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  • Hide all normal windows shortcut is not working in Ubuntu 13.10

    - by Vladislav Ivanishin
    Hide all normal windows shortcut is not working. It is currently set to Alt+Ctrl+D. And changing the shortcut doesn't help (tried Super+D, Alt+Esc). However other shortcuts work fine (even from the same Navigation tab). I guess the question is a duplicate of this which is unanswered. Update: It works exactly one time after reboot. I can minimize windows and even bring them back using the combination but only once. Also switching keyboard layout shortcut stopped working, but as I can see it's a known bug.

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  • Boot Failure: No default or UI configuration directive found Normal install on laptop [closed]

    - by user79920
    I have had Ubuntu on my laptop for quite a while, it's just a standard install, no partitioning off, no wierdness of any other sort, just ubuntu. Today my computer started to lag really bad so I tried to restart it, but after bios loaded I just got an error that said "ERROR: No configuration file found No DEFAULT or UI configuration directive found!" After that it had "boot:" and a cursor, like it expects me to type something. Once again, this is just a normal install on my hard drive, not a VM or booting from USB. It's Ubuntu 12.04 on a Sony Vaio VGN-SZ240P Any help is appreciated!

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  • Apple trouve "normal" que la coque de l'iPhone 5 soit facilement rayée, le buzz négatif continue

    Apple trouve "normal" que la coque de l'iPhone 5 soit facilement rayée Le buzz négatif continue Plus d'une semaine après sa sortie officielle, l'iPhone 5 continue de s'offrir un méga-buzz négatif. Les premiers propriétaires de cet appareil classé haut de gamme s'interrogent au sujet de ses contours qui se rayent facilement en laissant transparaître la couleur naturelle de l'aluminium. Selon le site spécialisé 9ToMac, un acheteur désappointé aurait reçu une réponse surprenante à sa requête adressée à Phil Schiller, vice-président en charge du marketing chez Apple. Le client se plaint dans son email d'éraflures et de traces sur la bande extérieure de son nouvel iPhone et se deman...

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  • Is not being paid for training normal?

    - by user23838
    I'm a recent college graduate, and I recently had a interview with a company for an entry-level programming job. The company told me that they require two months of unpaid training for all entry level programmers. The reason given was that since they are providing free training, there wouldn't be any compensation. Is this normal? Update For others junior developers looking at this: Don't go for these type of scams. This was my first interview. I interview with 10 other companies around the area and got about 9 job offers from them. I worked for a fortune 50 company for 9 months with good pay and recently found a better opportunity for even better pay and better work. I guess moral is to be patient and have confidence in yourself.

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  • Is this CPU usage normal for Xorg?

    - by Samuaz
    I checked System Monitor to see if the frequency of my CPU increases without doing anything and saw that xorg is always using 10-40% of the CPU even if it's not doing much of anything on the desktop or simply surfing the Internet. Is this normal? If not, how can I fix it? I have: a Macbook white 4,1 Core2 Duo running at 2.10 GHz GPU Intel GMA X3100 4GB of RAM Ubuntu 11.04 I am running Unity and I do not have many effects enabled. I have only activated Compiz animations, scale, desktop, some shadows...

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  • Ubuntu 12.04 Running Faster Than Normal

    - by One Zero
    I have just installed a new copy of Ubuntu 12.04 on my laptop . i have noticed that my system is running 4x to 5x faster than normal . i have just install Vmware Desktop & centos for testing something . i have noticed that i has installed in just like less than 1 minute !! My system is booting so fast that after starting my laptop i got GUI in like 10 to 13 sec & shutting down in like 2 to 3 sec & all programs ( Firefox , Chrome , etc ) running so fast that i can see .... The only change i made after installation is cat /proc/sys/vm/swappiness 1 How do I configure swappiness? The System is Dell N 5110 i7 with 8GB of RAM So my question is that what should i look for that why my system running very fast ?

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  • Outlook, Word, and normal.dot (2003 Edition)

    - by mosiac
    I have one user that for some reason has been having macro issues with her normal.dot file. At first the fix was just remove the file because she isn't actually needing to save anything. This was really a temp fix. We found out that for some reason every time she opened up word it was trying to modify normal.dot but not asking. I set it up to ask so at least we could control the changes going on to normal.dot. There was one file disabled in Word that we enabled because it was a document she never used anymore, making us think that maybe that was the issue. We have automatic antivirus updates and scans so there is little chance of a virus. The issue has stopped as far as just using Word itself. She can open, close, edit, save, etc and never get the dialog. In Outlook however if she clicks reply or forward to an e-mail but decides not to send it, and just close it. She gets the pop up to save changes to normal.dot. This leads me to believe something in outlook about how she is setup to use Word as an e-mail editor is causing the problem. Am I even on the right track here? Short form: Word works fine with normal.dot, as an Outlook mail editor wants to change normal.dot. No idea what to do.

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  • file error /boot/grub/i386-pc/normal.mod trying to repair boot, live dvd install probleml

    - by user179295
    I have seen that there are a lot of threads about this problem. I had Windows 8 installed on my series 3 samsung i5 computer and I tried to install ubuntu 13.04. This is what I did: Because of the secure boot I can't install ubuntu from the dvd. So I went in the bios and disabled secure boot and enabled ''CSM''. I went out of the bios and windows 8 couldn't boot more. So I follow a guide on this thread ( Installing on a Pre-Installed Windows 8 System (UEFI Supported) ) and on ubuntu I tried to repair the boot by inserting this code in the terminal: sudo add-apt-repository ppa:yannubuntu/boot-repair sudo apt-get update sudo apt-get install boot-repair Then I ran boot-repair and I follow all the steps. Then I reboot the sistem and saw the black screen that says: error: file '/boot/grub/i386-pc/normal mod' not found grub rescure> Now I saw a lot of guides about this problem but I can't understand how to reistall ubuntu trough the live dvd that I used to install it the first time... I put it in the computer but nothing appears.. so what should I do now? I'm a noob on ubuntu and I have read all the things about this grub 2 install and know where the problem comes from but how to start the dvd??

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  • what is a normal developer to pageview ratio?

    - by Anthony Shull
    I work for an e-commerce site that has lately been shedding its workforce. I was hired ten months ago as a UI Developer. At that time we had three other developers. One was the technical lead who had been with the company for 10 years. The other two were server-side developers who had been there for 10 and 3.5 years respectively. In ten months, the technical lead left for a better position, one developer was laid off, and the other very recently left. So, I am now the only developer on staff. We have one DBA and one network administrator. They are currently looking to hire another developer but are not willing to pay enough to hire a senior person. I consider myself a junior developer with two years of experience. I have argued that we need to hire at least one senior developer and another junior developer if we're going to keep our current site operational (not to mention develop new features)...even if that means laying off staff in other departments. Right now we get 6.5 million pageviews per month, and I feel like 3.2 million pageviews per developer must be incredibly abnormal. My question is then: what is a normal developer to pageview ratio? Are there any industry standards or literature on the subject that I can use to argue for more staff?

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  • ???? ??? ?? ?? ?? (Start Playing The Distribution Game on YouTube)

    유튜브를 활용한 게임 확산 전략 (Start Playing The Distribution Game on YouTube) 권순선, Sang Kim and Jarek Wilkiewicz. Edited version of a presentation recorded at YouTube Korea, Seoul, Nov 2012 유튜브는 매일 8억명 이상이 방문하며 매달 40억 시간 이상 시청되고 있습니다. 게임은 그중에서도 가장 많은 사람들이 시청하는 분야 중 하나입니다. 여러분의 게임을 유튜브와 결합하시면 그 어떤 미디어들보다도 더 효과적으로 동영상 시청자들을 게이머로 전환하실 수 있습니다. 이번 세션에서는 PC, 콘솔게임 그리고 모바일에서 유튜브와 게임을 결합한 재미있는 사례들을 보여 드립니다. 기술적, 사업적으로 가장 좋은 예제들을 알려 드리고, 저희가 가장 좋아하는 게임 플레이 동영상들도 함께 보여 드립니다! From: GoogleDevelopers Views: 85 3 ratings Time: 01:00:02 More in Gaming

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  • Do I need to rebuild application after adding a new iPhone in ad hoc distribution?

    - by RaYell
    I'm using Ad Hoc distribution to send preview/beta version of my iPhone apps to customers for approval. I'm always sending a zipped application and mobileprovision files. Sometimes however I encountered situation when nothing in the application changed but we needed to add a new device for testing. I've added a device in Provisioning portal and assigned it to a provisioning profile my application uses for ad hoc distribution. I've downloaded new mobileprovision file and imported it to xcode now the question is do I need to rebuild the application to enable the app on a new device or would it be enough to just send old build with updated mobileprovision file?

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Complex shading using one single (small) texture

    - by teodron
    Recently I stumbled upon a demo reel in UDK about how one can attain beautiful results using just one (rather tiny) texture that's being sent to the shader pipeline. The famous link is this one. Basically, the author states that they've used just one texture and give a snapshot of the technique here. I see that every RGBA channel contains different grayscale information.. and that info could be used to inside a shader to obtain a colour blended output. The problem is that the reel displays a fairly complex scene. To top that, the author even makes use of a normal map. How did they manage to fit a normal map in an already cluttered texture? It makes sense to have a half-space normal map by using only RG from an RGB texture, but what about the rest of the information? Since it was proven to be possible, could someone please explain how it was done (the big picture, not the dirty details!)!? Here's the texture being used. Click to see in full size.

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  • Do we really need a thousand Linux distributions?

    - by nebukadnezzar
    Pointed from an answer to a (possibly related) question, I came across this graphic, and I'm shocked how many linux distributions currently exist. However, it seems that most of these distributions are forks of already popular distributions with minimal changes, usually limited to themes, wallpapers, buttons, the kind of stuff most people probably wouldn't see as a reason to fork a Linux distribution. Of course, someone will always say "Opensource is also about the freedom of choice", and while I wholeheartedly agree, I do not believe that this is a valid reason to fork an already perfectly working Distribution into a new one, which might possibly result in less security/stability due to smaller group of developers. There's another problem: Those, who want to switch to Linux, are confronted with a neverending list of Linux distributions, and wonder rightfully which they're supposed to chose (infact, I was facing that problem before I've discovered Ubuntu). There might be (very few) valid reasons to fork a distribution: Specializing on a particular topic (FOSS Only, work-related topic (i.e., for a Hospital), etc) An exceptional architecture, that requires a special set of software Use of non-FOSS, propietary technology, and such But even with these points in mind, it would still seem easier to create a subdistribution with the required changes, such as XUbuntu with XFCE4, KUbuntu with KDE4, Fluxbuntu with Fluxbox, etc. So, why exactly do we need so many distributions?

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  • CORS Fails on CloudFront Distribution with Nginx Origin

    - by kgrote
    I have a CloudFront distribution set up with an Nginx server as the origin (a Media Temple DV server, to be specific). I enabled the Access-Control-Allow-Origin: * header so fonts will work in Firefox. However, Firefox throws a CORS error for fonts loaded from this CloudFront/Nginx distribution. I created another CloudFront distribution, this time with an Apache server as the origin, and set Access-Control-Allow-Origin: * also. Firefox displays fonts from this origin without issue. I've set up a demo page here: http://kristengrote.com/cors-test/ When I perform a curl request for the same font file from each distribution, both files return almost exactly the same headers: Apache Origin Nginx Origin ——————————————————— ——————————————————— HTTP/1.1 200 OK HTTP/1.1 200 OK Server: Apache Server: nginx Content-Type: application/font-woff Content-Type: application/font-woff Content-Length: 25428 Content-Length: 25428 Connection: keep-alive Connection: keep-alive Date: Wed, 11 Jun 2014 23:23:09 GMT Date: Wed, 11 Jun 2014 23:15:23 GMT Last-Modified: Tue, 10 Jun 2014 22:15:56 GMT Last-Modified: Tue, 10 Jun 2014 22:56:09 GMT Accept-Ranges: bytes Accept-Ranges: bytes Cache-Control: max-age=2592000 Cache-Control: max-age=2592000 Expires: Fri, 11 Jul 2014 23:23:09 GMT Expires: Fri, 11 Jul 2014 23:15:23 GMT Access-Control-Allow-Origin: * Access-Control-Allow-Origin: * Access-Control-Allow-Methods: GET, HEAD Access-Control-Allow-Methods: GET, HEAD Access-Control-Allow-Headers: * Access-Control-Allow-Headers: * Access-Control-Max-Age: 3000 Access-Control-Max-Age: 3000 X-Cache: Hit from cloudfront X-Cache: Hit from cloudfront Via: 1.1 210111ffb8239a13be669aa7c59f53bd.cloudfront.net (CloudFront) Via: 1.1 fa0dd57deefe7337151830e7e9660414.cloudfront.net (CloudFront) X-Amz-Cf-Id: QWucpBoZnS3B8E1mlXR2V5V-SVUoITCeVb64fETuAgNuGuTLnbzAhw== X-Amz-Cf-Id: E2Z3VOIfR5QPcYN1osOgvk0HyBwc3PxrFBBHYdA65ZntXDe-srzgUQ== Age: 487 X-Accel-Version: 0.01 X-Powered-By: PleskLin X-Robots-Tag: noindex, nofollow So the only conclusion I can draw is that something about Nginx is preventing Firefox from recognizing CORS and allowing the fonts via CloudFront. Any ideas on what the heck is happening here?

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  • Importing csv list of contacts into Exchange 2007 GAL and create Distribution Group

    - by Ken Ray
    Here's the situation: We have a list of about 1,000 contacts (Lawyers in the area our court serves) with name and email address. I've been asked to create an email distribution list that can be used to sent emails to all of the external users on that list. I've seen various articles using the Exchange Management Shell and the Import-csv command piped through a ForEach-Object to a New-MailContact to set up the contacts. However, Exchange Management Shell is rather unhelpful, and it isn't working. What I believe I need to do is: 1) Set up a new distribution group using the Exchange Management Console. Let's say this new distribution group (which appears in the list of Distribution Groups under Recipient Configuration) is called "FloridaBar". 2) Make sure I have a csv file of the information I want to import. 3) Open Exchange Management Shell, and enter the following command: Import-csv C:\filename.csv | ForEach-Object { New-MailContact -Name $."NameColumnName" -ExternalEmailAddress $."EmailAddressColumn" -org FloridaBar Now, creating 1,000+ contacts in active directory - I assume that shouldn't be an issue. Do I have the "-org" parm wrong? Do I need to spell out the complete organization unit name (my.domain.name/Users/FloridaBar)? Is there a better way of doing this? Thanks in advance Ken

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  • Message to distribution list with removed recipient bouncing back when sent from external mail server

    - by jshin47
    I removed a particular user from all distribution groups manually about five days ago. This user was a member of two particular groups that have other recipients. The OAB polling interval is 30 minutes, not that it really matters here. The situation is that I have an SMTP server that is not part of my Exchange organization that sends out automated email reports to these distribution groups. It sends them using a from: address that is a member of our Exchange organization. That member receives a bounce-back email indicating the member that should have been removed from the group does not exist. I have also verified that this is the same behavior when sending an email from a webmail service like GMail or Hotmail (outside of our Exchange organization of course) to either of those distribution group addresses. However when I send an email internally to one of those distribution group addresses everything works as expected (no bounce messages.) Not sure why this would be happening, but also not sure how to go about diagnosing the issue. I've looked at the SMTP headers and there are no relevant clues there as far as I can tell. I think it's an Exchange issue.

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  • Using virtualization infrastructure for J2EE application distribution- viable alternative?

    - by Dan
    Our company builds custom J2EE web solutions. At the moment, we use standard J2EE distribution mechanisms (ear/war archives). Application servers are generally administered by our clients' IT departments and since we do not have complete control over the environment, a lot of entropy can be introduced into the solution. For example: latest app. server patch not applied conflicting third party libraries inside the app. server root server runtime and tuning parameters not configured (for example, number of connections in database pool) We are looking into using virtualization infrastructure for J2EE application distribution. Instead of sending the ear/war archive, we’d send image with application server node and our application preinstalled. Some of the benefits are same as using with using virtualization infrastructure in general, namely better use of hardware resources. For us, it reduces the entropy of hosting infrastructure - distributing VM should be less affected by hosting environment. So far, the downside I see can be in application server licenses, here they will have to use dedicated servers for our solution, but this is generally already done that way. Also, there is a complexity with maintaining virtualization infrastructure, but this is often something IT departments have more experience with than with administering and fine-tuning J2EE solutions. Anyone has experience with this model? What are the downsides? Will we not just replace one type of complexity with other?

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  • Using Office 2003 normal.dot in Office 2010?

    - by TJ
    I have a user who I have upgraded from office 2003 to Office 2010. This user relies on his custom auto correct that he built into his normal.dot file for Word 2003. He would not like to have to reenter all 200 of his auto corrects. How can I convert his old Normal.dot file with auto corrects to the new Normal.dot for Office 2010?

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  • Switching over an email address from a distribution group to a user account in Exchange 2003

    - by Sevdarkseed
    I'm currently in a transition mode. We currently have a Distribution Group called Quotes and Orders that send out emails to several users. I'm told that a better method would be to create a user and then give access to that fictitious user's email account so that everyone would be able to see everything that goes out and is responded to in a single account. However, I'm not sure what the best method would be for creating an account and shutting down the distribution group. I'm thinking more along the lines of the steps that considered best practice to remove the email account from the distribution group and attach it to the user account. Any thoughts?

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  • recommendations for a lightweight linux distribution for a test server

    - by Jack
    I'm planning on setting up a test server to experiment with some application servers (tomcat/jboss/...) and with some portals. Now the machine I've set aside for this is lightweight CPU/GPU wise(Atom D510, 4 gigabyte ram, 500 GiB hdd, onboard GPU). But it should suffice for most things, I'm more interested in the stability of JBoss/Tomcat for my purposes than the stability. However I'm having a bit of trouble picking an appropriate distribution size/performance/setup time wise/security wise since it seems I can't sneeze without another distribution popping up. I've been thinking about going for Fedora since I've read that that distribution has been optimized for Atom, but I'm not really familiar with it. My experience with Linux has mostly been limited to Ubuntu and some tinkering with puppylinux. I'm not afraid to get my hands dirty using the command line. I'm not planning on starting a discussion per se, mostly the pros/cons that people have encountered with some distributions

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  • iOS enterprise program - In-house Distribution

    - by fr33d0m
    I'm development a app for iPad that will be used within the company only. As the devices that will use the app will be more than 100, the company need to join iOS enterprise program. How works the distribution for In-house distribution? I need to register all the devices to generate one Certificate for the app? Or I can generate one Certificate and the app will work on every devices? Apple need to approve the application for In-house distribution? The company's objective for distribution will be deploy the application on their website so the employees can access the web site, login, and download the app for theirs devices. There is any roles from apple that does not approve this method? What is the best method for distribution In-house app?

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  • How do you protect your software from illegal distribution?

    - by petr k.
    I am curious about how do you protect your software against cracking, hacking etc. Do you employ some kind of serial number check? Hardware keys? Do you use any third-party solutions? How do you go about solving licensing issues? (e.g. managing floating licenses) EDIT: I'm not talking any open source, but strictly commercial software distribution...

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  • SQLAuthority News – Why VoIP Service Providers Should Think About NuoDB’s Geo Distribution

    - by Pinal Dave
    You can always tell when someone’s showing off their cool, cutting edge comms technology. They tend to raise their voice a lot. Back in the day they’d announce their gadget leadership to the rest of the herd by shouting into their cellphone. Usually the message was no more urgent than “Hi, I’m on my cellphone!” Now the same types will loudly name-drop a different technology to the rest of the airport lounge. “I’m leveraging the wifi,” a fellow passenger bellowed, the other day, as we filtered through the departure gate. Nobody needed to know that, but the subtext was “look at me everybody”. You can tell the really advanced mobile user – they tend to whisper. Their handset has a microphone (how cool is that!) and they know how to use it. Sometimes these shouty public broadcasters aren’t even connected anyway because the database for their Voice over IP (VoIP) platform can’t cope. This will happen if they are using a traditional SQL model to try and cope with a phone network which has far flung offices and hundreds of mobile employees. That, like shouting into your phone, is just wrong on so many levels. What VoIP needs now is a single, logical database across multiple servers in different geographies. It needs to be updated in real-time and automatically scaled out during times of peak demand. A VoIP system should scale up to handle increased traffic, but just as importantly is must then go back down in the off peak hours. Try this with a MySQL database. It can’t scale easily enough, so it will keep your developers busy. They’ll have spent many hours trying to knit the different databases together. Traditional relational databases can possibly achieve this, at a price. Mind you, you could extend baked bean cans and string to every point on the network and that would be no less elegant. That’s not really following engineering principles though is it? Having said that, most telcos and VoIP systems use a separate, independent solution for each office location, which they link together – loosely.  The more office locations, the more complex and expensive the solution becomes and so the more you spend on maintenance. Ideally, you’d have a fluid system that can automatically shift its shape as the need arises. That’s the point of software isn’t it – it adapts. Otherwise, we might as well return to the old days. A MySQL system isn’t exactly baked bean cans attached by string, but it’s closer in spirit to the old many teethed mechanical beast that was employed in the first type of automated switchboard. NuoBD’s NewSQL is designed to be a single database that works across multiple servers, which can scale easily, and scale on demand. That’s one system that gives high connectivity but no latency, complexity or maintenance issues. MySQL works in some circumstances, but a period of growth isn’t one of them. So as a company moves forward, the MySQL database can’t keep pace. Data storage and data replication errors creep in. Soon the diaspora of offices becomes a problem. Your telephone system isn’t just distributed, it is literally all over the place. Though voice calls are often a software function, some of the old habits of telephony remain. When you call an engineer out, some of them will listen to what you’re asking for and announce that it cannot be done. This is what happens if you ask, say, database engineers familiar with Oracle or Microsoft to fulfill your wish for a low maintenance system built on a single, fluid, scalable database. No can do, they’d say. In fact, I heard one shouting something similar into his VoIP handset at the airport. “I can’t get on the network, Mac. I’m on MySQL.” You can download NuoDB from here. “NuoDB provides the ability to replicate data globally in real-time, which is not available with any other product offering,” states Weeks.  “That alone is remarkable and it works. I’ve seen it. I’ve used it.  I’ve tested it. The ability to deploy NuoDB removes a tremendous burden from our support and engineering teams.” Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL Tagged: NuoDB

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