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  • Why can't I create an Alias Resource Record Set for an EC2 instance

    - by praterade
    I have been working with AWS for over a year, setting up EC2 instances, domains, ELBs, etc. When I want to assign a subdomain to an EC2 instance, I have to create an elastic IP (that I pay for), then assign a CNAME record to that elastic IP. When I want to assign a subdomain to an ELB (load balancer) instance, I just create an alias resource record set to the ELB. I've read over the docs and don't understand why AWS doesn't support aliasing to instances. Am I missing a key concept here? Wouldn't it be simpler to just alias EC2 instances and skip the whole elastic IP bit?

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  • Backing up data stored on Amazon S3

    - by Fiver
    I have an EC2 instance running a web server that stores users' uploaded files to S3. The files are written once and never change, but are retrieved occasionally by the users. We will likely accumulate somewhere around 200-500GB of data per year. We would like to ensure this data is safe, particularly from accidental deletions and would like to be able to restore files that were deleted regardless of the reason. I have read about the versioning feature for S3 buckets, but I cannot seem to find if recovery is possible for files with no modification history. See the AWS docs here on versioning: http://docs.aws.amazon.com/AmazonS3/latest/dev/ObjectVersioning.html In those examples, they don't show the scenario where data is uploaded, but never modified, and then deleted. Are files deleted in this scenario recoverable? Then, we thought we may just backup the S3 files to Glacier using object lifecycle management: http://docs.aws.amazon.com/AmazonS3/latest/dev/object-lifecycle-mgmt.html But, it seems this will not work for us, as the file object is not copied to Glacier but moved to Glacier (more accurately it seems it is an object attribute that is changed, but anyway...). So it seems there is no direct way to backup S3 data, and transferring the data from S3 to local servers may be time-consuming and may incur significant transfer costs over time. Finally, we thought we would create a new bucket every month to serve as a monthly full backup, and copy the original bucket's data to the new one on Day 1. Then using something like duplicity (http://duplicity.nongnu.org/) we would synchronize the backup bucket every night. At the end of the month we would put the backup bucket's contents in Glacier storage, and create a new backup bucket using a new, current copy of the original bucket...and repeat this process. This seems like it would work and minimize the storage / transfer costs, but I'm not sure if duplicity allows bucket-to-bucket transfers directly without bringing data down to the controlling client first. So, I guess there are a couple questions here. First, does S3 versioning allow recovery of files that were never modified? Is there some way to "copy" files from S3 to Glacier that I have missed? Can duplicity or any other tool transfer files between S3 buckets directly to avoid transfer costs? Finally, am I way off the mark in my approach to backing up S3 data? Thanks in advance for any insight you could provide!

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  • MPD to play music to single channel of my multi-channel card?

    - by hany tawfik
    I installed an Ubuntu 12-04 LTS server for a special background music application of mine, where I am using the server with an Asus Xonar DS sound card. The installation is successful, the MPD is working, the sound card is working with Alsa and its libraries installed accept for Alsa-oss. Alsamixer is working fine with left/right sides of each channel volume control through Q/Z letters shortcut when alsamixer is open in terminal . using the command " speaker-test -Dplug:surround71 -c8 -l1 -twav " I can hear every voice message coming out from the card at the right connector, so "front right/ front left" voice message are coming from first output in the card back, while the other outputs are silent..so on. The problem is that MPD is playing on all outputs simultaneously the same audio. I have been trying various configurations for the last 12 days with out any success, including trying to put mappings in the /etc/asound.conf Can any body help me achieve the above, or direct me to the right configuration of MPD or asound.conf

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  • Importing 3d model with multiple skeletons

    - by Sweta Dwivedi
    I have created an animated butterfly in 3ds Max and try to export it in ".fbx" format to use in XNA, however as soon as I compile, i get the following Errors: Warning 1 Multiple skeletons were found in the file. The first skeleton, named "Left.Wing" has been moved to be a child of the scene root. The other, "Right.Wing", will be ignored. Fragment identifier "Right.Wing". Error 2 Vertex is bound to bone "Right.Wing", but this bone is not present in the skeleton. Which is confusing since I have the bone Right.Wing . . and I use it to animate the butterfly I have seen a few possible solution for Blender but none for 3Ds max it would be really helpful if someone could help me out with this

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  • Android Bitmap : collision Detecting [on hold]

    - by user2505374
    I am writing an Android game right now and I would need some help in the collision of the wall on screen. When I drag the ball in the top and right it able to collide in wall but when I drag it faster it was able to overlap in the wall. public boolean onTouchEvent(MotionEvent event) { int x = (int) event.getX(); int y = (int) event.getY(); switch (event.getAction()) { // if the player moves case MotionEvent.ACTION_MOVE: { if (playerTouchRect.contains(x, y)) { boolean left = false; boolean right = false; boolean up = false; boolean down = false; boolean canMove = false; boolean foundFinish = false; if (x != pLastXPos) { if (x < pLastXPos) { left = true; } else { right = true; } pLastXPos = x; } if (y != pLastYPos) { if (y < pLastYPos) { up = true; } else { down = true; } pLastYPos = y; } plCellRect = getRectFromPos(x, y); newplRect.set(playerRect); newplRect.left = x - (int) (playerRect.width() / 2); newplRect.right = x + (int) (playerRect.width() / 2); newplRect.top = y - (int) (playerRect.height() / 2); newplRect.bottom = y + (int) (playerRect.height() / 2); int currentRow = 0; int currentCol = 0; currentRow = getRowFromYPos(newplRect.top); currentCol = getColFromXPos(newplRect.right); if(!canMove){ canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] == Cell.wall; canMove =true; } finishTest = mapManager.getCurrentTile().pMaze[currentRow][currentCol]; foundA = finishTest == Cell.valueOf(letterNotGet + ""); canMove = mapManager.getCurrentTile().pMaze[currentRow][currentCol] != Cell.wall; canMove = (finishTest == Cell.floor || finishTest == Cell.pl) && canMove; if (canMove) { invalidate(); setTitle(); } if (foundA) { mapManager.getCurrentTile().pMaze[currentRow][currentCol] = Cell.floor; // finishTest letterGotten.add(letterNotGet); playCurrentLetter(); /*sounds.play(sExplosion, 1.0f, 1.0f, 0, 0, 1.5f);*/ foundS = letterNotGet == 's'; letterNotGet++; }if(foundS){ AlertDialog.Builder builder = new AlertDialog.Builder(mainActivity); builder.setTitle(mainActivity.getText(R.string.finished_title)); LayoutInflater inflater = mainActivity.getLayoutInflater(); View view = inflater.inflate(R.layout.finish, null); builder.setView(view); View closeButton =view.findViewById(R.id.closeGame); closeButton.setOnClickListener(new OnClickListener() { @Override public void onClick(View clicked) { if(clicked.getId() == R.id.closeGame) { mainActivity.finish(); } } }); AlertDialog finishDialog = builder.create(); finishDialog.show(); } else { Log.d(TAG, "INFO: updated player position"); playerRect.set(newplRect); setTouchZone(); updatePlayerCell(); } } // end of (CASE) if playerTouch break; } // end of (SWITCH) Case motion }//end of Switch return true; }//end of TouchEvent private void finish() { // TODO Auto-generated method stub } public int getColFromXPos(int xPos) { val = xPos / (pvWidth / mapManager.getCurrentTile().pCols); if (val == mapManager.getCurrentTile().pCols) { val = mapManager.getCurrentTile().pCols - 1; } return val; } /** * Given a y pixel position, return the row of the cell it is in This is * used when determining the type of adjacent Cells. * * @param yPos * y position in pixels * @return The cell this position is in */ public int getRowFromYPos(int yPos) { val = yPos / (pvHeight / mapManager.getCurrentTile().pRows); if (val == mapManager.getCurrentTile().pRows) { val = mapManager.getCurrentTile().pRows - 1; } return val; } /** * When preserving the position we need to know which cell the player is in, * so calculate it from the centre on its Rect */ public void updatePlayerCell() { plCell.x = (playerRect.left + (playerRect.width() / 2)) / (pvWidth / mapManager.getCurrentTile().pCols); plCell.y = (playerRect.top + (playerRect.height() / 2)) / (pvHeight / mapManager.getCurrentTile().pRows); if (mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] == Cell.floor) { for (int row = 0; row < mapManager.getCurrentTile().pRows; row++) { for (int col = 0; col < mapManager.getCurrentTile().pCols; col++) { if (mapManager.getCurrentTile().pMaze[row][col] == Cell.pl) { mapManager.getCurrentTile().pMaze[row][col] = Cell.floor; break; } } } mapManager.getCurrentTile().pMaze[plCell.y][plCell.x] = Cell.pl; } } public Rect getRectFromPos(int x, int y) { calcCell.left = ((x / cellWidth) + 0) * cellWidth; calcCell.right = calcCell.left + cellWidth; calcCell.top = ((y / cellHeight) + 0) * cellHeight; calcCell.bottom = calcCell.top + cellHeight; Log.d(TAG, "Rect: " + calcCell + " Player: " + playerRect); return calcCell; } public void setPlayerRect(Rect newplRect) { playerRect.set(newplRect); } private void setTouchZone() { playerTouchRect.set( playerRect.left - playerRect.width() / TOUCH_ZONE, playerRect.top - playerRect.height() / TOUCH_ZONE, playerRect.right + playerRect.width() / TOUCH_ZONE, playerRect.bottom + playerRect.height() / TOUCH_ZONE); } public Rect getPlayerRect() { return playerRect; } public Point getPlayerCell() { return plCell; } public void setPlayerCell(Point cell) { plCell = cell; }

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  • Extrapolation breaks collision detection

    - by user22241
    Before applying extrapolation to my sprite's movement, my collision worked perfectly. However, after applying extrapolation to my sprite's movement (to smooth things out), the collision no longer works. This is how things worked before extrapolation: However, after I implement my extrapolation, the collision routine breaks. I am assuming this is because it is acting upon the new coordinate that has been produced by the extrapolation routine (which is situated in my render call ). After I apply my extrapolation How to correct this behaviour? I've tried puting an extra collision check just after extrapolation - this does seem to clear up a lot of the problems but I've ruled this out because putting logic into my rendering is out of the question. I've also tried making a copy of the spritesX position, extrapolating that and drawing using that rather than the original, thus leaving the original intact for the logic to pick up on - this seems a better option, but it still produces some weird effects when colliding with walls. I'm pretty sure this also isn't the correct way to deal with this. I've found a couple of similar questions on here but the answers haven't helped me. This is my extrapolation code: public void onDrawFrame(GL10 gl) { //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; tics++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } Applying extrapolation render(float extrapolation){ //This example shows extrapolation for X axis only. Y position (spriteScreenY is assumed to be valid) extrapolatedPosX = spriteGridX+(SpriteXVelocity*dt)*extrapolation; spriteScreenPosX = extrapolationPosX * screenWidth; drawSprite(spriteScreenX, spriteScreenY); } Edit As I mentioned above, I have tried making a copy of the sprite's coordinates specifically to draw with.... this has it's own problems. Firstly, regardless of the copying, when the sprite is moving, it's super-smooth, when it stops, it's wobbling slightly left/right - as it's still extrapolating it's position based on the time. Is this normal behavior and can we 'turn it off' when the sprite stops? I've tried having flags for left / right and only extrapolating if either of these is enabled. I've also tried copying the last and current positions to see if there is any difference. However, as far as collision goes, these don't help. If the user is pressing say, the right button and the sprite is moving right, when it hits a wall, if the user continues to hold the right button down, the sprite will keep animating to the right, while being stopped by the wall (therefore not actually moving), however because the right flag is still set and also because the collision routine is constantly moving the sprite out of the wall, it still appear to the code (not the player) that the sprite is still moving, and therefore extrapolation continues. So what the player would see, is the sprite 'static' (yes, it's animating, but it's not actually moving across the screen), and every now and then it shakes violently as the extrapolation attempts to do it's thing....... Hope this help

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  • Coopertition

    - by andyleonard
    Introduction This post is the thirtieth part of a ramble-rant about the software business. The current posts in this series are: Goodwill, Negative and Positive Visions, Quests, Missions Right, Wrong, and Style Follow Me Balance, Part 1 Balance, Part 2 Definition of a Great Team The 15-Minute Meeting Metaproblems: Drama The Right Question Software is Organic, Part 1 Metaproblem: Terror I Don't Work On My Car A Turning Point Human Doings Everything Changes Getting It Right The First Time One-Time...(read more)

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  • Trouble with AABB collision response and physics

    - by WCM
    I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and movement is solid. The issue I am running into is that when I land on the test block in my project, I can jump off of it most of the time. If I repeatedly jump in place, I will eventually get stuck one or two pixels below the surface of the test block. If I try to jump, I can become free of the other block, but it will happen again a few jumps later. I feel like I am missing something really obvious with this. I have two functions that support the detection and function to return a vector for the overlap of the two rectangle bounding boxes. I have a single update method that is processing the physics and collision for the entity. I feel like I am missing something very simple, like an ordering of the physics vs. collision response handling. Any thoughts or help can be appreciated. I apologize for the format of the code, tis prototype code mostly. The collision detection function: public static bool Collides(Rectangle source, Rectangle target) { if (source.Right < target.Left || source.Bottom < target.Top || source.Left > target.Right || source.Top > target.Bottom) { return false; } return true; } The overlap function: public static Vector2 GetMinimumTranslation(Rectangle source, Rectangle target) { Vector2 mtd = new Vector2(); Vector2 amin = source.Min(); Vector2 amax = source.Max(); Vector2 bmin = target.Min(); Vector2 bmax = target.Max(); float left = (bmin.X - amax.X); float right = (bmax.X - amin.X); float top = (bmin.Y - amax.Y); float bottom = (bmax.Y - amin.Y); if (left > 0 || right < 0) return Vector2.Zero; if (top > 0 || bottom < 0) return Vector2.Zero; if (Math.Abs(left) < right) mtd.X = left; else mtd.X = right; if (Math.Abs(top) < bottom) mtd.Y = top; else mtd.Y = bottom; // 0 the axis with the largest mtd value. if (Math.Abs(mtd.X) < Math.Abs(mtd.Y)) mtd.Y = 0; else mtd.X = 0; return mtd; } The update routine (gravity = 0.001f, jumpHeight = 0.35f, moveAmount = 0.15f): public void Update(GameTime gameTime) { Acceleration.Y = gravity; Position += new Vector2((float)(movement * moveAmount * gameTime.ElapsedGameTime.TotalMilliseconds), (float)(Velocity.Y * gameTime.ElapsedGameTime.TotalMilliseconds)); Velocity.Y += Acceleration.Y; Vector2 previousPosition = new Vector2((int)Position.X, (int)Position.Y); KeyboardState keyboard = Keyboard.GetState(); movement = 0; if (keyboard.IsKeyDown(Keys.Left)) { movement -= 1; } if (keyboard.IsKeyDown(Keys.Right)) { movement += 1; } if (Position.Y + 16 > GameClass.Instance.GraphicsDevice.Viewport.Height) { Velocity.Y = 0; Position = new Vector2(Position.X, GameClass.Instance.GraphicsDevice.Viewport.Height - 16); IsOnSurface = true; } if (Collision.Collides(BoundingBox, GameClass.Instance.block.BoundingBox)) { Vector2 mtd = Collision.GetMinimumTranslation(BoundingBox, GameClass.Instance.block.BoundingBox); Position += mtd; Velocity.Y = 0; IsOnSurface = true; } if (keyboard.IsKeyDown(Keys.Space) && !previousKeyboard.IsKeyDown(Keys.Space)) { if (IsOnSurface) { Velocity.Y = -jumpHeight; IsOnSurface = false; } } previousKeyboard = keyboard; } This is also a full download to the project. https://www.box.com/s/3rkdtbso3xgfgc2asawy P.S. I know that I could do this with the XNA Platformer Starter Kit algo, but it has some deep flaws that I am going to try to live without. I'd rather go the route of collision response via an overlay function. Thanks for any and all insight!

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  • How do I learn algorithms and data structures?

    - by sushil bharwani
    this is in continuation to my previous question where i asked is it necessary to learn algorithm and datastructures. I feel yes it is. Now when i work in a enviornment where i wont ever get the chance to learn it by experimenting or practically or in any assignment. What is the right approach like the right books, right kind of problems, right kind of resources that i can go through to give six months or a year or two to learn it. And also mould my mind in a way that it can relate problems to datastructures and algos.

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  • 2D Tile based Game Collision problem

    - by iNbdy
    I've been trying to program a tile based game, and I'm stuck at the collision detection. Here is my code (not the best ^^): void checkTile(Character *c, int **map) { int x1,x2,y1,y2; /* Character position in the map */ c->upY = (c->y) / TILE_SIZE; // Top left corner c->downY = (c->y + c->h) / TILE_SIZE; // Bottom left corner c->leftX = (c->x) / TILE_SIZE; // Top right corner c->rightX = (c->x + c->w) / TILE_SIZE; // Bottom right corner x1 = (c->x + 10) / TILE_SIZE; // 10px from left side point x2 = (c->x + c->w - 10) / TILE_SIZE; // 10px from right side point y1 = (c->y + 10) / TILE_SIZE; // 10px from top side point y2 = (c->y + c->h - 10) / TILE_SIZE; // 10px from bottom side point /* Top */ if (map[c->upY][x1] > 2 || map[c->upY][x2] > 2) c->topCollision = 1; else c->topCollision = 0; /* Bottom */ if ((map[c->downY][x1] > 2 || map[c->downY][x2] > 2)) c->downCollision = 1; else c->downCollision = 0; /* Left */ if (map[y1][c->leftX] > 2 || map[y2][c->leftX] > 2) c->leftCollision = 1; else c->leftCollision = 0; /* Right */ if (map[y1][c->rightX] > 2 || map[y2][c->rightX] > 2) c->rightCollision = 1; else c->rightCollision = 0; } That calculates 8 collision points My moving function is like that: void movePlayer(Character *c, int **map) { if ((c->dirX == LEFT && !c->leftCollision) || (c->dirX == RIGHT && !c->rightCollision)) c->x += c->vx; if ((c->dirY == UP && !c->topCollision) || (c->dirY == DOWN && !c->downCollision)) c->y += c->vy; checkPosition(c, map); } and the checkPosition: void checkPosition(Character *c, int **map) { checkTile(c, map); if (c->downCollision) { if (c->state != JUMPING) { c->vy = 0; c->y = (c->downY * TILE_SIZE - c->h); } } if (c->leftCollision) { c->vx = 0; c->x = (c->leftX) * TILE_SIZE + TILE_SIZE; } if (c->rightCollision) { c->vx = 0; c->x = c->rightX * TILE_SIZE - c->w; } } This works, but sometimes, when the player is landing on ground, right and left collision points become equal to 1. So it's as if there were collision coming from left or right. Does anyone know why this is doing this?

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  • Localized database for customers

    - by Jim
    The company I work for, has just moved to AWS - and currently they have one very large central database with the instance currently located in America. However, one of their clients has requested that all of their data is held in the EU. So creating an AWS instance in Ireland isn't a problem, the problem is the database and how to manage it. We were considering having another database that runs in the EU for European customers, and use a different primary key step, so that the primary keys will never conflict in case the two locations need to be merged in the future. The problem is, if we have a customer that uses our system in both America, and the EU we would have to create 2 accounts for that user, and reporting across both regions would not be possible as the connection time would be too high. Is there an alternative to set this up?

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  • Human Resources Sucks

    - by andyleonard
    Introduction This post is the twenty-seventh part of a ramble-rant about the software business. The current posts in this series are: Goodwill, Negative and Positive Visions, Quests, Missions Right, Wrong, and Style Follow Me Balance, Part 1 Balance, Part 2 Definition of a Great Team The 15-Minute Meeting Metaproblems: Drama The Right Question Software is Organic, Part 1 Metaproblem: Terror I Don't Work On My Car A Turning Point Human Doings Everything Changes Getting It Right The First Time One-Time...(read more)

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  • Character Jump Control

    - by Abdullah Sorathia
    I would like to know how can I control the jump movement of a character in Unity3D. Basically I am trying to program the jump in such a way that while a jump is in progress the character is allowed to move either left or right in mid-air when the corresponding keys are pressed. With my script the character will correctly move to the left when, for example, the left key is pressed, but when the right key is pressed afterwards, the character moves to the right before the movement to the left is completed. Following is the script: void Update () { if(touchingPlatform && Input.GetButtonDown("Jump")){ rigidbody.AddForce(jumpVelocity, ForceMode.VelocityChange); touchingPlatform = false; isJump=true; } //left & right movement Vector3 moveDir = Vector3.zero; if(Input.GetKey ("right")||Input.GetKey ("left")){ moveDir.x = Input.GetAxis("Horizontal"); // get result of AD keys in X if(ShipCurrentSpeed==0) { transform.position += moveDir * 3f * Time.deltaTime; }else if(ShipCurrentSpeed<=15) { transform.position += moveDir * ShipCurrentSpeed * 2f * Time.deltaTime; }else { transform.position += moveDir * 30f * Time.deltaTime; } }

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  • Plugging two external screens to laptop via VGA and HDMI

    - by avilella
    I have an Asus U30JC laptop with a VGA and HDMI ports. I can connect my external screen (1920x1200) to either of those ports but I wonder if I would be able to use two screens at the same time, one plugged to the VGA and the other to the HDMI socket. Any ideas? Where should I find out? Doing xrandr, I get: Screen 0: minimum 320 x 200, current 1366 x 768, maximum 8192 x 8192 LVDS1 connected 1366x768+0+0 (normal left inverted right x axis y axis) 293mm x 164mm 1366x768 60.0*+ 1360x768 59.8 60.0 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 disconnected (normal left inverted right x axis y axis) HDMI1 disconnected (normal left inverted right x axis y axis) DP1 disconnected (normal left inverted right x axis y axis)

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  • Strategy to use two different measurement systems in software

    - by Dennis
    I have an application that needs to accept and output values in both US Custom Units and Metric system. Right now the conversion and input and output is a mess. You can only enter in US system, but you can choose the output to be US or Metric, and the code to do the conversions is everywhere. So I want to organize this and put together some simple rules. So I came up with this: Rules user can enter values in either US or Metric, and User Interface will take care of marking this properly All units internally will be stored as US, since the majority of the system already has most of the data stored like that and depends on this. It shouldn't matter I suppose as long as you don't mix unit. All output will be in US or Metric, depending on user selection/choice/preference. In theory this sounds great and seems like a solution. However, one little problem I came across is this: There is some data stored in code or in the database that already returns data like this: 4 x 13/16" screws, which means "four times screws". I need the to be in either US or Metric. Where exactly do I put the conversion code for doing the conversion for this unit? The above already mixing presentation and data, but the data for the field I need to populate is that whole string. I can certainly split it up into the number 4, the 13/16", and the " x " and the " screws", but the question remains... where do I put the conversion code? Different Locations for Conversion Routines 1) Right now the string is in a class where it's produced. I can put conversion code right into that class and it may be a good solution. Except then, I want to be consistent so I will be putting conversion procedures everywhere in the code at-data-source, or right after reading it from the database. The problem though is I think that my code will have to deal with two systems, all throughout the codebase after this, should I do this. 2) According to the rules, my idea was to put it in the view script, aka last change to modify it before it is shown to the user. And it may be the right thing to do, but then it strikes me it may not always be the best solution. (First, it complicates the view script a tad, second, I need to do more work on the data side to split things up more, or do extra parsing, such as in my case above). 3) Another solution is to do this somewhere in the data prep step before the view, aka somewhere in the middle, before the view, but after the data-source. This strikes me as messy and that could be the reason why my codebase is in such a mess right now. It seems that there is no best solution. What do I do?

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  • How to force Multiple Monitors correct resolutions for LightDM?

    - by Hanynowsky
    I am affected by the BUG: https://bugs.launchpad.net/ubuntu/+source/unity-greeter/+bug/874241 Otherwise, if like me you have a laptop connected to a second monitor of higher resolution, LIGHTDM at the login stage, mirrors the displays in both screens and assign to them a common resolution (1024X768) in my case, instead of extending the desktop (Primary screen with the greeter and secondary with just a logo as mentioned in the Multiple Monitors UX specifications book for 12.04). Here is my xrandr -q @L502X:~$ xrandr -q Screen 0: minimum 320 x 200, current 1920 x 1848, maximum 8192 x 8192 LVDS1 connected 1366x768+309+1080 (normal left inverted right x axis y axis) 344mm x 193mm 1366x768 60.0*+ 1360x768 59.8 60.0 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 disconnected (normal left inverted right x axis y axis) HDMI1 connected 1920x1080+0+0 (normal left inverted right x axis y axis) 510mm x 287mm 1920x1080 60.0*+ 1600x1200 60.0 1680x1050 60.0 1280x1024 60.0 1440x900 59.9 1280x960 60.0 1280x800 59.8 1024x768 60.0 800x600 60.3 56.2 640x480 60.0 DP1 disconnected (normal left inverted right x axis y axis) I tried to force lightdm to execute some xrandr commands in order to set the right resolution for each monitor and extend the desktop, but I get a LOW GRAPHICS MODE ERROR (You're running in low graphics mode, your screen, input devices...did not get detected..) I created a simple script named lightdmxrand.sh: #!/bin/sh xrandr --output HDMI1 --primary --mode 1920x1080 --output LVDS1 --mode 1366x768 --below HDMI1 And told lightdm to run it : /etc/lightdm/lightdm.conf [SeatDefaults] greeter-session=unity-greeter user-session=ubuntu greeter-setup-script=/usr/bin/numlockx on display-setup-script=/home/hanynowsky/lightdmxrandr.sh Someone knows what is wrong!? Thanks in advance.

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  • Getting More Website Traffic From Google - How to Know Which Keywords Will Make You a Profit

    When it comes to making a profit with Google AdWords everyone knows that you need to make sure you are using the right keywords to make it happen. But the problem is that unless you have a proven strategy for finding the right keywords you are going to end up losing a lot of money and pick the wrong search terms. In this article I want to show you exactly how to find the right search terms so you can maximize your profits.

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  • Sounds Good...

    - by andyleonard
    Introduction This post is the twenty-ninth part of a ramble-rant about the software business. The current posts in this series are: Goodwill, Negative and Positive Visions, Quests, Missions Right, Wrong, and Style Follow Me Balance, Part 1 Balance, Part 2 Definition of a Great Team The 15-Minute Meeting Metaproblems: Drama The Right Question Software is Organic, Part 1 Metaproblem: Terror I Don't Work On My Car A Turning Point Human Doings Everything Changes Getting It Right The First Time One-Time...(read more)

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  • Migration a database from 32bit to 64bit

    - by Mike Dietrich
    Database migrations from an 32bit environment to an 64bit environment keeping the same platform architecture (e.g. moving an Oracle 10.2.0.5 database from MS Windows XP 32bit to MS Windows Server 2003 64bit) does not happen that often anymore. But still we see them getting done. And there are a few things to note when doing such a move. First of all the important question is:Will you upgrade your database as part of this move - Yes or No? If you say "Yes" then you are almost done with that topic as we will take care of that bitnes move during the upgrade. The only thing you have to take care is OLAP in case you are using OLAP Option with Analytic Workspaces (AW) by yourself. Those store data in Binary LOBs - and in order to move AWs from 32bit to 64bit you have to export your AWs prior to the move - and import them later on. People who don't use OLAP don't have to take care on this. But if you say "No" (meaning: no upgrade actions involved - you keep your database version) then you have to make sure to invalidate all packages and stored code in the database before you shutdown your database in the 32bit environment and prior to moving it over. And the same rule as above for OLAP applies once you use the OLAP Option. In the source environment: startup upgrade;    -- [or startup migrate; -- for Oracle 9i] @?/rdbms/admin/utlirp.sqlshutdown immediate In the destination environment: startup upgrade @?/olap/admin/xumuts.plb --Only if OLAP Option is installed@?/rdbms/admin/utlrp.sql The script utlirp.sql will invalidate all packages and stored code, utlrp.sql will recompile - and xumuts.plb will rebuild the OLAP Analytic Workspaces in case you have the OLAP Option installed.

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  • Cheapest High Available Web Server [closed]

    - by xyz
    I would like to create a high-available setup (e.g. a small cluster) for a webserver, i.e. it will run Apache, PHP and MySQL. There will be between 2-8 small websites running with only very little traffic and workload. High availability is however very important. I don't want to be dependent on 1 datacenter, so there must be a minimum of 2 servers placed in different datacenters, and if one server goes down, the user must experience no or only a minimum of downtime - and no data loss. I have considered Amazon AWS using their Elastic Load Balancing, since it is possible to buy 2 EC2 instances in 2 availability zones and set up load balancing and RDS (Multi-AZ). However this seems rather expensive. Using the AWS price calculator http://calculator.s3.amazonaws.com/calc5.html it totals to 185$/month the first year (including the free tier). Are my calculations incorrect or is there a cheaper way to make this HA setup? Best regards

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  • Dual monitor not working completely in 12.10 after upgrade

    - by Mark Baldridge
    At 12.04, dual monitors worked perfectly. After upgrading to 12.10, the primary monitor works, the second monitor only partly works. I am sure there is some difference between the releases that I have missed setting properly. System settings - Displays show both correctly as Acer 22" monitors at 1680x1050 (16:10). An icon on monitor 2 is present, but elongated; almost an artifact, since other icons on the primary screen are absent, but this one icon is there on th second monitor. Selecting the icons on both screens exist. Painting is weird on monitor 2. Launcher exists and works on both screens, but even with sticky edges off, the cursor stops at the left edge of monitor 2. Clicking on text editor on screen 2 launcer will launch gedit there. If I drag it, it leaves a trail of after images like repaint is failing. If I drive the cursor on the launcher, the help tags like "LibreOffice Writer" appear, but stay on screen unless I drag the active gedit window over them. Then part of the help bubbles are overwritten, leaving behind after images of the gedit window on screen. What is really fascinating is that the System settings - Displays is now ignoring monitor selection, after allowing it earlier. Just before this, the help popup which said "Select a monitor to change its properties; drag to rearrange its placement" actually let me do that. Maybe a trick of where I grab the edge of the monitor in the Displays setting. I just found a working handle. When I drag monitor 1 to the right of monitor 2, "Apply" and confirm, both monitors work normally (although the right monitor lets the cursor slide off the right edge onto the left edge of monitor 1 - which sounds correct). Painting of windows does not leave an after image. However, success is only temporary. The setting survives the reboot, but painting on the left monitor, now monitor 2, now replicates the issues from before. The after image of the gedit window and the small window for "Are you sure you want to close all programs and restart the computer?" are still on monitor 2 (on the left now), even though they are not real windows, nor do they have processes behind them. Curiously, in Displays, the "green" monitor on the left in the display window is matched by the right monitor color in the monitor upper left corner. Probably makes sense as the one on the right is now monitor 1. If I repeat the "drag the left monitor to the right of the right monitor on the "Displays" window, things are oriented properly, with no display artifacts as I drag windows around either screen. Also the description bubbles that pop up are overwritten on both screens, so none of those artifacts either. This goodness does not survive a reboot, however. Have not tried logging out and back in. All of this after positing that the motherboard VGA and HDMI ports could have been the issue. So, I installed an e-GeForce 7600 GT Dual DVI (I know the web thinks it is not DVI, but VGA, but the connectors are DVI). No change to the weird behavior. The good parts continue to work, the weirdness also works, and swapping monitor positions seems to cure the issue. So, is there a setting I have missed? Given "swapping" monitor 1 and 2 on the System Settings... - Displays makes it work, just not across boot, I suspect so.

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  • Touchpad not working on HP

    - by Grayson
    Everything worked fine in Ubuntu 10.04, flawless in fact, I admired the way the Operating System had handled such a unique touchpad so well. I have an HP Pavilion dv6. The touchpad and left, middle, and right click buttons are all on the trackpad, and it the bottom end depresses to click accordingly for each kind of click. In 10.04, everything worked fine, upon upgrading to Ubuntu 10.10 things became... odd. The scroll on the side would work, as would the left click. The right click wouldn't work however, but if you would lightly tap the exact right corner of the touchpad, the right click menu would come up, though it was inconsistent and difficult to make it do so. I have applied a fix I found on the older Ubuntu Forums for a similar issue, and it restored the normal left and right click, but it isn't as fluid, and there isn't the vertical scroll feature, which I do rather like to have... I would just like things to be as it was, if this is possible, please, please tell me how to do so. Thank you.

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  • DirectX 10 Instancing Problem (objects cannot be seen)

    - by Riffraff
    Right now I'm trying to implement an area that is filled with vegetation. I have tried mesh version and right now I'm trying to implement instancing version but I cannot manage to make it work. I can't see any object. I search for any problem of buffers with FAILED() and D3D10_CREATE_DEVICE_DEBUG but they didn't help me either. Right now I don't even know which part of my code to share to explain my problem.

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  • Persistent Spot Instance Request with CloudFormation

    - by PapelPincel
    Is it possible to create "Persistent Spot Instance" with AWS CloudFormation ? I'm going through the Autoscale and EC2 CloudFormation's template references but there is no mention how to set a property so the Spot requests stay persistent. When the price bid lower than the actual spot price AWS brings the instances down. I would like the instances to be started automatically when the instance price is cheaper again. This can be set manually when creating a new spot instance request by checking the option "Persistent Request" in the "Request Instances Wizard".

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