex shader is being used for the buildings though I could be wrong. I'm especially curious about the 'look' they achieved with buildings (clean, precise outlines/shading). It reminds me a little of what you'd see when designing stuff with CAD applications like SolidWorks: I'd appreciate any advice on achieving this kind of look with ES 2 shaders.

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  • How to run the pixel shader effcet??

    - by Yashwinder
    Below stated is the code for my pixel shader which I am rendering after the vertex shader. I have set the wordViewProjection matrix in my program but I don't know to set the progress variable i.e in my pixel shader file which will make the image displayed by the help of a quad to give out transition effect. Here is the code for my pixel shader program::: As my pixel shader is giving a static effect and now I want to use it to give some effect. So for this I have to add a progress variable in my pixel shader and initialize to the Constant table function i.e constantTable.SetValue(D3DDevice,"progress",progress ); I am having the problem in using this function for progress in my program. Anybody know how to set this variable in my program. And my new pixel Shader code is float progress : register(C0); sampler2D implicitInput : register(s0); sampler2D oldInput : register(s1); struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 UV : TEXCOORD 0; }; float4 Blinds(float2 uv) { if(frac(uv.y * 5) < progress) { return tex2D(implicitInput, uv); } else { return tex2D(oldInput, uv); } } // Pixel Shader { return Blinds(input.UV); }

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  • How to blend multiple normal maps?

    - by János Turánszki
    I want to achieve a distortion effect which distorts the full screen. For that I spawn a couple of images with normal maps. I render their normal map part on some camera facing quads onto a rendertarget which is cleared with the color (127,127,255,255). This color means that there is no distortion whatsoever. Then I want to render some images like this one onto it: If I draw one somewhere on the screen, then it looks correct because it blends in seamlessly with the background (which is the same color that appears on the edges of this image). If I draw another one on top of it then it will no longer be a seamless transition. For this I created a blendstate in directX 11 that keeps the maximum of two colors, so it is now a seamless transition, but this way, the colors lower than 127 (0.5f normalized) will not contribute. I am not making a simulation and the effect looks quite convincing and nice for a game, but in my spare time I am thinking how I could achieve a nicer or a more correct effect with a blend state, maybe averaging the colors somehow? I I did it with a shader, I would add the colors and then I would normalize them, but I need to combine arbitrary number of images onto a rendertarget. This is my blend state now which blends them seamlessly but not correctly: D3D11_BLEND_DESC bd; bd.RenderTarget[0].BlendEnable=true; bd.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; bd.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; bd.RenderTarget[0].BlendOp = D3D11_BLEND_OP_MAX; bd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; bd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; bd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_MAX; bd.RenderTarget[0].RenderTargetWriteMask = 0x0f; Is there any way of improving upon this? (PS. I considered rendering each one with a separate shader incementally on top of each other but that would consume a lot of render targets which is unacceptable)

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  • Keeping Xv Overlay configuration throughout an X session.

    - by kriss
    After upgrading my Linux system from Ubuntu 9.04 to Ubuntu 10.10, I suceeded correcting most problems (all related to Intel 82865G Integrated Graphics Adapter support and compiz is still not working but that's another matter) but for one I only have a partial solution. Whenever I play a video the colors are much too saturated. This is really a problem for tones of skins that appears reddish (everyone seems to be coming back from a ski vacation with deep sun burns). As this effect only occurs with videos, not with pictures, I finally figured out it was related to Video Overlays configuration and I can correct it typing: xvattr -a XV_SATURATION -v 120 This change the default saturation value, which is 500 and much too high in my case, at eye sight the correct value seems to be between 100 and 150. Now my problem is that I have to type the above command each time I run a video. If I type it before running the video it has no effect, if I close the video and open a new one, I have to type it again, etc. I tried to put it in Xsession and (logically) it has no effect either. How could I do to get the correct setting whenever I run a video without typing the above command every time ?

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  • Simplest way to render image over top of another with another image used as mask in OpenGL?

    - by Adam Naylor
    The effect I'm looking for is to have a single large background image that is always visible (at full alpha) and then show a second image (what I call a light map or specular map) that is partially shown over the top based on a third image (which is effectively a mask). The effect is similar to this effect except instead of simply darkening or lightening the background image using the third image it needs to mask the second without effecting the first at all. The third image is the only one that moves therefore hard baking the third images alpha into the second image isn't an option. If my explanation isn't clear I'll provide visual examples when I have more time. I'd prefer not to go down a shader route as I haven't taught myself this area yet so unless I have too I'd rather try to achieve this with simple alpha blending. Happy to use a shader approach. Cheers. Additional These third images are obviously light sources being cast onto the first image showing the specular information from the second image to simulate the light 'shining' off the objects in the first image. The solution I implement will need to allow two light sources to potentially overlap so my current thoughts are that the alpha values of the two images will need to be combined (Added?) to produce a final image which masks the second image? Don't worry about things like coloured lights. For this technique the lights are all considered white.

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  • Apply bone tranforms when importing FBX in XNA

    - by hichaeretaqua
    Preconditions: I have some models, that does only contain some meshes and one texture. There is no animation within the model. An example: a model of a table. I want to draw the Model with a custom effect, so I have to swap the effect after loading the model. In order to draw them correctly, I have to apply the bone transformation manually on each draw for each mesh and effect as can be seen here. So there are two questions: Is there a option during import that allows my to apply the bone transformation on all vertices, so that during draw call I should not have to do this? Is there a option during import that merges all vertices into a Vertex- and IndexBuffer, that allows me to draw the whole model with just one call? I'm pretty sure that the build-in "Autodesk FBX - XNA Framework" does not support this features, but maybe there is an other imported available or an other possibility I missed. The aim is to speed up rendering a little bit especially by using instancing. So having one VertexBuffer to draw at one time would be pretty nice.

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  • Creating a 2D Line Branch

    - by Danran
    I'm looking into creating a 2D line branch, something for a "lightning effect". I did ask this question before on creating a "lightning effect" (mainly though referring to the process of the glow & after effects the lightning has & to whether it was a good method to use or not); Methods of Creating a "Lightning" effect in 2D However i never did get around to getting it working. So i've been trying today to get a seconded attempt going but i'm getting now-were :/. So to be clear on what i'm trying to-do, in this article posted; http://drilian.com/2009/02/25/lightning-bolts/ I'm trying to create the line segments seen in the images on the site. I'm confused mainly by this line in the pseudo code; // Offset the midpoint by a random amount along the normal. midPoint += Perpendicular(Normalize(endPoint-startPoint))*RandomFloat(-offsetAmount,offsetAmount); If someone could explain this to me it would be really grateful :).

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  • Light on every model and not in the whole scene

    - by alecnash
    I am using a custom shader and try to pass the effect on my Models like that: foreach (ModelMesh mesh in Model.Meshes) { foreach (ModelMeshPart part in mesh.MeshParts) { part.Effect = effect; } mesh.Draw(); } My only issue is that every Model now has its own light source in it. Why is this happening and is this a problem of my shader? Edit: These are the parameters passed to the shader: private void Get_lambertEffect() { if (_lambertEffect == null) _lambertEffect = Engine.LambertEffect; //Lambert technique (LambertWithShadows, LambertWithShadows2x2PCF, LambertWithShadows3x3PCF) _lambertEffect.CurrentTechnique = _lambertEffect.Techniques["LambertWithShadows3x3PCF"]; _lambertEffect.Parameters["texelSize"].SetValue(Engine.ShadowMap.TexelSize); //ShadowMap parameters _lambertEffect.Parameters["lightViewProjection"].SetValue(Engine.ShadowMap.LightViewProjectionMatrix); _lambertEffect.Parameters["textureScaleBias"].SetValue(Engine.ShadowMap.TextureScaleBiasMatrix); _lambertEffect.Parameters["depthBias"].SetValue(Engine.ShadowMap.DepthBias); _lambertEffect.Parameters["shadowMap"].SetValue(Engine.ShadowMap.ShadowMapTexture); //Camera view and projection parameters _lambertEffect.Parameters["view"].SetValue(Engine._camera.ViewMatrix); _lambertEffect.Parameters["projection"].SetValue(Engine._camera.ProjectionMatrix); _lambertEffect.Parameters["world"].SetValue( Matrix.CreateScale(Size) * world ); //Light and color _lambertEffect.Parameters["lightDir"].SetValue(Engine._sourceLight.Direction); _lambertEffect.Parameters["lightColor"].SetValue(Engine._sourceLight.Color); _lambertEffect.Parameters["materialAmbient"].SetValue(Engine.Material.Ambient); _lambertEffect.Parameters["materialDiffuse"].SetValue(Engine.Material.Diffuse); _lambertEffect.Parameters["colorMap"].SetValue(ColorTexture.Create(Engine.GraphicsDevice, Color.Red)); }

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  • Crackling sound from right laptop speaker

    - by user1880405
    This problem lasts for several months already (first on Ubuntu 13.10, not on 12.04. I get very loud cracking/popping sound from my right Asus K56C's speaker, I searched everything but could not get rid of it. Several facts: There is no problem on Windows 8. It has nothing to do with applications running because it appears even before login screen of Ubuntu. Also same problem if I boot from Live USB. Muting sound will remove noise, but lowering volume has no effect. Inserting any headphones, removes the noise. If I disconnect power cable while there is noise, noise will always disappear, but only if there is no music playing. If I start playing music, noise again appear even with power cable disconnected. Sometimes that noise disappears for 1-4 weeks, and then again appears for no reason and lasts from several days to weeks. That noise is always the same, and I tried adding tsched=0 to /etc/pulse/default.pa. Also tried this PositionReporting fix, with no effect. I also tried disconnecting all the cables and removing all electronic devices around laptop, but it has no effect. I also tried removing Pulse Audio, didn't change anything. Would be great if someone has some real solution for this problem.

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  • show-hide image onmouseover

    - by butters
    I have 3 images on top of each other. The first one is a normal .jpg image, the second a greyscale version and the 3rd is some kind of effect i add with a transparent .png Now what i want is that, if i move the mouse over those images, the greyscale image is hidden or replaced by another image and afterwards visible again. The problem here is that i am a js noob, so it's kind of hard for me to find a solution ^^ my code looks something like this: <html> <head> <style type="text/css"> <!-- ul li{ display: inline-table; } .frame{ position: relative; height: 110px; width: 110px; } .frame div{ position: absolute; top:0px; left:0px; } .effect{ background:url(images/effect.png) no-repeat; height:110px; width: 110px; } .image{ height:100px; width:100px; border: 1px solid red; margin:4px; } .greyscale{ height:100px; width:100px; border: 1px solid red; margin:4px; } --> </style> </head> <body> <ul> <li> <div class="frame"> <div class="image"><img src="images/pic1.jpg" height="100" width="100"></div> <div class="greyscale"><img src="images/grey1.jpg" height="100" width="100"></div> <div class="effect">qwert</div> </div> </li> <li> <div class="frame"> <div class="image"><img src="images/pic2.jpg" height="100" width="100"></div> <div class="greyscale"><img src="images/grey2.jpg" height="100" width="100"></div> <div class="effect">qewrt</div> </div> </li> </ul> </body> </html> </code></pre> would be super-awesome if someone can help me out :)

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  • USB 3.0 port with USB 3.0 device in Ubuntu 12.10

    - by fernando garcía
    When I try to connect a USB 3.0 device in Ubuntu 12.10 (ASUS K55VD, kernel 3.5.0-19-generic #30-Ubuntu SMP), the system says [ 74.747832] hub 3-0:1.0: unable to enumerate USB device on port 1 [ 74.931957] usb 4-1: new SuperSpeed USB device number 2 using xhci_hcd [ 74.949390] usb 4-1: New USB device found, idVendor=05e3, idProduct=0731 [ 74.949396] usb 4-1: New USB device strings: Mfr=0, Product=1, SerialNumber=2 [ 74.949400] usb 4-1: Product: USB Storage [ 74.949403] usb 4-1: SerialNumber: 0000000000000033 [ 75.033327] usbcore: registered new interface driver uas [ 75.038548] Initializing USB Mass Storage driver... [ 75.038651] scsi7 : usb-storage 4-1:1.0 [ 75.038700] usbcore: registered new interface driver usb-storage [ 75.038701] USB Mass Storage support registered. but it does not recognize the device, and the disks applications (gparted, nautilus) act as if nothing had been connected. I have checked other questions, but either they have no answers or they told about previous Ubuntu version with 3.0.x kernels. A USB 2.0 device will work in the USB 3.0 ports. A USB 3.0 device will work (at USB 2.0 speeds) in the USB 2.0 ports. The problem, as I wrote, is between USB 3.0 devices and USB 3.0 ports. I have my USB 3.0 ports configured without legacy support via the BIOS (the way they should be, I suppose). But I also have tried to configure them with XHCI Preboot mode disabled. Have any one solved a similar problem? Thanks in advance.

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  • Processing Email in Outlook

    - by Daniel Moth
    A. Why Goal 1 = Help others: Have at most a 24-hour response turnaround to internal (from colleague) emails, typically achieving same day response. Goal 2 = Help projects: Not to implicitly pass/miss an opportunity to have impact on electronic discussions around any project on the radar. Not achieving goals 1 & 2 = Colleagues stop relying on you, drop you off conversations, don't see you as a contributing resource or someone that cares, you are perceived as someone with no peripheral vision. Note this is perfect if all you are doing is cruising at your job, trying to fly under the radar, with no ambitions of having impact beyond your absolute minimum 'day job'. B. DON'T: Leave unread email lurking around Don't: Receive or process all incoming emails in a single folder ('inbox' or 'unread mail'). This is actually possible if you receive a small number of emails (e.g. new to the job, not working at a company like Microsoft). Even so, with (your future) success at any level (company, community) comes large incoming email, so learn to deal with it. With large volumes, it is best to let the system help you by doing some categorization and filtering on your behalf (instead of trying to do that in your head as you process the single folder). See later section on how to achieve this. Don't: Leave emails as 'unread' (or worse: read them, then mark them as unread). Often done by individuals who think they possess super powers ("I can mentally cache and distinguish between the emails I chose not to read, the ones that are actually new, and the ones I decided to revisit in the future; the fact that they all show up the same (bold = unread) does not confuse me"). Interactions with this super-powered individuals typically end up with them saying stuff like "I must have missed that email you are talking about (from 2 weeks ago)" or "I am a bit behind, so I haven't read your email, can you remind me". TIP: The only place where you are "allowed" unread email is in your Deleted Items folder. Don't: Interpret a read email as an email that has been processed. Doing that, means you will always end up with fake unread email (that you have actually read, but haven't dealt with completely so you then marked it as unread) lurking between actual unread email. Another side effect is reading the email and making a 'mental' note to action it, then leaving the email as read, so the only thing left to remind you to carry out the action is… you. You are not super human, you will forget. This is a key distinction. Reading (or even scanning) a new email, means you now know what needs to be done with it, in order for it to be truly considered processed. Truly processing an email is to, for example, write an email of your own (e.g. to reply or forward), or take a non-email related action (e.g. create calendar entry, do something on some website), or read it carefully to gain some knowledge (e.g. it had a spec as an attachment), or keep it around as reference etc. 'Reading' means that you know what to do, not that you have done it. An email that is read is an email that is triaged, not an email that is resolved. Sometimes the thing that needs to be done based on receiving the email, you can (and want) to do immediately after reading the email. That is fine, you read the email and you processed it (typically when it takes no longer than X minutes, where X is your personal tolerance – mine is roughly 2 minutes). Other times, you decide that you don't want to spend X minutes at that moment, so after reading the email you need a quick system for "marking" the email as to be processed later (and you still leave it as 'read' in outlook). See later section for how. C. DO: Use Outlook rules and have multiple folders where incoming email is automatically moved to Outlook email rules are very powerful and easy to configure. Use them to automatically file email into folders. Here are mine (note that if a rule catches an email message then no further rules get processed): "personal" Email is either personal or business related. Almost all personal email goes to my gmail account. The personal emails that end up on my work email account, go to a dedicated folder – that is achieved via a rule that looks at the email's 'From' field. For those that slip through, I use the new Outlook 2010  quick step of "Conversation To Folder" feature to let the slippage only occur once per conversation, and then update my rules. "External" and "ViaBlog" The remaining external emails either come from my blog (rule on the subject line) or are unsolicited (rule on the domain name not being microsoft) and they are filed accordingly. "invites" I may do a separate blog post on calendar management, but suffice to say it should be kept up to date. All invite requests end up in this folder, so that even if mail gets out of control, the calendar can stay under control (only 1 folder to check). I.e. so I can let the organizer know why I won't be attending their meeting (or that I will be). Note: This folder is the only one that shows the total number of items in it, instead of the total unread. "Inbox" The only email that ends up here is email sent TO me and me only. Note that this is also the only email that shows up above the systray icon in the notification toast – all other emails cannot interrupt. "ToMe++" Email where I am on the TO line, but there are other recipients as well (on the TO or CC line). "CC" Email where I am on the CC line. I need to read these, but nobody is expecting a response or action from me so they are not as urgent (and if they are and follow up with me, they'll receive a link to this). "@ XYZ" Emails to aliases that are about projects that I directly work on (and I wasn't on the TO or CC line, of course). Test: these projects are in my commitments that I get measured on at the end of the year. "Z Mass" and subfolders under it per distribution list (DL) Emails to aliases that are about topics that I am interested in, but not that I formally own/contribute to. Test: if I unsubscribed from these aliases, nobody could rightfully complain. "Admin" folder, which resides under "Z Mass" folder Emails to aliases that I was added typically by an admin, e.g. broad emails to the floor/group/org/building/division/company that I am a member of. "BCC" folder, which resides under "Z Mass" Emails where I was not on the TO or the CC line explicitly and the alias it was sent to is not one I explicitly subscribed to (or I have been added to the BCC line, which I briefly touched on in another post). When there are only a few quick minutes to catch up on email, read as much as possible from these folders, in this order: Invites, Inbox, ToMe++. Only when these folders are all read (remember that doesn't mean that each email in them has been fully dealt with), we can move on to the @XYZ and then the CC folders. Only when those are read we can go on to the remaining folders. Note that the typical flow in the "Z Mass" subfolders is to scan subject lines and use the new Ctrl+Delete Outlook 2010 feature to ignore conversations. D. DO: Use Outlook Search folders in combination with categories As you process each folder, when you open a new email (i.e. click on it and read it in the preview pane) the email becomes read and stays read and you have to decide whether: It can take 2 minutes to deal with for good, right now, or It will take longer than 2 minutes, so it needs to be postponed with a clear next step, which is one of ToReply – there may be intermediate action steps, but ultimately someone else needs to receive email about this Action – no email is required, but I need to do something ReadLater – no email is required from the quick scan, but this is too long to fully read now, so it needs to be read it later WaitingFor – the email is informing of an intermediate status and 'promising' a future email update. Need to track. SomedayMaybe – interesting but not important, non-urgent, non-time-bound information. I may want to spend part of one of my weekends reading it. For all these 'next steps' use Outlook categories (right click on the email and assign category, or use shortcut key). Note that I also use category 'WaitingFor' for email that I send where I am expecting a response and need to track it. Create a new search folder for each category (I dragged the search folders into my favorites at the top left of Outlook, above my inboxes). So after the activity of reading/triaging email in the normal folders (where the email arrived) is done, the result is a bunch of emails appearing in the search folders (configure them to show the total items, not the total unread items). To actually process email (that takes more than 2 minutes to deal with) process the search folders, starting with ToReply and Action. E. DO: Get into a Routine Now you have a system in place, get into a routine of using it. Here is how I personally use mine, but this part I keep tweaking: Spend short bursts of time (between meetings, during boring but mandatory meetings and, in general, 2-4 times a day) aiming to have no unread emails (and in the process deal with some emails that take less than 2 minutes). Spend around 30 minutes at the end of each day processing most urgent items in search folders. Spend as long as it takes each Friday (or even the weekend) ensuring there is no unnecessary email baggage carried forward to the following week. F. Other resources Official Outlook help on: Create custom actions rules, Manage e-mail messages with rules, creating a search folder. Video on ignoring conversations (Ctrl+Del). Official blog post on Quick Steps and in particular the Move Conversation to folder. If you've read "Getting Things Done" it is very obvious that my approach to email management is driven by GTD. A very similar approach was described previously by ScottHa (also influenced by GTD), worth reading here. He also described how he sets up 2 outlook rules ('invites' and 'external') which I also use – worth reading that too. Comments about this post welcome at the original blog.

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  • Processing Email in Outlook

    - by Daniel Moth
    A. Why Goal 1 = Help others: Have at most a 24-hour response turnaround to internal (from colleague) emails, typically achieving same day response. Goal 2 = Help projects: Not to implicitly pass/miss an opportunity to have impact on electronic discussions around any project on the radar. Not achieving goals 1 & 2 = Colleagues stop relying on you, drop you off conversations, don't see you as a contributing resource or someone that cares, you are perceived as someone with no peripheral vision. Note this is perfect if all you are doing is cruising at your job, trying to fly under the radar, with no ambitions of having impact beyond your absolute minimum 'day job'. B. DON'T: Leave unread email lurking around Don't: Receive or process all incoming emails in a single folder ('inbox' or 'unread mail'). This is actually possible if you receive a small number of emails (e.g. new to the job, not working at a company like Microsoft). Even so, with (your future) success at any level (company, community) comes large incoming email, so learn to deal with it. With large volumes, it is best to let the system help you by doing some categorization and filtering on your behalf (instead of trying to do that in your head as you process the single folder). See later section on how to achieve this. Don't: Leave emails as 'unread' (or worse: read them, then mark them as unread). Often done by individuals who think they possess super powers ("I can mentally cache and distinguish between the emails I chose not to read, the ones that are actually new, and the ones I decided to revisit in the future; the fact that they all show up the same (bold = unread) does not confuse me"). Interactions with this super-powered individuals typically end up with them saying stuff like "I must have missed that email you are talking about (from 2 weeks ago)" or "I am a bit behind, so I haven't read your email, can you remind me". TIP: The only place where you are "allowed" unread email is in your Deleted Items folder. Don't: Interpret a read email as an email that has been processed. Doing that, means you will always end up with fake unread email (that you have actually read, but haven't dealt with completely so you then marked it as unread) lurking between actual unread email. Another side effect is reading the email and making a 'mental' note to action it, then leaving the email as read, so the only thing left to remind you to carry out the action is… you. You are not super human, you will forget. This is a key distinction. Reading (or even scanning) a new email, means you now know what needs to be done with it, in order for it to be truly considered processed. Truly processing an email is to, for example, write an email of your own (e.g. to reply or forward), or take a non-email related action (e.g. create calendar entry, do something on some website), or read it carefully to gain some knowledge (e.g. it had a spec as an attachment), or keep it around as reference etc. 'Reading' means that you know what to do, not that you have done it. An email that is read is an email that is triaged, not an email that is resolved. Sometimes the thing that needs to be done based on receiving the email, you can (and want) to do immediately after reading the email. That is fine, you read the email and you processed it (typically when it takes no longer than X minutes, where X is your personal tolerance – mine is roughly 2 minutes). Other times, you decide that you don't want to spend X minutes at that moment, so after reading the email you need a quick system for "marking" the email as to be processed later (and you still leave it as 'read' in outlook). See later section for how. C. DO: Use Outlook rules and have multiple folders where incoming email is automatically moved to Outlook email rules are very powerful and easy to configure. Use them to automatically file email into folders. Here are mine (note that if a rule catches an email message then no further rules get processed): "personal" Email is either personal or business related. Almost all personal email goes to my gmail account. The personal emails that end up on my work email account, go to a dedicated folder – that is achieved via a rule that looks at the email's 'From' field. For those that slip through, I use the new Outlook 2010  quick step of "Conversation To Folder" feature to let the slippage only occur once per conversation, and then update my rules. "External" and "ViaBlog" The remaining external emails either come from my blog (rule on the subject line) or are unsolicited (rule on the domain name not being microsoft) and they are filed accordingly. "invites" I may do a separate blog post on calendar management, but suffice to say it should be kept up to date. All invite requests end up in this folder, so that even if mail gets out of control, the calendar can stay under control (only 1 folder to check). I.e. so I can let the organizer know why I won't be attending their meeting (or that I will be). Note: This folder is the only one that shows the total number of items in it, instead of the total unread. "Inbox" The only email that ends up here is email sent TO me and me only. Note that this is also the only email that shows up above the systray icon in the notification toast – all other emails cannot interrupt. "ToMe++" Email where I am on the TO line, but there are other recipients as well (on the TO or CC line). "CC" Email where I am on the CC line. I need to read these, but nobody is expecting a response or action from me so they are not as urgent (and if they are and follow up with me, they'll receive a link to this). "@ XYZ" Emails to aliases that are about projects that I directly work on (and I wasn't on the TO or CC line, of course). Test: these projects are in my commitments that I get measured on at the end of the year. "Z Mass" and subfolders under it per distribution list (DL) Emails to aliases that are about topics that I am interested in, but not that I formally own/contribute to. Test: if I unsubscribed from these aliases, nobody could rightfully complain. "Admin" folder, which resides under "Z Mass" folder Emails to aliases that I was added typically by an admin, e.g. broad emails to the floor/group/org/building/division/company that I am a member of. "BCC" folder, which resides under "Z Mass" Emails where I was not on the TO or the CC line explicitly and the alias it was sent to is not one I explicitly subscribed to (or I have been added to the BCC line, which I briefly touched on in another post). When there are only a few quick minutes to catch up on email, read as much as possible from these folders, in this order: Invites, Inbox, ToMe++. Only when these folders are all read (remember that doesn't mean that each email in them has been fully dealt with), we can move on to the @XYZ and then the CC folders. Only when those are read we can go on to the remaining folders. Note that the typical flow in the "Z Mass" subfolders is to scan subject lines and use the new Ctrl+Delete Outlook 2010 feature to ignore conversations. D. DO: Use Outlook Search folders in combination with categories As you process each folder, when you open a new email (i.e. click on it and read it in the preview pane) the email becomes read and stays read and you have to decide whether: It can take 2 minutes to deal with for good, right now, or It will take longer than 2 minutes, so it needs to be postponed with a clear next step, which is one of ToReply – there may be intermediate action steps, but ultimately someone else needs to receive email about this Action – no email is required, but I need to do something ReadLater – no email is required from the quick scan, but this is too long to fully read now, so it needs to be read it later WaitingFor – the email is informing of an intermediate status and 'promising' a future email update. Need to track. SomedayMaybe – interesting but not important, non-urgent, non-time-bound information. I may want to spend part of one of my weekends reading it. For all these 'next steps' use Outlook categories (right click on the email and assign category, or use shortcut key). Note that I also use category 'WaitingFor' for email that I send where I am expecting a response and need to track it. Create a new search folder for each category (I dragged the search folders into my favorites at the top left of Outlook, above my inboxes). So after the activity of reading/triaging email in the normal folders (where the email arrived) is done, the result is a bunch of emails appearing in the search folders (configure them to show the total items, not the total unread items). To actually process email (that takes more than 2 minutes to deal with) process the search folders, starting with ToReply and Action. E. DO: Get into a Routine Now you have a system in place, get into a routine of using it. Here is how I personally use mine, but this part I keep tweaking: Spend short bursts of time (between meetings, during boring but mandatory meetings and, in general, 2-4 times a day) aiming to have no unread emails (and in the process deal with some emails that take less than 2 minutes). Spend around 30 minutes at the end of each day processing most urgent items in search folders. Spend as long as it takes each Friday (or even the weekend) ensuring there is no unnecessary email baggage carried forward to the following week. F. Other resources Official Outlook help on: Create custom actions rules, Manage e-mail messages with rules, creating a search folder. Video on ignoring conversations (Ctrl+Del). Official blog post on Quick Steps and in particular the Move Conversation to folder. If you've read "Getting Things Done" it is very obvious that my approach to email management is driven by GTD. A very similar approach was described previously by ScottHa (also influenced by GTD), worth reading here. He also described how he sets up 2 outlook rules ('invites' and 'external') which I also use – worth reading that too. Comments about this post welcome at the original blog.

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • Problem installing Cardbus/PCMCIA drivers (USB 2.0 2-port)

    - by Carl
    I obtained the drivers from the manufacturer for my HT-Link NEC USB 2.0 2-port Cardbus card. When I plugged in the card before I got the drivers, 3 new entries showed up in the Device Manager - two "NEC PCI to USB Open Host Controller" and one "Standard Enhanced PCI to USB Host controller." With the card plugged in, I uninstalled those two drivers. I then removed the card. I copied the new drivers to c:\windows\system32\drivers and the .inf file to c:\windows\inf. I also copied the drivers & inf to a new directory called c:\windows\drivers\ousb2. I reinserted the card. Windows automatically installed the same drivers as before. I selected 'update driver' on the "NEC PCI to USB..." entry and didn't see any other options. I then selected 'have disk' and pointed to c:\windows\drivers\ousb2 and got a message "The specified location does not contain information about your hardware." I then selected 'update driver' on the "Standard Enhanced PCI to USB...," and manually selected "USB 2.0 Enhanced Host Controller" (OWC 4/15/2003 2.1.3.1). Windows then automatically found a USB root hub, and I manually selected "USB 2.0 Root Hub Device" (OWC 4/15/2003 2.1.3.1). Now there are two sections in the Device Manager titled "Universal Serial Bus controllers." I plugged in my external USB hard disk adapter, and "USB Mass Storage Device" was added to the first set. Here's how it looks (w/drivers from the properties): [Universal Serial Bus controllers] Intel(R) 82801DB/DBM USB 2.0 Enhanced Host Controller - 24CD (6/1/2002 5.1.2600.0) Intel(R) 82801DB/DBM USB Universal Host Controller - 24C2 (7/1/2001 5.1.2600.5512) Intel(R) 82801DB/DBM USB Universal Host Controller - 24C4 (7/1/2001 5.1.2600.5512) Intel(R) 82801DB/DBM USB Universal Host Controller - 24C7 (7/1/2001 5.1.2600.5512) NEC PCI to USB Open Host Controller (7/1/2001 5.1.2600.5512) NEC PCI to USB Open Host Controller (7/1/2001 5.1.2600.5512) USB Mass Storage Device USB Root Hub (7/1/2001 5.1.2600.5512) (5 more USB Root Hubs - same driver) [Universal Serial Bus controllers] USB 2.0 Enhanced Host Controller (OWC 4/15/2003 2.1.3.1) USB 2.0 Root Hub Device (OWC 4/15/2003 2.1.3.1) When I unplug the card the two "NEC PCI to USB..." entries in the first set disappear, and the whole second set disappears. (I unplugged the hard disk adapter first...) The hard disk adapter still doesn't work in that Cardbus card with the new drivers. I don't think the above looks right - a second set of USB controllers listed in the Device Manager, and the NEC entries still in the first set, and the the USB mass storage device still in the first set. Any help appreciated. (Windows XP PRO SP3 w/all current updates.)

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  • logparser Message with error codes

    - by nsr81
    Hi All, Is there anyway to get complete error message using LogParser? When I run the following query: logparser -i:EVT -o:NAT "SELECT TimeGenerated,EventID,Message from System WHERE EventTypeName='Error event'" I get the following output: 2009-09-02 19:35:44 7000 The USB Mass Storage Driver service failed to start due to the following error: %%1058 The full "Message" in EventViewer is: Description: The USB Mass Storage Driver service failed to start due to the following error: The service cannot be started, either because it is disabled or because it has no enabled devices associated with it. How can I obtain complete message using logparser?

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  • My sendmail sends spam and I can't identify which script sends it

    - by Andrew
    I've noticed one of my server is sending mass spam. The messages are like the one below (sending from: [email protected]). I've deleted USER_ACCOUNT but I'd like to know how can I identify the script (probably a hacked PHP script) that sends the mass mail considering this server hosts numerous websites. I0/83/968855 Mreturntosender: cannot select queue for postmaster: Broken pipe Fbn $_Unknown UID 1008@localhost ${daemon_flags}c u SUSER_ACCOUNT [email protected] H?P?Return-Path: <?g> H??Received: (from Unknown UID 1008@localhost) by benedictus.MYDOMAIN.COM (8.14.3/8.14.3/Submit) id q5H8Bx9A066412; Sun, 17 Jun 2012 11:11:59 +0300 (EEST) (envelope-from USER_ACCOUNT) H?D?Date: Sun, 17 Jun 2012 11:11:59 +0300 (EEST) H?M?Message-Id: <[email protected]> H??From: Tiffany June <[email protected]> H??To: "Fernando" <[email protected]> H??Subject: Tiffany June ADDED YOU to her Private Wish List H??MIME-Version: 1.0 H??Content-Type: multipart/related; boundary="=_8b944d33596415b2dd4371ef94e08aee

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  • Device Manager - does USB listing look right?

    - by Carl
    I obtained the drivers from the manufacturer for my HT-Link NEC USB 2.0 2-port Cardbus card. When I plugged in the card before I got the drivers, 3 new entries showed up in the Device Manager - two "NEC PCI to USB Open Host Controller" and one "Standard Enhanced PCI to USB Host controller." With the card plugged in, I uninstalled those two drivers. I then removed the card. I copied the new drivers to c:\windows\system32\drivers and the .inf file to c:\windows\inf. I also copied the drivers & inf to a new directory called c:\windows\drivers\ousb2. I reinserted the card. Windows automatically installed the same drivers as before. I selected 'update driver' on the "NEC PCI to USB..." entry and didn't see any other options. I then selected 'have disk' and pointed to c:\windows\drivers\ousb2 and got a message "The specified location does not contain information about your hardware." I then selected 'update driver' on the "Standard Enhanced PCI to USB...," and manually selected "USB 2.0 Enhanced Host Controller" (OWC 4/15/2003 2.1.3.1). Windows then automatically found a USB root hub, and I manually selected "USB 2.0 Root Hub Device" (OWC 4/15/2003 2.1.3.1). Now there are two sections in the Device Manager titled "Universal Serial Bus controllers." I plugged in my external USB hard disk adapter, and "USB Mass Storage Device" was added to the first set. Here's how it looks (w/drivers from the properties): [Universal Serial Bus controllers] Intel(R) 82801DB/DBM USB 2.0 Enhanced Host Controller - 24CD (6/1/2002 5.1.2600.0) Intel(R) 82801DB/DBM USB Universal Host Controller - 24C2 (7/1/2001 5.1.2600.5512) Intel(R) 82801DB/DBM USB Universal Host Controller - 24C4 (7/1/2001 5.1.2600.5512) Intel(R) 82801DB/DBM USB Universal Host Controller - 24C7 (7/1/2001 5.1.2600.5512) NEC PCI to USB Open Host Controller (7/1/2001 5.1.2600.5512) NEC PCI to USB Open Host Controller (7/1/2001 5.1.2600.5512) USB Mass Storage Device USB Root Hub (7/1/2001 5.1.2600.5512) (5 more USB Root Hubs - same driver) [Universal Serial Bus controllers] USB 2.0 Enhanced Host Controller (OWC 4/15/2003 2.1.3.1) USB 2.0 Root Hub Device (OWC 4/15/2003 2.1.3.1) When I unplug the card the two "NEC PCI to USB..." entries in the first set disappear, and the whole second set disappears. (I unplugged the hard disk adapter first...) The hard disk adapter still doesn't work in that Cardbus card with the new drivers. I don't think the above looks right - a second set of USB controllers listed in the Device Manager, and the NEC entries still in the first set, and the the USB mass storage device still in the first set. Any help appreciated. (Windows XP PRO SP3 w/all current updates.)

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  • Easy Deployment Split Tunnel VPN Connection

    - by Joey Harris
    I was wondering if anybody could offer some insight as to how I can mass deploy VPN connection settings that support split tunneling. It has to work on both Mac and Windows systems though if a script is used, it obviously can be 2 separate scripts for both platforms. I will be setting up a Windows server with a file server and Exchange server and to access the file server I will have the clients go through VPN because we will have sensitive data. I don't want the servers network to be bogged down with the clients normal internet traffic so I will be needing some way to setup split tunneling on the clients without them having to put in a few commands every time to setup the static routes. Ive looked at Cisco VPN client but I want to try and stick with windows RRAS and avoid buying a Cisco VPN endpoint. Im basically looking for a good VPN client that can support split tunneling and mass deployment.

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  • connecting to bsnl wll, with huawei fixed wireless modem with connected to usb port on linux mint.

    - by Rakesh
    On windows, when I plugged in the usb connector, to the device was recognized as a mass storage device and installed all the drivers, to my computer, then the device, automatically restarted and started behaving like a modem, I'm writing this post, using the same modem, through windows... On linux mint (debian kernel, similar to ubuntu 8.10), the device is recognized as a mass storage device, some times, but, has no programs, useful for linux... When I use the modem on windows and restart the computer and login to linux, the device shows up as "not yet configured" in the terminal command "lsusb"... I googled a lot for solutions, tried many things, atlast, configured it and run the command "wvdial". But, get the error, that the modem is not responding, at last ! :'( Please help me out... Many more people are facing this problem, as I could discover, when I googled for it. this is the website address of huawei, the company of my modem... "www.huawei.com" Specification: model: ETS1220 FEQ: 800M Thank you.

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  • Guidance in naming awkward domain-specific objects?

    - by GlenH7
    I'm modeling a chemical system, and I'm having problems with naming my objects within an enum. I'm not sure if I should use: the atomic formula the chemical name an abbreviated chemical name. For example, sulfuric acid is H2SO4 and hydrochloric acid is HCl. With those two, I would probably just use the atomic formula as they are reasonably common. However, I have others like sodium hexafluorosilicate which is Na2SiF6. In that example, the atomic formula isn't as obvious (to me) but the chemical name is hideously long: myEnum.SodiumHexaFluoroSilicate. I'm not sure how I would be able to safely come up with an abbreviated chemical name that would have a consistent naming pattern. From a maintenance point of view, which of the options would you prefer to see and why? Some details from comments on this question: Audience for the code will be just programmers, not chemists. I'm using C#, but I think this question is more interesting when ignoring the implementation language I'm starting with 10 - 20 compounds and would have at most 100 compounds. The enum is to facilitate common calculations - the equation is the same for all compounds but you insert a property of the compound to complete the equation. For example, Molar mass (in g/mol) is used when calculating the number of moles from a mass (in grams) of the compound. Another example of a common calculation is the Ideal Gas Law and its use of the Specific Gas Constant

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