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  • combining results of two select statements

    - by ErnieStings
    I'm using T-SQL with ASP.NET, and c# and i'm pretty new to SQL. I was wondering how i could combine the results of two queries Query1: SELECT tableA.Id, tableA.Name, [tableB].Username AS Owner, [tableB].ImageUrl, [tableB].CompanyImageUrl, COUNT(tableD.UserId) AS NumberOfUsers FROM tableD RIGHT OUTER JOIN [tableB] INNER JOIN tableA ON [tableB].Id = tableA.Owner ON tableD.tableAId = tableA.Id GROUP BY tableA.Name, [tableB].Username, [tableB].ImageUrl, [tableB].CompanyImageUrl Query2: SELECT tableA.Id, tableA.Name, COUNT([tableC].Id) AS NumberOfPlans FROM [tableC] RIGHT OUTER JOIN tableA ON [tableC].tableAId = tableA.Id GROUP BY tableA.Id, tableA.Name Any help would be much appreciated. Thanks in advance

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  • How do I return the indices of a multidimensional array element in C?

    - by Eddy
    Say I have a 2D array of random boolean ones and zeroes called 'lattice', and I have a 1D array called 'list' which lists the addresses of all the zeroes in the 2D array. This is how the arrays are defined: define n 100 bool lattice[n][n]; bool *list[n*n]; After filling the lattice with ones and zeroes, I store the addresses of the zeroes in list: for(j = 0; j < n; j++) { for(i = 0; i < n; i++) { if(!lattice[i][j]) // if element = 0 { list[site_num] = &lattice[i][j]; // store address of zero site_num++; } } } How do I extract the x,y coordinates of each zero in the array? In other words, is there a way to return the indices of an array element through referring to its address?

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  • MySQL DATE_ADD usage, 5 day interval

    - by Webnet
    I'm trying to select the order total sum ($) and invoice count over a 5 day period in a single query. I can't seem to get this to happen though. The current query I have is here... SELECT COUNT(id) as invoice_count, SUM(orderTotal) as orders_sum, UNIX_TIMESTAMP(created) as created FROM ids_invoice WHERE DATE_ADD(created, INTERVAL +1 DAY) AND userId = '.$userId.$whereSql I'm not entirely sure DATE_ADD is the right function I'm looking for I'm fairly new to mysql date functions so perhaps I just missed the function I needed when going through mysql docs.

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  • SQL ENQUIRY In how to Get defined number of records

    - by ramadan2050
    I have a select statement, retrieve about 1000 record I want to modify it to return only some records defined by @startIndex and @count e.g. : If I said @startIndex=20 and @count=20 the result will be : from the 21th record to 40th I try to make it, but it take the same time as if I retrieve the 1000 record what is the best way to do that

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  • what is the 'extra' mean in this django code..

    - by zjm1126
    TOPIC_COUNT_SQL = """ SELECT COUNT(*) FROM topics_topic WHERE topics_topic.object_id = maps_map.id AND topics_topic.content_type_id = %s """ MEMBER_COUNT_SQL = """ SELECT COUNT(*) FROM maps_map_members WHERE maps_map_members.map_id = maps_map.id """ maps = maps.extra(select=SortedDict([ ('member_count', MEMBER_COUNT_SQL), ('topic_count', TOPIC_COUNT_SQL), ]), select_params=(content_type.id,)) i don't know this mean, thanks

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  • I need to add ranges and if a range is missed while adding i should display a message

    - by sabita
    EXAMPLE :if i add a range {1,10} and another range{15,20} i should get a message saying the ranges from 11 to 14 are missing. for (int i = 0; i < weightdata.Count; i++) { if ((i == 0 && i<weightdata.Count-1) && ((MaximumValue < weightdata[i].MinRange && BaseAmount < weightdata[i].BaseAmount)|| (MaximumValue>weightdata[i].MinRange && MaximumValue<weightdata[i+1].MinRange && BaseAmount>weightdata[i].BaseAmount &&BaseAmount>weightdata[i].BaseAmount))) { hdnflag.Value = ""; flag = false; if (weightdata[i].MinRange - MaximumValue > 1) { AlertMsg = string.Format(MinSpeedReqMsg.ErrorMessage, MaximumValue,weightdata[i].MinRange); flag = true; } break; } else if ((i == weightdata.Count - 1 && weightdata[i].MaxRange != null) && ((MinimumValue > weightdata[i].MaxRange && BaseAmount > weightdata[i].BaseAmount))) { hdnflag.Value = ""; flag = false; if (MinimumValue - weightdata[i].MaxRange > 1) { AlertMsg = string.Format(MinSpeedReqMsg.ErrorMessage, MaximumValue, weightdata[i].MinRange); flag = true; } break; } else if ((i > 0 && i < weightdata.Count - 1) && (MinimumValue > weightdata[i].MaxRange && MaximumValue < weightdata[i + 1].MinRange && MaximumValue > weightdata[i].MaxRange && BaseAmount > weightdata[i].BaseAmount && BaseAmount < weightdata[i + 1].BaseAmount)) { hdnflag.Value = ""; flag = false; if (MinimumValue - weightdata[i].MaxRange > 1) { AlertMsg =string.Format(MinSpeedReqMsg.ErrorMessage ,weightdata[i].MaxRange, MinimumValue); flag = true; } break; }

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  • how to querry on the database without accessing the tables, correct the database but not the tables

    - by user287745
    used is c# sql vs 08 sql server 2005 express whenever and where ever an sql select statement is used, its always like select * from tablename or count statement is alsi like select count something from table name for selecting or doing anything on the tables, i would like to know which tables exits in my the database i am connected to! so like select alltablenames from database_name. please guide.

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  • Ruby xml rpc error handilng

    - by stel
    I have a model class Car @@RPCServer = XMLRPC::Client.new("localhost", "/", 8080) def self.count @@RPCServer.call("cars.count") end end If server is not running on localhost:8080 I've got a Errno::ECONNREFUSED error. I want to display an error message to user, how can a handle this error?

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  • Processing large (over 1 Gig) files in PHP using stream_filter_*

    - by mike
    $fp_src=fopen('file','r'); $filter = stream_filter_prepend($fp_src, 'convert.iconv.ISO-8859-1/UTF-8'); while(fread($fp_src,4096)){ ++$count; if($count%1000==0) print ftell($fp_src)."\n"; } When I run this the script ends up consuming ~ 200 MB of RAM after going through just 35MB of the file. Running it without the stream_filter zips right through with a constant memory footprint of ~10 MB. What gives?

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  • Java code compression and decompression of a string

    - by user1822710
    I am having a problem figuring how to check a string for the same characters in a row then count that same character in a row then printing it out then giving the location of the last occorance of that character count then printing it out then moving to the next character in the string that is different then the previous character and the program is case sensitive. So the input could be: aaaaAAAbbbddccc How would I compress this string to: a4A3b3d2c3 ? and then decompress it?

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  • Java-Hibernate-Newbie: How do I acces the values from this list?

    - by Mes
    I have this class mapped @Entity @Table(name = "USERS") public class User { private long id; private String userName; } and I make a query: Query query = session.createQuery("select id, userName, count(userName) from User order by count(userName) desc"); return query.list(); How can I acces the value returned by the query?

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  • Help with sql query

    - by user225269
    I have two tables: subject and student. I'm trying to count the number of subjects enrolled by each student. How do I do that?I'm trying the code below but it doesn't give the answer I need. Please help. SELECT COUNT( subject.SUBJECT ) , student.IDNO, student.FIRSTNAME, subject.SUBJECT FROM student, subject GROUP BY subject.SUBJECT LIMIT 0 , 30

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  • [C++] which is better, throw an exception or return nonzero value?

    - by xis19
    While you are doing C++ programming, you have two choices of reporting an error. I suppose many teachers would suggest you throw an exception, which is derived from std::exception. Another way, which might be more "C" style, is to return a non-zero value, as zero is "ERROR_SUCCESS". Definitively, return an exception can provide much more information of the error and recovery; while the code will bloat a little bit, and making exception-safe in your mind is a little difficult for me, at least. Other way like returning something else, will make reporting an error much easier; the defect is that managing recovery will be a possibly big problem. So folks, as good programmers, which would be your preference, not considering your boss' opinion? For me, I would like to return some nonzero values.

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  • Running a Query in SQL Plus

    - by WENzER
    Hi, I have to run a query in the loop in SQLPLUS. and the count of loop is coming from some other SQL query. So i have to declared a variable which will take the value of count. Now I want to use this variable in my query. How would i be able to do the same . Please suggest me Thanks in advance

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  • Join two results sets to make one result set in T-SQL

    - by Michael Kniskern
    What would be the best approach to combine the two results sets in one result set in T-SQL? SQL statment #1: SELECT COUNT(t.col1) as 'Number of Responses', t.col2 as 'Department' FROM table t WHERE col3 IS NOT NULL GROUP BY t.col1 ORDER BY t.col1 SQL Statment #1: SELECT COUNT(t.col1) as 'Total number of participants', t.col2 as 'Department' FROM table t GROUP BY t.col1 ORDER by t.col1 Desired result set Number of Responses | Total Number of participants | Department

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  • Array or array element in C?

    - by user3646717
    I'm reading a book about C programming, and I'm not sure whether there is an error in the book or not. Its about arrays and has the following array example: Then it says: The following statements sets all the elements in row 2 of array to zero: for( column = 0; column <= 3; column++) a[ 2 ][ column ] = 0; The preceding for statement is equivalent to the assignment statements: a[ 2 ][ 0 ] = 0; a[ 2 ][ 1 ] = 0; a[ 2 ][ 2 ] = 0; a[ 2 ][ 3 ] = 0; Shouldn't it say "The following statements sets all the elements in row 1 to zero"?. Because if I say a[ 3 ] I am talking about the row 2, if I say a[ 2 ] I am talking about row 1 and if I say a[ 1 ] I am talking about row 0.

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  • MySQLi - Should every statement be prepared?

    - by Kerry
    I know its supposed to improve performance and clean strings, but lets say there are no variables? Might just be a SELECT COUNT( `column` ) AS count FROM `table` Should that be prepared? Is there any case that a SELECT statement should not be prepared?

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  • startsWith using error in java

    - by user1838839
    defined variable: LinkedList list1=new LinkedList(); Object get() in list1 obtains a node of list1 Object remove() in list1 deletes a node of list1 count() is length of list1 for(int i=1;i<list1.count();i++){ if(list1.get(i).startsWith('"',0)) //Error here list1.remove(i); } Error: cannot find symbol symbol: method charAt(int) location: class Object how to fix this problem? I would like to delete the node in list1 which starts with (").

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

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  • VPN in Ubuntu fails every time

    - by fazpas
    I am trying to setup a vpn connection in Ubuntu 10.04 to use the service from relakks.com I used the network manager to add the vpn connection and the settings are: Gateway: pptp.relakks.com Username: user Password: pwd IPv4 Settings: Automatic (VPN) Advanced: MSCHAP & MSCHAPv2 checked Use point-to-point encryption (security:default) Allow BSD data compression checked Allow deflate data compression checked Use TCP header compression checked The connection always fail, here is the syslog: Jun 27 20:11:56 desktop NetworkManager: <info> Starting VPN service 'org.freedesktop.NetworkManager.pptp'... Jun 27 20:11:56 desktop NetworkManager: <info> VPN service 'org.freedesktop.NetworkManager.pptp' started (org.freedesktop.NetworkManager.pptp), PID 2064 Jun 27 20:11:56 desktop NetworkManager: <info> VPN service 'org.freedesktop.NetworkManager.pptp' just appeared, activating connections Jun 27 20:11:56 desktop NetworkManager: <info> VPN plugin state changed: 3 Jun 27 20:11:56 desktop NetworkManager: <info> VPN connection 'Relakks' (Connect) reply received. Jun 27 20:11:56 desktop pppd[2067]: Plugin /usr/lib/pppd/2.4.5//nm-pptp-pppd-plugin.so loaded. Jun 27 20:11:56 desktop pppd[2067]: pppd 2.4.5 started by root, uid 0 Jun 27 20:11:56 desktop NetworkManager: SCPlugin-Ifupdown: devices added (path: /sys/devices/virtual/net/ppp1, iface: ppp1) Jun 27 20:11:56 desktop NetworkManager: SCPlugin-Ifupdown: device added (path: /sys/devices/virtual/net/ppp1, iface: ppp1): no ifupdown configuration found. Jun 27 20:11:56 desktop pppd[2067]: Using interface ppp1 Jun 27 20:11:56 desktop pppd[2067]: Connect: ppp1 <--> /dev/pts/0 Jun 27 20:11:56 desktop pptp[2071]: nm-pptp-service-2064 log[main:pptp.c:314]: The synchronous pptp option is NOT activated Jun 27 20:11:57 desktop pptp[2079]: nm-pptp-service-2064 log[ctrlp_rep:pptp_ctrl.c:251]: Sent control packet type is 1 'Start-Control-Connection-Request' Jun 27 20:11:58 desktop pptp[2079]: nm-pptp-service-2064 log[ctrlp_disp:pptp_ctrl.c:739]: Received Start Control Connection Reply Jun 27 20:11:58 desktop pptp[2079]: nm-pptp-service-2064 log[ctrlp_disp:pptp_ctrl.c:773]: Client connection established. Jun 27 20:11:58 desktop pptp[2079]: nm-pptp-service-2064 log[ctrlp_rep:pptp_ctrl.c:251]: Sent control packet type is 7 'Outgoing-Call-Request' Jun 27 20:11:59 desktop pptp[2079]: nm-pptp-service-2064 log[ctrlp_disp:pptp_ctrl.c:858]: Received Outgoing Call Reply. Jun 27 20:11:59 desktop pptp[2079]: nm-pptp-service-2064 log[ctrlp_disp:pptp_ctrl.c:897]: Outgoing call established (call ID 0, peer's call ID 1024). Jun 27 20:11:59 desktop kernel: [ 56.564074] Inbound IN=ppp0 OUT= MAC= SRC=93.182.139.2 DST=186.110.76.26 LEN=61 TOS=0x00 PREC=0x00 TTL=52 ID=40460 DF PROTO=47 Jun 27 20:11:59 desktop kernel: [ 56.944054] Inbound IN=ppp0 OUT= MAC= SRC=93.182.139.2 DST=186.110.76.26 LEN=60 TOS=0x00 PREC=0x00 TTL=52 ID=40461 DF PROTO=47 Jun 27 20:11:59 desktop pptp[2079]: nm-pptp-service-2064 log[pptp_read_some:pptp_ctrl.c:544]: read returned zero, peer has closed Jun 27 20:11:59 desktop pptp[2079]: nm-pptp-service-2064 log[callmgr_main:pptp_callmgr.c:258]: Closing connection (shutdown) Jun 27 20:11:59 desktop pptp[2079]: nm-pptp-service-2064 log[ctrlp_rep:pptp_ctrl.c:251]: Sent control packet type is 12 'Call-Clear-Request' Jun 27 20:11:59 desktop pptp[2079]: nm-pptp-service-2064 log[pptp_read_some:pptp_ctrl.c:544]: read returned zero, peer has closed Jun 27 20:11:59 desktop pptp[2079]: nm-pptp-service-2064 log[call_callback:pptp_callmgr.c:79]: Closing connection (call state) Jun 27 20:11:59 desktop pppd[2067]: Modem hangup Jun 27 20:11:59 desktop pppd[2067]: Connection terminated. Jun 27 20:11:59 desktop NetworkManager: <info> VPN plugin failed: 1 Jun 27 20:11:59 desktop NetworkManager: SCPlugin-Ifupdown: devices removed (path: /sys/devices/virtual/net/ppp1, iface: ppp1) Jun 27 20:11:59 desktop pppd[2067]: Exit. Does someone can identify something in the syslog? I've been googling and reading about pptp but couldn't find anything about the error "read returned zero, peer has closed"

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  • One email user keeps disconnecting from our exchange server

    - by Funky Si
    I have one user who keeps reporting that Outlook keeps disconnecting from our email server. All other users are fine. Our email server is running Exchange 2010 and the client is running Outlook 2003. The disconnection only lasts a moment. I have checked for logs on the client and Exchange server and can not see any reason for the disconnect, On the Client I get EventId 26 telling me Outlook has disconnected and reconnected but no reason why. Can anyone give me some suggestions of things to try and track down where the problem could be? --Update-- I have found the following log file C:\Program Files\Microsoft\Exchange Server\V14\Logging\RPC Client Access which suggests that it is a problem with RPC sessions. Excerpt is below 2013-01-31T15:21:24.015Z,6413,15,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,,0,00:00:00,"BS=Conn:24,HangingConn:0,AD:$null/$null/0%,CAS:$null/$null/2%,AB:$null/$null/0%,RPC:$null/$null/1%,FC:$null/0,Policy:ClientThrottlingPolicy2,Norm[Resources:(Mdb)Mailbox Database 0765959540(Health:-1%,HistLoad:0),(Mdb)Public Folder Database 1945427388(Health:-1%,HistLoad:0),];GC:6/1/0;", 2013-01-31T15:21:24.015Z,6413,16,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,PublicLogoff,0,00:00:00,LogonId: 1, 2013-01-31T15:21:24.015Z,6413,16,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,,,00:00:00,"BS=Conn:24,HangingConn:0,AD:$null/$null/0%,CAS:$null/$null/2%,AB:$null/$null/0%,RPC:$null/$null/1%,FC:$null/0,Policy:ClientThrottlingPolicy2,Norm[Resources:(Mdb)Mailbox Database 0765959540(Health:-1%,HistLoad:0),(Mdb)Public Folder Database 1945427388(Health:-1%,HistLoad:0),];GC:6/1/0;", 2013-01-31T15:21:24.015Z,6417,5,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,OwnerLogoff,0,00:00:00,LogonId: 0, 2013-01-31T15:21:24.015Z,6417,5,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,,0x6BA (rpc::Exception),00:02:54.7668000,Budget Highs [AD = 0][CAS = 3][RPC = 1] Session Throttled Count = 0; SessionDropped,"RpcEndPoint: [ServerUnavailableException] Connection must be re-established - [SessionDeadException] Connection doesn't have any open logons, but has client activity. This may be masking synchronization stalls. Dropping a connection." 2013-01-31T15:21:24.015Z,6420,7,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,DelegateLogoff,0,00:00:00,LogonId: 0, 2013-01-31T15:21:24.031Z,6420,7,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,,,00:00:00.0156000,Budget Highs [AD = 0][CAS = 3][RPC = 1] Session Throttled Count = 0, 2013-01-31T15:21:24.031Z,6420,7,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,Disconnect,0,00:02:54.2364000,, 2013-01-31T15:21:24.031Z,6419,5,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,OwnerLogoff,0,00:00:00,LogonId: 0, 2013-01-31T15:21:24.031Z,6419,5,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,,,00:00:00,Budget Highs [AD = 0][CAS = 3][RPC = 1] Session Throttled Count = 0, 2013-01-31T15:21:24.031Z,6419,5,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,Disconnect,0,00:02:54.4392000,, 2013-01-31T15:21:24.031Z,6416,7,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,DelegateLogoff,0,00:00:00,LogonId: 0, 2013-01-31T15:21:24.031Z,6416,7,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,,,00:00:00,Budget Highs [AD = 0][CAS = 3][RPC = 1] Session Throttled Count = 0, Can anyone help point me in the right direction for a solution?

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