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Adding a startup script to be run at bootup « Ubuntu Blog on 2008-04-15
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- 8. samyboy - February 13, 2006
You can use update-rc.d for start-only or stop-only scripts
Start my script on startup :
# update-rc.d -f my_script start 99 2 3 4 5 .where
- start is the argument given to the script (start, stop).
- 99 is the start order of the script (1 = first one, 99= last one)
- 2 3 4 5 are the runlevels to startDont forget the dot at the end
More info in /etc/rcS.d/READMEStart my_script on shutdown and reboot :
# update-rc.d -f my_script start 90 0 6 .Stop my_script on halt and reboot :
# update-rc.d -f my_script reboot 90 0 6 .If you want to make your own demon, you can use the skeleton file provided at
/etc/init.d/skeletonabout runlevels :
To know which runlevel you are running, simply type
$ runlevelmore info about runlevels here : http://oldfield.wattle.id.au/luv/boot.html#init
happy scripting
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- Unsaved spreadsheet - Google Docs on 2008-04-03
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As A Man Thinketh - WikiSummaries, free book summaries on 2008-04-01
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Act is the blossom of thought, and joy and suffering are its fruit.
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Aimlessness is a vice.
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The Art Of Living Life: What They Don’t Tell You About Being An Entrepreneur on 2008-03-16
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Our doubts are traitors, and make us lose the good we might oft win, by fearing to attempt.
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Hacker News | Im giving away my startup idea to a deserving Haxor on 2008-03-14
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3 points by nostrademons 13 minutes ago | link
My cofounder and I have been working on exactly this idea (web-based game maker, can share games on Facebook/MySpace, targetted at non-programming users) for the last 15 months. Six months of that has been full-time work. Other competition - folks with released products - includes http://sploder.com/, http://www.gamebrix.net/ (they've got $500k in angel funding and 8 developers on it), and http://www.mygame.com/. Both Sploder and GameBrix have been working on this for at least 6 months longer than us, so they've got at least 2 years of development behind their current releases. I believe the FuzzWich guys spent some time trying to develop a game-making platform before they started their current idea, and I've heard of at least another half-dozen startups in stealth mode that're doing the same thing, though obviously I don't know the details. So you're not the only one who's had this idea. ;-)The problem is that "a widget-based game maker" does not let you create fun games for any reasonable definition of fun, and a system that does let you create fun games is probably too hard for ordinary non-programming users to learn. Play around with GameBrix for a few minutes and then decide whether any of the games generated by it are stuff you'd be willing to show your friends. And judging from the GameBrix screencasts, their builder isn't all that easy to use anyway. Sploder's done a bit better - you can at least figure out how to use it in 5 minutes - but it gives you very limited customization. It's more like a map editor for common strategy games than a game creator itself.
Anything more complicated than that requires a lot of both UI and technical discipline. We've run into some really thorny technical issues when trying to develop a UI that's both flexible and simple to learn, and we keep running into them. It makes me wonder whether the problem is even tractable, given the long history of attempts to solve it and the noted lack of success outside of specific domains (eg. GameMaker, Quake mods).
So that's what the view looks like from 15 months in. I definitely still think there's something to this, otherwise I wouldn't still be working on it. But be prepared for some really tricky technical issues - you'll want a top-notch technical cofounder, because otherwise you'll be pretty limited in what you can do.
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Coding Horror: Choosing Your Own Adventure on 2008-03-12
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But I refuse to become a full-time blogger. I think that's a cop-out. If I look at the people I respect most in the industry, the people I view as role models-- Paul Graham, Joel Spolsky, Steve Yegge, Eric Sink, Rich Skrenta, Marc Andreesen, Wil Shipley, Douglas Crockford, Scott Guthrie -- they all have one thing in common. They're not just excellent writers and communicators. They build stuff, too. The world has enough vapid commentary blogs. I want to build stuff-- and talk about it. I have a little micro-ISV startup opportunity I'll be working on, a web property I'm building out with one of the above people. I'm not ready to announce the details yet, but when I do, you'll read about it here.
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Penny Arcade! - The Case Of Texas vs. KryoLord on 2008-03-12
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Making the year between games an episodic "season" is a perfect match for their science fiction homage.
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A Litmus Test for Entrepreneurs — HBS Working Knowledge on 2008-03-05
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- Are you comfortable stretching the rules?
- Are you prepared to make powerful enemies?
- Do you have the patience to start small?
- Are you willing to shift strategies quickly?
- Are you a closer?
HBS professor Walter Kuemmerle says any aspiring entrepreneur must ask themselves the following questions:
As Kuemmerle concludes, "Being an entrepreneur isn't for everyone, and even those who have the right stuff find the path to success much rougher and, usually, much longer than they had anticipated. But if you start your journey with a clear sense of your own capabilities and the gaps in them, you'll be much more likely to succeed in your venture."
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LoveMyTool - Network Monitoring, CALEA, Lawful Intercept, Application Performance, Web User Experience, Web Analytics, Content & Database Security, IDS, Malware, Crimeware, SOX, HIPAA and PCI Compliance Auditing, Forensics, DPI, VoIP, IPTV ...: What I Lea on 2008-03-05
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7) Don’t touch old wound, just let it heal
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6) Don’t complain, don’t explain
Whatever you do, don’t start a Blog immediately after you fail.
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flipcode - Building A Game On Your Own on 2008-03-03
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I can't even begin to stress how important this section is, so let me say it again. This section is important. When you are writing a game, don't be afraid to use other people's ideas, libraries or utilities. Borrow as much as you can, it will do nothing but make your life easier. In my game, I remembered Conor Stokes' soft hands and used his article on axis aligned bounding box trees, I used Paul Nettle's collision detection document and I used id Software's Q3Radiant level editor. Why did I use other people's ideas and tools to solve problems that I could have solved on my own? The answer to this question is simple: I used all of these different resources because it saved me time. By using an established method for collision detection, I didn't have to waste my time coming up with and testing my own collision method. By adapting id's map editor to my own devious purposes, I avoided having to come up with my own. And, as an added bonus, id's map editor lit levels for me, which is yet another thing I didn't have to deal with. Don't get caught up in the belief that you need to have custom tools and solutions for your game. If you are smart, you will know when to come up with new ideas and when to use well-established ones.
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