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  • What command do I need to unzip/extract a .tar.gz file?

    - by EmmyS
    I received a huge .tar.gz file from a client that contains about 800 mb of image files (when uncompressed.) Our hosting company's ftp is seriously slow, so extracting all the files locally and sending them up via ftp isn't practical. I was able to ftp the .tar.gz file to our hosting site, but when I ssh into my directory and try using unzip, it gives me this error: [esthers@clients locations]$ unzip community_images.tar.gz Archive: community_images.tar.gz End-of-central-directory signature not found. Either this file is not a zipfile, or it constitutes one disk of a multi-part archive. In the latter case the central directory and zipfile comment will be found on the last disk(s) of this archive. note: community_images.tar.gz may be a plain executable, not an archive unzip: cannot find zipfile directory in one of community_images.tar.gz or community_images.tar.gz.zip, and cannot find community_images.tar.gz.ZIP, period. What command do I need to use to extract all the files in a .tar.gz file?

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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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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • « Je peux m'emparer de votre mobile sous Android », affirme un ancien de la NSA qui exploite la gestion du NFC dans l'OS

    « Je peux m'emparer de votre mobile sous Android », affirme un ancien de la NSA Son exploit utilise une particularité de la gestion du NFC dans l'OS de Google En collaboration avec Gordon Fowler La célèbre conférence de hacking du Black Hat, a été particulièrement remplie du côté de la plateforme Android, avec des attaques. Certains experts en sécurité, à l'image de Sean Shulte de Trustwave's SpiderLabs, confirment que « Google a fait des progrès mais les créateurs de logiciels malicieux avancent à grand pas ». Et le nombre de failles mises à jour augmente avec la popularité grandissante de l'OS qui attire de plus en plus les regards des hacker...

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  • I love programming but never get projects started

    - by 0xHenry
    I read this question and the most voted answer and said to myself "Those things are what I want to do! But why the heck I'm not doing it?" The problem here is that I can't get anything started. I hope you get some kind of idea what I'm interested in and can help me continue programming. I'm interested in embedded programming and I'd like to learn some ARM assembly. I think those could be combined with image processing. Also I'd love to create programs that are actually useful to some people but it seems like there are already multiple programs for pretty much every purpose. Maybe if I found an interesting program without open source alternatives I could get a great project to work on. How could I get myself to finally start a project or few and keep myself interested in them? I just want to get myself to do something I love.

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  • Google I/O 2010 - Google Charts Toolkit

    Google I/O 2010 - Google Charts Toolkit Google I/O 2010 - Google Charts Toolkit: Google's new unified approach for creating dynamic charts on the web Google APIs 201 Michael Fink, Amit Weinstein Google Charts Toolkit is Google's unified approach for creating charts on the web. It provides a rich gallery spanning from pie charts to interactive heat-maps and from organizational trees to motion charts. The toolkit lets developers choose between JavaScript based client-side rendering and image based server-side rendering. We will present the relative strengths of these two approaches, and unveil the future visual design of Google Charts. For all I/O 2010 sessions, please go to code.google.com From: GoogleDevelopers Views: 9 0 ratings Time: 56:50 More in Science & Technology

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  • Never Call Me at Work [Humorous Star Wars Video]

    - by Asian Angel
    Have you ever had one of those days when someone close to you calls at the worst possible time? See what happens when this stormtrooper’s wife calls him while he is at work above Tatooine! Needless to say Darth Vader is in a “less than forgiving” mood… Never Call Me At Work [YouTube] Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Never Call Me at Work [Humorous Star Wars Video] Add an Image Properties Listing to the Context Menu in Chrome and Iron Add an Easy to View Notification Badge to Tabs in Firefox SpellBook Parks Bookmarklets in Chrome’s Context Menu Drag2Up Brings Multi-Source Drag and Drop Uploading to Firefox Enchanted Swing in the Forest Wallpaper

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  • Here’s How to Download Windows 8 Release Preview Right Now

    - by The Geek
    Want to get the latest version of Windows 8 right now? This one is called the Release Preview, and it’s available for download right now. There’s a lot of little bugs resolved, the multi-monitor support has improved, and you should download it now. You can grab the regular installer, or you can get the ISO image and use it in a virtual machine. Download Windows 8 Release Preview in ISO format Download the Windows 8 Release Preview Here’s How to Download Windows 8 Release Preview Right Now HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre

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  • Can't access IIS 7 server URL from the same IIS 7 server.

    - by Kevin Raffay
    We have an intranet site ie, xxx.yyyy.com, that users access by entering "http"://xxx.yyy.com. Our problems started when we migrated to IIS 7 running on a new 2003 server. We got rid of our single-sign on code and implemented a security model where we capture a user's domain credentials which we then authenticate against a DB. In order to get the domain credentials passed to our ASP.NET app, we have the following settings: Anonymous Authentication:Disabled ASP.NET Impersonation: Enabled Basic/Digest/Forms Authentication: Disabled Windows Authentication: Enabled We allow "*" and deny "?" in the web.config. Browsing "http"://xxx.yyy.com from any client PC results in a domain login prompt, and if your enter a proper user/pwd, you can get in. However, browsing "http"://xxx.yyy.com while remoting into the server results in 3 domain login prompts and eventually a 401 error - unauthorized. We have traced this behavior to problems with our web site where we have pages doing "screen scraping" using the HttpRequest calling a url on the same server. When doing a HttpRequest from any other client, using a test harness that passes authorized credentials, all is good. So internal HttpRequest calls on the server fail, just like attempts to browse that server's url from within a remote session. Why would a to "http"://xxx.yyy.com on server xxx.yyy.com fail authentication?

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  • How to Configure Ubuntu’s Built-In Firewall

    - by Chris Hoffman
    Ubuntu includes its own firewall, known as ufw – short for “uncomplicated firewall.” Ufw is an easier-to-use frontend for the standard Linux iptables commands. You can even control ufw from a graphical interface. Ubuntu’s firewall is designed as an easy way to perform basic firewall tasks without learning iptables. It doesn’t offer all the power of the standard iptables commands, but it’s less complex. HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre How To Customize Your Wallpaper with Google Image Searches, RSS Feeds, and More

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  • Curiosity’s Self Portrait

    - by Jason Fitzpatrick
    One space enthusiast couldn’t wait for NASA to release an official on-Mars portrait of the rover Curiosity, so he took 55 partial self-portraits sent back by the rover and stitched them all together into the first complete on-planet photo we’ve seen of Curiosity. Courtesy of Stuart Atkinson, the photos are stitched together from images collected over the initial portion of Curiosity’s mission. Hit up the link below to check out the full size image. Curiosity [via Wired] 6 Start Menu Replacements for Windows 8 What Is the Purpose of the “Do Not Cover This Hole” Hole on Hard Drives? How To Log Into The Desktop, Add a Start Menu, and Disable Hot Corners in Windows 8

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  • Configure IPv6 routing

    - by godlark
    I've got IPv6 addresses from SIXXS. My host is connected with SIXXS network over a AICCU tunnel ("sixxs" interface). My host address is 2001:::2, the host on the end has address 2001:::1. On my host IPv6 is fully accessible. I have problem with configuring IPv6 network on VMs. I use VirtualBox, the VM (Ubuntu) uses tap1 (on the host bridged by br0) #!/bin/sh PATH=/sbin:/usr/bin:/bin:/usr/bin:/usr/sbin # create a tap tunctl -t tap1 ip link set up dev tap1 # create the bridge brctl addbr br0 brctl addif br0 tap1 # set the IP address and routing ip link set up dev br0 ip -6 route del 2001:6a0:200:172::/64 dev sixxs ip -6 route add 2001:6a0:200:172::1 dev sixxs ip -6 addr add 2001:6a0:200:172::2/64 dev br0 ip -6 route add 2001:6a0:200:172::2/64 dev br0 Host: routing table: 2001:6a0:200:172::1 dev sixxs metric 1024 2001:6a0:200:172::/64 dev br0 proto kernel metric 256 2001:6a0:200:172::/64 dev br0 metric 1024 2000::/3 dev sixxs metric 1024 fe80::/64 dev eth0 proto kernel metric 256 fe80::/64 dev sixxs proto kernel metric 256 fe80::/64 dev br0 proto kernel metric 256 fe80::/64 dev tap1 proto kernel metric 256 default via 2001:6a0:200:172::1 dev sixxs metric 1024 Guest: interface eth1 (it is connected with tap1): auto eth1 iface eth1 inet6 static address 2001:6a0:200:172::3 netmask 64 gateway 2001:6a0:200:172::2 Guest: routing table 2001:6a0:200:172::/64 dev eth1 proto kernel metric 256 fe80::/64 dev eth0 proto kernel metric 256 fe80::/64 dev eth1 proto kernel metric 256 default via 2001:6a0:200:172::2 dev eth1 metric 1024 The guest pings to the host, the host pings to the guest, the host pings to 2001:6a0:200:172::1, but the guest doesn't ping to 2001:6a0:200:172::1. The guest tries to ping, on the host (by tcdump) I can capture its packets, but the host doesn't send them to 2001:6a0:200:172::1. What have I missed in configuration?

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  • Google Announcing New Gmail Interface For Apple iPAD Users

    - by Suganya
    A great news to all the iPAD customers. In addition to their new Apple’s product, iPAD consumers also get an additional bonus of new Gmail Interface along with the iPAD. The iPAD’s large multi touch screen allows us to now check Gmail in jus fraction of second The new Gmail interface for iPAD has two pane with the E-Mail header on the left side and the actual conversation on the right side. Though this new pane slightly reminds us about the Microsoft’s Outlook version, the look and feel of Google’s makes us feel that its new to the market. In addition to this Gmail feature, all the other Google web app features are also incorporated in the new iPAD. This new Gmail Interface looks cool and I am sure that Google would be soon delivering its next new astonishing Interface for us. Awaiting Google’s next market hit CC Image Credit :Joseph Scott Join us on Facebook to read all our stories right inside your Facebook news feed.

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  • can't find port 22 traffic under VirtualBox

    - by telliott99
    I'm trying to learn to use tcpdump. I thought I'd eavesdrop on my ssh login. The setup is a bit unusual, I have OS X Lion running VirtualBox, with Ubuntu running in the VM. I have ssh enabled and can login from OS X normally: > ssh -p 22 10.0.1.2 -l telliott Welcome to Ubuntu 11.10 (GNU/Linux 3.0.0-17-generic i686) * Documentation: https://help.ubuntu.com/ 0 packages can be updated. 0 updates are security updates. Last login: Sat Mar 31 19:54:36 2012 from toms-mac-mini.local telliott@U32:~$ logout Connection to 10.0.1.2 closed. > I have not obfuscated the ssh port on Ubuntu. From OS X, stroke gives what I expect: > ./stroke 10.0.1.2 22 22 Port Scanning host: 10.0.1.2 Open TCP Port: 22 ssh So from OS X I do: > sudo tcpdump -i en1 -v port 22 Password: tcpdump: listening on en1, link-type EN10MB (Ethernet), capture size 65535 bytes Then I login from OS X to Ubuntu using ssh, but I see nothing with tcpdump. Here is ifconfig from Ubuntu: telliott@U32:~$ ifconfig eth1 Link encap:Ethernet HWaddr 08:00:27:d7:ba:0e inet addr:10.0.1.2 Bcast:10.0.1.255 Mask:255.255.255.0 inet6 addr: fe80::a00:27ff:fed7:ba0e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:799 errors:0 dropped:0 overruns:0 frame:0 TX packets:465 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:96863 (96.8 KB) TX bytes:68638 (68.6 KB) Where are the packets I was hoping to see? Thanks for any help.

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  • Windows Embedded Compact 7 and Silverlight for Windows Embedded

    - by Valter Minute
    If you want to see a preview of Windows Embedded Compact 7 you can attend a one-day workshop in Milan on the 7th of February. During the workshop you’ll have a chance to use the new tools and see the OS image running on a ARMv7 device. You can register here for the event (registration may already be overbooked, but if you register you’ll notified of other events in your area): http://www.arroweurope.com/it/news-events/arrow-events/dettaglio/article/microsoft-embedded-windows-ce-products-seminar-compact-7-1.html If you want to discover the potential of Silverlight for Windows Embedded running on CE 6.0 R3 or Windows Embedded Compact 7 you can attend a one day workshop at the Microsoft Innovation Center in Tourin on the 14th of February. In a full-day event you’ll be able to learn the theory and use the tools in practice, getting a good overview of this technology and a chance to experiment with the tools. You can register here: https://msevents.microsoft.com/CUI/EventDetail.aspx?EventID=1032473933&Culture=it-IT

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  • How to test a 3D rendering engine?

    - by YoYo
    Me and some friends developing simple 3D rendering engine as practice for the university. We used Ogre 3d as prototype and now we are developing it from base The engine is wrapped up in simple game that asks the user to select shape (circle, triangle, square...), color and dimensions and renders the image to the screen. It also enables to move and rotate the shape on screen using mouse. We would like to test automate the view rendering. I could not find any test framework for this issue and I would like to know how 3D test is done in non manual matter

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  • You Know You’re Computer Illiterate When… [Comic]

    - by The Geek
    I remember the first time I tried to explain desktop wallpaper to my mom—totally blank stare. I imagine this is what she was thinking. Latest Features How-To Geek ETC How To Create Your Own Custom ASCII Art from Any Image How To Process Camera Raw Without Paying for Adobe Photoshop How Do You Block Annoying Text Message (SMS) Spam? How to Use and Master the Notoriously Difficult Pen Tool in Photoshop HTG Explains: What Are the Differences Between All Those Audio Formats? How To Use Layer Masks and Vector Masks to Remove Complex Backgrounds in Photoshop Hack a Wireless Doorbell into a Snail Mail Indicator Enjoy Clutter-Free YouTube Video Viewing in Opera with CleanTube Bring Summer Back to Your Desktop with the LandscapeTheme for Chrome and Iron The Prospector – Home Dash Extension Creates a Whole New Browsing Experience in Firefox KinEmote Links Kinect to Windows Why Nobody Reads Web Site Privacy Policies [Infographic]

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  • SAPPHIRE 2012 : « 80 % de nos clients sont des PME », SAP revient sur l'évolution de ses solutions Cloud pour répondre à leurs besoins

    SAPPHIRE 2012 : « 80 % de nos clients sont des PME » SAP revient sur ses solutions Cloud et ses évolutions pour répondre à leurs besoins SAP n'a pas l'image d'un éditeur qui s'adresse aux petites entreprises. Et pourtant, 80% de ses clients sont des PME. Le chiffre est avancé par Chris Horak, vice-président en charge des solutions Cloud, dans un entretien à Developpez.com lors du SAPPHIRE NOW 2012. Il est vrai que la catégorie PME regroupe des structures diverses allant du petit au très gros. Une solution comme Business One, qui compte aujourd'hui 30.000 clients, vise cependant bien les plus petites structures. Adaptée pour les entreprises ayant entre...

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  • E_FAIL: An undetermined error occurred (-2147467259) when loading a cube texture

    - by Boreal
    I'm trying to implement a skybox into my engine, and I'm having some trouble loading the image as a cube map. Everything works (but it doesn't look right) if I don't load using an ImageLoadInformation struct in the ShaderResourceView.FromFile() method, but it breaks if I do. I need to, of course, because I need to tell SlimDX to load it as a cubemap. How can I fix this? Here is my new loading code after the "fix": public static void LoadCubeTexture(string filename) { ImageLoadInformation loadInfo = new ImageLoadInformation() { BindFlags = BindFlags.ShaderResource, CpuAccessFlags = CpuAccessFlags.None, Depth = 32, FilterFlags = FilterFlags.None, FirstMipLevel = 0, Format = SlimDX.DXGI.Format.B8G8R8A8_UNorm, Height = 512, MipFilterFlags = FilterFlags.Linear, MipLevels = 1, OptionFlags = ResourceOptionFlags.TextureCube, Usage = ResourceUsage.Default, Width = 512 }; textures.Add(filename, ShaderResourceView.FromFile(Graphics.device, "Resources/" + filename, loadInfo)); } Each of the faces of my cube texture are 512x512.

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  • Latency between IIS and SQL on same physical, two VMs

    - by Jerad Rose
    I have a single server (2x4 core CPUs, 32GB ram), that is a Windows Server 2012 Hyper V host, and it hosts two guest VMs (also Windows Server 2012 instances). One of them is a web server, the other is a SQL server. When hitting a page that loops over 50 records, there is noticeable latency. I capture/report the timings of each iteration on the loop, and each iteration is about 20-30 milliseconds. Of course, this amounts to over a second of latency for the whole loop. I thought maybe SQL needed to be tuned, but running profiler on it, the queries are showing almost 0 duration, so it seems the bottleneck is in transit between the two VMs. I have both VMs configured to use the actual NIC (vs. using a VNIC), so maybe that's part of my problem. Also, this is a classic ASP site, so it's using the SQL OLE DB provider, and I'm wondering if that is part of the problem. This is a new server setup, from an existing Windows 2003/IIS6 server setup where both web and DB run on the same server instance (no virtualization). On that setup, there is no such latency when looping over the cursor like this. But there are so many variables, I'm not sure where to start ruling things out.

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  • ubuntu login speed varies

    - by Brock Dute
    I have a weird problem with my Ubuntu right now. My login speed is never consistent for months, sometimes it changes within weeks. What I mean is, for example, within 2 weeks, boot time is really fast and speedy but then say after that, boot time becomes noticeably slower. Usually, right after the ubuntu login sound plays, my desktop would've finished loading already but sometimes, the ubuntu login sound is already done playing and I'm still in this stage of the login -- image, exactly like that. Any reasons for this? Sometimes it slows down after updates (which I think is kind of normal?) After a few reboots, it becomes fast then randomly it becomes slow again.

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  • Making the iPhone work with stripped down Windows XP

    - by Gabriel
    Hi, this is my first time posting here and I have a really specific question. I have an ASUS eee 901 running Windows XP Home. I had everything working well, but then I decided to improve performance by moving Windows to the smaller but faster internal SSD. I used Nlite to strip down Windows, following the instructions here: http://wiki.eeeuser.com/howto:nlitexp I now have a very lightweight installation of XP home with SP3 and all the current updates. Almost everything is working really well. I have installed iTunes and I CAN sync with no problems. However, each time I plug in my iPhone 3GS (latest firmware), Windows tries and fails to install drivers. The Found New Hardware Wizard launches, but nothing I do will make it complete successfully, with the result that the iphone does not show up in Windows as removable storage, or as a camera. When I launch the Camera and Scanner Wizard, it shows only my webcam, not the iphone. I have verified that I have the following files in place: Windows\System32\ptpusb.dll (regsvr32 successful) Windows\System32\ptpusd.dll (entry point not found, can not be registered) Windows\System32\usbaaplrc.dll (entry point not found, can not be registered) Windows\System32\drivers\usbaapl.sys Windows\System32\drivers\usbscan.sys Windows\System32\drivers\usbstor.sys Does anyone know if some other file is required or if there's some other element preventing this from working? Edit (From posted answer) I did select Cameras & Camcorders, and my webcam is working fine for video & still capture.

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  • Linux bizarre memory report

    - by Igor Liner
    I took the following meminfo captures. I don't figure out how the free memory went from 8GB to almost 25GB, when only about 4GB of slab was freed. There was no change of the proccess memory consumption on time the meminfo output was taken. First meminfo with 8GB free memory: MemTotal: 66054256 kB MemFree: 8344960 kB Buffers: 1120 kB Cached: 30172312 kB SwapCached: 0 kB Active: 10795428 kB Inactive: 1914512 kB Active(anon): 10193124 kB Inactive(anon): 1441288 kB Active(file): 602304 kB Inactive(file): 473224 kB Unevictable: 26348912 kB Mlocked: 26348960 kB SwapTotal: 0 kB SwapFree: 0 kB Dirty: 0 kB Writeback: 0 kB AnonPages: 8886304 kB Mapped: 26383052 kB Shmem: 29097904 kB Slab: 6006384 kB SReclaimable: 3512404 kB SUnreclaim: 2493980 kB KernelStack: 15240 kB PageTables: 78724 kB NFS_Unstable: 0 kB Bounce: 0 kB WritebackTmp: 0 kB CommitLimit: 33027128 kB Committed_AS: 44446908 kB VmallocTotal: 34359738367 kB VmallocUsed: 426656 kB VmallocChunk: 34325375716 kB HardwareCorrupted: 0 kB AnonHugePages: 7696384 kB HugePages_Total: 0 HugePages_Free: 0 HugePages_Rsvd: 0 HugePages_Surp: 0 Hugepagesize: 2048 kB DirectMap4k: 6144 kB DirectMap2M: 2058240 kB DirectMap1G: 65011712 kB Second memory capture with almost 25GB free memory: MemTotal: 66054256 kB MemFree: 24949116 kB Buffers: 1120 kB Cached: 29085016 kB SwapCached: 0 kB Active: 10168904 kB Inactive: 1461156 kB Active(anon): 10168216 kB Inactive(anon): 1441956 kB Active(file): 688 kB Inactive(file): 19200 kB Unevictable: 26317328 kB Mlocked: 26317376 kB SwapTotal: 0 kB SwapFree: 0 kB Dirty: 0 kB Writeback: 0 kB AnonPages: 8861224 kB Mapped: 26351488 kB Shmem: 29066248 kB Slab: 1503440 kB SReclaimable: 232880 kB SUnreclaim: 1270560 kB KernelStack: 15256 kB PageTables: 79664 kB NFS_Unstable: 0 kB Bounce: 0 kB WritebackTmp: 0 kB CommitLimit: 33027128 kB Committed_AS: 44418280 kB VmallocTotal: 34359738367 kB VmallocUsed: 426656 kB VmallocChunk: 34325375716 kB HardwareCorrupted: 0 kB AnonHugePages: 7665664 kB HugePages_Total: 0 HugePages_Free: 0 HugePages_Rsvd: 0 HugePages_Surp: 0 Hugepagesize: 2048 kB DirectMap4k: 6144 kB DirectMap2M: 2058240 kB DirectMap1G: 65011712 kB

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  • Mixing Objective-C and C++: Game Loop Parts

    - by Peteyslatts
    I'm trying to write all of my game in C++ except for drawing and game loop timing. Those parts are going to be in Objective-C for iOS. Right now, I have ViewController handling the update cycle, but I want to create a GameModel class that ViewController could update. I want GameModel to be in C++. I know how to integrate these two classes. My problem is how to have these two parts interact with the drawing and image loading. GameModel will keep track of a list of children of type GameObject. These GameObjects update every frame, and then need to pass position and visibility data to whatever class or method will handle drawing. I feel like I'm answering my own question now (talking it out helps) but would it be a good idea to put all of the visible game objects into an array at the end of the update method, return it, and use that to update graphics inside ViewController?

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  • How can I make gnome-terminal not transparent?

    - by richq
    When I use gnome-terminal the background is annoyingly slightly-transparent. Here you can read the ubuntu.stackexchange.com site through the background. Bigger image These are the background options I have, which are set to "not transparent". I have the desktop visual effects set to "Normal". Changing them to None removes the problem, but obviously I lose out on visual effects like window previews, drop shadows, nicer transitions, etc. Any ideas how to make this background truly solid while keeping normal visual effects?

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