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  • Faster way of initializing arrays in Delphi

    - by Max
    I'm trying to squeeze every bit of performance in my Delphi application and now I came to a procedure which works with dynamic arrays. The slowest line in it is SetLength(Result, Len); which is used to initialize the dynamic array. When I look at the code for the SetLength procedure I see that it is far from optimal. The call sequence is as follows: _DynArraySetLength - DynArraySetLength DynArraySetLength gets the array length (which is zero for initialization) and then uses ReallocMem which is also unnecessary for initilization. I was doing SetLength to initialize dynamic array all the time. Maybe I'm missing something? Is there a faster way to do this?

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  • How does Ruby's Array.| compare elements for equality?

    - by Max Howell
    Here's some example code: class Obj attr :c, true def == that p '==' that.c == self.c end def <=> that p '<=>' that.c <=> self.c end def equal? that p 'equal?' that.c.equal? self.c end def eql? that p 'eql?' that.c.eql? self.c end end a = Obj.new b = Obj.new a.c = 1 b.c = 1 p [a] | [b] It prints 2 objects but it should print 1 object. None of the comparison methods get called. How is Array.| comparing for equality?

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  • Anyone help me! java basic question

    - by Max
    How can I get a specific value from an object? I'm trying to get a value of an instance for eg. ListOfPpl newListOfPpl = new ListOfPpl(id, name, age); Object item = newListOfPpl; How can I get a value of name from an Object item?? Even if it is easy or does not interest you can anyone help me??

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  • ie7 innerhtml strange display problem

    - by thoraniann
    Hello, I am having a strange problem with ie7 (ie8 in compatibility mode). I have div containers where I am updating values using javascript innhtml to update the values. This works fine in Firefox and ie8. In ie7 the values do not update but if a click on the values and highlight them then they update, also if a change the height of the browser then on the next update the values get updated correctly. I have figured out that if I change the position property of the outer div container from relative to static then the updates work correctly. The page can be viewed here http://islendingasogur.net/test/webmap_html_test.html In internet explorer 8 with compatibility turned on you can see that the timestamp in the gray box only gets updated one time, after that you see no changes. The timestamp in the lower right corner gets updated every 10 seconds. But if you highlight the text in the gray box then the updated timestamp values appears! Here is the page: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" /> <meta http-equiv="cache-control" content="no-cache"/> <meta http-equiv="pragma" content="no-cache"/> <meta http-equiv="expires" content="Mon, 22 Jul 2002 11:12:01 GMT"/> <title>innerhtml problem</title> <script type="text/javascript"> <!-- var alarm_off_color = '#00ff00'; var alarm_low_color = '#ffff00'; var alarm_lowlow_color = '#ff0000'; var group_id_array = new Array(); var var_alarm_array = new Array(); var timestamp_color = '#F3F3F3'; var timestamp_alarm_color = '#ff00ff'; group_id_array[257] = 0; function updateParent(var_array, group_array) { //Update last update time var time_str = "Last Reload Time: "; var currentTime = new Date(); var hours = currentTime.getHours(); var minutes = currentTime.getMinutes(); var seconds = currentTime.getSeconds(); if(minutes < 10) {minutes = "0" + minutes;} if(seconds < 10) {seconds = "0" + seconds;} time_str += hours + ":" + minutes + ":" + seconds; document.getElementById('div_last_update_time').innerHTML = time_str; //alert(time_str); alarm_var = 0; //update group values for(i1 = 0; i1 < var_array.length; ++i1) { if(document.getElementById(var_array[i1][0])) { document.getElementById(var_array[i1][0]).innerHTML = unescape(var_array[i1][1]); if(var_array[i1][2]==0) {document.getElementById(var_array[i1][0]).style.backgroundColor=alarm_off_color} else if(var_array[i1][2]==1) {document.getElementById(var_array[i1][0]).style.backgroundColor=alarm_low_color} else if(var_array[i1][2]==2) {document.getElementById(var_array[i1][0]).style.backgroundColor=alarm_lowlow_color} //check if alarm is new var_id = var_array[i1][3]; if(var_array[i1][2]==1 && var_array[i1][4]==0) { alarm_var = 1; } else if(var_array[i1][2]==2 && var_array[i1][4]==0) { alarm_var = 1; } } } //Update group timestamp and box alarm color for(i1 = 0; i1 < group_array.length; ++i1) { if(document.getElementById(group_array[i1][0])) { //set timestamp for group document.getElementById(group_array[i1][0]).innerHTML = group_array[i1][1]; if(group_array[i1][4] != -1) { //set data update error status current_timestamp_color = timestamp_color; if(group_array[i1][4] == 1) {current_timestamp_color = timestamp_alarm_color;} document.getElementById(group_array[i1][0]).style.backgroundColor = current_timestamp_color; } } } } function update_map(map_id) { document.getElementById('webmap_update').src = 'webmap_html_test_sub.html?first_time=1&map_id='+map_id; } --> </script> <style type="text/css"> body { margin:0; border:0; padding:0px;background:#eaeaea;font-family:verdana, arial, sans-serif; text-align: center; } A:active { color: #000000;} A:link { color: #000000;} A:visited { color: #000000;} A:hover { color: #000000;} #div_header { /*position: absolute;*/ background: #ffffff; width: 884px; height: 60px; display: block; float: left; font-size: 14px; text-align: left; /*overflow: visible;*/ } #div_container{ background: #ffffff;border-left:1px solid #000000; border-right:1px solid #000000; border-bottom:1px solid #000000; float: left; width: 884px;} #div_image_container{ position: relative; width: 884px; height: 549px; background: #ffffff; font-family:arial, verdana, arial, sans-serif; /*display: block;*/ float:none!important; float/**/:left; border:1px solid #00ff00; padding: 0px; } .div_group_box{ position: absolute; width: -2px; height: -2px; background: #FFFFFF; opacity: 1; filter: alpha(opacity=100); border:1px solid #000000; font-size: 2px; z-index: 0; padding: 0px; } .div_group_container{ position: absolute; opacity: 1; filter: alpha(opacity=100); z-index: 5; /*display: block;*/ /*border:1px solid #000000;*/ } .div_group_container A:active {text-decoration: none; display: block;} .div_group_container A:link { color: #000000;text-decoration: none; display: block;} .div_group_container A:visited { color: #000000;text-decoration: none; display: block;} .div_group_container A:hover { color: #000000;text-decoration: none; display: block;} .div_group_header{ background: #17B400; border:1px solid #000000;font-size: 12px; color: #FFFFFF; padding-top: 1px; padding-bottom: 1px; padding-left: 2px; padding-right: 2px; text-align: center; } .div_var_name_container{ color: #000000;background: #FFFFFF; border-left:1px solid #000000; border-top:0px solid #000000; border-bottom:0px solid #000000;font-size: 12px; float: left; display: block; text-align: left; } .div_var_name{ padding-top: 1px; padding-bottom: 1px; padding-left: 2px; padding-right: 2px; display: block; } .div_var_value_container{ color: #000000;background: #FFFFFF; border-left:1px solid #000000; border-right:1px solid #000000; border-top:0px solid #000000; border-bottom:0px solid #000000;font-size: 12px; float: left; text-align: center; } .div_var_value{ padding-top: 1px; padding-bottom: 1px; padding-left: 2px; padding-right: 2px; } .div_var_unit_container{ color: #000000;background: #FFFFFF; border-right:1px solid #000000; border-top:0px solid #000000; border-bottom:0px solid #000000;font-size: 12px; float: left; text-align: left; } .div_var_unit{ padding-top: 1px; padding-bottom: 1px; padding-left: 2px; padding-right: 2px; } .div_timestamp{ float: none; color: #000000;background: #F3F3F3; border:1px solid #000000;font-size: 12px; padding-top: 1px; padding-bottom: 1px; padding-left: 2px; padding-right: 2px; text-align: center; clear: left; z-index: 100; position: relative; } #div_last_update_time{ height: 14px; width: 210px; text-align: right; padding: 1px; font-size: 10px; float: right; } .copyright{ height: 14px; width: 240px; text-align: left; color: #777; padding: 1px; font-size: 10px; float: left; } a img { border: 1px solid #000000; } .clearer { clear: both; display: block; height: 1px; margin-bottom: -1px; font-size: 1px; line-height: 1px; } </style> </head> <body onload="update_map(1)"> <div id="div_container"><div id="div_header"></div><div class="clearer"></div><div id="div_image_container"><img id="map" src="Images/maps/0054_gardabaer.jpg" title="My map" alt="" align="left" border="0" usemap ="#_area_links" style="padding: 0px; margin: 0px;" /> <div id="group_container_257" class="div_group_container" style="visibility:visible; top:10px; left:260px; cursor: pointer;"> <div class="div_group_header" style="clear:right">Site</div> <div class="div_var_name_container"> <div id="group_name_257_var_8" class="div_var_name" >variable 1</div> <div id="group_name_257_var_7" class="div_var_name" style="border-top:1px solid #000000;">variable 2</div> <div id="group_name_257_var_9" class="div_var_name" style="border-top:1px solid #000000;">variable 3</div> </div> <div class="div_var_value_container"> <div id="group_value_257_var_8" class="div_var_value" >0</div> <div id="group_value_257_var_7" class="div_var_value" style="border-top:1px solid #000000;">0</div> <div id="group_value_257_var_9" class="div_var_value" style="border-top:1px solid #000000;">0</div> </div> <div class="div_var_unit_container"> <div id="group_unit_257_var_8" class="div_var_unit" >N/A</div> <div id="group_unit_257_var_7" class="div_var_unit" style="border-top:1px solid #000000;">N/A</div> <div id="group_unit_257_var_9" class="div_var_unit" style="border-top:1px solid #000000;">N/A</div> </div> <div id="group_257_timestamp" class="div_timestamp" style="">-</div> </div> </div><div class="clearer"></div><div class="copyright">© Copyright</div><div id="div_last_update_time">-</div> </div> <iframe id="webmap_update" style="display:none;" width="0" height="0"></iframe></body> </html> The divs with class div_var_value, div_timestamp & div_last_update_time all get updated by the javascript function. The div "div_image_container" is the one that is causing this it seems, atleast if I change the position property for it from relative to static the values get updated correctly This is the page that updates the values: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Loader</title> <meta http-equiv="Content-Type" content="text/html; charset=utf-8"/> <script type="text/javascript"> <!-- window.onload = doLoad; function refresh() { //window.location.reload( false ); var _random_num = Math.floor(Math.random()*1100); window.location.search="?map_id=54&first_time=0&t="+_random_num; } var var_array = new Array(); var timestamp_array = new Array(); var_array[0] = Array('group_value_257_var_9','41.73',-1, 9, 0); var_array[1] = Array('group_value_257_var_7','62.48',-1, 7, 0); var_array[2] = Array('group_value_257_var_8','4.24',-1, 8, 0); var current_time = new Date(); var current_time_str = current_time.getHours(); current_time_str += ':'+current_time.getMinutes(); current_time_str += ':'+current_time.getSeconds(); timestamp_array[0] = Array('group_257_timestamp',current_time_str,'box_group_container_206',-1, -1); //timestamp_array[0] = Array('group_257_timestamp','11:33:16 23.Nov','box_group_container_257',-1, -1); window.parent.updateParent(var_array, timestamp_array); function doLoad() { setTimeout( "refresh()", 10*1000 ); } //--> </script> </head> <body> </body> </html> I edited the post and added a link to the webpage in question, I have also tested the webpage in internet explorer 7 and this error does not appear there. I have only seen this error in ie8 with compatibility turned on. If anybody has seen this before and has a fix, I would be very grateful. Thanks.

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  • UIImagePickerController, UIImage, Memory and More!

    - by Itay
    I've noticed that there are many questions about how to handle UIImage objects, especially in conjunction with UIImagePickerController and then displaying it in a view (usually a UIImageView). Here is a collection of common questions and their answers. Feel free to edit and add your own. I obviously learnt all this information from somewhere too. Various forum posts, StackOverflow answers and my own experimenting brought me to all these solutions. Credit goes to those who posted some sample code that I've since used and modified. I don't remember who you all are - but hats off to you! How Do I Select An Image From the User's Images or From the Camera? You use UIImagePickerController. The documentation for the class gives a decent overview of how one would use it, and can be found here. Basically, you create an instance of the class, which is a modal view controller, display it, and set yourself (or some class) to be the delegate. Then you'll get notified when a user selects some form of media (movie or image in 3.0 on the 3GS), and you can do whatever you want. My Delegate Was Called - How Do I Get The Media? The delegate method signature is the following: - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info; You should put a breakpoint in the debugger to see what's in the dictionary, but you use that to extract the media. For example: UIImage* image = [info objectForKey:UIImagePickerControllerOriginalImage]; There are other keys that work as well, all in the documentation. OK, I Got The Image, But It Doesn't Have Any Geolocation Data. What gives? Unfortunately, Apple decided that we're not worthy of this information. When they load the data into the UIImage, they strip it of all the EXIF/Geolocation data. Can I Get To The Original File Representing This Image on the Disk? Nope. For security purposes, you only get the UIImage. How Can I Look At The Underlying Pixels of the UIImage? Since the UIImage is immutable, you can't look at the direct pixels. However, you can make a copy. The code to this looks something like this: UIImage* image = ...; // An image NSData* pixelData = (NSData*) CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage)); unsigned char* pixelBytes = (unsigned char *)[pixelData bytes]; // Take away the red pixel, assuming 32-bit RGBA for(int i = 0; i < [pixelData length]; i += 4) { pixelBytes[i] = 0; // red pixelBytes[i+1] = pixelBytes[i+1]; // green pixelBytes[i+2] = pixelBytes[i+2]; // blue pixelBytes[i+3] = pixelBytes[i+3]; // alpha } However, note that CGDataProviderCopyData provides you with an "immutable" reference to the data - meaning you can't change it (and you may get a BAD_ACCESS error if you do). Look at the next question if you want to see how you can modify the pixels. How Do I Modify The Pixels of the UIImage? The UIImage is immutable, meaning you can't change it. Apple posted a great article on how to get a copy of the pixels and modify them, and rather than copy and paste it here, you should just go read the article. Once you have the bitmap context as they mention in the article, you can do something similar to this to get a new UIImage with the modified pixels: CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; Do remember to release your references though, otherwise you're going to be leaking quite a bit of memory. After I Select 3 Images From The Camera, I Run Out Of Memory. Help! You have to remember that even though on disk these images take up only a few hundred kilobytes at most, that's because they're compressed as a PNG or JPG. When they are loaded into the UIImage, they become uncompressed. A quick over-the-envelope calculation would be: width x height x 4 = bytes in memory That's assuming 32-bit pixels. If you have 16-bit pixels (some JPGs are stored as RGBA-5551), then you'd replace the 4 with a 2. Now, images taken with the camera are 1600 x 1200 pixels, so let's do the math: 1600 x 1200 x 4 = 7,680,000 bytes = ~8 MB 8 MB is a lot, especially when you have a limit of around 24 MB for your application. That's why you run out of memory. OK, I Understand Why I Have No Memory. What Do I Do? There is never any reason to display images at their full resolution. The iPhone has a screen of 480 x 320 pixels, so you're just wasting space. If you find yourself in this situation, ask yourself the following question: Do I need the full resolution image? If the answer is yes, then you should save it to disk for later use. If the answer is no, then read the next part. Once you've decided what to do with the full-resolution image, then you need to create a smaller image to use for displaying. Many times you might even want several sizes for your image: a thumbnail, a full-size one for displaying, and the original full-resolution image. OK, I'm Hooked. How Do I Resize the Image? Unfortunately, there is no defined way how to resize an image. Also, it's important to note that when you resize it, you'll get a new image - you're not modifying the old one. There are a couple of methods to do the resizing. I'll present them both here, and explain the pros and cons of each. Method 1: Using UIKit + (UIImage*)imageWithImage:(UIImage*)image scaledToSize:(CGSize)newSize; { // Create a graphics image context UIGraphicsBeginImageContext(newSize); // Tell the old image to draw in this new context, with the desired // new size [image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)]; // Get the new image from the context UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext(); // End the context UIGraphicsEndImageContext(); // Return the new image. return newImage; } This method is very simple, and works great. It will also deal with the UIImageOrientation for you, meaning that you don't have to care whether the camera was sideways when the picture was taken. However, this method is not thread safe, and since thumbnailing is a relatively expensive operation (approximately ~2.5s on a 3G for a 1600 x 1200 pixel image), this is very much an operation you may want to do in the background, on a separate thread. Method 2: Using CoreGraphics + (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSize:(CGSize)newSize; { CGFloat targetWidth = targetSize.width; CGFloat targetHeight = targetSize.height; CGImageRef imageRef = [sourceImage CGImage]; CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef); CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef); if (bitmapInfo == kCGImageAlphaNone) { bitmapInfo = kCGImageAlphaNoneSkipLast; } CGContextRef bitmap; if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) { bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } else { bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } if (sourceImage.imageOrientation == UIImageOrientationLeft) { CGContextRotateCTM (bitmap, radians(90)); CGContextTranslateCTM (bitmap, 0, -targetHeight); } else if (sourceImage.imageOrientation == UIImageOrientationRight) { CGContextRotateCTM (bitmap, radians(-90)); CGContextTranslateCTM (bitmap, -targetWidth, 0); } else if (sourceImage.imageOrientation == UIImageOrientationUp) { // NOTHING } else if (sourceImage.imageOrientation == UIImageOrientationDown) { CGContextTranslateCTM (bitmap, targetWidth, targetHeight); CGContextRotateCTM (bitmap, radians(-180.)); } CGContextDrawImage(bitmap, CGRectMake(0, 0, targetWidth, targetHeight), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return newImage; } The benefit of this method is that it is thread-safe, plus it takes care of all the small things (using correct color space and bitmap info, dealing with image orientation) that the UIKit version does. How Do I Resize and Maintain Aspect Ratio (like the AspectFill option)? It is very similar to the method above, and it looks like this: + (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSizeWithSameAspectRatio:(CGSize)targetSize; { CGSize imageSize = sourceImage.size; CGFloat width = imageSize.width; CGFloat height = imageSize.height; CGFloat targetWidth = targetSize.width; CGFloat targetHeight = targetSize.height; CGFloat scaleFactor = 0.0; CGFloat scaledWidth = targetWidth; CGFloat scaledHeight = targetHeight; CGPoint thumbnailPoint = CGPointMake(0.0,0.0); if (CGSizeEqualToSize(imageSize, targetSize) == NO) { CGFloat widthFactor = targetWidth / width; CGFloat heightFactor = targetHeight / height; if (widthFactor > heightFactor) { scaleFactor = widthFactor; // scale to fit height } else { scaleFactor = heightFactor; // scale to fit width } scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the image if (widthFactor > heightFactor) { thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5; } else if (widthFactor < heightFactor) { thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5; } } CGImageRef imageRef = [sourceImage CGImage]; CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef); CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef); if (bitmapInfo == kCGImageAlphaNone) { bitmapInfo = kCGImageAlphaNoneSkipLast; } CGContextRef bitmap; if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) { bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } else { bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } // In the right or left cases, we need to switch scaledWidth and scaledHeight, // and also the thumbnail point if (sourceImage.imageOrientation == UIImageOrientationLeft) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(90)); CGContextTranslateCTM (bitmap, 0, -targetHeight); } else if (sourceImage.imageOrientation == UIImageOrientationRight) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(-90)); CGContextTranslateCTM (bitmap, -targetWidth, 0); } else if (sourceImage.imageOrientation == UIImageOrientationUp) { // NOTHING } else if (sourceImage.imageOrientation == UIImageOrientationDown) { CGContextTranslateCTM (bitmap, targetWidth, targetHeight); CGContextRotateCTM (bitmap, radians(-180.)); } CGContextDrawImage(bitmap, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return newImage; } The method we employ here is to create a bitmap with the desired size, but draw an image that is actually larger, thus maintaining the aspect ratio. So We've Got Our Scaled Images - How Do I Save Them To Disk? This is pretty simple. Remember that we want to save a compressed version to disk, and not the uncompressed pixels. Apple provides two functions that help us with this (documentation is here): NSData* UIImagePNGRepresentation(UIImage *image); NSData* UIImageJPEGRepresentation (UIImage *image, CGFloat compressionQuality); And if you want to use them, you'd do something like: UIImage* myThumbnail = ...; // Get some image NSData* imageData = UIImagePNGRepresentation(myThumbnail); Now we're ready to save it to disk, which is the final step (say into the documents directory): // Give a name to the file NSString* imageName = @"MyImage.png"; // Now, we have to find the documents directory so we can save it // Note that you might want to save it elsewhere, like the cache directory, // or something similar. NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString* documentsDirectory = [paths objectAtIndex:0]; // Now we get the full path to the file NSString* fullPathToFile = [documentsDirectory stringByAppendingPathComponent:imageName]; // and then we write it out [imageData writeToFile:fullPathToFile atomically:NO]; You would repeat this for every version of the image you have. How Do I Load These Images Back Into Memory? Just look at the various UIImage initialization methods, such as +imageWithContentsOfFile: in the Apple documentation.

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  • Collisions not working as intended

    - by Stan
    I'm making a game, it's a terraria-like game, with 20x20 blocks, and you can place and remove those blocks. Now, I am trying to write collisions, but it isn't working as I want, the collision succesfully stops the player from going through the ground, but, when I press a key like A + S, that means if I walk down and left (Noclip is on atm), my player will go into the ground, bug up, and exit the ground somewhere else in the level. I made a video of it. The red text means which buttons I am pressing. http://www.youtube.com/watch?v=mo4frZyNwOs You see, if I press A and S together, I go into the ground. Here is my collision code: Vector2 collisionDist, normal; private bool IsColliding(Rectangle body1, Rectangle body2) { normal = Vector2.Zero; Vector2 body1Centre = new Vector2(body1.X + (body1.Width / 2), body1.Y + (body1.Height / 2)); Vector2 body2Centre = new Vector2(body2.X + (body2.Width / 2), body2.Y + (body2.Height / 2)); Vector2 distance, absDistance; float xMag, yMag; distance = body1Centre - body2Centre; float xAdd = ((body1.Width) + (body2.Width)) / 2.0f; float yAdd = ((body1.Height) + (body2.Height)) / 2.0f; absDistance.X = (distance.X < 0) ? -distance.X : distance.X; absDistance.Y = (distance.Y < 0) ? -distance.Y : distance.Y; if (!((absDistance.X < xAdd) && (absDistance.Y < yAdd))) return false; xMag = xAdd - absDistance.X; yMag = yAdd - absDistance.Y; if (xMag < yMag) normal.X = (distance.X > 0) ? xMag : -xMag; else normal.Y = (distance.Y > 0) ? yMag : -yMag; return true; } private void PlayerCollisions() { foreach (Block blocks in allTiles) { collisionDist = Vector2.Zero; if (blocks.Texture != airTile && blocks.Texture != stoneDarkTexture && blocks.Texture != stoneDarkTextureSelected && blocks.Texture != airTileSelected && blocks.Texture != doorTexture && blocks.Texture != doorTextureSelected) { if (IsColliding(player.plyRect, blocks.tileRect)) { if (normal.Length() > collisionDist.Length()) { collisionDist = normal; } player.Position.X += collisionDist.X; player.Position.Y += collisionDist.Y; break; } } } } I got PlayerCollisions() running in my Update method. As you can see it works partly, but if it runs perfectly, it would be awesome, though I have no idea how to fix this problem. Help would be greatly appreciated. EDIT: If I remove the break; it works partly, then it is just the thing that it spasms when it hits two or more blocks at once, like, if I touch 2/3 blocks at once, it does twice the force up. How can I make it so that it only does the force for one block, so it stays correct, and does not spasm? Thanks.

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  • [Silverlight] How to watermark a WriteableBitmap with a text

    - by Benjamin Roux
    Hello, In my current project, I needed to watermark a WriteableBitmap with a text. As I couldn’t find anything I decided to create a small extension method to do so. public static class WriteableBitmapEx { /// <summary> /// Creates a watermark on the specified image /// </summary> /// <param name="input">The image to create the watermark from</param> /// <param name="watermark">The text to watermark</param> /// <param name="color">The color - default is White</param> /// <param name="fontSize">The font size - default is 50</param> /// <param name="opacity">The opacity - default is 0.25</param> /// <param name="hasDropShadow">Specifies if a drop shadow effect must be added - default is true</param> /// <returns>The watermarked image</returns> public static WriteableBitmap Watermark(this WriteableBitmap input, string watermark, Color color = default(Color), double fontSize = 50, double opacity = 0.25, bool hasDropShadow = true) { var watermarked = GetTextBitmap(watermark, fontSize, color == default(Color) ? Colors.White : color, opacity, hasDropShadow); var width = watermarked.PixelWidth; var height = watermarked.PixelHeight; var result = input.Clone(); var position = new Rect(input.PixelWidth - width - 20 /* right margin */, input.PixelHeight - height, width, height); result.Blit(position, watermarked, new Rect(0, 0, width, height)); return result; } /// <summary> /// Creates a WriteableBitmap from a text /// </summary> /// <param name="text"></param> /// <param name="fontSize"></param> /// <param name="color"></param> /// <param name="opacity"></param> /// <param name="hasDropShadow"></param> /// <returns></returns> private static WriteableBitmap GetTextBitmap(string text, double fontSize, Color color, double opacity, bool hasDropShadow) { TextBlock txt = new TextBlock(); txt.Text = text; txt.FontSize = fontSize; txt.Foreground = new SolidColorBrush(color); txt.Opacity = opacity; if (hasDropShadow) txt.Effect = new DropShadowEffect(); WriteableBitmap bitmap = new WriteableBitmap((int)txt.ActualWidth, (int)txt.ActualHeight); bitmap.Render(txt, null); bitmap.Invalidate(); return bitmap; } } For this code to run, you need the WritableBitmapEx library. As you can see, it’s quite simple. You just need to call the Watermark method and pass it the text you want to add in your image. You can also pass optional parameters like the color, the opacity, the fontsize or if you want a drop shadow effect. I could have specify other parameters like the position or the the font family but you can change the code if you need to. Here’s what it can give Hope this helps.

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  • Numerically stable(ish) method of getting Y-intercept of mouse position?

    - by Fraser
    I'm trying to unproject the mouse position to get the position on the X-Z plane of a ray cast from the mouse. The camera is fully controllable by the user. Right now, the algorithm I'm using is... Unproject the mouse into the camera to get the ray: Vector3 p1 = Vector3.Unproject(new Vector3(x, y, 0), 0, 0, width, height, nearPlane, farPlane, viewProj; Vector3 p2 = Vector3.Unproject(new Vector3(x, y, 1), 0, 0, width, height, nearPlane, farPlane, viewProj); Vector3 dir = p2 - p1; dir.Normalize(); Ray ray = Ray(p1, dir); Then get the Y-intercept by using algebra: float t = -ray.Position.Y / ray.Direction.Y; Vector3 p = ray.Position + t * ray.Direction; The problem is that the projected position is "jumpy". As I make small adjustments to the mouse position, the projected point moves in strange ways. For example, if I move the mouse one pixel up, it will sometimes move the projected position down, but when I move it a second pixel, the project position will jump back to the mouse's location. The projected location is always close to where it should be, but it does not smoothly follow a moving mouse. The problem intensifies as I zoom the camera out. I believe the problem is caused by numeric instability. I can make minor improvements to this by doing some computations at double precision, and possibly abusing the fact that floating point calculations are done at 80-bit precision on x86, however before I start micro-optimizing this and getting deep into how the CLR handles floating point, I was wondering if there's an algorithmic change I can do to improve this? EDIT: A little snooping around in .NET Reflector on SlimDX.dll: public static Vector3 Unproject(Vector3 vector, float x, float y, float width, float height, float minZ, float maxZ, Matrix worldViewProjection) { Vector3 coordinate = new Vector3(); Matrix result = new Matrix(); Matrix.Invert(ref worldViewProjection, out result); coordinate.X = (float) ((((vector.X - x) / ((double) width)) * 2.0) - 1.0); coordinate.Y = (float) -((((vector.Y - y) / ((double) height)) * 2.0) - 1.0); coordinate.Z = (vector.Z - minZ) / (maxZ - minZ); TransformCoordinate(ref coordinate, ref result, out coordinate); return coordinate; } // ... public static void TransformCoordinate(ref Vector3 coordinate, ref Matrix transformation, out Vector3 result) { Vector3 vector; Vector4 vector2 = new Vector4 { X = (((coordinate.Y * transformation.M21) + (coordinate.X * transformation.M11)) + (coordinate.Z * transformation.M31)) + transformation.M41, Y = (((coordinate.Y * transformation.M22) + (coordinate.X * transformation.M12)) + (coordinate.Z * transformation.M32)) + transformation.M42, Z = (((coordinate.Y * transformation.M23) + (coordinate.X * transformation.M13)) + (coordinate.Z * transformation.M33)) + transformation.M43 }; float num = (float) (1.0 / ((((transformation.M24 * coordinate.Y) + (transformation.M14 * coordinate.X)) + (coordinate.Z * transformation.M34)) + transformation.M44)); vector2.W = num; vector.X = vector2.X * num; vector.Y = vector2.Y * num; vector.Z = vector2.Z * num; result = vector; } ...which seems to be a pretty standard method of unprojecting a point from a projection matrix, however this serves to introduce another point of possible instability. Still, I'd like to stick with the SlimDX Unproject routine rather than writing my own unless it's really necessary.

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  • Help understand GLSL directional light on iOS (left handed coord system)

    - by Robse
    I now have changed from GLKBaseEffect to a own shader implementation. I have a shader management, which compiles and applies a shader to the right time and does some shader setup like lights. Please have a look at my vertex shader code. Now, light direction should be provided in eye space, but I think there is something I don't get right. After I setup my view with camera I save a lightMatrix to transform the light from global space to eye space. My modelview and projection setup: - (void)setupViewWithWidth:(int)width height:(int)height camera:(N3DCamera *)aCamera { aCamera.aspect = (float)width / (float)height; float aspect = aCamera.aspect; float far = aCamera.far; float near = aCamera.near; float vFOV = aCamera.fieldOfView; float top = near * tanf(M_PI * vFOV / 360.0f); float bottom = -top; float right = aspect * top; float left = -right; // projection GLKMatrixStackLoadMatrix4(projectionStack, GLKMatrix4MakeFrustum(left, right, bottom, top, near, far)); // identity modelview GLKMatrixStackLoadMatrix4(modelviewStack, GLKMatrix4Identity); // switch to left handed coord system (forward = z+) GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeScale(1, 1, -1)); // transform camera GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeWithMatrix3(GLKMatrix3Transpose(aCamera.orientation))); GLKMatrixStackTranslate(modelviewStack, -aCamera.position.x, -aCamera.position.y, -aCamera.position.z); } - (GLKMatrix4)modelviewMatrix { return GLKMatrixStackGetMatrix4(modelviewStack); } - (GLKMatrix4)projectionMatrix { return GLKMatrixStackGetMatrix4(projectionStack); } - (GLKMatrix4)modelviewProjectionMatrix { return GLKMatrix4Multiply([self projectionMatrix], [self modelviewMatrix]); } - (GLKMatrix3)normalMatrix { return GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3([self modelviewProjectionMatrix]), NULL); } After that, I save the lightMatrix like this: [self.renderer setupViewWithWidth:view.drawableWidth height:view.drawableHeight camera:self.camera]; self.lightMatrix = [self.renderer modelviewProjectionMatrix]; And just before I render a 3d entity of the scene graph, I setup the light config for its shader with the lightMatrix like this: - (N3DLight)transformedLight:(N3DLight)light transformation:(GLKMatrix4)matrix { N3DLight transformedLight = N3DLightMakeDisabled(); if (N3DLightIsDirectional(light)) { GLKVector3 direction = GLKVector3MakeWithArray(GLKMatrix4MultiplyVector4(matrix, light.position).v); direction = GLKVector3Negate(direction); // HACK -> TODO: get lightMatrix right! transformedLight = N3DLightMakeDirectional(direction, light.diffuse, light.specular); } else { ... } return transformedLight; } You see the line, where I negate the direction!? I can't explain why I need to do that, but if I do, the lights are correct as far as I can tell. Please help me, to get rid of the hack. I'am scared that this has something to do, with my switch to left handed coord system. My vertex shader looks like this: attribute highp vec4 inPosition; attribute lowp vec4 inNormal; ... uniform highp mat4 MVP; uniform highp mat4 MV; uniform lowp mat3 N; uniform lowp vec4 constantColor; uniform lowp vec4 ambient; uniform lowp vec4 light0Position; uniform lowp vec4 light0Diffuse; uniform lowp vec4 light0Specular; varying lowp vec4 vColor; varying lowp vec3 vTexCoord0; vec4 calcDirectional(vec3 dir, vec4 diffuse, vec4 specular, vec3 normal) { float NdotL = max(dot(normal, dir), 0.0); return NdotL * diffuse; } ... vec4 calcLight(vec4 pos, vec4 diffuse, vec4 specular, vec3 normal) { if (pos.w == 0.0) { // Directional Light return calcDirectional(normalize(pos.xyz), diffuse, specular, normal); } else { ... } } void main(void) { // position highp vec4 position = MVP * inPosition; gl_Position = position; // normal lowp vec3 normal = inNormal.xyz / inNormal.w; normal = N * normal; normal = normalize(normal); // colors vColor = constantColor * ambient; // add lights vColor += calcLight(light0Position, light0Diffuse, light0Specular, normal); ... }

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  • Making AI jump on a spot effectively

    - by Pasquale Sada
    How to calculate, in 3D environment, the closest point, from which an AI character can jump onto a platform? Setup I have an initial velocity V(Vx,Vy,VZ) and a spot where the character stands still at S(Sx,Sy,Sz). What I'm trying to achieve is a successful jump on a spot E(Ex,Ey,Ez) where you have clicked on(only lower or higher spot, because I've in place a simple steering behavior for even terrains). There are no obstacles around. I've implemented a formula that can make him jump in a precise way on a spot but you need to declare an angle: the problem arise when the selected spot is straight above your head. It' pretty lame that the char hang there and can reach a thing that is 1cm above is head. I'll share the code I'm using: Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 *a)); return vel * dir.normalized; Ended up using the lowest angle (20 degree) and checking for collision on the trajectory. If found any increase the angle. Here some code (to improve the code maybe must stop the check at the highest point of the curve): Vector3 BallisticVel(Vector3 target, float angle) { Vector3 dir = target - transform.position; // get target direction float h = dir.y; // get height difference dir.y = 0; // retain only the horizontal direction float dist = dir.magnitude ; // get horizontal distance float a = angle * Mathf.Deg2Rad; // convert angle to radians dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle dist += h / Mathf.Tan(a); // correct for small height differences // calculate the velocity magnitude float vel = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 * a)); return vel * dir.normalized; } Vector3 TrajectoryPoint(Vector3 startingPosition, Vector3 startingVelocity, float n ) { float t = 1/60 ; // seconds per time step Vector3 stepVelocity = t * startingVelocity; // m/s Vector3 stepGravity = t * t * Physics.gravity; // m/s/s return startingPosition + n * stepVelocity + 0.5f * (n*n+n) * stepGravity; } bool CheckTrajectory(Vector3 startingPosition,Vector3 target, float angle_jump) { Debug.Log("checking"); if(angle_jump < 80f) { Debug.Log("if"); Vector3 startingVelocity = BallisticVel(target, angle_jump); for (int i = 0; i < 180; i++) { //Debug.Log(i); Vector3 trajectoryPosition = TrajectoryPoint( startingPosition, startingVelocity, i ); if(Physics.Raycast(trajectoryPosition,Vector3.forward,safeDistance)) { angle_jump += 10; break; // restart loop with the new angle } else continue; } return true; JumpVelocity = BallisticVel(target, angle_jump); } return false; }

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  • Access Master Page Controls II

    - by Bunch
    Here is another way to access master page controls. This way has a bit less coding then my previous post on the subject. The scenario would be that you have a master page with a few navigation buttons at the top for users to navigate the app. After a button is clicked the corresponding aspx page would load in the ContentPlaceHolder. To make it easier for the users to see what page they are on I wanted the clicked navigation button to change color. This would be a quick visual for the user and is useful when inevitably they are interrupted with something else and cannot get back to what they were doing for a little while. Anyway the code is something like this. Master page: <body>     <form id="form1" runat="server">     <div id="header">     <asp:Panel ID="Panel1" runat="server" CssClass="panelHeader" Width="100%">        <center>            <label style="font-size: large; color: White;">Test Application</label>        </center>       <asp:Button ID="btnPage1" runat="server" Text="Page1" PostBackUrl="~/Page1.aspx" CssClass="navButton"/>       <asp:Button ID="btnPage2" runat="server" Text="Page2" PostBackUrl="~/Page2.aspx" CssClass="navButton"/>       <br />     </asp:Panel>     <br />     </div>     <div>         <asp:scriptmanager ID="Scriptmanager1" runat="server"></asp:scriptmanager>         <asp:ContentPlaceHolder id="ContentPlaceHolder1" runat="server">         </asp:ContentPlaceHolder>     </div>     </form> </body> Page 1: VB Protected Sub Page_Load(ByVal sender As Object, ByVal e As System.EventArgs) Handles Me.Load     Dim clickedButton As Button = Master.FindControl("btnPage1")     clickedButton.CssClass = "navButtonClicked" End Sub CSharp protected void Page_Load(object sender, EventArgs e) {     Button clickedButton;     clickedButton = (Button)Master.FindControl("btnPage1");     clickedButton.CssClass = "navButtonClicked"; } CSS: .navButton {     background-color: White;     border: 1px #4e667d solid;     color: #2275a7;     display: inline;     line-height: 1.35em;     text-decoration: none;     white-space: nowrap;     width: 100px;     text-align: center;     margin-bottom: 10px;     margin-left: 5px;     height: 30px; } .navButtonClicked {     background-color:#FFFF86;     border: 1px #4e667d solid;     color: #2275a7;     display: inline;     line-height: 1.35em;     text-decoration: none;     white-space: nowrap;     width: 100px;     text-align: center;     margin-bottom: 10px;     margin-left: 5px;     height: 30px; } The idea is pretty simple, use FindControl for the master page in the page load of your aspx page. In the example I changed the CssClass for the aspx page's corresponding button to navButtonClicked which has a different background-color and makes the clicked button stand out. Technorati Tags: ASP.Net,CSS,CSharp,VB.Net

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  • Why won't my code work in Ubuntu Server 11.10? Is it because of gd library?

    - by Derrick
    I get this error when running the following code: No such file found at "widgets/104-text.png" I know that the code works because it works on my other non-ubuntu server. I do not know if it is gd library or what. I tried both the bundled version and the non-bundled and both do not make this code work. $con = mysql_connect("localhost","user","abc123"); if (!$con) { die('Could not connect: ' . mysql_error()); } mysql_select_db("satabase_name", $con); $productid2 = $this->product->id; $thename = mysql_query("SELECT * FROM pshop_product_lang WHERE id_product = '$productid2' LIMIT 1"); $thename2 = mysql_fetch_array($thename); $string2 = $thename2['name']; $string = (strlen($string2) > 25) ? substr($string2, 0, 25) . '...' : $string2; $font = 4; $width = imagefontwidth($font) * strlen($string); $height = imagefontheight($font); $image = imagecreatetruecolor ($width,$height); $white = imagecolorallocate ($image,255,255,255); $black = imagecolorallocate ($image,0,0,0); imagefill($image,0,0,$white); imagestring($image,$font,0,0,$string, $black); imagepng($image, 'widgets/' . $productid2 . '-text.png'); $getimg110 = mysql_query("SELECT * FROM pshop_image WHERE id_product = '$productid2'"); $gotimg110 = mysql_fetch_array($getimg110); $slash110 = addcslashes($gotimg110[id_image], '\0..\999999999999999999999'); $str110 = str_replace('\\', '/', $slash110); $newimg110 = '<img src="img/p' . $str110 . '/' . $gotimg110[id_image] . '-large_default.jpg" />'; include("conf.inc.php"); include('ImageWorkshop.php'); // Initialization of layer you need $pinguLayer = new ImageWorkshop(array( 'imageFromPath' => 'widgets/background.png', )); $pinguLayer2 = new ImageWorkshop(array( 'imageFromPath' => 'img/p' . $str110 . '/' . $gotimg110[id_image] . '-large_default.jpg', )); $pinguLayer3 = new ImageWorkshop(array( 'imageFromPath' => 'widgets/' . $productid2 . '-text.png', )); // resize pingu layer $thumbWidth2 = 150; // px $thumbHeight2 = 150; $thumbWidth = 400; // px $thumbHeight = 200; $pinguLayer2->resizeInPixel($thumbWidth2, $thumbHeight2); $pinguLayer->resizeInPixel($thumbWidth, $thumbHeight); // Add 2 layers on pingu layer $pinguLayer->addLayerOnTop($pinguLayer2, null, null, 'LM'); $pinguLayer->addLayerOnTop($pinguLayer3, 70, 25, 'MM'); // Saving the result in a folder $pinguLayer->save("widgets/", $productid2 . ".gif", true, null, 95); The file path is correct, however this part of the code is not creating the image as it is supposed to: $thename2 = mysql_fetch_array($thename); $string2 = $thename2['name']; $string = (strlen($string2) > 25) ? substr($string2, 0, 25) . '...' : $string2; $font = 4; $width = imagefontwidth($font) * strlen($string); $height = imagefontheight($font); $image = imagecreatetruecolor ($width,$height); $white = imagecolorallocate ($image,255,255,255); $black = imagecolorallocate ($image,0,0,0); imagefill($image,0,0,$white); imagestring($image,$font,0,0,$string, $black); imagepng($image, 'widgets/' . $productid2 . '-text.png');

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  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

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  • Problem with sprite direction and rotation

    - by user2236165
    I have a sprite called Tool that moves with a speed represented as a float and in a direction represented as a Vector2. When I click the mouse on the screen the sprite change its direction and starts to move towards the mouseclick. In addition to that I rotate the sprite so that it is facing in the direction it is heading. However, when I add a camera that is suppose to follow the sprite so that the sprite is always centered on the screen, the sprite won't move in the given direction and the rotation isn't accurate anymore. This only happens when I add the Camera.View in the spriteBatch.Begin(). I was hoping anyone could maybe shed a light on what I am missing in my code, that would be highly appreciated. Here is the camera class i use: public class Camera { private const float zoomUpperLimit = 1.5f; private const float zoomLowerLimit = 0.1f; private float _zoom; private Vector2 _pos; private int ViewportWidth, ViewportHeight; #region Properties public float Zoom { get { return _zoom; } set { _zoom = value; if (_zoom < zoomLowerLimit) _zoom = zoomLowerLimit; if (_zoom > zoomUpperLimit) _zoom = zoomUpperLimit; } } public Rectangle Viewport { get { int width = (int)((ViewportWidth / _zoom)); int height = (int)((ViewportHeight / _zoom)); return new Rectangle((int)(_pos.X - width / 2), (int)(_pos.Y - height / 2), width, height); } } public void Move(Vector2 amount) { _pos += amount; } public Vector2 Position { get { return _pos; } set { _pos = value; } } public Matrix View { get { return Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(ViewportWidth * 0.5f, ViewportHeight * 0.5f, 0)); } } #endregion public Camera(Viewport viewport, float initialZoom) { _zoom = initialZoom; _pos = Vector2.Zero; ViewportWidth = viewport.Width; ViewportHeight = viewport.Height; } } And here is my Update and Draw-method: protected override void Update (GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; TouchCollection touchCollection = TouchPanel.GetState (); foreach (TouchLocation tl in touchCollection) { if (tl.State == TouchLocationState.Pressed || tl.State == TouchLocationState.Moved) { //direction the tool shall move towards direction = touchCollection [0].Position - toolPos; if (direction != Vector2.Zero) { direction.Normalize (); } //change the direction the tool is moving and find the rotationangle the texture must rotate to point in given direction toolPos += (direction * speed * elapsed); RotationAngle = (float)Math.Atan2 (direction.Y, direction.X); } } if (direction != Vector2.Zero) { direction.Normalize (); } //move tool in given direction toolPos += (direction * speed * elapsed); //change cameracentre to the tools position Camera.Position = toolPos; base.Update (gameTime); } protected override void Draw (GameTime gameTime) { graphics.GraphicsDevice.Clear (Color.Blue); spriteBatch.Begin (SpriteSortMode.BackToFront, BlendState.AlphaBlend, null, null, null, null, Camera.View); spriteBatch.Draw (tool, new Vector2 (toolPos.X, toolPos.Y), null, Color.White, RotationAngle, originOfToolTexture, 1, SpriteEffects.None, 1); spriteBatch.End (); base.Draw (gameTime); }

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  • Instead of the specified Texture, black circles on a green background are getting rendered. Why?

    - by vinzBad
    I'm trying to render a Texture via OpenGL. But instead of the texture black circles on a green background are rendered. (They scale, depending what the rotation of the texture is) Example: The texture I'm trying to render is the following: This is the code I use to render the texture, it's located in my Sprite-class. public void Render() { Matrix4 matrix = Matrix4.CreateTranslation(-OriginX, -OriginY, 0) * Matrix4.CreateRotationZ(Rotation) * Matrix4.CreateTranslation(X, Y, 0); Vector2[] corners = { new Vector2(0,0), //top left new Vector2(Width ,0),//top right new Vector2(Width,Height),//bottom rigth new Vector2(0,Height)//bottom left }; //copy the corners to the uv coordinates Vector2[] uv = corners.ToArray<Vector2>(); //transform the coordinates for (int i = 0; i < 4; i++) corners[i] = new Vector2(Vector3.Transform(new Vector3(corners[i]), matrix)); //GL.Color3(TintColor); GL.BindTexture(TextureTarget.Texture2D, _ID); GL.Begin(BeginMode.Quads); { for (int i = 0; i < 4; i++) { GL.TexCoord2(uv[i]); GL.Vertex3(corners[i].X, corners[i].Y, _layerDepth); } } GL.End(); if (EnableDebugDraw) { GL.Color3(Color.Violet); GL.PointSize(3); GL.Begin(BeginMode.Points); { for (int i = 0; i < 4; i++) GL.Vertex2(corners[i]); } GL.End(); GL.Color3(Color.Green); GL.Begin(BeginMode.Points); GL.Vertex2(X, Y); GL.End(); } } This is how I setup OpenGL. public static void SetupGL() { GL.Enable(EnableCap.AlphaTest); GL.AlphaFunc(AlphaFunction.Greater, 0.1f); GL.Enable(EnableCap.Texture2D); GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest); } With this function I load the texture: public static uint LoadTexture(string path) { uint id; GL.GenTextures(1, out id); GL.BindTexture(TextureTarget.Texture2D, id); Bitmap bitmap = new Bitmap(path); BitmapData data = bitmap.LockBits(new System.Drawing.Rectangle(0, 0, bitmap.Width, bitmap.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, data.Width, data.Height, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, data.Scan0); bitmap.UnlockBits(data); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear); return id; } And here I call Sprite.Render() protected override void OnRenderFrame(FrameEventArgs e) { GL.ClearColor(Color.MidnightBlue); GL.Clear(ClearBufferMask.ColorBufferBit); _sprite.Render(); SwapBuffers(); base.OnRenderFrame(e); } As I stole this code from the Textures-Example from OpenTK, I don't understand why this doesn't work.

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  • blu-ray archiving in vmware ESXi 4

    - by spacecadet77
    Hi, I need some advice about using blu-ray writer for archiving data on vmware ESXi 4. At office we have IBM System x3400 Tower server with ESXi 4 hipervisor and OpenSuse and CentOS GNU/Linux system as guests. Will blu-ray writer work in this setup, and if it will is there any particular model you can suggest. Best regards IBM System x3400 Tower server specification: 1x Intel Quad-Core Xeon E5410 2.33GHz/ 12MB/ 1333MHz (2x CPU max) Intel 5000P chipset, 2x 1GB PC2-5300 DDR2 667MHz SDRAM ECC Chipkill (32GB max) 2x4GB (2x2GB) PC2-5300 CL5 ECC DDR2 FBDIMM (x3400, x3550, x3650) SAS/SATA Hot-Swap Open Bay (0xHDD std, 4xHDD max, 8xHDD optional) ServeRAID 8K dual channel SAS/SATA controller (RAID 0,1,1E,10,5,6, 256MB, Battery Backup) Graphics ATI® RN50(ES1000) 16MB DDR, CD-RW/DVD Combo no FDD GigaEthernet, Tower with Power Supply 835W (opt Redudant) Slot 1: half-length, PCI-Express x8(x4 electrical) Slot 2: full, PCI-Express x8 Slot 3: full, PCI-Express x8 Slot 4: full, 64-bit 133MHz 3.3v PCI-X Slot 5: full, 64-bit 133MHz 3.3v PCI-X , Slot 6: half-length, 32-bit 33MHz 5.0v PCI ports: 4x USB (Vers 2.0), 2x PS/2, parallel, 2x serial (9-pin), VGA, RJ-45 (ethernet ), RJ-45 (sys mgm) HDD 4 x TB 7200rpm / Serial ATA II 3.0Gb/s / 16MB, RoHS

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  • Error In centos6 while compiling java classes,in tomcat6

    - by AJIT RANA
    I am newbie to Linux and Centos6. I bought server just now and want to deploy my web app in it. I am getting error while I am compiling my servlet classes. It showing me bash: javac: command not found when I try to compile my classes. But when I checked my class in '/usr/lib/jvm/java-1.6.0/bin .'I found my javac there. Then I checked javac with the help of command ./javac i got ERROR.. [root:ip_address.com]# ./javac There is insufficient memory for the Java Runtime Environment to continue. pthread_getattr_np Error occurred during initialization of VM java.lang.OutOfMemoryError: unable to create new native thread I followed the step as shown in "" Java outofmemoryerror when creating <100 threads "" which shows me command to get limits.. '[root:ipaddress.com]# ulimit -a core file size (blocks, -c) unlimited data seg size (kbytes, -d) unlimited scheduling priority (-e) 0 file size (blocks, -f) unlimited pending signals (-i) 278528 max locked memory (kbytes, -l) 32 max memory size (kbytes, -m) unlimited open files (-n) 1024 pipe size (512 bytes, -p) 8 POSIX message queues (bytes, -q) 819200 real-time priority (-r) 0 stack size (kbytes, -s) 10240 cpu time (seconds, -t) unlimited max user processes (-u) 1024 virtual memory (kbytes, -v) unlimited file locks (-x) unlimited' [root:ipaddress.com]# top bash: top: command not found link :- http://stackoverflow.com/q/12913857/1746764

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  • Laptop Asus P50IJ with Intel 4500M GMA output going to a Dell 1907FP external monitor will not allow

    - by ProfessionalAmateur
    Hello - I just purchased an Asus P50IJ-X2 laptop which has a Intel GMA 4500M video card running Windows7. At work I output this laptop to a Dell 1907FP LCD which has a maximum resolution of 1280x1024. Not matter what I do the Windows will not allow the laptop to set a resolution higher than 1024x768 to this LCD monitor. Ive even gone to the extent of downloading PowerStrip (I'd post a link but Im new and can only enter 1 url, if you google for powerstrip its the first option) to create a custom driver for my monitor thinking Windows was having a hard time seeing the available resolutions it would accept. However, powerstrip read the registery and properly sees the monitor and what its capable of so Im now at a complete loss as to why Windows7 will not allow me to set/use a 1280x1024 resolution for this external monitor (as my last laptop did running Vista). The Intel documentation (http://software.intel.com/en-us/articles/quick-reference-guide-to-intel-integrated-graphics/) indicates that the GMA 4500M should be able to run up to a 2560x1600 max res. The Dell 1907FP specification states it can run up to a 1280x1024 res. But no matter what the computer will not allow me to set higher than a 1024x768. I'm completely baffled but I would really like to be able to output this laptop to a reasonable resolution, 1024x768 makes me feel like I'm using my mom's computer. Any help would be greatly appreciated! Here are some attached images (I apologize for the links, being new I cannot post images) that should help explain this better: Image 1 - This image is from powerstrip which shows the monitors max accepted resolution and at the top right the max res my PC currently allows. (http://imgur.com/agrno.png) Image 2 - This shows my Windows7 resolution picker. (http://imgur.com/3nv6q.png) Image 3 - The 'List all modes' option taken from the Screen Resolution Advanced Settings List All Modes. (http://imgur.com/AMREh.png) Image 4 - Monitor information from registry read by powerstrip, this shows the laptop is able to read the necessary info from the LCD monitor. (http://imgur.com/hUX4D.png)

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  • Setting up SQL Server 2005 to use all available memory in 32bit Windows Server 2003 - and verifying

    - by Rizwan Kassim
    There are a number of questions along this line - but they either sometimes contradict each other, or don't show how to properly verify that everything is actually working - hopefully this can be comprehensive... I'm running SQL Server 2005 SP3 Standard on Windows Server 2003 R2 Standard. My server has 8GB of memory installed - my system is almost entirely used as a Database Server - there are some services running on them, but the OS + services can run within 1Gb of RAM. What I've done (please tell me if I'm doing something wrong): /3GB in the boot.ini. (To increase the amount of user-space memory available - info) /PAE in the boot.ini. (Windows claimed to be doing PAE even without this switch, somethow.) Enabled AWE in SQL Server. Enabled Lock Pages in Memory Option for users SYSTEM and Local Service. (info). SQL Server Standard doesn't seem to use this until Cumulative Update 4, which isn't installed on my server. (info) Set Min/Max Memory to : 1024Mb/5112Mb After doing all the above, we definately saw a level of improvement - but I'd like now to verify my settings, make sure that I'm making full use of the memory available. (There appeared to be a slowdown when max = 7Gb, so I edged off from that value, but it might have been just perceptual.) To verify, I checked the following levels in PerfMon : Process(sqlserv):Working Set : 76386304 SQL Server(Memory Manager) : Total Server Memory : 3538944 (I saw a doc that noted that this wasn't the full memory used by SQL Server, so I'm not sure whether to trust it) So -- my questions... Should my max be around 7Gb? If not, what should it be? Why is total server memory at 3.5G, when it's been allocated 5G? What is the proper metric for the amount of memory allocated to SQL Server? The Working Set seems a bit large... Am I possibly missing any steps in the setup? Any recommended resources on starting to tune the caching system now? Thanks

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  • Swap space maxing out - JVM dying

    - by travega
    I have a server running 3 WordPress instances, MySql, Apache and the play framework 2.0 on 64m initial & max heap. If I increase the max heap of the JVM that play is running in even by 16m I see the 128m of swap space steadily fill up until the the JVM dies. I notice that it is only when I am plugging away at the wordpress sites that the JVM will die. I assume this is because the JVM is not asking for memory at the time so gets collected. I notice that when I restart Apache I reclaim about half of my swap and RAM. So is there some way I can configure apache to consume less memory? Also what could be causing the swap space to get so heavily thrashed with just 16m added to the max heap size of the JVM? Server running: Ubuntu 12.04 RAM: 408m Swap: 128m Apache mods: alias.conf alias.load auth_basic.load authn_file.load authz_default.load authz_groupfile.load authz_host.load authz_user.load autoindex.conf autoindex.load cgi.load deflate.conf deflate.load dir.conf dir.load env.load mime.conf mime.load negotiation.conf negotiation.load php5.conf php5.load proxy_ajp.load proxy_balancer.conf proxy_balancer.load proxy.conf proxy_connect.load proxy_ftp.conf proxy_ftp.load proxy_http.load proxy.load reqtimeout.conf reqtimeout.load rewrite.load setenvif.conf setenvif.load status.conf status.load

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  • Cannot access certain URL on my wireless

    - by dehmann
    Problem: On my wireless network at home, there is one URL that I just cannot access with my browser: http://research.microsoft.com/ I have no problems with the Internet connection otherwise. But on that address I just get The connection was reset The connection to the server was reset while the page was loading. from Firefox. I am using a DSL modem (Westell) and Linksys wireless router (using DHCP). When I use my neighbor's wireless connection I can access the microsoft site without a problem. Additional technical details: But with my connection, here is what I get from nslookup. It is weird: It first cannot find the address, but after I look up another address it can find it: $ nslookup research.microsoft.com ;; connection timed out; no servers could be reached $ nslookup google.com Non-authoritative answer: Name: google.com Address: 72.14.204.104 Name: google.com Address: 72.14.204.147 Name: google.com Address: 72.14.204.99 Name: google.com Address: 72.14.204.103 $ nslookup research.microsoft.com Non-authoritative answer: Name: research.microsoft.com Address: 131.107.65.14 But even after nslookup finds it Firefox still cannot access it. Here is what traceroute says: $ traceroute http://research.microsoft.com/ traceroute: Warning: http://research.microsoft.com/ has multiple addresses; using 8.15.7.117 traceroute to http://research.microsoft.com/ (8.15.7.117), 64 hops max, 40 byte packets 1 dslrouter.westell.com (1XX.XXX.X.X) 4.515 ms 2.760 ms 3.072 ms 2 * * * Traceroute just to the IP: $ traceroute 131.107.65.14 traceroute to 131.107.65.14 (131.107.65.14), 64 hops max, 40 byte packets 1 dslrouter.westell.com (1XX.XXX.X.X) 11.912 ms 2.684 ms 2.808 ms 2 * * * Comparison: Traceroute to google.com IP: $ traceroute 72.14.204.99 traceroute to 72.14.204.99 (72.14.204.99), 64 hops max, 40 byte packets 1 dslrouter.westell.com (1XX.XXX.X.X) 6.428 ms 6.981 ms 117.099 ms 2 * * * Any comments / help?

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  • Apache2 - 500 internal server error

    - by Lucio Coire Galibone
    i'm running a VPS with Linux CentOs 6 with 4 GB of RAM, 10 GB of HD and 2 virtual CPU Intel(R) Xeon(R)CPU L5640 @ 2.27GHz. As my host says each virtual CPU must be at least 0.5 physical cpu. At certain times of the day, those with more traffic, trying accessing my php script i receive intermittently "500 internal server error". I activate logging to debug level from apache, and also the PHP logging with E_ALL, but I can't find reference to Error 500 in any logs(I checked the right logs!). I haven't got any .htaccess file in path script. The strange thing is that the error start at first php line in the script (the previous html displays correctly, but at the first php line the script send 500 error). The cpu load is always good (max 0.15 0.08 0.01) and RAM is close to 95% but it arrived to swap just 2 times in a month with 2-5 MB. Apache works with prefork with this values: <IfModule prefork.c> StartServers 8 MinSpareServers 5 MaxSpareServers 20 ServerLimit 280 MaxClients 280 MaxRequestsPerChild 4000 </IfModule> Everthing works correctly and I don't get any error in quiet times, but i start receive errors when traffic rises (6-9000 visits per hour). Can i solve the problem increasing resources? (i can upgrade RAM up to 16 GB). It can depend from reaching MaxClients (but apache must write it on log, right?)? If I upgrade RAM to 6 or 8 GB i have to calculate MaxClients value with this? MaxClients = Total RAM dedicated to the web server / Max child process size Max child process size is around 20M. How else can the problem be? Thanks in advance

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  • Chrome caching 302 redirects

    - by Thermionix
    I have a php script with is used to rotate banner images on a site. Under Firefox/IE page refreshes will make another request and a different image will be returned. Under Chrome, the request seems to be cached and only opening the page in a new tab will cause it to actually query the script. I believe this used to work in older versions of chrome, I've tried a few different types of redirect codes all with the same result. Any tips? <img class="banner" src="/inc/banner.php" alt=""> ~$ cat /var/www/inc/banner.php <?php header("HTTP/1.1 302 Redirect"); header("Cache-Control: max-age=0, no-cache, no-store, must-revalidate"); //header('HTTP/1.1 307 Temporary Redirect'); //header("expires: none"); //header("expires: max"); //header("Cache-Control: public"); $folder = '../img/banner/'; $exts = 'jpg jpeg png gif'; $files = array(); $i = -1; if ('' == $folder) $folder = './'; $handle = opendir($folder); $exts = explode(' ', $exts); while (false !== ($file = readdir($handle))) { foreach($exts as $ext) { // for each extension check the extension if (preg_match('/\.'.$ext.'$/i', $file, $test)) { // faster than ereg, case insensitive $files[] = $file; // it's good ++$i; } } } closedir($handle); // We're not using it anymore mt_srand((double)microtime()*1000000); // seed for PHP < 4.2 $rand = mt_rand(0, $i); // $i was incremented as we went along header('Location: '.$folder.$files[$rand]); flush(); ?> curl output; ~$ curl -I -k https://example.net/inc/banner.php HTTP/1.1 302 Redirect Server: nginx/1.1.14 Date: Fri, 24 Feb 2012 03:23:46 GMT Content-Type: text/html Connection: keep-alive X-Powered-By: PHP/5.3.10-1ubuntu1 Cache-Control: max-age=0, no-cache, no-store, must-revalidate Location: ../img/banner/2.jpg

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  • Git fails to push with error 'out of memory'

    - by jwir3
    I'm using gitosis on a server that has a low amount of memory, specifically around 512 MB. When I try to push a large folder (happens to be a backup from an android phone), I get: me@corellia:~/Configs/$ git push origin master Counting objects: 18, done. Delta compression using up to 8 threads. Compressing objects: 100% (14/14), done. fatal: Out of memory, malloc failed MiB | 685 KiB/s error: pack-objects died of signal 13 error: failed to push some refs to 'git@dagobah:Configs' I've been searching the web, and notably found: http://www.mail-archive.com/[email protected]/msg01747.html as well as http://git.661346.n2.nabble.com/Out-of-memory-error-during-git-push-td5443705.html but these don't seem to help me for two reasons: 1) I am not actually out of memory when I push. When I run 'top' during the push, I get: 24262 git 18 0 16204 6084 1096 S 2 1.2 0:00.12 git-unpack-obje Also, during the push if I run /head/meminfo, I get: MemTotal: 524288 kB MemFree: 289408 kB Buffers: 0 kB Cached: 0 kB SwapCached: 0 kB Active: 0 kB Inactive: 0 kB HighTotal: 0 kB HighFree: 0 kB LowTotal: 524288 kB So, it seems that I have enough memory free, but it's actually still failing, and I'm not enough of a git guru to figure out what is happening. I would appreciate it if someone could give me a hand here and tell me what could be causing this problem, and what I can do to solve it. Thanks! EDIT: The output of running the ulimit -a command: scottj@dagobah:~$ ulimit -a core file size (blocks, -c) 0 data seg size (kbytes, -d) unlimited scheduling priority (-e) 0 file size (blocks, -f) unlimited pending signals (-i) 204800 max locked memory (kbytes, -l) 32 max memory size (kbytes, -m) unlimited open files (-n) 1024 pipe size (512 bytes, -p) 8 POSIX message queues (bytes, -q) 819200 real-time priority (-r) 0 stack size (kbytes, -s) 10240 cpu time (seconds, -t) unlimited max user processes (-u) 204800 virtual memory (kbytes, -v) unlimited file locks (-x) unlimited

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