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  • Hardware wireless switch has no effect after suspend and 13.10 upgrade

    - by blaineh
    This seems to be a fairly chronic problem, as shown by the following questions: How do I fix a "Wireless is disabled by hardware switch" error? Wireless disabled by hardware switch "Wireless disabled by hardware switch" after suspend and other hardware buttons ineffective - how can I solve this? but no good solutions have been found! Wireless works fine after a reboot, but after a suspend the hardware switch (for my laptop this is f12) has no effect on the wireless, it is just permanently off, and shows that it is with a red LED. All My rfkill list all reads: 0: phy0: Wireless LAN Soft blocked: no Hard blocked: yes 1: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: yes Any combination with rfkill <un>block wifi doesn't work, although one time first blocking then unblocking actually turned it on again. sudo lshw -C network reads: *-network DISABLED description: Wireless interface product: AR9285 Wireless Network Adapter (PCI-Express) vendor: Qualcomm Atheros physical id: 0 bus info: pci@0000:02:00.0 logical name: wlan0 version: 01 serial: 78:e4:00:65:2e:3f width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.11.0-12-generic firmware=N/A ip=155.99.215.79 latency=0 link=yes multicast=yes wireless=IEEE 802.11bgn resources: irq:17 memory:90100000-9010ffff *-network DISABLED description: Ethernet interface product: RTL8101E/RTL8102E PCI Express Fast Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:03:00.0 logical name: eth0 version: 02 serial: c8:0a:a9:89:b4:30 size: 10Mbit/s capacity: 100Mbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half latency=0 link=no multicast=yes port=MII speed=10Mbit/s resources: irq:42 ioport:2000(size=256) memory:90010000-90010fff memory:90000000-9000ffff memory:90020000-9002ffff Also, adding a /etc/pm/sleep.d/brcm.sh file as recommended here simply prevents the laptop from suspending at all, which of course is no good. This question has an answer urging to install the original driver, but it wasn't an "accepted answer" so I'd rather not take a chance on it. Also I'll admit I'm a bit lost on that and would like help doing so with the specific information I've given. xev shows that no internal event is triggered for my wireless switch (f12), but other function keys also acting as hardware switches work fine. I would be happy to provide more information, so long as you're willing to help me find it for you! This is a very annoying bug. I have a Compaq Presario CQ62. Edit. I just tried to reload bios defaults (or something) as shown by this video. Didn't work. Edit. I tried the contents of this answer, and it didn't work. Edit. I made a pastebin of dmesg. I couldn't even begin to understand the contents. Edit. Output of lspci | grep Network: 02:00.0 Network controller: Qualcomm Atheros AR9285 Wireless Network Adapter (PCI-Express) (rev 01)

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  • Drives will not show up on PCI RAID card in Ubuntu 12.04 LTS

    - by Mechh69
    Computer specs Intel E8200 Dual Core MSI G45M MB Ultra U12-40739 PCI Expansion Card - 2 SATA Internal Ports, 1.5Gbps, RAID 0, 1, JBOD 6 GB DDR2 Q1. I installed Ubuntu 12.04 LTS and Amahi, for using Grey Hole, last night. The two disc on the raid card do not show up under Ubuntu 12.04LTS but they do show up under grey hole so I know the drives and the raid card are working and there. I need to access them in Ubuntu to format them and place folders on them but I can not see them or figure out how to access them. Q2. Only 4 of the six drives connected to the MB are showing in Ubuntu, but they show as active in grey hole. I also need to access these drives in Ubuntu as this is my storage server. I am new to LINUX so any help you can provide with simple directions will be greatly appreciated . Thank you Mechh69

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  • Winamp question: Generating 'dynamic playlists' from file playlists -OR- mass-tagging by file playli

    - by Daddy Warbox
    I'm trying to think of a way to do this. I sort my songs into a variety of playlists corresponding to different 'moods' I might have as I listen to them, and some songs fit for more than one kind of mood (e.g. a jazz song might be 'stylish' and 'emotional', or something to that effect). I also give them star ratings for a general sort of opinion about them. I want to be able to filter and sort my media library by the moods I want or don't want, as well as by star rating. Anyone have a good way to do something like this? I can't seem to use Winamp's dynamic playlists to generate lists from existing filesystem playlists (e.g. songs in a given .m3u files). Hand-tagging files with Winamp's tag editor is a royal pain. It's trouble enough just giving a star rating and sorting into playlists as is. If there is there a way to mass tag songs within each playlist with mood words to allow me to create dynamic playlists, I'd be fine (for now). It'd be nice if I could do this via some kind of hotkey for each song, too. I'm looking to see if I can use a macro program or something to do that, though. Thanks in advance. P.S: Alternatively, would something like Foobar have functions like this? Note: Italics are recent edits.

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  • Mass-mailing without getting your domain banned

    - by Arpit
    I plan on sending an email to 10k+ email addresses (mostly gmail and yahoo) to announce the launch of my startup's product. I'm planning on using PHPMailer or PHPList to send out the mails. I've never mass-mailed before and had a few basic questions. I've already browsed through some of the other mass-mail threads on this forum but the questions remain hence a new thread. Are newsletters which are sent by so many other organizations sent out in a similar manner - using programs such as PHPMailer or PHPList? When would a GMail or a Yahoo blacklist my domain name - are there any set parameters - 1000 emails in an hour would result in getting banned or some such parameters? If yes, then what sort of settings should I take note of when sending the emails - any format of the email or spread out the 10+ emails over 2 days etc.? If a Gmail or a Yahoo blacklists your domain name - is there any way to get out of the blacklist?

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  • Mass Ball-to-Ball Collision Handling (as in, lots of balls)

    - by BlueThen
    Update: Found out that I was using the radius as the diameter, which was why the mtd was overcompensating. Hi, StackOverflow. I've written a Processing program awhile back simulating ball physics. Basically, I have a large number of balls (1000), with gravity turned on. Detection works great, but my issue is that they start acting weird when they're bouncing against other balls in all directions. I'm pretty confident this involves the handling. For the most part, I'm using Jay Conrod's code. One part that's different is if (distance > 1.0) return; which I've changed to if (distance < 1.0) return; because the collision wasn't even being performed with the first bit of code, I'm guessing that's a typo. The balls overlap when I use his code, which isn't what I was looking for. My attempt to fix it was to move the balls to the edge of each other: float angle = atan2(y - collider.y, x - collider.x); float distance = dist(x,y, balls[ID2].x,balls[ID2].y); x = collider.x + radius * cos(angle); y = collider.y + radius * sin(angle); This isn't correct, I'm pretty sure of that. I tried the correction algorithm in the previous ball-to-ball topic: // get the mtd Vector2d delta = (position.subtract(ball.position)); float d = delta.getLength(); // minimum translation distance to push balls apart after intersecting Vector2d mtd = delta.multiply(((getRadius() + ball.getRadius())-d)/d); // resolve intersection -- // inverse mass quantities float im1 = 1 / getMass(); float im2 = 1 / ball.getMass(); // push-pull them apart based off their mass position = position.add(mtd.multiply(im1 / (im1 + im2))); ball.position = ball.position.subtract(mtd.multiply(im2 / (im1 + im2))); except my version doesn't use vectors, and every ball's weight is 1. The resulting code I get is this: PVector delta = new PVector(collider.x - x, collider.y - y); float d = delta.mag(); PVector mtd = new PVector(delta.x * ((radius + collider.radius - d) / d), delta.y * ((radius + collider.radius - d) / d)); // push-pull apart based on mass x -= mtd.x * 0.5; y -= mtd.y * 0.5; collider.x += mtd.x * 0.5; collider.y += mtd.y * 0.5; This code seems to over-correct collisions. Which doesn't make sense to me because in no other way do I modify the x and y values of each ball, other than this. Some other part of my code could be wrong, but I don't know. Here's the snippet of the entire ball-to-ball collision handling I'm using: if (alreadyCollided.contains(new Integer(ID2))) // if the ball has already collided with this, then we don't need to reperform the collision algorithm return; Ball collider = (Ball) objects.get(ID2); PVector collision = new PVector(x - collider.x, y - collider.y); float distance = collision.mag(); if (distance == 0) { collision = new PVector(1,0); distance = 1; } if (distance < 1) return; PVector velocity = new PVector(vx,vy); PVector velocity2 = new PVector(collider.vx, collider.vy); collision.div(distance); // normalize the distance float aci = velocity.dot(collision); float bci = velocity2.dot(collision); float acf = bci; float bcf = aci; vx += (acf - aci) * collision.x; vy += (acf - aci) * collision.y; collider.vx += (bcf - bci) * collision.x; collider.vy += (bcf - bci) * collision.y; alreadyCollided.add(new Integer(ID2)); collider.alreadyCollided.add(new Integer(ID)); PVector delta = new PVector(collider.x - x, collider.y - y); float d = delta.mag(); PVector mtd = new PVector(delta.x * ((radius + collider.radius - d) / d), delta.y * ((radius + collider.radius - d) / d)); // push-pull apart based on mass x -= mtd.x * 0.2; y -= mtd.y * 0.2; collider.x += mtd.x * 0.2; collider.y += mtd.y * 0.2; Thanks. (Apologies for lack of sources, stackoverflow thinks I'm a spammer)

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  • Sending mass email using PHP

    - by Alan
    I am currently writing a music blog. The administrator posts a new article every 2-3 days. Once the administrator posts an article, a mass email will be sent to around 5000 subscribers immediately. What is the best way to implement the mass mail feature? Does the following function work? function massmail() { $content = '...'; foreach ($recipients as $r) { $_content = $content . '<img src="http://xxx/trackOpenRate.php?id='.$r.'">'; mail($r, 'subject', $_content); } } Another question: If all 5000 subscribers are using Yahoo Mail, will Yahoo treat it as a DDOS attack and block the IP address of my SMTP server?

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  • Jquery - effect + autohide

    - by lidermin
    Hello, I'm using jquery to animate a bit my web site, but I'm having a little issue with some behaviour: I have a div, which suddenly appears from the top of the page and shakes: $(minipopup).animate({ marginTop: '+=' + (240) + 'px' }, 1000); $(minipopup).effect("shake"); This mini popup has an X for closing it, or else, it will auto close after a few seconds: setTimeout(function() { $('#minipopup').effect("explode"); }, 10000); $('#closePopup').click(function() { $('#minipopup').effect("explode"); }); Everything works, except that, if the user clicks the CLOSE button, he sees the explode effect and the popup effectively dissapears, but after the 10 seconds pass (the one I defined under the setTimeout), the user again sees the popup explosion (just the effect, cause the popup is not there visually). How could I avoid that "ghost" explosion if the user already closed the popup manually? Thanks in advance.

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  • How to create projection/view matrix for hole in the monitor effect

    - by Mr Bell
    Lets say I have my XNA app window that is sized at 640 x 480 pixels. Now lets say I have a cube model with its poly's facing in to make a room. This cube is sized 640 units wide by 480 units high by 480 units deep. Lets say the camera is somewhere in front of the box looking at it. How can I set up the view and projection matrices such that the front edge of the box lines up exactly with the edges of the application window? It seems like this should probably involve the Matrix.CreatePerspectiveOffCenter method, but I don't fully understand how the parameters translate on to the screen. For reference, the end result will be something like Johhny Lee's wii head tracking demo: http://www.youtube.com/watch?v=Jd3-eiid-Uw&feature=player_embedded P.S. I realize that his source code is available, but I am afraid I haven't been able to make heads or tails out of it.

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  • Collision detection - Smooth wall sliding, no bounce effect

    - by Joey
    I'm working on a basic collision detection system that provides point - OBB collision detection. I have around 200 cubes in my environment and I check (for now) each of them in turn and see if it collides. If it does I return the colliding face's normal, save the old player position and do some trigonometry to return a new player position for my wall sliding. edit I'll define my meaning of wall sliding: If a player walks in a vertical slope and has a slight horizontal rotation to the left or the right and keeps walking forward in the wall the player should slide a little to the right/left while continually walking towards the wall till he left the wall. Thus, sliding along the wall. Everything works fine and with multiple objects as well but I still have one problem I can't seem to figure out: smooth wall sliding. In my current implementation sliding along the walls make my player bounce like a mad man (especially noticable with gravity on and moving forward). I have a velocity/direction vector, a normal vector from the collided plane and an old and new player position. First I negate the normal vector and get my new velocity vector by substracting the inverted normal from my direction vector (which is the vector to slide along the wall) and I add this vector to my new Player position and recalculate the direction vector (in case I have multiple collisions). I know I am missing some step but I can't seem to figure it out. Here is my code for the collision detection (run every frame): Vector direction; Vector newPos(camera.GetOriginX(), camera.GetOriginY(), camera.GetOriginZ()); direction = newPos - oldPos; // Direction vector // Check for collision with new position for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { // Get inverse normal (direction STRAIGHT INTO wall) Vector invNormal = normal.Negative(); Vector wallDir = direction - invNormal; // We know INTO wall, and DIRECTION to wall. Substract these and you got slide WALL direction newPos = oldPos + wallDir; direction = newPos - oldPos; } } Any help would be greatly appreciated! FIX I eventually got things up and running how they should thanks to Krazy, I'll post the updated code listing in case someone else comes upon this problem! for(int i = 0; i < NUM_OBJECTS; i++) { Vector normal = objects[i].CheckCollision(newPos.x, newPos.y, newPos.z, direction.x, direction.y, direction.z); if(normal != Vector::NullVector()) { Vector invNormal = normal.Negative(); invNormal = invNormal * (direction * normal).Length(); // Change normal to direction's length and normal's axis Vector wallDir = direction - invNormal; newPos = oldPos + wallDir; direction = newPos - oldPos; } }

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  • Setting user's group and umask has no effect

    - by Andrew Vit
    I'm trying to allow my "deploy" user to have access to files created by www-data: I added "deploy" to the www-data group. I set umask to 002. When I run the following commands, I'm not seeing the result I expect: deploy@ubuntu-lucid-32-generic:/var/www$ groups www-data adm dialout cdrom plugdev lpadmin sambashare admin deploy sysadmin deploy@ubuntu-lucid-32-generic:/var/www$ newgrp www-data deploy@ubuntu-lucid-32-generic:/var/www$ umask 0002 deploy@ubuntu-lucid-32-generic:/var/www$ mkdir test deploy@ubuntu-lucid-32-generic:/var/www$ ls -la test total 0 drwxr-xr-x 1 deploy deploy 68 Nov 7 20:37 . drwxr-xr-x 1 deploy deploy 476 Nov 7 20:37 .. I see that: The folder doesn't belong to the www-data group. The folder permissions don't have group-write (775). Note that the /var/www directory is owned by the deploy user: drwxr-xr-x 1 deploy deploy 510 Nov 7 20:45 . How can I give www-data selective access to directories? Or, how to share the /var/www directory with my deploy user: I don't care who owns it, as long as I can write to it, and so can www-data. (Ideally I would set up a directory with SGID access for www-data.)

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  • Disconnect have no effect using rdesktop

    - by Hongxu Chen
    So I'm using rdesktop with my labtop when I remote my PC in the lab,which is installed with Windows 7.Everything went well until I recently upgraded my lubuntu of the laptop(or maybe there's nothing with the upgrade at all,however I don't know).The rdesktop fails to disconnect when I disconnect from the start menu of Windows.This does not mean that I cannot return to my linux, actually I get back to lubuntu successfully and the terminal reports that I have disconnected.However when I re-login to Windows of the PC in the lab(via rdesktop) after I reboot my laptop, it fails.Then I come to the PC in the lab and the screen message tells me that it is still connected with my lubuntu. So what's the problem? Do any guys have similar experience? PC:Windows 7,in the lab;laptop:linux(lubuntu 12.04)

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  • Ogre3d particle effect causing error in iPhone

    - by anu
    1) First I have added the Particle Folder from the OgreSDK( Contains Smoke.particle) 2) Added the Smoke.material And smoke.png and smokecolors.ong 3) After this I added the Plugin = Plugin_ParticleFX in the plugins.cfg Here is my code: #Defines plugins to load # Define plugin folder PluginFolder=./ # Define plugins Plugin=RenderSystem_GL Plugin=Plugin_ParticleFX 4) I have added the particle path in the resources.cfg( adding the particle file in this get crash ) #Resource locations to be added to the 'bootstrap' path # This also contains the minimum you need to use the Ogre example framework [Bootstrap] Zip=media/packs/SdkTrays.zip # Resource locations to be added to the default path [General] FileSystem=media/models FileSystem=media/particle FileSystem=media/materials/scripts FileSystem=media/materials/textures FileSystem=media/RTShaderLib FileSystem=media/RTShaderLib/materials Zip=media/packs/cubemap.zip Zip=media/packs/cubemapsJS.zip Zip=media/packs/skybox.zip 6) Finally I did all the settings, my code is here: mPivotNode = OgreFramework::getSingletonPtr()->m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); // create a pivot node // create a child node and attach an ogre head and some smoke to it Ogre::SceneNode* headNode = mPivotNode->createChildSceneNode(Ogre::Vector3(100, 0, 0)); headNode->attachObject(OgreFramework::getSingletonPtr()->m_pSceneMgr->createEntity("Head", "ogrehead.mesh")); headNode->attachObject(OgreFramework::getSingletonPtr()->m_pSceneMgr->createParticleSystem("Smoke", "Examples/Smoke")); 7) I run this, I got the below error: An exception has occurred: OGRE EXCEPTION(2:InvalidParametersException): Cannot find requested emitter type. in ParticleSystemManager::_createEmitter at /Users/davidrogers/Documents/Ogre/ogre-v1-7/OgreMain/src/OgreParticleSystemManager.cpp (line 353) 8) Getting crash at: (void)renderOneFrame:(id)sender { if(!OgreFramework::getSingletonPtr()->isOgreToBeShutDown() && Ogre::Root::getSingletonPtr() && Ogre::Root::getSingleton().isInitialised()) { if(OgreFramework::getSingletonPtr()->m_pRenderWnd->isActive()) { mStartTime = OgreFramework::getSingletonPtr()->m_pTimer->getMillisecondsCPU(); //( getting crash here) Does anyone know what could be causing this?

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  • Tag Cloud with jQuery Effect

    Tag Cloud WebControl built on the Star Field jQuery plug-in...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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  • How is this lighting effect done?

    - by Mike
    This is the most beautiful 2d lighting I have ever seen. Does anyone know how he went about doing it? http://www.youtube.com/watch?v=BIQRhOFkvQY http://www.youtube.com/watch?v=tnTYXPuecMs http://www.youtube.com/watch?v=rhC_jVM8IYU http://www.youtube.com/watch?v=_Aw5BdjWqqU Or download it here: http://grantkot.com/PollutedPlanet/publish.htm edit: I am not asking how the particles are simulated; I don't care about the physics.

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  • effect and model vertex declaration compatibility

    - by Vodácek
    I have normal model drawing code. When I try to draw model without UV coordinates I got this exception: System.InvalidOperationException: The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing. at Microsoft.Xna.Framework.Graphics.GraphicsDevice.VerifyCanDraw( Boolean bUserPrimitives, Boolean bIndexedPrimitives) at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives( PrimitiveType primitiveType, Int32 baseVertex, Int32 minVertexIndex, Int32 numVertices, Int32 startIndex, Int32 primitiveCount) at Microsoft.Xna.Framework.Graphics.ModelMeshPart.Draw() at Microsoft.Xna.Framework.Graphics.ModelMesh.Draw() ... I know what cause the exception, but is possible to avoid it? Is possible to check model before drawing it with current shader for vertex declaration compatibility?

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  • How can I implement an Iris Wipe effect?

    - by Vandell
    For those who doesn't know: An iris wipe is a wipe that takes the shape of a growing or shrinking circle. It has been frequently used in animated short subjects, such as those in the Looney Tunes and Merrie Melodies cartoon series, to signify the end of a story. When used in this manner, the iris wipe may be centered around a certain focal point and may be used as a device for a "parting shot" joke, a fourth wall-breaching wink by a character, or other purposes. Example from flasheff.com Your answer may or may not include a coding sample, a language agnostic explanation is considered enough.

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  • Page load speeds effect on crawl rate

    - by Sam Pegler
    We've noticed a big drop in the total pages crawled per day on our site, we have no control over the crawl rate in google webmaster tools so it's possible this has been changed by google. However it's a fairly large site and I wouldn't of thought that the crawl rate would've been decreased. What we have noticed though is a sizeable increase in page load times, in my mind this would be the cause. Can anyone else confirm if the crawl rate is directly correlated to page load time? Seems logical, longer page load time, less pages crawled. Any decent documentation on this would be appreciated, I don't normally have any input on SEO so this is new to me.

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  • Implementing Circle Physics in Java

    - by Shijima
    I am working on a simple physics based game where 2 balls bounce off each other. I am following a tutorial, 2-Dimensional Elastic Collisions Without Trigonometry, for the collision reactions. I am using Vector2 from the LIBGDX library to handle vectors. I am a bit confused on how to implement step 6 in Java from the tutorial. Below is my current code, please note that the code strictly follows the tutorial and there are redundant pieces of code which I plan to refactor later. Note: refrences to this refer to ball 1, and ball refers to ball 2. /* * Step 1 * * Find the Normal, Unit Normal and Unit Tangential vectors */ Vector2 n = new Vector2(this.position[0] - ball.position[0], this.position[1] - ball.position[1]); Vector2 un = n.normalize(); Vector2 ut = new Vector2(-un.y, un.x); /* * Step 2 * * Create the initial (before collision) velocity vectors */ Vector2 v1 = this.velocity; Vector2 v2 = ball.velocity; /* * Step 3 * * Resolve the velocity vectors into normal and tangential components */ float v1n = un.dot(v1); float v1t = ut.dot(v1); float v2n = un.dot(v2); float v2t = ut.dot(v2); /* * Step 4 * * Find the new tangential Velocities after collision */ float v1tPrime = v1t; float v2tPrime = v2t; /* * Step 5 * * Find the new normal velocities */ float v1nPrime = v1n * (this.mass - ball.mass) + (2 * ball.mass * v2n) / (this.mass + ball.mass); float v2nPrime = v2n * (ball.mass - this.mass) + (2 * this.mass * v1n) / (this.mass + ball.mass); /* * Step 6 * * Convert the scalar normal and tangential velocities into vectors??? */

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  • Gnome shell crashing in 11.10 with 'purple haze' effect

    - by Andy
    I've just got Gnome with 11.10 up and running with my netbook and liked it so much I thought I'd get my parents old machine sorted with Ubuntu too. Unity works fine but when I try to switch to Gnome shell, I get problems. On login, the wallpaper appears as normal but then the colour bleeds out from the centre, leaving traces of it around the edge in a purple haze (yes, I do like Jimi Hendrix but I'm not making this up). When I go to applications, typing then pressing enter in the search field dumps me out so there's nothing but File / Edit / View etc in top left; starting a program seems to work but then there's only a white screen and no program window. Gnome classic works fine, from the limited use I've given it. I'm using an Asus desktop with ABIT motherboard, 2.6ghz with 1gb RAM; I've checked drivers and it says I'm up to date, Nvidia graphics. Anyone any ideas?

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  • Does text size and placement on page have an effect on seo

    - by sam
    I was wandering seeing as Google and others keep trying to get more and more 'human' in terms of rating whats good and whats spam, is it known if they take into account the size of a heading ie. an thats font size is 40px is going to speak allot more to the user than a thats font size is 14px.. similarly does placement factor ? ie. a 300 word article at the bottom of a landing page (not in the footer but bellow the useful content) would just be there for seo purposes. i know they look at if your doing things like text-indent:-9999px; and white text on a white background, but what about these more border line practices that both have legitimate uses but also the possibility to be spammy

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  • SEO effect on retiring a subdomain

    - by Anshul Sao
    I have a website mysite.com, which had a subdomain which was very popular in Google: abc.mysite.com. Due to a site redesign we had to consolidate the domains and the content of abc.mysite.com/* now started appearing in mysite.com/abc/*. After this change I am seeing sharp decline in SEO traffic. I have proper 301 redirects in place, but still the SEO is degrading by day. Any insights on why this may be happening?

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  • Outline Shader Effect for Orthogonal Geometry in XNA

    - by Griffin
    I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA). the shape I need to give an outline to has smooth, per-vertex coloring, as well as opacity. The outline, which has smooth, per-vertex coloring, variable width, and opacity cannot interfere with the original shape's colors. A pixel depth border detection algorithm won't work because pixel depth isn't a 3.0 semantic. expanding geometry / redrawing won't work because it interferes with the original shape's colors. I'm wondering if I can do something with the stencil/depth buffer outside of the shader functions since I have access to that through the graphics device. But I don't believe I'm able to manipulate actual values. How might I do this?

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