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  • Access Amazon Linux EC2 over VNC using Guacamole

    - by Neon Flash
    I have a t1.micro Amazon Linux AMI instance running. Now, I want to access it using VNC so that I get the GUI. I came across Guacamole and the installation instructions for the server side configuration. So, I get it that we need to setup Apache Tomcat on the Linux machine and then install all the required dependencies, edit the configuration files for Tomcat. But, how do I access it from Windows? What is the client side configuration? From what I understood so far, instead of using a VNC Client like TightVNC or VNCViewer, we can use the Web Browser to access the Amazon EC2 instance. I am using Windows 7 as the client. I would like to access the Amazon Linux AMI (t1.micro instance) over VNC so that I get the GUI.

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  • Guacamole on KVM

    - by Siem Hermans
    I currently run a deployment where I provide virtual machines to circa 25 users through ESXi over the VMWare WSX web portal. This works, no doubt about it, it is fast, stable and reliable enough for the end users. However I stumbled across the Guacamole project (Link: http://guac-dev.org/) and the KVM project (Link: http://www.linux-kvm.org/). I must say I am no genius when it comes to Linux but I am interested in replacing the ESXi and WSX combination with a Guacamole and KVM deployment. I have seen people across the internet use ESXi in combination with Guacamole (mostly prior to the release of WSX), but I have yet to see someone use it in conjunction with KVM. Considering my amount of knowledge on Linux in general I would like to ask: Is it possible at all to combine the two?

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  • Weird y offset when using custom frag shader (Cocos2d-x)

    - by Mister Guacamole
    I'm trying to mask a sprite so I wrote a simple fragment shader that renders only the pixels that are not hidden under another texture (the mask). The problem is that it seems my texture has its y-coordinate offset after passing through the shader. This is the init method of the sprite (GroundZone) I want to mask: bool GroundZone::initWithSize(Size size) { // [...] // Setup the mask of the sprite m_mask = RenderTexture::create(textureWidth, textureHeight); m_mask->retain(); m_mask->setKeepMatrix(true); Texture2D *maskTexture = m_mask->getSprite()->getTexture(); maskTexture->setAliasTexParameters(); // Disable linear interpolation on the mask // Load the custom frag shader with a default vert shader as the sprite’s program FileUtils *fileUtils = FileUtils::getInstance(); string vertexSource = ccPositionTextureA8Color_vert; string fragmentSource = fileUtils->getStringFromFile( fileUtils->fullPathForFilename("CustomShader_AlphaMask_frag.fsh")); GLProgram *shader = new GLProgram; shader->initWithByteArrays(vertexSource.c_str(), fragmentSource.c_str()); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION); shader->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS); shader->link(); CHECK_GL_ERROR_DEBUG(); shader->updateUniforms(); CHECK_GL_ERROR_DEBUG(); int maskTexUniformLoc = shader->getUniformLocationForName("u_alphaMaskTexture"); shader->setUniformLocationWith1i(maskTexUniformLoc, 1); this->setShaderProgram(shader); shader->release(); // [...] } These are the custom drawing methods for actually drawing the mask over the sprite: You need to know that m_mask is modified externally by another class, the onDraw() method only render it. void GroundZone::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) { m_renderCommand.init(_globalZOrder); m_renderCommand.func = CC_CALLBACK_0(GroundZone::onDraw, this, transform, transformUpdated); renderer->addCommand(&m_renderCommand); Sprite::draw(renderer, transform, transformUpdated); } void GroundZone::onDraw(const kmMat4 &transform, bool transformUpdated) { GLProgram *shader = this->getShaderProgram(); shader->use(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_mask->getSprite()->getTexture()->getName()); glActiveTexture(GL_TEXTURE0); } Below is the method (located in another class, GroundLayer) that modify the mask by drawing a line from point start to point end. Both points are in Cocos2d coordinates (Point (0,0) is down-left). void GroundLayer::drawTunnel(Point start, Point end) { // To dig a line, we need first to get the texture of the zone we will be digging into. Then we get the // relative position of the start and end point in the zone's node space. Finally we use the custom shader to // draw a mask over the existing texture. for (auto it = _children.begin(); it != _children.end(); it++) { GroundZone *zone = static_cast<GroundZone *>(*it); Point nodeStart = zone->convertToNodeSpace(start); Point nodeEnd = zone->convertToNodeSpace(end); // Now that we have our two points converted to node space, it's easy to draw a mask that contains a line // going from the start point to the end point and that is then applied over the current texture. Size groundZoneSize = zone->getContentSize(); RenderTexture *rt = zone->getMask(); rt->begin(); { // Draw a line going from start and going to end in the texture, the line will act as a mask over the // existing texture DrawNode *line = DrawNode::create(); line->retain(); line->drawSegment(nodeStart, nodeEnd, 20, Color4F::RED); line->visit(); } rt->end(); } } Finally, here's the custom shader I wrote. #ifdef GL_ES precision mediump float; #endif varying vec2 v_texCoord; uniform sampler2D u_texture; uniform sampler2D u_alphaMaskTexture; void main() { float maskAlpha = texture2D(u_alphaMaskTexture, v_texCoord).a; float texAlpha = texture2D(u_texture, v_texCoord).a; float blendAlpha = (1.0 - maskAlpha) * texAlpha; // Show only where mask is invisible vec3 texColor = texture2D(u_texture, v_texCoord).rgb; gl_FragColor = vec4(texColor, blendAlpha); return; } I got a problem with the y coordinates. Indeed, it seems that once it has passed through my custom shader, the sprite's texture is not at the right place: Without custom shader (the sprite is the brown thing): With custom shader: What's going on here? Thanks :) EDIT It looks like after passing through the shader when I set the position of the sprite I set it in points, with (0,0) being in the top-right. Indeed, when I do sprite->setPosition(320, 480), the sprite is perfectly placed at the top of the screen.

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  • ldapsearch against Active Directory fails

    - by Guacamole
    I am using ldapsearch from OpenLDAP tools to search our corporate Active Directory for my email and phone number. This query is a test to ensure that I can authenticate against the domain so I can set up a linux wiki with NTLM authentication. My theory is that if I can successfully query the AD for information, then I am a step closer to getting my wiki to authenticate against AD (I have instructions to set up moin wiki under ActiveDirectory). The problem is that I can't seem to get the ldapsearch query right. I have seen many tutorials on the net that indicate that -D should be something like -D "Americas\John_Marsharll"; however, I keep getting ldap_bind: Invalid credentials (49) error messages when I use Americas\John_Marshall. The only time I get sensical results is when I query with the parameters below. However, even then, I can't figure out how to get email and phone number. [John_Marsharll@WN7-BG3YSM1 ~]$ ldapsearch -x -h 10.1.1.1 \ -b "cn=Users,dc=Americas" mail telephonenumber -D "cn=John_Marshall,dc=Americas" # extended LDIF # # LDAPv3 # base <cn=Users,dc=Americas> with scope subtree # filter: (objectclass=*) # requesting: mail telephonenumber -D cn=John_Marshall,dc=Americas # # search result search: 2 result: 32 No such object # numResponses: 1 [John_Marshall@WN7-BG3YSM1 ~]$ Can someone give me pointers on what I'm doing wrong with the ldapsearch query above? Our AD ldap server is 10.1.1.1 and the AD domain is "Americas".

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  • In Mercurial, can I apply changes from one file to another file in the same branch?

    - by Stephen
    In the good old days of Subversion, I would sometimes derive a new file from an existing one using svn copy. Then if something changed in sections they had in common, I could still use svn merge to update the derived version. To use the example from hginit.com, say the "guac" recipe already exists, and I want to create a "superguac" that includes instructions on how to serve guacamole to 1000 raving soccer fans. Using the process I just described, I could: svn cp guac superguac svn ci -m "Created superguac by copying guac" (edit superguac) svn ci -m "Added instructions for serving 1000 raving soccer fans to superguac" (edit guac) svn ci -m "Fixed a typo in guac" svn merge -r3:4 guac superguac and thus the typo fix would be applied to superguac. Mercurial provides an hg copy command that marks a file as a copy of the original, but I'm not sure the repository structure supports a similar workflow. Here's the same example, and I carefully only edit a single file in the commit I want to use in the merge: hg cp guac superguac hg ci -m "Created superguac by copying guac" (edit superguac) hg ci -m "Added instructions for serving 1000 raving soccer fans to superguac" (edit guac) hg ci -m "Fixed a typo in guac" I now want to apply the change in guac to superguac. Is that possible? If so, what's the right command? Is there a different workflow in Mercurial that achieves the same results (limited to a single branch)?

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