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  • Windows XP loses drive letter for existing partition on disk

    - by Kev
    Hi, apologies if this has already been asked - I couldn't spot anything exactly the same. I'm looking for help on the fact that Windows XP has suddenly decided to stop assigning a drive letter to the second partition on my laptop's disk. I haven't added or changed hardware and I keep everything pretty clean in terms of software installed. I've partitioned the disk into a system partition on C: and a user partition on d: but lately, when booting or coming out of hibernation or sometime from stand-by, Windows will lose it's d: mapping. If I notice and remap it from MMC, everything will be perfectly happy and will keep going. Any help on this will be greatly appreciated. Cheers, Kev

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  • High load (and high temp) with idle processes

    - by Nanne
    I've got a semi-old laptop (toshiba satellite a110-228), that's appointed 'laptop for the kids' by my sister. I've installed ubuntu netbook (10.10) on it because of the lack-of memory and it seems to work fine, accept from some heat-issues. These where never a problem under windows. It looks like I've got something similar to this problem: Load is generally 1 or higher, sometimes its stuck at 0.80, but its way to high. Top/htop only show a couple of percentage CPU use (which isn't too shocking, as i'm not doing anything). At this point all the software is stock, and i'd like to keep it that way because its supposed to be the easy-to-maintain kids computer. Now I'd like to find out: What could be the cause of the high load? Could it be as this thread implies, some driver, are there other options to check? How could I see what is really keeping the system hot and bothered? How to check what runs, etc etc? I'd like to pinpoint the culprint. further steps to take for debugging? The big bad internet leads me to believe that it might be the graphics drivers. The laptop has an Intel 945M chipset, but that doesn't seem to be one of the problem childs in this manner (I read a lot abotu ATI drivers that need special isntall). I'd not only welcome hints to directly solve this (duh) but also help in starting to debug what is going on. I am really hesitant in installing an older kernel, as I want it to be stock, and easy upgradeable (because I don't live near it, it should run without me ;) ) As an afterthought: to keep the whole thing cooler, can I 'amp up' the fancontrol? Its only going "airplane" mode when the computer is 95 Celcius, which is a tad late for my taste. Top: powertop:

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  • How should I work out VAT (UK tax) in my eCommerce site?

    - by Leonard Challis
    We have an ecommerce system in place. The sales actually go through Sage, so we have an export script from our system that uses a third-party Sage Importer program. With a new version of this importer, values are checked more thoroughly. We are getting 1 pence discrepancies because of the way rounding works - our system has always held prices and worked to 4 decimal places. In the checkout the totals would be worked out first, then the rounding to 2 decimal places. The importer does rounding first, though. So, for instance: Our way: Product 1: £13.4561 Qty: 2 Total inc VAT = £32.29 (to 2dp) Importer way: Our way: Product 1: £13.4561 Qty: 2 Total inc VAT = £32.30 (to 2dp) Management are reluctant to lose the 4dp but the developers of the Sage importer have said that this is correct and makes sense -- you woudn't sell a product for £13.4561 in a shop, nor would you charge someone tax at 4 decimal places. I contacted the HMRC and the operator didn't really give me much to go on, telling me a technician would phone back, to which they haven't and I'm still waiting after almost a week and numerous follow-up calls. I did find a PDF on the HMRC's web site, but this did about us much to confuse me as it did to answer my questions. I see that they're happy for people to round up or down, as long it is consistent, but I can't tell whether it should be done on a line by line basis or on the end total of the order. We are now in the position where we need to decide whether it's worth us doing one of the following, or something completely different. Please advise with any experience or information I can read. Change all products on the site to use 2dp Keep 4dp but round each line in the order to 2dp before working out tax Keep it as it is and "fudge" the values at the export script (i.e. make that values correct by adding or subtracting 1p and changing the shipping cost to make the totals still work out) Any thoughts?

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  • Why does iTunes make 2 copies of my music when adding to library?

    - by NoCatharsis
    I set iTunes to "Keep iTunes Media folder organized" and to "Copy files to iTunes Media folder when adding to library" because I prefer to keep my music consolidated, organized, and consistent. However, when I have MP3s that are external to iTunes, then try to add via File Add Folder to Libary, iTunes creates 2 copies of the file in the iTunes folder - one with the original song name and another with the original song name followed by the number 1. Here is what I thought would happen, and I hope is possible: 1) Click File Add Folder to Library 2) Select folder external to iTunes 3) Click OK 4) iTunes creates a clean new folder in the iTunes Music directory with exactly 1 of each file 5) Only 1 of each song is shown within iTunes Is this too much to ask? I am not an iTunes fan at all after 2 years dealing with the poor programming of this application. I hope someone can help me find the faith...

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  • Incremental backups in Quickbooks 2005

    - by Nathan DeWitt
    My church uses Quickbooks 2005. They have a backup to a 512 MB thumbdrive. They have been backing up about every week for the past 18 months. The filesize of the backups have grown from 14 MB to about 23 MB. I was planning on giving them a 1 or 2 GB thumb drive and calling it a day, but when I dumped this info into Excel and projected out the growth rate, I found that we'll hit 1 GB in July, and 10 GB in about another 18 months, and then 100 GB about 18 months after that. It looks to me like Quickbooks saves all the transactions with every backup. Is there a way to force incremental backups? If this is the way it is, that's fine, but I'd rather not keep buying another order of magnitude of storage space every 18 months. Can I safely delete the previous backups, and just keep the recent 2 or 3 months worth? Thanks.

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  • Naming methods that do the same thing but return different types

    - by Konstantin Ð.
    Let's assume that I'm extending a graphical file chooser class (JFileChooser). This class has methods which display the file chooser dialog and return a status signature in the form of an int: APPROVE_OPTION if the user selects a file and hits Open /Save, CANCEL_OPTION if the user hits Cancel, and ERROR_OPTION if something goes wrong. These methods are called showDialog(). I find this cumbersome, so I decide to make another method that returns a File object: in the case of APPROVE_OPTION, it returns the file selected by the user; otherwise, it returns null. This is where I run into a problem: would it be okay for me to keep the showDialog() name, even though methods with that name — and a different return type — already exist? To top it off, my method takes an additional parameter: a File which denotes in which directory the file chooser should start. My question to you: Is it okay to call a method the same name as a superclass method if they return different types? Or would that be confusing to API users? (If so, what other name could I use?) Alternatively, should I keep the name and change the return type so it matches that of the other methods? public int showDialog(Component parent, String approveButtonText) // Superclass method public File showDialog(Component parent, File location) // My method

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  • Interfaces, Adapters, exposing business objects via WCF design

    - by Onam
    I know there have been countless discussions about this but I think this question is slightly different and may perhaps prompt a heated discussion (lets keep it friendly). The scene: I am developing a system as a means for me to learn various concepts and I came across a predicament which my brain is conflicting with. That is whether to keep my interfaces in a separate class library or should they live side by side my business objects. I want to expose certain objects via WCF, however refuse to expose them in its entirety. I am sure most will agree exposing properties such as IDs and other properties is not good practice but also I don't want to have my business objects decorated with attributes. The question: Essentially, I'll be having a separate interface for each of my objects that will essentially be exposed to the outside world (could end up being quite a few) so does it make sense to create a separate class library for interfaces? This also brings up the question of whether adapters should live in a separate class library too as ideally I want a mechanism from transferring from one object to the other and vice versa?

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  • Keeping multiple root directories in a single partition

    - by intuited
    I'm working out a partition scheme for a new install. I'd like to keep the root filesystem fairly small and static, so that I can use LVM snapshots to do backups without having to allocate a ton of space for the snapshot. However, I'd also like to keep the number of total partitions small. Even with LVM, there's inevitably some wasted space and it's still annoying and vaguely dangerous to allocate more. So there seem to be a couple of different options: Have the partition that will contain bulky, variable files, like /srv, /var, and /home, be the root partition, and arrange for the core system state — /etc, /usr, /lib, etc. — to live in a second partition. These files can (I think) be backed up using a different backup scheme, and I don't think LVM snapshots will be necessary for them. The opposite: putting the big variable directories on the second partition, and having the essential system directories live on the root FS. Either of these options require that certain directories be pointers of some variety to subdirectories of a second partition. I'm aware of two different ways to do this: symlinks and bind-mounts. Is one better than the other for this purpose? Is there another option? Do any of the various Ubuntu installation media/strategies support this style of partition layout?

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  • Clientside anticheating in multiplayer game 1vs1

    - by garnav
    I'm developing a simple card game, where there will be a matchmaking system that will put you against another human player. This will be the only game mode available, a 1vs1 against another human, no AI. I want to prevent cheating as much as possible. I have already read a lot of similar questions here and I already know that I cannot trust the client and I have to make all verifications server side. I intend to have a server (need one for the matchmaking anyway) and I intend to make some verifications server side but if I want to check everything server side this makes my server to be able to keep track of the state of all current games and check every action, and I don't have the money/infrastructure to support that server. My idea is to make clients check and verify some of the actions made by their opponent* and if they find some illegal action notify the possible cheating to the server and make the server verify it. This will still require my server to keep track of all current games, but it will save resources only checking some things that cannot be checked at client side(like card order in the deck) and only checking other things when they are actually wrong. *(only those they can check with out allowing themselves cheating! for example:they can't check if the played card was in hand cos that will need them to know all cards in hand) Summing up, my questions are: is this a viable approach? will I actually save resources doing this or the extra complexity in the server and client for exchanging this messages is not worth it? do you know any game that has successfully or unsuccessfully tried a similar approach? Thanks all for reading and answering

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  • How Do I Print Photos?

    - by Takkat
    Other than for Windows in Ubuntu there are no fancy utilities provided from printer manufacturers to print photos. I am aware of Gnome Photo Printer and of Photoprint, the first being easy to handle, the latter having more options. However I wonder if there are any other or maybe even better alternatives (including plugins) to perform the following tasks: Print photos in the best photo-resolution the driver offers Adjust paper size for standard values of photo papers Choose paper tray if the printer has more than one Print out multiple photos on one page including mixed sizes (grids) Multiple prints with same settings Borderless printing if the printer is capable of this Any additional options like pre-processing for color correction or noise reduction would be nice to have but are not so essential. Update According to this spec it seems not to so easy to accomplish the simple task of printing photos. Indeed all applications I have gone through have major drawbacks that make printing photos almost impossible. Below I will list what put me off using them for photo printing: Gnome Photo Printer: no thumbnails, no grids Photoprint: does not keep settings, GUI broken, no standard photo size, no thumbs Eye Of Gnome: no multiple pages, no grids Gimp + Images Grid Layout: far too many steps to finally find that prints are always different to their previews. F-Spot: no grids Picasa 3: no grids, very few fixed paper sizes, 300 dpi only flPhoto: strange GUI, no thumbs, no printer settings, did not print at all Windows: Ooops - everything works fine! But I want Ubuntu to do this! After half a pack of ink cartridges and half a pack of photo paper cards I am getting tired of testing. At least Gimp and Picasa looked promising but both don't keep their promise when it comes to printing. I'd already be happy to quickly print a few photos with EOG if bug #80220 was fixed - but it's still on "wishlist".

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  • Best practice with branching source code and application lifecycle

    - by Toni Frankola
    We are a small ISV shop and we usually ship a new version of our products every month. We use Subversion as our code repository and Visual Studio 2010 as our IDE. I am aware a lot of people are advocating Mercurial and other distributed source control systems but at this point I do not see how we could benefit from these, but I might be wrong. Our main problem is how to keep branches and main trunk in sync. Here is how we do things today: Release new version (automatically create a tag in Subversion) Continue working on the main trunk that will be released next month And the cycle repeats every month and works perfectly. The problem arises when an urgent service release needs to be released. We cannot release it from the main trunk (2) as it is under heavy development and it is not stable enough to be released urgently. In such case we do the following: Create a branch from the tag we created in step (1) Bug fix Test and release Push the change back to main trunk (if applicable) Our biggest problem is merging these two (branch with main). In most cases we cannot rely on automatic merging because e.g.: a lot of changes has been made to main trunk merging complex files (like Visual Studio XML files etc.) does not work very well another developer / team made changes you do not understand and you cannot just merge it So what you think is the best practice to keep these two different versions (branch and main) in sync. What do you do?

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  • Given an XML which contains a representation of a graph, how to apply it DFS algorithm? [on hold]

    - by winston smith
    Given the followin XML which is a directed graph: <?xml version="1.0" encoding="iso-8859-1" ?> <!DOCTYPE graph PUBLIC "-//FC//DTD red//EN" "../dtd/graph.dtd"> <graph direct="1"> <vertex label="V0"/> <vertex label="V1"/> <vertex label="V2"/> <vertex label="V3"/> <vertex label="V4"/> <vertex label="V5"/> <edge source="V0" target="V1" weight="1"/> <edge source="V0" target="V4" weight="1"/> <edge source="V5" target="V2" weight="1"/> <edge source="V5" target="V4" weight="1"/> <edge source="V1" target="V2" weight="1"/> <edge source="V1" target="V3" weight="1"/> <edge source="V1" target="V4" weight="1"/> <edge source="V2" target="V3" weight="1"/> </graph> With this classes i parsed the graph and give it an adjacency list representation: import java.io.IOException; import java.util.HashSet; import java.util.LinkedList; import java.util.Collection; import java.util.Iterator; import java.util.logging.Level; import java.util.logging.Logger; import practica3.util.Disc; public class ParsingXML { public static void main(String[] args) { try { // TODO code application logic here Collection<Vertex> sources = new HashSet<Vertex>(); LinkedList<String> lines = Disc.readFile("xml/directed.xml"); for (String lin : lines) { int i = Disc.find(lin, "source=\""); String data = ""; if (i > 0 && i < lin.length()) { while (lin.charAt(i + 1) != '"') { data += lin.charAt(i + 1); i++; } Vertex v = new Vertex(); v.setName(data); v.setAdy(new HashSet<Vertex>()); sources.add(v); } } Iterator it = sources.iterator(); while (it.hasNext()) { Vertex ver = (Vertex) it.next(); Collection<Vertex> adyacencias = ver.getAdy(); LinkedList<String> ls = Disc.readFile("xml/graphs.xml"); for (String lin : ls) { int i = Disc.find(lin, "target=\""); String data = ""; if (lin.contains("source=\""+ver.getName())) { Vertex v = new Vertex(); if (i > 0 && i < lin.length()) { while (lin.charAt(i + 1) != '"') { data += lin.charAt(i + 1); i++; } v.setName(data); } i = Disc.find(lin, "weight=\""); data = ""; if (i > 0 && i < lin.length()) { while (lin.charAt(i + 1) != '"') { data += lin.charAt(i + 1); i++; } v.setWeight(Integer.parseInt(data)); } if (v.getName() != null) { adyacencias.add(v); } } } } for (Vertex vert : sources) { System.out.println(vert); System.out.println("adyacencias: " + vert.getAdy()); } } catch (IOException ex) { Logger.getLogger(ParsingXML.class.getName()).log(Level.SEVERE, null, ex); } } } This is another class: import java.util.Collection; import java.util.Objects; public class Vertex { private String name; private int weight; private Collection ady; public Collection getAdy() { return ady; } public void setAdy(Collection adyacencias) { this.ady = adyacencias; } public String getName() { return name; } public void setName(String nombre) { this.name = nombre; } public int getWeight() { return weight; } public void setWeight(int weight) { this.weight = weight; } @Override public int hashCode() { int hash = 7; hash = 43 * hash + Objects.hashCode(this.name); hash = 43 * hash + this.weight; return hash; } @Override public boolean equals(Object obj) { if (obj == null) { return false; } if (getClass() != obj.getClass()) { return false; } final Vertex other = (Vertex) obj; if (!Objects.equals(this.name, other.name)) { return false; } if (this.weight != other.weight) { return false; } return true; } @Override public String toString() { return "Vertice{" + "name=" + name + ", weight=" + weight + '}'; } } And finally: /** * * @author user */ /* -*-jde-*- */ /* <Disc.java> Contains the main argument*/ import java.io.*; import java.util.LinkedList; /** * Lectura y escritura de archivos en listas de cadenas * Ideal para el uso de las clases para gráficas. * * @author Peralta Santa Anna Victor Miguel * @since Julio 2011 */ public class Disc { /** * Metodo para lectura de un archivo * * @param fileName archivo que se va a leer * @return El archivo en representacion de lista de cadenas */ public static LinkedList<String> readFile(String fileName) throws IOException { BufferedReader file = new BufferedReader(new FileReader(fileName)); LinkedList<String> textlist = new LinkedList<String>(); while (file.ready()) { textlist.add(file.readLine().trim()); } file.close(); /* for(String linea:textlist){ if(linea.contains("source")){ //String generado = linea.replaceAll("<\\w+\\s+\"", ""); //System.out.println(generado); } }*/ return textlist; }//readFile public static int find(String linea,String palabra){ int i,j; boolean found = false; for(i=0,j=0;i<linea.length();i++){ if(linea.charAt(i)==palabra.charAt(j)){ j++; if(j==palabra.length()){ found = true; return i; } }else{ continue; } } if(!found){ i= -1; } return i; } /** * Metodo para la escritura de un archivo * * @param fileName archivo que se va a escribir * @param tofile la lista de cadenas que quedaran en el archivo * @param append el bit que dira si se anexa el contenido o se empieza de cero */ public static void writeFile(String fileName, LinkedList<String> tofile, boolean append) throws IOException { FileWriter file = new FileWriter(fileName, append); for (int i = 0; i < tofile.size(); i++) { file.write(tofile.get(i) + "\n"); } file.close(); }//writeFile /** * Metodo para escritura de un archivo * @param msg archivo que se va a escribir * @param tofile la cadena que quedaran en el archivo * @param append el bit que dira si se anexa el contenido o se empieza de cero */ public static void writeFile(String msg, String tofile, boolean append) throws IOException { FileWriter file = new FileWriter(msg, append); file.write(tofile); file.close(); }//writeFile }// I'm stuck on what can be the best way to given an adjacency list representation of the graph how to apply it Depth-first search algorithm. Any idea of how to aproach to complete the task?

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • Printer monitoring script (PowerShell)

    - by HannesFostie
    I am going to write a script of some sort to check event viewer in a windows server 2003 for all printjobs, and then write them to a comma delimited textfile like printername_floor_room.txt I am wondering what the best way is to do this realtime, and keep checking the event viewer constantly. Any caveats I need to be aware of? Thanks EDIT: Okay, so I will most likely go for PowerShell and use Get-EventLog and then edit the "table" data. Problems I'm having: if I were to save all this data to a text file, how do I get the data out of it? A comma-separated file I could work with, but this, I'm not really sure. And once that is sorted out, I'm still not sure how to keep the file updated more or less real-time. Can I make this service-like, without hogging up all resources? Run it every x seconds for example?

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  • Is there a "Run Level Configurator" for Windows XP?

    - by djangofan
    I have been having trouble with something causing my Windows XP system to take 6-8 minutes to startup from a cold boot. Something is happening during startup that is causing the system to crawl. I have a lot of Linux experience , especially configuring run levels so that some programs start before others do. I also know how to do that on Windows XP but its really complex, and with 50 services I'd have to keep a giant spreadsheet to keep it all organized. Is there such a thing as a Windows XP Tool that "emulates" the Linux run-level editors that I can use to control the order than services start on my system?

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  • Looking for a comfortable Laptop Cooling Pad? Repurpose a pillow as a Laptop Cooling Pad

    - by Gopinath
    Update: This idea sucks as using a pillow blocks laptop cooling fans and air flow, which in turn would damage the laptop. Thanks Vijay I’ve a HP Pavilion laptop which turns hot quickly and most of the time I would not be able to keep it on my lap after 30 minutes of usage. It’s the same case with my DELL laptop and not to blame any specific brand or model. Most of the budget laptops generate lot of heat and tough to keep them on laps for a long time. They burn skin and the irritation sense leaves me with no option other than throwing them away. While searching for options to beat the heat I found Laptop Cooling Pads on Amazon.They attach to the base of laptops and act like a heat shield/sink to protect thighs from the heat generated by laptops. They are available from around $7 and goes up to $100 depending on the features they offer. After reading reviews I selected a trendy looking and comfortable laptop cooling pad and it was around $25 before shipping and taxes. I’m going to buy one of the cooling pads from Amazon. On a second thought I started searching for options to repurpose any of the house hold items as a laptop cooling pad and save money. The option suggested by wife is to repurpose an old pillow as a laptop cooling pad.  Here is my laptop cooling pad Wow! That is a nice suggestion which saved my thighs from laptop heat as well my wallet from spending $25. Even if I’ve to buy a new pillow I would be able to pickup cheap one from Wal-Mart store for as low as $2.  Also I find it is very comfortable to use a pillow as a Laptop Cooling Pad as they are flexible and automatically adjust to the shape of my body.

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  • Best practice for system clock sync on KVM host

    - by Tauren
    I have an Ubuntu 9.10 server running as a KVM host with ntpd installed on it. The host system has the correct system time. At the moment I only have a single KVM guest, also Ubuntu 9.10 server. I do not have ntpd installed on it, and I just discovered the clock is about 6 minutes slow. It wasn't that way when it was installed about a month ago. I thought that I only needed to keep the host clock synchronized and that the guests used the host clock. But maybe that is a memory from using OpenVZ. I believe the reasoning was related to only the host could modify the physical system clock. Is running ntpd on both the host and all the guests the correct thing to do? Or is there something else that is preferred? How should I keep the guest clocks in sync?

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  • 'Binary XML' for game data?

    - by bluescrn
    I'm working on a level editing tool that saves its data as XML. This is ideal during development, as it's painless to make small changes to the data format, and it works nicely with tree-like data. The downside, though, is that the XML files are rather bloated, mostly due to duplication of tag and attribute names. Also due to numeric data taking significantly more space than using native datatypes. A small level could easily end up as 1Mb+. I want to get these sizes down significantly, especially if the system is to be used for a game on the iPhone or other devices with relatively limited memory. The optimal solution, for memory and performance, would be to convert the XML to a binary level format. But I don't want to do this. I want to keep the format fairly flexible. XML makes it very easy to add new attributes to objects, and give them a default value if an old version of the data is loaded. So I want to keep with the hierarchy of nodes, with attributes as name-value pairs. But I need to store this in a more compact format - to remove the massive duplication of tag/attribute names. Maybe also to give attributes native types, so, for example floating-point data is stored as 4 bytes per float, not as a text string. Google/Wikipedia reveal that 'binary XML' is hardly a new problem - it's been solved a number of times already. Has anyone here got experience with any of the existing systems/standards? - are any ideal for games use - with a free, lightweight and cross-platform parser/loader library (C/C++) available? Or should I reinvent this wheel myself? Or am I better off forgetting the ideal, and just compressing my raw .xml data (it should pack well with zip-like compression), and just taking the memory/performance hit on-load?

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  • What You Said: How You Track Your Time

    - by Jason Fitzpatrick
    Earlier this week we asked you to share your favorite time tracking tips, tricks, and tools. Now we’re back to highlight the techniques HTG readers use to keep tabs on their time. While more than one of you expressed confusion over the idea of tracking how you spend all your time, many of you were more than happy to share the reasons for and the methods you use to stay on top of your time expenditures. Scott uses a fluid and flexible project management tool: I use kanbanflow.com, with two boards to manage task prioritisation and backlog. One board called ‘Current Work’ has three columns ‘Do Today’, ‘In Progress’ and ‘Done’. The other is called ‘Backlog’, which splits tasks into priority groups – ‘Distractions (NU+NI)’, ‘Goals (NU+I)’, ‘Interruptions (U+NI)’, ‘Interruptions (U+NI)’ and ‘Critical (U+I)’, where U is Urgent and I is Important (and N is Not). At the end of each day, I move things from my Backlog to my ‘Current Work’ board, with the idea to keep complete Goals before they become Critical. That way I can focus on ‘Current Work’ Do Today so I don’t feel overwhelmed and can plan my day. As priorities change or interruptions pop up, it’s just a matter of moving tasks between boards. I have both tabs open in my browser all day – this is probably good for knowledge workers strapped to their desk, not so good for those in meetings all day. In that case, go with the calendar on your phone. While the above description might make it sound really technical, we took the cloud-based app for a spin and found the interface to be very flexible and easy to use. Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked

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  • C4C - 2012

    - by Timothy Wright
    C4C, in Kansas City, is always a fun event. At points it gets to be a pressure cooker as you zone in trying to crank out some fantastic code in just a few hours, but it is always fun. A great challenge of your skill as a software developer and for a good cause. This year my team helped The United Cerebral Palsy of Greater Kansas City organization to add online job applications and a database for tracking internal training. I keep finding that there is one key rule to pulling off a successful C4C weekend project, and that is “Keep It Simple”. Each time you want to add that one cool little feature you have to ask yourself.. Is it really necessary? and Do I have time for that? And if you are going to learn something new you should ask yourself if you’re really going to be able to learn that AND finish the project in the given time. Sometimes the less elegant code is the better code if it works. That said… You get a great amount of freedom to build the solution the way you want. Typically, the software we build for the charities will save them a lot of money and time and make their jobs easier. You are able to build the software you know you are capable of creating from your own ideas. I highly recommend any developers in the area to signup next year and show off your skills. I know I will!

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  • Installing Windows 8 over Windows 7 with Ubuntu installed using wubi (both on `C:\`)

    - by peat-ar
    Current state I'm using both - Ubuntu (installed via Wubi on the same drive as Windows) and Windows 7 - quite frequently. I just bought the upgrade to Windows 8 and was curious to try it out, however I'm quite insecure whether Windows 8's "secure boot" will exclude my current Ubuntu installation and if it's even possible to keep it. So... is there any way to upgrade to Windows 8 without overwriting Ubuntu? (I really don't want to reinstall it, as a lot of customization has been done here and taking backups and all would get pretty wearing (same case for Windows 7 - if possible, I'd like to keep my files)) This is not a dublicate of Installing Windows 8 over Windows 7 with Ubuntu installed using wubi? because this question only deals with the case when Ubuntu has been installed on (e.g.) D:\ (while Windows is being installed on C:\)

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Daily Weekly and Monthly DB backup with logrotate?

    - by benjisail
    Hi, I am currently keeping daily backup of my database by doing a daily mysqldump and by using logrotate to keep the 7 last days of mysqldump. I would like to improve this backup process to keep 7 daily backup, 3 weekly backups and 12 monthly backup. I found this article which explain how to di this with logrotate : http://www.hotcoding.com/os/sysadmin/35751.html However I am using the dateext logrotate option to name my backup files so I cannot use this solution. How can I do daily, weekly and monthly backup with logrotate and with the dateext option?

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  • Utilize different region format for a single application on Mac OS X

    - by Jeff Hellman
    Is there a way to have a single Mac OS X application utilize a different region format than the system default? For example, I'd like to keep my system operating in English with US date formats but have my lesson planning software utilize French date formats. If I put my entire computer into French mode, I get the desired results, but I'd rather keep my entire system in US mode and have the Planbook application work with French region formats. I know about Language Switcher but that only allow per-app selections of localizations to be used, not which date format to use. I don't care about having the French localization of Planbook appear, I just want the date format to be French.

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  • Your personal backlog

    - by johndoucette
    Whenever I start a new project or come in during a hectic time to help salvage a deliverable – there is always a backlog. Generating the backlog can be a daunting exercise, but worth the effort. Once I have a backlog, I feel in control and the chaos begins to quell. In your everyday life, you too should keep a backlog. Here is how I do it; 1. Always carry a notebook 2. Start each day marking a new page with today’s date 3. Flip to yesterday’s notes and copy every task with an empty checkbox next to it, to the new empty page (today) 4. As the day progresses and you go to meetings, do your work, or get interrupted to do something…jot it down in today’s page and put an empty checkbox next to it. If you get it done during the day, awesome. Mark it complete. Keep carrying and writing every task to each new day until it is complete. Maybe one day, you will have an empty backlog and your sprint will be complete!

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