Kali linux doesn't detect my hard drive partitions

I wanted to install Kali Linux on my computer that is currently running windows 7 64bits, so i created a 200Gb free partition, I made an installation USB key, and everything was running perfectly during the install until when i got to the point where i need to chose the partition, i chosed “manual” but it say that all my hard drive is free and unpartitioned, and i can’t format & repartition my HD since I have alot of usefull data that i can’t backup externally.

PS : i’m running on a mbr partitionning system & Legacy Bios mode

Why in “:normal”command ^[ seems doesn't work with A? (vim)

Today, I learnt a bit of vim normal command, and below is my experiment:

:normal i Insert ^[ yyp
:normal A Append ^[ yyp


# RESULT OF EXECUTE FIRST COMMAND FOR SEVERAL TIMES
 Insert Insert  
  Insert Insert Insert  
   Insert Insert Insert Insert  
    Insert Insert Insert Insert Insert  
    Insert Insert Insert Insert Insert  


 # RESULT OF EXECUTE SECOND COMMAND FOR SEVERAL TIMES
 Append  Append  Append  Append  Append  Append 

Why the second command ignored the yyp part? How to fix it?

Form a output by combining multiple lines

I have a log file as below:

/export/home/got/logs/o2877612.01:job_1432787863184_159408 Message: org.apache.pig.backend.executionengine.ExecException: ERROR 2118: Input path does not exist: /user/got/distro
/export/home/got/logs/o2877612.01:Module: SUMMARY_PIG

I want to form a final log file by combining two lines as below. Above both lines start with /export/home/got/logs/o2877612.01:

/export/home/got/logs/o2877612.01:Module: SUMMARY_PIG :job_1432787863184_159408 Message: org.apache.pig.backend.executionengine.ExecException: ERROR 2118: Input path does not exist: /user/got/distro

Could you help in the unix command for this?

Latest Mono, XSP and Mod_Mono throwing error when executing mod-mono-server2

I have installed the following versions from source on Github (tagged releases)

  • mono 4.0.3.19
  • mod_mono 3.12
  • xsp 3.0.11

Everything appears to install OK but when trying to Start apache I get the following error:

 Apache/2.2.15 (Unix) DAV/2 mod_mono/3.12 PHP/5.3.3 mod_ssl/2.2.15 OpenSSL/1.0.1e-fips mod_wsgi/3.2 Python/2.6.6 mod_perl/2.0.4 Perl/v5.10.1 configured -- resuming normal operations
Exception caught during reading the configuration file:
System.InvalidProgramException: Invalid IL code in System.Configuration.ConfigurationManager:get_AppSettings (): IL_0000: ret


  at Mono.WebServer.Apache.Server.get_AppSettings () <0x40622ad0 + 0x0000b> in <filename unknown>:0
  at Mono.WebServer.Apache.Server+ApplicationSettings..ctor () <0x40622510 + 0x000df> in <filename unknown>:0
The value given for the address is not valid: 0.0.0.0

I found I get the same error if I manually start mod-mono-server as well.

I’ve not been able to find any cause for this at all and can’t see what is wrong. I’m using CentOS 6.6 x64.

How to Configure freepbx and Matrix Eternity on PRI Line?

I need a to configure freepbx with matrix eternity on a PRI line and setup 12 seats for making calls outside.

Matrix Eternity Device is http://image.slidesharecdn.com/matrixeternitypeintroductionpresentation-110606070503-phpapp02/95/matrix-telecom-solutions-eternity-pe-ippbx-12-638.jpg?cb=1385442863

FreePbx Asterisk 1.8 with CRM intergartion.

I am able to make calls on local LAN Extensions sometimes do get 503 error but how can i proceed with Matrix and PRI Line ie. to make it work with asterisk.

Thanks Guys :)

How do I check for collision between transparent textures?

I am creating a 2D game using OpenGL.
For sprites, I use textured quads (actually two triangles).
The texures contain transparent pixels, since objects are not always perfectly rectangular.

How do I do collision detection on the objects, not the quads?
I was thinking to first check the quads for collision and if they match, check the textures.

But how can I check if two non-transparent pixels are on top of each other (or next to each other) for the two objects?

Or is there a completely different way of how this is done best?

Circle Collision Resolution and Angular Momentum

I have a 2D engine working pretty well that involves rectangles and circles. I just reworked parts of the collision detection/response system for better handling of angular speed/momentum.

The collision response algorithm I’m using is described here: http://www.myphysicslab.com/collision.html (the complicated “j = …” equations towards the bottom of the page under “Physics of Collision for Rigid Bodies in 2 Dimensions”).

Everything’s working great, but I’m wondering about circles. No matter how another another rectangle or circle hits a circle, it’s impossible for the circle to gain angular speed through a collision, since the collision normal vector is always perpendicular to surface of the circle.

This makes sense to me mathematically, but it goes against my real-life intuition. For example, in the picture below, if I poke a ball on the side with a rectangle (tangentially, not towards the middle of the ball), I expect the ball to start spinning (counter-clockwise in this case).

Example Picture

Why isn’t this happening for me? Do I need some kind of non-instantaneous collision (deformation maybe?) to experience this effect? If so, is there a way to “fake” it? (Realistically! I don’t want to mess up the realistic linear/angular momentums and energies of my system!) Thanks in advance for the help!!

How to display three dimensional Objects in a 2D Game using OpenGL and orthographic Projection?

I am creating a 2D (2.5D) game using OpenGL and orthographic projection.

It is simple to have relatively flat objects, e.g. characters.
I simply use a quad with a texture of the character and move that about.

However, what is the best way to draw big objects that have depth, e.g. a big house?
Do I use one quad with a three dimensional looking represantation of the house on it, or do I use multiple quads (e.g. front, side, top)?

I prefer using one quad with a three dimensional looking texture on it. What are the drawbacks to this approach?

Hyperlinks returning 404's

I’m very new to Cognito Forms and I’m setting up my first form. I’m wanting to create a link to www.bit.ly/1xmHejd/. To do so, I create a Content field and used the Insert/Edit Link button. These are the settings for it:

Picture

After all that is done, I went to a live version of the form and clicked the link to make sure it is working. However, when clicking the link, it redirects me to https://www.cognitoforms.com/%22http://www.bit.ly/1xmHejd/%22 instead of just http://www.bit.ly/1xmHejd/. How do I remove the Cognito Forms portion of the URL? Is it possible?