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  • How to send image as a attachment

    - by rupesh
    Hi all i am new to this technology. i have configured ESS server with Microsoft Outlook for sending email from simulator. But i am not able to send image as a attachment from simulator to outlook. html attachement is working fine. Should i configure BES server with Microsoft Exchange for testing the image attachment. is it possible. can any one provide me suggestion.

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  • unable to send email to more then one email id

    - by rupesh
    Hi all I am using the below code to send the email to more then one id, but the mail is not getting delivered. Address [] toAddresses = new Address[emailto.length]; for (i = 0; i <= emailto.length ; i++ ) { toAddresses[i] = new Address(emailto[i], emailto[i]); } //Adding Recipients address whose type is TO. msg.addRecipients(Message.RecipientType.TO, toAddresses); emailto is a string array which stores email id's. m i going wrong ?? and i also want to send email to cc how to proceed for that Thanks alot

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  • STORM Cloud Servers — Anybody Used Them? Any Reviews and/or Advice? [closed]

    - by AJB
    I just posted this in StackOverflow before I realized that Serverfault existed ... Hi folks, Just wondering if anyone has used STORM Cloud Servers from Liquid Web: https://www.stormondemand.com/cloud-server/ I'm shopping for a new hosting provider for my server that has about 50 'mom & pop' domains on it and finding that webhosting has changed a lot in the last ten years. I feel like I'm trying to buy 100 cellphone plans at once. Any advice would be greatly appreciated. Thanks.

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  • EPPM Is a Must-Have Capability as Global Energy and Power Industries Eye US$38 Trillion in New Investments

    - by Melissa Centurio Lopes
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} “The process manufacturing industry is facing an unprecedented challenge: from now until 2035, cumulative worldwide investments of US$38 trillion will be required for drilling, power generation, and other energy projects,” Iain Graham, director of energy and process manufacturing for Oracle’s Primavera, said in a recent webcast. He adds that process manufacturing organizations such as oil and gas, utilities, and chemicals must manage this level of investment in an environment of constrained capital markets, erratic supply and demand, aging infrastructure, heightened regulations, and declining global skills. In the following interview, Graham explains how the right enterprise project portfolio management (EPPM) technology can help the industry meet these imperatives. Q: Why is EPPM so important for today’s process manufacturers? A: If the industry invests US$38 trillion without proper cost controls in place, a huge amount of resources will be put at risk, especially when it comes to cost overruns that may occur in large capital projects. Process manufacturing companies must not only control costs, but also monitor all the various contractors that will be involved in each project. If you’re not managing your own workers and all the interdependencies among the different contractors, then you’ve got problems. Q: What else should process manufacturers look for? A: It’s also important that an EPPM solution has the ability to manage more than just capital projects. For example, it’s best to manage maintenance and capital projects in the same system. Say you’re due to install a new transformer in a power station as part of a capital project, but routine maintenance in that area of the facility is scheduled for that morning. The lack of coordination could lead to unforeseen delays. There are also IT considerations that impact capital projects, such as adding servers and network cable for a control system in a power station. What organizations need is a true EPPM system that’s not just for capital projects, maintenance, or IT activities, but instead an enterprisewide solution that provides visibility into all types of projects. Read the complete Q&A here and discover the practical framework for successfully managing this massive capital spending.

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  • How to set up a personal Apple developer account now with an eye on transferring app ownership to a company later?

    - by Rinzwind
    I have two Mac applications that I wrote for my own personal use, but I'm considering polishing them up and giving selling them on the Mac App Store a try. It seemed very premature to consider what would happen if either app would become successful enough to make it possible to set up a business around it, or to sell it to another developer. That is, until I read that Apple doesn't make it easy to transfer app ownership. I'm not sure how to best register with the Apple Developer program now to avoid any possible hassle in this respect later. From what I understand, one can really only transfer ownership of a developer account. I'm not sure about the relationship between an Apple ID and an Apple developer account. Does this mean I should at least not use the Apple ID I'm already using for iTunes, but create a second one to use for registering as an Apple Developer? Is there any disadvantage to using separate Apple IDs like this on the same Mac (one ID for Xcode development, the other ID for iTunes/iCloud/App Store/...)? Should one go as far as having a separate Apple ID & Apple developer account per app one develops? Or is there some other solution to take into account the possibility of transferring app ownership?

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  • Any significant performance improvement by using bitwise operators instead of plain int sums in C#?

    - by tunnuz
    Hello, I started working with C# a few weeks ago and I'm now in a situation where I need to build up a "bit set" flag to handle different cases in an algorithm. I have thus two options: enum RelativePositioning { LEFT = 0, RIGHT = 1, BOTTOM = 2, TOP = 3, FRONT = 4, BACK = 5 } pos = ((eye.X < minCorner.X ? 1 : 0) << RelativePositioning.LEFT) + ((eye.X > maxCorner.X ? 1 : 0) << RelativePositioning.RIGHT) + ((eye.Y < minCorner.Y ? 1 : 0) << RelativePositioning.BOTTOM) + ((eye.Y > maxCorner.Y ? 1 : 0) << RelativePositioning.TOP) + ((eye.Z < minCorner.Z ? 1 : 0) << RelativePositioning.FRONT) + ((eye.Z > maxCorner.Z ? 1 : 0) << RelativePositioning.BACK); Or: enum RelativePositioning { LEFT = 1, RIGHT = 2, BOTTOM = 4, TOP = 8, FRONT = 16, BACK = 32 } if (eye.X < minCorner.X) { pos += RelativePositioning.LEFT; } if (eye.X > maxCorner.X) { pos += RelativePositioning.RIGHT; } if (eye.Y < minCorner.Y) { pos += RelativePositioning.BOTTOM; } if (eye.Y > maxCorner.Y) { pos += RelativePositioning.TOP; } if (eye.Z > maxCorner.Z) { pos += RelativePositioning.FRONT; } if (eye.Z < minCorner.Z) { pos += RelativePositioning.BACK; } I could have used something as ((eye.X > maxCorner.X) << 1) but C# does not allow implicit casting from bool to int and the ternary operator was similar enough. My question now is: is there any performance improvement in using the first version over the second? Thank you Tommaso

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  • Camera closes in on the fixed point

    - by V1ncam
    I've been trying to create a camera that is controlled by the mouse and rotates around a fixed point (read: (0,0,0)), both vertical and horizontal. This is what I've come up with: camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateRotationY(camRotYFloat)); Vector3 customAxis = new Vector3(-camera.Eye.Z, 0, camera.Eye.X); camera.Eye = Vector3.Transform(camera.Eye, Matrix.CreateFromAxisAngle(customAxis, camRotXFloat * 0.0001f)); This works quit well, except from the fact that when I 'use' the second transformation (go up and down with the mouse) the camera not only goes up and down, it also closes in on the point. It zooms in. How do I prevent this? Thanks in advance.

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  • Best software to edit your photos (red-eye correction etc.)

    - by FractalizeR
    Hello. My mother wants me to correct her photos (red eye, some other defects). But, actually, I don't know what tool I can use on Windows for digital photo editing. Preferably, free of course. I was going to try F-Spot for that, but found, that it's available only on Linux. Can you suggest something cool for photo editing? I need to edit, NOT organize. GIMP is too complex, Paint .NET seem not to be capable of extended correction functions.

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  • What monitor specifications should be taken into consideration to avoid eye problems? [closed]

    - by coding crow
    I spent time programming on my 13.3" laptop for 8 to 10 hours a day. I was planning to buy a good monitor. Now that I have developed CVS buying a monitor has became an immediate priority. I have spend some time trying to understand what I should buy and why. I could only zero down on the size (20") and LED. So, I'm looking for advice on many other factors like resolution, pixel density, panel technology and so forth. What should I look for in a computer monitor to avoid further eye problems? Why?

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  • Google Launches Hurricane Sandy Crisis Map

    - by Jason Fitzpatrick
    Whether you’re in the path of Hurricane Sandy or just want to keep an eye on what’s going on, Google’s new Hurricane Sandy crisis map will keep you abreast of any new storm-related developments. The main map tracks the current location of the storm, the forecasted track, storm surge probabilities, storm radar information, and active emergency shelters. In addition to the national-size map, Google also has a New York City specific map with evacuation routes and additional emergency information. Google Crisis Map: Hurricane Sandy [via Mashable] What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8 HTG Explains: Why You Shouldn’t Use a Task Killer On Android

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  • What is the best color combination for readability, easy of use, and reduced eye strain?

    - by Nick Berardi
    I am trying to pick out the optimal set of colors for a new website project. I want to do a traditional black on white look and feel for the main content. However my partner on the project wants to do a color combination that more looks like the traditional Windows Forms look and feel. Is there any research available on the best color combination's to use for readability, ease of use, and reduced eye strain?

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  • Google Street View API v3 : how can I avoid having "fish-eye" effect on Firefox?

    - by Benj
    I'm using google maps API V3 and I'm having trouble displaying correctly the street view within Firefox. I always get the "fish-eye" view (does not happen with Google chrome). So I assumed that the problem came from Firefox. I took a look to the street view options but found nothing. I would like to know if there is an option to have a flatten street view or if it is because Firefox does not support this kind of feature. If someone could explain it to me, I would be grateful. Below, what it looks in Firefox : And what it looks in Chrome :

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  • a firefox/chrome extension to darken pages & reduce eye strain?

    - by megafish
    I've been trying a ff plugin called Stylish, which overrides css in websites. The only problem is there is no way to toggle back to standard view. Because i work as a web designer/developer i need an extension for either chrome or ff that can do this and then i'll use that for my primary 'browsing' browser any tips would be greatly appreciated! ps. I've also tried changing colors in firefoxsettingscontentcolors but again there is no quick toggle

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  • Problems with matching emails with regex

    - by Gandalf StormCrow
    Hello, I'm trying to match an email address here is what I've come up with so far : String text = "[email protected]"; String regex = "(\\w+)@{1}(\\w+){2,}\\.{1}\\w{2,4}"; This however works with following cases : [email protected] [email protected] [email protected] So it matches any alphanumeric character repeated once or more that comes before one @ followed by any alphanumeric character repeated at least two times(which is minimal characters for any domain name) followed by one .(dot) and followed by any alphanumeric character repeated at least 2 times and at most 4 times(because there are domains such as .us or .mobi). This expression however does not work with emails such as : [email protected] [email protected] [email protected] [email protected] etc as many subdomains or [email protected] [email protected] [email protected] [email protected] I've just started to learn regex and I found interesting to try to solve problems such as these by using regex .. not partially but for each case, any help would be much appriciated. Thank you

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  • Semantic Fish-eye zoom on table cells in UIKit?

    - by niblha
    How would I go about implementing a table view that looks and works something as illustrated in the link below, with UIKit for the iPhone? http://img442.imageshack.us/img442/4177/uifisheyeview.png I was thinking of using UITableView, and was looking a bit at the UITableViewDelegate methods tableView:willDisplayCell:forRowAtIndexPath: tableView:heightForRowAtIndexPath: But it seems as the UITableView will modify the cell frames after these methods are called and just before the cells are drawn? Maybe skipping the UITableView and go straight for some subclassing of a UIScrollView would be a better approach? So my question is basically that I would just like some overall thought in what might be the best ways to use existing UIKit components to implement this type of table view.

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  • Margically appearing margin in footer. Could use some fresh eye's on this.

    - by Banderdash
    Hi chaps! Got a nearly finished coded comp here: http://clients.pixelbleed.net/biodesign/ I realize it's not completely valid, what with my nesting of li's and ul's within A tags. Unfortunately that's the way it has to be. My issue is with the very bottom of the footer. It has a space showing the body's background color beneath it. Tried a number of things and this space after the black link bar on the very bottom is a resistant little bugger. Ideally the black box on the bottom should rest against the very base of the view-port, at least when the content is sufficiently long--which it is in this case. If someone would like to take a quick peak at my source and give me some ideas I'd be very grateful. The CSS can be found here: http://clients.pixelbleed.net/biodesign/css/core.css And, yes, I've tried removing the height:100%. Makes no difference it seems. I do believe the issue to be with the footer, as when I remove these Div's the content rests as it should. Just don't see anything in my CSS to cause the margin/spacing issue though. Thanks so much.

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  • The View-Matrix and Alternative Calculations

    - by P. Avery
    I'm working on a radiosity processor in DirectX 9. The process requires that the camera be placed at the center of a mesh face and a 'screenshot' be taken facing 5 different directions...forward...up...down...left...right... ...The problem is that when the mesh face is facing up( look vector: 0, 1, 0 )...a view matrix cannot be determined using standard trigonometry functions: Matrix4 LookAt( Vector3 eye, Vector3 target, Vector3 up ) { // The "look-at" vector. Vector3 zaxis = normal(target - eye); // The "right" vector. Vector3 xaxis = normal(cross(up, zaxis)); // The "up" vector. Vector3 yaxis = cross(zaxis, xaxis); // Create a 4x4 orientation matrix from the right, up, and at vectors Matrix4 orientation = { xaxis.x, yaxis.x, zaxis.x, 0, xaxis.y, yaxis.y, zaxis.y, 0, xaxis.z, yaxis.z, zaxis.z, 0, 0, 0, 0, 1 }; // Create a 4x4 translation matrix by negating the eye position. Matrix4 translation = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -eye.x, -eye.y, -eye.z, 1 }; // Combine the orientation and translation to compute the view matrix return ( translation * orientation ); } The above function comes from http://3dgep.com/?p=1700... ...Is there a mathematical approach to this problem? Edit: A problem occurs when setting the view matrix to up or down directions, here is an example of the problem when facing down: D3DXVECTOR4 vPos( 3, 3, 3, 1 ), vEye( 1.5, 3, 3, 1 ), vLook( 0, -1, 0, 1 ), vRight( 1, 0, 0, 1 ), vUp( 0, 0, 1, 1 ); D3DXMATRIX mV, mP; D3DXMatrixPerspectiveFovLH( &mP, D3DX_PI / 2, 1, 0.5f, 2000.0f ); D3DXMatrixIdentity( &mV ); memcpy( ( void* )&mV._11, ( void* )&vRight, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._21, ( void* )&vUp, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._31, ( void* )&vLook, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._41, ( void* )&(-vEye), sizeof( D3DXVECTOR3 ) ); D3DXVec4Transform( &vPos, &vPos, &( mV * mP ) ); Results: vPos = D3DXVECTOR3( 1.5, -6, -0.5, 0 ) - this vertex is not properly processed by shader as the homogenous w value is 0 it cannot be normalized to a position within device space...

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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  • Best IDE for Ext JS

    - by KPthunder
    I am wondering what everybody's opinion on the best IDE for Ext JS is. I was using Aptana and spent way too much time tracking down a problem which turned out to be an uppercase instead of lowercase letter. So far I've tried Aptana (with and without Spket) and JetBrains Web Storm. Aptana didn't really do anything and while Web Storm worked, it was incredibly slow. Any recommendations for IDEs and / or configurations to speed up Web Storm?

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  • Is there a simple "Hello World" for making games?

    - by a.m.
    Does anyone know of a simple "Hello World" for making games for ubuntu? I've seen the Getting Started with Quickly video. Any examples for platformers or something like that? EDIT: Just a recap of the answers. Blender Game engine -- Uses python Pygame -- Python MonoGame http://monogame.codeplex.com/ -- some sort of XNA ? QuakeC -- This a Quake flavored C like lang. See: Steel Storm http://one.steel-storm.com/

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  • Alternative for Sharepoint 2010 Discussion Boards

    - by Madhawa Karunaratne
    If you have tried Sharepoint discussion boards, you already know that you cannot offer a PROPER forum experience with it. It's still very primitive and it will take considerable time and effort you to extend and customize.Fortunately I found that there are some third party solutions, and Lightning Storm Forum is a very nice alternative. I'ts not free but not that expensive either.You can try it for free and can have a proper forum running in your website withing less than an hour :)http://lightningtools.com/products/storm-forums/

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