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  • Delicious is Shutting Down. Here’s How to Migrate to Diigo Instead

    - by Trevor Bekolay
    Today we’ve learned that Yahoo is shutting down Delicious, a fairly popular online service that let you organize your bookmarks, so if you want to get your bookmarks out and migrate to another service, here’s how to do it. You can use the export tool to easily get a copy of your bookmarks, and then use that file to import into any number of places, including your regular browser bookmarks. We’ve done some research and found Diigo, a very similar tool to Delicious, which you can use instead Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor Exploring the Jungle Ruins Wallpaper Protect Your Privacy When Browsing with Chrome and Iron Browser Free Shipping Day is Friday, December 17, 2010 – National Free Shipping Day Find an Applicable Quote for Any Programming Situation Winter Theme for Windows 7 from Microsoft Score Free In-Flight Wi-Fi Courtesy of Google Chrome

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  • Unlock the Full Value of Oracle CRM On Demand

    - by charles.knapp
    Register for this live Oracle CRM On Demand Virtual Community Session! Oracle CRM On Demand delivers the most complete On Demand CRM available anywhere. But how can you ensure you are getting maximum value from the many powerful features that Oracle CRM On Demand offers? Join our interactive Oracle CRM On Demand Virtual Community Session on Tuesday, January 11, 2011 from 10.00-11 a.m. PT / 1 p.m.-2 p.m. ET to get expert advice and discuss the best ways to unlock the full potential of Oracle CRM Demand with Mike Lairson, author of 'Oracle CRM On Demand Reporting'. Book OfferSend your Oracle CRM On Demand configuration ideas before the Webcast to [email protected] and you could win a free copy of 'Oracle CRM On Demand Reporting' by Mike Lairson. Learn more and register now!

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  • Visual Studio 2010 Professional special launch offer!

    - by Etienne Tremblay
    Hello everyone, long time no blog… I’ll try to get back in the game soon but with 2 customer and user group and life in general let’s just say I’m busy.  In the meantime I’m passing along this great offer. Microsoft Visual Studio 2010 Professional will launch on April 12 but you can beat the rush and secure your copy today by pre-ordering at the affordable estimated retail price of $549, a saving of $250. If you use a previous version of Visual Studio or any other development tool then you are eligible for this upgrade. Along with all the great new features in Visual Studio 2010 (see www.microsoft.com/visualstudio) Visual Studio 2010 Professional includes a 12-month MSDN Essentials subscription which gives you access to core Microsoft platforms: Windows 7 Ultimate, Windows Server 2008 R2 Enterprise, and Microsoft SQL Server 2008 R2 Datacenter. So visit http://www.microsoft.com/visualstudio/en-us/pre-order-visual-studio-2010 to check out all the new features and sign up for this great offer.   Cheers, ET Technorati Tags: VS2010

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  • What happens to C# 4 optional parameters when compiling against 3.5?

    Heres a method declaration that uses optional parameters: public Path Copy( Path destination, bool overwrite = false, bool recursive = false) Something you may not know is that Visual Studio 2010 will let you compile this against .NET 3.5, with no error or warning. You may be wondering (as I was) how it does that. Well, it takes the easy and rather obvious way of not trying to be too smart and just ignores the optional parameters. So if youre compiling against 3.5 from Visual Studio 2010,...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Syntax Recognition for XML-Based Languages in Oracle JDeveloper

    - by Ramkumar Menon
      @Thanks Jeffrey Stephenson If you are looking at using any one of the new XML Based languages, lets say a docbook xml, or xproc, or what not, you can make use of JDeveloper's syntax highlighting and completion insight feature to ease out those extra keystrokes. All you need is a URL/local copy of the XML Schema for the language. Once you have, you can register it via Tools --> Preferences --> XML Schemas.   Remember to provide a new extension name [Using a default .xml extension did not work for me.] I provided my own extension .dbk for my docbook files. Once you save these settings, you can create new files that conform to the schema, and you get validation/completion insight/prompting for free.      

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  • Is it bad to have an "Obsessive Refactoring Disorder"?

    - by Rachel
    I was reading this question and realized that could almost be me. I am fairly OCD about refactoring someone else's code when I see that I can improve it. For example, if the code contains duplicate methods to do the same thing with nothing more than a single parameter changing, I feel I have to remove all the copy/paste methods and replace it with one generic one. Is this bad? Should I try and stop? I try not to refactor unless I can actually make improvements to the code performance or readability, or if the person who did the code isn't following our standard naming conventions (I hate expecting a variable to be local because of the naming standard, only to discover it is a global variable which has been incorrectly named)

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  • Deploy ADF application to the Java Cloud on-demand training by Tom McGinn

    - by JuergenKress
    Learn how to use Oracle Enterprise Pack for Eclipse (OEPE) and SQL Developer to develop ADF applications using Oracle Java Cloud Service and Oracle Database Cloud Service. You see how to use Oracle SQL Developer to copy database schemas and data between a local Oracle database instance and Oracle Database Cloud Service. Then you see how to modify and deploy an Oracle Application Development Framework (Oracle ADF) application to Oracle Cloud by using Oracle Enterprise Pack for Eclipse (OEPE). Watch the on-demand training here. WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Java Cloud,Cloud,education,training,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress,ADF

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  • Are mailto: links practically deprecated?

    - by Leonid Shevtsov
    I was thinking... Mailto: links are handled by standalone email clients only. Most users nowadays use webmail (like GMail). Webmail can't handle mailto: links. When a webmail user clicks a mailto: link, he gets either a confusing message about no email client installed, or the link opening in an email client he doesn't use. Anyone can copy and paste an email address, considering the addresses don't always come in a mailto:. Ergo, mailto: links are harmful and deprecated? Should I not use them when I need to display an email address?

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  • Using the Windows Explorer Context Menu to reset Umbraco Directory Permissions

    - by Vizioz Limited
    Hi All,As Umbraco matures I am assuming that needing to reset directory permissions might well become a thing of the past, but at the moment it is still something when I copy sites between machines that I often find myself doing.As it's 4:30am I thought, there must be a better way than having to open up a DOS prompt, navigate to a directory and then run a batch file passing in the IIS root folder location.Well.. there is :)I googled for adding a command to the context menu within Windows Explorer, I found a way of doing this for XP, but it seems the functionality was removed from Windows 7, however I found a very neat freeware application called File Menu Tools which does work perfectly!I have now added a command to my context menu that enables me to right click an IIS site root folder and then call my batch script and automatically pass in the directory.This will save me a bunch of time :)

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  • Guru Of the Week n° 43 : copie sur écriture - première partie, un article de Herb Sutter traduit par la rédaction C++

    L'idiome "copie sur écriture" (aussi connu sous les noms "copy-on-write", "COW" ou "implicite sharing") est une technique de programmation (qui devrait être) bien connue des développeurs utilisant Qt. Cette technique peut éviter les copies inutiles de gros objets (comme QString ou QVector), en réalisant la copie uniquement lors de la première modification d'un objet. Dans cet article, Herb Sutter détaille quelques implémentations possibles et comparer leurs performances respectives. Guru Of the Week n° 43 : copie sur écriture - première partie

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  • How to Enable Desktop Notifications for Gmail in Chrome

    - by Jason Fitzpatrick
    Last year Google rolled out desktop notifications for Google Calendar, now you can get Gmail and Gchat notifications on your desktop too. Read on as we walk you through configuring them both. Chrome’s desktop notifications are clean, easy to read, and really handy for keeping an eye on what’s going on inside Gmail without keeping the browser focused on it. Setting it up is easy, grab your copy of Chrome to follow along. Latest Features How-To Geek ETC How to Recover that Photo, Picture or File You Deleted Accidentally How To Colorize Black and White Vintage Photographs in Photoshop How To Get SSH Command-Line Access to Windows 7 Using Cygwin The How-To Geek Video Guide to Using Windows 7 Speech Recognition How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop What is the Internet? From the Today Show January 1994 [Historical Video] Take Screenshots and Edit Them in Chrome and Iron Using Aviary Screen Capture Run Android 3.0 on a Hacked Nook Google Art Project Takes You Inside World Famous Museums Emerald Waves and Moody Skies Wallpaper Change Your MAC Address to Avoid Free Internet Restrictions

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  • How to sync with iPod Nano 6G?

    - by Martin
    I'm having no luck at all with this iPod Nano. I've tried the following software: Banshee - The iPod shows up and files seem to be copied, but they don't show up on the iPod. Rythmbox - Same as Banshee. Claims to sync but no files available on the iPod gPodder - At first it wouldn't even recognize the device even though I set the mount point and device type. After syncing one file to the iPod from iTunes on my mac it now behaves as Banshee and Rythmbox. gtkpod - Again: Copies the files but they are inacessible on the iPod. Hipo - Doesn't even recognize the iPod Amarok - What is this, I don't even... So to summarize: After some fiddling I can get most of these apps to recognize the iPod and copy files to it, but they are not accessible on the iPod which sort of defeats the whole purpose. Help me out here. My continued harmonic love life depends on it. (Yes, it's the girlfriends iPod and laptop)

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  • Here’s a Quick Alternative Way to Download Videos from YouTube

    - by Taylor Gibb
    More than 24 hours of video content are uploaded to the internet per minute. With so many videos being uploaded, there’s no doubt you’ve come across a video you want to keep. Read on to find out how you can download your favorite videos for offline viewing. This method of downloading YouTube videos, is different, in the sense that you are just retrieving a buffered version of the video from your browsers cache. While you could always do this manually, different browsers store the cache in different places, a much easier method would be to head over to the NirSoft site and download a copy of Video Cache View (choose the zipped version), which allows you to view all the videos in your cache and supports all major browsers. Note: The download link is quite far down the page, see screenshot below How To Properly Scan a Photograph (And Get An Even Better Image) The HTG Guide to Hiding Your Data in a TrueCrypt Hidden Volume Make Your Own Windows 8 Start Button with Zero Memory Usage

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  • Unity3d generating a file in iOS and saving it on a linux machine

    - by N0xus
    I've done a little research and don't know if the following is possible. At the moment I have created a small application in Unity that generates an XML file. This file will be used to help set up my game. It's done in Unity due to it being cross platform with no need to re-write a single line of code. Eventually this will run on an iPad. However, my game will be running on a linux computer and I need to pass over the XML file to the computer that will be running the final game (please don't ask why I'm doing that, it's something I need to do). So what I want to know is the following: Can I generate my XML file on an iPad and have that XML file be saved, and transmitted to a linux machine, without the need to manually copy the file over. If so, how is this possible?

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  • Unlock the Full Value of Oracle CRM On Demand

    - by ruth.donohue
    Register for this live Oracle CRM On Demand Virtual Community Session! Oracle CRM On Demand delivers the most complete On Demand CRM solution on the market. But how can you ensure you are getting maximum value from the many powerful features that Oracle CRM On Demand offers? Join our interactive Oracle CRM On Demand Virtual Community Session on Tuesday, January 11, 2011 from 10.00-11 a.m. PT / 1 p.m.-2 p.m. ET to get expert advice and discuss the best ways to unlock the full potential of Oracle CRM Demand with Mike Lairson, author of 'Oracle CRM On Demand Reporting'. Book Offer Send your Oracle CRM On Demand configuration ideas before the Webcast to [email protected] and you could win a free copy of 'Oracle CRM On Demand Reporting' by Mike Lairson. Learn more and register now!

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  • straight to grub prompt on boot

    - by cheshirekow
    I am very lost. I did a fresh install of Ubuntu 10.04 on a laptop. First reboot was fine. I ran all the recommended upgrades, and now every time I start I get just a grub>_ prompt. No error message, just the prompt, and a little banner at the top saying grub's version and telling me that I have minimal bash style editing. I've tried: 1) Re-installing grub via sudo grub-install sda (There is only one disk with only two partitions, one primary, and one for swap) 2) Changed GRUB_HIDDEN_TIMEOUT=10 GRUB_TIMEOUT=30 GRUB_CMDLINE_LINUX_DEFAULT="rootdelay=90" GRUB_CMDLINE_LINUX="rootdelay=90" in /etc/default/grub. No luck. I can boot with the following: grub> set root=(hd0,1) grub> probe (hd0,1) -u c00fadde-f7e8-45e7-a4da-0235605f756 grub> linux /boot/vmlinuz-2.6.32-21-generic root=UUID=c00fadde-f7e8-45e7-a4da-0235605f756 rootdelay=90 grub> initrd /boot/initrd.img-2.6.32-21-generic grub> boot And then everything seems to be fine from there. From the grub prompt if I try configfile /boot/grub/grub.cfg The screen clears and I get another grub prompt. So, seriously, what could the problem be? edit: Full text of /boot/grub/grub.cfg # # DO NOT EDIT THIS FILE # # It is automatically generated by /usr/sbin/grub-mkconfig using templates # from /etc/grub.d and settings from /etc/default/grub # ### BEGIN /etc/grub.d/00_header ### if [ -s $prefix/grubenv ]; then load_env fi set default="0" if [ ${prev_saved_entry} ]; then set saved_entry=${prev_saved_entry} save_env saved_entry set prev_saved_entry= save_env prev_saved_entry set boot_once=true fi function savedefault { if [ -z ${boot_once} ]; then saved_entry=${chosen} save_env saved_entry fi } function recordfail { set recordfail=1 if [ -n ${have_grubenv} ]; then if [ -z ${boot_once} ]; then save_env recordfail; fi; fi } insmod ext2 set root='(hd0,1)' search --no-floppy --fs-uuid --set c00fadde-f7e8-45e7-a4da-0235c605f756 if loadfont /usr/share/grub/unicode.pf2 ; then set gfxmode=640x480 insmod gfxterm insmod vbe if terminal_output gfxterm ; then true ; else # For backward compatibility with versions of terminal.mod that don't # understand terminal_output terminal gfxterm fi fi insmod ext2 set root='(hd0,1)' search --no-floppy --fs-uuid --set c00fadde-f7e8-45e7-a4da-0235c605f756 set locale_dir=($root)/boot/grub/locale set lang=en insmod gettext if [ ${recordfail} = 1 ]; then set timeout=-1 else set timeout=30 fi ### END /etc/grub.d/00_header ### ### BEGIN /etc/grub.d/05_debian_theme ### set menu_color_normal=white/black set menu_color_highlight=black/light-gray ### END /etc/grub.d/05_debian_theme ### ### BEGIN /etc/grub.d/10_linux ### menuentry 'Ubuntu, with Linux 2.6.32-21-generic' --class ubuntu --class gnu-linux --class gnu --class os { recordfail insmod ext2 set root='(hd0,1)' search --no-floppy --fs-uuid --set c00fadde-f7e8-45e7-a4da-0235c605f756 linux /boot/vmlinuz-2.6.32-21-generic root=UUID=c00fadde-f7e8-45e7-a4da-0235c605f756 ro rootdelay=90 rootdelay=90 initrd /boot/initrd.img-2.6.32-21-generic } menuentry 'Ubuntu, with Linux 2.6.32-21-generic (recovery mode)' --class ubuntu --class gnu-linux --class gnu --class os { recordfail insmod ext2 set root='(hd0,1)' search --no-floppy --fs-uuid --set c00fadde-f7e8-45e7-a4da-0235c605f756 echo 'Loading Linux 2.6.32-21-generic ...' linux /boot/vmlinuz-2.6.32-21-generic root=UUID=c00fadde-f7e8-45e7-a4da-0235c605f756 ro single rootdelay=90 echo 'Loading initial ramdisk ...' initrd /boot/initrd.img-2.6.32-21-generic } ### END /etc/grub.d/10_linux ### ### BEGIN /etc/grub.d/20_memtest86+ ### menuentry "Memory test (memtest86+)" { insmod ext2 set root='(hd0,1)' search --no-floppy --fs-uuid --set c00fadde-f7e8-45e7-a4da-0235c605f756 linux16 /boot/memtest86+.bin } menuentry "Memory test (memtest86+, serial console 115200)" { insmod ext2 set root='(hd0,1)' search --no-floppy --fs-uuid --set c00fadde-f7e8-45e7-a4da-0235c605f756 linux16 /boot/memtest86+.bin console=ttyS0,115200n8 } ### END /etc/grub.d/20_memtest86+ ### ### BEGIN /etc/grub.d/30_os-prober ### if [ ${timeout} != -1 ]; then if sleep --verbose --interruptible 10 ; then set timeout=0 fi fi ### END /etc/grub.d/30_os-prober ### ### BEGIN /etc/grub.d/40_custom ### # This file provides an easy way to add custom menu entries. Simply type the # menu entries you want to add after this comment. Be careful not to change # the 'exec tail' line above. ### END /etc/grub.d/40_custom ### output of update-grub Generating grub.cfg ... Found linux image: /boot/vmlinuz-2.6.32-21-generic Found initrd image: /boot/initrd.img-2.6.32-21-generic Found memtest86+ image: /boot/memtest86+.bin done contents of /boot total 14280 -rw-r--r-- 1 root root 640617 2010-04-16 09:01 abi-2.6.32-21-generic -rw-r--r-- 1 root root 115847 2010-04-16 09:01 config-2.6.32-21-generic drwxr-xr-x 3 root root 4096 2010-09-08 02:42 grub -rw-r--r-- 1 root root 7968754 2010-09-02 01:49 initrd.img-2.6.32-21-generic -rw-r--r-- 1 root root 160280 2010-03-23 05:37 memtest86+.bin -rw-r--r-- 1 root root 1687378 2010-04-16 09:01 System.map-2.6.32-21-generic -rw-r--r-- 1 root root 1196 2010-04-16 09:03 vmcoreinfo-2.6.32-21-generic -rw-r--r-- 1 root root 4029792 2010-04-16 09:01 vmlinuz-2.6.32-21-generic

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  • Dotfuscator Deep Dive with WP7

    - by Bil Simser
    I thought I would share some experience with code obfuscation (specifically the Dotfuscator product) and Windows Phone 7 apps. These days twitter is a buzz with black hat and white operations coming out about how the marketplace is insecure and Microsoft failed, blah, blah, blah. So it’s that much more important to protect your intellectual property. You should protect it no matter what when releasing apps into the wild but more so when someone is paying for them. You want to protect the time and effort that went into your code and have some comfort that the casual hacker isn’t going to usurp your next best thing. Enter code obfuscation. Code obfuscation is one tool that can help protect your IP. Basically it goes into your compiled assemblies, rewrites things at an IL level (like renaming methods and classes and hiding logic flow) and rewrites it back so that the assembly or executable is still fully functional but prying eyes using a tool like ILDASM or Reflector can’t see what’s going on.  You can read more about code obfuscation here on Wikipedia. A word to the wise. Code obfuscation isn’t 100% secure. More so on the WP7 platform where the OS expects certain things to be as they were meant to be. So don’t expect 100% obfuscation of every class and every method and every property. It’s just not going to happen. What this does do is give you some level of protection but don’t put all your eggs in one basket and call it done. Like I said, this is just one step in the process. There are a few tools out there that provide code obfuscation and support the Windows Phone 7 platform (see links to other tools at the end of this post). One such tool is Dotfuscator from PreEmptive solutions. The thing about Dotfuscator is that they’ve struck a deal with Microsoft to provide a *free* copy of their commercial product for Windows Phone 7. The only drawback is that it only runs until March 31, 2010. However it’s a good place to start and the focus of this article. Getting Started When you fire up Dotfuscator you’re presented with a dialog to start a new project or load a previous one. We’ll start with a new project. You’re then looking at a somewhat blank screen that shows an Input tab (among others) and you’re probably wondering what to do? Click on the folder icon (first one) and browse to where your xap file is. At this point you can save the project and click on the arrow to start the process. Bam! You’re done. Right? Think again. The program did indeed run and create a new version of your xap (doing it’s thing and rewriting back your *obfuscated* assemblies) but let’s take a look at the assembly in Reflector to see the end result. Remember a xap file is really just a glorified zip file (or cab file if you prefer). When you ran Dotfuscator for the first time with the default settings you’ll see it created a new version of your xap in a folder under “My Documents” called “Dotfuscated” (you can configure the output directory in settings). Here’s the new xap file. Since a xap is just a zip, rename it to .cab or .zip or something and open it with your favorite unarchive program (I use WinRar but it doesn’t matter as long as it can unzip files). If you already have the xap file associated with your unarchive tool the rename isn’t needed. Once renamed extract the contents of the xap to your hard drive: Now you’ll have a folder with the contents of the xap file extracted: Double click or load up your assembly (WindowsPhoneDataBoundApplication1.dll in the example) in Reflector and let’s see the results: Hmm. That doesn’t look right. I can see all the methods and the code is all there for my LoadData method I wanted to protect. Product failure. Let’s return it for a refund. Hold your horses. We need to check out the settings in the program first. Remember when we loaded up our xap file. It started us on the Input tab but there was a settings tab before that. Wonder what it does? Here’s the default settings: Renaming Taking a closer look, all of the settings in Feature are disabled. WTF? Yeah, it leaves me scratching my head why an obfuscator by default doesn’t obfuscate. However it’s a simple fix to change these settings. Let’s enable Renaming as it sounds like a good start. Renaming obscures code by renaming methods and fields to names that are not understandable. Great. Run the tool again and go through the process of unzipping the updated xap and let’s take a look in Reflector again at our project. This looks a lot better. Lots of methods named a, b, c, d, etc. That’ll help slow hackers down a bit. What about our logic that we spent days weeks on? Let’s take a look at the LoadData method: What gives? We have renaming enabled but all of our code is still there. If you look through all your methods you’ll find it’s still sitting there out in the open. Control Flow Back to the settings page again. Let’s enable Control Flow now. Control Flow obfuscation synthesizes branching, conditional, and iterative constructs (such as if, for, and while) that produce valid executable logic, but yield non-deterministic semantic results when decompilation is attempted. In other words, the code runs as before, but decompilers cannot reproduce the original code. Do the dance again and let’s see the results in Reflector. Ahh, that’s better. Methods renamed *and* nobody can look at our LoadData method now. Life is good. More than Minimum This is the bare minimum to obfuscate your xap to at least a somewhat comfortable level. However I did find that while this worked in my Hello World demo, it didn’t work on one of my real world apps. I had to do some extra tweaking with that. Below are the screens that I used on one app that worked. I’m not sure what it was about the app that the approach above didn’t work with (maybe the extra assembly?) but it works and I’m happy with it. YMMV. Remember to test your obfuscated app on your device first before submitting to ensure you haven’t obfuscated the obfuscator. settings tab: rename tab: string encryption tab: premark tab: A few final notes Play with the settings and keep bumping up the bar to try to get as much obfuscation as you can. The more the better but remember you can overdo it. Always (always, always, always) deploy your obfuscated xap to your device and test it before submitting to the marketplace. I didn’t and got rejected because I had gone overboard with the obfuscation so the app wouldn’t launch at all. Not everything is going to be obfuscated. Specifically I don’t see a way to obfuscate auto properties and a few other language features. Again, if you crank the settings up you might hide these but I haven’t spent a lot of time optimizing the process. Some people might say to obfuscate your xaml using string encryption but again, test, test, test. Xaml is picky so too much obfuscation (or any) might disable your app or produce odd rendering effets. Remember, obfuscation is not 100% secure! Don’t rely on it as a sole way of protecting your assets. Other Tools Dotfuscator is one just product and isn’t the end-all be-all to obfuscation so check out others below. For example, Crypto can make it so Reflector doesn’t even recognize the app as a .NET one and won’t open it. Others can encrypt resources and Xaml markup files. Here are some other obfuscators that support the Windows Phone 7 platform. Feel free to give them a try and let people know your experience with them! Dotfuscator Windows Phone Edition Crypto Obfuscator for .NET DeepSea Obfuscation

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. 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This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. 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##### lsmod ##### ath3k 13318 0 bluetooth 395423 23 bnep,ath3k,btusb,rfcomm ath9k 164164 0 ath9k_common 13551 1 ath9k ath9k_hw 453856 2 ath9k_common,ath9k ath 28698 3 ath9k_common,ath9k,ath9k_hw mac80211 626489 1 ath9k cfg80211 484040 3 ath,ath9k,mac80211 ##### modinfo ##### filename: /lib/modules/3.13.0-24-generic/kernel/drivers/bluetooth/ath3k.ko firmware: ath3k-1.fw license: GPL version: 1.0 description: Atheros AR30xx firmware driver author: Atheros Communications srcversion: 98A5245588C09E5E41690D0 alias: usb:v0489pE036d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE03Cd*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE02Cd*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3pE003d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p3121d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v13D3p3402d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v04C5p1330d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE04Dd*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE056d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE04Ed*dc*dsc*dp*ic*isc*ip*in* alias: usb:v13D3p3393d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE057d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0930p0220d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0930p0219d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3pE005d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3pE004d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v13D3p3362d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v04CAp3008d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v04CAp3006d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v04CAp3005d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v04CAp3004d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v13D3p3375d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p817Ad*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p311Dd*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p3008d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p3004d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p0036d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v03F0p311Dd*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE027d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0489pE03Dd*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0930p0215d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v13D3p3304d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3pE019d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p3002d*dc*dsc*dp*ic*isc*ip*in* alias: usb:v0CF3p3000d*dc*dsc*dp*ic*isc*ip*in* depends: bluetooth intree: Y vermagic: 3.13.0-24-generic SMP mod_unload modversions signer: Magrathea: Glacier signing key sig_key: <MAC address removed>:D9:06:21:70:6E:8D:06:60:4D:73:0B:35:9F:C0 sig_hashalgo: sha512 filename: /lib/modules/3.13.0-24-generic/kernel/drivers/net/wireless/ath/ath9k/ath9k.ko license: Dual BSD/GPL description: Support for Atheros 802.11n wireless LAN cards. author: Atheros Communications srcversion: BAF225EEB618908380B28DA alias: platform:qca955x_wmac alias: platform:ar934x_wmac alias: platform:ar933x_wmac alias: platform:ath9k alias: pci:v0000168Cd00000036sv*sd*bc*sc*i* alias: pci:v0000168Cd00000036sv0000185Fsd00003027bc*sc*i* alias: pci:v0000168Cd00000036sv00001B9Asd00002810bc*sc*i* alias: pci:v0000168Cd00000036sv0000144Fsd00007202bc*sc*i* alias: pci:v0000168Cd00000036sv00001A3Bsd00002130bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000612bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000652bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000642bc*sc*i* alias: pci:v0000168Cd00000036sv0000168Csd0000302Cbc*sc*i* alias: pci:v0000168Cd00000036sv0000168Csd00003027bc*sc*i* alias: pci:v0000168Cd00000036sv0000144Dsd0000411Ebc*sc*i* alias: pci:v0000168Cd00000036sv0000144Dsd0000411Dbc*sc*i* alias: pci:v0000168Cd00000036sv0000144Dsd0000411Cbc*sc*i* alias: pci:v0000168Cd00000036sv0000144Dsd0000411Bbc*sc*i* alias: pci:v0000168Cd00000036sv0000144Dsd0000411Abc*sc*i* alias: pci:v0000168Cd00000036sv00001028sd0000020Ebc*sc*i* alias: pci:v0000168Cd00000036sv0000103Csd0000217Fbc*sc*i* alias: pci:v0000168Cd00000036sv0000103Csd000018E3bc*sc*i* alias: pci:v0000168Cd00000036sv000017AAsd00003026bc*sc*i* alias: pci:v0000168Cd00000036sv00001A3Bsd0000213Abc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000662bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000672bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000622bc*sc*i* alias: pci:v0000168Cd00000036sv0000185Fsd00003028bc*sc*i* alias: pci:v0000168Cd00000036sv0000105Bsd0000E069bc*sc*i* alias: pci:v0000168Cd00000036sv0000168Csd0000302Bbc*sc*i* alias: pci:v0000168Cd00000036sv0000168Csd00003026bc*sc*i* alias: pci:v0000168Cd00000036sv0000168Csd00003025bc*sc*i* alias: pci:v0000168Cd00000036sv00001B9Asd00002812bc*sc*i* alias: pci:v0000168Cd00000036sv00001B9Asd00002811bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00006671bc*sc*i* alias: pci:v0000168Cd00000036sv000011ADsd00000632bc*sc*i* alias: pci:v0000168Cd00000036sv0000185Fsd0000A119bc*sc*i* alias: pci:v0000168Cd00000036sv0000105Bsd0000E068bc*sc*i* alias: pci:v0000168Cd00000036sv00001A3Bsd00002176bc*sc*i* alias: pci:v0000168Cd00000036sv0000168Csd00003028bc*sc*i* alias: pci:v0000168Cd00000037sv*sd*bc*sc*i* alias: pci:v0000168Cd00000034sv*sd*bc*sc*i* alias: pci:v0000168Cd00000034sv000010CFsd00001783bc*sc*i* alias: pci:v0000168Cd00000034sv000014CDsd00000064bc*sc*i* alias: pci:v0000168Cd00000034sv000014CDsd00000063bc*sc*i* alias: pci:v0000168Cd00000034sv0000103Csd00001864bc*sc*i* alias: pci:v0000168Cd00000034sv000011ADsd00006641bc*sc*i* alias: pci:v0000168Cd00000034sv000011ADsd00006631bc*sc*i* alias: pci:v0000168Cd00000034sv00001043sd0000850Ebc*sc*i* alias: pci:v0000168Cd00000034sv00001A3Bsd00002110bc*sc*i* alias: pci:v0000168Cd00000034sv00001969sd00000091bc*sc*i* alias: pci:v0000168Cd00000034sv000017AAsd00003214bc*sc*i* alias: pci:v0000168Cd00000034sv0000168Csd00003117bc*sc*i* alias: pci:v0000168Cd00000034sv000011ADsd00006661bc*sc*i* alias: pci:v0000168Cd00000034sv00001A3Bsd00002116bc*sc*i* alias: pci:v0000168Cd00000033sv*sd*bc*sc*i* alias: pci:v0000168Cd00000032sv*sd*bc*sc*i* alias: pci:v0000168Cd00000032sv00001043sd0000850Dbc*sc*i* alias: pci:v0000168Cd00000032sv00001B9Asd00001C01bc*sc*i* alias: pci:v0000168Cd00000032sv00001B9Asd00001C00bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00001F95bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00001195bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00001F86bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00001186bc*sc*i* alias: pci:v0000168Cd00000032sv00001B9Asd00002001bc*sc*i* alias: pci:v0000168Cd00000032sv00001B9Asd00002000bc*sc*i* alias: pci:v0000168Cd00000032sv0000144Fsd00007197bc*sc*i* alias: pci:v0000168Cd00000032sv0000105Bsd0000E04Fbc*sc*i* alias: pci:v0000168Cd00000032sv0000105Bsd0000E04Ebc*sc*i* alias: pci:v0000168Cd00000032sv000011ADsd00006628bc*sc*i* alias: pci:v0000168Cd00000032sv000011ADsd00006627bc*sc*i* alias: pci:v0000168Cd00000032sv00001C56sd00004001bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00002100bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00002C97bc*sc*i* alias: pci:v0000168Cd00000032sv000017AAsd00003219bc*sc*i* alias: pci:v0000168Cd00000032sv000017AAsd00003218bc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd0000C708bc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd0000C680bc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd0000C706bc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd0000410Fbc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd0000410Ebc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd0000410Dbc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd00004106bc*sc*i* alias: pci:v0000168Cd00000032sv0000144Dsd00004105bc*sc*i* alias: pci:v0000168Cd00000032sv0000185Fsd00003027bc*sc*i* alias: pci:v0000168Cd00000032sv0000185Fsd00003119bc*sc*i* alias: pci:v0000168Cd00000032sv0000168Csd00003122bc*sc*i* alias: pci:v0000168Cd00000032sv0000168Csd00003119bc*sc*i* alias: pci:v0000168Cd00000032sv0000105Bsd0000E075bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00002152bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd0000126Abc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00002126bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00001237bc*sc*i* alias: pci:v0000168Cd00000032sv00001A3Bsd00002086bc*sc*i* alias: pci:v0000168Cd00000030sv*sd*bc*sc*i* alias: pci:v0000168Cd0000002Esv*sd*bc*sc*i* alias: pci:v0000168Cd0000002Dsv*sd*bc*sc*i* alias: pci:v0000168Cd0000002Csv*sd*bc*sc*i* alias: pci:v0000168Cd0000002Bsv*sd*bc*sc*i* alias: pci:v0000168Cd0000002Bsv00001A3Bsd00002C37bc*sc*i* alias: pci:v0000168Cd0000002Asv000010CFsd00001536bc*sc*i* alias: pci:v0000168Cd0000002Asv000010CFsd0000147Dbc*sc*i* alias: pci:v0000168Cd0000002Asv000010CFsd0000147Cbc*sc*i* alias: pci:v0000168Cd0000002Asv0000185Fsd0000309Dbc*sc*i* alias: pci:v0000168Cd0000002Asv00001A32sd00000306bc*sc*i* alias: pci:v0000168Cd0000002Asv000011ADsd00006642bc*sc*i* alias: pci:v0000168Cd0000002Asv000011ADsd00006632bc*sc*i* alias: pci:v0000168Cd0000002Asv0000105Bsd0000E01Fbc*sc*i* alias: pci:v0000168Cd0000002Asv00001A3Bsd00001C71bc*sc*i* alias: pci:v0000168Cd0000002Asv*sd*bc*sc*i* alias: pci:v0000168Cd00000029sv*sd*bc*sc*i* alias: pci:v0000168Cd00000027sv*sd*bc*sc*i* alias: pci:v0000168Cd00000024sv*sd*bc*sc*i* alias: pci:v0000168Cd00000023sv*sd*bc*sc*i* depends: ath9k_hw,mac80211,ath9k_common,cfg80211,ath intree: Y vermagic: 3.13.0-24-generic SMP mod_unload modversions signer: Magrathea: Glacier signing key sig_key: <MAC address removed>:D9:06:21:70:6E:8D:06:60:4D:73:0B:35:9F:C0 sig_hashalgo: sha512 parm: debug:Debugging mask (uint) parm: nohwcrypt:Disable hardware encryption (int) parm: blink:Enable LED blink on activity (int) parm: btcoex_enable:Enable wifi-BT coexistence (int) parm: bt_ant_diversity:Enable WLAN/BT RX antenna diversity (int) parm: ps_enable:Enable WLAN PowerSave (int) filename: /lib/modules/3.13.0-24-generic/kernel/drivers/net/wireless/ath/ath9k/ath9k_common.ko license: Dual BSD/GPL description: Shared library for Atheros wireless 802.11n LAN cards. author: Atheros Communications srcversion: 696B00A6C59713EC0966997 depends: ath,ath9k_hw intree: Y vermagic: 3.13.0-24-generic SMP mod_unload modversions signer: Magrathea: Glacier signing key sig_key: <MAC address removed>:D9:06:21:70:6E:8D:06:60:4D:73:0B:35:9F:C0 sig_hashalgo: sha512 filename: /lib/modules/3.13.0-24-generic/kernel/drivers/net/wireless/ath/ath9k/ath9k_hw.ko license: Dual BSD/GPL description: Support for Atheros 802.11n wireless LAN cards. author: Atheros Communications srcversion: 4809F3842A0542CD6B556D3 depends: ath intree: Y vermagic: 3.13.0-24-generic SMP mod_unload modversions signer: Magrathea: Glacier signing key sig_key: <MAC address removed>:D9:06:21:70:6E:8D:06:60:4D:73:0B:35:9F:C0 sig_hashalgo: sha512 filename: /lib/modules/3.13.0-24-generic/kernel/drivers/net/wireless/ath/ath.ko license: Dual BSD/GPL description: Shared library for Atheros wireless LAN cards. author: Atheros Communications srcversion: 88A67C5359B02C5A710AFCF depends: cfg80211 intree: Y vermagic: 3.13.0-24-generic SMP mod_unload modversions signer: Magrathea: Glacier signing key sig_key: <MAC address removed>:D9:06:21:70:6E:8D:06:60:4D:73:0B:35:9F:C0 sig_hashalgo: sha512 ##### modules ##### lp rtc ##### blacklist ##### [/etc/modprobe.d/blacklist-ath_pci.conf] blacklist ath_pci [/etc/modprobe.d/blacklist.conf] blacklist evbug blacklist usbmouse blacklist usbkbd blacklist eepro100 blacklist de4x5 blacklist eth1394 blacklist snd_intel8x0m blacklist snd_aw2 blacklist i2c_i801 blacklist prism54 blacklist bcm43xx blacklist garmin_gps blacklist asus_acpi blacklist snd_pcsp blacklist pcspkr blacklist amd76x_edac [/etc/modprobe.d/fbdev-blacklist.conf] blacklist arkfb blacklist aty128fb blacklist atyfb blacklist radeonfb blacklist cirrusfb blacklist cyber2000fb blacklist gx1fb blacklist gxfb blacklist kyrofb blacklist matroxfb_base blacklist mb862xxfb blacklist neofb blacklist nvidiafb blacklist pm2fb blacklist pm3fb blacklist s3fb blacklist savagefb blacklist sisfb blacklist tdfxfb blacklist tridentfb blacklist viafb blacklist vt8623fb ##### udev rules ##### # PCI device 0x1969:0x1090 (alx) SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="<MAC address removed>", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="eth*", NAME="eth0" # PCI device 0x168c:0x0036 (ath9k) SUBSYSTEM=="net", ACTION=="add", DRIVERS=="?*", ATTR{address}=="<MAC address removed>", ATTR{dev_id}=="0x0", ATTR{type}=="1", KERNEL=="wlan*", NAME="wlan0" ##### dmesg ##### [ 1.707662] psmouse serio1: elantech: assuming hardware version 3 (with firmware version 0x450f03) [ 11.918852] ath: phy0: WB335 1-ANT card detected [ 11.918856] ath: phy0: Set BT/WLAN RX diversity capability [ 11.926438] ath: phy0: Enable LNA combining [ 11.928469] ath: phy0: ASPM enabled: 0x42 [ 11.928473] ath: EEPROM regdomain: 0x65 [ 11.928475] ath: EEPROM indicates we should expect a direct regpair map [ 11.928478] ath: Country alpha2 being used: 00 [ 11.928479] ath: Regpair used: 0x65 [ 14.066021] IPv6: ADDRCONF(NETDEV_UP): wlan0: link is not ready ########## wireless info END ############

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  • MUD source code

    - by Tchalvak
    I haven't been able to find a lot of the old, open source mud source codes. I find the way they did things very applicable to text-based/browser based games, and I'd love to be able to skim through parts of 'em for inspiration. For instance, we have this huge list of muds and the relationships between them, but little by way of access to source code. http://en.wikipedia.org/wiki/MUD_trees Often (I'm looking at you, dikumud, http://www.dikumud.com/links.aspx ) the sites of the mud itself doesn't even have a working link to the source. https://github.com/alexmchale/merc-mud has a copy of merc that I found, which certainly contains other works within it's history, but the pickings seems sparse. Does anyone have better resources for gaining access to MUD source code than these?

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  • Publish a software with copyright and license

    - by King Chan
    I just read some artical about publishing software and I am personally developing some random metero application at the moment. The artical were suggesting the software should have a publisher website. But what I have to put down in the publisher website to keep my copyright? Is it simply really just "Designed/Developed @ 2012 By King Chan" at the bottom of the site and software and is enough? Or do I have to even write a long paragraph of license/agreement said the user who download/use the software cannot copy the icon/functionality etc? (The Apple and Samsung things get me worry about CopyRight now....)

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