Search Results

Search found 10 results on 1 pages for 'robe eleckers'.

Page 1/1 | 1 

  • Microsoft et le Stade Toulousain mettent de l'IT dans leurs vêtements, quelles applications imaginez-vous pour ces nouveaux habits ?

    Bientôt de l'IT jusque dans nos vêtements Robe tweeteuse, T-Shirt promotionnel pour club de Rugby : quelles applications imaginez-vous pour ces nouvelles générations d'habits ? En collaboration avec Gordon Fowler « The Printing Dress » est une création de deux designers expérimentées travaillant pour Microsoft Research, Asta Roseway et Sheridan Martin Petit. Réalisée à partir de papier de riz noir et blanc, la robe intègre des boutons rappelant les touches des anciennes machines à écrire, cousus sur le corsage de la robe. Un ordinateur portable, un projecteur et quatre cartes de circuits y sont également intégrés. Bien qu'étant encore un prototyp...

    Read the article

  • Dell Poweredge R410 replace PERC S100 with PERC 6i

    - by Robe Eleckers
    I want to replace the PERC S100 RAID Controller with a PERC6i to be able to use 4 SAS harddrives instead of only SATA drives. What exactly do I need for this, what I've got so far: PERC6i PCIe x8 card. 4 x SAS 300GB 15000rpm drives Some questions I have Do I need a different backplane to accomodate the SAS disks? If so, what kind of backplane? Do I need a special cable to hookup the PERC6i with the backplane? If so, what kind of cable? Thanks.

    Read the article

  • Remote support via VPN without split tunnel

    - by Robe Eleckers
    my title might not be very clear, but I'll explain my setup in more detail now. We have several customers (companies) that need to be remotely supported. At these customers we have servers running with our software that needs to be serviced. These servers are (almost) never connected to the internet. For this we have multiple PC's running VPN clients. These PC's run a VNC server so our service engineers can login from their home laptop remotely to these PC's and connect from there to our customer via the VPN connection on the PC. The problem is however that several customers do not allow split tunneling. That means that when we connect via VPN to such a customer the VNC connection drops. Our current workaround is using a Citrix VM which we control via XenCenter console, but it's quite slow. Are there common solutions to handle this?

    Read the article

  • JSF 2.0 Dynamic Views

    - by Robe Eleckers
    Hello, I'm working on a web project which uses JSF 2.0, PrimeFaces and PrettyFaces as main frameworks / libraries. The pages have the following (common) structure: Header, Content, Footer. Header: The Header always contains the same menu. This menu is a custom component, which generates a recursive html <ul><li> list containing <a href="url"> html links, this is all rendered with a custom renderer. The link looks like 'domain.com/website/datatable.xhtml?ref=2'. Where the ref=2 used to load the correct content from the database. I use prettyfaces to store this request value in a backingbean. Question 1: Is it ok to render the <a href> links myself, or should I better add an HTMLCommandLink from my UIComponent and render that in the encodeBegin/End? Question 2: I think passing variables like this is not really the JSF 2.0 style, how to do this in a better way? Content: The content contains dynamic data. It can be a (primefaces) datatable, build with dynamic data from the database. It can also be a text page, also loaded from the database. Or a series of graphs. You got the point, it's dynamic. The content is based on the link pressed in the header menu. If the content is of type datatable, then I put the ref=2 variable to a DataTableBean (via prettyfaces), which then loads the correct datatable from the database. If the content is of type chart, I'll put it on the ChartBean. Question 3: Is this a normal setup? Ideally I would like to update my content via Ajax. I hope it's clear :)

    Read the article

  • Day 2 - Game Design Documentation

    - by dapostolov
    So yesterday I didn't cut any code for my game but I was able to do a tiny bit of research on the XNA Game Development Technology and the communities out there and do you know what? I feel I'm a bit closer to my goal. The bad news is today I didn't cut code either. However, not all is lost because I wanted to get my ideas on paper and today I just did that.  Today, I began to jot down notes about the game and how I felt the visual elements would interact with each other. Unlike my workplace, my personal level of documentation is nothing more than a task list or a mind map of my ideas; it helps me streamline my solutions quiet effectively and circumvent the long process of articulating each thought to the n-th degree. I truly dislike documentation (because I have an extremely hard time articulating my thought and solutions); however, because I tend to do a really good job with documentation I tend to get stuck writing the buggers. But as a generalist remark: 'No Developer likes documentation.' For now let's stick with my basic notes and call this post a living document. Here are my notes, fresh, from after watching the new first episode of Merlin second season! Actually, a quick recommendation to anyone who is reading this (if anyone is): I truly recommend you envelope yourself in the medium or task you're trying to tackle. Be one with moment and feel it! For instance: Are you writing a fantasy script / game? What would the music of the genre sound like? For me the Conan the Barbarian soundtrack by Basil Poledouris is frackin awesome. There are many other good CD's out there, which I listen to (some who even use medival instruments, but Conan I keep returning to. It's a creative trigger for me. Ask yourself what would the imagery look like? Time to surf google for artist renditions of fantasy! What would the game feel like? Start playing some of your favorite games that inspire you, be wary though, have some self control and don't let it absorb your time. Anyhow, onto the documentation... Screens, Scenes, and Sprites. Oh My! (groan...) The first thing that came to mind were the screens, I thought the following would suffice: Menu Screen Character Customisation Screen Loading Screen? Battle Ground The Menu Screen Ok. So, the thought here is when the game loads a huge title is displayed: Wizard Wars. The player is prompted with 3 menu items: 1 Player Game, 2 Player Game, and Exit. Since I'm targetting the PC platform, as a non-networked game to start, I picture myself running my mouse over each menu option and the visual element of the menu item changes, along with a sound to indicate that I am over a curent menu item. And as I move my mouse away, it changes back, and possibly an exit mouse sound. Maybe on the screen somewhere is a brazier alit with a magical tome open right beside it, OR, maybe the tome is the menu! I hear the menu music as mellow, not obtrusive or piercing. On a menu item select, a confirmation sound bellows to indicate the players selection. The Esc key will always return me to the previous screens or desktop. The menu screen must feel...dark, like a really important ritual is about to happen and thus the music should build up. 1 Player Game - > Customize Character(s) 2 Player Game - > Customize Character(s) Exit - > Back to Windows Notes: So the first thing I pick up here are a couple things: First and foremost, my artistic abilities suck crap, so I may have to hire an artist (now that i've said that, lets get techy) graphical objects will be positioned within a scene on each screen / window. Menu items will be represented grapically, possibly animated, and have sound / animation effects triggered by user input or a time line. I have an animated scene involving a brazier or fire on a stick IF I was to move this game to the xbox, I'd have to track which menu item is currently selected (unless I do a mouse pointer type thing.) WindowObject has a scene A Scene has many GameObjects GameObject has a position graphic or animation MenuObject is a GameObject which has a mouse in, mouse out, and click event which either does something graphically (animation), does something with sound, or moves to another screen.  Character Customisation Screen With either the 1 or 2 player option selected, both selections will come to this screen; a wizard requires a name, powers, and vestements of course! Player one will configure his character first and then player two. I considered a split screen for PC but to have two people fighting over a keyboard would probably suck. For XBox, a split screen could work; maybe when I get into the networking portion (phase 2 blog?) of this game I will remove the 2 player option for PC and provide only multiplayer and I will leave 2 player for xbox...hmm... Anyhow...I picture the creation process as follows: Name: (textbox / keyboard entry) - for xbox, this would have to be different. Robe Color: (color box, or something) Stats: Speed, Oomph, and Health. (as sliders) 1 as minimum and 10 as maximum. Ok, Back, and Cancel buttons / options. Each stat has a benefit which are listed below. The idea is the player decides if he wants his wizard to run fast, be a tank and ... hit with a purse.Regardless, the player will have a pool of 12 points to use. Ideally, A balanced wizard will have 5 in each attribute. Spells? The only spell of choice is a ball of fire which comes without question. The music and screen should still feel like a ritual. The Character Speed Basically, how fast your character moves and casts. Oomph (Best Monster Truck Voice): PURE POWAH!!! The damage output of your fireball. Health How much damage you can take. Notes: I realise the game dynamics may sound uninteresting at the moment; but I think after a couple releases, we could have some other grand ideas such as: saved profiles, gold to upgrade arsenal of spells, talents, etc...but for now...a vanilla fireball thrower mage will suffice for this experiment. OK. So... a MenuObject  may need to be loosely coupled to allow future items such as networking? may be a button? a CharacterObject has a name speed oomph health and a funky robe color. cap on the three stats (1-10) an arsenal of 1 spell (possibly could expand this) The Loading Screen As is. The Battleground Screen For now, I'm keeping the screen as max resolution for the PC. The screen isn't going to move or even be a split screen. I'm not aiming high here because I want to see what level of change is involved when new features / concepts are added to game content. I'm interested to find out if we could apply techniques such as MVC or MVVM to this type of development or is it too tightly coupled? This reminds me when when my best friend and I were brainstorming our game idea (this is going back a while...1994, 6?) and he cringed at the thought of bringing business technology into games, especially when I suggested a database to store character information and COM / DCOM as the medium, but it seems I wasn't far off (reflecting); just like his implementation of a xml "config file" for dynamic direct-x menus back before .net in 1999...anyhow...i digress... The Battle One screen, two characters lobing balls of fire at each other...It doesn't get better than that. Every so often a scroll appears...and the fireballs bounce off walls, or the wizard has rapid fire, or even scrolls of healing! The scroll options are endless. Two bars at the top, each the color of the wizard (with their name beside the bar) indicate how much health they have. Possibly the appearance of the scrolls means the battle is taking too long? I'm thinking 1 player controls: up, down, left, right and space to fire the button. Or even possibly, mouse click and shift - mouse button to fire a spell in the direction they are facing. Two player controls: a, s, d, f and space AND arrows (up, down, left, right) and Del key or Crtl. The game ends when a player has 0 health and a dialog box appears asking for a rematch / reconfigure / exit. Health goes down when a fireball (friendly or not), connects with a wizard. When a wizard connects with a scroll, a countdown clock / icon appears near the health bar and the wizard begins to glow. For the most part, a wizard can have only scroll 1 effect on him at a time. Notes: Ok, there's alot to cover here. a CharacterObject is a GameObject it travels at a set velocity it travels in a direction it has sounds (walking, running, casting, impact, dying, laughing, whistling, other?) it has animations (walking, running, casting, impact, dying, laughing, idle, other?) it has a lifespan (determined by health) it is alive or dead it has a position a ScrollObject is a GameObject it carries a transferance of points "damage" (or healing, bad scroll effect?) (determinde by caster) it carries a transferance of "other" it is stationary it has a sound on impact it has a stationary animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by game) it is alive or dead it has a position a WallObject is a GameObject it has a sound on fireball impact? it is a still image / stationary it has an impact animation / or transfers an impact animation it is dead it has a position A FireBall is a GameObject it carries a transferance of poinst "damage" (or healing, bad scroll effect?) (determinde by caster) it travels at a set velocity it travels in a direction it has a sound it has a travel animation it has an impact animation / or transfers an impact animation it has a fade animation? it has a lifespan (determined by caster) it is alive or dead it has a position As I look at this, I can see some common attributes in each object that I can carry up to the GameObject. I think I'm going to end the documentation here, it's taken me a bit of time to type this all out, tomorrow. I'll load up my IDE and my paint studio to get some good old fashioned cowboy hacking going!   D.

    Read the article

  • Customer retention - why most companies have it wrong

    - by Michel Adar
    At least in the US market it is quite common for service companies to offer an initially discounted price to new customers. While this may attract new customers and robe customers from competitors, it is my argument that it is a bad strategy for the company. This strategy gives an incentive to change companies and a disincentive to stay with the company. From the point of view of the customer, after 6 months of being a customer the company rewards the loyalty by raising the price. A better strategy would be to reward customers for staying with the company. For example, by lowering the cost by 5% every year (compound discount so it does never get to zero). This is a very rational thing to do for the company. Acquiring new customers and setting up their service is expensive, new customers also tend to use more of the common resources like customer service channels. It is probably true for most companies that the cost of providing service to a customer of 10 years is lower than providing the same service in the first year of a customer's tenure. It is only logical to pass these savings to the customer. From the customer point of view, the competition would have to offer something very attractive, whether in terms of price or service, in order for the customer to switch. Such a policy would give an advantage to the first mover, but would probably force the competitors to follow suit. Overall, I would expect that this would reduce the mobility in the market, increase loyalty, increase the investment of companies in loyal customers and ultimately, increase competition for providing a better service. Competitors may even try to break the scheme by offering customers the porting of their tenure, but that would not work that well because it would disenchant existing customers and would be costly, assuming that it is costlier to serve a customer through installation and first year. What do you think? Is this better than using "save offers" to retain flip-floppers?

    Read the article

  • Weekend Project: Build a Fireball Launcher

    - by Jason Fitzpatrick
    What’s more fun than playing with fire? Shooting it from your hands. Put on your robe and wizard hat, make a stop at the hardware store, and spend the weekend trying to convince your friends you’ve acquired supernatural powers. Over at MAKE Magazine, Joel Johnson explains the impetus for his project: A stalwart of close-quarter magicians for years, the electronic flash gun is a simple device: a battery-powered, hand-held ignitor that uses a “glo-plug” to light a bit of flash paper and cotton, shooting a fireball a few feet into the air. You can buy one from most magic shops for around $50, but if you build one on your own, you’ll not only save a few bucks, you’ll also learn how easy it is to add fire effects to almost any electronics project. (And what gadget couldn’t stand a little more spurting flame?) The parts list is minimal but the end effect is pretty fantastic. Hit up the link below for the full build guide, plenty of warnings, and a weekend project that’s sure to impress. How to Own Your Own Website (Even If You Can’t Build One) Pt 3 How to Sync Your Media Across Your Entire House with XBMC How to Own Your Own Website (Even If You Can’t Build One) Pt 2

    Read the article

  • Placing Varibles into an external Sheet

    - by Leslie Peer
    Trying to Build an Online D&d program which stores the character info into Tables my problem is the game works just fine while your playing but as soon as you exit game all varibles are lost which means you have to restart from scratch the next time you log on... So this is a Two Fold Question What is the Best type of External Sheet to save it on... and two How to access sheet for saving and Loading Below are Varibles <SCRIPT> Name1="Tabor Bloomfield"; Name2="Sam Wrightfield"; Name3="Gavin Hartfild"; Name4="Gail Quickfoot"; Name5="Robert Gragorian"; Name6="Peter Shain"; Class1="MagicUser"; Class2="Fighter"; Class3="Fighter"; Class4="Thief"; Class5="Cleric"; Class6="Fighter"; Level1=23; Level2=1; Level3=1; Level4=2; Level5=2; Level6=1; Hpts1=145; Hpts2=14; Hpts3=13; Hpts4=8; Hpts5=12; Hpts6=15; Armor1="Robe of Protection +5"; Armor2="Splinted Armor"; Armor3="Chain Armor"; Armor4="Leather Armor"; Armor5="Chain Armor"; Armor6="Splinted Armor"; Ac1a=5; Ac2a=3; Ac3a=3; Ac4a=4; Ac5a=2; Ac6a=3; Armor1b="Ring of Protection +5"; Armor2b="Small Shield"; Armor3b="Small Shield"; Armor4b="Wooden Shield"; Armor5b="Large Shield"; Armor6b="Small Shield"; Ac1b=5; Ac2b=1; Ac3b=1; Ac4b=1; Ac5b=1; Ac6b=1; Str1=21; Str2=16; Str3=14; Str4=13; Str5=14; Str6=13; Int1=19; Int2=11; Int3=12; Int4=13; Int5=14; Int6=13; Wis1=18; Wis2=12; Wis3=14; Wis4=13; Wis5=14; Wis6=12; Dex1=19; Dex2=14; Dex3=13; Dex4=15; Dex5=14; Dex6=12; Con1=19; Con2=15; Con3=16; Con4=13; Con5=12; Con6=10; Chr1=21; Chr2=14; Chr3=13; Chr4=12; Chr5=14; Chr6=13; </SCRIPT> File name ="gamestats" Path="trellian Webpage/droves E and F/gamestats have tryed html Page,Javascript,Creating a serperate table page and putting the varibles into cells...But at a lost on how to arrive at a solution

    Read the article

  • Giving an Error Object Expected Line 48 Char 1

    - by Leslie Peer
    Giving an Error Object Expected Line 48 Char 1------What did I do wrong??? *Note Line # are for reference only not on Original Web page****** <HTML><HEAD><TITLE></TITLE> <META http-equiv=Content-Type content="text/html; charset=utf-8"> <META content="Leslie Peer" name=author> <META content="Created with Trellian WebPage" name=description> <META content="MSHTML 6.00.6000.16809" name=GENERATOR> <META content=Index name=keywords> <STYLE type=text/css>BODY { COLOR: #000000; BACKGROUND-REPEAT: repeat; FONT-FAMILY: Accent SF, Arial, Arial Black, Arial Narrow, Century Gothic, Comic Sans MS, Courier, Courier New, Georgia, Microsoft Sans Serif, Monotype Corsiva, Symbol, Tahoma, Times New Roman; BACKGROUND-COLOR: #666666 } A { FONT-SIZE: 14px; FONT-FAMILY: Arial Black, Bookman Old Style, DnD4Attack, Lucida Console, MS Serif, MS Outlook, MS Sans Serif, Rockwell Extra Bold, Roman, Star Time JL, Tahoma, Terminal, Times New Roman, Verdana, Wingdings 2, Wingdings 3, Wingdings } A:link { COLOR: #9966cc; TEXT-DECORATION: underline } A:visited { COLOR: #66ff66; TEXT-DECORATION: underline } A:hover { COLOR: #ffff00; TEXT-DECORATION: underline } A:active { COLOR: #ff0033; TEXT-DECORATION: underline } H1 { FONT-SIZE: 25px; COLOR: #9966cc; FONT-FAMILY: Century Gothic } H2 { FONT-SIZE: 20px; COLOR: #ff33cc; FONT-FAMILY: Century Gothic } H3 { FONT-SIZE: 18px; COLOR: #6666cc; FONT-FAMILY: Century Gothic } H4 { FONT-SIZE: 15px; COLOR: #00cc33; FONT-FAMILY: Century Gothic } H5 { FONT-SIZE: 10px; COLOR: #ffff33; FONT-FAMILY: Century Gothic } H6 { FONT-SIZE: 5px; COLOR: #996666; FONT-FAMILY: Century Gothic } </STYLE> line 46-<SCRIPT> line 47- CharNum=6; line 48-var Character=newArray();Character[0]="Larry Lightfoot";Character[1]="Sam Wrightfield";Character[2]="Gavin Hartfild";Character[3]="Gail Quickfoot";Character[4]="Robert Gragorian";Character[5]="Peter Shain"; line 49-var ExChar=newArray();ExChar[0]="Tabor Bloomfield"; line 50-var Class=newArray();Class[0]="MagicUser";Class[1]="Fighter";Class[2]="Fighter";Class[3]="Thief";Class[4]="Cleric";Class[5]="Fighter"; line 51-line 47var ExClass=newArray();ExClass[0]="MagicUser"; line 52-var Level=newArray();Level[0]="2";Level[1]="1";Level[2]="1";Level[3]="2";Level[4]="2";Level[5]="1"; line 53-var ExLevel=newArray();ExLevel[0]="23"; line 54-var Hpts=newArray();Hpts[0]="6";Hpts[1]="14";Hpts[2]="13";Hpts[3]="8";Hpts[4]="12";Hpts[5]="15"; line 55-var ExHpts=newArray();ExHpts[0]="145"; line 56-var Armor=newArray();Armor[0]="Cloak";Armor[1]="Splinted Armor";Armor[2]="Chain Armor";Armor[3]="Leather Armor";Armor[4]="Chain Armor";Armor[5]="Splinted Armor"; line 57-var ExArmor=newArray();ExArmor[0]="Robe of Protection +5"; line 58-var Ac1=newArray();Ac1[0]="0";Ac1[1]="3";Ac1[2]="3";Ac1[3]="4";Ac1[4]="2";Ac1[5]="3"; line 59-var ExAc=newArray();ExAc[0]="5"; line 60-var Armor1b=newArray();Armor1b[0]="Ring of Protection +1";Armor1b[1]="Small Shield";Armor1b[2]="Small Shield";Armor1b[3]="Wooden Shield";Armor1b[4]="Large Shield";Armor1b[5]="Small Shield"; line 61-var ExArmor1b=newArray();ExArmor1b[0]="Ring of Protection +5"; line 62-var Ac2=newArray();Ac2[0]="1";Ac2[1]="1";Ac2[2]="1";Ac2[3]="1";Ac2[4]="1";Ac2[5]="1"; line 63-var ExAc1b=newArray();ExAc1b[0]="5" line 64-var Str=newArray();Str[0]="15";Str[1]="16";Str[2]="14";Str[3]="13";Str[4]="14";Str[5]="13"; line 65-var ExStr=newArray();ExStr[0]=21; line 66-var Int=newArray();Int[0]="17";Int[1]="11";Int[2]="12";Int[3]="13";Int[4]="14";Int[5]="13"; line 67-var ExInt=newArray();ExInt[0]="19"; line 68-var Wis=newArray();Wis[0]="17";Wis[1]="12";Wis[2]="14";Wis[3]="13";Wis[4]="14";Wis[5]="12"; line 69-var ExWis=newArray();ExWis[0]="18"; line 70-var Dex=newArray();Dex[0]="15";Dex[1]="14";Dex[2]="13";Dex[3]="15";Dex[4]="14";Dex[5]="12"; line 71-var ExDex=newArray();ExDex[0]="19"; line 72-var Con=newArray();Con[0]="16";Con[1]="15";Con[2]="16";Con[3]="13";Con[4]="12";Con[5]="10"; line 73-var ExCon=newArray();ExCon[0]="19"; line 74-var Chr=newArray();Chr[0]="16";Chr[1]="14";Chr[2]="13";Chr[3]="12";Chr[4]="14";Chr[5]="13"; line 75-var ExChr=newArray();ExChr[0]="21"; line 76-var Expt=newArray();Expt[0]="45";Expt[1]="21";Expt[2]="16";Expt[3]="18";Expt[4]="22";Expt[5]="34"; line 77-var ExExpt=newArray();ExExpt[0]="245678"; line 78-var ExBp=newArray();ExBp[0]="Unknown";ExBp[1]="Extrademensional Plane World of Amborsia";ExBp[2]="Evil Wizard Banished for Mass Geniocodes"; line 79-</SCRIPT> line 80-</HEAD> line 81-<BODY> Giving an Error Object Expected Line 48 Char 1------What did I do wrong??? *Note Line # are for reference only not on Original Web page******

    Read the article

1