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  • RPC Fails but passing in SQL Man. Studios works

    - by Justin
    I am calling a stored procedure from a web service in an ASP.Net application. And until a few days ago, all was well. However now when i call it I get an error saying The timeout period elapsed prior to the completion of the operation or the server could not be reached. However when i would run SQL SERVER PROFILER, I could see that the call was getting to the database, but was timing out. I then copied the statement being executed found at the bottom of the Profiler and pasted it into Management Studio and executed it and it finishes in about 7 seconds.. This runs just fine on our production server. It seems to be similar to this question: SELECT DISTINCT not working in .NET application, but works in SQL Mgmt Studio but I see no answer.

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  • LINQ und ArcObjects

    - by Marko Apfel
    LINQ und ArcObjects Motivation LINQ1 (language integrated query) ist eine Komponente des Microsoft .NET Frameworks seit der Version 3.5. Es erlaubt eine SQL-ähnliche Abfrage zu verschiedenen Datenquellen wie SQL, XML u.v.m. Wie SQL auch, bietet LINQ dazu eine deklarative Notation der Problemlösung - d.h. man muss nicht im Detail beschreiben wie eine Aufgabe, sondern was überhaupt zu lösen ist. Das befreit den Entwickler abfrageseitig von fehleranfälligen Iterator-Konstrukten. Ideal wäre es natürlich auf diese Möglichkeiten auch in der ArcObjects-Programmierung mit Features zugreifen zu können. Denkbar wäre dann folgendes Konstrukt: var largeFeatures = from feature in features where (feature.GetValue("SHAPE_Area").ToDouble() > 3000) select feature; bzw. dessen Äquivalent als Lambda-Expression: var largeFeatures = features.Where(feature => (feature.GetValue("SHAPE_Area").ToDouble() > 3000)); Dazu muss ein entsprechender Provider zu Verfügung stehen, der die entsprechende Iterator-Logik managt. Dies ist leichter als man auf den ersten Blick denkt - man muss nur die gewünschten Entitäten als IEnumerable<IFeature> liefern. (Anm.: nicht wundern - die Methoden GetValue() und ToDouble() habe ich nebenbei als Erweiterungsmethoden deklariert.) Im Hintergrund baut LINQ selbständig eine Zustandsmaschine (state machine)2 auf deren Ausführung verzögert ist (deferred execution)3 - d.h. dass erst beim tatsächlichen Anfordern von Entitäten (foreach, Count(), ToList(), ..) eine Instanziierung und Verarbeitung stattfindet, obwohl die Zuweisung schon an ganz anderer Stelle erfolgte. Insbesondere bei mehrfacher Iteration durch die Entitäten reibt man sich bei den ersten Debuggings verwundert die Augen wenn der Ausführungszeiger wie von Geisterhand wieder in die Iterator-Logik springt. Realisierung Eine ganz knappe Logik zum Konstruieren von IEnumerable<IFeature> lässt sich mittels Durchlaufen eines IFeatureCursor realisieren. Dazu werden die einzelnen Feature mit yield ausgegeben. Der einfachen Verwendung wegen, habe ich die Logik in eine Erweiterungsmethode GetFeatures() für IFeatureClass aufgenommen: public static IEnumerable GetFeatures(this IFeatureClass featureClass, IQueryFilter queryFilter, RecyclingPolicy policy) { IFeatureCursor featureCursor = featureClass.Search(queryFilter, RecyclingPolicy.Recycle == policy); IFeature feature; while (null != (feature = featureCursor.NextFeature())) { yield return feature; } //this is skipped in unit tests with cursor-mock if (Marshal.IsComObject(featureCursor)) { Marshal.ReleaseComObject(featureCursor); } } Damit kann man sich nun ganz einfach die IEnumerable<IFeature> erzeugen lassen: IEnumerable features = _featureClass.GetFeatures(RecyclingPolicy.DoNotRecycle); Etwas aufpassen muss man bei der Verwendung des "Recycling-Cursors". Nach einer verzögerten Ausführung darf im selben Kontext nicht erneut über die Features iteriert werden. In diesem Fall wird nämlich nur noch der Inhalt des letzten (recycelten) Features geliefert und alle Features sind innerhalb der Menge gleich. Kritisch würde daher das Konstrukt largeFeatures.ToList(). ForEach(feature => Debug.WriteLine(feature.OID)); weil ToList() schon einmal durch die Liste iteriert und der Cursor somit einmal durch die Features bewegt wurde. Die Erweiterungsmethode ForEach liefert dann immer dasselbe Feature. In derartigen Situationen darf also kein Cursor mit Recycling verwendet werden. Ein mehrfaches Ausführen von foreach ist hingegen kein Problem weil dafür jedes Mal die Zustandsmaschine neu instanziiert wird und somit der Cursor neu durchlaufen wird – das ist die oben schon erwähnte Magie. Ausblick Nun kann man auch einen Schritt weiter gehen und ganz eigene Implementierungen für die Schnittstelle IEnumerable<IFeature> in Angriff nehmen. Dazu müssen nur die Methode und das Property zum Zugriff auf den Enumerator ausprogrammiert werden. Im Enumerator selbst veranlasst man in der Reset()-Methode das erneute Ausführen der Suche – dazu übergibt man beispielsweise ein entsprechendes Delegate in den Konstruktur: new FeatureEnumerator( _featureClass, featureClass => featureClass.Search(_filter, isRecyclingCursor)); und ruft dieses beim Reset auf: public void Reset() {     _featureCursor = _resetCursor(_t); } Auf diese Art und Weise können Enumeratoren für völlig verschiedene Szenarien implementiert werden, die clientseitig restlos identisch nach obigen Schema verwendet werden. Damit verschmelzen Cursors, SelectionSets u.s.w. zu einer einzigen Materie und die Wiederverwendbarkeit von Code steigt immens. Obendrein lässt sich ein IEnumerable in automatisierten Unit-Tests sehr einfach mocken - ein großer Schritt in Richtung höherer Software-Qualität.4 Fazit Nichtsdestotrotz ist Vorsicht mit diesen Konstrukten in performance-relevante Abfragen geboten. Dadurch dass im Hintergrund eine Zustandsmaschine verwalten wird, entsteht einiges an Overhead dessen Verarbeitung zusätzliche Zeit kostet - ca. 20 bis 100 Prozent. Darüber hinaus ist auch das Arbeiten ohne Recycling schnell ein Performance-Gap. Allerdings ist deklarativer LINQ-Code viel eleganter, fehlerfreier und wartungsfreundlicher als das manuelle Iterieren, Vergleichen und Aufbauen einer Ergebnisliste. Der Code-Umfang verringert sich erfahrungsgemäß im Schnitt um 75 bis 90 Prozent! Dafür warte ich gerne ein paar Millisekunden länger. Wie so oft muss abgewogen werden zwischen Wartbarkeit und Performance - wobei für mich Wartbarkeit zunehmend an Priorität gewinnt. Zumeist ist sowieso nicht der Code sondern der Anwender die Bremse im Prozess. Demo-Quellcode support.esri.de   [1] Wikipedia: LINQ http://de.wikipedia.org/wiki/LINQ [2] Wikipedia: Zustandsmaschine http://de.wikipedia.org/wiki/Endlicher_Automat [3] Charlie Calverts Blog: LINQ and Deferred Execution http://blogs.msdn.com/b/charlie/archive/2007/12/09/deferred-execution.aspx [4] Clean Code Developer - gelber Grad/Automatisierte Unit Tests http://www.clean-code-developer.de/Gelber-Grad.ashx#Automatisierte_Unit_Tests_8

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  • 2 Days of Share &amp; Point

    - by Mark Rackley
    Groovy man… SharePoint Saturday Ozarks is back for 2010, bigger and better than before. Join us for a far out time and learn more about SharePoint in one day than you could in a year from the man… Yes! SharePoint Saturday Ozarks is back! SharePoint Saturday Ozarks is the largest SharePoint conference in Arkansas, Southern Missouri, and the very north east tip of Oklahoma. Last year we had a great turn out with 20 speakers, 5 MVPs, and attendees coming from Arkansas, Texas, Oklahoma, Missouri, Kansas, Nebraska, Indiana, Ohio, Alabama, Michigan, and Washington. Hey Man… what’s SharePoint Saturday anyway? Sounds like a conspiracy man… Not to worry, SharePoint Saturday is not an arm of the government bent on mind control or any attempt what-so-ever to bring you down man. SharePoint Saturday is grass roots effort started by Michael Lotter (http://www.sharepointsaturday.org/pages/about.aspx). It is a FREE one day event where the best SharePoint speakers gather to present their love, hatred, and frustrations of SharePoint to those lucky individuals who attend. Lessons are learned, contacts are made, prizes are won, food is eaten, assorted beverages are consumed until wee hours of the morning. SharePoint Saturday started with just a few sporadic one day events here and there. However, over the past year SharePoint Saturday has exploded and it’s hard to find a weekend where there is NOT a SharePoint Saturday event happing in some corner of the globe. There are even occasions where there are two SharePoint Saturdays on the same day! Many people are pleasantly surprised at the caliber of speakers at these SharePoint Saturday events. For the most part, these speakers are more eloquent, practiced, and practical than those speakers you find at the major multi-day conferences. These guys aren’t even paid to speak.. they do it out of love man… SharePoint Saturday Ozarks 2009 Alumni We had a star studded cast last year with many returning this year! Just check out the fun that they had… John Ferringer – Admin rockstar… I can still sense the awesomeness   SharePoint poster children Mike Watson & Laura Rogers     Lori Gowin spreading the SharePoint Love Eric Shupps is a little bit country and a little bit rock and roll       Cathy Dew, Sean McDonough, and JD Wade relaxing between gigs Actually, you can see real photos from last year’s SharePoint Saturday ozarks here:  picasaweb.google.com/mrackley/SharePointSaturdayOzarks#    What’s new for SharePoint Saturday Ozarks 2010 SharePoint Saturday Ozarks 2010 will totally blow your mind man. We’re getting the band back to together with many returning speakers and few new faces. Joel Oleson will be speaking this year, maybe he’ll grace us with his song stylings. Sadly, once again, Andrew Connell will not be able to attend SharePoint Saturday Ozarks, however he did feel the need to show his support in his own way. Prizes this year currently include books, software, a Zune HD, and much more! Wait Man… You said 2 days? I thought it was a one day event? Correct you are my herbal smelling friend… SharePoint Saturday Ozarks 2010 will spread the love an additional day this year. The first day will be all about the SharePoint love, on day 2 we will be taking a leisurely float down the Buffalo National River for those interested in a truly unique experience (no banjos allowed please).   Here are the details: WHAT 4 – 5 hour float down the Buffalo National River WHEN & WHERE Sunday June 13th. We will be leaving at 10am from the Parking Lot of: Gordon’s Motel & Canoe Rental Old Highway 7 Jasper, AR 72641 (870) 446-5252 Jasper is about 30 minutes south of Harrison, AR on Highway 7 South. You are responsible for bumming a ride to/from Gordon’s Motel, but they will be shuttling us to/from the river and providing canoes and a boxed lunch. WHAT ELSE? The float trip is dependent on the weather of course, we won’t be floating down the river in a thunderstorm, however I planned SPS Ozarks around a time of year ideal for floating. We aren’t talking class 5 rapids here, you don’t need any real skill, but you need to be okay with possibly tipping your canoe over once or twice. You can bring your own assorted beverages with you, but glass containers are not allowed on the river. I suggest a small cooler with extra snacks and drinks. Also bring clothing you can get wet in (these SharePoint people can get ornery). HOW DO I SIGN UP? When you register for SharePoint Saturday Ozarks, you will have the option to also sign up for the float trip. Seats are limited though! If you do not intend to go, please do not take someone else’s place.  The cost for the float trip will be about $35 dollars per person (which you are responsible for unless we find a sponsor). The price includes shuttle to/from river, canoe, life jackets, paddles, and boxed lunch. Far out man… how do I register??? You can register for SharePoint Saturday Ozarks by going to http://spsozarks.eventbrite.com/ We are limited to 200 people for the conference and 50 people for the float trip, so register today before we are sold out. Lodging for SharePoint Saturday Ozarks will once again take place at the Hotel Seville: Annex Suites are available for $103.20 This is So Groovy.. How can I help? I’m glad you asked! We are still looking for a few sponsors and one or two more speakers. If you are interested please let me know!  You can find out more information at http://www.sharepointsaturday.org/ozarks Hey… wait a minute…. what exactly IS SharePoint man??? Come to SharePoint Saturday Ozarks and find out!!  See you guys there!

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  • Java/JAXB: Unmarshall Xml to specific subclass based on an attribute

    - by Frothy
    Is it possible to use JAXB to unmarshall xml to a specific Java class based on an attribute of the xml? <shapes> <shape type="square" points="4" square-specific-attribute="foo" /> <shape type="triangle" points="3" triangle-specific-attribute="bar" /> </shapes> I would like to have a List of Shape objects containing a triangle and a square, each with their own shape-specific attribute. IE: abstract class Shape { int points; //...etc } class Square extends Shape { String square-specific-attribute; //...etc } class Triangle extends Shape { String triangle-specific-attribute; //...etc } I'm currently just putting all attributes in one big "Shape" class and it's less than ideal. I could get this to work if the shapes were properly named xml elements, but unfortunately I don't have control of the xml I'm retrieving. Thanks!

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  • CSS3 - "connecting" 2 classes animation [closed]

    - by Nave Tseva
    I have this CSS +HTML code: <!DOCTYPE HTML> <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8" /> <title>What</title> <style type="text/css"> #page { width: 900px; padding: 0px; margin: 0 auto; direction: rtl; position: relative; } #box1 { position: relative; width: 500px; border: 1px solid black; box-shadow: -3px 8px 34px #808080; border-radius: 20px; box-shadow: -8px 5px 5px #888888; right: 300px; top: 250px; height: 150px; -webkit-transition: all 1s; font-size: large; color: Black; padding: 10px; background: #D0D0D0; opacity: 0; } @-webkit-keyframes myFirst { 0% { right: 300px; top: 150px; background: #D0D0D0; opacity: 0; } 100% { background: #909090; ; right: 300px; top: 200px; opacity: 1; } } #littlebox1 { top: 200px; position: absolute; display: inline-block; } .littlebox1-sentence { font-size: large; padding-bottom: 15px; padding-top: 15px; padding-left: 25px; padding-right: 10px; background: #D0D0D0; border-radius: 10px; -webkit-transition: background .25s ease-in-out; } #littlebox1:hover ~ #box1 { -webkit-transition: all 0s; background: #909090;; right: 300px; top: 200px; -webkit-animation: myFirst 1s; -webkit-animation-fill-mode: initial; opacity: 1; } .littlebox1-sentence:hover { background: #909090; } .littlebox1-sentence:hover + .triangle { border-right: 50px solid #909090; } .triangle { position: relative; width: 0; height: 0; border-right: 50px solid #D0D0D0; border-top: 24px solid transparent; border-bottom: 24px solid transparent; right: 160px; -webkit-transition: border-right .25s ease-in-out; } .triangle:hover { border-right:50px solid #909090; } </style> <script src="//ajax.googleapis.com/ajax/libs/jquery/1.8.3/jquery.min.js"></script> <script> $(function() { $('.littlebox1-sentence').hover(function() { $(this).css('background', '#909090'); $('.triangle').css('border-right', '50px solid #909090'); }); </script> <script> $(function() { $('.triangle').hover(function() { $(this).css('border-right', '50px solid #909090'); $('.littlebox1-sentence').css('background', '#909090'); }); </script> </head> <body dir="rtl"> <div id="page"> <div id="littlebox1" class="littlebox1-sentence">put your mouse here</div><div id="littlebox1" class="triangle"> </div> <div id="box1"> </div> </div> </body> </html> Live example you will find here: http://jsfiddle.net/FLe4g/12/ The problem here that something here wrong in the second jquery code. I want that every time that I put the mouse on the box, or on the triangke they both will change ther color together. when I put the mouse on the box it works fine, but when I put the mouse on the triangle it don't work. Any suggestions how to fix this code?

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  • ?????·????????????!?MAN. MACHINE. HERO. IRONMAN 2 ?????????????

    - by takashi.hitomi
    ?????????????????????????????????????????????????????IRONMAN 2?????????????? ??????????????????????????????????????????????????????? ????"That's American Movie!"??????????????????????????? ?????????????"????????"????????????????????????????????????(?)? ?????????????????????????????·???(?)?????????????????????!?????????????????? ??????????????·????????????????????????????????????????????????????????????????????????????????3D??????????????·??? 3D TV???????????????????????????????? ???????1??????????????????... ????????????????? ????????????? ???????? ?????????????????????? ??????????? ?????????????????????????????????????? ?????????????????????????????????????????? (????????????????????)? ?????IRONMAN??????????????????????????????????????????????????????????????????????????????????????????????????????? 2???????????????????????????????????????????????????"That's American Movie!"???????????????????????????????????????????????????????????????????????(?????????????????????)? ????????????????????????????????????????? ???????????????

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  • Euler Project Help (Problem 12) - Prime Factors and the like

    - by Richie_W
    I hate to have to ask, but I'm pretty stuck here. I need to test a sequence of numbers to find the first which has over 500 factors: http://projecteuler.net/index.php?section=problems&id=12 -At first I attempted to brute force the answer (finding a number with 480 after a LONG time) -I am now looking at determining the prime factors of a number and then use them to find all other factors. I am currently at the stage where I can get an array of prime factors for any number I input - i.e 300 has the prime factors 2 2 3 5 5 Using this array of prime factors I need to be able to calculate the remaining factors - This is the part I am stuck on. Basically, as I understand it, I need to calculate ALL possible combinations of the numbers in the array... i.e 2 * 2 2 * 2 * 3 2 * 2 * 3 * 5 2 * 3 2 * 3 * 3 ...and so forth - But where it gets interesting is with things like... 2 * 5 2 * 3 * 5 ...i.e Numbers which are not adjacent to each other in the array I can't think of a way to code this in a generic fashion for any length array... I need help! P.S - I am working in Java EDIT: My brute force code - As it has been suggested brute forcing the problem will work and so there may be an error in my code :( package euler.problem12; public class Solution { public static void main(String[] args) { int next = 1; int triangle = 0; int maxFactors = 0; while(true) { triangle = triangle + next; int factors = 1; int max = (int) triangle / 2; for(int i = 1; i <= max; ++i) { if(triangle % i == 0) { factors ++; } } if(factors > maxFactors) { maxFactors = factors; System.out.println(triangle + "\t" + factors); } next++; } } }

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  • How to use enumeration types in C++?

    - by Sagistic
    I do not understand how to use enumeration types. I understand what they are, but I don't quite get their purpose. I have made a program that inputs three sides of a triangle and outputs whether or not they are isosceles, scalene, or equilateral. I'm suppose to incorporate the enumeration type somewhere, but don't get where and how to use them. Any help would be appreciated. #include <iostream> using namespace std; enum triangleType {scalene, isosceles, equilateral, noTriangle}; void triangleShape(double x, double y, double z); int main() { double x, y, z; cout << "Please enter the three sides of a triangle:" << endl; cout << "Enter side 1: "; cin >> x; cout << endl; cout << "Enter side 2: "; cin >> y; cout << endl; cout << "Enter side 3: "; cin >> z; cout << endl; triangleShape(x, y, z); return 0; } void triangleShape(double x, double y, double z) { if (((x+y) > z) && ((x+z) > y) && ((y+z) > x)) { cout << "You have a triangle!" << endl; if (x == y && y == z) cout << "Your triangle is an equilateral" << endl; else if (x == y || x == z || y == z) cout << "Your triangle is an isosceles" << endl; else cout << "Your triangle is a scalene" << endl; } else if ((x+y) <= z || ((x+z) <= y) || ((y+z) <= x)) cout << "You do not have a triangle." << endl; }

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  • How to use enumeration types in C++? Apply within example.

    - by Sagistic
    I do not understand how to use enumeration types. I understand what they are, but I don't quite get their purpose. I have made a program that inputs three sides of a triangle and outputs whether or not they are isosceles, scalene, or equilateral. I'm suppose to incorporate the enumeration type somewhere, but don't get where and how to use them. Any help would be appreciated. // h8p466x1.cpp : Defines the entry point for the console application. // include "stdafx.h" int _tmain(int argc, _TCHAR* argv[]) { return 0; } include using namespace std; enum triangleType {scalene, isosceles, equilateral, noTriangle}; void triangleShape(double x, double y, double z); int main() { double x, y, z; cout << "Please enter the three sides of a triangle:" << endl; cout << "Enter side 1: "; cin >> x; cout << endl; cout << "Enter side 2: "; cin >> y; cout << endl; cout << "Enter side 3: "; cin >> z; cout << endl; triangleShape(x, y, z); return 0; } void triangleShape(double x, double y, double z) { if (((x+y) z) && ((x+z) y) && ((y+z) x)) { cout << "You have a triangle!" << endl; if (x == y && y == z) cout << "Your triangle is an equilateral" << endl; else if (x == y || x == z || y == z) cout << "Your triangle is an isosceles" << endl; else cout << "Your triangle is a scalene" << endl; } else if ((x+y) <= z || ((x+z) <= y) || ((y+z) <= x)) cout << "You do not have a triangle." << endl; }

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  • Can't install git on Ubuntu 12.10

    - by Lucas Windir
    I'm following these instructions to install git on my laptop: http://git-scm.com/download/linux When I do: $ sudo apt-get install git-core This is what my terinal shows: Reading package lists... Done Building dependency tree Reading state information... Done The following packages were automatically installed and are no longer required: libasprintf0c2:i386 libcroco3:i386 libgettextpo0:i386 libgomp1:i386 libunistring0:i386 Use 'apt-get autoremove' to remove them. The following extra packages will be installed: git git-man liberror-perl Suggested packages: git-daemon-run git-daemon-sysvinit git-doc git-el git-arch git-cvs git-svn git-email git-gui gitk gitweb The following NEW packages will be installed: git git-core git-man liberror-perl 0 upgraded, 4 newly installed, 0 to remove and 0 not upgraded. Need to get 6,825 kB of archives. After this operation, 15.3 MB of additional disk space will be used. Do you want to continue [Y/n]? y WARNING: The following packages cannot be authenticated! liberror-perl git-man git git-core Install these packages without verification [y/N]? E: Some packages could not be authenticated lucas@lucas-Inspiron-N5050:~$ sudo apt-get install git-core Reading package lists... Done Building dependency tree Reading state information... Done The following packages were automatically installed and are no longer required: libasprintf0c2:i386 libcroco3:i386 libgettextpo0:i386 libgomp1:i386 libunistring0:i386 Use 'apt-get autoremove' to remove them. The following extra packages will be installed: git git-man liberror-perl Suggested packages: git-daemon-run git-daemon-sysvinit git-doc git-el git-arch git-cvs git-svn git-email git-gui gitk gitweb The following NEW packages will be installed: git git-core git-man liberror-perl 0 upgraded, 4 newly installed, 0 to remove and 0 not upgraded. Need to get 6,825 kB of archives. After this operation, 15.3 MB of additional disk space will be used. Do you want to continue [Y/n]? y WARNING: The following packages cannot be authenticated! liberror-perl git-man git git-core Install these packages without verification [y/N]? y Err httpq://py.archive.ubuntu.com/ubuntu/ quantal/main liberror-perl all 0.17-1 Something wicked happened resolving 'py.archive.ubuntu.com:http' (-5 - No address associated with hostname) Err httpq://py.archive.ubuntu.com/ubuntu/ quantal/main git-man all 1:1.7.10.4-1ubuntu1 Something wicked happened resolving 'py.archive.ubuntu.com:http' (-5 - No address associated with hostname) Err httpq://py.archive.ubuntu.com/ubuntu/ quantal/main git amd64 1:1.7.10.4-1ubuntu1 Something wicked happened resolving 'py.archive.ubuntu.com:http' (-5 - No address associated with hostname) Err httpq://py.archive.ubuntu.com/ubuntu/ quantal/main git-core all 1:1.7.10.4-1ubuntu1 Something wicked happened resolving 'py.archive.ubuntu.com:http' (-5 - No address associated with hostname) Failed to fetch httpq://py.archive.ubuntu.com/ubuntu/pool/main/libe/liberror-perl/liberrorperl_0.17-1_all.deb Something wicked happened resolving 'py.archive.ubuntu.com:http' (-5 - No address associated with hostname) Failed to fetch httpq://py.archive.ubuntu.com/ubuntu/pool/main/g/git/git-man_1.7.10.4-1ubuntu1_all.deb Something wicked happened resolving 'py.archive.ubuntu.com:http' (-5 - No address associated with hostname) Failed to fetch httpq://py.archive.ubuntu.com/ubuntu/pool/main/g/git/git_1.7.10.4-1ubuntu1_amd64.deb Something wicked happened resolving 'py.archive.ubuntu.com:http' (-5 - No address associated with hostname) Failed to fetch http://py.archive.ubuntu.com/ubuntu/pool/main/g/git/git-core_1.7.10.4-1ubuntu1_all.deb Something wicked happened resolving 'py.archive.ubuntu.com:http' (-5 - No address associated with hostname) E: Unable to fetch some archives, maybe run apt-get update or try with --fix-missing? How could I install git on Ubuntu 12.10? I can't even do it from the Ubuntu Software Center. Thanks in advance!

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  • ...Welche DB-Hintergrundprozesse sind für was zuständig?... wie ging das nochmal? Und wie heisst noch diese eine wichtige Data Dictionary View? ...

    - by britta.wolf
    ...Gab es da nicht mal ein gutes Oracle-Poster, wo man schnell nachschauen konnte und einen guten Überblick bekam? Viele Datenbankadministratoren haben das besagte Poster, das die Architektur und Prozesse sowie die Data Dictionary-Struktur der Oracle Datenbank beschreibt, vermisst! Daher wurde nun eine handliche kleine Flash-Applikation mit erweitertem Inhalt entwickelt - Oracle Database 11g: Interactive Quick Reference - die man sich hier downloaden kann (einfach auf den Button "Download now" klicken (Größe der Zip-Datei: 4.6 MB). Ist genial, muss man haben!!! :-)

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  • Update: Super Hero

    While I was looking for a completely different article back in 2007, I came across my Super Hero & Super Villain rating... Well, it was time for an update: Your Super Hero results: You are Spider-Man Spider-Man 75% Supergirl 70% Green Lantern 70% Robin 57% The Flash 55% Hulk 50% Catwoman 50% Superman 45% Batman 40% Wonder Woman 40% Iron Man 40% You are intelligent, witty, a bit geeky and have great power and responsibility. Click here to take the Superhero Personality Test

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  • Depth interpolation for z-buffer, with scanline

    - by Twodordan
    I have to write my own software 3d rasterizer, and so far I am able to project my 3d model made of triangles into 2d space: I rotate, translate and project my points to get a 2d space representation of each triangle. Then, I take the 3 triangle points and I implement the scanline algorithm (using linear interpolation) to find all points[x][y] along the edges(left and right) of the triangles, so that I can scan the triangle horizontally, row by row, and fill it with pixels. This works. Except I have to also implement z-buffering. This means that knowing the rotated&translated z coordinates of the 3 vertices of the triangle, I must interpolate the z coordinate for all other points I find with my scanline algorithm. The concept seems clear enough, I first find Za and Zb with these calculations: var Z_Slope = (bottom_point_z - top_point_z) / (bottom_point_y - top_point_y); var Za = top_point_z + ((current_point_y - top_point_y) * Z_Slope); Then for each Zp I do the same interpolation horizontally: var Z_Slope = (right_z - left_z) / (right_x - left_x); var Zp = left_z + ((current_point_x - left_x) * Z_Slope); And of course I add to the zBuffer, if current z is closer to the viewer than the previous value at that index. (my coordinate system is x: left - right; y: top - bottom; z: your face - computer screen;) The problem is, it goes haywire. The project is here and if you select the "Z-Buffered" radio button, you'll see the results... (note that the rest of the options before "Z-Buffered" use the Painter's algorithm to correctly order the triangles. I also use the painter's algorithm -only- to draw the wireframe in "Z-Buffered" mode for debugging purposes) PS: I've read here that you must turn the z's into their reciprocals (meaning z = 1/z) before you interpolate. I tried that, and it appears that there's no change. What am I missing? (could anyone clarify, precisely where you must turn z into 1/z and where to turn it back?)

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  • Problem with script substitution when running script

    - by tucaz
    Hi! I'm new to Linux so this probably should be an easy fix, but I cannot see it. I have a script downloaded from official sources that is used to install additional tools for fsharp but it gives me a syntax error when running it. I tried to replace ( and ) by { and } but eventually it lead me to another error so I think this is not the problem since the script works for everybody. I read some articles that say that my bash version maybe is not the right one. I'm using Ubuntu 10.10 and here is the error: install-bonus.sh: 28: Syntax error: "(" unexpected (expecting "}") And this is line 27, 28 and 29: { declare -a DIRS=("${!3}") FILE=$2 And the full script: #! /bin/sh -e PREFIX=/usr BIN=$PREFIX/bin MAN=$PREFIX/share/man/man1/ die() { echo "$1" &2 echo "Installation aborted." &2 exit 1 } echo "This script will install additional material for F# including" echo "man pages, fsharpc and fsharpi scripts and Gtk# support for F#" echo "Interactive (root access needed)" echo "" # ------------------------------------------------------------------------------ # Utility function that searches specified directories for a specified file # and if the file is not found, it asks user to provide a directory RESULT="" searchpaths() { declare -a DIRS=("${!3}") FILE=$2 DIR=${DIRS[0]} for TRYDIR in ${DIRS[@]} do if [ -f $TRYDIR/$FILE ] then DIR=$TRYDIR fi done while [ ! -f $DIR/$FILE ] do echo "File '$FILE' was not found in any of ${DIRS[@]}. Please enter $1 installation directory:" read DIR done RESULT=$DIR } # ------------------------------------------------------------------------------ # Locate F# installation directory - this is needed, because we want to # add environment variable with it, generate 'fsharpc' and 'fsharpi' and also # copy load-gtk.fsx to that directory # ------------------------------------------------------------------------------ PATHS=( $1 /usr/lib/fsharp /usr/lib/shared/fsharp ) searchpaths "F# installation" FSharp.Core.dll PATHS[@] FSHARPDIR=$RESULT echo "Successfully found F# installation directory." # ------------------------------------------------------------------------------ # Check that we have everything we need # ------------------------------------------------------------------------------ [ $(id -u) -eq 0 ] || die "Please run the script as root." which mono /dev/null || die "mono not found in PATH." # ------------------------------------------------------------------------------ # Make sure that all additional assemblies are in GAC # ------------------------------------------------------------------------------ echo "Installing additional F# assemblies to the GAC" gacutil -i $FSHARPDIR/FSharp.Build.dll gacutil -i $FSHARPDIR/FSharp.Compiler.dll gacutil -i $FSHARPDIR/FSharp.Compiler.Interactive.Settings.dll gacutil -i $FSHARPDIR/FSharp.Compiler.Server.Shared.dll # ------------------------------------------------------------------------------ # Install additional files # ------------------------------------------------------------------------------ # Install man pages echo "Installing additional F# commands, scripts and man pages" mkdir -p $MAN cp *.1 $MAN # Export the FSHARP_COMPILER_BIN environment variable if [[ ! "$OSTYPE" =~ "darwin" ]]; then echo "export FSHARP_COMPILER_BIN=$FSHARPDIR" fsharp.sh mv fsharp.sh /etc/profile.d/ fi # Generate 'load-gtk.fsx' script for F# Interactive (ask user if we cannot find binaries) PATHS=( /usr/lib/mono/gtk-sharp-2.0 /usr/lib/cli/gtk-sharp-2.0 /Library/Frameworks/Mono.framework/Versions/2.8/lib/mono/gtk-sharp-2.0 ) searchpaths "Gtk#" gtk-sharp.dll PATHS[@] GTKDIR=$RESULT echo "Successfully found Gtk# root directory." PATHS=( /usr/lib/mono/gtk-sharp-2.0 /usr/lib/cli/glib-sharp-2.0 /Library/Frameworks/Mono.framework/Versions/2.8/lib/mono/gtk-sharp-2.0 ) searchpaths "Glib" glib-sharp.dll PATHS[@] GLIBDIR=$RESULT echo "Successfully found Glib# root directory." PATHS=( /usr/lib/mono/gtk-sharp-2.0 /usr/lib/cli/atk-sharp-2.0 /Library/Frameworks/Mono.framework/Versions/2.8/lib/mono/gtk-sharp-2.0 ) searchpaths "Atk#" atk-sharp.dll PATHS[@] ATKDIR=$RESULT echo "Successfully found Atk# root directory." PATHS=( /usr/lib/mono/gtk-sharp-2.0 /usr/lib/cli/gdk-sharp-2.0 /Library/Frameworks/Mono.framework/Versions/2.8/lib/mono/gtk-sharp-2.0 ) searchpaths "Gdk#" gdk-sharp.dll PATHS[@] GDKDIR=$RESULT echo "Successfully found Gdk# root directory." cp bonus/load-gtk.fsx load-gtk1.fsx sed "s,INSERTGTKPATH,$GTKDIR,g" load-gtk1.fsx load-gtk2.fsx sed "s,INSERTGDKPATH,$GDKDIR,g" load-gtk2.fsx load-gtk3.fsx sed "s,INSERTATKPATH,$ATKDIR,g" load-gtk3.fsx load-gtk4.fsx sed "s,INSERTGLIBPATH,$GLIBDIR,g" load-gtk4.fsx load-gtk.fsx rm load-gtk1.fsx rm load-gtk2.fsx rm load-gtk3.fsx rm load-gtk4.fsx mv load-gtk.fsx $FSHARPDIR/load-gtk.fsx # Generate 'fsharpc' and 'fsharpi' scripts (using the F# path) # 'fsharpi' automatically searches F# root directory (e.g. load-gtk) echo "#!/bin/sh" fsharpc echo "exec mono $FSHARPDIR/fsc.exe --resident \"\$@\"" fsharpc chmod 755 fsharpc echo "#!/bin/sh" fsharpi echo "exec mono $FSHARPDIR/fsi.exe -I:\"$FSHARPDIR\" \"\$@\"" fsharpi chmod 755 fsharpi mv fsharpc $BIN/fsharpc mv fsharpi $BIN/fsharpi Thanks a lot!

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  • Drawing multiple triangles at once isn't working

    - by Deukalion
    I'm trying to draw multiple triangles at once to make up a "shape". I have a class that has an array of VertexPositionColor, an array of Indexes (rendered by this Triangulation class): http://www.xnawiki.com/index.php/Polygon_Triangulation So, my "shape" has multiple points of VertexPositionColor but I can't render each triangle in the shape to "fill" the shape. It only draws the first triangle. struct ShapeColor { // Properties (not all properties) VertexPositionColor[] Points; int[] Indexes; } First method that I've tried, this should work since I iterate through the index array that always are of "3s", so they always contain at least one triangle. //render = ShapeColor for (int i = 0; i < render.Indexes.Length; i += 3) { device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, new VertexPositionColor[] { render.Points[render.Indexes[i]], render.Points[render.Indexes[i+1]], render.Points[render.Indexes[i+2]] }, 0, 3, new int[] { 0, 1, 2 }, 0, 1 ); } or the method that should work: device.DrawUserIndexedPrimitives<VertexPositionColor> ( PrimitiveType.TriangleList, render.Points, 0, render.Points.Length, render.Indexes, 0, render.Indexes.Length / 3, VertexPositionColor.VertexDeclaration ); No matter what method I use this is the "typical" result from my Editor (in Windows Forms with XNA) It should show a filled shape, because the indexes are right (I've checked a dozen of times) I simply click the screen (gets the world coordinates, adds a point from a color, when there are 3 points or more it should start filling out the shape, it only draws the lines (different method) and only 1 triangle). The Grid isn't rendered with "this" shape. Any ideas?

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  • 13 Lösungen für eine höhere Sicherheit in einer Oracle Datenbank (Best Practices)

    - by C.Muetzlitz
    Externe Einflüsse wie Gesetze fordern die IT auf, (unsere) Daten zu schützen. Doch wie prüft man die eingestellte Sicherheit einer Oracle Datenbank überhaupt? Ist die geforderte Sicherheit ausreichend umgesetzt und zwar im Idealfall entsprechend dem notwendigen Schutzbedarf? Wann haben Sie eigentlich die Sicherheit Ihrer Oracle Datenbank das letzte Mal überprüft? Und noch besser gefragt, kennen Sie die Bedrohungen und die davon abgeleiteten Risiken? Alles Fragen deren Antworten ein verantwortlicher Anwendungsbesitzer sofort parat haben sollte oder sehen Sie das anders? Wie kann man sich am besten vor Bedrohungen schützen? Die einzige richtige Antwort auf diese Frage ist, durch Informationen und daraus abgeleitetes Wissen. Nun umfassen Informationen und das darin versteckte Wissen wahrscheinlich sehr viele Quellen. D.h. es wird immer schwieriger sich das richtige Wissen anzueignen und dieses Wissen für den Schutz von Daten und Datenbanken anzuwenden.Betrachtet man die Oracle Datenbank, dann empfehle ich zwei wesentliche Bereiche, die man tun muss bzw. wissen sollte. Die Best Practices Lösungen kennen, die man implementieren sollte und teilweise muss, um gute Sicherheit zu garantieren.Ich nenne diesen Bereich „13 Lösungen für eine höhere Sicherheit in einer Oracle Datenbank (Best Practices)“ Wie sieht der wirkliche Sicherheitszustand einer Oracle Datenbank aus.Diesen Bereich nenne ich „Check Oracle DB Security“ In diesem Beitrag möchte ich Sie nun in die Grundlagen einer guten Oracle Datenbank Sicherheit einführen und Sie befähigen, den Sicherheitszustand Ihrer Datenbank selber bestimmen zu können. 13 Lösungen für eine höhere Sicherheit in einer Oracle Datenbank (Best Practices)“  Password-Management aktiveren:Seien Sie sich bewusst, dass schwache Passwords eine hohe Bedrohung bedeuten. Aktivieren Sie ein vernünftiges Password Management Kennen Sie den Funktionsumfang Ihrer aktuellen Datenbank Version, auch die Funktionen, die nicht mehr unterstützt werden.Der "New Feature und Upgrade Guide" sollte eine Pflichtlektüre werden. Implementieren Sie eine passende Mindestsicherheit.Oracle liefert hier viele Vorgaben. Haben Sie das Rollen- und Account Management im GriffHier geht es um eine kontrollierte Privilegien-Vergabe (Least Privileg), eine Zwecktrennung im Account Management und eine andauernde Überprüfung des Rollenmanagements und Zugriffskonzepts Sicheres Datenbank Link Konzept implementierenGerade im Bereich der Datenintegration werden wiederholt DB Links in der Datenbank konfiguriert. Diese Links eröffnen u.U. unkontrollierte Zugriffe auf entfernte Datenbanken. Tracken Sie den Zugriff und setzen Sie ein sicheres DB Link Konzept um. Oracle liefert hier die entsprechenden Vorgaben. Definieren Sie Schutz-Policies für Ihre Anwendungen.Hierunter fällt z.B. ein richtiges Anwendungs-Owner und Anwendungs-User Setup Implementieren Sie den notwendigen Datenschutz für wichtige DatenKennen Sie die Daten, die geschützt werden müssen und schützen Sie diese angemessen. Kontrollieren Sie den Ressourcenverbrauch in Ihrer Datenbank Implementieren Sie eine sinnvolle Zwecktrennung in der DatenbankAuch bei der Datenbank ist es sinnvoll eine Zwecktrennung zu implementieren. Schalten Sie eine sinnvolle und gesetzeskonforme Protokollierung ein.Gesetze erfordern das und Oracle gibt eine Mindestprotokollierung vor. Implementieren Sie Prozesse, die den guten Zustand der Datenbank erhalten Führen Sie regelmäßige Health- Checks durchOracle liefert z.B. mit dem Enterprise Manager eine vollständige Library. Definieren Sie ein funktionierendes Patch-ManagementKennen Sie die Critical Patch Updates und handeln Sie falls notwendig. Check Oracle DB Security oder wer den Sicherheitszustand nicht kennt, wird auch keine Maßnahmen ergreifen Den Sicherheitszustand einer Oracle Datenbank zu überprüfen, ist sehr wichtig. Hierfür kann man verschiedene Anwendungen nutzen, die im Markt erhältlich sind. Eine gute Entscheidung wäre z.B. den Oracle Enterprise Manager (Cloud Control) mit dem Lifecycle Management zu nutzen, der periodisch den Sicherheitszustand für Sie ermittelt. Eine manuelle Überprüfung ist auch möglich, erfordert aber tiefes Wissen. Doch auch trotz der hohen Wissensanforderung ist ein Verstehen, wie man eine Oracle Datenbank manuell auf Sicherheit überprüft, wichtig. Vertrauen Sie nicht mehr auf Vermutungen, sondern nehmen Sie die Sicherheit Ihrer Datenbank ernst und lernen Sie den realen Zustand Ihrer Datenbank kennen. Wissen über reale Zustände und Wissen über geeignete Konzepte schützen. Erst dann können Sie entscheiden, welche Maßnahmen tatsächlich notwendig sind. Weiterführende Informationen: Oracle Online Dokumentation für die Datenbank Verschiedene Artikel in der Knowledge Base vom Oracle Support Das neue Buch „Oracle Security in der Praxis. Vollständige Sicherheitsüberprüfung Ihrer Oracle Datenbank“.

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  • Scanline filling of polygons that share edges and vertices

    - by Belgin
    In this picture (a perspective projection of an icosahedron), the scanline (red) intersects that vertex at the top. In an icosahedron each edge belongs to two triangles. From edge a, only one triangle is visible, the other one is in the back. Same for edge d. Also, in order to determine what color the current pixel should be, each polygon has a flag which can either be 'in' or 'out', depending upon where on the scanline we currently are. Flags are flipped according to the intersection of the scanline with the edges. Now, as we go from a to d (because all edges are intersected with the scanline at that vertex), this happens: the triangle behind triangle 1 and triangle 1 itself are set 'in', then 2 is set in and 1 is 'out', then 3 is set 'in', 2 is 'out' and finally 3 is 'out' and the one behind it is set 'in', which is not the desired behavior because we only need the triangles which are facing us to be set 'in', the rest should be 'out'. How do process the edges in the Active Edge List (a list of edges that are currently intersected by the scanline) so the right polys are set 'in'? Also, I should mention that the edges are unique, which means there exists an array of edges in the data structure of the icosahedron which are pointed to by edge pointers in each of the triangles.

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • Xna GS 4 Animation Sample bone transforms not copying correctly

    - by annonymously
    I have a person model that is animated and a suitcase model that is not. The person can pick up the suitcase and it should move to the location of the hand bone of the person model. Unfortunately the suitcase doesn't follow the animation correctly. it moves with the hand's animation but its position is under the ground and way too far to the right. I haven't scaled any of the models myself. Thank you. The source code (forgive the rough prototype code): Matrix[] tran = new Matrix[man.model.Bones.Count];// The absolute transforms from the animation player man.model.CopyAbsoluteBoneTransformsTo(tran); Vector3 suitcasePos, suitcaseScale, tempSuitcasePos = new Vector3();// Place holders for the Matrix Decompose Quaternion suitcaseRot = new Quaternion(); // The transformation of the right hand bone is decomposed tran[man.model.Bones["HPF_RightHand"].Index].Decompose(out suitcaseScale, out suitcaseRot, out tempSuitcasePos); suitcasePos = new Vector3(); suitcasePos.X = tempSuitcasePos.Z;// The axes are inverted for some reason suitcasePos.Y = -tempSuitcasePos.Y; suitcasePos.Z = -tempSuitcasePos.X; suitcase.Position = man.Position + suitcasePos;// The actual Suitcase properties suitcase.Rotation = man.Rotation + new Vector3(suitcaseRot.X, suitcaseRot.Y, suitcaseRot.Z); I am also copying the bone transforms from the animation player in the Person class like so: // The transformations from the AnimationPlayer Matrix[] skinTrans = new Matrix[model.Bones.Count]; skinTrans = player.GetBoneTransforms(); // copy each transformation to its corresponding bone for (int i = 0; i < skinTrans.Length; i++) { model.Bones[i].Transform = skinTrans[i]; }

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  • APEX-Berichte automatisch aktualisieren

    - by carstenczarski
    Einen Bericht auf einer Anwendungsseite in regelmäßigen Abständen zu aktualisieren, ist recht einfach: Seit APEX 4.0 muss man noch nicht einmal JavaScript-Code dafür programmieren; mit einem einfach zu nutzenden Plugin des APEX-Entwicklerteams setzt man das in kürzester Zeit um. In diesem Tipp gehen wir noch etwas weiter: Für eine Tabelle, die eine Spalte mit dem Zeitpunkt der letzten Änderung enthält, wollen wir die zuletzt geänderten Werte hervorheben, so dass man sie leichter erkennen kann.

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  • Geometry instancing in OpenGL ES 2.0

    - by seahorse
    I am planning to do geometry instancing in OpenGL ES 2.0 Basically I plan to render the same geometry(a chair) maybe 1000 times in my scene. What is the best way to do this in OpenGL ES 2.0? I am considering passing model view mat4 as an attribute. Since attributes are per vertex data do I need to pass this same mat4, three times for each vertex of the same triangle(since modelview remains constant across vertices of the triangle). That would amount to a lot of extra data sent to the GPU( 2 extra vertices*16 floats*(Number of triangles) amount of extra data). Or should I be sending the mat4 only once per triangle?But how is that possible using attributes since attributes are defined as "per vertex" data? What is the best and efficient way to do instancing in OpenGL ES 2.0?

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  • What's the most efficient way to find barycentric coordinates?

    - by bobobobo
    In my profiler, finding barycentric coordinates is apparently somewhat of a bottleneck. I am looking to make it more efficient. It follows the method in shirley, where you compute the area of the triangles formed by embedding the point P inside the triangle. Code: Vector Triangle::getBarycentricCoordinatesAt( const Vector & P ) const { Vector bary ; // The area of a triangle is real areaABC = DOT( normal, CROSS( (b - a), (c - a) ) ) ; real areaPBC = DOT( normal, CROSS( (b - P), (c - P) ) ) ; real areaPCA = DOT( normal, CROSS( (c - P), (a - P) ) ) ; bary.x = areaPBC / areaABC ; // alpha bary.y = areaPCA / areaABC ; // beta bary.z = 1.0f - bary.x - bary.y ; // gamma return bary ; } This method works, but I'm looking for a more efficient one!

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  • Rotate an object given only by its points?

    - by d33tah
    I was recently writing a simple 3D maze FPP game. Once I was done fiddling with planes in OpenGL, I wanted to add support for importing Blender objects. The approach I used was triangulization of the object, then using Three.js to export the points to plaintext and then parsing the result JSON in my app. The example file can be seen here: https://github.com/d33tah/tinyfpp/blob/master/Data/Models/cross.txt The numbers represent x,y,z,u,v of a single vertex, which combined in three make a triangle. Then I rendered such an object triangle-by-triangle and played with it. I could move it back and forth and sideways, but I still have no idea how to rotate it by some axis. Let's say I'd like to rotate all the points by five degrees to the left, how would a code doing it look like?

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  • Collision for mobile game

    - by zemiguel12
    I'm writing a little game in as3 using Starling, and I need to check collision between 2 boats that can rotate. I don't need the pixel perfect collision, but bounds collision is not enough too. The boat look more or less like this: I was thinking about create one square on the back of the boat and a triangle on the front, than for each boat, check if the square collide with the other boat square or triangle, and the same for the triangle. I just don't know how to do that, I don't know if it's possible with the Shape.hitTest, or if it's the best way to do that. What can I do?

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