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  • Is there a Chrome extension to add mailto links to email addresses?

    - by Martin Burch
    Wait, wait, this is a programming question! I want to build an extension if none exists. Imagine this: you come across a webpage that says "Just send a message to [email protected]" but to actually send the email, you need to highlight the address and then cut and paste it into the recipient field of a new compose window of your email client of choice. Obviously life would be easier if it were simply a mailto: link, so you could click on it and have a new message created automatically. (Or if the page designer had used a form, perhaps ...) I was originally going to ask if there was an extension to enable similar functionality for unlinked twitter @username mentions but I thought this email address problem would be a simpler situation. If you think it would be useless, perhaps I should look at the twitter username problem instead. Thanks for your feedback.

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  • How can I use SVN to manage my Firefox Extension project?

    - by 4AM
    I'm using SVN to manage my Firefox extension project, and this project contains an XPCOM component. Firefox is loading directly from my working directory by placing a text file with the working directory's path in the ./extensions directory of my user profile. When Firefox starts, my extension fails to load & overlay; examining the Error Console, I see that the error states that ".svn cannot be loaded as a component" - a reference to the .svn directory inside my "components" directory of the plug-in structure. Is there any way to get Firefox to ignore this directory, or get SVN to generate a working copy without the .svn directories in it?

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  • Where to start with game development?

    - by steven_desu
    I asked this earlier in this thread at stackoverflow.com. One of the early comments redirected me here to gamedev.stackexchange.com, so I'm reposting here. Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems as well as graphing problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

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  • Where to start with game development?

    - by steven_desu
    Searching for related questions I found a number of very specific questions, but I'm afraid the specifics have proved fruitless for me and after 4 hours on Google I'm no closer than I started, so I felt reaching out to a community might be in order. First, my goal: I've never made a game before, although I've muddled over the possibility several times. I decided to finally sit down and start learning how to code games, use game engines, etc. All so that one day (hopefully soon) I'll be able to make functional (albeit simple) games. I can start adding complexity later, for now I'd be glad to have a keyboard-controlled camera moving in a 3D world with no interaction beyond that. My background: I've worked in SEVERAL programming languages ranging from PHP to C++ to Java to ASM. I'm not afraid of any challenges that come with learning the new syntax or limitations inherent in a new language. All of my past programming experience, however, has been strictly non-graphical and usually with little or extremely simple interaction during execution. I've created extensive and brilliant algorithms for solving logical and mathematical problems. However in every case input was either defined in a file, passed form an HTML form, or typed into the console. Real-time interaction with the user is something with which I have no experience. My question: Where should I start in trying to make games? Better yet- where should I start in trying to create a keyboard-navigable 3D environment? In searching online I've found several resources linking to game engines, graphics engines, and physics engines. Here's a brief summary of my experiences with a few engines I tried: Unreal SDK: The tutorial videos assume that you already have in-depth knowledge of 3D modeling, graphics engines, animations, etc. The "Getting Started" page offers no formal explanation of game development but jumps into how Unreal can streamline processes it assumes you're already familiar with. After downloading the SDK and launching it to see if the tools were as intuitive as they claimed, I was greeted with about 60 buttons and a blank void for my 3D modeling. Clicking on "add volume" (to attempt to add a basic cube) I was met with a menu of 30 options. Panicking, I closed the editor. Crystal Space: The website seemed rather informative, explaining that Crystal Space was just for graphics and the companion software, CEL, provided entity logic for making games. A demo game was provided, which was built using "CELStart", their simple tool for people with no knowledge of game programming. I launched the game to see what I might look forward to creating. It froze several times, the menus were buggy, there were thousands of graphical glitches, enemies didn't respond to damage, and when I closed the game it locked up. Gave up on that engine. IrrLicht: The tutorial assumes I have Visual Studio 6.0 (I have Visual Studio 2010). Following their instructions I was unable to properly import the library into Visual Studio and unable to call any of the functions that they kept using. Manually copying header files, class files, and DLLs into my project's folder - the project failed to properly compile. Clearly I'm not off to a good start and I'm going in circles. Can someone point me in the right direction? Should I start by downloading a program like Blender and learning 3D modeling, or should I be learning how to use a graphics engine? Should I look for an all-inclusive game engine, or is it better to try and code my own game logic? If anyone has actually made their own games, I would prefer to hear how they got their start. Also- taking classes at my school is not an option. Nothing is offered.

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  • What does your Python development workbench look like?

    - by Fabian Fagerholm
    First, a scene-setter to this question: Several questions on this site have to do with selection and comparison of Python IDEs. (The top one currently is What IDE to use for Python). In the answers you can see that many Python programmers use simple text editors, many use sophisticated text editors, and many use a variety of what I would call "actual" integrated development environments – a single program in which all development is done: managing project files, interfacing with a version control system, writing code, refactoring code, making build configurations, writing and executing tests, "drawing" GUIs, and so on. Through its GUI, an IDE supports different kinds of workflows to accomplish different tasks during the journey of writing a program or making changes to an existing one. The exact features vary, but a good IDE has sensible workflows and automates things to let the programmer concentrate on the creative parts of writing software. The non-IDE way of writing large programs relies on a collection of tools that are typically single-purpose; they do "one thing well" as per the Unix philosophy. This "non-integrated development environment" can be thought of as a workbench, supported by the OS and generic interaction through a text or graphical shell. The programmer creates workflows in their mind (or in a wiki?), automates parts and builds a personal workbench, often gradually and as experience accumulates. The learning curve is often steeper than with an IDE, but those who have taken the time to do this can often claim deeper understanding of their tools. (Whether they are better programmers is not part of this question.) With advanced editor-platforms like Emacs, the pieces can be integrated into a whole, while with simpler editors like gedit or TextMate, the shell/terminal is typically the "command center" to drive the workbench. Sometimes people extend an existing IDE to suit their needs. What does your Python development workbench look like? What workflows have you developed and how do they work? For the first question, please give the main "driving" program – the one that you use to control the rest (Emacs, shell, etc.) the "small tools" -- the programs you reach for when doing different tasks For the second question, please describe what the goal of the workflow is (eg. "set up a new project" or "doing initial code design" or "adding a feature" or "executing tests") what steps are in the workflow and what commands you run for each step (eg. in the shell or in Emacs) Also, please describe the context of your work: do you write small one-off scripts, do you do web development (with what framework?), do you write data-munching applications (what kind of data and for what purpose), do you do scientific computing, desktop apps, or something else? Note: A good answer addresses the perspectives above – it doesn't just list a bunch of tools. It will typically be a long answer, not a short one, and will take some thinking to produce; maybe even observing yourself working.

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  • Learning content for MCSDs: Web Applications and Windows Store Apps using HTML5

    Recently, I started again to learn for various Microsoft certifications. First candidate on my way to MSCD: Web Applications is the Exam 70-480: Programming in HTML5 with JavaScript and CSS3. Motivation to go for a Microsoft exam I guess, this is quite personal but let me briefly describe my intentions to go that exam. First, I'm doing web development since the 1990's. Working with HTML, CSS and Javascript is happening almost daily in my workspace. And honestly, I do not only do 'pure' web development but already integrated several HTML/CSS/Javascript frontend UIs into an existing desktop application (written in Visual FoxPro) inclusive two-way communication and data exchange. Hm, might be an interesting topic for another blog article here... Second, this exam has a very interesting aspect which is listed at the bottom of the exam's details: Credit Toward Certification When you pass Exam 70-480: Programming in HTML5 with JavaScript and CSS3, you complete the requirements for the following certification(s): Programming in HTML5 with JavaScript and CSS3 Specialist Exam 70-480: Programming in HTML5 with JavaScript and CSS3: counts as credit toward the following certification(s): MCSD: Web Applications MCSD: Windows Store Apps using HTML5 So, passing one single exam will earn you specialist certification straight-forward, and opens the path to higher levels of certifications. Preparations and learning path Well, due to a newsletter from Microsoft Learning (MSL) I caught interest in picking up the circumstances and learning materials for this particular exam. As of writing this article there is a promotional / voucher code available which enables you to register for this exam for free! Simply register yourself with or log into your existing account at Prometric, choose the exam for a testing facility near to you and enter the voucher code HTMLJMP (available through 31.03.2013 or while supplies last). Hurry up, there are restrictions... As stated above, I'm already very familiar with web development and the programming flavours involved into this. But of course, it is always good to freshen up your knowledge and reflect on yourself. Microsoft is putting a lot of effort to attract any kind of developers into the 'App Development'. Whether it is for the Windows 8 Store or the Windows Phone 8 Store, doesn't really matter. They simply need more apps. This demand for skilled developers also comes with a nice side-effect: Lots and lots of material to study. During the first couple of hours, I could easily gather high quality preparation material - again for free! Following is just a small list of starting points. If you have more resources, please drop me a message in the comment section, and I'll be glad to update this article accordingly. Developing HTML5 Apps Jump Start This is an accelerated jump start video course on development of HTML5 Apps for Windows 8. There are six modules that are split into two video sessions per module. Very informative and intense course material. This is packed stuff taken from an official preparation course for exam 70-480. Developing Windows Store Apps with HTML5 Jump Start Again, an accelerated preparation video course on Windows 8 Apps. There are six modules with two video sessions each which will catapult you to your exam. This is also related to preps for exam 70-481. Programming Windows 8 Apps with HTML, CSS, and JavaScript Kraig Brockschmidt delves into the ups and downs of Windows 8 App development over 800+ pages. Great eBook to read, study, and to practice the samples - best of all, it's for free. codeSHOW() This is a Windows 8 HTML/JS project with the express goal of demonstrating simple development concepts for the Windows 8 platform. Code, code and more code... absolutely great stuff to study and practice. Microsoft Virtual Academy I already wrote about the MVA in a previous article. Well, if you haven't registered yourself yet, now is the time. The list is not complete for sure, but this might keep you busy for at least one or even two weeks to go through the material. Please don't hesitate to add more resources in the comment section. Right now, I'm already through all videos once, and digging my way through chapter 4 of Kraig's book. Additional material - Pluralsight Apart from those free online resources, I also following some courses from the excellent library of Pluralsight. They already have their own section for Windows 8 development, but of course, you get companion material about HTML5, CSS and Javascript in other sections, too. Introduction to Building Windows 8 Applications Building Windows 8 Applications with JavaScript and HTML Selling Windows 8 Apps HTML5 Fundamentals Using HTML5 and CSS3 HTML5 Advanced Topics CSS3 etc... Interesting to see that Michael Palermo provides his course material on multiple platforms. Fantastic! You might also pay a visit to his personal blog. Hm, it just came to my mind that Aaron Skonnard of Pluralsight publishes so-called '24 hours Learning Paths' based on courses available in the course library. Would be interested to see a combination for Windows 8 App development using HTML5, CSS3 and Javascript in the future. Recommended workspace environment Well, you might have guessed it but this requires Windows 8, Visual Studio 2012 Express or another flavour, and a valid Developers License. Due to an MSDN subscription I working on VS 2012 Premium with some additional tools by Telerik. Honestly, the fastest way to get you up and running for Windows 8 App development is the source code archive of codeSHOW(). It does not only give you all source code in general but contains a couple of SDKs like Bing Maps, Microsoft Advertising, Live ID, and Telerik Windows 8 controls... for free! Hint: Get the Windows Phone 8 SDK as well. Don't worry, while you are studying the material for Windows 8 you will be able to leverage from this knowledge to development for the phone platform, too. It takes roughly one to two hours to get your workspace and learning environment, at least this was my time frame due to slow internet connection and an aged spare machine. ;-) Oh, before I forget to mention it, as soon as you're done, go quickly to the Windows Store and search for ClassBrowserPlus. You might not need it ad hoc for your development using HTML5, CSS and Javascript but I think that it is a great developer's utility that enables you to view the properties, methods and events (along with help text) for all Windows 8 classes. It's always good to look behind the scenes and to explore how it is made. Idea: Start/join a learning group The way you learn new things or intensify your knowledge in a certain technology is completely up to your personal preference. Back in my days at the university, we used to meet once or twice a week in a small quiet room to exchange our progress, questions and problems we ran into. In general, I recommend to any software craftsman to lift your butt and get out to exchange with other developers. Personally, I like this approach, as it gives you new points of view and an insight into others' own experience with certain techniques and how they managed to solve tricky issues. Just keep it relaxed and not too formal after all, and you might a have a good time away from your dull office desk. Give your machine a break, too.

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  • Ubuntu 10.04 not detecting multiple monitors

    - by user28837
    I have 2 graphics cards, the output from the lspci: 01:00.0 VGA compatible controller: ATI Technologies Inc RV770 [Radeon HD 4850] 02:00.0 VGA compatible controller: ATI Technologies Inc RV710 [Radeon HD 4350] I have one monitor connected to the 4850 and 2 connected to the 4350. However when I go into System Preferences Monitors the only monitor shown is the one connected to the 4850. Is there something I need to enable for it to be able to use the other card? How do I get this to work. Thanks. As per request: X.Org X Server 1.7.6 Release Date: 2010-03-17 X Protocol Version 11, Revision 0 Build Operating System: Linux 2.6.24-25-server i686 Ubuntu Current Operating System: Linux jeff-desktop 2.6.32-22-generic-pae #33-Ubuntu SMP Wed Apr 28 14:57:29 UTC 2010 i686 Kernel command line: BOOT_IMAGE=/boot/vmlinuz-2.6.32-22-generic-pae root=UUID=852e1013-4ed6-40fd-a462-c29087888383 ro quiet splash Build Date: 23 April 2010 05:11:50PM xorg-server 2:1.7.6-2ubuntu7 (Bryce Harrington <[email protected]>) Current version of pixman: 0.16.4 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.0.log", Time: Tue May 11 08:24:52 2010 (==) Using config file: "/etc/X11/xorg.conf" (==) Using config directory: "/usr/lib/X11/xorg.conf.d" (==) No Layout section. Using the first Screen section. (**) |-->Screen "Default Screen" (0) (**) | |-->Monitor "<default monitor>" (==) No device specified for screen "Default Screen". Using the first device section listed. (**) | |-->Device "Default Device" (==) No monitor specified for screen "Default Screen". Using a default monitor configuration. (==) Automatically adding devices (==) Automatically enabling devices (WW) The directory "/usr/share/fonts/X11/cyrillic" does not exist. Entry deleted from font path. (==) FontPath set to: /usr/share/fonts/X11/misc, /usr/share/fonts/X11/100dpi/:unscaled, /usr/share/fonts/X11/75dpi/:unscaled, /usr/share/fonts/X11/Type1, /usr/share/fonts/X11/100dpi, /usr/share/fonts/X11/75dpi, /var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType, built-ins (==) ModulePath set to "/usr/lib/xorg/extra-modules,/usr/lib/xorg/modules" (II) The server relies on udev to provide the list of input devices. If no devices become available, reconfigure udev or disable AutoAddDevices. (II) Loader magic: 0x81f0e80 (II) Module ABI versions: X.Org ANSI C Emulation: 0.4 X.Org Video Driver: 6.0 X.Org XInput driver : 7.0 X.Org Server Extension : 2.0 (++) using VT number 7 (--) PCI:*(0:1:0:0) 1002:9442:174b:e104 ATI Technologies Inc RV770 [Radeon HD 4850] rev 0, Mem @ 0xc0000000/268435456, 0xfe7e0000/65536, I/O @ 0x0000a000/256, BIOS @ 0x????????/131072 (--) PCI: (0:2:0:0) 1002:954f:1462:1618 ATI Technologies Inc RV710 [Radeon HD 4350] rev 0, Mem @ 0xd0000000/268435456, 0xfe8e0000/65536, I/O @ 0x0000b000/256, BIOS @ 0x????????/131072 (WW) Open ACPI failed (/var/run/acpid.socket) (No such file or directory) (II) "extmod" will be loaded by default. (II) "dbe" will be loaded by default. (II) "glx" will be loaded. This was enabled by default and also specified in the config file. (II) "record" will be loaded by default. (II) "dri" will be loaded by default. (II) "dri2" will be loaded by default. (II) LoadModule: "glx" (II) Loading /usr/lib/xorg/extra-modules/modules/extensions/libglx.so (II) Module glx: vendor="FireGL - ATI Technologies Inc." compiled for 7.5.0, module version = 1.0.0 (II) Loading extension GLX (II) LoadModule: "extmod" (II) Loading /usr/lib/xorg/modules/extensions/libextmod.so (II) Module extmod: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.0.0 Module class: X.Org Server Extension ABI class: X.Org Server Extension, version 2.0 (II) Loading extension MIT-SCREEN-SAVER (II) Loading extension XFree86-VidModeExtension (II) Loading extension XFree86-DGA (II) Loading extension DPMS (II) Loading extension XVideo (II) Loading extension XVideo-MotionCompensation (II) Loading extension X-Resource (II) LoadModule: "dbe" (II) Loading /usr/lib/xorg/modules/extensions/libdbe.so (II) Module dbe: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.0.0 Module class: X.Org Server Extension ABI class: X.Org Server Extension, version 2.0 (II) Loading extension DOUBLE-BUFFER (II) LoadModule: "record" (II) Loading /usr/lib/xorg/modules/extensions/librecord.so (II) Module record: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.13.0 Module class: X.Org Server Extension ABI class: X.Org Server Extension, version 2.0 (II) Loading extension RECORD (II) LoadModule: "dri" (II) Loading /usr/lib/xorg/modules/extensions/libdri.so (II) Module dri: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.0.0 ABI class: X.Org Server Extension, version 2.0 (II) Loading extension XFree86-DRI (II) LoadModule: "dri2" (II) Loading /usr/lib/xorg/modules/extensions/libdri2.so (II) Module dri2: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.1.0 ABI class: X.Org Server Extension, version 2.0 (II) Loading extension DRI2 (II) LoadModule: "fglrx" (II) Loading /usr/lib/xorg/extra-modules/modules/drivers/fglrx_drv.so (II) Module fglrx: vendor="FireGL - ATI Technologies Inc." compiled for 1.7.1, module version = 8.72.11 Module class: X.Org Video Driver (II) Loading sub module "fglrxdrm" (II) LoadModule: "fglrxdrm" (II) Loading /usr/lib/xorg/extra-modules/modules/linux/libfglrxdrm.so (II) Module fglrxdrm: vendor="FireGL - ATI Technologies Inc." compiled for 1.7.1, module version = 8.72.11 (II) ATI Proprietary Linux Driver Version Identifier:8.72.11 (II) ATI Proprietary Linux Driver Release Identifier: 8.723.1 (II) ATI Proprietary Linux Driver Build Date: Apr 8 2010 21:40:29 (II) Primary Device is: PCI 01@00:00:0 (WW) Falling back to old probe method for fglrx (II) Loading PCS database from /etc/ati/amdpcsdb (--) Assigning device section with no busID to primary device (WW) fglrx: No matching Device section for instance (BusID PCI:0@2:0:0) found (--) Chipset Supported AMD Graphics Processor (0x9442) found (WW) fglrx: No matching Device section for instance (BusID PCI:0@1:0:1) found (WW) fglrx: No matching Device section for instance (BusID PCI:0@2:0:1) found (**) ChipID override: 0x954F (**) Chipset Supported AMD Graphics Processor (0x954F) found (II) AMD Video driver is running on a device belonging to a group targeted for this release (II) AMD Video driver is signed (II) fglrx(0): pEnt->device->identifier=0x9428aa0 (II) pEnt->device->identifier=(nil) (II) fglrx(0): === [atiddxPreInit] === begin (II) Loading sub module "vgahw" (II) LoadModule: "vgahw" (II) Loading /usr/lib/xorg/modules/libvgahw.so (II) Module vgahw: vendor="X.Org Foundation" compiled for 1.7.6, module version = 0.1.0 ABI class: X.Org Video Driver, version 6.0 (II) fglrx(0): Creating default Display subsection in Screen section "Default Screen" for depth/fbbpp 24/32 (**) fglrx(0): Depth 24, (--) framebuffer bpp 32 (II) fglrx(0): Pixel depth = 24 bits stored in 4 bytes (32 bpp pixmaps) (==) fglrx(0): Default visual is TrueColor (==) fglrx(0): RGB weight 888 (II) fglrx(0): Using 8 bits per RGB (==) fglrx(0): Buffer Tiling is ON (II) Loading sub module "fglrxdrm" (II) LoadModule: "fglrxdrm" (II) Reloading /usr/lib/xorg/extra-modules/modules/linux/libfglrxdrm.so ukiDynamicMajor: found major device number 251 ukiDynamicMajor: found major device number 251 ukiOpenByBusid: Searching for BusID PCI:1:0:0 ukiOpenDevice: node name is /dev/ati/card0 ukiOpenDevice: open result is 10, (OK) ukiOpenByBusid: ukiOpenMinor returns 10 ukiOpenByBusid: ukiGetBusid reports PCI:2:0:0 ukiOpenDevice: node name is /dev/ati/card1 ukiOpenDevice: open result is 10, (OK) ukiOpenByBusid: ukiOpenMinor returns 10 ukiOpenByBusid: ukiGetBusid reports PCI:1:0:0 ukiDynamicMajor: found major device number 251 ukiDynamicMajor: found major device number 251 ukiOpenByBusid: Searching for BusID PCI:2:0:0 ukiOpenDevice: node name is /dev/ati/card0 ukiOpenDevice: open result is 11, (OK) ukiOpenByBusid: ukiOpenMinor returns 11 ukiOpenByBusid: ukiGetBusid reports PCI:2:0:0 (--) fglrx(0): Chipset: "ATI Radeon HD 4800 Series" (Chipset = 0x9442) (--) fglrx(0): (PciSubVendor = 0x174b, PciSubDevice = 0xe104) (==) fglrx(0): board vendor info: third party graphics adapter - NOT original ATI (--) fglrx(0): Linear framebuffer (phys) at 0xc0000000 (--) fglrx(0): MMIO registers at 0xfe7e0000 (--) fglrx(0): I/O port at 0x0000a000 (==) fglrx(0): ROM-BIOS at 0x000c0000 (II) fglrx(0): AC Adapter is used (II) fglrx(0): Primary V_BIOS segment is: 0xc000 (II) Loading sub module "vbe" (II) LoadModule: "vbe" (II) Loading /usr/lib/xorg/modules/libvbe.so (II) Module vbe: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.1.0 ABI class: X.Org Video Driver, version 6.0 (II) fglrx(0): VESA BIOS detected (II) fglrx(0): VESA VBE Version 3.0 (II) fglrx(0): VESA VBE Total Mem: 16384 kB (II) fglrx(0): VESA VBE OEM: ATI ATOMBIOS (II) fglrx(0): VESA VBE OEM Software Rev: 11.13 (II) fglrx(0): VESA VBE OEM Vendor: (C) 1988-2005, ATI Technologies Inc. (II) fglrx(0): VESA VBE OEM Product: RV770 (II) fglrx(0): VESA VBE OEM Product Rev: 01.00 (II) fglrx(0): ATI Video BIOS revision 9 or later detected (--) fglrx(0): Video RAM: 524288 kByte, Type: GDDR3 (II) fglrx(0): PCIE card detected (--) fglrx(0): Using per-process page tables (PPPT) as GART. (WW) fglrx(0): board is an unknown third party board, chipset is supported (--) fglrx(0): Chipset: "ATI Radeon HD 4300/4500 Series" (Chipset = 0x954f) (--) fglrx(0): (PciSubVendor = 0x1462, PciSubDevice = 0x1618) (==) fglrx(0): board vendor info: third party graphics adapter - NOT original ATI (--) fglrx(0): Linear framebuffer (phys) at 0xd0000000 (--) fglrx(0): MMIO registers at 0xfe8e0000 (--) fglrx(0): I/O port at 0x0000b000 (==) fglrx(0): ROM-BIOS at 0x000c0000 (II) fglrx(0): AC Adapter is used (II) fglrx(0): Invalid ATI BIOS from int10, the adapter is not VGA-enabled (II) fglrx(0): ATI Video BIOS revision 9 or later detected (--) fglrx(0): Video RAM: 524288 kByte, Type: DDR2 (II) fglrx(0): PCIE card detected (--) fglrx(0): Using per-process page tables (PPPT) as GART. (WW) fglrx(0): board is an unknown third party board, chipset is supported (II) fglrx(0): Using adapter: 1:0.0. (II) fglrx(0): [FB] MC range(MCFBBase = 0xf00000000, MCFBSize = 0x20000000) (II) fglrx(0): Interrupt handler installed at IRQ 31. (II) fglrx(0): Using adapter: 2:0.0. (II) fglrx(0): [FB] MC range(MCFBBase = 0xf00000000, MCFBSize = 0x20000000) (II) fglrx(0): RandR 1.2 support is enabled! (II) fglrx(0): RandR 1.2 rotation support is enabled! (==) fglrx(0): Center Mode is disabled (II) Loading sub module "fb" (II) LoadModule: "fb" (II) Loading /usr/lib/xorg/modules/libfb.so (II) Module fb: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.0.0 ABI class: X.Org ANSI C Emulation, version 0.4 (II) Loading sub module "ddc" (II) LoadModule: "ddc" (II) Module "ddc" already built-in (II) fglrx(0): Finished Initialize PPLIB! (II) Loading sub module "ddc" (II) LoadModule: "ddc" (II) Module "ddc" already built-in (II) fglrx(0): Connected Display0: DFP on external TMDS [tmds2] (II) fglrx(0): Display0 EDID data --------------------------- (II) fglrx(0): Manufacturer: DEL Model: a038 Serial#: 810829397 (II) fglrx(0): Year: 2008 Week: 51 (II) fglrx(0): EDID Version: 1.3 (II) fglrx(0): Digital Display Input (II) fglrx(0): Max Image Size [cm]: horiz.: 53 vert.: 30 (II) fglrx(0): Gamma: 2.20 (II) fglrx(0): DPMS capabilities: StandBy Suspend Off (II) fglrx(0): Supported color encodings: RGB 4:4:4 YCrCb 4:4:4 (II) fglrx(0): Default color space is primary color space (II) fglrx(0): First detailed timing is preferred mode (II) fglrx(0): redX: 0.640 redY: 0.330 greenX: 0.300 greenY: 0.600 (II) fglrx(0): blueX: 0.150 blueY: 0.060 whiteX: 0.312 whiteY: 0.329 (II) fglrx(0): Supported established timings: (II) fglrx(0): 720x400@70Hz (II) fglrx(0): 640x480@60Hz (II) fglrx(0): 640x480@75Hz (II) fglrx(0): 800x600@60Hz (II) fglrx(0): 800x600@75Hz (II) fglrx(0): 1024x768@60Hz (II) fglrx(0): 1024x768@75Hz (II) fglrx(0): 1280x1024@75Hz (II) fglrx(0): Manufacturer's mask: 0 (II) fglrx(0): Supported standard timings: (II) fglrx(0): #0: hsize: 1152 vsize 864 refresh: 75 vid: 20337 (II) fglrx(0): #1: hsize: 1280 vsize 1024 refresh: 60 vid: 32897 (II) fglrx(0): #2: hsize: 1920 vsize 1080 refresh: 60 vid: 49361 (II) fglrx(0): Supported detailed timing: (II) fglrx(0): clock: 148.5 MHz Image Size: 531 x 298 mm (II) fglrx(0): h_active: 1920 h_sync: 2008 h_sync_end 2052 h_blank_end 2200 h_border: 0 (II) fglrx(0): v_active: 1080 v_sync: 1084 v_sync_end 1089 v_blanking: 1125 v_border: 0 (II) fglrx(0): Serial No: Y183D8CF0TFU (II) fglrx(0): Monitor name: DELL S2409W (II) fglrx(0): Ranges: V min: 50 V max: 76 Hz, H min: 30 H max: 83 kHz, PixClock max 170 MHz (II) fglrx(0): EDID (in hex): (II) fglrx(0): 00ffffffffffff0010ac38a055465430 (II) fglrx(0): 3312010380351e78eeee91a3544c9926 (II) fglrx(0): 0f5054a54b00714f8180d1c001010101 (II) fglrx(0): 010101010101023a801871382d40582c (II) fglrx(0): 4500132a2100001e000000ff00593138 (II) fglrx(0): 3344384346305446550a000000fc0044 (II) fglrx(0): 454c4c205332343039570a20000000fd (II) fglrx(0): 00324c1e5311000a2020202020200059 (II) fglrx(0): End of Display0 EDID data -------------------- (II) fglrx(0): Output DFP2 has no monitor section (II) fglrx(0): Output DFP_EXTTMDS has no monitor section (II) fglrx(0): Output CRT1 has no monitor section (II) fglrx(0): Output CRT2 has no monitor section (II) fglrx(0): Output DFP2 disconnected (II) fglrx(0): Output DFP_EXTTMDS connected (II) fglrx(0): Output CRT1 disconnected (II) fglrx(0): Output CRT2 disconnected (II) fglrx(0): Using exact sizes for initial modes (II) fglrx(0): Output DFP_EXTTMDS using initial mode 1920x1080 (II) fglrx(0): DPI set to (96, 96) (II) fglrx(0): Adapter ATI Radeon HD 4800 Series has 2 configurable heads and 1 displays connected. (==) fglrx(0): QBS disabled (==) fglrx(0): PseudoColor visuals disabled (II) Loading sub module "ramdac" (II) LoadModule: "ramdac" (II) Module "ramdac" already built-in (==) fglrx(0): NoAccel = NO (==) fglrx(0): NoDRI = NO (==) fglrx(0): Capabilities: 0x00000000 (==) fglrx(0): CapabilitiesEx: 0x00000000 (==) fglrx(0): OpenGL ClientDriverName: "fglrx_dri.so" (==) fglrx(0): UseFastTLS=0 (==) fglrx(0): BlockSignalsOnLock=1 (--) Depth 24 pixmap format is 32 bpp (II) Loading extension ATIFGLRXDRI (II) fglrx(0): doing swlDriScreenInit (II) fglrx(0): swlDriScreenInit for fglrx driver ukiDynamicMajor: found major device number 251 ukiDynamicMajor: found major device number 251 ukiDynamicMajor: found major device number 251 ukiOpenByBusid: Searching for BusID PCI:1:0:0 ukiOpenDevice: node name is /dev/ati/card0 ukiOpenDevice: open result is 17, (OK) ukiOpenByBusid: ukiOpenMinor returns 17 ukiOpenByBusid: ukiGetBusid reports PCI:2:0:0 ukiOpenDevice: node name is /dev/ati/card1 ukiOpenDevice: open result is 17, (OK) ukiOpenByBusid: ukiOpenMinor returns 17 ukiOpenByBusid: ukiGetBusid reports PCI:1:0:0 (II) fglrx(0): [uki] DRM interface version 1.0 (II) fglrx(0): [uki] created "fglrx" driver at busid "PCI:1:0:0" (II) fglrx(0): [uki] added 8192 byte SAREA at 0x2000 (II) fglrx(0): [uki] mapped SAREA 0x2000 to 0xb6996000 (II) fglrx(0): [uki] framebuffer handle = 0x3000 (II) fglrx(0): [uki] added 1 reserved context for kernel (II) fglrx(0): swlDriScreenInit done (II) fglrx(0): Kernel Module Version Information: (II) fglrx(0): Name: fglrx (II) fglrx(0): Version: 8.72.11 (II) fglrx(0): Date: Apr 8 2010 (II) fglrx(0): Desc: ATI FireGL DRM kernel module (II) fglrx(0): Kernel Module version matches driver. (II) fglrx(0): Kernel Module Build Time Information: (II) fglrx(0): Build-Kernel UTS_RELEASE: 2.6.32-22-generic-pae (II) fglrx(0): Build-Kernel MODVERSIONS: yes (II) fglrx(0): Build-Kernel __SMP__: yes (II) fglrx(0): Build-Kernel PAGE_SIZE: 0x1000 (II) fglrx(0): [uki] register handle = 0x00004000 (II) fglrx(0): DRI initialization successfull! (II) fglrx(0): FBADPhys: 0xf00000000 FBMappedSize: 0x01068000 (II) fglrx(0): FBMM initialized for area (0,0)-(1920,2240) (II) fglrx(0): FBMM auto alloc for area (0,0)-(1920,1920) (front color buffer - assumption) (II) fglrx(0): Largest offscreen area available: 1920 x 320 (==) fglrx(0): Backing store disabled (II) Loading extension FGLRXEXTENSION (==) fglrx(0): DPMS enabled (II) fglrx(0): Initialized in-driver Xinerama extension (**) fglrx(0): Textured Video is enabled. (II) LoadModule: "glesx" (II) Loading /usr/lib/xorg/extra-modules/modules/glesx.so (II) Module glesx: vendor="X.Org Foundation" compiled for 1.7.1, module version = 1.0.0 (II) Loading extension GLESX (II) Loading sub module "xaa" (II) LoadModule: "xaa" (II) Loading /usr/lib/xorg/modules/libxaa.so (II) Module xaa: vendor="X.Org Foundation" compiled for 1.7.6, module version = 1.2.1 ABI class: X.Org Video Driver, version 6.0 (II) fglrx(0): GLESX enableFlags = 94 (II) fglrx(0): Using XFree86 Acceleration Architecture (XAA) Screen to screen bit blits Solid filled rectangles Solid Horizontal and Vertical Lines Driver provided ScreenToScreenBitBlt replacement Driver provided FillSolidRects replacement (II) fglrx(0): GLESX is enabled (II) LoadModule: "amdxmm" (II) Loading /usr/lib/xorg/extra-modules/modules/amdxmm.so (II) Module amdxmm: vendor="X.Org Foundation" compiled for 1.7.1, module version = 1.0.0 (II) Loading extension AMDXVOPL (II) fglrx(0): UVD2 feature is available (II) fglrx(0): Enable composite support successfully (II) fglrx(0): X context handle = 0x1 (II) fglrx(0): [DRI] installation complete (==) fglrx(0): Silken mouse enabled (==) fglrx(0): Using HW cursor of display infrastructure! (II) fglrx(0): Disabling in-server RandR and enabling in-driver RandR 1.2. (--) RandR disabled (II) Found 2 VGA devices: arbiter wrapping enabled (II) Initializing built-in extension Generic Event Extension (II) Initializing built-in extension SHAPE (II) Initializing built-in extension MIT-SHM (II) Initializing built-in extension XInputExtension (II) Initializing built-in extension XTEST (II) Initializing built-in extension BIG-REQUESTS (II) Initializing built-in extension SYNC (II) Initializing built-in extension XKEYBOARD (II) Initializing built-in extension XC-MISC (II) Initializing built-in extension SECURITY (II) Initializing built-in extension XINERAMA (II) Initializing built-in extension XFIXES (II) Initializing built-in extension RENDER (II) Initializing built-in extension RANDR (II) Initializing built-in extension COMPOSITE (II) Initializing built-in extension DAMAGE ukiDynamicMajor: found major device number 251 ukiDynamicMajor: found major device number 251 ukiOpenByBusid: Searching for BusID PCI:1:0:0 ukiOpenDevice: node name is /dev/ati/card0 ukiOpenDevice: open result is 18, (OK) ukiOpenByBusid: ukiOpenMinor returns 18 ukiOpenByBusid: ukiGetBusid reports PCI:2:0:0 ukiOpenDevice: node name is /dev/ati/card1 ukiOpenDevice: open result is 18, (OK) ukiOpenByBusid: ukiOpenMinor returns 18 ukiOpenByBusid: ukiGetBusid reports PCI:1:0:0 (II) AIGLX: Loaded and initialized /usr/lib/dri/fglrx_dri.so (II) GLX: Initialized DRI GL provider for screen 0 (II) fglrx(0): Enable the clock gating! (II) fglrx(0): Setting screen physical size to 507 x 285 (II) XKB: reuse xkmfile /var/lib/xkb/server-B20D7FC79C7F597315E3E501AEF10E0D866E8E92.xkm (II) config/udev: Adding input device Power Button (/dev/input/event1) (**) Power Button: Applying InputClass "evdev keyboard catchall" (II) LoadModule: "evdev" (II) Loading /usr/lib/xorg/modules/input/evdev_drv.so (II) Module evdev: vendor="X.Org Foundation" compiled for 1.7.6, module version = 2.3.2 Module class: X.Org XInput Driver ABI class: X.Org XInput driver, version 7.0 (**) Power Button: always reports core events (**) Power Button: Device: "/dev/input/event1" (II) Power Button: Found keys (II) Power Button: Configuring as keyboard (II) XINPUT: Adding extended input device "Power Button" (type: KEYBOARD) (**) Option "xkb_rules" "evdev" (**) Option "xkb_model" "pc105" (**) Option "xkb_layout" "us" (II) config/udev: Adding input device Power Button (/dev/input/event0) (**) Power Button: Applying InputClass "evdev keyboard catchall" (**) Power Button: always reports core events (**) Power Button: Device: "/dev/input/event0" (II) Power Button: Found keys (II) Power Button: Configuring as keyboard (II) XINPUT: Adding extended input device "Power Button" (type: KEYBOARD) (**) Option "xkb_rules" "evdev" (**) Option "xkb_model" "pc105" (**) Option "xkb_layout" "us" (II) config/udev: Adding input device Logitech USB-PS/2 Optical Mouse (/dev/input/event3) (**) Logitech USB-PS/2 Optical Mouse: Applying InputClass "evdev pointer catchall" (**) Logitech USB-PS/2 Optical Mouse: always reports core events (**) Logitech USB-PS/2 Optical Mouse: Device: "/dev/input/event3" (II) Logitech USB-PS/2 Optical Mouse: Found 12 mouse buttons (II) Logitech USB-PS/2 Optical Mouse: Found scroll wheel(s) (II) Logitech USB-PS/2 Optical Mouse: Found relative axes (II) Logitech USB-PS/2 Optical Mouse: Found x and y relative axes (II) Logitech USB-PS/2 Optical Mouse: Configuring as mouse (**) Logitech USB-PS/2 Optical Mouse: YAxisMapping: buttons 4 and 5 (**) Logitech USB-PS/2 Optical Mouse: EmulateWheelButton: 4, EmulateWheelInertia: 10, EmulateWheelTimeout: 200 (II) XINPUT: Adding extended input device "Logitech USB-PS/2 Optical Mouse" (type: MOUSE) (II) Logitech USB-PS/2 Optical Mouse: initialized for relative axes. (II) config/udev: Adding input device Logitech USB-PS/2 Optical Mouse (/dev/input/mouse1) (II) No input driver/identifier specified (ignoring) (II) config/udev: Adding input device Logitech USB Multimedia Keyboard (/dev/input/event4) (**) Logitech USB Multimedia Keyboard: Applying InputClass "evdev keyboard catchall" (**) Logitech USB Multimedia Keyboard: always reports core events (**) Logitech USB Multimedia Keyboard: Device: "/dev/input/event4" (II) Logitech USB Multimedia Keyboard: Found keys (II) Logitech USB Multimedia Keyboard: Configuring as keyboard (II) XINPUT: Adding extended input device "Logitech USB Multimedia Keyboard" (type: KEYBOARD) (**) Option "xkb_rules" "evdev" (**) Option "xkb_model" "pc105" (**) Option "xkb_layout" "us" (II) config/udev: Adding input device Logitech USB Multimedia Keyboard (/dev/input/event5) (**) Logitech USB Multimedia Keyboard: Applying InputClass "evdev keyboard catchall" (**) Logitech USB Multimedia Keyboard: always reports core events (**) Logitech USB Multimedia Keyboard: Device: "/dev/input/event5" (II) Logitech USB Multimedia Keyboard: Found keys (II) Logitech USB Multimedia Keyboard: Configuring as keyboard (II) XINPUT: Adding extended input device "Logitech USB Multimedia Keyboard" (type: KEYBOARD) (**) Option "xkb_rules" "evdev" (**) Option "xkb_model" "pc105" (**) Option "xkb_layout" "us" (II) config/udev: Adding input device KEYBOARD (/dev/input/event6) (**) KEYBOARD: Applying InputClass "evdev keyboard catchall" (**) KEYBOARD: always reports core events (**) KEYBOARD: Device: "/dev/input/event6" (II) KEYBOARD: Found keys (II) KEYBOARD: Configuring as keyboard (II) XINPUT: Adding extended input device "KEYBOARD" (type: KEYBOARD) (**) Option "xkb_rules" "evdev" (**) Option "xkb_model" "pc105" (**) Option "xkb_layout" "us" (II) config/udev: Adding input device KEYBOARD (/dev/input/event7) (**) KEYBOARD: Applying InputClass "evdev keyboard catchall" (**) KEYBOARD: always reports core events (**) KEYBOARD: Device: "/dev/input/event7" (II) KEYBOARD: Found 14 mouse buttons (II) KEYBOARD: Found scroll wheel(s) (II) KEYBOARD: Found relative axes (II) KEYBOARD: Found keys (II) KEYBOARD: Configuring as mouse (II) KEYBOARD: Configuring as keyboard (**) KEYBOARD: YAxisMapping: buttons 4 and 5 (**) KEYBOARD: EmulateWheelButton: 4, EmulateWheelInertia: 10, EmulateWheelTimeout: 200 (II) XINPUT: Adding extended input device "KEYBOARD" (type: KEYBOARD) (**) Option "xkb_rules" "evdev" (**) Option "xkb_model" "pc105" (**) Option "xkb_layout" "us" (EE) KEYBOARD: failed to initialize for relative axes. (II) config/udev: Adding input device KEYBOARD (/dev/input/mouse2) (II) No input driver/identifier specified (ignoring) (II) config/udev: Adding input device Macintosh mouse button emulation (/dev/input/event2) (**) Macintosh mouse button emulation: Applying InputClass "evdev pointer catchall" (**) Macintosh mouse button emulation: always reports core events (**) Macintosh mouse button emulation: Device: "/dev/input/event2" (II) Macintosh mouse button emulation: Found 3 mouse buttons (II) Macintosh mouse button emulation: Found relative axes (II) Macintosh mouse button emulation: Found x and y relative axes (II) Macintosh mouse button emulation: Configuring as mouse (**) Macintosh mouse button emulation: YAxisMapping: buttons 4 and 5 (**) Macintosh mouse button emulation: EmulateWheelButton: 4, EmulateWheelInertia: 10, EmulateWheelTimeout: 200 (II) XINPUT: Adding extended input device "Macintosh mouse button emulation" (type: MOUSE) (II) Macintosh mouse button emulation: initialized for relative axes. (II) config/udev: Adding input device Macintosh mouse button emulation (/dev/input/mouse0) (II) No input driver/identifier specified (ignoring) (II) fglrx(0): Restoring Recent Mode via PCS is not supported in RANDR 1.2 capable environments

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  • UDK: Error, Unrecognized member 'OpenMenu' in class 'GameUISceneClient'

    - by Ricket
    Upon compiling, I am getting the following error: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZInteraction.uc(41) : Error, Unrecognized member 'OpenMenu' in class 'GameUISceneClient' Line 41 is the following: GetSceneClient().OpenMenu("ZInterface.ZNLGWindow"); But when I search for OpenMenu, I find that it is indeed defined in GameUISceneClient.uc of the UDK: Line 1507: exec function OpenMenu( string MenuPath, optional int PlayerIndex=INDEX_NONE ) It looks like I have everything correct. So what's wrong? Why can't it find the OpenMenu function?

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  • UDK "Error, 'DefaultMesh': Bad command or expression"

    - by Ricket
    I'm porting UT3 code to UDK, and I am getting the following compile error with the UDK compiler: C:\UDK\UDK-2010-03\Development\Src\FixIt\Classes\ZPawn.uc(25) : Error, 'DefaultMesh': Bad command or expression The ZPawn class extends UTPawn. Line 25 is the following: DefaultMesh = SkeletalMesh(DynamicLoadObject(ZBotOwner(Owner).MeshToUse, class'SkeletalMesh')); Where did DefaultMesh go in UDK?

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  • Challenging yourself as a programmer?

    - by Kevin
    We used to be a Coldfusion development shop before hopping over to PHP in 2008, now we primarily develop custom Drupal websites. I enjoyed going from CF to PHP, but I feel like I am getting a bit stale. I have been looking at different things like Ruby, Python, Obj C (iPhone). The problem is, there just isn't enough time in the day. What would be a fun new thing to learn that would refresh me a bit and challenge myself to learn more?

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  • Installing gnome shell extensions from extensions.gnome.org fails silently

    - by Pascal
    On a fresh Ubuntu install (12.04, 64-bit), after installing gnome-shell, I've tried to install some extensions from extensions.gnome.org but got no result. I've tried with Firefox and Chromium and got the same issue. Open any extension page on extensions.gnome.org. Switch extension to "ON". Agree with confirmation about installation. Nothing happens and nothing has been installed (.local/share/gnome-shell/extensions is empty). I've checked .xsession-errors, Firefox's javascript console, gnome-shell console errors (Alt-F2 + looking glass). There isn't any trace of any error.

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  • Test and Report Add-on Compatibility in Firefox

    - by Asian Angel
    Now that the new version of Firefox is out you probably have a favorite extension or two that has not updated yet. You can get that extension working again, test it, and report back to Mozilla on how well it does with the Add-on Compatibility Reporter extension. Before For our example we chose a great extension that unfortunately has not been updated yet. As you can see here Firefox is refusing to let the extension install. After As soon as you install Add-on Compatibility Reporter you will be presented with an information page on how the extension works and what you can do with it. You should definitely take a moment to read this as it is very helpful. After trying our non-compatible extension again we were able to proceed with the install process. Notice at the bottom that “compatibility checking” has been overridden. Success! As soon as we restarted our browser it was easy to see the “non-compatible icon” in the “Add-ons Manager Window”…but the extension did install though (terrific!). Clicking on the extension’s entry will reveal a new button in the lower right corner. Using the “Compatibility Drop-Down Menu” you can report if the extension is working as well as before or if it is actually having problems. The extension that we used for our example had no problems whatsoever so good news there. Whichever option you choose you will be presented with a small “Report Window” with information about the extension, your browser’s version number, and your operating system. Click “Submit Report” to send it on its’ way. You will see a confirmation message letting you know that your report was successfully submitted. While the extension itself has not been altered in any form at least you have it working again and have helped verify whether it still works well or not. Notice the “notation” present now in place of the “Compatibility Button” that lets you know that you have already taken care of that particular extension. Looking great… Conclusion If you have a favorite extension that you miss using in the newest release of Firefox then this is definitely an extension to add to your browser. Not only will your extension start working again but you can let Mozilla know how well it is working and (hopefully) help get the extension updated. Links Download the Add-on Compatibility Reporter extension (Mozilla Add-ons) Similar Articles Productive Geek Tips Firefox 3.6 Release Candidate Available, Here’s How to Fix Your Incompatible ExtensionsUsing Windows 7 or Vista Compatibility ModeMysticgeek Blog: Generate A System Health Report In VistaCheck Extension Compatibility for Upcoming Firefox ReleasesMake Safari Stop Crashing Every 20 Seconds on Windows Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Make your Joomla & Drupal Sites Mobile with OSMOBI Integrate Twitter and Delicious and Make Life Easier Design Your Web Pages Using the Golden Ratio Worldwide Growth of the Internet How to Find Your Mac Address Use My TextTools to Edit and Organize Text

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  • Trouble installing php memcache extension

    - by 2020vert
    I'm trying to install memcache on MAMP but I get the warning below, and when I continue it seems to complete properly. I add the line extension=memcache.so to the php.ini and restart MAMP but phpinfo() doesn't list the memcache extension. $ ./pecl install memcache downloading memcache-2.2.5.tgz ... Starting to download memcache-2.2.5.tgz (35,981 bytes) ..........done: 35,981 bytes 11 source files, building WARNING: php_bin /Applications/MAMP/bin/php5/bin/php appears to have a suffix 5/bin/php, but config variable php_suffix does not match running: phpize Configuring for: PHP Api Version: 20041225 Zend Module Api No: 20060613 Zend Extension Api No: 220060519 Enable memcache session handler support? [yes] : yes ... Build process completed successfully Installing '/Applications/MAMP/bin/php5/lib/php/extensions/no-debug-non-zts-20060613/memcache.so' install ok: channel://pecl.php.net/memcache-2.2.5 configuration option "php_ini" is not set to php.ini location You should add "extension=memcache.so" to php.ini

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  • Moving from Test Automation to Development

    - by avgvstvs
    I'm in an interesting quandary. I've been doing test automation using QTP for about 1.5 years, and am in the slow process of switching to a developer role in my same company. I also begin my Master's in CS this fall. An old friend is trying to recruit me for a Sr. Test Automation position that could potentially pay me $23k more for the exact same thing I do now. But obviously I would defer moving to development. The new company is much more technical overall (I would be moving from financial services to industrial automation, and they have MANY more software dev roles available. I know traditionally QA type jobs carry an odd "danger" tag, but test automation is really a different beast. Does anyone have any experience moving from test automation to development? Does the QA stigma exist? The extra $$ would be nice, but not at the expense of my career. I should note that my Master's will be on Systems/parallel programming, so one thought is that I'll get automatic consideraton for development upon completing my Master's. I also work 6hrs/wk doing game development with a friend.

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  • How to install gnome shell extensions offline?

    - by nosklo
    I know how to go to the https://extensions.gnome.org/ website and download gnome-shell extensions, but now I need to install some extensions available there on a computer without any internet access at all. It is in a internal corporate network and there's no way I can get outside internet access on it, so I must find another way. I can copy files in a usb disk. At my home computer, I have found my extensions at ~/.local/share/gnome-shell/extensions/ but just copying this folder to the target corporate computer didn't do the trick. Running gnome-tweak-tool gives me a "Install Shell Extension" button but I don't know how to download an extension in a format acceptable to install using this button. I have tried to point to the folder above but it didn't work either. What do I need to do?

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  • Trouble installing php memcache extension

    - by user35346
    I'm trying to install memcache on MAMP but I get the warning below, and when I continue it seems to complete properly. I add the line extension=memcache.so to the php.ini and restart MAMP but phpinfo() doesn't list the memcache extension. $ ./pecl install memcache downloading memcache-2.2.5.tgz ... Starting to download memcache-2.2.5.tgz (35,981 bytes) ..........done: 35,981 bytes 11 source files, building WARNING: php_bin /Applications/MAMP/bin/php5/bin/php appears to have a suffix 5/bin/php, but config variable php_suffix does not match running: phpize Configuring for: PHP Api Version: 20041225 Zend Module Api No: 20060613 Zend Extension Api No: 220060519 Enable memcache session handler support? [yes] : yes ... Build process completed successfully Installing '/Applications/MAMP/bin/php5/lib/php/extensions/no-debug-non-zts-20060613/memcache.so' install ok: channel://pecl.php.net/memcache-2.2.5 configuration option "php_ini" is not set to php.ini location You should add "extension=memcache.so" to php.ini

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  • It's raining development VirtualBox images again!

    - by pieter.humphrey
                                                The cloud has burst.. forecast is looking like large amounts of VirtualBox images are coming down from OTN.   Are you finding the install for Database, WebLogic, SOA or WebCenter to be complicated when your goal is simply to setup a development sandbox?  Sick of giving your credit card info to cloud vendors, only to be stuck in a walled garden where you can't connect to your own internal systems?   Are you new to Java and just wanted something technical to sink your teeth into?  Or maybe you just want to put some stuff on that new terabyte drive you got? ;) Have no fear.  VirtualBox 4.0 is here.  We've have several development (read: don't use in production) images that were designed for use for in-person events, but we're posting them for your enjoyment.  Some of the images have step by step hands on labs baked into them too!  So get a freeware download manager like BitComet, install VirtualBox, an MD5 checksum utility (if you are on windows) and get wet!   del.icio.us Tags: java,development,java ee,java fx,virtualBox,virtualization,database,soa,weblogic,jdeveloper,eclipse,netbeans,sql developer,times ten,zend,php,SOA,SOA Suite,BPM,BAM,B2B,hudson,maven,subversion,Eclipse,Solaris,OTN Technorati Tags: java,development,java ee,java fx,virtualBox,virtualization,database,soa,weblogic,jdeveloper,eclipse,netbeans,sql developer,times ten,zend,php,SOA,SOA Suite,BPM,BAM,B2B,hudson,maven,subversion,Eclipse,Solaris,OTN

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  • Why does installing gnome shell extensions from extensions.gnome.org fail silently?

    - by Pascal
    On a fresh Ubuntu install (12.04, 64-bit), after installing gnome-shell, I've tried to install some extensions from extensions.gnome.org but got no result. I've tried with Firefox and Chromium and got the same issue. Open any extension page on extensions.gnome.org. Switch extension to "ON". Agree with confirmation about installation. Nothing happens and nothing has been installed (.local/share/gnome-shell/extensions is empty). I've checked .xsession-errors, Firefox's javascript console, gnome-shell console errors (Alt-F2 + looking glass). There isn't any trace of any error.

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  • Sams Teach Yourself Windows Phone 7 Application Development in 24 Hours

    - by Nikita Polyakov
    I am extremely proud to announce that book I helped author is now out and available nationwide and online! Sams Teach Yourself Windows Phone 7 Application Development in 24 Hours It’s been a a great journey and I am honored to have worked with Scott Dorman, Joe Healy and Kevin Wolf on this title. Also worth mentioning the great work that editors from Sams and our technical reviewer Richard Bailey have put into this book! Thank you to everyone for support and encouragement! You can pick up the book from: http://www.informit.com/store/product.aspx?isbn=0672335395 http://www.amazon.com/Teach-Yourself-Windows-Application-Development/dp/0672335395  Here is the cover to look for in the stores: Description: Covers Windows Phone 7.5 In just 24 sessions of one hour or less, you’ll learn how to develop mobile applications for Windows Phone 7! Using this book’s straightforward, step-by-step approach, you’ll learn the fundamentals of Windows Phone 7 app development, how to leverage Silverlight or the XNA Framework, and how to get your apps into the Windows Marketplace. One step at a time, you’ll master new features ranging from the new sensors to using launchers and choosers. Each lesson builds on what you’ve already learned, helping you get the job done fast—and get it done right! Step-by-step instructions carefully walk you through the most common Windows Phone 7 app development tasks. Quizzes and exercises at the end of each chapter help you test your knowledge. By the Way notes present interesting information related to the discussion. Did You Know? tips offer advice or show you easier ways to perform tasks. Watch Out! cautions alert you to possible problems and give you advice on how to avoid them. Learn how to... Choose an application framework Use the sensors Develop touch-friendly apps Utilize push notifications Consume web data services Integrate with Windows Phone hubs Use the Bing Map control Get better performance out of your apps Work with data Localize your apps Use launchers and choosers Market and sell your apps Thank you!

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  • Why is GL_TEXTURE_MAX_ANISOTROPY_EXT undefined?

    - by Haydn
    So I'm writing my texture class in my opengl game, I get to the part where I would normally set GL_TEXTURE_MAX_ANISOTROPY_EXT, and I'm shocked to discover that it's undefined! This exact same extensions worked perfectly in a different application, so I know it's not a typo or something. It's worth noting that I'm getting my extensions using glcorearb.h, instead of glext.h, because I have no intention of supporting the compatibility profile. Could this be my problem, and if so, how do I work around it?

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  • Shell extension to display thumbnails of PDF files

    - by hamilton
    Foxit PDF, doesn't have a shell extension to display thumbnails of PDF files in Windows Explorer (the thumbnails are shown instead of PDF document icons). Is there a shell extension that do that? i.e to see thumbnails instead of PDF icon. BTW, PDFXchange and Adobe have a shell extension such that the thumbnails are shown instead of PDF document icons.

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  • New Book - Oracle ADF Enterprise Application Development Made Simple

    - by Shay Shmeltzer
    It's nice to see another ADF book out there, this one from Sten Vesteli titled "Oracle ADF Enterprise Application Development Made Simple" comes from Packet Publishing Unlike other ADF books out there, this one doesn't aim to teach you Oracle ADF, but rather focuses on the right way to structure and manage a project that leverages ADF. This is a welcomed addition to the bookshelf for people who are looking into ADF based development. One thing I find is that some organization just start developing an ADF application without first doing much planning, something that is understandable given that it is very easy to start building a prototype with ADF and then just grow it into a full blown application. However, as the book points out, doing a bit of planning before you delve into the actual project development can save you a lot of time in the future. For example it is much better to have the right breakdown and structure of your project to allow you to do efficient team development right out of the gate, then to find out 1 year down the road that you are dealing with one monolithic size project which is hard to manage. The book touches on such topics as project organization (workspaces, projects, packages), planning your infrastructure (templates, framework classes), coding standards, team structure, etc. It also covers various aspects of application lifecycle management such as versioning, build, testing, deployment and managing requirements and tasks and how all of those are done when using JDeveloper and Oracle ADF. It's nice to see that the book covers working with Oracle Team Productivity Center - a solution that might not be getting the exposure it deserves. The book also has some chapters about security, internalization and customization of applications both with MDS and with ADF Faces skins (and it even covers the brand new skin editor). Overall I think this is definitely a book you should read if you are about to start your way on a new enterprise scale ADF application. Taking into account the topics that the book discusses before you start your work will save you time and effort down the road. By the way, don't forget that as an OTN member you can get discount on this and other books.

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