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  • Laptop charger dying after plugging in?

    - by Corey
    My laptop charger's transformer has a green light on it that indicates that it's plugged in and working. When I plug it into the wall, the light goes on as expected. As soon as I plug it into the laptop, the light immediately turns off and my laptop doesn't get any charge. After that, the charger's light doesn't turn green again, even though it

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  • rsync osx to linux

    - by Nick
    I did a backup to a remote nfs folder with rsync, from a MAC to a Remote Debian. The final backup is 58GB less than the original. Rsync says that everything was OK, and nothing to update. Macintosh:/Volumes/Data1 root# du -sh Produccion/ 319G Produccion/ root@Disketera:/mnt/soho_storage/samba/shares# du -sh Produccion/ 260G Produccion/

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  • What are the ways to build a failover cluster?

    - by light
    I have a task where I need to build a failover cluster in two cases: first with servers on Red Hat Enterprise 5.1 and second with SUSE Linux Enterprise 11 SP1. Both cases have SAN. I know there are many ways to build failover cluster, but I can’t find out more, so I need next: The ways to build it? I know only virtualization. Any good book or

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  • How create a virtual network for practice?

    - by light
    I need to organize a virtual network for practice with Windows Server 2008 and several workstations with Windows OS. To make it all I only have a laptop with Dual-Core 2.10Ghz, 3 GB RAM, 50 GB free space and Windows 7 on it. Also I have external USB 3.0 hard-drive with 250GB free space and flash disk with 8GB space. What can you suggest?

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  • Strange if-else branching behavior in a fragment shader

    - by Winged
    In my fragment shader I have passed an uniform int uLightType variable, which indicates what type of light is in usage right now. The problem is that if-else branching does not work correctly - the fragment shader performs instructions in every if statement block. if (uLightType == 1) { // Spotlight light type vec3 depthTextureCoord

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  • OpenGL lighting with dynamic geometry

    - by Tank
    I'm currently thinking hard about how to implement lighting in my game. The geometry is quite dynamic (fixed 3D grid with custom geometry in each cell) and needs some light to get more depth and in general look nicer. A scene in my game always contains sunlight and local light sources like lamps (point lights). One can move

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  • Silverlight Cream for April 24, 2010 -- #846

    - by Dave Campbell
    In this Issue: Michael Washington, Timmy Kokke, Pete Brown, Paul Yanez, Emil Stoychev, Jeremy Likness, and Pavan Podila. Shoutouts: If you've got some time to spend, the User Experience Kit is packed with info: User Experience Kit, and just plain fun to navigate ... thanks Scott Barnes for reminding me about it! Jesse

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  • CodePlex Daily Summary for Saturday, October 12, 2013

    CodePlex Daily Summary for Saturday, October 12, 2013Popular ReleasesTerrariViewer: TerrariViewer v7 [Terraria Inventory Editor]: This is a complete overhaul but has the same core style. I hope you enjoy it. This version is compatible with 1.2.0.3 Please send issues to my Twitter or https://github.com/TJChap2840WDTVHubGen

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  • CodePlex Daily Summary for Thursday, October 10, 2013

    CodePlex Daily Summary for Thursday, October 10, 2013Popular ReleasesDynamics AX 2012 R2 Kitting: First Beta release of Kitting: First Beta release of Kitting Install by using XPO or Models.C# Intellisense for Notepad++: Release v1.0.8.0: - fixed document formatting artifacts To avoid the DLLs getting locked by OS use

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  • CodePlex Daily Summary for Friday, October 11, 2013

    CodePlex Daily Summary for Friday, October 11, 2013Popular ReleasesStackBuilder: StackBuilder 1.0.17.0: Corrected minor bug in box/case analysisPowerShell App Deployment Toolkit: PowerShell App Deployment Toolkit v3.0.6: Added PersistPrompt parameter to Show-InstallationWelcome and Show-InstallationPrompt. Prompt window

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  • CodePlex Daily Summary for Wednesday, October 09, 2013

    CodePlex Daily Summary for Wednesday, October 09, 2013Popular ReleasesxFunc: xFunc 2.7.3: Fixed memory leak. Small fixes.SmartStore.NET - Free ASP.NET MVC Ecommerce Shopping Cart Solution: SmartStore.NET 1.2.0: HighlightsMulti-store support "Trusted Shops" plugins Highly improved SmartStore.biz Importer plugin Add

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  • CodePlex Daily Summary for Sunday, October 13, 2013

    CodePlex Daily Summary for Sunday, October 13, 2013Popular ReleasesASP.net MVC Awesome - jQuery Ajax Helpers: 3.5.2: version 3.5.2 - fix for setting single value to multivalue controls - datepicker min max date offset fix - html encoding for keys fix - enable Column.ClientFormatFunc to be a function call that

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  • CodePlex Daily Summary for Tuesday, October 08, 2013

    CodePlex Daily Summary for Tuesday, October 08, 2013Popular ReleasesTimeWatcher: Time Watcher Beta Stable Release: First release. For x86 & x64 computers. Tested on Windows 7 & Windows 8. The alarm functionality is not yet implemented !!Keepass2Android: 0.9 preview: Support for Dropbox

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  • Cisco Linksys AE2500 wireless adapter not working

    - by makuto
    I have a Cisco AE2500 I've used with my laptop to get internet. I had to install the drivers by following this forum: http://ubuntuforums.org/showthread.php?t=1805830 But now the blue light on the adapter doesn't turn on at all, but ndiswrapper reports it is connected. I have no connection to

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  • How is Basic Physics applied in CS/SE?

    - by Wulf
    What basic physics principles do software engineers and/or computer scientists use to help solve specific or common problems? The first one that came to my head was creating a Physics engine for a game; physics is involved, as it requires knowledge of: Forces and Motion: Kinematics,

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  • First-Time GLSL Shadow Mapping Problems

    - by Locke
    I'm working on building out a 2.5D engine and having massive problems getting my shadows working. I'm at a point where I'm VERY close. So, let's see a picture to see what I have: As you can see above, the image has lighting -- but the shadow map is displaying incorrectly. The

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0"

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