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  • Visiting the Fire Station in Coromandel

    Hm, I just tried to remember how we actually came up with this cool idea... but it's already too blurred and it doesn't really matter after all. Anyway, if I remember correctly (IIRC), it happened during one of the Linux meetups at Mugg & Bean, Bagatelle where Ajay and I brought our children along and we had a brief conversation about how cool it would be to check out one of the fire stations here in Mauritius. We both thought that it would be a great experience and adventure for the little ones. An idea takes shape And there we go, down the usual routine these... having an idea, checking out the options and discussing who's doing what. Except this time, it was all up to Ajay, and he did a fantastic job. End of August, he told me that he got in touch with one of his friends which actually works as a fire fighter at the station in Coromandel and that there could be an option to come and visit them (soon). A couple of days later - Confirmed! Be there, and in time... What time? Anyway, doesn't really matter... Everything was settled and arranged. I asked the kids on Friday afternoon if they might be interested to see the fire engines and what a fire fighter is doing. Of course, they were all in! Getting up early on Sunday morning isn't really a regular exercise for all of us but everything went smooth and after a short breakfast it was time to leave. Where are we going? Are we there yet? Now, we are in Bambous. Why do you go this way? The kids were so much into it. Absolutely amazing to see their excitement. Are we there yet? Well, we went through the sugar cane fields towards Chebel and then down into the industrial zone at Coromandel. Honestly, I had a clue where the fire station is located but having Google Maps in reach that shouldn't be a problem in case that we might get lost. But my worries were washed away when our children guided us... "There! Over there are the fire engines! We have to turn left, dad." - No comment, the kids were right! As we were there a little bit too early, we parked the car and the kids started to explore the area and outskirts of the fire station. Some minutes later, as if we had placed an order a unit of two cars had to go out for an alarm and the kids could witness them leaving as closely as possible. Sirens on and wow!!! Ladder truck L32 - MAN truck with Rosenbauer built-up and equipment by Metz Taking the tour Ajay arrived shortly after that and guided us finally inside the station to meet with his pal. The three guys were absolutely well-prepared and showed us around in the hall, explaining that there two units out at the moment. But the ladder truck (with max. 32m expandable height) was still around we all got a great insight into the technique and equipment on the vehicle. It was amazing to see all three kids listening to Mambo as give some figures about the truck and how the fire fighters are actually it. The children and 'our' fire fighters of the day had great fun with the various fire engines Absolutely fantastic that the children were allowed to experience this - we had so much fun! Ajay's son brought two of his toy fire engines along, shared them with ours, and they all played very well together. As a parent it was really amazing to see them at such an ease. Enough theory Shortly afterwards the ladder truck was moved outside, got stabilised and ready to go for 'real-life' exercising. With the additional equipment of safety helmets, security belts and so on, we all got a first-hand impression about how it could be as a fire-fighter. Actually, I was totally amazed by the curiousity and excitement of my BWE. She was really into it and asked lots of interesting questions - in general but also technical. And while our fighters were busy with Ajay and family, I gave her some more details and explanations about the truck, the expandable ladder, the safety cage at the top and other equipment available. Safety first! No exceptions and always be prepared for the worst case... Also, the equipped has been checked prior to excuse - This is your life saver... Hooked up and ready to go... ...of course not too high. This is just a demonstration - and 32 meters above ground isn't for everyone. Well, after that it was me that had the asking looks on me, and I finally revealed to the local fire fighters that I was in the auxiliary fire brigade, more precisely in the hazard department, for more than 10 years. So not a professional fire fighter but at least a passionate and educated one as them. Inside the station Our fire fighters really took their time to explain their daily job to kids, provided them access to operation seat on the ladder truck and how the truck cabin is actually equipped with the different radios and so on. It was really a great time. Later on we had a brief tour through the building itself, and again all of our questions were answered. We had great fun and started to joke about bits and pieces. For me it was also very interesting to see the comparison between the fire station here in Mauritius and the ones I have been to back in Germany. Amazing to see them completely captivated in the play - the children had lots of fun! Also, that there are currently ten fire stations all over the island, plus two additional but private ones at the airport and at the harbour. The newest one is actually down in Black River on the west coast because the time from Quatre Bornes takes too long to have any chance of an effective alarm at all. IMHO, a very good decision as time is the most important factor in getting fire incidents under control. After all it was great experience for all of us, especially for the children to see and understand that their toy trucks are only copies of the real thing and that the job of a (professional) fire fighter is very important in our society. Don't forget that those guys run into the danger zone while you're trying to get away from it as much as possible. Another unit just came back from a grass fire - and shortly after they went out again. No time to rest, too much to do! Mauritian Fire Fighters now and (maybe) in the future... Thank you! It was an honour to be around! Thank you to Ajay for organising and arranging this Sunday morning event, and of course of Big Thank You to the three guys that took some time off to have us at the Fire Station in Coromandel and guide us through their daily job! And remember to call 115 in case of emergencies!

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  • I have permanent connections to Canonical servers, what are they for?

    - by Dan Dman
    After the recent upgrade to 12, I notice permanent connections to canonical servers. Running netstat -tp gives: Foreign Address State PID/Program name mulberry.canonical:http CLOSE_WAIT 6537/ubuntu-geoip-p alkes.canonical.co:http CLOSE_WAIT 6667/python alkes.canonical.co:http CLOSE_WAIT 6667/python Why are there permanent connections and how could I stop this behavior? And if this is intentional, who is responsible? I would like to understand why this was done because to me it seems like a bad idea.

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  • What if you could work on anything you wanted?

    - by red@work
    This week we've downed our tools and organised ourselves into small project teams or struck out alone. We're working on whatever we like, with whoever we like, wherever we like. We've called it Down Tools week and so far it's a blast. It all started a few months ago with an idea from Neil, our CEO. Neil wanted to capture the excitement, innovation, and productivity of Coding by the Sea and extend this to all Red Gaters working in Product Development. A brainstorm is always a good place to start for an "anything goes" project. Half of Red Gate piled into our largest meeting room (it's pretty big) armed with flip charts, post its and a heightened sense of possibility. An hour or so later our SQL Servery walls were covered in project ideas. So what would you do, if you could work on anything you wanted? Many projects are related to tools we already make, others are for internal product development use and some are, well, just something completely different. Someone suggested we point a web cam at the SQL Servery lunch queue so we can check it before heading to lunch. That one couldn't wait for Down Tools Week. It was up and running within a few days and even better, it captures the table tennis table too. Thursday is the Show and Tell - I am looking forward to seeing what everyone has come up with. Some of the projects will turn into new products or features so this probably isn't the time or place to go into detail of what is being worked on. Rest assured, you'll hear all about it! We're making a video as we go along too which will be up on our website as soon. In the meantime, all meetings are cancelled, we've got plenty of food in and people are being very creative with the £500 expenses budget (Richard, do you really need an iPad?). It's brilliant to see it all coming together from the idea stage to reality. Catch up with our progress by following #downtoolsweek on Twitter. Who knows, maybe a future Red Gate flagship tool is coming to life right now? By the way, it's business as usual for our customer facing and internal operations teams. Hmm, maybe we can all down tools for a week and ask Product Development to hold the fort? Post by: Alice Chapman

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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  • Amazing Secret Monitor (How-To Trick)

    - by Akemi Iwaya
    If you have an extra monitor sitting around and love the idea of making it a bit more unique, then this monitor hack may be the perfect ‘trick’ to use for your next DIY project. Here is extra footage compiled during the making of the video above that you can enjoy watching. Amazing Secret Monitor! (How To) [YouTube] Amazing Secret Monitor – (Extra Footage) [YouTube]     

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  • What are some good services for brainstorming domain name ideas? [closed]

    - by Clay Nichols
    Possible Duplicate: Is there a domain search tool on the web that works well? I've run across a few of these but can't remember them right now (and I've probably missed a few good ones). The idea is that you provide some input (a word(s)) and it comes up with synonyms, rhyming words, etc. Ideally, I'd want to have some confidence that they aren't just registering all the domains I come up with.

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  • Black screen on login page

    - by Sulliwane
    When I startup my Ubuntu 12.04 installed on a Z77 Pro4 (ASrock motherboard), crucial M4 SSD drive (sata 3), and intel i5 3570k (ivy bridge), I get this black login screen : I also hear the ubuntu login sound "tic toc" but the screen is black, and if I type in some text, only strange characters appears (as you can see on the picture). Do you have any idea ? Thanks. ps : this is an evolution of a previous problem exposed here

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  • How to deal with cargo-cult programming attitude?

    - by Aivar
    I have some students (in introductory programming course) who see programming language as a set of magic spells, which must be cast in order to achieve some effect (instead of seeing it as a flexible medium for expressing his idea of solution). They tend to copy-paste code from previous similarly sounding assignments without considering the essence of the problem. Can anyone recommend some exercises or analogies to make those students more confident that they can and should understand the structure and meaning of each piece of code they write?

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  • Software for Managing Subscriptions to Website Content?

    - by an00b
    Can you recommend a package that allows me to manage subscriptions to certain content on my website (not necessarily displayable) based on payment levels? Ideally, the software would allow logging in using both site-specific registration and PayPal/Facebook/Twitter/MyOpenId, etc. Preferably, it would also be open source, LAMP-based. One idea that I have in mind is hacking a shopping cart software like Zen-Cart but this may be an overkill if a non-shopping lighter-weight package exists.

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  • Creating a Sub Domain on Dreamhost

    - by Harsha M V
    I am trying to create a sub domain play.mink7.com i went to Domains and Add Domain and added the Subdomain. It created the DNS records. Now when i go to the website http://play.mink7.com am getting the following error Site Temporarily Unavailable We apologize for the inconvenience. Please contact the webmaster/ tech support immediately to have them rectify this. error id: "bad_httpd_conf" Any idea how to change this ?

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  • Strange Google Analytics result when new site launched

    - by Howard
    I have a web site which is mainly contains a few pages, and now we revamp-ed a new site which contains several hundred pages. We have Strange Google Analytics result, as follow: Before: Traffic sources (all traffic): 674 Content (all pages, unique PV): 674 After: Traffic sources (all traffic): 291 Content (all pages, unique PV): 1235 As you can see, the unique PV has increased as expected (as we have more pages now and the site is better), but why the traffic sources is lower and has a large gap? Any idea?

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  • Web.NET: A Brief Retrospective

    - by Chris Massey
    It’s been several weeks since I had the pleasure of visiting Milan, and joining 150 enthusiastic web developers for a day of server-side frameworks and JavaScript. Lucky for me, I keep good notes. Overall the day went smoothly, with some solid logistics and very attentiveorganizerss, and an impressively diverse audience drawn by the fact that the event was ambitiously run in English. This was great in that it drew a truly pan-European audience (11 countries were represented on the day, and at least 1 visa had to be procured to get someone there!) It was trouble because, in some cases, it pushed speakers outside their comfort zone. Thankfully, despite a slightly rocky start, every session I attended was very well presented, and the consensus on the day was that the speakers were excellent. While I felt that a lot of the speakers had more that they wanted to cover, the topics were well-chosen, every room constantly had a stack of people in it, and all the sessions were pleasingly focused on code & demos. For all that the language barriers occasionally made networking a little challenging,organizerss Simone & Ugo nailed the logistics. Registration was slick, lunch was plentiful, and session management was great. The very generous Rui was kind enough to showcase a short video about Glimpse in his session, which seemed to go down well (Although the audio in the rooms was a little under-powered). Because I think you might need a mid-week chuckle, here are some out-takes.: And lets not forget the Hackathon. The idea was what having just learned about a stack of interesting technologies, attendees could spend an evening (fuelled by pizza and some good Github beer) hacking something together using them. Unfortunately, after a (great)10-hour day, and in many cases facing international travel in the morning, many of the attendees headed straight for their hotel rooms. This idea could work so beautifully, and I’m excited to see how it pans out in 2013. On top of the slick sessions, getting to finally meet Ugo and Simone in the flesh as a pleasure, as was the serendipitous introduction to the most excellent Rui. They’re all fantastic guys who are passionate about the web, and I’m looking forward to finding opportunities to work with them. Simone & Ugo put on a great event, and I’m excited to see what they do next year.

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  • Is there any way to test how will the site perform under load

    - by Pankaj Upadhyay
    I have made an Asp.net MVC website and hosted it on a shared hosting provider. Since my website surrounds a very generic idea, it might have number of concurrent users sometime in future. So, I was thinking of a way to test my website for on-load performance. Like how will the site perform when 100 or 1000 users are online at the same time and surfing the website. This will also make me understand whether my LINQ queries are well written or not.

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  • MVVM Properties with Resharper

    - by George Evjen
    Read this early this morning and it is simple since we have all probably put together a code snippet. With the projects that we do at ArchitectNow we write alot of new custom views and view models, which results in having to write repetitive property code. We changed the context of the code a bit to suit our infrastructure but the idea is to have these properties created quickly. thanks to sparky dasrath for reminding us how easy this is to do sdasrath.blogspot.com/2011/02/20110221-resharper-c-snippet-for-mvvm.html

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  • Using INotifyPropertyChanged in background threads

    - by digitaldias
    Following up on a previous blog post where I exemplify databinding to objects, a reader was having some trouble with getting the UI to update. Here’s the rough UI: The idea is, when pressing Start, a background worker process starts ticking at the specified interval, then proceeds to increment the databound Elapsed value. The problem is that event propagation is limeted to current thread, meaning, you fire an event in one thread, then other threads of the same application will not catch it. The Code behind So, somewhere in my ViewModel, I have a corresponding bethod Start that initiates a background worker, for example: public void Start( ) { BackgroundWorker backgroundWorker = new BackgroundWorker( ); backgroundWorker.DoWork += IncrementTimerValue; backgroundWorker.RunWorkerAsync( ); } protected void IncrementTimerValue( object sender, DoWorkEventArgs e ) { do { if( this.ElapsedMs == 100 ) this.ElapsedMs = 0; else this.ElapsedMs++; }while( true ); } Assuming that there is a property: public int ElapsedMs { get { return _elapsedMs; } set { if( _elapsedMs == value ) return; _elapsedMs = value; NotifyThatPropertyChanged( "ElapsedMs" ); } } The above code will not work. If you step into this code in debug, you will find that INotifyPropertyChanged is called, but it does so in a different thread, and thus the UI never catches it, and does not update. One solution Knowing that the background thread updates the ElapsedMs member gives me a chance to activate BackgroundWorker class’ progress reporting mechanism to simply alert the main thread that something has happened, and that it is probably a good idea to refresh the ElapsedMs binding. public void Start( ) { BackgroundWorker backgroundWorker = new BackgroundWorker( ); backgroundWorker.DoWork += IncrementTimerValue; // Listen for progress report events backgroundWorker.WorkerReportsProgress = true; // Tell the UI that ElapsedMs needs to update backgroundWorker.RunWorkerCompleted += ( sender, e ) => { NotifyThatPropertyChanged( "ElapsedMs" ) }; backgroundWorker.RunWorkerAsync( ); } protected void IncrementTimerValue( object sender, DoWorkEventArgs e ) { do { if( this.ElapsedMs == 100 ) this.ElapsedMs = 0; else this.ElapsedMs++; // report any progress ( sender as BackgroundWorker ).ReportProgress( 0 ); }while( true ); } What happens above now is that I’ve used the BackgroundWorker cross thread mechanism to alert me of when it is ok for the UI to update it’s ElapsedMs field. Because the property itself is being updated in a different thread, I’m removing the NotifyThatPropertyChanged call from it’s Set method, and moving that responsability to the anonymous method that I created in the Start method. This is one way of solving the issue of having a background thread update your UI. I would be happy to hear of other cross-threading mechanisms for working in a MCP/MVC/MVVM pattern.

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  • New Slides - and a discussion about Dictionary Statistics

    - by Mike Dietrich
    First of all we have just upoaded a new version of the Upgrade and Migration Workshop slides with some added information. So please feel free to download them from here.The slides have one new interesting information which lead to a discussion I've had in the past days with a very large customer regarding their upgrades - and internally on the mailing list targeting an EBS database upgrade from Oracle 10.2 to Oracle 11.2. Why are we creating dictionary statistics during upgrade? I'd believe this forced dictionary statistics creation got introduced with the desupport of the Rule Based Optimizer in Oracle 10g. The goal: as RBO is not supported anymore we have to make sure that the data dictionary has fresh and non-stale statistics. Actually that would have led in Oracle 9i to strange behaviour in some databases - so in Oracle 9i this was strongly disrecommended. The upgrade scripts got hardcoded to create these stats. But during tests we had the following findings: It's important to create dictionary statistics the night before the upgrade. Not two weeks before, not 60 minutes before your downtime begins. But very close to the upgrade. From Oracle 10g onwards you'd just say: $ execute DBMS_STATS.GATHER_DICTIONARY_STATS; This is important to make sure you have fresh dictionary statistics during upgrade for performance reasons. Tests have shown that running an upgrade without valid dictionary statistics might slow down the whole upgrade by factors of 2x-3x. And it would be also a great idea post upgrade to create again fresh dictionary statistics when you've did suppress the stats creation during the upgrade process. Suppress? Yes, you could set this underscore parameter in the init.ora: _optim_dict_stats_at_db_cr_upg=FALSE to suppress the forced dictionary statistics collection during an upgrade. We believe strongly that (a) people using the default statistics creation process which will create dictionary statistics by default and (b) create fresh stats before upgrade on the dictionary. Therefore we find it save once you have followed our advice to use the underscore during upgrade. And we've taken out that forced statistics collection during upgrade in the next release of the database. Please note: If you are using the DBUA for the upgrade it will remove underscore parameters for the upgrade run to improve performance - which is generally a good idea. So you'll have to start the DBUA with that call: $ dbua -initParam "_optim_dict_stats_at_cb_cr_upg"=FALSE -Mike

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  • I have permanent connections to Canonical servers, what are they for and how can I turn them off?

    - by Dan Dman
    After the recent upgrade to 12, I notice permanent connections to canonical servers. Running netstat -tp gives: Foreign Address State PID/Program name mulberry.canonical:http CLOSE_WAIT 6537/ubuntu-geoip-p alkes.canonical.co:http CLOSE_WAIT 6667/python alkes.canonical.co:http CLOSE_WAIT 6667/python Why are there permanent connections and how could I stop this behavior? And if this is intentional, who is responsible? I would like to understand why this was done because to me it seems like a bad idea.

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  • Cant install aircrack-ng

    - by Chris
    whenever i attempt to install aircrack-ng in terminal i get the following error "Package aircrack-ng is not available, but is referred to by another package. This may mean that the package is missing, has been obsoleted, or is only available from another source However the following packages replace it: iw E: Package 'aircrack-ng' has no installation candidate" im new to ubuntu and so have no idea what to do :P any suggestions? and if so try your best to do it in english terms :)

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  • Library to fake intermittent failures according to tester-defined policy?

    - by crosstalk
    I'm looking for a library that I can use to help mock a program component that works only intermittently - usually, it works fine, but sometimes it fails. For example, suppose I need to read data from a file, and my program has to avoid crashing or hanging when a read fails due to a disk head crash. I'd like to model that by having a mock data reader function that returns mock data 90% of the time, but hangs or returns garbage otherwise. Or, if I'm stress-testing my full program, I could turn on debugging code in my real data reader module to make it return real data 90% of the time and hang otherwise. Now, obviously, in this particular example I could just code up my mock manually to test against a random() routine. However, I was looking for a system that allows implementing any failure policy I want, including: Fail randomly 10% of the time Succeed 10 times, fail 4 times, repeat Fail semi-randomly, such that one failure tends to be followed by a burst of more failures Any policy the tester wants to define Furthermore, I'd like to be able to change the failure policy at runtime, using either code internal to the program under test, or external knobs or switches (though the latter can be implemented with the former). In pig-Java, I'd envision a FailureFaker interface like so: interface FailureFaker { /** Return true if and only if the mocked operation succeeded. Implementors should override this method with versions consistent with their failure policy. */ public boolean attempt(); } And each failure policy would be a class implementing FailureFaker; for example there would be a PatternFailureFaker that would succeed N times, then fail M times, then repeat, and a AlwaysFailFailureFaker that I'd use temporarily when I need to simulate, say, someone removing the external hard drive my data was on. The policy could then be used (and changed) in my mock object code like so: class MyMockComponent { FailureFaker faker; public void doSomething() { if (faker.attempt()) { // ... } else { throw new RuntimeException(); } } void setFailurePolicy (FailureFaker policy) { this.faker = policy; } } Now, this seems like something that would be part of a mocking library, so I wouldn't be surprised if it's been done before. (In fact, I got the idea from Steve Maguire's Writing Solid Code, where he discusses this exact idea on pages 228-231, saying that such facilities were common in Microsoft code of that early-90's era.) However, I'm only familiar with EasyMock and jMockit for Java, and neither AFAIK have this function, or something similar with different syntax. Hence, the question: Do such libraries as I've described above exist? If they do, where have you found them useful? If you haven't found them useful, why not?

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  • How can I convert a 2D bitmap (Used for terrain) to a 2D polygon mesh for collision?

    - by Megadanxzero
    So I'm making an artillery type game, sort of similar to Worms with all the usual stuff like destructible terrain etc... and while I could use per-pixel collision that doesn't give me collision normals or anything like that. Converting it all to a mesh would also mean I could use an existing physics library, which would be better than anything I can make by myself. I've seen people mention doing this by using Marching Squares to get contours in the bitmap, but I can't find anything which mentions how to turn these into a mesh (Unless it refers to a 3D mesh with contour lines defining different heights, which is NOT what I want). At the moment I can get a basic Marching Squares contour which looks something like this (Where the grid-like lines in the background would be the Marching Squares 'cells'): That needs to be interpolated to get a smoother, more accurate result but that's the general idea. I had a couple ideas for how to turn this into a mesh, but many of them wouldn't work in certain cases, and the one which I thought would work perfectly has turned out to be very slow and I've not even finished it yet! Ideally I'd like whatever I end up using to be fast enough to do every frame for cases such as rapidly-firing weapons, or digging tools. I'm thinking there must be some kind of existing algorithm/technique for turning something like this into a mesh, but I can't seem to find anything. I've looked at some things like Delaunay Triangulation, but as far as I can tell that won't correctly handle concave shapes like the above example, and also wouldn't account for holes within the terrain. I'll go through the technique I came up with for comparison and I guess I'll see if anyone has a better idea. First of all interpolate the Marching Squares contour lines, creating vertices from the line ends, and getting vertices where lines cross cell edges (Important). Then, for each cell containing vertices create polygons by using 2 vertices, and a cell corner as the 3rd vertex (Probably the closest corner). Do this for each cell and I think you should have a mesh which accurately represents the original bitmap (Though there will only be polygons at the edges of the bitmap, and large filled in areas in between will be empty). The only problem with this is that it involves lopping through every pixel once for the initial Marching Squares, then looping through every cell (image height + 1 x image width + 1) at least twice, which ends up being really slow for any decently sized image...

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  • How to emulate Fn (function key) keypress in xte

    - by komputes
    xte is part of the xautomation package. After hours of man page reading and looking for documentation or working examples, I still cannot get xte to emulate a Fn-F7 keypress. xte 'keydown Meta_L' 'key F7' 'keyup Meta_L' I've tried Meta_L, Meta_R, Multi_key, key F7, keydown F7 then keyup F7. No combination seems to work. Any idea how I can emulate a combination key press with a Fn key from a command/script?

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  • Strange rendering in XNA/Monogame

    - by Gerhman
    I am trying to render G-Code generated for a 3d-printer as the printed product by reading the file as line segments and the drawing cylinders with the diameter of the filament around the segment. I think I have managed to do this part right because the vertex I am sending to the graphics device appear to have been processed correctly. My problem I think lies somewhere in the rendering. What basically happens is that when I start rotating my model in the X or Y axis then it renders perfectly for half of the rotation but then for the other half it has this weird effect where you start seeing through the outer filament into some of the shapes inside. This effect is the strongest with X rotations though. Here is a picture of the part of the rotation that looks correct: And here is one that looks horrible: I am still quite new to XNA and/Monogame and 3d programming as a whole. I have no idea what could possibly be causing this and even less of an idea of what this type of behavior is called. I am guessing this has something to do with rendering so have added the code for that part: protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); basicEffect.World = world; basicEffect.View = view; basicEffect.Projection = projection; basicEffect.VertexColorEnabled = true; basicEffect.EnableDefaultLighting(); GraphicsDevice.SetVertexBuffer(vertexBuffer); RasterizerState rasterizerState = new RasterizerState(); rasterizerState.CullMode = CullMode.CullClockwiseFace; rasterizerState.ScissorTestEnable = true; GraphicsDevice.RasterizerState = rasterizerState; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, vertexBuffer.VertexCount); } base.Draw(gameTime); } I don't know if it could be because I am shading something that does not really have a texture. I am using this custom vertex declaration I found on some tutorial that allows me to store a vertex with a position, color and normal: public struct VertexPositionColorNormal { public Vector3 Position; public Color Color; public Vector3 Normal; public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0), new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0) ); } If any of you have ever seen this type of thing please help. Also, if you think that the problem might lay somewhere else in my code then please just request what part you would like to see in the comments section.

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  • What Programming languages/technologies stack to use when building Facebook like website ?

    - by Blaze Boy
    I'm developing a website idea that will perform the same as Facebook functionality without the applications extensibility. the site will have a client application to perform a task similar to dropbox.com the site will be a social network of some sort of professionalism, it will highlight code of almost all languages has a high speed backend database Now what languages/techniques do I need to use to achieve that?

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  • Modify the number of entries in the list to choose from for bookmarking a site in Firefox

    - by Roberto Giardina
    I am wondering if it is possible to change the number of entries in the list which appears when in Firefox you right click on a tab and choose "add to bookmarks" Thats because I use to categorize a lot of bookmarks and the standard choice of 5 entries is too small. Of course the idea is to not have to click on "choose" further down following the menu Thanks in advance and this is a really fantastic Website for Ubuntu users cheers Roberto

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  • Protection against CheatEngine and other injectors [duplicate]

    - by Lucas
    This question already has an answer here: Strategies to Defeat Memory Editors for Cheating - Desktop Games 10 answers Is protection against CheatEngine and other inject tools are possible to do? I was thinking a day and the only one idea I've got is about writting some small application which will scan the processes running every second, and in case if any injector will be found the game client will exit immadiately. I'm writing here to see your opinions on this case as some of you may have some expierence against protecting the game clients against DLL or PYC injection or something.

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