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  • Using NumPy arrays as 2D mathematical vectors?

    - by CorundumGames
    Right now I'm using lists as position, velocity, and acceleration vectors in my game. Is that a better option than using NumPy's arrays (not the standard library's) as vectors (with float data types)? I'm frequently adding vectors and changing their values directly, then placing the values in these vectors into a Pygame Rect. The vector is used for position (because Rects can't hold floats, so we can't go "between" pixels), and the Rect is used for rendering (because Pygame will only take in Rects for rendering positions).

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  • b2Body moves without stopping

    - by SentineL
    I got a quite strange bug. It is difficult to explain it in two words, but i'll try to do this in short. My b2Body has restitution, friction, density, mass and collision group. I controlling my b2Body via setting linear velocity to it (called on every iteration): (void)moveToDirection:(CGPoint)direction onlyHorizontal:(BOOL)horizontal { b2Vec2 velocity = [controlledObject getBody]-GetLinearVelocity(); double horizontalSpeed = velocity.x + controlledObject.acceleration * direction.x; velocity.x = (float32) (abs((int) horizontalSpeed) < controlledObject.runSpeed ? horizontalSpeed : controlledObject.maxSpeed * direction.x); if (!horizontal) { velocity.y = velocity.y + controlledObject.runSpeed * direction.y; } [controlledObject getBody]->SetLinearVelocity(velocity); } My floor is static b2Body, it has as restitution, friction, density, mass and same collision group in some reason, I'm setting b2Body's friction of my Hero to zero when it is moving, and returning it to 1 when he stops. When I'm pushing run button, hero runs. when i'm releasing it, he stops. All of this works perfect. On jumping, I'm setting linear velocity to my Hero: (void)jump { b2Vec2 velocity = [controlledObject getBody]->GetLinearVelocity(); velocity.y = velocity.y + [[AppDel cfg] getHeroJumpVlelocity]; [controlledObject getBody]->SetLinearVelocity(velocity); } If I'll run, jump, and release run button, while he is in air, all will work fine. And here is my problem: If I'll run, jump, and continue running on landing (or when he goes from one static body to another: there is small fall, probably), Hero will start move, like he has no friction, but he has! I checked this via beakpoints: he has friction, but I can move left of right, and he will never stop, until i'll jump (or go from one static body to another), with unpressed running button. I allready tried: Set friction to body on every iteration double-check am I setting friction to right fixture. set Linear Damping to Hero: his move slows down on gugged moveing. A little more code: I have a sensor and body fixtures in my hero: (void) addBodyFixture { b2CircleShape dynamicBox; dynamicBox.m_radius = [[AppDel cfg] getHeroRadius]; b2FixtureDef bodyFixtureDef; bodyFixtureDef.shape = &dynamicBox; bodyFixtureDef.density = 1.0f; bodyFixtureDef.friction = [[AppDel cfg] getHeroFriction]; bodyFixtureDef.restitution = [[AppDel cfg] getHeroRestitution]; bodyFixtureDef.filter.categoryBits = 0x0001; bodyFixtureDef.filter.maskBits = 0x0001; bodyFixtureDef.filter.groupIndex = 0; bodyFixtureDef.userData = [NSNumber numberWithInt:FIXTURE_BODY]; [physicalBody addFixture:bodyFixtureDef]; } (void) addSensorFixture { b2CircleShape sensorBox; sensorBox.m_radius = [[AppDel cfg] getHeroRadius] * 0.95; sensorBox.m_p.Set(0, -[[AppDel cfg] getHeroRadius] / 10); b2FixtureDef sensor; sensor.shape = &sensorBox; sensor.filter.categoryBits = 0x0001; sensor.filter.maskBits = 0x0001; sensor.filter.groupIndex = 0; sensor.isSensor = YES; sensor.userData = [NSNumber numberWithInt:FIXTURE_SENSOR]; [physicalBody addFixture:sensor]; } Here I'm tracking is hero in air: void FixtureContactListener::BeginContact(b2Contact* contact) { // We need to copy out the data because the b2Contact passed in // is reused. Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel addContact]; } } void FixtureContactListener::EndContact(b2Contact* contact) { Squirrel *squirrel = (Squirrel *)contact->GetFixtureB()->GetBody()->GetUserData(); if (squirrel) { [squirrel removeContact]; } } here is Hero's logic on contacts: - (void) addContact { if (contactCount == 0) [self landing]; contactCount++; } - (void) removeContact { contactCount--; if (contactCount == 0) [self flying]; if (contactCount <0) contactCount = 0; } - (void)landing { inAir = NO; acceleration = [[AppDel cfg] getHeroRunAcceleration]; [sprite stopAllActions]; (running ? [sprite runAction:[self runAction]] : [sprite runAction:[self standAction]]); } - (void)flying { inAir = YES; acceleration = [[AppDel cfg] getHeroAirAcceleration]; [sprite stopAllActions]; [self flyAction]; } here is Hero's moving logic: - (void)stop { running = NO; if (!inAir) { [sprite stopAllActions]; [sprite runAction:[self standAction]]; } } - (void)left { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = NO; [bodyControls moveToDirection:CGPointMake(-1, 0) onlyHorizontal:YES]; } - (void)right { [physicalBody setFriction:0]; if (!running && !inAir) { [sprite stopAllActions]; [sprite runAction:[self runAction]]; } running = YES; moveingDirection = YES; [bodyControls moveToDirection:CGPointMake(1, 0) onlyHorizontal:YES]; } - (void)jump { if (!inAir) { [bodyControls jump]; } } and here is my update method (called on every iteration): - (void)update:(NSMutableDictionary *)buttons { if (!isDead) { [self updateWithButtonName:BUTTON_LEFT inButtons:buttons whenPressed:@selector(left) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_RIGHT inButtons:buttons whenPressed:@selector(right) whenUnpressed:@selector(stop)]; [self updateWithButtonName:BUTTON_UP inButtons:buttons whenPressed:@selector(jump) whenUnpressed:@selector(nothing)]; [self updateWithButtonName:BUTTON_DOWN inButtons:buttons whenPressed:@selector(nothing) whenUnpressed:@selector(nothing)]; [sprite setFlipX:(moveingDirection)]; } [self checkPosition]; if (!running) [physicalBody setFriction:[[AppDel cfg] getHeroFriction]]; else [physicalBody setFriction:0]; } - (void)updateWithButtonName:(NSString *)buttonName inButtons:(NSDictionary *)buttons whenPressed:(SEL)pressedSelector whenUnpressed:(SEL)unpressedSelector { NSNumber *buttonNumber = [buttons objectForKey:buttonName]; if (buttonNumber == nil) return; if ([buttonNumber boolValue]) [self performSelector:pressedSelector]; else [self performSelector:unpressedSelector]; } - (void)checkPosition { b2Body *body = [self getBody]; b2Vec2 position = body->GetPosition(); CGPoint inWorldPosition = [[AppDel cfg] worldMeterPointFromScreenPixel:CGPointMake(position.x * PTM_RATIO, position.y * PTM_RATIO)]; if (inWorldPosition.x < 0 || inWorldPosition.x > WORLD_WIDGH / PTM_RATIO || inWorldPosition.y <= 0) { [self kill]; } }

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  • Oracle Linux Partner Pavilion Spotlight - Part II

    - by Ted Davis
    As we draw closer to the first day of Oracle OpenWorld, starting in less than a week, we continue to showcase some of our premier partners exhibiting in the Oracle Linux Partner Pavilion ( Booth #1033). We have Independent Hardware Vendors, Independent Software Vendors and Systems Integrators that show the breadth of support in the Oracle Linux and Oracle VM ecosystem. In today's post we highlight three additional Oracle Linux / Oracle VM Partners from the pavilion. Micro Focus delivers mainframe solutions software and software delivery tools with its Borland products. These tools are grouped under the following solutions: Analysis and testing tools for JDeveloper Micro Focus Enterprise Analyzer is key to the success of application overhaul and modernization strategies by ensuring that they are based on a solid knowledge foundation. It reveals the reality of enterprise application portfolios and the detailed constructs of business applications. COBOL for Oracle Database, Oracle Linux, and Tuxedo Micro Focus Visual COBOL delivers the next generation of COBOL development and deployment. Itbrings the productivity of the Eclipse IDE to COBOL, and provides the ability to deploy key business critical COBOL applications to Oracle Linux both natively and under a JVM. Migration and Modernization tooling for mainframes Enterprise application knowledge, development, test and workload re-hosting tools significantly improves the efficiency of business application delivery, enabling CIOs and IT leaders to modernize application portfolios and target platforms such as Oracle Linux. When it comes to Oracle Linux database environments, supporting high transaction rates with minimal response times is no longer just a goal. It’s a strategic imperative. The “data deluge” is impacting the ability of databases and other strategic applications to access data and provide real-time analytics and reporting. As such, customer demand for accelerated application performance is increasing. Visit LSI at the Oracle Linux Pavilion, #733, to find out how LSI Nytro Application Acceleration products are designed from the ground up for database acceleration. Our intelligent solid-state storage solutions help to eliminate I/O bottlenecks, increase throughput and enable Oracle customers achieve the highest levels of DB performance. Accelerate Your Exadata Success With Teleran. Teleran’s software solutions for Oracle Exadata and Oracle Database reduce the cost, time and effort of migrating and consolidating applications on Exadata. In addition Teleran delivers visibility and control solutions for BI/data warehouse performance and user management that ensure service levels and cost efficiency.Teleran will demonstrate these solutions at the Oracle Open World Linux Pavilion: Consolidation Accelerator - Reduces the cost, time and risk ofof migrating and consolidation applications on Exadata. Application Readiness – Identifies legacy application performance enhancements needed to take advantage of Exadata performance features Workload Accelerator – Identifies and clusters workloads for faster performance on Exadata Application Visibility and Control - Improves performance, user productivity, and alignment to business objectives while reducing support and resource costs. Thanks for reading today's Partner Spotlight. Three more partners will be highlighted tomorrow. If you missed our first Partner Spotlight check it out here.

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  • IE 10 : quatrième pré-version disponible avec cinq nouveaux outils "fondamentaux pour les développeurs d'applications natives"

    IE 10 : Quatrième pré-version disponible Avec cinq nouveaux outils "fondamentaux pour les développeurs d'applications natives" Mise à jour du 30/11/11 [IMG]http://ftp-developpez.com/gordon-fowler/IE10/IE10Logo.png[/IMG] Microsoft vient de publier la quatrième Plateform Preview (équivalents des betas) de son navigateur Internet Explorer 10. IE 10 est intimement lié à Windows 8 puisqu'il ne tourne que sur cet OS, lui aussi en cours de développement. Cette quatrième pré-version améliore "le support du HTML5 [?] et l'accélération maté...

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  • Opera 11.60 est disponible en Beta : nouveau parseur HTML5 avec support des protocoles personnalisés et compatibilité ECMAScript 5.1

    Opera 11.60 est disponible en Beta Nouveau parseur HTML5 avec support des protocoles personnalisés et compatibilité ECMAScript 5.1 L'amélioration du support des nouveaux standards Web sur chaque nouvelle version des navigateurs a ralenti avec l'accélération de leur rythmes de développement. Mais Opera Software réussit à maintenir un juste milieu entre nouveautés visibles et fonctionnelles sur des itérations relativement rapides. L'entreprise scandinave sort Opera 11.60 « Tunny » en version bêta, avec son nouveau parseur HTML5 baptisé Ragnarök. Il s'agit de l'implémentation de l'algorithme de parsage de l'HTML5, destiné à standardiser les comportements des différents navigat...

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  • No screens found error with glasen/intel-driver

    - by pgcudahy
    A lot of people seem to have had success in getting hardware acceleration for intel 82852/855GM chipsets with the ppa:glasen/intel-driver. I've tried it on my Motion Computing M1400 but get a "no screens found" error. I've found one person out there with a similar problem who seemed to fix it, but his solution is in German and seems to involve recompiling the kernel (it's at the bottom of the comments). Anyone able to see how to fix this without such drastic measures?

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  • Un web évangéliste français de Mozilla s'attaque à IE 9, il aurait d'après lui « un retard d'au mois 2 ans sur ses concurrents »

    Un web évangéliste français de Mozilla s'attaque à Internet Explorer 9 Qui aurait d'après lui « un retard d'au mois 2 ans sur ses concurrents » En collaboration avec Hinault Romarick Juste quelques jours après la publication officielle de la RC de Internet Explorer 9, Paul Rouget un Web-évangéliste de Mozilla critique assez vertement l'application. Les performances du navigateur de Microsoft, ses nouvelles fonctionnalités (notamment l'introduction de l'accélération graphique) et le supp...

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  • Chrome 9 disponible avec le support natif de WebGL, l'accès au Chrome Marketplace et Google Instant pour surfer plus vite

    Chrome 9 est disponible Avec le support en natif de WebGL, l'accès au Chrome Marketplace et Google Instant pour surfer plus vite Mise à jour du 07/02/11 Chrome 9 est sorti. La nouvelle version du navigateur de Google (qui vient de se payer une deuxième campagne de publicité et d'affichage dans le métro parisien) propose trois grandes nouveautés qui seront familières aux lecteurs de Développez. Chrome 9 introduit dans le canal officiel WebGL (pour les animations 3D, les contenus Internet riches et l'accélération graphique), l'accès au Chrome Web Store (dont l'utilité sera surto...

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • How do I configure AT&T's Uverse 2Wire 2701HGV-B Gateway into DMZPlus Mode?

    - by MasD
    I subscribed for AT&T's Uverse service and they shipped me a Wire 2701HGV-B Router/Gateway/Firewall/WiFi. I would like to configure AT&T's hardware to have less control and use my trusted Linksys WRT54-G router between my computers and the 2Wire Gateway. This seems to be a common configuration for Uverse users with this hardware in other forums, but requires a "DMZPlus" mode that I'm unfamiliar with.

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  • How to setup a static multicast ARP entry with Cisco SG300?

    - by Fredrik Hedberg
    We're running a Microsoft NLB cluster in multicast mode as a loadbalancer. Using our old Cisco IOS switches we propagate access to the cluster to our branches using a static ARP entry in the core router: arp 10.20.1.226 03bf.0a14.01e2 ARPA But how does one solve this using non-IOS based Cisco hardware such as the SG300 series? Adding a static ARP entry results in an error message telling the user that the hardware address needs to be a valid unicast MAC address.

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  • Computer components which have unique ID

    - by user23950
    What are the computer parts that has a unique ID? Be it software or hardware. For example, IP Address. And the MAC ID in the NIC. Unique ID's that could be used by bad sites to distinguish you from the rest of the crowd. Edit: Or anything that cannot be changed. Anything that is embedded in the hardware that cannot be changed.

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  • Errors from ALSA during Arch Linux boot

    - by Macha
    Everytime I boot my Linux system, I get these errors while ALSA boots. Despite these, the sound still works, so these are more of an annoyance than anything. How do I stop these occuring? Unknown hardware: "HDA-Intel" "IDT 92HD73C1X5" "HDA:111d7675,10280256,00100202" "0x1028" "0x0256" Hardware is initialized using a guess method /usr/sbin/alsactl: set_control:1255: failed to obtain info for control #6 (No such file or directory) /usr/sbin/alsactl: set_control:1255: failed to obtain info for control #7 (No such file or directory)

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  • Htpc aka "Media Center": cheap and *silent*?

    - by Unknown
    It may be me, or the place I live (Italy), but it seems pretty hard to get a build or a prebuilt nettop or a laptop that fits the need. I need something silent able to playback all h.264 fullhd content without stuttering, and well (and not loosing the hw acceleration because of softsubs...) silent not ugly silent and (possibly) cheap. I'm going the linux route, therefore i'm moving towards a cpu-based or nvida-integrated solution (i don't think ati hw accelerated playback - or the intel "hd" acceleration - is useable yet). Ion nettop; it's either the Acer Revo (but here it's incredibly pricey and it's hard to find the dualcore version) or the Asrock Ion 330, that in the current version is rated "silent" at 26Db. 26. Sounds pretty noisy to me!!! the previous version was even worse. was this product really aimed at htpc market?? the Dell Zino - i think it's ATI based unfortunately. Laptop: correct me if I'm wrong: sub 600€/$ units are quite loud under full load (because of the tiny fans). ULW laptops are indeed quite similar: tiniest fans = high pitched noise and the cpu still lacks power for non hd-accelerated video decoding Handmade build: little money can be saved with underpowered cpus, a low-midrange cpu would help in the case of non-hw-accelerated content the cases are quite pricey the PSU one has to get ranges between 100/150 €/$ minimum to keep the noise down a low-mid build, all included, sums up to over 650 €/$ for a still-looking-ugly-unit, without the blu-ray drive. Please help. What do you advise on this? ;) Am I ignoring laptops too much, maybe? Are low-priced Acers that noisy/high pitched under full load?

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  • Nokia 6020 can't connect to PC ?

    - by Mukesh
    I have installed PC suite 7.1 and cable CA-42 and trying to connect the mobile as a modem to send and receive sms but the mobile is not connecting with the pc. I have installed the nokia 6020 modem driver. I am running windows XP 64-bit operation system. While i connect phone to a USB port it prompts new hardware found and go for installation of required software but installation of new hardware getting failed.

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  • If a raid controller changes, are the drives still usable without re-formatting?

    - by Jeremy
    I've been wanting to do a raid 1 setup in my home with a pair of sata drives. Someone told me that if the controller fails, you can't just get a new controller because you'll have to reformat the drives. Or is that true only in some implementations? I was originally just looking at an onboard raid controller, or an entry level nas drvice like the intel SS4200-E, but If the hardware (controller) ever fails, will I be out of luck accessing the data if I can't get the exact same hardware to replace it?

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  • Test Environment configuration Management

    - by TechTestDude
    I am after a solution which will enable me to enter all my hardware/software elements (sort of like resource management), create a set of 'test environments' and assign hardware and software to that test environment for a given period. The idea is so that everyone can see and update what they need in any given environment to meet their project needs. Does anyone know of any systems out there which can achieve this? Vendor recommendations are welcome, but please call out your interest in it.

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  • How to make a 100% UNIQUE dvd? [closed]

    - by sajawikio
    Is it possible to make a DVD which would be next to impossible to replicate exactly even with special equipment? To be clear, not in the sense of making the data itself resistant to piracy - nothing like that. More like as an analogy to antiques - a reproduction of a furniture would be able to be spotted to a trained eye, that it is not the original. Is it possible to do this for a dvd? Like, say a dvd is copied, even by someone who is trying to use even special equipment and is hypothetically dying to copy the dvd exactly for whatever reason - even such copied dvd would be detectable that it is not exactly the original dvd somehow (as if it were a reproduction of an original antique, but not the original), and would be almost or even preferably impossible to actually copy 100% exact the dvd ever again. Just some ideas below on the sort of thing i might go about doing to do this, but really am not sure how or what programs, media, hardware, etc. would do the trick Not sure what would do the trick -- but for instance do there exist any blank dvd's that already come pre-recorded with some sort of serial number or bar code, or other metadata, or an encrypted hash, or something like that? Maybe any blank dvd will do but i should get a special software to extract hardcoded metadata? If so which software? Or special hardware even maybe? Such dvd which the "secret" can be: Well, to know what the "secret" is and if it is present on the disk, it probably should be readable by some software or maybe a particular hardware (i guess preferably only if some sort of key is known and input into the software, even better, only then such secret data on disk can be read, otherwise nothing shows up and it looks like just a regular disk with no secret on it), and Would be impossible to actually replicate, especially not with regular burning hardware and preferably not at all. Other idea: Is there any special software that can direct the write head of laser to physically "mar" the dvd in such a way that, when played in dvd player, makes a particular visual pattern or something like that, also say the mar itself shows up as faint scratch on disk, but would be impossible for someone to do themselves exactly? EDIT: Also to clarify suppose the dvd contains video and music that should be playable on dvd players, maybe a menu too (i.e not a dvd containing software), and also to clarify the question is about how to make dvd 100% unique, not how to make the actual content of dvd protected from "piracy".

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  • Install ubuntu 9.10 over network

    - by Narendra Sisodiya
    Imagine the condition for lab for 100 computers Case 1 - Hardware conf of all 100 comp is same -- what is the best way to install Ubuntu 9.10 in whole lab Case 2 - Hardware conf of all 100 comp is different from each other -- what is the best way to install Ubuntu 9.10 in whole lab Any practical experience ? Any good links ?

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  • I/O intensive MySql server on Amazon AWS

    - by rhossi
    We recently moved from a traditional Data Center to cloud computing on AWS. We are developing a product in partnership with another company, and we need to create a database server for the product we'll release. I have been using Amazon Web Services for the past 3 years, but this is the first time I received a spec with this very specific hardware configuration. I know there are trade-offs and that real hardware will always be faster than virtual machines, and knowing that fact forehand, what would you recommend? 1) Amazon EC2? 2) Amazon RDS? 3) Something else? 4) Forget it baby, stick to the real hardware Here is the hardware requirements This server will be focused on I/O and MySQL for the statistics, memory size and disk space for the images hosting. Server 1 I/O The very main part on this server will be I/O processing, FusionIO cards have proven themselves extremely efficient, this is currently the best you can have in this domain. o Fusion ioDrive2 MLC 365GB (http://www.fusionio.com/load/-media-/1m66wu/docsLibrary/FIO_ioDrive2_Datasheet.pdf) CPU MySQL will use less CPU cores than Apache but it will use them very hard, the E7 family has 30M Cache L3 wichi provide boost performance : o 1x Intel E7-2870 will be ok. Storage SAS will be good enough in terms of performance, especially considering the space required. o RAID 10 of 4 x SAS 10k or 15k for a total available space of 512 GB. Memory o 64 GB minimum is required on this server considering the size of the statistics database. Warning: the statistics database will grow quickly, if possible consider starting with 128 GB directly, it will help. This server will be focused on I/O and MySQL for the statistics, memory size and disk space for the images hosting. Server 2 I/O The very main part on this server will be I/O processing, FusionIO cards have proven themselves extremely efficient, this is currently the best you can have in this domain. o Fusion ioDrive2 MLC 365GB (http://www.fusionio.com/load/-media-/1m66wu/docsLibrary/FIO_ioDrive2_Datasheet.pdf) CPU MySQL will use less CPU cores than Apache but it will use them very hard, the E7 family has 30M Cache L3 wichi provide boost performance : o 1x Intel E7-2870 will be ok. Storage SAS will be good enough in terms of performance, especially considering the space required. o RAID 10 of 4 x SAS 10k or 15k for a total available space of 512 GB. Memory o 64 GB minimum is required on this server considering the size of the statistics database. Warning: the statistics database will grow quickly, if possible consider starting with 128 GB directly, it will help. Thanks in advance. Best,

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  • Microsoft signed driver appears as publisher not verfied

    - by Priyanka Gupta
    Task at hand: Microsoft sign drivers on Win 7. I microsoft signed my driver package 3 times every time thinking I might have missed a step or something. However, I cannot seem to get rid of the Windows Security error message "Windows can't verify the publisher of this driver software'. This is not the first time I have signed the driver packages. I was successfully able to sign other driver packages a few months ago. However, with this driver package I keep getting Windows security dialog box. Here's the procedure I follow - Create a new cat file using INF2CAT tool. Self sign the driver using a Versign Class 3 Public Primary Certification Authority - G5.cer. Run the microsoft tests on DTM Servers and clients with the devices that use this driver. Create WLK submission package. Self sign the cab file. Submit the package for certification. The catalog file that comes back after successfully passing tests says Name of signer "Microsoft Windows Hardware Comptibility Publisher". When I check the validity of signature using SignTool, it says the signature is vaild. However, when I try to install the driver with new signed catalog file the windows complain. Any ideas? Edit 11/12/2012: Reply to Eugene's comment Thanks for the help, Eugene. Yes. I did sign two other driver packages before. One of them was modified version of WinUSB driver. I am using the same certificate I used when I signed those two driver packages a few months ago. It costs $250 per signing from Microsoft. I would think that Microsoft would complain about it during certification if the certificate is wrong. I use the following command to self sign the CAT file. I don't have to specify the ceritificate name as there's only one certificate in the directory - Signtool sign /v /a /n CompanyName /t http://timestamp.verisign.com/scripts/timestamp.dll OurCatalogFile.cat Below is the result from running Verify command on the Microsoft signed OurCatalogFile.cat C:\Program Files\Microsoft SDKs\Windows\v7.1\Bin\x64signtool verify /v "C:\User s\logotest\Documents\serialdriversigning\OurCatalogFile.cat" Verifying: C:\Users\logotest\Documents\serialdriversigning\OurCatalogFile.cat" Hash of file (sha1): BDDF39B1DD95881B462164129758A7FFD54F47D9 Signing Certificate Chain: Issued to: Microsoft Root Certificate Authority Issued by: Microsoft Root Certificate Authority Expires: Sun May 09 18:28:13 2021 SHA1 hash: CDD4EEAE6000AC7F40C3802C171E30148030C072 Issued to: Microsoft Windows Hardware Compatibility PCA Issued by: Microsoft Root Certificate Authority Expires: Thu Jun 04 16:15:46 2020 SHA1 hash: 8D42419D8B21E5CF9C3204D0060B19312B96EB78 Issued to: Microsoft Windows Hardware Compatibility Publisher Issued by: Microsoft Windows Hardware Compatibility PCA Expires: Wed Sep 18 18:20:55 2013 SHA1 hash: D94345C032D23404231DD3902F22AB1C2100341E The signature is timestamped: Tue Nov 06 11:26:48 2012 Timestamp Verified by: Issued to: Microsoft Root Authority Issued by: Microsoft Root Authority Expires: Thu Dec 31 02:00:00 2020 SHA1 hash: A43489159A520F0D93D032CCAF37E7FE20A8B419 Issued to: Microsoft Timestamping PCA Issued by: Microsoft Root Authority Expires: Sun Sep 15 02:00:00 2019 SHA1 hash: 3EA99A60058275E0ED83B892A909449F8C33B245 Issued to: Microsoft Time-Stamp Service Issued by: Microsoft Timestamping PCA Expires: Tue Apr 09 16:53:56 2013 SHA1 hash: 1895C2C907E0D7E5C0292B92C6EA8D0E236F525E Successfully verified: C:\Users\logotest\Documents\serialdriversigning\OurCatalogFile.cat" Number of files successfully Verified: 1 Number of warnings: 0 Number of errors: 0 Thank you!

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  • Are Time Machine backups secure?

    - by Leandro Ardissone
    I have my Time Machine backups on an external disk (WD My Passport with no hardware encryption) and I'm worried if the data stored on the disk is safe in case somebody steals it and connect it to any Mac/PC. Does any Mac can browse the Time Machine backups? Or are they encrypted in any way? If no, is there a way to improve security of the backups, should I buy a hardware encryption based HD? Thanks.

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  • How can I fix video tearing and pausing on Windows XP Flash videos?

    - by xvs
    I have what should be a reasonably fast PC: it's a Quadcore Intel 6600 at 2.4 GHz, 4MB of RAM, an ATI 3800 series video card and an LG L246WP monitor, which I selected particularly because it was supposed to work well with video and have no trails or other artifacts. So I should be able to play video with no problems. And I can, as long as that video isn't Flash video. With Flash, what I see is tearing, especially during pans, and pausing -- every few seconds the video pauses for about 300ms while the sound stays continuous. I tried going into the video card setup and changing vertical sync, pulldown detection, windows media video acceleration, deinterlacing and triple buffering. but no combination of settings I've tried has changed or corrected the problem in any way. I've also tried enabling and disabling hardware acceleration in the Flash settings, to no avail. This problem happens whether or not the video is streaming or has fully streamed in before playing. So, what can I do? Is this just a flash issue or is there a way to get it to work?

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  • Idiots Guide to Setting Up Myth TV?

    - by Jared
    I want to build a MythTV back end. I don't want to compile things if I can help it, and I'd like to know what hardware will work with the cable system in the US. Are there any guides to building a MythTV box? I've found several but they all appear to be three or so years out of date and I have no clue how Linux hardware support has changed since then.

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