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  • What is the use of Method Overloading in Java when it is achieved by changing the sequence of parameters in the argument list?

    - by MediumOne
    I was reading a Java training manual and it said that Method Overloading in Java can be achieved by having a different argument list. It also said that the argument list could differ in (i). Number of parameters (ii). Datatype of parameters (iii). Sequence of parameters My concern is about (iii). What is the use of trying to overload a method just by changing the sequence of parameters? I am unable to think of any benefits by this way.

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  • Can the template parameters of a constructor be explicitly specified?

    - by sth
    A constructor of a class can be a template function. At the point where such a constructor is called, the compiler usually looks at the arguments given to the constructor and determines the used template parameters from them. Is there also some syntax to specify the template parameters explicitly? A contrived example: struct A { template<typename T> A() {} }; Is there a way to instantiate this class? What is the syntax to explicitly specify the constructor's template parameters? My use case would be a problem were the compiler doesn't seem to find the correct templated constructor. Explicitly specifying the template parameters would probably generate more useful error messages or even resolve the problem.

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • How to get the output of a php script executed by a piped mail?

    - by xun2
    I've configured an email address to pipe (forward) all emails to /path/to/script.php I thought I'll receive the output of the script as an email reply but it doesn't work. How can I get the output of the script and send a reply email with the output as the email content? (*) I know I can use mail() inside the script but I don't have permissions to edit the script, and I can't copy the script because it's being updated from time to time.

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  • Why does newline come before space in the output of hexdump?

    - by ??????? ???????????
    Printing these characters in the "Canonical" format gives the output that I expect, while the default format throws me off. $ echo " " |hexdump # Reversed? 0000000 0a20 0000002 $ echo -n " " |hexdump # Ok, fair enough. 0000000 0020 $ echo " " |hexdump -C # Canonical 00000000 20 0a | .| 00000002 With a different string, such as "123" the output is even more confusing: $ echo "123" |hexdump 0000000 3231 0a33 0000004 The output here does not seem "reversed", but rather shuffled. Would anyone care to explain (briefly) what is going on here?

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  • How can I both pipe and display output in Windows' command line?

    - by Bob
    I have a process I need to run within a batch file. This process produces some output. I need to both display this output to the screen and send (pipe) it to another program. The bash method uses tee: echo 'ee' | tee /dev/tty | foo Is there an equivalent for Windows? I am happy to use PowerShell if necessary. There are tee ports for Windows, but there does not appear to be an equivalent for /dev/tty, which complicates matters. The specific use-case here: I have a program (launch4j) that I need to run, displaying output to the user. At the same time, I need to be able to detect success or failure in the script. Unfortunately, this program does not set an exit code, and I cannot force it to do so. My current workaround involves piping to find, to search the output (launch4j config.xml | find "Successfully created") - however, that swallows the output I need to display. Therefore, I need some way to both display to the screen and send the ouput to a command - and this command should be able to set ERRORLEVEL (it cannot run asynchronously).

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  • DrawIndexedPrimitives overdraws data in previous buffer if called in loop

    - by Daniel Excinsky
    I doubled the question from stackoverflow here, and will delete the opposite of a question that gave me the answer. I have the Draw method in one of my renderers, that loops through the dictionary and gets precollected and preinitialized buffers. When dictionary has only one element, everything is just fine. But with more elements what I get on the screen is only the data from the last buffer (I suppose, not sure) My Draw method: public void Draw(GameTime gameTime) { if (!_areStaticEffectsSet) { // blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas); blockEffect.Parameters["HorizonColor"].SetValue(World.HORIZONCOLOR); blockEffect.Parameters["NightColor"].SetValue(World.NIGHTCOLOR); blockEffect.Parameters["MorningTint"].SetValue(World.MORNINGTINT); blockEffect.Parameters["EveningTint"].SetValue(World.EVENINGTINT); blockEffect.Parameters["SunColor"].SetValue(World.SUNCOLOR); _areStaticEffectsSet = true; } blockEffect.Parameters["World"].SetValue(Matrix.Identity); blockEffect.Parameters["View"].SetValue(_player.CameraView); blockEffect.Parameters["Projection"].SetValue(_player.CameraProjection); blockEffect.Parameters["CameraPosition"].SetValue(_player.CameraPosition); blockEffect.Parameters["timeOfDay"].SetValue(_world.TimeOfDay); var viewFrustum = new BoundingFrustum(_player.CameraView * _player.CameraProjection); _graphicsDevice.BlendState = BlendState.Opaque; _graphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (KeyValuePair<int, Texture2D> textureAtlas in textureAtlases) { blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas.Value); foreach (EffectPass pass in blockEffect.CurrentTechnique.Passes) { pass.Apply(); //TODO: ?????????? ??????????????? ?? ?????? ?? ??????? ??????? VertexBuffer ? IndexBuffer foreach (Chunk chunk in _world.Chunks.Values) { if (chunk == null || chunk.IsDisposed) { continue; } if (chunk.BoundingBox.Intersects(viewFrustum) && chunk.GetBlockIndexBuffer(textureAtlas.Key) != null) { lock (chunk) { if (chunk.GetBlockIndexBuffer(textureAtlas.Key).IndexCount > 0) { VertexBuffer vertexBuffer = chunk.GetBlockVertexBuffer(textureAtlas.Key); IndexBuffer indexBuffer = chunk.GetBlockIndexBuffer(textureAtlas.Key); //if (chunk.DrawIndex == new Vector3i(0, 0, 0)) //{ //if (textureAtlas.Key == -1) //{ //var varray = new [] //{ //new VertexPositionTextureLight(new Vector3(0,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(0,68,1), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(1,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)) //}; //var iarray = new short[] {0, 1, 2}; //vertexBuffer = new VertexBuffer(_graphicsDevice, typeof(VertexPositionTextureLight), varray.Length, BufferUsage.WriteOnly); //indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, iarray.Length, BufferUsage.WriteOnly); //vertexBuffer.SetData(varray); //indexBuffer.SetData(iarray); } } _graphicsDevice.SetVertexBuffer(vertexBuffer); _graphicsDevice.Indices = indexBuffer; _graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3); } } } } } } } Noteworthy things about the code: XNA version is 4.0. I've commented the debugging code in the loop, but left it for it may bring some insight. I try not only to change vertices/indices in the loop, but textureAtlas also. Code in the shader about textureAtlas: Texture TextureAtlas; sampler TextureAtlasSampler = sampler_state { texture = <TextureAtlas>; magfilter = POINT; minfilter = POINT; mipfilter = POINT; AddressU = WRAP; AddressV = WRAP; }; struct VSInput { float4 Position : POSITION0; float2 TexCoords1 : TEXCOORD0; float SunLight : COLOR0; float3 LocalLight : COLOR1; float3 Normal : NORMAL0; }; VertexPositionTextureLight is my own realization of IVertexType. So, do anybody know about this problem, or see the wrongness in my code (that's far more likely)?

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  • Can't configure frame relay T1 on Cisco 1760

    - by sonar
    For the past few days I've been trying to configure a data T1 via a Frame Relay. Now I've been pretty unsuccessful at it, and it's been a while, since I've done this so please bare with me. The ISP provided me the following information: 1. IP address 2. Gateway address 3. Encapsulation Frame Relay 4. DLCI 100 5. BZ8 ESF (I think the bz8 was supposed to be b8zs) 6. Time Slot (1 al 24). And what I have configured up until now is the following: interface Serial0/0 ip address <ip address> 255.255.255.252 encapsulation frame-relay service-module t1 timeslots 1-24 frame-relay interface-dlci 100 sh service-module s0/0 (outputs): Module type is T1/fractional Hardware revision is 0.128, Software revision is 0.2, Image checksum is 0x73D70058, Protocol revision is 0.1 Receiver has no alarms. Framing is **ESF**, Line Code is **B8ZS**, Current clock source is line, Fraction has **24 timeslots** (64 Kbits/sec each), Net bandwidth is 1536 Kbits/sec. Last module self-test (done at startup): Passed Last clearing of alarm counters 00:17:17 loss of signal : 0, loss of frame : 0, AIS alarm : 0, Remote alarm : 2, last occurred 00:10:10 Module access errors : 0, Total Data (last 1 15 minute intervals): 0 Line Code Violations, 0 Path Code Violations 0 Slip Secs, 0 Fr Loss Secs, 0 Line Err Secs, 0 Degraded Mins 0 Errored Secs, 0 Bursty Err Secs, 0 Severely Err Secs, 0 Unavail Secs Data in current interval (138 seconds elapsed): 0 Line Code Violations, 0 Path Code Violations 0 Slip Secs, 0 Fr Loss Secs, 0 Line Err Secs, 0 Degraded Mins 0 Errored Secs, 0 Bursty Err Secs, 0 Severely Err Secs, 0 Unavail Secs sh int: FastEthernet0/0 is up, line protocol is up Hardware is PQUICC_FEC, address is 000d.6516.e5aa (bia 000d.6516.e5aa) Internet address is 10.0.0.1/24 MTU 1500 bytes, BW 100000 Kbit, DLY 100 usec, reliability 255/255, txload 1/255, rxload 1/255 Encapsulation ARPA, loopback not set Keepalive set (10 sec) Full-duplex, 100Mb/s, 100BaseTX/FX ARP type: ARPA, ARP Timeout 04:00:00 Last input 00:20:00, output 00:00:00, output hang never Last clearing of "show interface" counters never Input queue: 0/75/0/0 (size/max/drops/flushes); Total output drops: 0 Queueing strategy: fifo Output queue: 0/40 (size/max) 5 minute input rate 0 bits/sec, 0 packets/sec 5 minute output rate 0 bits/sec, 0 packets/sec 0 packets input, 0 bytes Received 0 broadcasts, 0 runts, 0 giants, 0 throttles 0 input errors, 0 CRC, 0 frame, 0 overrun, 0 ignored 0 watchdog 0 input packets with dribble condition detected 191 packets output, 20676 bytes, 0 underruns 0 output errors, 0 collisions, 1 interface resets 0 babbles, 0 late collision, 0 deferred 0 lost carrier, 0 no carrier 0 output buffer failures, 0 output buffers swapped out Serial0/0 is up, line protocol is down Hardware is PQUICC with Fractional T1 CSU/DSU MTU 1500 bytes, BW 1536 Kbit, DLY 20000 usec, reliability 255/255, txload 1/255, rxload 1/255 Encapsulation FRAME-RELAY, loopback not set Keepalive set (10 sec) LMI enq sent 157, LMI stat recvd 0, LMI upd recvd 0, DTE LMI down LMI enq recvd 23, LMI stat sent 0, LMI upd sent 0 LMI DLCI 1023 LMI type is CISCO frame relay DTE FR SVC disabled, LAPF state down Broadcast queue 0/64, broadcasts sent/dropped 2/0, interface broadcasts 0 Last input 00:24:51, output 00:00:05, output hang never Last clearing of "show interface" counters 00:27:20 Input queue: 0/75/0/0 (size/max/drops/flushes); Total output drops: 0 Queueing strategy: weighted fair Output queue: 0/1000/64/0 (size/max total/threshold/drops) Conversations 0/1/256 (active/max active/max total) Reserved Conversations 0/0 (allocated/max allocated) Available Bandwidth 1152 kilobits/sec 5 minute input rate 0 bits/sec, 0 packets/sec 5 minute output rate 0 bits/sec, 0 packets/sec 23 packets input, 302 bytes, 0 no buffer Received 0 broadcasts, 0 runts, 0 giants, 0 throttles 1725 input errors, 595 CRC, 1099 frame, 0 overrun, 0 ignored, 30 abort 246 packets output, 3974 bytes, 0 underruns 0 output errors, 0 collisions, 48 interface resets 0 output buffer failures, 0 output buffers swapped out 4 carrier transitions DCD=up DSR=up DTR=up RTS=up CTS=up Serial0/0.1 is down, line protocol is down Hardware is PQUICC with Fractional T1 CSU/DSU MTU 1500 bytes, BW 1536 Kbit, DLY 20000 usec, reliability 255/255, txload 1/255, rxload 1/255 Encapsulation FRAME-RELAY Last clearing of "show interface" counters never Serial0/0.100 is down, line protocol is down Hardware is PQUICC with Fractional T1 CSU/DSU Internet address is <ip address>/30 MTU 1500 bytes, BW 1536 Kbit, DLY 20000 usec, reliability 255/255, txload 1/255, rxload 1/255 Encapsulation FRAME-RELAY Last clearing of "show interface" counters never And everything seems to be accounted for to me, but apparently I'm missing something. My issue is that I'm stuck on interface up, line protocol down, so the T1 doesn't go up. Any ideas? Thank you,

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  • Is `xargs -t` output stderr or stdout, and can you control it?

    - by Roy Rico
    say i have a directory with hi.txt and blah.txt and i execute the following command on a linux-ish command line ls *.* | xargs -t -i{} echo {} the output you will see is echo blah.txt blah.txt echo hi.txt hi.txt i'd like to redirect the stderr output (say 'echo blah.txt' fails...), leaving only the output from the xargs -t command written to std out, but it looks as if it's stderr as well. ls *.* | xargs -t -i{} echo {} 2> /dev/null Is there a way to control it, to make it output to stdout?

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  • C# SQLite file import prevent duplicates

    - by jakesankey
    Hi, I am attempting to get a directory (which is ever-growing) full of .txt comma delimited files to import into my SQLite db. I now have all of the files importing ok, however I need to have some way of excluding the files that have been previously added to db. I have a column in the db called FileName where the name and extension are stored next to each record from each file. Now I need to say 'If the code finds XXX.txt and XXX.txt is already in db, then skip this file'. Can I somehow add this logic to the getfiles command or is there another easy way? using (SQLiteCommand insertCommand = con.CreateCommand()) { SQLiteCommand cmdd = con.CreateCommand(); string[] files = Directory.GetFiles(@"C:\Documents and Settings\js91162\Desktop\", "R303717*.txt*", SearchOption.AllDirectories); foreach (string file in files) { string FileNameExt1 = Path.GetFileName(file); cmdd.CommandText = @" SELECT COUNT(*) FROM Import WHERE FileName = @FileExt;"; cmdd.Parameters.Add(new SQLiteParameter("@FileExt", FileNameExt1)); int count = Convert.ToInt32(cmdd.ExecuteScalar()); //int count = ((IConvertible)insertCommand.ExecuteScalar().ToInt32(null)); if (count == 0) { Console.WriteLine("Parsing CMM data for SQL database... Please wait."); insertCommand.CommandText = @" INSERT INTO Import (FeatType, FeatName, Value, Actual, Nominal, Dev, TolMin, TolPlus, OutOfTol, PartNumber, CMMNumber, Date, FileName) VALUES (@FeatType, @FeatName, @Value, @Actual, @Nominal, @Dev, @TolMin, @TolPlus, @OutOfTol, @PartNumber, @CMMNumber, @Date, @FileName);"; insertCommand.Parameters.Add(new SQLiteParameter("@FeatType", DbType.String)); insertCommand.Parameters.Add(new SQLiteParameter("@FeatName", DbType.String)); insertCommand.Parameters.Add(new SQLiteParameter("@Value", DbType.String)); insertCommand.Parameters.Add(new SQLiteParameter("@Actual", DbType.Decimal)); insertCommand.Parameters.Add(new SQLiteParameter("@Nominal", DbType.Decimal)); insertCommand.Parameters.Add(new SQLiteParameter("@Dev", DbType.Decimal)); insertCommand.Parameters.Add(new SQLiteParameter("@TolMin", DbType.Decimal)); insertCommand.Parameters.Add(new SQLiteParameter("@TolPlus", DbType.Decimal)); insertCommand.Parameters.Add(new SQLiteParameter("@OutOfTol", DbType.Decimal)); insertCommand.Parameters.Add(new SQLiteParameter("@Comment", DbType.String)); string FileNameExt = Path.GetFileName(file); string RNumber = Path.GetFileNameWithoutExtension(file); string RNumberE = RNumber.Split('_')[0]; string RNumberD = RNumber.Split('_')[1]; string RNumberDate = RNumber.Split('_')[2]; DateTime dateTime = DateTime.ParseExact(RNumberDate, "yyyyMMdd", Thread.CurrentThread.CurrentCulture); string cmmDate = dateTime.ToString("dd-MMM-yyyy"); string[] lines = File.ReadAllLines(file); bool parse = false; foreach (string tmpLine in lines) { string line = tmpLine.Trim(); if (!parse && line.StartsWith("Feat. Type,")) { parse = true; continue; } if (!parse || string.IsNullOrEmpty(line)) { continue; } Console.WriteLine(tmpLine); foreach (SQLiteParameter parameter in insertCommand.Parameters) { parameter.Value = null; } string[] values = line.Split(new[] { ',' }); for (int i = 0; i < values.Length - 1; i++) { SQLiteParameter param = insertCommand.Parameters[i]; if (param.DbType == DbType.Decimal) { decimal value; param.Value = decimal.TryParse(values[i], out value) ? value : 0; } else { param.Value = values[i]; } } insertCommand.Parameters.Add(new SQLiteParameter("@PartNumber", RNumberE)); insertCommand.Parameters.Add(new SQLiteParameter("@CMMNumber", RNumberD)); insertCommand.Parameters.Add(new SQLiteParameter("@Date", cmmDate)); insertCommand.Parameters.Add(new SQLiteParameter("@FileName", FileNameExt)); // insertCommand.ExecuteNonQuery(); } } } Console.WriteLine("CMM data successfully imported to SQL database..."); } con.Close(); }

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  • System.Data.SqlClient.SqlException: Must declare the scalar variable "@"

    - by Owala Wilson
    Haloo everyone...I am new to asp.net and I have been trying to query one table, and if the value returns true execute another query. here is my code: protected void Button1_Click(object sender, EventArgs e) { SqlConnection con = new SqlConnection(ConfigurationManager.ConnectionStrings["MyServer"].ConnectionString); SqlConnection con1 = new SqlConnection(ConfigurationManager.ConnectionStrings["MyServer"].ConnectionString); int amounts = Convert.ToInt32(InstallmentPaidBox.Text) + Convert.ToInt32(InterestPaid.Text) + Convert.ToInt32(PenaltyPaid.Text); int loans = Convert.ToInt32(PrincipalPaid.Text) + Convert.ToInt32(InterestPaid.Text); con.Open(); DateTime date = Convert.ToDateTime(DateOfProcessing.Text); int month1 = Convert.ToInt32(date.Month); int year1 = Convert.ToInt32(date.Year); SqlCommand a = new SqlCommand("Select Date,max(Amount)as Amount from Minimum_Amount group by Date",con); SqlDataReader sq = a.ExecuteReader(); while (sq.Read()) { DateTime date2 = Convert.ToDateTime(sq["Date"]); int month2 = Convert.ToInt32(date2.Month); int year2 = Convert.ToInt32(date2.Year); if (month1 == month2 && year1 == year2) { int amount = Convert.ToInt32(sq["Amount"]); string scrip = "<script>alert('Data Successfully Added')</script>"; Page.ClientScript.RegisterClientScriptBlock(this.GetType(), "Added", scrip); int areas = amount - Convert.ToInt32(InstallmentPaidBox.Text); int forwarded = Convert.ToInt32(BalanceBroughtTextBox.Text) + Convert.ToInt32(InstallmentPaidBox.Text); if (firsttime.Checked) { int balance = areas + Convert.ToInt32(PenaltyDue.Text) + Convert.ToInt32(InterestDue.Text); SqlCommand cmd = new SqlCommand("insert into Cash_Position(Member_No,Welfare_Amount, BFWD,Amount,Installment_Paid,Loan_Repayment,Principal_Payment,Interest_Paid,Interest_Due,Loan_Balance,Penalty_Paid,Penalty_Due,Installment_Arrears,CFWD,Balance_Due,Date_Prepared,Prepared_By) values(@a,@b,@c,@d,@e,@)f,@g,@h,@i,@j,@k,@l,@m,@n,@o,@p,@q", con); cmd.Parameters.Add("@a", SqlDbType.Int).Value = MemberNumberTextBox.Text; cmd.Parameters.Add("@b", SqlDbType.Int).Value = WelfareAmount.Text; cmd.Parameters.Add("@c", SqlDbType.Int).Value = BalanceBroughtTextBox.Text; cmd.Parameters.Add("@d", SqlDbType.Int).Value = amounts; cmd.Parameters.Add("@e", SqlDbType.Int).Value = InstallmentPaidBox.Text; cmd.Parameters.Add("@f", SqlDbType.Int).Value = loans; cmd.Parameters.Add("@g", SqlDbType.Int).Value = PrincipalPaid.Text; cmd.Parameters.Add("@h", SqlDbType.Int).Value = InterestDue.Text; cmd.Parameters.Add("@i", SqlDbType.Int).Value = InterestDue.Text; cmd.Parameters.Add("@j", SqlDbType.Int).Value = 0; cmd.Parameters.Add("@k", SqlDbType.Int).Value = PenaltyPaid.Text; cmd.Parameters.Add("@l", SqlDbType.Int).Value = PenaltyDue.Text; cmd.Parameters.Add("@m", SqlDbType.Int).Value = areas; cmd.Parameters.Add("@n", SqlDbType.Int).Value = forwarded; cmd.Parameters.Add("@o", SqlDbType.Int).Value = balance; cmd.Parameters.Add("@p", SqlDbType.Date).Value = date; cmd.Parameters.Add("@q", SqlDbType.Text).Value = PreparedBy.Text; int rows = cmd.ExecuteNonQuery(); con.Close();

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  • Mapping UrlEncoded POST Values in ASP.NET Web API

    - by Rick Strahl
    If there's one thing that's a bit unexpected in ASP.NET Web API, it's the limited support for mapping url encoded POST data values to simple parameters of ApiController methods. When I first looked at this I thought I was doing something wrong, because it seems mighty odd that you can bind query string values to parameters by name, but can't bind POST values to parameters in the same way. To demonstrate here's a simple example. If you have a Web API method like this:[HttpGet] public HttpResponseMessage Authenticate(string username, string password) { …} and then hit with a URL like this: http://localhost:88/samples/authenticate?Username=ricks&Password=sekrit it works just fine. The query string values are mapped to the username and password parameters of our API method. But if you now change the method to work with [HttpPost] instead like this:[HttpPost] public HttpResponseMessage Authenticate(string username, string password) { …} and hit it with a POST HTTP Request like this: POST http://localhost:88/samples/authenticate HTTP/1.1 Host: localhost:88 Accept: text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8 Content-type: application/x-www-form-urlencoded Content-Length: 30 Username=ricks&Password=sekrit you'll find that while the request works, it doesn't actually receive the two string parameters. The username and password parameters are null and so the method is definitely going to fail. When I mentioned this over Twitter a few days ago I got a lot of responses back of why I'd want to do this in the first place - after all HTML Form submissions are the domain of MVC and not WebAPI which is a valid point. However, the more common use case is using POST Variables with AJAX calls. The following is quite common for passing simple values:$.post(url,{ Username: "Rick", Password: "sekrit" },function(result) {…}); but alas that doesn't work. How ASP.NET Web API handles Content Bodies Web API supports parsing content data in a variety of ways, but it does not deal with multiple posted content values. In effect you can only post a single content value to a Web API Action method. That one parameter can be very complex and you can bind it in a variety of ways, but ultimately you're tied to a single POST content value in your parameter definition. While it's possible to support multiple parameters on a POST/PUT operation, only one parameter can be mapped to the actual content - the rest have to be mapped to route values or the query string. Web API treats the whole request body as one big chunk of data that is sent to a Media Type Formatter that's responsible for de-serializing the content into whatever value the method requires. The restriction comes from async nature of Web API where the request data is read only once inside of the formatter that retrieves and deserializes it. Because it's read once, checking for content (like individual POST variables) first is not possible. However, Web API does provide a couple of ways to access the form POST data: Model Binding - object property mapping to bind POST values FormDataCollection - collection of POST keys/values ModelBinding POST Values - Binding POST data to Object Properties The recommended way to handle POST values in Web API is to use Model Binding, which maps individual urlencoded POST values to properties of a model object provided as the parameter. Model binding requires a single object as input to be bound to the POST data, with each POST key that matches a property name (including nested properties like Address.Street) being mapped and updated including automatic type conversion of simple types. This is a very nice feature - and a familiar one from MVC - that makes it very easy to have model objects mapped directly from inbound data. The obvious drawback with Model Binding is that you need a model for it to work: You have to provide a strongly typed object that can receive the data and this object has to map the inbound data. To rewrite the example above to use ModelBinding I have to create a class maps the properties that I need as parameters:public class LoginData { public string Username { get; set; } public string Password { get; set; } } and then accept the data like this in the API method:[HttpPost] public HttpResponseMessage Authenticate(LoginData login) { string username = login.Username; string password = login.Password; … } This works fine mapping the POST values to the properties of the login object. As a side benefit of this method definition, the method now also allows posting of JSON or XML to the same endpoint. If I change my request to send JSON like this: POST http://localhost:88/samples/authenticate HTTP/1.1 Host: localhost:88 Accept: application/jsonContent-type: application/json Content-Length: 40 {"Username":"ricks","Password":"sekrit"} it works as well and transparently, courtesy of the nice Content Negotiation features of Web API. There's nothing wrong with using Model binding and in fact it's a common practice to use (view) model object for inputs coming back from the client and mapping them into these models. But it can be  kind of a hassle if you have AJAX applications with a ton of backend hits, especially if many methods are very atomic and focused and don't effectively require a model or view. Not always do you have to pass structured data, but sometimes there are just a couple of simple response values that need to be sent back. If all you need is to pass a couple operational parameters, creating a view model object just for parameter purposes seems like overkill. Maybe you can use the query string instead (if that makes sense), but if you can't then you can often end up with a plethora of 'message objects' that serve no further  purpose than to make Model Binding work. Note that you can accept multiple parameters with ModelBinding so the following would still work:[HttpPost] public HttpResponseMessage Authenticate(LoginData login, string loginDomain) but only the object will be bound to POST data. As long as loginDomain comes from the querystring or route data this will work. Collecting POST values with FormDataCollection Another more dynamic approach to handle POST values is to collect POST data into a FormDataCollection. FormDataCollection is a very basic key/value collection (like FormCollection in MVC and Request.Form in ASP.NET in general) and then read the values out individually by querying each. [HttpPost] public HttpResponseMessage Authenticate(FormDataCollection form) { var username = form.Get("Username"); var password = form.Get("Password"); …} The downside to this approach is that it's not strongly typed, you have to handle type conversions on non-string parameters, and it gets a bit more complicated to test such as setup as you have to seed a FormDataCollection with data. On the other hand it's flexible and easy to use and especially with string parameters is easy to deal with. It's also dynamic, so if the client sends you a variety of combinations of values on which you make operating decisions, this is much easier to work with than a strongly typed object that would have to account for all possible values up front. The downside is that the code looks old school and isn't as self-documenting as a parameter list or object parameter would be. Nevertheless it's totally functionality and a viable choice for collecting POST values. What about [FromBody]? Web API also has a [FromBody] attribute that can be assigned to parameters. If you have multiple parameters on a Web API method signature you can use [FromBody] to specify which one will be parsed from the POST content. Unfortunately it's not terribly useful as it only returns content in raw format and requires a totally non-standard format ("=content") to specify your content. For more info in how FromBody works and several related issues to how POST data is mapped, you can check out Mike Stalls post: How WebAPI does Parameter Binding Not really sure where the Web API team thought [FromBody] would really be a good fit other than a down and dirty way to send a full string buffer. Extending Web API to make multiple POST Vars work? Don't think so Clearly there's no native support for multiple POST variables being mapped to parameters, which is a bit of a bummer. I know in my own work on one project my customer actually found this to be a real sticking point in their AJAX backend work, and we ended up not using Web API and using MVC JSON features instead. That's kind of sad because Web API is supposed to be the proper solution for AJAX backends. With all of ASP.NET Web API's extensibility you'd think there would be some way to build this functionality on our own, but after spending a bit of time digging and asking some of the experts from the team and Web API community I didn't hear anything that even suggests that this is possible. From what I could find I'd say it's not possible primarily because Web API's Routing engine does not account for the POST variable mapping. This means [HttpPost] methods with url encoded POST buffers are not mapped to the parameters of the endpoint, and so the routes would never even trigger a request that could be intercepted. Once the routing doesn't work there's not much that can be done. If somebody has an idea how this could be accomplished I would love to hear about it. Do we really need multi-value POST mapping? I think that that POST value mapping is a feature that one would expect of any API tool to have. If you look at common APIs out there like Flicker and Google Maps etc. they all work with POST data. POST data is very prominent much more so than JSON inputs and so supporting as many options that enable would seem to be crucial. All that aside, Web API does provide very nice features with Model Binding that allows you to capture many POST variables easily enough, and logistically this will let you build whatever you need with POST data of all shapes as long as you map objects. But having to have an object for every operation that receives a data input is going to take its toll in heavy AJAX applications, with a lot of types created that do nothing more than act as parameter containers. I also think that POST variable mapping is an expected behavior and Web APIs non-support will likely result in many, many questions like this one: How do I bind a simple POST value in ASP.NET WebAPI RC? with no clear answer to this question. I hope for V.next of WebAPI Microsoft will consider this a feature that's worth adding. Related Articles Passing multiple POST parameters to Web API Controller Methods Mike Stall's post: How Web API does Parameter Binding Where does ASP.NET Web API Fit?© Rick Strahl, West Wind Technologies, 2005-2012Posted in Web Api   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • How to Use USER_DEFINED Activity in OWB Process Flow

    - by Jinggen He
    Process Flow is a very important component of Oracle Warehouse Builder. With Process Flow, we can create and control the ETL process by setting all kinds of activities in a well-constructed flow. In Oracle Warehouse Builder 11gR2, there are 28 kinds of activities, which fall into three categories: Control activities, OWB specific activities and Utility activities. For more information about Process Flow activities, please refer to OWB online doc. Most of those activities are pre-defined for some specific use. For example, the Mapping activity allows execution an OWB mapping in Process Flow and the FTP activity allows an interaction between the local host and a remote FTP server. Besides those activities for specific purposes, the User Defined activity enables you to incorporate into a Process Flow an activity that is not defined within Warehouse Builder. So the User Defined activity brings flexibility and extensibility to Process Flow. In this article, we will take an amazing tour of using the User Defined activity. Let's start. Enable execution of User Defined activity Let's start this section from creating a very simple Process Flow, which contains a Start activity, a User Defined activity and an End Success activity. Leave all parameters of activity USER_DEFINED unchanged except that we enter /tmp/test.sh into the Value column of the COMMAND parameter. Then let's create the shell script test.sh in /tmp directory. Here is the content of /tmp/test.sh (this article is demonstrating a scenario in Linux system, and /tmp/test.sh is a Bash shell script): echo Hello World! > /tmp/test.txt Note: don't forget to grant the execution privilege on /tmp/test.sh to OS Oracle user. For simplicity, we just use the following command. chmod +x /tmp/test.sh OK, it's so simple that we’ve almost done it. Now deploy the Process Flow and run it. For a newly installed OWB, we will come across an error saying "RPE-02248: For security reasons, activity operator Shell has been disabled by the DBA". See below. That's because, by default, the User Defined activity is DISABLED. Configuration about this can be found in <ORACLE_HOME>/owb/bin/admin/Runtime.properties: property.RuntimePlatform.0.NativeExecution.Shell.security_constraint=DISABLED The property can be set to three different values: NATIVE_JAVA, SCHEDULER and DISBALED. Where NATIVE_JAVA uses the Java 'Runtime.exec' interface, SCHEDULER uses a DBMS Scheduler external job submitted by the Control Center repository owner which is executed by the default operating system user configured by the DBA. DISABLED prevents execution via these operators. We enable the execution of User Defined activity by setting: property.RuntimePlatform.0.NativeExecution.Shell.security_constraint= NATIVE_JAVA Restart the Control Center service for the change of setting to take effect. cd <ORACLE_HOME>/owb/rtp/sql sqlplus OWBSYS/<password of OWBSYS> @stop_service.sql sqlplus OWBSYS/<password of OWBSYS> @start_service.sql And then run the Process Flow again. We will see that the Process Flow completes successfully. The execution of /tmp/test.sh successfully generated a file /tmp/test.txt, containing the line Hello World!. Pass parameters to User Defined Activity The Process Flow created in the above section has a drawback: the User Defined activity doesn't accept any information from OWB nor does it give any meaningful results back to OWB. That's to say, it lacks interaction. Maybe, sometimes such a Process Flow can fulfill the business requirement. But for most of the time, we need to get the User Defined activity executed according to some information prior to that step. In this section, we will see how to pass parameters to the User Defined activity and pass them into the to-be-executed shell script. First, let's see how to pass parameters to the script. The User Defined activity has an input parameter named PARAMETER_LIST. This is a list of parameters that will be passed to the command. Parameters are separated from one another by a token. The token is taken as the first character on the PARAMETER_LIST string, and the string must also end in that token. Warehouse Builder recommends the '?' character, but any character can be used. For example, to pass 'abc,' 'def,' and 'ghi' you can use the following equivalent: ?abc?def?ghi? or !abc!def!ghi! or |abc|def|ghi| If the token character or '\' needs to be included as part of the parameter, then it must be preceded with '\'. For example '\\'. If '\' is the token character, then '/' becomes the escape character. Let's configure the PARAMETER_LIST parameter as below: And modify the shell script /tmp/test.sh as below: echo $1 is saying hello to $2! > /tmp/test.txt Re-deploy the Process Flow and run it. We will see that the generated /tmp/test.txt contains the following line: Bob is saying hello to Alice! In the example above, the parameters passed into the shell script are static. This case is not so useful because: instead of passing parameters, we can directly write the value of the parameters in the shell script. To make the case more meaningful, we can pass two dynamic parameters, that are obtained from the previous activity, to the shell script. Prepare the Process Flow as below: The Mapping activity MAPPING_1 has two output parameters: FROM_USER, TO_USER. The User Defined activity has two input parameters: FROM_USER, TO_USER. All the four parameters are of String type. Additionally, the Process Flow has two string variables: VARIABLE_FOR_FROM_USER, VARIABLE_FOR_TO_USER. Through VARIABLE_FOR_FROM_USER, the input parameter FROM_USER of USER_DEFINED gets value from output parameter FROM_USER of MAPPING_1. We achieve this by binding both parameters to VARIABLE_FOR_FROM_USER. See the two figures below. In the same way, through VARIABLE_FOR_TO_USER, the input parameter TO_USER of USER_DEFINED gets value from output parameter TO_USER of MAPPING_1. Also, we need to change the PARAMETER_LIST of the User Defined activity like below: Now, the shell script is getting input from the Mapping activity dynamically. Deploy the Process Flow and all of its necessary dependees then run the Process Flow. We see that the generated /tmp/test.txt contains the following line: USER B is saying hello to USER A! 'USER B' and 'USER A' are two outputs of the Mapping execution. Write the shell script within Oracle Warehouse Builder In the previous section, the shell script is located in the /tmp directory. But sometimes, when the shell script is small, or for the sake of maintaining consistency, you may want to keep the shell script inside Oracle Warehouse Builder. We can achieve this by configuring these three parameters of a User Defined activity properly: COMMAND: Set the path of interpreter, by which the shell script will be interpreted. PARAMETER_LIST: Set it blank. SCRIPT: Enter the shell script content. Note that in Linux the shell script content is passed into the interpreter as standard input at runtime. About how to actually pass parameters to the shell script, we can utilize variable substitutions. As in the following figure, ${FROM_USER} will be replaced by the value of the FROM_USER input parameter of the User Defined activity. So will the ${TO_USER} symbol. Besides the custom substitution variables, OWB also provide some system pre-defined substitution variables. You can refer to the online document for that. Deploy the Process Flow and run it. We see that the generated /tmp/test.txt contains the following line: USER B is saying hello to USER A! Leverage the return value of User Defined activity All of the previous sections are connecting the User Defined activity to END_SUCCESS with an unconditional transition. But what should we do if we want different subsequent activities for different shell script execution results? 1.  The simplest way is to add three simple-conditioned out-going transitions for the User Defined activity just like the figure below. In the figure, to simplify the scenario, we connect the User Defined activity to three End activities. Basically, if the shell script ends successfully, the whole Process Flow will end at END_SUCCESS, otherwise, the whole Process Flow will end at END_ERROR (in our case, ending at END_WARNING seldom happens). In the real world, we can add more complex and meaningful subsequent business logic. 2.  Or we can utilize complex conditions to work with different results of the User Defined activity. Previously, in our script, we only have this line: echo ${FROM_USER} is saying hello to ${TO_USER}! > /tmp/test.txt We can add more logic in it and return different values accordingly. echo ${FROM_USER} is saying hello to ${TO_USER}! > /tmp/test.txt if CONDITION_1 ; then ...... exit 0 fi if CONDITION_2 ; then ...... exit 2 fi if CONDITION_3 ; then ...... exit 3 fi After that we can leverage the result by checking RESULT_CODE in condition expression of those out-going transitions. Let's suppose that we have the Process Flow as the following graph (SUB_PROCESS_n stands for more different further processes): We can set complex condition for the transition from USER_DEFINED to SUB_PROCESS_1 like this: Other transitions can be set in the same way. Note that, in our shell script, we return 0, 2 and 3, but not 1. As in Linux system, if the shell script comes across a system error like IO error, the return value will be 1. We can explicitly handle such a return value. Summary Let's summarize what has been discussed in this article: How to create a Process Flow with a User Defined activity in it How to pass parameters from the prior activity to the User Defined activity and finally into the shell script How to write the shell script within Oracle Warehouse Builder How to do variable substitutions How to let the User Defined activity return different values and in what way can we leverage

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  • Having a problem with texturing vertices in WebGL, think parameters are off in the image?

    - by mathacka
    I'm having a problem texturing a simple rectangle in my WebGL program, I have the parameters set as follows: gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureImage); I'm using this image: On the properties of this image it says it's 32 bit depth, so that should take care of the gl.UNSIGNED_BYTE, and I've tried both gl.RGBA and gl.RGB to see if it's not reading the transparency. It is a 32x32 pixel image, so it's power of 2. And I've tried almost all the combinations of formats and types, but I'm not sure if this is the answer or not. I'm getting these two errors in the chrome console: INVALID_VALUE: texImage2D: invalid image (index):101 WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. the drawArrays function is simply: "gl.drawArrays(gl.TRIANGLES, 0, 6);" using 6 vertices to make a rectangle.

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  • Passing Parameters to an ADF Page through the URL - Part 2.

    - by shay.shmeltzer
    I showed before how to pass a parameter on the URL when invoking a taskflow (where the taskflow starts with a method call and then a page). However in some simpler scenarios you don't actually need a full blown taskflow. Instead you can use page level parameters defined for your page in the adfc-config.xml file. So below is a demo of this technique. I'm also taking advantage of this video to show the concept of a view object level service method and how to invoke it from your page. P.S. You might wonder - why not just reference #{param.amount} as the value set for the method parameter? Why do I need to copy it into a viewScope parameter? The advantage of placing the value in the viewScope is that it is available even when the page went through several sumbits. For example if you switch the "partialSumbit" property of the "Next" button to false in the above example - the minute that you press the button to go to the next department - the param.amount value is gone. However the ViewScope is still there as long as you stay on this page.

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  • Is there a name for the Builder Pattern where the Builder is implemented via interfaces so certain parameters are required?

    - by Zipper
    So we implemented the builder pattern for most of our domain to help in understandability of what actually being passed to a constructor, and for the normal advantages that a builder gives. The one twist was that we exposed the builder through interfaces so we could chain required functions and unrequired functions to make sure that the correct parameters were passed. I was curious if there was an existing pattern like this. Example below: public class Foo { private int someThing; private int someThing2; private DateTime someThing3; private Foo(Builder builder) { this.someThing = builder.someThing; this.someThing2 = builder.someThing2; this.someThing3 = builder.someThing3; } public static RequiredSomething getBuilder() { return new Builder(); } public interface RequiredSomething { public RequiredDateTime withSomething (int value); } public interface RequiredDateTime { public OptionalParamters withDateTime (DateTime value); } public interface OptionalParamters { public OptionalParamters withSeomthing2 (int value); public Foo Build ();} public static class Builder implements RequiredSomething, RequiredDateTime, OptionalParamters { private int someThing; private int someThing2; private DateTime someThing3; public RequiredDateTime withSomething (int value) {someThing = value; return this;} public OptionalParamters withDateTime (int value) {someThing = value; return this;} public OptionalParamters withSeomthing2 (int value) {someThing = value; return this;} public Foo build(){return new Foo(this);} } } Example of how it's called: Foo foo = Foo.getBuilder().withSomething(1).withDateTime(DateTime.now()).build(); Foo foo2 = Foo.getBuilder().withSomething(1).withDateTime(DateTime.now()).withSomething2(3).build();

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  • Essbase Analytics Link (EAL) - Performance of some operation of EAL could be improved by tuning of EAL Data Synchronization Server (DSS) parameters

    - by Ahmed Awan
    Generally, performance of some operation of EAL (Essbase Analytics Link) could be improved by tuning of EAL Data Synchronization Server (DSS) parameters. a. Expected that DSS machine will be 64-bit machine with 4-8 cores and 5-8 GB of RAM dedicated to DSS. b. To change DSS configuration - open EAL Configuration Tool on DSS machine.     ->Next:     and define: "Job Units" as <Number of Cores dedicated to DSS> * 1.5 "Max Memory Size" (if this is 64-bit machine) - ~1G for each Job Unit. If DSS machine is 32-bit - max memory size is 2600 MB. "Data Store Size" - depends on number of bridges and volume of HFM applications, but in most cases 50000 MB is enough. This volume should be available in defined "Data Store Dir" driver.   Continue with configuration and finish it. After that, DSS should be restarted to take new definitions.  

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  • Samba smbtree No output; failed to retrieve share list

    - by TomKat
    I'm using Ubuntu 12.10 on two machines, one laptop & one desktop. Faced the same problem when I used 12.04. When I try connecting to the other machine using 'Connect to Server', I give the correct user & workgroup details, but the system displays 'failed to retrieve server list' I've tried editing /etc/samba/smb.conf file to: name resolve order = lmhosts host wins bcast I also added the other machine to /etc/hosts But, nothing worked. The output of smbtree is naveen@tomkat:~$ smbtree Enter naveen's password: naveen@tomkat:~$ Used sources to solve problem myself: "Failed to retrieve share list from server" error when browsing a share with Nautilus http://ubuntuforums.org/showthread.php?t=1114038 All help will be appreciated. Thanks. UPDATE: After 'purging' samba and all its components (incl all config files), and reinstall, sharing workes in one direction (from Laptop to Desktop) but when I attempt to use the Desktop as server, same problem is still faced. UPDATE 2 dpkg -l|grep samba output: naveen@tomkat:~$ sudo dpkg -l|grep samba [sudo] password for naveen: ii libcrypt-smbhash-perl 0.12-3 all generate LM/NT hash of a password for samba ii samba 2:3.6.6-3ubuntu5 i386 SMB/CIFS file, print, and login server for Unix ii samba-common 2:3.6.6-3ubuntu5 all common files used by both the Samba server and client ii samba-common-bin 2:3.6.6-3ubuntu5 i386 common files used by both the Samba server and client

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  • In 'apt-cache depends' output, what is the meaning of Suggests, Recommends, |, <>?

    - by fred.bear
    I've checked the man/info page, but there is no reference to some aspects of the output fomat of apt-cache depends The man/info page tried to be helpful (in an obtuse manner); quote: "For the specific meaning of the remainder of the output it is best to consult the apt source code" Now in fairness to the info page, that quote was in regards to the 'showpkg' option which it had reasonably explained, but my option had no such explanation... I understand that Linux info comes from many sources (not just man/info pages), and I don't particularly want to rummage through the source (altough somtimes I do), so here is an example of what I'd like to know the meaning of. # I can assume what these mean, but... # What does | mean? (probably means 'or'???) # What does <pkg> and the following indentations mean? # At the end, the interaction(?) of Suggest and Recommends puzzles me. $ apt-cache depends solr-common solr-common Depends: debconf |Depends: openjdk-6-jre-headless |Depends: <java5-runtime-headless> default-jre-headless gcj-4.4-jre-headless gcj-jre-headless gij-4.3 openjdk-6-jre-headless Depends: <java6-runtime-headless> default-jre-headless openjdk-6-jre-headless Depends: libcommons-codec-java Depends: libcommons-csv-java Depends: libcommons-fileupload-java Depends: libcommons-httpclient-java Depends: libcommons-io-java Depends: libjaxp1.3-java Depends: libjetty-java Depends: liblucene2-java Depends: libservlet2.5-java Depends: libslf4j-java Depends: libxml-commons-external-java Suggests: libmysql-java |Recommends: solr-tomcat Recommends: solr-jetty

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  • Using LogParser - part 2

    - by fatherjack
    PersonAddress.csv SalesOrderDetail.tsv In part 1 of this series we downloaded and installed LogParser and used it to list data from a csv file. That was a good start and in this article we are going to see the different ways we can stream data and choose whether a whole file is selected. We are also going to take a brief look at what file types we can interrogate. If we take the query from part 1 and add a value for the output parameter as -o:datagrid so that the query becomes LOGPARSER "SELECT top 15 * FROM C:\LP\person_address.csv" -o:datagrid and run that we get a different result. A pop-up dialog that lets us view the results in a resizable grid. Notice that because we didn't specify the columns we wanted returned by LogParser (we used SELECT *) is has added two columns to the recordset - filename and rownumber. This behaviour can be very useful as we will see in future parts of this series. You can click Next 10 rows or All rows or close the datagrid once you are finished reviewing the data. You may have noticed that the files that I am working with are different file types - one is a csv (comma separated values) and the other is a tsv (tab separated values). If you want to convert a file from one to another then LogParser makes it incredibly simple. Rather than using 'datagrid' as the value for the output parameter, use 'csv': logparser "SELECT SalesOrderID, SalesOrderDetailID, CarrierTrackingNumber, OrderQty, ProductID, SpecialOfferID, UnitPrice, UnitPriceDiscount, LineTotal, rowguid, ModifiedDate into C:\Sales_SalesOrderDetail.csv FROM C:\Sales_SalesOrderDetail.tsv" -i:tsv -o:csv Those familiar with SQL will not have to make a very big leap of faith to making adjustments to the above query to filter in/out records from the source file. Lets get all the records from the same file where the Order Quantity (OrderQty) is more than 25: logparser "SELECT SalesOrderID, SalesOrderDetailID, CarrierTrackingNumber, OrderQty, ProductID, SpecialOfferID, UnitPrice, UnitPriceDiscount, LineTotal, rowguid, ModifiedDate into C:\LP\Sales_SalesOrderDetailOver25.csv FROM C:\LP\Sales_SalesOrderDetail.tsv WHERE orderqty > 25" -i:tsv -o:csv Or we could find all those records where the Order Quantity is equal to 25 and output it to an xml file: logparser "SELECT SalesOrderID, SalesOrderDetailID, CarrierTrackingNumber, OrderQty, ProductID, SpecialOfferID, UnitPrice, UnitPriceDiscount, LineTotal, rowguid, ModifiedDate into C:\LP\Sales_SalesOrderDetailEq25.xml FROM C:\LP\Sales_SalesOrderDetail.tsv WHERE orderqty = 25" -i:tsv -o:xml All the standard comparison operators are to be found in LogParser; >, <, =, LIKE, BETWEEN, OR, NOT, AND. Input and Output file formats. LogParser has a pretty impressive list of file formats that it can parse and a good selection of output formats that will let you generate output in a format that is useable for whatever process or application you may be using. From any of these To any of these IISW3C: parses IIS log files in the W3C Extended Log File Format.   NAT: formats output records as readable tabulated columns. IIS: parses IIS log files in the Microsoft IIS Log File Format. CSV: formats output records as comma-separated values text. BIN: parses IIS log files in the Centralized Binary Log File Format. TSV: formats output records as tab-separated or space-separated values text. IISODBC: returns database records from the tables logged to by IIS when configured to log in the ODBC Log Format. XML: formats output records as XML documents. HTTPERR: parses HTTP error log files generated by Http.sys. W3C: formats output records in the W3C Extended Log File Format. URLSCAN: parses log files generated by the URLScan IIS filter. TPL: formats output records following user-defined templates. CSV: parses comma-separated values text files. IIS: formats output records in the Microsoft IIS Log File Format. TSV: parses tab-separated and space-separated values text files. SQL: uploads output records to a table in a SQL database. XML: parses XML text files. SYSLOG: sends output records to a Syslog server. W3C: parses text files in the W3C Extended Log File Format. DATAGRID: displays output records in a graphical user interface. NCSA: parses web server log files in the NCSA Common, Combined, and Extended Log File Formats. CHART: creates image files containing charts. TEXTLINE: returns lines from generic text files. TEXTWORD: returns words from generic text files. EVT: returns events from the Windows Event Log and from Event Log backup files (.evt files). FS: returns information on files and directories. REG: returns information on registry values. ADS: returns information on Active Directory objects. NETMON: parses network capture files created by NetMon. ETW: parses Enterprise Tracing for Windows trace log files and live sessions. COM: provides an interface to Custom Input Format COM Plugins. So, you can query data from any of the types on the left and really easily get it into a format where it is ready for analysis by other tools. To a DBA or network Administrator with an enquiring mind this is a treasure trove. In part 3 we will look at working with multiple sources and specifically outputting to SQL format. See you there!

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  • How do I stop XNA/Visual Studio from rebuilding my content project every time I build?

    - by Phil Quinn
    My group and I are working on a game in XNA 4.0 with Visual Studio 2010/2012. The main solution has 6 projects: 2 XNA game projects (1 executable/ 1 class library), 1 WPF executable for the level editor, 2 standard class libraries, and a content project. Originally, the editor and engine XNA game projects had a content reference to separate content projects. Recently, I consolidated the content projects into one to simplify asset additions. Since pushing these changes to our git repo, certain members of my group have been experiencing weird build issues. Every time they run the project, they have to re-build all of the assets. This happens regardless of whether any changes were made, even if they just run the project directly after building. I've taken a few steps to figure out why this is happening. Below is the MSBuild output set on Normal verbosity. The seemingly important part is at 4, with the line 4> Rebuilding all content because build settings have changed 1>------ Build started: Project: Engine.Core, Configuration: Debug x86 ------ 1>Build started 11/29/2012 3:24:24 AM. 1>ResolveAssemblyReferences: 1> A TargetFramework profile exclusion list will be generated. 1>EmbedXnaFrameworkRuntimeProfile: 1>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 1>GenerateTargetFrameworkMonikerAttribute: 1>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 1>CoreCompile: 1>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 1>XnaWriteCacheFile: 1>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 1>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 1> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 1>_CopyAppConfigFile: 1>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 1>CopyFilesToOutputDirectory: 1> Engine.Core -> <solution-dir>\src\Engine.Core\bin\x86\Debug\TimeSink.Engine.Core.dll 1> 1>Build succeeded. 1> 1>Time Elapsed 00:00:00.13 2>------ Build started: Project: TimeSink.Entities, Configuration: Debug x86 ------ 2>Build started 11/29/2012 3:24:25 AM. 2>ResolveAssemblyReferences: 2> A TargetFramework profile exclusion list will be generated. 2>EmbedXnaFrameworkRuntimeProfile: 2>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 2>GenerateTargetFrameworkMonikerAttribute: 2>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 2>CoreCompile: 2>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 2>XnaWriteCacheFile: 2>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 2>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 2> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 2>CopyFilesToOutputDirectory: 2> TimeSink.Entities -> <solution-dir>\src\TimeSink.Entities\bin\x86\Debug\TimeSink.Entities.dll 2> 2>Build succeeded. 2> 2>Time Elapsed 00:00:00.11 3>------ Build started: Project: Editor (Editor\Editor), Configuration: Debug x86 ------ 4>------ Build started: Project: Engine.Game, Configuration: Debug x86 ------ 3>Build started 11/29/2012 3:24:25 AM. 3>CoreCompile: 3> All content is already up to date 3>ResolveAssemblyReferences: 3> A TargetFramework profile exclusion list will be generated. 3>EmbedXnaFrameworkRuntimeProfile: 3>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 3>GenerateTargetFrameworkMonikerAttribute: 3>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 3>CoreCompile: 3>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 3>XnaWriteCacheFile: 3>Skipping target "XnaWriteCacheFile" because all output files are up-to-date with respect to the input files. 3>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 3> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 3>_CopyOutOfDateNestedContentItemsToOutputDirectory: 3>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 3>CopyFilesToOutputDirectory: 3> Editor -> <solution-dir>\src\Editor\Editor\bin\x86\Debug\Editor.dll 3> 3>Build succeeded. 3> 3>Time Elapsed 00:00:00.39 4>Build started 11/29/2012 3:24:25 AM. 4>CoreCompile: 4> Rebuilding all content because build settings have changed 4> Building Textures\circle.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Importing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\circle.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\circle.xnb 4> Building Textures\giroux.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Importing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\giroux.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\giroux.xnb 4> Building Textures\Body_Neutral.png -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Importing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.TextureImporter 4> Processing Textures\Body_Neutral.png with Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\Textures\Body_Neutral.xnb 4> Building font.spritefont -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4> Importing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter 4> Processing font.spritefont with Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor 4> Compiling <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Content\font.xnb 4>ResolveAssemblyReferences: 4> A TargetFramework profile exclusion list will be generated. 4>EmbedXnaFrameworkRuntimeProfile: 4>Skipping target "EmbedXnaFrameworkRuntimeProfile" because all output files are up-to-date with respect to the input files. 4>GenerateTargetFrameworkMonikerAttribute: 4>Skipping target "GenerateTargetFrameworkMonikerAttribute" because all output files are up-to-date with respect to the input files. 4>CoreCompile: 4>Skipping target "CoreCompile" because all output files are up-to-date with respect to the input files. 4>_CopyOutOfDateSourceItemsToOutputDirectoryAlways: 4> Copying file from "<solution-dir>\src\Engine.Core\DialoguePrototypeTestDB.s3db" to "bin\x86\Debug\DialoguePrototypeTestDB.s3db". 4>_CopyOutOfDateNestedContentItemsToOutputDirectory: 4>Skipping target "_CopyOutOfDateNestedContentItemsToOutputDirectory" because all output files are up-to-date with respect to the input files. 4>_CopyAppConfigFile: 4>Skipping target "_CopyAppConfigFile" because all output files are up-to-date with respect to the input files. 4>CopyFilesToOutputDirectory: 4> Engine.Game -> <solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Engine.Game.exe 4>IncrementalClean: 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\circle.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\giroux.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\Body_Neutral.xnb". 4> Deleting file "<solution-dir>\src\Engine.Game\Engine.Game\bin\x86\Debug\font.xnb". 4> 4>Build succeeded. 4> 4>Time Elapsed 00:00:01.72 ========== Build: 4 succeeded, 0 failed, 1 up-to-date, 0 skipped ========== I can't think of how build settings could change between consecutive executions. Like I said, this only happens for half our group. One member is on a 32-bit Windows 7 Prof bootcamp partition on a Mac. Everyone else, including those who don't have the issue, are running straight 64-bit Windows 7 Prof. Both have tried using VS 2010 and VS 2012. Any insight would be greatly appreciated. Also, I can post more details upon request if this isn't thorough enough.

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  • How to setup HDMI output on m11x with Nvidia GeForce GT 540M? (Bumblebee) Help?

    - by Alexander Tritan
    I have an Alienware m11x with Optimus Technology. I setup (Fresh Install) Ubuntu 12.04 with bumblebee as below. Please help me set up the HDMI output so that I can connect it to my monitor. $ uname -a Linux ubuntu 3.2.0-24-generic-pae #39-Ubuntu SMP Mon May 21 18:54:21 UTC 2012 i686 i686 i386 GNU/Linux $ lspci | grep -i vga 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 540M] (rev a1) $ dpkg --get-selections bumblebee install bumblebee-nvidia install $ bumblebeed -version bumblebeed --version bumblebeed (Bumblebee) 3.0 Copyright (C) 2011 The Bumblebee Project Should xrandr normally show HDMI? $ xrandr -q Screen 0: minimum 320 x 200, current 1366 x 768, maximum 8192 x 8192 LVDS1 connected 1366x768+0+0 (normal left inverted right x axis y axis) 256mm x 144mm 1366x768 60.0*+ 1360x768 59.8 60.0 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 disconnected (normal left inverted right x axis y axis) $ cat /etc/X11/xorg.conf Section "ServerLayout" Identifier "Layout0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" Option "NoLogo" "true" Option "ConnectedMonitor" "DFP" EndSection $ cat /etc/bumblebee/xorg.conf.nvidia Section "ServerLayout" Identifier "Layout0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" Option "NoLogo" "true" Option "ConnectedMonitor" "DFP" EndSection $ cat /etc/bumblebee/xorg.conf.nouveau Section "ServerLayout" Identifier "Layout0" Screen "Screen0" Option "AutoAddDevices" "true" EndSection Section "Device" Identifier "Device0" Driver "nouveau" EndSection Section "Screen" Identifier "Screen0" Device "Device0" EndSection and finally the biggest config file below: $cat /etc/bumblebee/bumblebee.conf [bumblebeed] VirtualDisplay=:8 KeepUnusedXServer=true ServerGroup=bumblebee TurnCardOffAtExit=false NoEcoModeOverride=false Driver= [optirun] VGLTransport=proxy AllowFallbackToIGC=false PMMethod=none [driver-nvidia] KernelDriver=nvidia-current Module=nvidia PMMethod=none LibraryPath=/usr/lib/nvidia-current:/usr/lib32/nvidia-current XorgModulePath=/usr/lib/nvidia-current/xorg,/usr/lib/xorg/modules XorgConfFile=/etc/bumblebee/xorg.conf.nvidia [driver-nouveau] KernelDriver=nouveau PMMethod=none XorgConfFile=/etc/bumblebee/xorg.conf.nouveau Any ideas on setting up the Optimus to output to the HDMI T.V.? I want to enable my HDMI with my GeForce GT 540M.

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  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

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  • HLSL 5 interpolation issues

    - by metredigm
    I'm having issues with the depth components of my shadowmapping shaders. The shadow map rendering shader is fine, and works very well. The world rendering shader is more problematic. The only value which seems to definitely be off is the pixel's position from the light's perspective, which I pass in parallel to the position. struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; The reason that I used the semantic 'TEXCOORD2' on the light's pixel position is because I believe that the problem lies with Direct3D's interpolation of values between shaders, and I started trying random semantics and also forcing linear and noperspective interpolations. In the world rendering shader, I observed in the pixel shader that the Z value of light_pos was always extremely close to, but less than the W value. This resulted in a depth result of 0.999 or similar for every pixel. Here is the vertex shader code : struct Vertex { float3 position : POSITION; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; struct Pixel { float4 position : SV_Position; float4 light_pos : TEXCOORD2; float3 normal : NORMAL; float2 texcoord : TEXCOORD; }; cbuffer Camera : register (b0) { matrix world; matrix view; matrix projection; }; cbuffer Light : register (b1) { matrix light_world; matrix light_view; matrix light_projection; }; Pixel RenderVertexShader(Vertex input) { Pixel output; output.position = mul(float4(input.position, 1.0f), world); output.position = mul(output.position, view); output.position = mul(output.position, projection); output.world_pos = mul(float4(input.position, 1.0f), world); output.world_pos = mul(output.world_pos, light_view); output.world_pos = mul(output.world_pos, light_projection); output.texcoord = input.texcoord; output.normal = input.normal; return output; } I suspect interpolation to be the culprit, as I used the camera matrices in place of the light matrices in the vertex shader, and had the same problem. The problem is evident as both of the same vectors were passed to a pixel from the VS, but only one of them showed a change in the PS. I have already thoroughly debugged the matrices' validity, the cbuffers' validity, and the multiplicative validity. I'm very stumped and have been trying to solve this for quite some time. Misc info : The light projection matrix and the camera projection matrix are the same, generated from D3DXMatrixPerspectiveFovLH(), with an FOV of 60.0f * 3.141f / 180.0f, a near clipping plane of 0.1f, and a far clipping plane of 1000.0f. Any ideas on what is happening? (This is a repost from my question on Stack Overflow)

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