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  • Docs for OpenSSH CA-based certificate based authentication

    - by Zoredache
    OpenSSH 5.4 added a new method for certificate authentication (changes). * Add support for certificate authentication of users and hosts using a new, minimal OpenSSH certificate format (not X.509). Certificates contain a public key, identity information and some validity constraints and are signed with a standard SSH public key using ssh-keygen(1). CA keys may be marked as trusted in authorized_keys or via a TrustedUserCAKeys option in sshd_config(5) (for user authentication), or in known_hosts (for host authentication). Documentation for certificate support may be found in ssh-keygen(1), sshd(8) and ssh(1) and a description of the protocol extensions in PROTOCOL.certkeys. Is there any guides or documentation beyond what is mentioned in the ssh-keygen man-page? The man page covers how to generate certificate and use them, but it doesn't really seem to provide much information about the certificate authority setup. For example, can I sign the keys with an intermediate CA, and have the server trust the parent CA? This comment about the new feature seems to mean that I could setup my servers to trust the CA, then setup a method to sign keys, and then users would not have to publish their individual keys on the server. This also seems to support key expiration, which is great since getting rid of old/invalid keys is more difficult then it should be. But I am hoping to find some more documentation about describe the total configuration CA, SSH server, and SSH client settings needed to make this work.

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  • Transitioning from desktop app written in C++ to a web-based app

    - by Karim
    We have a mature Windows desktop application written in C++. The application's GUI sits on top of a windows DLL that does most of the work for the GUI (it's kind of the engine). It, too, is written in C++. We are considering transitioning the Windows app to be a web-based app for various reasons. What I would like to avoid is having to writing the CGI for this web-based app in C++. That is, I would rather have the power of a 4G language like Python or a .NET language for creating the web-based version of this app. So, the question is: given that I need to use a C++ DLL on the backend to do the work of the app what technology stack would you recommend for sitting between the user's browser and are C++ dll? We can assume that the web server will be Windows. Some options: Write a COM layer on top of the windows DLL which can then be access via .NET and use ASP.NET for the UI Access the export DLL interface directly from .NET and use ASP.NET for the UI. Write a custom Python library that wraps the windows DLL so that the rest of the code can be written. Write the CGI using C++ and a C++-based MVC framework like Wt Concerns: I would rather not use C++ for the web framework if it can be avoided - I think languages like Python and C# are simply more powerful and efficient in terms of development time. I'm concerned that my mixing managed and unmanaged code with one of the .NET solutions I'm asking for lots of little problems that are hard to debug (purely anecdotal evidence for that) Same is true for using a Python layer. Anything that's slightly off the beaten path like that worries me in that I don't have much evidence one way or the other if this is a viable long term solution.

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  • How to implement behavior in a component-based game architecture?

    - by ghostonline
    I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can be stationary, running and swinging a sword. A player can transit to the swing sword state from both the stationary and running state, but then the swing must be completed before the player can resume standing or running around. During the swing, the player cannot walk around. As I see it, I have two implementation approaches: Create a single AI-component containing all player logic (either decoupled from the actual component or embedded as a PlayerAIComponent). I can easily how to enforce the state restrictions without creating coupling between individual components making up the player entity. However, the AI-component cannot be broken up. If I have, for example, an enemy that can only stand and walk around or only walks around and occasionally swing a sword, I have to create new AI-components. Break the behavior up in components, each identifying a specific state. I then get a StandComponent, WalkComponent and SwingComponent. To enforce the transition rules, I have to couple each component. SwingComponent must disable StandComponent and WalkComponent for the duration of the swing. When I have an enemy that only stands around, swinging a sword occasionally, I have to make sure SwingComponent only disables WalkComponent if it is present. Although this allows for better mix-and-matching components, it can lead to a maintainability nightmare as each time a dependency is added, the existing components must be updated to play nicely with the new requirements the dependency places on the character. The ideal situation would be that a designer can build new enemies/players by dragging components into a container, without having to touch a single line of engine or script code. Although I am not sure script coding can be avoided, I want to keep it as simple as possible. Summing it all up: Should I lob all AI logic into one component or break up each logic state into separate components to create entity variants more easily?

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  • Documenting a policy based design

    - by academicRobot
    I'm re-working some prototype code into a policy based design in C++, and I'm wondering what the best practice is for documenting the design. My current plan is to document: Policy hierarchy Overview of each policy Description of each type/value/function in each policy I was thinking of putting this into a doxygen module, but this looks like it will be a bit awkward since formatting will have to be done by hand without code to base the doc on (that is, documenting the policies rather than the implementation of the policies). So my questions are: Are there other aspects of the design that should be documented? Are there any tricks to doing this efficiently in doxygen? Is there a tool other than doxygen thats better suited to this? What are some examples of well documented policy based design? This is my first serious attempt at policy based design. I think I have a working grasp of the principles, but whatever naivety I expose in this question is fair game for an answer too.

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  • Web based interface for open SSL client certificates

    - by Felix
    Hi there! We are currently developing a apache2-based web application and want to invite some beta testers to give it a try. To be on the safe side, access should be provided by individual browser certificates (.p12) which are issued using a (fake) CA. Our users should be passing a complete register/login process and some of them will be granted administrative privileges within the application. That's why a preceding simple web-based authentication won't be sufficient. Atm, I using a serverside shellscript to generate the certificates each time. Do you know about a small, web-based tool to simplify the process of generating / revoking those certificates? Maybe an overview of the CA's index.txt plus the option to revoke a cert and a link to download them directly?

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  • How to implement a component based system for items in a web game.

    - by Landstander
    Reading several other questions and answers on using a component based system to define items I want to use one for the items and spells in a web game written in PHP. I'm just stuck on the implementation. I'm going to use a DB schema suggested in this series (part 5 describes the schema); http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/ This means I'll have an items table with generic item properties, a table listing all of the components for an item and finally records in each component table used to make up the item. Assuming I can select the first two together in a single query, I'm still going to do N queries for each component type. I'm kind of fine with this because I can cache the data into memcache and check there first before doing any queries. I'll need to build up the items on every request they are used in so the implementation needs to be on the lean side even if they're pulled from memcache. But right there is where I feel confident about implementing a component system for my items ends. I figure I'd need to bring attributes and behaviors into the container from each component it uses. I'm just not sure how to do that effectively and not end up writing a lot of specialized code to deal with each component. For example an AttackComponent might need to know how to filter targets inside of a battle context and also maybe provide an attack behavior. That same item might also have a UsableComponent which allows the item to be used and apply some effect onto a different set of targets filtered differently from the same battle context. Then not every part of an item is an active part, an AttributeBonusComponent might need to only kick in when the item is in an equipped state or when displaying the item details page. Ultimately, how should I bring all of the components together into the container so when I use an item as a weapon I get the correct list of targets? Know when a weapon can also be used as an item? Or to apply the bonuses the item provides to a character object? I feel like I've gone too far down the rabbit hole and I can't grasp onto the simple solution in front of me. (If that makes any sense at all.) Likewise if I were to implement the best answer from here I feel like I'd have a lot of the same questions. How to model multiple "uses" (e.g. weapon) for usable-inventory/object/items (e.g. katana) within a relational database.

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  • Win 7 dual monitor: Don't move application windows when turn off second monitor

    - by codewaggle
    The title is correct, it should say "Don't" not "Doesn't". I Don't want the application windows to be moved to the main monitor when I turn off the monitors. On my Win XP dual monitor system, I can turn off the monitors and when I turn them back on, the application windows are in the same locations on the same monitors as when I turned the monitors off. On the Win 7 system, every time I turn off the monitors (or just the second monitor), all of the application windows are moved to the "main" monitor. After experimenting with the settings, I've found one process that enables me to turn off the monitors and still keep my application windows laid out in my chosen locations on the two monitors: 1) Switch the display setting to a single monitor. 2) Turn off the monitors. 3) Turn on the monitors. 4) Switch the display setting back to "Extend these Displays". After step 4, the application windows that I had laid out on the second monitor are moved back to their original locations on the second monitor. Is there a windows or nVidia setting that would leave the application windows on the second monitor so that I don't need to switch the display settings every time I turn off the monitors? Specs: Windows 7 64-bit dual monitors (1 DP, 1 DVI) Desktop (most questions seem to be about laptops) nVidia Quadro 2000 nVidia Control Panel nVidia nView Control Panel

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  • Non-English-based programming languages

    - by Jaime Soto
    The University of Antioquia in Colombia teaches its introductory programming courses in Lexico, a Spanish-based, object-oriented .NET language. The intent is to teach programming concepts in the students' native language before introducing English-based mainstream languages. There are many other Non-English-based programming languages and there is even a related question in Stack Overflow. I have several questions regarding these languages: Has anyone on this site learned to program using a non-English-based language? If so, how difficult was the transition to the first English-based language? Is there any research-based evidence that non-English speakers learn programming faster/better using languages with keywords in their native language instead of English-based languages?

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  • Recommended Model Based Testing Tools

    - by ModelTester
    Does anyone have any suggestions on what Model Based Testing Tools to use? Is Spec Explorer/SPEC# worth it's weight in tester training? What I have traditionally done is create a Visio Model where I call out the states and associated variables, outputs and expected results from each state. Then in a completely disconnected way, I data drive my test scripts with those variables based on that model. But, they are not connected. I want a way to create a model, associate the variables in a business friendly way, that will then build the data parameters for the scripts. I can't be the first person to need this. Is there a tool out there that will do basically that? Short of developing it myself.

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  • Grid pathfinding with a lot of entities

    - by Vee
    I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very similar (a clone of the game), and I've got most of the fundamentals done, but I'm having trouble implementing pathfinding. Look at the screenshot. The guys in yellow are friendly, and want to kill the roaches. Every turn, every guy in yellow pathfinds to the closest roach, and every roach pathfinds to the closest guy in yellow. By closest I mean the target with the shortest path, not a simple distance calculation. All of this without any kind of slowdown when loading the level or when passing turns. And all of the entities change position every turn. Also (not shown in screenshot), there can be doors that open and close and change the level's layout. Impressive. I've tried implementing pathfinding in my clone. First attempt was making every roach find a path to a yellow guy every turn, using a breadth-first search algorithm. Obviously incredibly slow with more than a single roach, and would get exponentially slower with more than a single yellow guy. Second attempt was mas making every yellow guy generate a pathmap (still breadth-first search) every time he moved. Worked perfectly with multiple roaches and a single yellow guy, but adding more yellow guys made the game slow and unplayable. Last attempt was implementing JPS (jump point search). Every entity would individually calculate a path to its target. Fast, but with a limited number of entities. Having less than half the entities in the screenshot would make the game slow. And also, I had to get the "closest" enemy by calculating distance, not shortest path. I've asked on the DROD forums how they did it, and a user replied that it was breadth-first search. The game is open source, and I took a look at the source code, but it's C++ (I'm using C#) and I found it confusing. I don't know how to do it. Every approach I tried isn't good enough. And I believe that DROD generates global pathmaps, somehow, but I can't understand how every entity find the best individual path to other entities that move every turn. What's the trick? This is a reply I just got on the DROD forums: Without having looked at the code I'd wager it's two (or so) pathmaps for the whole room: One to the nearest enemy, and one to the nearest friendly for every tile. There's no need to make a separate pathmap for every entity when the overall goal is "move towards nearest enemy/friendly"... just mark every tile with the number of moves it takes to the nearest target and have the entity chose the move that takes it to the tile with the lowest number. To be honest, I don't understand it that well.

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  • Disqus ads are disqusting and here is how you turn them off

    - by Gopinath
    After couple of months I spent sometime yesterday reviewing my blog and coziie.com to see if everything is fine. Disqus, the best commenting system and an unusual suspect was looking weird. Commenting sections of my sites are displayed links of third party sites which I was not aware of. The content is annoying to me and I believe my site users are also annoyed. I don’t remember configuring something in disqus to display ads or earn money by promoting other’s content. Why on earth I would like to shows content of someone else’s website right inside comments section and annoy readers? Here is a screen grab of comment section that shows ads.   It turns to be disqus automatically enabled a feature called as “Discovery” to all publishers who upgraded the commenting system to the latest release. I remember upgrading commenting system to the latest release couple of months ago but I don’t remember specifically allowing disqus to spam my comment section!! I’m extremely unhappy with the way disqus automatically enabled spamming comment sections in the name of so called new features that benefits bloggers. How to turn of Discovery or Ads in Disqus I turned them off as soon as I noticed them and it’s very easy to do that. Here are the steps to be followed to turn off ads in comments Login in to disqus Switch to Settings tab Click on Discovery tab Choose the option Just comments Save the settings.  Though it’s easy to turn off the ads, it would have been nice if disqus did not enable them by default. Hey guys at disqus, you lost my trust and from now onwards I’ll double check before opting in to any new features.

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  • Turn-based Client-Server Card Game - Unicast (TCP) or Multicast (UDP)

    - by LDM91
    I am currently planning to make a card game project where the clients will communicate with the server in a turn-based and synchronous manner using messages sent over sockets. The problem I have is how to handle the following scenario: (Client takes it turn and sends its action to server) Client sends a message telling the server its move for the turn (e.g. plays the card 5 from its hand which needs to placed onto the table) Server receives messages and updates game state (server will hold all game state). Server iterates through a list of connected clients and sends a message to tell of them change in state Clients all refresh to display the state This is all based on using TCP, and looking at it now it seems a bit like the Observer pattern. The reason this seems to be an issue to me is this message doesn't seem to be point-to-point like the others as I want to send it to all the clients, and doesn't seem very efficient sending the same message in that way. I was thinking about using multicasting with UDP as then I could send the message to all the clients, however wouldn't this mean that the clients would in theory be able to message each other? There is of course the synchronous aspect as well, though this could be put on top of the UDP I guess. Basically, I would like to know what would be good practice as this project is really all about learning, and even though it won't be big enough to encounter performance issues from this I would like to consider them anyway. However, please note I am not interested in using message oriented middleware as a solution (I have experience with using MOM and I'm interested in considering other options excluding MOM if TCP sockets is a bad idea!).

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  • IntelliSense based snippet handling with Visual Studio 2010 SDK MEF Based text editor

    - by Nicolai Ustinov
    Using the new Visual Studio 2010 SDK developing against the MEF based editor structure there's a question: How can I use the MEF editor interfaces to handle snippet behavior in IntelliSense? The ICompletionSession itself is not a problem (e.g. get the available snippets) rather filling the snippet, handling the subsequently expected actions like tab, enter behavior, text replacement, etc. Is there any way to do that without a language service? Checking the built-in behavior in Visual Studio base editor implementation they built the MEF interfaces on top of a set of language service based objects.

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  • Permission based Authorization vs. Role based Authorization - Best Practices - 11g

    - by Prakash Yamuna
    In previous blog posts here and here I have alluded to the support in OWSM for Permission based authorization and Role based authorization support. Recently I was having a conversation with an internal team in Oracle looking to use OWSM for their Web Services security needs and one of the topics was around - When to use permission based authorization vs. role based authorization? As in most scenarios the answer is it depends! There are trade-offs involved in using the two approaches and you need to understand the trade-offs and you need to understand which trade-offs are better for your scenario. Role based Authorization: Simple to use. Just create a new custom OWSM policy and specify the role in the policy (using EM Fusion Middleware Control). Inconsistent if you have multiple type of resources in an application (ex: EJBs, Web Apps, Web Services) - ex: the model for securing EJBs with roles or the model for securing Web App roles - is inconsistent. Since the model is inconsistent, tooling is also fairly inconsistent. Achieving this use-case using JDeveloper is slightly complex - since JDeveloper does not directly support creating OWSM custom policies. Permission based Authorization: More complex. You need to attach both an OWSM policy and create OPSS Permission authorization policies. (Note: OWSM leverages OPSS Permission based Authorization support). More appropriate if you have multiple type of resources in an application (ex: EJBs, Web Apps, Web Services) and want a consistent authorization model. Consistent Tooling for managing authorization across different resources (ex: EM Fusion Middleware Control). Better Lifecycle support in terms of T2P, etc. Achieving this use-case using JDeveloper is slightly complex - since JDeveloper does not directly support creating/editing OPSS Permission based authorization policies.

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  • Invoking a WCF service using claims based authentication

    - by ashwnacharya
    I have a WCF service deployed in a server machine. We are using claims based authentication to authenticate the WCF service caller. The WCF service is restricted by using IIS Authorization rules. How do I programmatically invoke the WCF service using .NET? The client app uses a proxy generated using SVCUtil. calling the service reads the credentials from a configuration file (not the app.config file, in fact the client application does not have a *.config file).

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  • Evidence Based Scheduling Tool

    - by Serhat Özgel
    Are there any free tools that implement evidence based scheduling that joel talks about? There lies fogbugz of course but I am looking for a simple and free tool that can apply ebs on some tasks that I give estimates (and actual times which are complete) for.

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  • Evidence-Based-Scheduling - are estimations only as accurate as the work-plan they're based on?

    - by Assaf Lavie
    I've been using FogBugz's Evidence Based Scheduling (for the uninitiated, Joel explains) for a while now and there's an inherent problem I can't seem to work around. The system is good at telling me the probability that a given project will be delivered at some date, given the detailed list of tasks that comprise the project. However, it does not take into account the fact that during development additional tasks always pop up. Now, there's the garbage-can approach of creating a generic task/scheduled-item for "last minute hacks" or "integration tasks", or what have you, but that clearly goes against the idea of aggregating the estimates of many small cases. It's often the case that during the development stage of a project you realize that there's a whole area your planning didn't cover, because, well, that's the nature of developing stuff that hasn't been developed before. So now your ~3 month project may very well turn into a 6 month project, but not because your estimations were off (you could be the best estimator in the world, for those task the comprised your initial work plan); rather because you ended up adding a whole bunch of new tasks that weren't there to begin with. EBS doesn't help you with that. It could, theoretically (I guess). It could, perhaps, measure the amount of work you add to a project over time and take that into consideration when estimating the time remaining on a given project. Just a thought. In other words, EBS works on a task basis, but not on a project/release basis - but the latter is what's important. It's what your boss typically cares about - delivery date, not the time it takes to finish each task along the way, and not the time it would have taken, if your planning was perfect. So the question is (yes, there's a question here, don't close it): What's your methodology when it comes to using EBS in FogBugz and how do you solve the problem above, which seems to be a main cause of schedule delays and mispredictions? Edit Some more thoughts after reading a few answers: If it comes down to having to choose which delivery date you're comfortable presenting to your higher-ups by squinting at the delivery-probability graph and choosing 80%, or 95%, or 60% (based on what, exactly?) then we've resorted to plain old buffering/factoring of our estimates. In which case, couldn't we have skipped the meticulous case by case hour-sized estimation effort step? By forcing ourselves to break down tasks that take more than a day into smaller chunks of work haven't we just deluded ourselves into thinking our planning is as tight and thorough as it could be? People may be consistently bad estimators that do not even learn from their past mistakes. In that respect, having an EBS system is certainly better than not having one. But what can we do about the fact that we're not that good in planning as well? I'm not sure it's a problem that can be solved by a similar system. Our estimates are wrong because of tendencies to be overly optimistic/pessimistic about certain tasks, and because of neglect to account for systematic delays (e.g. sick days, major bug crisis) - and usually not because we lack knowledge about the work that needs to be done. Our planning, on the other hand, is often incomplete because we simply don't have enough knowledge in this early stage; and I don't see how an EBS-like system could fill that gap. So we're back to methodology. We need to find a way to accommodate bad or incomplete work plans that's better than voodoo-multiplication.

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  • Combining pathfinding with global AI objectives

    - by V_Programmer
    I'm making a turn-based strategy game using Java and LibGDX. Now I want to code the AI. I haven't written the AI code yet. I've simply designed it. The AI will have two components, one focused in tactics and resource management (create troops, determine who have strategical advantage, detect important objectives, etc) and a individual component, focused in assign the work to each unit, examine its possibilites and move the unit. Now I'm facing an important problem. The map where the action take place is a grid-based map. Each terrain has different movement cost. I read about pathfinding and I think A* is a very good option to determine a good route between two points. However, imagine I have an unit with movement = 5 (i.e, it can move 5 tiles of movement cost = 1). My tactical AI has found an objective at a distance d = 20 tiles (Manhattan distance) from my unit. My problem is the following: the unit won't be able to reach the objective in one turn. So the AI will have to store a list of position and execute them in various turns. I don't know how to solve this. PS. In my unit code, I have a list called "selectionMarks" which stores all the possible places where the unit can go in this turn. This places are calculed recursively using a "getSelectionMarks" function. Any help is appreciated :D

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  • Help with Event-Based Components

    - by Joel in Gö
    I have started to look at Event-Based Components (EBCs), a programming method currently being explored by Ralf Wesphal in Germany, in particular. This is a really interesting and promising way to architect a software solution, and gets close to the age-old idea of being able to stick software components together like Lego :) A good starting point is the Channel 9 video here, and there is a fair bit of discussion in German at the Google Group on EBCs. I am however looking for more concrete examples - while the ideas look great, I am finding it hard to translate them into real code for anything more than a trivial project. Does anyone know of any good code examples (in C# preferably), or any more good sites where EBCs are discussed?

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  • Policy based design and defaults.

    - by Noah Roberts
    Hard to come up with a good title for this question. What I really need is to be able to provide template parameters with different number of arguments in place of a single parameter. Doesn't make a lot of sense so I'll go over the reason: template < typename T, template <typename,typename> class Policy = default_policy > struct policy_based : Policy<T, policy_based<T,Policy> > { // inherits R Policy::fun(arg0, arg1, arg2,...,argn) }; // normal use: policy_base<type_a> instance; // abnormal use: template < typename PolicyBased > // No T since T is always the same when you use this struct custom_policy {}; policy_base<type_b,custom_policy> instance; The deal is that for many abnormal uses the Policy will be based on one single type T, and can't really be parameterized on T so it makes no sense to take T as a parameter. For other uses, including the default, a Policy can make sense with any T. I have a couple ideas but none of them are really favorites. I thought that I had a better answer--using composition instead of policies--but then I realized I have this case where fun() actually needs extra information that the class itself won't have. This is like the third time I've refactored this silly construct and I've got quite a few custom versions of it around that I'm trying to consolidate. I'd like to get something nailed down this time rather than just fish around and hope it works this time. So I'm just fishing for ideas right now hoping that someone has something I'll be so impressed by that I'll switch deities. Anyone have a good idea? Edit: You might be asking yourself why I don't just retrieve T from the definition of policy based in the template for default_policy. The reason is that default_policy is actually specialized for some types T. Since asking the question I have come up with something that may be what I need, which will follow, but I could still use some other ideas. template < typename T > struct default_policy; template < typename T, template < typename > class Policy = default_policy > struct test : Policy<test<T,Policy>> {}; template < typename T > struct default_policy< test<T, default_policy> > { void f() {} }; template < > struct default_policy< test<int, default_policy> > { void f(int) {} }; Edit: Still messing with it. I wasn't too fond of the above since it makes default_policy permanently coupled with "test" and so couldn't be reused in some other method, such as with multiple templates as suggested below. It also doesn't scale at all and requires a list of parameters at least as long as "test" has. Tried a few different approaches that failed until I found another that seems to work so far: template < typename T > struct default_policy; template < typename T, template < typename > class Policy = default_policy > struct test : Policy<test<T,Policy>> {}; template < typename PolicyBased > struct fetch_t; template < typename PolicyBased, typename T > struct default_policy_base; template < typename PolicyBased > struct default_policy : default_policy_base<PolicyBased, typename fetch_t<PolicyBased>::type> {}; template < typename T, template < typename > class Policy > struct fetch_t< test<T,Policy> > { typedef T type; }; template < typename PolicyBased, typename T > struct default_policy_base { void f() {} }; template < typename PolicyBased > struct default_policy_base<PolicyBased,int> { void f(int) {} };

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  • Turn off keyboard back-light Sony (VAIO SVF1521DCXW)

    - by KasiyA
    I have a Sony laptop and I want to turn keyboard back-light off. It doesn't have a shortcut function key for doing this on the keyboard . I can turn off it with VAIO Control Center in Windows but I don't know how can I turn it off in Ubuntu 14.04. There isn't available to me: /sys/devices/platform/sony-laptop/kbd_backlight doesn't exist on my machine. I have this folder /sys/devices/platform/sony-laptop/ and there is three folder one power folder and two shortcut-ed folder driver , subsystem and five file contains battery_care_health , battery_care_limiter , modalias , touchpad and event This is the output of running sudo modinfo sony-laptop: filename: /lib/modules/3.13.0-34-generic/kernel/drivers/platform/x86/sony-laptop.ko version: 0.6 license: GPL description: Sony laptop extras driver (SPIC and SNC ACPI device) author: Stelian Pop, Mattia Dongili srcversion: 5C6E050349475558A231C59 alias: acpi*:SNY6001:* alias: acpi*:SNY5001:* depends: intree: Y vermagic: 3.13.0-34-generic SMP mod_unload modversions signer: Magrathea: Glacier signing key sig_key: 50:0B:C5:C8:7D:4B:11:5C:F3:C1:50:4F:7A:92:E2:33:C6:14:3D:58 sig_hashalgo: sha512 parm: debug:set this to 1 (and RTFM) if you want to help the development of this driver (int) parm: no_spic:set this if you don't want to enable the SPIC device (int) parm: compat:set this if you want to enable backward compatibility mode (int) parm: mask:set this to the mask of event you want to enable (see doc) (ulong) parm: camera:set this to 1 to enable Motion Eye camera controls (only use it if you have a C1VE or C1VN model) (int) parm: minor:minor number of the misc device for the SPIC compatibility code, default is -1 (automatic) (int) parm: kbd_backlight:set this to 0 to disable keyboard backlight, 1 to enable it (default: no change from current value) (int) parm: kbd_backlight_timeout:meaningful values vary from 0 to 3 and their meaning depends on the model (default: no change from current value) (int) With the suggested command: sudo modprobe -r sony_laptop sudo modprobe -v sony_laptop kbd_backlight=0 Output was: insmod /lib/modules/3.13.0-34-generic/kernel/drivers/platform/x86/sony-laptop.ko kbd_backlight=0 It doesn't seem to affect the keyboard backlight. And also trying this command: sudo modprobe -v sony_laptop kbd_backlight_timeout=3 kbd_backlight=0 and doesn't seem to effect the keyboard backlight I also test it after restart laptop, And I didn't see any effect too. Important : By default, keyboard backlight is off; when I press a key it turns on and after 15 seconds it turns off again. It's the same result on battery and AC power I followed also http://ubuntuforums.org/showthread.php?t=2139597 and Keyboard backlighting not working on a Vaio VPCSB11FX but didn't work so.

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  • Easiest turn-base games you can think of?

    - by Edgar Miranda
    I'm planning to get into the process of programming multiplayer turn-base games. I would like to start off by making some of the simplest (yet fun) multiplayer turn-base games out there. What are some that you can provide? For example... Tic-Tac-Toe Rock-Paper-Scissors Checkers Some not so easy games... 4 in a row chess poker In terms of "ease" of implementation I'm mainly looking at logic. For example, Rock-Paper-Scissors has very simple logic, while chess has logic that is more complicated. So far I have the following: Hexagon Heroes of Might and Magic Nine Men's Morris Connect 4 21 (card game) Pen the Pig (The Dot game) Memory Match

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  • Set iPhone Style Location Based Alerts On Your Android Device With Google Now

    - by Gopinath
    Location based alerts of iPhone are very useful. You can set an alert to popup as soon as you reach a specific location like “Pickup milk and eggs” when I’m near a grocery store. This feature was missing in Android for a long time, but last week at Google I/O conference Google released an update to Google Now which supports location based alerts. To setup a location based alert 1. Launch Google Now 2. Type or say add reminder 3. By default it shows time based alert interface, switch it location based by touching Location icon 4. Set reminder text, choose a location and touch Set reminder 5. Your alert is set now and as soon as you are close by the specified location, you’ll see an alert on your device. This is a nice feature and I’m using it quite often for the past couple of days.  There are couple of things missing from the current version of Google Now location based alerts– recurring alerts and ability to set alerts on leaving a specific location. It is not possible to recur location based alerts. You will be alerted only once as soon as you reach the location and it is not possible to repeat the alert next time you visit the location. Lets say you want to be reminded to say hi to friend’s parents whenever you are travelling close by their home. It does not work. The second missing feature is something basic and some how Google did not incorporate in their first iteration. Lets say you are at office now and you want to set up alert to pickup flowers when you leave office. Sounds like a simple use case for location based alerts right? But there is no way to set this type of alerts. Google Now alerts you as soon as you reach a location, but not when you leave a location. Do you have an Android that supports Google Now? If so what are your thoughts on location based alerts?

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  • Use hotplug and turn on/off PCI device for replacing NIC

    - by Ryota Hashimoto
    How can I turn off the PCI slots and change the device (especially NIC) without shutting the server down? I found a similar question (How do I turn off PCI devices?) but there are no /sys/bus/pci/slot and no files in /sys/bus/pci/slots. I'm using 12.04 LTS. $ uname -a Linux d1-c1-r1-p1 3.2.0-38-generic #61-Ubuntu SMP Tue Feb 19 12:18:21 UTC 2013 x86_64 x86_64 x86_64 GNU/Linux $ lspci | grep Eth 04:00.0 Ethernet controller: Intel Corporation I350 Gigabit Network Connection (rev 01) 04:00.1 Ethernet controller: Intel Corporation I350 Gigabit Network Connection (rev 01) 09:00.0 Ethernet controller: Intel Corporation 82599EB 10-Gigabit SFI/SFP+ Network Connection (rev 01) 09:00.1 Ethernet controller: Intel Corporation 82599EB 10-Gigabit SFI/SFP+ Network Connection (rev 01) $ ls /sys/bus/pci/ devices/ drivers_probe slots/ drivers/ rescan uevent drivers_autoprobe resource_alignment $ ls /sys/bus/pci/devices/0000\:04\:00.0/ broken_parity_status driver modalias rescan subsystem class enable msi_bus reset subsystem_device config firmware_node net resource subsystem_vendor consistent_dma_mask_bits irq numa_node resource0 uevent device local_cpulist power resource2 vendor dma_mask_bits local_cpus remove resource3

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