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  • Is there a tool that will show diagrams of my SQL database in real-time?

    - by Rising Star
    I've created some diagrams of SQL tables using the "Reverse Engineer" feature of Microsoft Office Visio. I like being able to visualize my relational databases in this manner. However, what I get is just a static document that I can print, e-mail to colleagues, and click widgets on. Earlier this year, I saw at a demo that the new version of Visual Studio 2010 has a new feature called the "Architect Explorer", which allows developers to view relationships among .net classes on the fly. It has many features for filtering the data that the developer is interested in. It would be really awesome if I could visually browse my tables and stored procedures and see what is related to what by primary key, foreign key, and referenced in stored procedures. I realize that I'm talking about two entirely different technologies and it's not a perfect analogy, but is there some similar tool that would allow me to visualize tables in my SQL database?

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  • This should be real easy. How to find a button through its Value (Jquery Selector)

    - by Raja
    I have this HTML: <div id='grid'> <input type="button" value="edit"/> <input type='button' value='update'/> </div> How to I attach a click event only to Update button. I know I could add a class to it or specity an id but both are not possible since it is in gridview. I tried this: $("input:button[@value='update']").click(function(){alert('test');}); but it displays an alert for both buttons. I know I must be doing something silly. Any help is much appreciated. Thanks Kobi for helping me out. Given below is the right answer. $("input[value='update']").click(function(){alert('test');});

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  • WCF or Sockets for Communication in a real-time environment?

    - by PieterG
    I have a scenario where I need to send a series of data across 2 clients. The data includes Serialized XML that will contain commands that the other client will need to react to. I will also need to send images across the wire as I need to provide a chat facility in the form of video/audio chat. I would like a single communication medium for both, as the number of messages/commands might be a few. WCF or Sockets?

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  • How to find the real problem line in my code with Application Verifier ?

    - by Newbie
    I am now trying to use this Application Verifier debugging tool, but i am stuck, first of all: it breaks the program at a line that is simple variable set line (s = 1; for example) Secondly, now when i run this program under debugger, my program seems to have changed its behaviour: i am drawing image, and now one of the colors has changed o_O, all those parts of the image that i dont draw on, has changed the color to #CDCDCD when it should be #000000, and i already set the default color to zero, still it becomes to #CDCDCD. How do i make any sense to this? Here is the output AV gave me: VERIFIER STOP 00000002: pid 0x8C0: Access violation exception. 14873000 : Invalid address causing the exception 004E422C : Code address executing the invalid access 0012EB08 : Exception record 0012EB24 : Context record AVRF: Noncontinuable verifier stop 00000002 encountered. Terminating process ... The program '[2240] test.exe: Native' has exited with code -1073741823 (0xc0000001).

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  • Annotation retention policy: what real benefit is there in declaring `SOURCE` or `CLASS`?

    - by watery
    I know there are three retention policies for Java annotations: CLASS: Annotations are to be recorded in the class file by the compiler but need not be retained by the VM at run time. RUNTIME: Annotations are to be recorded in the class file by the compiler and retained by the VM at run time, so they may be read reflectively. SOURCE: Annotations are to be discarded by the compiler. And although I understand their usage scenarios, I don't get why it is such an important thing to specify the retention policy that retention policies exist at all. I mean, why aren't all the annotations just kept at runtime? Do they generate so much bytecode / occupy so much memory that stripping those undeclared as RUNTIME does make that much difference?

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  • How to enable real time CSS editing in chrome?

    - by narayanpatra
    I have seem a lot of videos in which developers changing CSS on the fly in chrome. I tried the same thing but chrome dod not allow me to change the code. I can't write on the style sheet. Is there any specific setting to do this? Kindly help. EDIT: To edit the css, I right clock on an element, select inspect element. It will open the console. I select the id of the element and go to style.css in resource and try to change the css. It do not allow me to write there.

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  • FastObjects.NET(is an OODB from Versant) performence in Real Scenerios?

    - by Lalit
    FastObjects.NET Saves the whole class object(if marked with attribute Persistent) at once in file system(using serilization or similar technology). They are promissing that it is even faster then normal SQL DB approach. My team also thought it is better and faster to save the whole object once instead of each field one by one. Defination of their website: FastObjects .NET 10.0 fully conforms to the Microsoft.NET 2.0 framework. Tightly integrated with Visual Studio 2005, it offers a developer-friendly, object-oriented alternative to a relational database for .NET persistence. I want to have your experiences of using FastObjects in production scenerio? They are promising for Indexing/Transaction/clustoring/replication.

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  • What if &ldquo;Microsoft&rdquo; were in our shoes? About Windows Phone

    - by Vijaya Malla
    This is what I think about Microsoft Windows Phone. If Microsoft were in our shoes looking at various phones available their configurations, memory, front facing cameras etc. Microsoft disappointed the USA customer base again by not getting Nokia Lumia 800. The Past: If we talk few years ago, few business people were on their Blackberry’s and few Gadget lovers were on crappy Windows OS devices. The world was all going right till Apple came with a revolutionary device iPhone, which completely changed our perception towards phone and how great a smartphone can be. It’s not just phone but the whole technology industry. The romantic appealing of the phone and smooth touch and feel of it made everyone to get one of those bad boys. The sales went up for not just Apple for AT&T too. Even though everyone complained about the signal strength of AT&T, everyone wanted to be on it because they have iPhones. All world wanted iPhone back then except Microsoft with few comments on how it is not going to be in market. But it did great and rocked the industry. A few years later with iPhone and Android taking over the smartphone market Microsoft realized that it should be in the game too. Worked on the design of it, and gave us the best Mobile OS ever. Everyone thinks that iOS is a great OS for phones but if you have touched a Windows Phone and use it for real then you will realize the strengths of it. so last year we welcomed Windows Phone 7 The Present : Windows Phone 7 has the fastest growing market. The phones are cheap, you can buy from any carrier out there. The phone became smarter and smarter with the recent update “Mango (7.5)” and with the collaboration with Nokia, Microsoft created a new eco-system for smartphones with the best smartphone hardware and best smartphone software. Everyone in the world was excited about the collaboration. As we fly over cloud 9 imagining about Nokia made Windows Phones we all heard a good news from Nokia “Nokia World”. Nokia showed the world what a best hardware making company can do with Windows Phone 7.5 OS. Nokia Lumia 800 and 710 took the spotlight. Everyone here in USA and all over the world wanted to own a Nokia Lumia 800 because of the design, software, proprietary apps from Nokia (maps, ESPN, drive and music). If USA market had Nokia Lumia 800, then it would have been the best step Microsoft and Nokia had ever made in their history of smartphone market. With all the numbers going to Android and IPhone, its not clear on why Microsoft/Nokia did not release Lumia 800 here in USA. Its unclear if Microsoft had learnt the lesson or not. if it had learnt the lesson I guess Microsoft needs to get the Nokia Lumia 800 to the USA. The Future: This is where we hope we get the best form Microsoft. I was an iPhone user, I used 2G, 3G, 3GS, 4 and then moved to Windows Phone and never felt so happy with my iPhones’. From the day when Nokia announced the partnership with Microsoft and said that they going to come up with a new Nokia windows phone, I was dreaming for my Nokia Phone. but looks like it is not going to happen any time soon. My thoughts about the Market :  Nokia has the biggest market base in the world. Even though people moved to Android or iPhone over the years in other parts of the world like India and China, people still love to use Nokia. Everyone who uses a Windows Phone now will wait for that day when Nokia Lumia comes to the USA but what either or both of the companies should do for a better market share is to make a very aggressive move with the hardware and bet on the devices. I am pretty sure that it will work. everyone here in the USA will like to have a dual core windows phone with front facing camera and all other crazy things that android/apple phones offer. I think we just have to wait for that day and hope that day comes soon. Love Microsoft and Nokia Thank you for reading.

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  • simple collision detection with box2dweb

    - by skywalker
    im beginner in box2dweb that version of box2d for javascript i wrote simple gravity system and i want to detect the collision between the box and the ground , when the falling box hit the ground execute simple function like function sucs(){alert("the box on the floor !")}; this is my code var CANVAS_WIDTH = 1024, CANVAS_HEIGHT = 700, SCALE = 30; var b2Vec2 = Box2D.Common.Math.b2Vec2 , b2BodyDef = Box2D.Dynamics.b2BodyDef , b2Body = Box2D.Dynamics.b2Body , b2FixtureDef = Box2D.Dynamics.b2FixtureDef , b2Fixture = Box2D.Dynamics.b2Fixture , b2World = Box2D.Dynamics.b2World , b2MassData = Box2D.Collision.Shapes.b2MassData , b2PolygonShape = Box2D.Collision.Shapes.b2PolygonShape , b2CircleShape = Box2D.Collision.Shapes.b2CircleShape , b2DebugDraw = Box2D.Dynamics.b2DebugDraw; var canvas = document.getElementById("canvas"); var context = canvas.getContext("2d"); var world = new b2World(new b2Vec2(0, 8), true); var fixDef = new b2FixtureDef(); var bodyDef = new b2BodyDef(); fixDef.density = 1.0; fixDef.friction = 0.5; bodyDef.type = b2Body.b2_staticBody; fixDef.shape = new b2PolygonShape; fixDef.shape.SetAsBox(20, 2); bodyDef.position.Set(10, 400 / 30 + 1.8); world.CreateBody(bodyDef).CreateFixture(fixDef); fixDef.density = 1.0; fixDef.friction = 0.5; fixDef.restitution = 0.3; bodyDef.type = b2Body.b2_dynamicBody; bodyDef.position.Set(50 / SCALE, 0 / SCALE); //bodyDef.linearVelocity.Set((Math.random() * 12) + 2, (Math.random() * 12) + 2); fixDef.shape = new b2PolygonShape(); fixDef.shape.SetAsBox(25 / SCALE, 25 / SCALE); world.CreateBody(bodyDef).CreateFixture(fixDef); var debugDraw = new b2DebugDraw(); debugDraw.SetSprite(document.getElementById("canvas").getContext("2d")); debugDraw.SetDrawScale(30.0); debugDraw.SetFillAlpha(0.5); debugDraw.SetLineThickness(1.0); debugDraw.SetFlags(b2DebugDraw.e_shapeBit | b2DebugDraw.e_jointBit); world.SetDebugDraw(debugDraw); var image = new Image(); image.src = "image.png"; window.setInterval(gameLoop, 1000 / 60); function gameLoop() { world.Step(1 / 60, 8, 3); world.ClearForces(); context.clearRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT); b = world.GetBodyList() var pos = b.GetPosition(); context.save(); context.translate(pos.x * SCALE, pos.y * SCALE); context.rotate(b.GetAngle()); context.drawImage(image, -25, -25); context.restore(); b = b.GetNext(); pos = b.GetPosition(); context.save(); context.translate(pos.x * SCALE, pos.y * SCALE); //b.GetAngle()++; context.rotate(b.GetAngle()); context.drawImage(image, -25, -25); context.restore(); world.DrawDebugData(); };

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  • Oracle Data Integration 12c: Simplified, Future-Ready, High-Performance Solutions

    - by Thanos Terentes Printzios
    In today’s data-driven business environment, organizations need to cost-effectively manage the ever-growing streams of information originating both inside and outside the firewall and address emerging deployment styles like cloud, big data analytics, and real-time replication. Oracle Data Integration delivers pervasive and continuous access to timely and trusted data across heterogeneous systems. Oracle is enhancing its data integration offering announcing the general availability of 12c release for the key data integration products: Oracle Data Integrator 12c and Oracle GoldenGate 12c, delivering Simplified and High-Performance Solutions for Cloud, Big Data Analytics, and Real-Time Replication. The new release delivers extreme performance, increase IT productivity, and simplify deployment, while helping IT organizations to keep pace with new data-oriented technology trends including cloud computing, big data analytics, real-time business intelligence. With the 12c release Oracle becomes the new leader in the data integration and replication technologies as no other vendor offers such a complete set of data integration capabilities for pervasive, continuous access to trusted data across Oracle platforms as well as third-party systems and applications. Oracle Data Integration 12c release addresses data-driven organizations’ critical and evolving data integration requirements under 3 key themes: Future-Ready Solutions : Supporting Current and Emerging Initiatives Extreme Performance : Even higher performance than ever before Fast Time-to-Value : Higher IT Productivity and Simplified Solutions  With the new capabilities in Oracle Data Integrator 12c, customers can benefit from: Superior developer productivity, ease of use, and rapid time-to-market with the new flow-based mapping model, reusable mappings, and step-by-step debugger. Increased performance when executing data integration processes due to improved parallelism. Improved productivity and monitoring via tighter integration with Oracle GoldenGate 12c and Oracle Enterprise Manager 12c. Improved interoperability with Oracle Warehouse Builder which enables faster and easier migration to Oracle Data Integrator’s strategic data integration offering. Faster implementation of business analytics through Oracle Data Integrator pre-integrated with Oracle BI Applications’ latest release. Oracle Data Integrator also integrates simply and easily with Oracle Business Analytics tools, including OBI-EE and Oracle Hyperion. Support for loading and transforming big and fast data, enabled by integration with big data technologies: Hadoop, Hive, HDFS, and Oracle Big Data Appliance. Only Oracle GoldenGate provides the best-of-breed real-time replication of data in heterogeneous data environments. With the new capabilities in Oracle GoldenGate 12c, customers can benefit from: Simplified setup and management of Oracle GoldenGate 12c when using multiple database delivery processes via a new Coordinated Delivery feature for non-Oracle databases. Expanded heterogeneity through added support for the latest versions of major databases such as Sybase ASE v 15.7, MySQL NDB Clusters 7.2, and MySQL 5.6., as well as integration with Oracle Coherence. Enhanced high availability and data protection via integration with Oracle Data Guard and Fast-Start Failover integration. Enhanced security for credentials and encryption keys using Oracle Wallet. Real-time replication for databases hosted on public cloud environments supported by third-party clouds. Tight integration between Oracle Data Integrator 12c and Oracle GoldenGate 12c and other Oracle technologies, such as Oracle Database 12c and Oracle Applications, provides a number of benefits for organizations: Tight integration between Oracle Data Integrator 12c and Oracle GoldenGate 12c enables developers to leverage Oracle GoldenGate’s low overhead, real-time change data capture completely within the Oracle Data Integrator Studio without additional training. Integration with Oracle Database 12c provides a strong foundation for seamless private cloud deployments. Delivers real-time data for reporting, zero downtime migration, and improved performance and availability for Oracle Applications, such as Oracle E-Business Suite and ATG Web Commerce . Oracle’s data integration offering is optimized for Oracle Engineered Systems and is an integral part of Oracle’s fast data, real-time analytics strategy on Oracle Exadata Database Machine and Oracle Exalytics In-Memory Machine. Oracle Data Integrator 12c and Oracle GoldenGate 12c differentiate the new offering on data integration with these many new features. This is just a quick glimpse into Oracle Data Integrator 12c and Oracle GoldenGate 12c. Find out much more about the new release in the video webcast "Introducing 12c for Oracle Data Integration", where customer and partner speakers, including SolarWorld, BT, Rittman Mead will join us in launching the new release. Resource Kits Meet Oracle Data Integration 12c  Discover what's new with Oracle Goldengate 12c  Oracle EMEA DIS (Data Integration Solutions) Partner Community is available for all your questions, while additional partner focused webcasts will be made available through our blog here, so stay connected. For any questions please contact us at partner.imc-AT-beehiveonline.oracle-DOT-com Stay Connected Oracle Newsletters

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  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

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  • Can't set screen brightness in Gentoo system

    - by Real Yang
    My system: Linux gentoo 3.10.7-gentoo-r1 VGA compatible controller: NVIDIA Corporation GT216M [GeForce GT 240M] (rev a2) output of xbacklight: No outputs have backlight property output of xrandr: xrandr: Failed to get size of gamma for output default Screen 0: minimum 640 x 480, current 1280 x 720, maximum 1280 x 768 default connected 1280x720+0+0 0mm x 0mm 1280x720 0.0* 1024x768 61.0 800x600 61.0 640x480 60.0 1280x768 0.0 output of ls /proc/acpi: button/ event When I'm in kernel 3.8.13, I can change my brightness using xbacklight. I compiled 3.10.7-r1 using genkernel all. Before the upgrade I did get a notice of "compatible issues for Nvdia users" from emerge but I still don't know the details. It there anyway to let me set the brightness? Then i found a ebuild app-laptop/nvdiabl-0.81 and tried to emerege nvidabl, I got this message: Your kernel does not support FB_BACKLIGHT. To enable you it you can enable any frame buffer with backlight control or nouveau. Note that you cannot use FB_NVIDIA with nvidia's proprietary driver Please check to make sure these options are set correctly. Failure to do so may cause unexpected problems. Once you have satisfied these options, please try merging this package again. ERROR: app-laptop/nvidiabl-0.81::gentoo failed (pretend phase): Incorrect kernel configuration options Call stack: ebuild.sh, line 93: Called pkg_pretend nvidiabl-0.81.ebuild, line 31: Called linux-mod_pkg_setup linux-mod.eclass, line 559: Called linux-info_pkg_setup linux-info.eclass, line 911: Called check_extra_config linux-info.eclass, line 805: Called die The specific snippet of code: die "Incorrect kernel configuration options" [SOLVED] I enter the menuconfig again and check the Device Drivers -> Graphics support -> Support for frame buffer devices, then i found this: <*> nVidia Framebuffer Support [*] Support for backlight control (NEW) What can i say. Recompiling...

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  • Phantom class definitions in Flash CS5?

    - by cc
    I'm trying to get FlashPunk working in the Flash CS5 IDE (don't ask), and I'm having trouble getting it to compile. In strict mode, the error I'm getting is: net/flashpunk/FP.as, Line 95 1119: Access of possibly undefined property _inherit through a reference with static type World. Typically, this means that there is a missing variable definition or the class being compiled cannot see that variable. Presumably, the framework compiles for others, so I'm pretty sure this isn't the issue, but I went in anyway and made sure the variables existed and set these variables to public (they were set to internal), but the error still occurred. It was almost like the compiler wasn't seeing the property definitions. If I turn off "strict mode", the app compiles, but then I get this error: ArgumentError: Error #1063: Argument count mismatch on World(). Expected 2, got 0. Now, World is a class in the FlashPunk package. In the class definition for it, the constructor does not expect any arguments: public function World() { ... ...and yet, for some reason, Flash is expecting two arguments. So it appears that everything is correct, but Flash is somehow expecting something different than what World's constructor defines. These two issues combined makes it seem like Flash is getting some other phantom version of another class called "World" which has two constructor arguments and different properties. I've gone in and checked the ActionScript settings. The only external-to-project stuff referenced is the default "$(AppConfig)/ActionScript 3.0/libs". And I'm not using any of my own code other than a single "Main.as" file that super's Engine to set a few parameters - certainly, there's no new World class. With a generic name like "World", I thought perhaps this is a reserved class name within Flash or something, maybe imported from the default libs mentioned above, but some Googling turning up empty seems to put the lie to that. Any idea what might be going on?

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  • Most unintuitive behaviour in the .Net framework?

    - by BlueRaja
    Intended behavior is often another phrase for bug-which-we-knew-about-when-we-wrote-it, but-we-wrote-it-anyways. Because it was "intended" (or perhaps it is now too late or too difficult), many of these extremely-unintuitive bugs never get fixed. For instance, consider the following code (C#): TextInfo textInfo = Thread.CurrentThread.CurrentCulture.TextInfo; textInfo.ToTitleCase("hello world!"); //Returns "Hello World!" textInfo.ToTitleCase("hElLo WoRld!"); //Returns "Hello World!" textInfo.ToTitleCase("Hello World!"); //Returns "Hello World!" What would you expect textInfo.ToTitleCase("HELLO WORLD!"); to return? In fact, it returns "HELLO WORLD!". This was well-documented "intended behavior," but, in my eyes, is extremely unintuitive, and therefore a bug. What is some other unintuitive behavior like this in this in the .Net framework? Bonus points if you can provide a fix that does not break backwards-compatibility. Remember! Always keep these two simple rules in mind when designing an API (or anything else): Make the common case the default, and Keep It Simple, Stupid!

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  • USB software protection dongle for Java with an SDK which is cross-platform “for real”. Does it exist?

    - by Unai Vivi
    What I'd like to ask is if anybody knows about an hardware USB-dongle for software protection which offers a very complete out-of-the-box API support for cross-platform Java deployments. Its SDK should provide a jar (only one, not one different library per OS & bitness) ready to be added to one's project as a library. The jar should contain all the native stuff for the various OSes and bitnesses From the application's point of view, one should continue to write (api calls) once and run everywhere, without having to care where the end-user will run the software The provided jar should itself deal with loading the appropriate native library Does such a thing exist? With what I've tried so far, you have different APIs and compiled libraries for win32, linux32, win64, linux64, etc (or you even have to compile stuff yourself on the target machine), but hey, we're doing Java here, we don't know (and don't care) where the program will run! And we can't expect the end-user to be a software engineer, tweak (and break!) its linux server, link libraries, mess with gcc, litter the filesystem, etc... In general, Java support (in a transparent cross-platform fashion) is quite bad with the dongle SDKs I've evaluated so far (e.g. KeyLok and SecuTech's UniKey). I even purchased (no free evaluation kit available) SecureMetric SDKs&dongles (they should've been "soooo" straighforward to integrate -- according to marketing material :\ ) and they were the worst ever: SecureDongle X has no 64bit support and SecureDongle SD is not cross-platform at all. So, has anyone out there been through this and found the ultimate Java security usb dongle for cross-platform deployments? Note: software is low-volume, high-value; application is off-line (intranet with no internet access), so no online-activation alternatives and the like. -- EDIT Tried out HASP dongles (used to be called "Aladdin"), and added them to the no-no list: here, too, there is no out-of-the-box (out-of-the-jar) support: e.g. end-linux-user has to manually put the .so library (the specific file for the appropriate bitness) in the right place on his filesystem, and export an env. variable accordingly. -- EDIT 2 I really don't understand all the negativity and all the downvoting: is this a taboo topic? Is it so hard to understand that a freelance developer has to put food on the table everyday to feed its family and pay the bills at the end of the month? Please don't talk about "adding value" as a supplier, because that'd be off-topic. Furthermore I'm not in direct contact with end-customers, but there's an intermediate reselling entity: it's this entity I want to prevent selling copies of the software without sharing the revenue. -- EDIT 3 I'd like to emphasize the fact that the question is looking for a technical answer, not one about opinions concerning business models, philosophical lucubrations on the concept of value, resellers' reliability, etc. I cannot change resellers, because this isn't a "general purpose" kind of sw, but a very vertical one and (for some reasons it's not worth explaining here) I must go through them. I just need to prevent the "we sold 2 copies, here's your share [bwahaha we sold 10]" scenario.

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  • MCSE and MCSA makes a return to the world of certification..... but not as you know it.

    - by Testas
    Quick announcementMicrosoft Learning today announced the certification tracks for the upcoming SQL Server 2012 exams.You begin by acheiving the MCSA - Microsoft Certified Solutions Associate (Not to be confused by the old Microsoft Certified System Administrator)If you are starting out this includes taking the following three exams:Exam 70-461: Querying Microsoft SQL Server 2012Exam 70-462: Administering Microsoft SQL Server 2012 DatabasesExam 70-463: Implementing a Data Warehouse with Microsoft SQL Server 2012If you have an MCTS in SQL Server 2008 already you can take the following pathA pass in a SQL Server 2008 (MCTS) Microsoft Certified Technology Specialist examExam 70-457: transisitioning your MCTS on SQL Server 2008 to MCSA on SQL Server 2012 part 1Exam 70-458: transisitioning your MCTS on SQL Server 2008 to MCSA on SQL Server 2012 part 2Once you have achieved you MCSA status you can then start for your MCSE - Microsoft Certified Solutions Expert certificationYou have a choice, to do the MCSE: SQL Server 2012 Data Platform, MCSE: SQL Server 2012 Business Intelligence or you could do bothMCSE: SQL Server 2012 Data Platform involvesObtain your SQL Server 2012 MCSAExam 70-464: Developing Microsoft SQL Server 2012 DatabasesExam 70-465: Designing Database Solutions for Microsoft SQL Server 2012There is also an upgrade pathA pass in a SQL Server 2008 (MCITP) Microsoft Certified IT Professional Database Administrator or Database Developer CertificationExam 70-457: transisitioning your MCTS on SQL Server 2008 to MCSA on SQL Server 2012 part 1Exam 70-458: transisitioning your MCTS on SQL Server 2008 to MCSA on SQL Server 2012 part 2Exam 70-459: transisitioning your MCITP on SQL Server 2008 Database Administrator or Database Developer to MCSE:Data PlatformMCSE: SQL Server 2012 Business Intelligence involvesObtain your SQL Server 2012 MCSAExam 70-466: Implementing Data Models and Reports with Microsoft SQL Server 2012Exam 70-467: Designing Business Intelligence Solutions with Microsoft SQL Server 2012The upgrade path involves:A pass in a SQL Server 2008 (MCITP) Microsoft Certified IT Professional Business Intelligence CertificationExam 70-457: transisitioning your MCTS on SQL Server 2008 to MCSA on SQL Server 2012 part 1Exam 70-458: transisitioning your MCTS on SQL Server 2008 to MCSA on SQL Server 2012 part 2Exam 70-460: transisitioning your MCITP on SQL Server 2008 Business Intelligence Developer to MCSE:Business IntelligenceAs a result if you want to achieve the MCSE in either Data Platform or Business Intelligence and you are starting from scratch there will be 5 exams to takeIf you have the ability to upgrade your certification because you have an MCITP already then it will be three examsFull details and questions can be found at http://www.microsoft.com/learning/en/us/certification/cert-sql-server.aspxThanksChris

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • operator overloading of stream extraction operator in C++ help

    - by Crystal
    I'm having some trouble overloading my stream extraction operator in C++ for a hw assignment. I'm not really sure why I am getting these compile errors since I thought I was doing it right... Here is my code: Complex.h #ifndef COMPLEX_H #define COMPLEX_H class Complex { //friend ostream &operator<<(ostream &output, const Complex &complexObj) const; public: Complex(double = 0.0, double = 0.0); // constructor Complex operator+(const Complex &) const; // addition Complex operator-(const Complex &) const; // subtraction void print() const; // output private: double real; // real part double imaginary; // imaginary part }; #endif Complex.cpp #include <iostream> #include "Complex.h" using namespace std; // Constructor Complex::Complex(double realPart, double imaginaryPart) : real(realPart), imaginary(imaginaryPart) { } // addition operator Complex Complex::operator+(const Complex &operand2) const { return Complex(real + operand2.real, imaginary + operand2.imaginary); } // subtraction operator Complex Complex::operator-(const Complex &operand2) const { return Complex(real - operand2.real, imaginary - operand2.imaginary); } // Overload << operator ostream &Complex::operator<<(ostream &output, const Complex &complexObj) const { cout << '(' << complexObj.real << ", " << complexObj.imaginary << ')'; return output; // returning output allows chaining } // display a Complex object in the form: (a, b) void Complex::print() const { cout << '(' << real << ", " << imaginary << ')'; } main.cpp #include <iostream> #include "Complex.h" using namespace std; int main() { Complex x; Complex y(4.3, 8.2); Complex z(3.3, 1.1); cout << "x: "; x.print(); cout << "\ny: "; y.print(); cout << "\nz: "; z.print(); x = y + z; cout << "\n\nx = y + z: " << endl; x.print(); cout << " = "; y.print(); cout << " + "; z.print(); x = y - z; cout << "\n\nx = y - z: " << endl; x.print(); cout << " = "; y.print(); cout << " - "; z.print(); cout << endl; } Compile erros: complex.cpp(23) : error C2039: '<<' : is not a member of 'Complex' complex.h(5) : see declaration of 'Complex' complex.cpp(24) : error C2270: '<<' : modifiers not allowed on nonmember functions complex.cpp(25) : error C2248: 'Complex::real' : cannot access private member declared in class 'Complex' complex.h(13) : see declaration of 'Complex::real' complex.h(5) : see declaration of 'Complex' complex.cpp(25) : error C2248: 'Complex::imaginary' : cannot access private member declared in class 'Complex' complex.h(14) : see declaration of 'Complex::imaginary' complex.h(5) : see declaration of 'Complex' Thanks!

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  • ESXI Crash need help to understand log and support about nexentastor on virtual machine

    - by Bgnt44
    If i understand right, the following core dump means that the cpu4 has crashed the Host if i read the next line it seem that at the time the CPU 4 was assigned to the NexentaStore Vm ... SO if im right i can say that NexentaStor Vm crash my esxi Am i right ? Does that core dump can provide me some more informations ? 2012-11-14T03:48:01.046Z cpu4:6089)0x41221f25ba08:[0x41803007abff]PanicvPanicInt@vmkernel#nover+0x56 stack: 0x3000000008, 0x41221f25ba 2012-11-14T03:48:01.046Z cpu4:6089)0x41221f25bae8:[0x41803007b4a7]Panic@vmkernel#nover+0xae stack: 0x2e067c00000010, 0x0, 0x1f25bb38, 2012-11-14T03:48:01.047Z cpu4:6089)0x41221f25bc18:[0x4180300a7823]TLBDoInvalidate@vmkernel#nover+0x45a stack: 0xca, 0x0, 0x0, 0x0, 0x0 2012-11-14T03:48:01.047Z cpu4:6089)0x41221f25bc68:[0x418030489e17]UserMem_CartelFlush@<None>#<None>+0xce stack: 0xcaa0b, 0x0, 0x0, 0x4 2012-11-14T03:48:01.047Z cpu4:6089)0x41221f25bd78:[0x41803048ab91]UserMemUnmapStateCleanup@<None>#<None>+0x58 stack: 0x0, 0x41221f25bd 2012-11-14T03:48:01.047Z cpu4:6089)0x41221f25be58:[0x41803048b97d]UserMemUnmap@<None>#<None>+0x104 stack: 0x41221f267000, 0x41221f25bf 2012-11-14T03:48:01.048Z cpu4:6089)0x41221f25be98:[0x41803048bf20]UserMem_Unmap@<None>#<None>+0xe3 stack: 0x426, 0x0, 0x41221f25bef8, 2012-11-14T03:48:01.048Z cpu4:6089)0x41221f25beb8:[0x4180304a5985]UW64VMKSyscallUnpackReleasePhysMemMap@<None>#<None>+0x18 stack: 0x10 2012-11-14T03:48:01.048Z cpu4:6089)0x41221f25bef8:[0x418030476791]User_LinuxSyscallHandler@<None>#<None>+0x17c stack: 0x41803004cc70, 2012-11-14T03:48:01.048Z cpu4:6089)0x41221f25bf18:[0x4180300a82be]User_LinuxSyscallHandler@vmkernel#nover+0x19 stack: 0x3ffe63bed80, 0 2012-11-14T03:48:01.049Z cpu4:6089)0x41221f25bf28:[0x418030110064]gate_entry@vmkernel#nover+0x63 stack: 0x10b, 0x0, 0x0, 0x426, 0xcf76 2012-11-14T03:48:01.049Z cpu4:6089)VMware ESXi 5.1.0 [Releasebuild-799733 x86_64] PCPU 1 locked up. Failed to ack TLB invalidate (total of 1 locked up, PCPU(s): 1). 2012-11-14T03:48:01.050Z cpu4:6089)cr0=0x80010031 cr2=0xcaa0b750 cr3=0x197d7b000 cr4=0x42768 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:0 world:6111 name:"vmm0:Windows_2012_-_SQL" (V) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:1 world:6032 name:"vmm0:Windows_2012_-_AD" (V) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:2 world:6098 name:"vmm0:Windows_2012_-_App" (V) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:3 world:4099 name:"idle3" (IS) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:4 world:6089 name:"vmx-vcpu-0:NexentaStor" (U) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:5 world:6134 name:"vmm0:Ubuntu_-_NGINX" (V) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:6 world:4102 name:"idle6" (IS) 2012-11-14T03:48:01.050Z cpu4:6089)pcpu:7 world:4103 name:"idle7" (IS) 2012-11-14T03:48:01.050Z cpu4:6089)@BlueScreen: PCPU 1 locked up. Failed to ack TLB invalidate (total of 1 locked up, PCPU(s): 1).

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  • Spam Assassin on windows

    - by ebeworld
    I just installed spam assassin and run for its sample ham mail as spamassassin sample-nonspam.txt, but it ended up marking it as a spam. What configuration am i missing to change? Result of the check is: From: Keith Dawson To: [email protected] Subject: **SPAM** TBTF ping for 2001-04-20: Reviving Date: Fri, 20 Apr 2001 16:59:58 -0400 Message-Id: X-Spam-Flag: YES X-Spam-Checker-Version: SpamAssassin 3.2.3 (2007-08-08) on ebeworld-PC X-Spam-Level: **** X-Spam-Status: Yes, score=10.5 required=6.3 tests=DCC_CHECK,DIGEST_MULTIPLE, DNS_FROM_OPENWHOIS,RAZOR2_CF_RANGE_51_100,RAZOR2_CF_RANGE_E4_51_100, RAZOR2_CHECK shortcircuit=no autolearn=no version=3.2.3 MIME-Version: 1.0 Content-Type: multipart/mixed; boundary="----------=_4BF17E8E.BF8E0000" This is a multi-part message in MIME format. ------------=_4BF17E8E.BF8E0000 Content-Type: text/plain; charset=iso-8859-1 Content-Disposition: inline Content-Transfer-Encoding: 8bit This mail is probably spam. The original message has been attached intact in RFC 822 format. Content preview: -----BEGIN PGP SIGNED MESSAGE----- TBTF ping for 2001-04-20: Reviving T a s t y B i t s f r o m t h e T e c h n o l o g y F r o n t [...] Content analysis details: (10.5 points, 6.3 required) 2.4 DNS_FROM_OPENWHOIS RBL: Envelope sender listed in bl.open-whois.org. 1.5 RAZOR2_CF_RANGE_E4_51_100 Razor2 gives engine 4 confidence level above 50% [cf: 58] 2.5 RAZOR2_CHECK Listed in Razor2 (http://razor.sf.net/) 0.5 RAZOR2_CF_RANGE_51_100 Razor2 gives confidence level above 50% [cf: 58] 3.6 DCC_CHECK Listed in DCC (http://rhyolite.com/anti-spam/dcc/) 0.0 DIGEST_MULTIPLE Message hits more than one network digest check ------------=_4BF17E8E.BF8E0000 Content-Type: message/rfc822; x-spam-type=original Content-Description: original message before SpamAssassin Content-Disposition: inline Content-Transfer-Encoding: 8bit Return-Path: Delivered-To: [email protected] Received: from europe.std.com (europe.std.com [199.172.62.20]) by mail.netnoteinc.com (Postfix) with ESMTP id 392E1114061 for ; Fri, 20 Apr 2001 21:34:46 +0000 (Eire) Received: (from daemon@localhost) by europe.std.com (8.9.3/8.9.3) id RAA09630 for tbtf-outgoing; Fri, 20 Apr 2001 17:31:18 -0400 (EDT) Received: from sgi04-e.std.com (sgi04-e.std.com [199.172.62.134]) by europe.std.com (8.9.3/8.9.3) with ESMTP id RAA08749 for ; Fri, 20 Apr 2001 17:24:31 -0400 (EDT) Received: from world.std.com (world-f.std.com [199.172.62.5]) by sgi04-e.std.com (8.9.3/8.9.3) with ESMTP id RAA8278330 for ; Fri, 20 Apr 2001 17:24:31 -0400 (EDT) Received: (from dawson@localhost) by world.std.com (8.9.3/8.9.3) id RAA26781 for [email protected]; Fri, 20 Apr 2001 17:24:31 -0400 (EDT) Received: from sgi04-e.std.com (sgi04-e.std.com [199.172.62.134]) by europe.std.com (8.9.3/8.9.3) with ESMTP id RAA07541 for ; Fri, 20 Apr 2001 17:12:06 -0400 (EDT) Received: from world.std.com (world-f.std.com [199.172.62.5]) by sgi04-e.std.com (8.9.3/8.9.3) with ESMTP id RAA8416421 for ; Fri, 20 Apr 2001 17:12:06 -0400 (EDT) Received: from [208.192.102.193] (ppp0c199.std.com [208.192.102.199]) by world.std.com (8.9.3/8.9.3) with ESMTP id RAA14226 for ; Fri, 20 Apr 2001 17:12:04 -0400 (EDT) Mime-Version: 1.0 Message-Id: Date: Fri, 20 Apr 2001 16:59:58 -0400 To: [email protected] From: Keith Dawson Subject: TBTF ping for 2001-04-20: Reviving Content-Type: text/plain; charset="us-ascii" Sender: [email protected] Precedence: list Reply-To: [email protected] -----BEGIN PGP SIGNED MESSAGE----- TBTF ping for 2001-04-20: Reviving T a s t y B i t s f r o m t h e T e c h n o l o g y F r o n t Timely news of the bellwethers in computer and communications technology that will affect electronic commerce -- since 1994 Your Host: Keith Dawson ISSN: 1524-9948 This issue: < http://tbtf.com/archive/2001-04-20.html > To comment on this issue, please use this forum at Quick Topic: < http://www.quicktopic.com/tbtf/H/kQGJR2TXL6H > ________________________________________________________________________ Q u o t e O f T h e M o m e n t Even organizations that promise "privacy for their customers" rarely if ever promise "continued privacy for their former customers..." Once you cancel your account with any business, their promises of keeping the information about their customers private no longer apply... you're not a customer any longer. This is in the large category of business behaviors that individuals would consider immoral and deceptive -- and businesses know are not illegal. -- "_ankh," writing on the XNStalk mailing list ________________________________________________________________________ ..TBTF's long hiatus is drawing to a close Hail subscribers to the TBTF mailing list. Some 2,000 [1] of you have signed up since the last issue [2] was mailed on 2000-07-20. This brief note is the first of several I will send to this list to excise the dead addresses prior to resuming regular publication. While you time the contractions of the newsletter's rebirth, I in- vite you to read the TBTF Log [3] and sign up for its separate free subscription. Send "subscribe" (no quotes) with any subject to [email protected] . I mail out collected Log items on Sun- days. If you need to stay more immediately on top of breaking stories, pick up the TBTF Log's syndication file [4] or read an aggregator that does. Examples are Slashdot's Cheesy Portal [5], Userland [6], and Sitescooper [7]. If your news obsession runs even deeper and you own an SMS-capable cell phone or PDA, sign up on TBTF's WebWire- lessNow portal [8]. A free call will bring you the latest TBTF Log headline, Jargon Scout [9] find, or Siliconium [10]. Two new columnists have bloomed on TBTF since last summer: Ted By- field's roving_reporter [11] and Gary Stock's UnBlinking [12]. Late- ly Byfield has been writing in unmatched depth about ICANN, but the roving_reporter nym's roots are in commentary at the intersection of technology and culture. Stock's UnBlinking latches onto topical sub- jects and pursues them to the ends of the Net. These writers' voices are compelling and utterly distinctive. [1] http://tbtf.com/growth.html [2] http://tbtf.com/archive/2000-07-20.html [3] http://tbtf.com/blog/ [4] http://tbtf.com/tbtf.rdf [5] http://www.slashdot.org/cheesyportal.shtml [6] http://my.userland.com/ [7] http://www.sitescooper.org/ [8] http://tbtf.com/pull-wwn/ [9] http://tbtf.com/jargon-scout.html [10] http://tbtf.com/siliconia.html [11] http://tbtf.com/roving_reporter/ [12] http://tbtf.com/unblinking/ ________________________________________________________________________ S o u r c e s For a complete list of TBTF's email and Web sources, see http://tbtf.com/sources.html . ________________________________________ B e n e f a c t o r s TBTF is free. If you get value from this publication, please visit the TBTF Benefactors page < http://tbtf.com/the-benefactors.html > and consider contributing to its upkeep. ________________________________________________________________________ TBTF home and archive at http://tbtf.com/ . To unsubscribe send the message "unsubscribe" to [email protected]. TBTF is Copy- right 1994-2000 by Keith Dawson, <[email protected]>. Commercial use prohibited. For non-commercial purposes please forward, post, and link as you see fit. _______________________________________________ Keith Dawson [email protected] Layer of ash separates morning and evening milk. -----BEGIN PGP SIGNATURE----- Version: PGPfreeware 6.5.2 for non-commercial use http://www.pgp.com iQCVAwUBOuCi3WAMawgf2iXRAQHeAQQA3YSePSQ0XzdHZUVskFDkTfpE9XS4fHQs WaT6a8qLZK9PdNcoz3zggM/Jnjdx6CJqNzxPEtxk9B2DoGll/C/60HWNPN+VujDu Xav65S0P+Px4knaQcCIeCamQJ7uGcsw+CqMpNbxWYaTYmjAfkbKH1EuLC2VRwdmD wQmwrDp70v8= =8hLB -----END PGP SIGNATURE----- ------------=_4BF17E8E.BF8E0000--

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