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  • Google Chrome - Issues with download dialogs using BinaryWrite

    - by Mila
    Hello, I have an empty ASP .NET page with the code behind to support downloading of PDF files. The page is called from a link-like web control that has NavigateUrl set to this page. In short, I am using the following for streaming: Response.Buffer = false; Response.ClearHeaders(); Response.ContentType = "application/x-pdf"; Response.AddHeader("Content-Disposition","attachment; filename="MyPDFFile.pdf"); byte[] binary = (dataReaderRemote[DataPDFFieldName]) as byte[]; //dataReaderRemote[DataPDFFieldName] has previously retrieved data if (binary != null) { MemoryStream memoryStream = new MemoryStream(binary); int sizeToWrite = CHUNKSIZE; //CHUNKSIZE=1024 for (int i = 0; i < binary.GetUpperBound(0) - 1; i = i + CHUNKSIZE) { if (!Response.IsClientConnected) return; if (i + CHUNKSIZE >= binary.Length) sizeToWrite = binary.Length - i; byte[] chunk = new byte[sizeToWrite]; memoryStream.Read(chunk, 0, sizeToWrite); Response.BinaryWrite(chunk); Response.Flush(); } } Response.Close(); IE as well as Firefox bring the download prompt window asking you whether you wish to open or save the file, while the user remains on the same page containing the link. However, Google Chrome opens a new blank tab and downloads the file automatically. Is there any way to prevent Chrome from opening the extra blank and therefore useless tab? I am using the Google Chrome version 5.0.375.55 (Official Build 47796) on Windows XP. Thanks in advance! Mila

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  • Hard wrapping in vim without joining

    - by Miles
    Vim newbie here. How can I hard wrap plain text in vim (inserting actual linebreaks), respecting word boundaries, without joining existing lines? For example, given this: Lorem ipsum dolor sit amet, consectetur adipiscing elit. - Nulla cursus accumsan faucibus. - Donec dapibus dignissim ullamcorper. Integer nec malesuada diam. I'd like to get (with textwidth=30): Lorem ipsum dolor sit amet, consectetur adipiscing elit. - Nulla cursus accumsan faucibus. - Donec dapibus dignissim ullamcorper. Integer nec malesuada diam. instead of this (which I can get with gggqG) Lorem ipsum dolor sit amet, consectetur adipiscing elit. - Nulla cursus accumsan faucibus. - Donec dapibus dignissim ullamcorper. Integer nec malesuada diam. Also, for bonus points: when I create a brand new buffer, I get different wrapping behavior (lines beginning with - aren't wrapped specially) than when I open a file ending in .txt. What controls this? I don't notice any difference in the output of :set filetype? or :filetype.

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  • Nginx + uWSGI + Django performance stuck on 100rq/s

    - by dancio
    I have configured Nginx with uWSGI and Django on CentOS 6 x64 (3.06GHz i3 540, 4GB), which should easily handle 2500 rq/s but when I run ab test ( ab -n 1000 -c 100 ) performance stops at 92 - 100 rq/s. Nginx: user nginx; worker_processes 2; events { worker_connections 2048; use epoll; } uWSGI: Emperor /usr/sbin/uwsgi --master --no-orphans --pythonpath /var/python --emperor /var/python/*/uwsgi.ini [uwsgi] socket = 127.0.0.2:3031 master = true processes = 5 env = DJANGO_SETTINGS_MODULE=x.settings env = HTTPS=on module = django.core.handlers.wsgi:WSGIHandler() disable-logging = true catch-exceptions = false post-buffering = 8192 harakiri = 30 harakiri-verbose = true vacuum = true listen = 500 optimize = 2 sysclt changes: # Increase TCP max buffer size setable using setsockopt() net.ipv4.tcp_rmem = 4096 87380 8388608 net.ipv4.tcp_wmem = 4096 87380 8388608 net.core.rmem_max = 8388608 net.core.wmem_max = 8388608 net.core.netdev_max_backlog = 5000 net.ipv4.tcp_max_syn_backlog = 5000 net.ipv4.tcp_window_scaling = 1 net.core.somaxconn = 2048 # Avoid a smurf attack net.ipv4.icmp_echo_ignore_broadcasts = 1 # Optimization for port usefor LBs # Increase system file descriptor limit fs.file-max = 65535 I did sysctl -p to enable changes. Idle server info: top - 13:34:58 up 102 days, 18:35, 1 user, load average: 0.00, 0.00, 0.00 Tasks: 118 total, 1 running, 117 sleeping, 0 stopped, 0 zombie Cpu(s): 0.0%us, 0.0%sy, 0.0%ni,100.0%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st Mem: 3983068k total, 2125088k used, 1857980k free, 262528k buffers Swap: 2104504k total, 0k used, 2104504k free, 606996k cached free -m total used free shared buffers cached Mem: 3889 2075 1814 0 256 592 -/+ buffers/cache: 1226 2663 Swap: 2055 0 2055 **During the test:** top - 13:45:21 up 102 days, 18:46, 1 user, load average: 3.73, 1.51, 0.58 Tasks: 122 total, 8 running, 114 sleeping, 0 stopped, 0 zombie Cpu(s): 93.5%us, 5.2%sy, 0.0%ni, 0.2%id, 0.0%wa, 0.1%hi, 1.1%si, 0.0%st Mem: 3983068k total, 2127564k used, 1855504k free, 262580k buffers Swap: 2104504k total, 0k used, 2104504k free, 608760k cached free -m total used free shared buffers cached Mem: 3889 2125 1763 0 256 595 -/+ buffers/cache: 1274 2615 Swap: 2055 0 2055 iotop 30141 be/4 nginx 0.00 B/s 7.78 K/s 0.00 % 0.00 % nginx: wo~er process Where is the bottleneck ? Or what am I doing wrong ?

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  • Updated XAMPP with MySQL, all my tables are missing

    - by user371699
    I just updated XAMPP to a newer version, which included updating MySQL from 5.5 to 5.6. Using phpMyAdmin, however, all of my tables within my databases still appear on the left navigation panel, but the main window shows that all my databases are empty (except for information_schema, and a couple other default tables.) Clicking on a table in the navigation panel gives me a "table doesn't exist" message. It does looks like information_schema.tables doesn't have my tables, either. Can anyone assist me with this? I did make a complete backup of all my databases before the upgrade, but I first want to see if I can fix this the "normal" way. Furthermore, I'm not sure if the MySQL upgrade involved making changes to the information/performance databases, so I don't know if I can restore the old ones. Thank you. EDIT: Continuing my searching, I realized that only the INNODB databases are missing. I've tried running the following with no avail: /opt/lampp/bin $ sudo ./mysql_install_db --basedir=/opt/lampp and /opt/lampp/bin $ sudo ./mysql_install_db --basedir=/opt/lampp --datadir=/opt/lampp/var/mysql The my.cnf file in /opt/lampp/etc contains the following InnoDB settings: innodb_data_home_dir = /opt/lampp/var/mysql/ innodb_data_file_path = ibdata1:10M:autoextend innodb_log_group_home_dir = /opt/lampp/var/mysql/ # You can set .._buffer_pool_size up to 50 - 80 % # of RAM but beware of setting memory usage too high innodb_buffer_pool_size = 16M # Deprecated in 5.6 #innodb_additional_mem_pool_size = 2M # Set .._log_file_size to 25 % of buffer pool size innodb_log_file_size = 5M innodb_log_buffer_size = 8M innodb_flush_log_at_trx_commit = 1 innodb_lock_wait_timeout = 50 What could possibly be wrong? Why is the information_schema not updating correctly? It looks like /opt/lampp/var/mysql has all my tables in it within the database directories, but they're still not showing up in information_schema.

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  • Cisco ASA 5505: Force NAT before IPsec?

    - by WuckaChucka
    I'm trying to route public-to-public IPs over an IPSec tunnel. However, the src IP is not "interesting" to the Cisco's IPSec engine because it doesn't appear to be getting translated to the outside IP before being evaluated by the Cisco's IPSec engine. From WEST to EAST, my public-to-public IPSec works fine: I can make a request from 192.168.0.5:any to 200.200.200.200:80 because the Vyatta does the NAT translation before the IPSec tunnel inspects the traffic, so the remote-subnet and local-subnet matches (see below). However from EAST to WEST, I see a deny in my Cisco logging buffer for Deny tcp src inside:192.168.1.5/59195 dst outside:100.100.100.100/80 which leads me to believe that the IPSec engine is not matching the encrypt_acl because the address has not been translated yet. Any ideas? WEST (Vyatta): inside: 192.168.0.0/24 inside host: 192.168.0.5/24 outside: 100.100.100.100 IPSec local-subnet: 100.100.100.100/32 IPSec remote-subnet: 200.200.200.200/32 EAST (Cisco): inside: 192.168.1.0/24 inside host: 192.168.1.5/24 (DNAT'ed on port 80 to outside) outside: 200.200.200.200 IPSec local-subnet: 200.200.200.200/32 IPSec remote-subnet: 100.100.100.100/32

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  • CentOS security for lazy admins

    - by Robby75
    I'm running CentOS 5.5 (basic LAMP with Parallels Power Panel and Plesk) and have thus far neglected security (because it's not my full-time job, there is always something more important on my todo-list). My server does not contain any secret data and also no lives depend on it - Basically what I want is to make sure it does not become part of a botnet, that is "good enough" security in my case. Anyway, I don't want to become a full-time paranoid admin (like constantly watching and patching everything because of some obscure problem), I also don't care about most security problems like DOS attacks or problems that only exist when using some arcane settings. I'm in search of a "happy medium", for example a list of known important problems in the default installation of CentOS 5.5 and/or a list of security problems that have actually been exploited - not the typical endless list of buffer overflows that "maybe" a problem in some special case. The problem that I have with the usually recommended approaches (joining mailing lists, etc.) is that the really important problems (something where an exploit exists, that is exploitable in a common setup and where the attacker can do something really useful - i.e. not a DOS) are completely and utterly swamped by millions of tiny security alerts that surely are important for high-security servers, but not for me. Thanks for all suggestions!

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  • mysql cmd promt import data.sql

    - by udhaya
    i wanna import sql using cmd prompt. first open windows cmd prompt, navigate to xampp/mysql/bin folder & run mysql this error occurs D:\Program Files\xampp\mysql\bin>mysql ERROR 1045 (28000): Access denied for user 'ODBC'@'localhost' (using password: N O) D:\Program Files\xampp\mysql\bin>mysql -u root -p -h localhost dev1base < dev1b ase.sql Enter password: D:\Program Files\xampp\mysql\bin> D:\Program Files\xampp\mysql\bin>mysql -u root Welcome to the MySQL monitor. Commands end with ; or \g. Your MySQL connection id is 104 Server version: 5.0.51a Source distribution Type 'help;' or '\h' for help. Type '\c' to clear the buffer. mysql> mysql> -h localhost dev1base < dev1base.sql -> -> -> ->

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  • How to label a cuboid?

    - by usha
    Hi this is how my 3dcuboid looks, I have attached the complete code. I want to label this cuboid using different names across sides, how is this possible using opengl on android? public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • 100% iowait + drive faults in dmesg

    - by w00t
    Hi, I have a server on which resides a fairly visited web app. It has a raid1 of 2 HDDs, 64MB Buffer, 7200 RPM. Today it started throwing out errors like: kernel: ata2.00: exception Emask 0x0 SAct 0x0 SErr 0x0 action 0x6 frozen kernel: ata2.00: cmd b0/d0:01:00:4f:c2/00:00:00:00:00/00 tag 0 pio 512 in kernel: res 40/00:00:00:4f:c2/00:00:00:00:00/00 Emask 0x4 (timeout) kernel: ata2.00: status: { DRDY } kernel: ata2: hard resetting link kernel: ata2: SATA link up 3.0 Gbps (SStatus 123 SControl 300) kernel: ata2.00: max_sectors limited to 256 for NCQ kernel: ata2.00: max_sectors limited to 256 for NCQ kernel: ata2.00: configured for UDMA/133 kernel: sd 1:0:0:0: timing out command, waited 7s kernel: ata2: EH complete kernel: SCSI device sda: 976773168 512-byte hdwr sectors (500108 MB) kernel: sda: Write Protect is off kernel: SCSI device sda: drive cache: write back All day long it has been in load higher than 10-15. I am monitoring it with atop and it gives some bizarre readings: DSK | sda | busy 100% | read 2 | write 208 | KiB/r 16 | KiB/w 32 | MBr/s 0.00 | MBw/s 0.65 | avq 86.17 | avio 47.6 ms | DSK | sdb | busy 1% | read 10 | write 117 | KiB/r 17 | KiB/w 5 | MBr/s 0.02 | MBw/s 0.07 | avq 4.86 | avio 1.04 ms | I frankly don't understand why only sda is taking all the hit. I do have one process that is constantly writing with 1-2megs but what the hell.. 100% iowait?

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  • Why do my 512x512 bitmaps look jaggy on Android OpenGL?

    - by Milo Mordaunt
    This is sort of driving me nuts, I've googled and googled and tried everything I can think of, but my sprites still look super blurry and super jaggy. Example: Here: https://docs.google.com/open?id=0Bx9Gbwnv9Hd2TmpiZkFycUNmRTA If you click through to the actual full size image you should see what I mean, it's like it's taking and average of every 5*5 pixels or something, the background looks really blurry and blocky, but the ball is the worst. The clouds look all right for some reason, probably because they're mostly transparent. I know the pngs aren't top notch themselves but hey, I'm no artist! I would imagine it's a problem with either: a. How the pngs are made example sprite (512x512): https://docs.google.com/open?id=0Bx9Gbwnv9Hd2a2RRQlJiQTFJUEE b. How my Matrices work This is the relevant parts of the renderer: public void onDrawFrame(GL10 unused) { if(world != null) { dt = System.currentTimeMillis() - endTime; world.update( (float) dt); // Redraw background color GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mvMatrix, 0, 0f, 0f, 0f); world.draw(mvMatrix, mProjMatrix); endTime = System.currentTimeMillis(); } else { Log.d(TAG, "There is no world...."); } } public void onSurfaceChanged(GL10 unused, int width, int height) { GLES20.glViewport(0, 0, width, height); Matrix.orthoM(mProjMatrix, 0, 0, width /2, 0, height /2, -1.f, 1.f); } And this is what each Quad does when draw is called: public void draw(float[] mvMatrix, float[] pMatrix) { Matrix.setIdentityM(mMatrix, 0); Matrix.setIdentityM(mvMatrix, 0); Matrix.translateM(mMatrix, 0, xPos, yPos, 0.f); Matrix.multiplyMM(mvMatrix, 0, mvMatrix, 0, mMatrix, 0); Matrix.scaleM(mvMatrix, 0, scale, scale, 0f); Matrix.rotateM(mvMatrix, 0, angle, 0f, 0f, -1f); GLES20.glUseProgram(mProgram); posAttr = GLES20.glGetAttribLocation(mProgram, "vPosition"); texAttr = GLES20.glGetAttribLocation(mProgram, "aTexCo"); uSampler = GLES20.glGetUniformLocation(mProgram, "uSampler"); int alphaHandle = GLES20.glGetUniformLocation(mProgram, "alpha"); GLES20.glVertexAttribPointer(posAttr, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, vertexBuffer); GLES20.glVertexAttribPointer(texAttr, 2, GLES20.GL_FLOAT, false, 0, texCoBuffer); GLES20.glEnableVertexAttribArray(posAttr); GLES20.glEnableVertexAttribArray(texAttr); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture); GLES20.glUniform1i(uSampler, 0); GLES20.glUniform1f(alphaHandle, alpha); mMVMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVMatrix"); mPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uPMatrix"); GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mvMatrix, 0); GLES20.glUniformMatrix4fv(mPMatrixHandle, 1, false, pMatrix, 0); GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, 4, GLES20.GL_UNSIGNED_SHORT, indicesBuffer); GLES20.glDisableVertexAttribArray(posAttr); GLES20.glDisableVertexAttribArray(texAttr); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); } c. How my texture loading/blending/shaders setup works Here is the renderer setup: public void onSurfaceCreated(GL10 unused, EGLConfig config) { // Set the background frame color GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); GLES20.glDisable(GLES20.GL_DEPTH_TEST); GLES20.glDepthMask(false); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); GLES20.glEnable(GLES20.GL_BLEND); GLES20.glEnable(GLES20.GL_DITHER); } Here is the vertex shader: attribute vec4 vPosition; attribute vec2 aTexCo; varying vec2 vTexCo; uniform mat4 uMVMatrix; uniform mat4 uPMatrix; void main() { gl_Position = uPMatrix * uMVMatrix * vPosition; vTexCo = aTexCo; } And here's the fragment shader: precision mediump float; uniform sampler2D uSampler; uniform vec4 vColor; varying vec2 vTexCo; varying float alpha; void main() { vec4 color = texture2D(uSampler, vec2(vTexCo)); gl_FragColor = color; if(gl_FragColor.a == 0.0) { "discard; } } This is how textures are loaded: private int loadTexture(int rescource) { int[] texture = new int[1]; BitmapFactory.Options opts = new BitmapFactory.Options(); opts.inScaled = false; Bitmap temp = BitmapFactory.decodeResource(context.getResources(), rescource, opts); GLES20.glGenTextures(1, texture, 0); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, temp, 0); GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); temp.recycle(); return texture[0]; } I'm sure I'm doing about 20,000 things wrong, so I'm really sorry if the problem is blindingly obvious... The test device is a Galaxy Note, running a JellyBean custom ROM, if that matters at all. So the screen resolution is 1280x800, which means... The background is 1024x1024, so yeah it might be a little blurry, but shouldn't be made of lego. Thank you so much, any answer at all would be appreciated.

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  • Throughput; capacity planning help for C10K like design

    - by z8000
    I am designing a network service in which clients connect and stay connected -- the model is not far off from IRC less the s2s connections. I could use some help understanding how to do capacity planning, in particular with the system resource costs associated with handling messages from/to clients. There's an article that tried to get 1 million clients connected to the same server [1]. Of course, most of these clients were completely idle in the test. If the clients sent a message every 5 seconds or so the system would surely be brought to its knees. But... How do you do less hand-waving and you know, measure such a breaking point? We're talking about messages being sent by a client over a TCP socket, into the kernel, and read by an application. The data is shuffled around in memory from one buffer to another. Do I need to consider memory throughput ("5 GT/s" [2], etc.)? I'm pretty sure I have the ability to measure the basic memory requirements due to TCP/IP buffers, expected bandwidth, and CPU resources required to process messages. I'm a little dim on what I'm calling "thoughput". Help! Also, does anyone really do this? Or, do most people sort of hand-wave and see what the real world offers, and then react appropriately? [1] http://www.metabrew.com/article/a-million-user-comet-application-with-mochiweb-part-3/ [2] http://en.wikipedia.org/wiki/GT/s

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  • VLC tv card streaming

    - by Franco
    I'm trying to stream the output of my desktop's tv card to my laptop using vlc without success. I have on both pcs ArchLinux installed. I'm stuck here: $ cvlc v4l2:///dev/video0:norm=pal-nc:frequency=543250:size=640x480:channel=0:input-slave=alsa:///dev/dsp:audio=0 --sout '#transcode{vcodec=mp4v,acodec=mpga,vb=3000,ab=256,vt=800000,keyint=80,deinterlace}:standard{access=http,mux=ogg,dst=192.168.0.2:8080}' --ttl 12 VLC media player 1.1.4 The Luggage (revision exported) Blocked: call to unsetenv("DBUS_ACTIVATION_ADDRESS") Blocked: call to unsetenv("DBUS_ACTIVATION_BUS_TYPE") [0x1c9e480] inhibit interface error: Failed to connect to the D-Bus session daemon: /usr/bin/dbus-launch terminated abnormally with the following error: Autolaunch error: X11 initialization failed. [0x1c9e480] main interface error: no suitable interface module [0x1ca1500] main interface error: no suitable interface module [0x1bb3120] main libvlc error: interface "globalhotkeys,none" initialization failed [0x1c9f940] dummy interface: using the dummy interface module... [0x1ca4850] main access out: creating httpd [0x1ebb340] mux_ogg mux: Open And on my laptop: $ vlc http://192.168.0.2:8080 VLC media player 1.1.4.1 The Luggage (revision exported) Blocked: call to unsetenv("DBUS_ACTIVATION_ADDRESS") Blocked: call to unsetenv("DBUS_ACTIVATION_BUS_TYPE") Blocked: call to setlocale(6, "") Blocked: call to sigaction(17, 0xb25c7058, 0xb25c70e4) Warning: call to signal(13, 0x1) Warning: call to signal(13, 0x1) Blocked: call to setenv("ORBIT_SOCKETDIR", "/tmp/orbit-zf", 1) Warning: call to srand(1287690122) Warning: call to rand() Blocked: call to setlocale(6, "") (process:17933): Gtk-WARNING **: Locale not supported by C library. Using the fallback 'C' locale. Warning: call to signal(13, 0x1) Blocked: call to setlocale(6, "") [0x8af5f04] main stream error: cannot pre fill buffer Any idea why this isn't working?

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  • Reducing video mode switching during Linux boot

    - by Zack
    When I boot up my desktop computer, which only has Linux on it, the video mode and/or console font gets switched four times: When GRUB starts, it switches from 80x25 text to a graphical mode so it can draw a pretty background behind its menu; GRUB then goes back to 80x25 text after I pick something from the menu; When the KMS driver for my video card loads, it switches to a much higher-resolution text mode (I don't know if this is a hardware text mode or not); Finally X starts and it goes graphics and stays that way. I think this last switch does not change the resolution of the video mode, only the graphicalness. I'd like to get rid of as many of these mode switches as possible. Ideally, when GRUB takes over from the BIOS it would go directly to the same high-resolution text mode that the KMS driver selects, and the display would stay in that mode till X starts and brings up graphics. I am under the impression that this is possible by mucking with the kernel command line and/or the GRUB console module load parameters, but I don't know the details. GRUB 1.98+20100706, kernel 2.6.32.15 using Nouveau video drivers. Distro is Debian unstable. Please no answers that involve recompiling anything or cobbling together bleeding-edge kernel/driver combinations, I don't care enough about this to go to that much trouble. EDIT: Tobu suggests setting GRUB_GFXMODE to the full pixel resolution of the monitor, and GRUB_GFXPAYLOAD_LINUX=keep to avoid the mode switch after the menu goes away. This does part of what I want, but winds up being worse overall. There's no mode switch after the menu, but there's still a painfully-slow screen repaint (I should probably just give up on GRUB's gfxmode, it's waaaay too slow at 1920x1200). More seriously, there's now a double mode switch when nouveaufb loads, along with fun-looking error messages in dmesg [ 5.923798] [drm] nouveau 0000:02:00.0: allocated 1920x1200 fb: 0x40250000, bo ffff8801ba5f4600 [ 5.923802] fb: conflicting fb hw usage nouveaufb vs EFI VGA - removing generic driver [ 5.923821] [drm] nouveau 0000:02:00.0: PFIFO_INTR 0x00000010 - Ch 1 ("PFIFO_INTR" message repeats 400+ times) [ 5.925609] Console: switching to colour dummy device 80x25 [ 5.925802] Console: switching to colour frame buffer device 240x75

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  • Asus MyCinema U3100mini Choppy

    - by dsimcha
    I'm running an Asus MyCinema U3100mini ATSC on Windows 7 64-bit. When I play live TV in Windows Media Center, it's very choppy and uses 500+ MB of RAM, I'm guessing due to the hard drive buffering functionality. Is there any way to disable the live TV pause buffer completely? If not, can anyone recommend alternative software that: Works with the MyCinema. Is lightweight and not horribly bloated with features I'll never use like Windows Media Center is. Edits: This is a dual boot system. I've discovered that the tuner actually works fine on XP. It also works fine on my other computer, which has slower hardware and also runs Windows 7 64-bit. The problem actually seems to be with playback at large screen sizes, not with hard drive buffering. Everything works fine below a certain window size and fails for large windows or full screens. Also, the same thing seems to happen whether playing live or recorded TV. As far as the obvious stuff goes, I have the latest video drivers from ATI for my Radeon x1050.

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  • Per connection bandwidth limit

    - by Kyr
    Apparently, our server box running Windows Server 2008 R2 has a per connection bandwidth limit of 0.2 MB/s. Meaning, while one TCP connection can pull at max 0.2 MB/s, 60 parallel connections can pull 12 MB/s. We first noticed this when trying to checkout large SVN repository from this server. I used a simple Java application to test this, transferring data from server to workstation using variable number of threads (one connection per thread). Server part of the application simply writes 1 MB memory buffer to socket 100 times, so there is no disk involvement. Each connection topped at 0.2 MB/s. Same per connection limit was for only one as was for 60 parallel connections. The problem is that I have no idea from where this limit comes from. I have very little experience administrating Windows Server, so I was mostly trying to find something by googling. I have checked the following: Local Computer Policy QoS Packet Scheduler Limit reservable bandwidth: it's Not configured; Group Policy Management Console: we have two GOPs, but neiher has any Policy-based QoS defined; There isn't any bandwidth limiter program installed, as far as I can tell. We're using standard Windows Firewall. I can update this question with any additional information if needed.

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  • Can't pin modified shortcuts to the Windows 7 task bar

    - by Coder
    I have a shortcut to a .bat file which I pin to the task bar using a workaround by using another icon and this seems to work. Now I make a copy of that shortcut, point it to a different .bat file, rename it, and I can't pin this one to the task bar. I have to find some other new unused icon to pin, pin it, then modify it manually. The other problem this causes is that windows seems to track which icons were pinned even if they are modified after the fact. As such, if I use media player as my dummy icon, pin it, then alter it's name and shortcut to point to a .bat file, I can't re-pin windows media player and if I select unpin from the windows media player, it unpins my shortcut to my .bat file. I can't believe how ridiculous this is. Is there a way to pin anything I want to the taskbar (ie. .bat file in my case) that does not cause problems like this? Is there an easy way I can copy an existing shortcut and modify it and re-pin it to the taskbar? The reason I want to copy it is because I start a .bat file (in particular git bash) and I set properties on the window like quick edit, increase the screen buffer and set it's position and size manually. I don't want to have to do this to every single icon I want to pin since they will be identical aside from the shortcut url.

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  • Libnoise producing completely random noise

    - by Doodlemeat
    I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise. Here's a to the image produced by my game. I am diving the map into several chunks, but I can't seem to find any problem doing that since libnoise supports tileable noise. The code can be found below. Every chunk is 8x8 tiles large. Every tile is 64x64 pixels. I am also providing a link to download the entire project. It was made in Visual Studio 2013. Download link This is the code for generating a chunk Chunk *World::loadChunk(sf::Vector2i pPosition) { sf::Vector2i chunkPos = pPosition; pPosition.x *= mChunkTileSize.x; pPosition.y *= mChunkTileSize.y; sf::FloatRect bounds(static_cast<sf::Vector2f>(pPosition), sf::Vector2f(static_cast<float>(mChunkTileSize.x), static_cast<float>(mChunkTileSize.y))); utils::NoiseMap heightMap; utils::NoiseMapBuilderPlane heightMapBuilder; heightMapBuilder.SetSourceModule(mNoiseModule); heightMapBuilder.SetDestNoiseMap(heightMap); heightMapBuilder.SetDestSize(mChunkTileSize.x, mChunkTileSize.y); heightMapBuilder.SetBounds(bounds.left, bounds.left + bounds.width - 1, bounds.top, bounds.top + bounds.height - 1); heightMapBuilder.Build(); Chunk *chunk = new Chunk(this); chunk->setPosition(chunkPos); chunk->buildChunk(&heightMap); chunk->setTexture(&mTileset); mChunks.push_back(chunk); return chunk; } This is the code for building the chunk void Chunk::buildChunk(utils::NoiseMap *pHeightMap) { // Resize the tiles space mTiles.resize(pHeightMap->GetWidth()); for (int x = 0; x < mTiles.size(); x++) { mTiles[x].resize(pHeightMap->GetHeight()); } // Set vertices type and size mVertices.setPrimitiveType(sf::Quads); mVertices.resize(pHeightMap->GetWidth() * pHeightMap->GetWidth() * 4); // Get the offset position of all tiles position sf::Vector2i tileSize = mWorld->getTileSize(); sf::Vector2i chunkSize = mWorld->getChunkSize(); sf::Vector2f offsetPositon = sf::Vector2f(mPosition); offsetPositon.x *= chunkSize.x; offsetPositon.y *= chunkSize.y; // Build tiles for (int x = 0; x < mTiles.size(); x++) { for (int y = 0; y < mTiles[x].size(); y++) { // Sometimes libnoise can return a value over 1.0, better be sure to cap the top and bottom.. float heightValue = pHeightMap->GetValue(x, y); if (heightValue > 1.f) heightValue = 1.f; if (heightValue < -1.f) heightValue = -1.f; // Instantiate a new Tile object with the noise value, this doesn't do anything yet.. mTiles[x][y] = new Tile(this, pHeightMap->GetValue(x, y)); // Get a pointer to the current tile's quad sf::Vertex *quad = &mVertices[(y + x * pHeightMap->GetWidth()) * 4]; quad[0].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + y * tileSize.y); quad[1].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + y * tileSize.y); quad[2].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); quad[3].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); // find out which type of tile to render, atm only air or stone TileStop *tilestop = mWorld->getTileStopAt(heightValue); sf::Vector2i texturePos = tilestop->getTexturePosition(); // define its 4 texture coordinates quad[0].texCoords = sf::Vector2f(texturePos.x, texturePos.y); quad[1].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y); quad[2].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y + 64); quad[3].texCoords = sf::Vector2f(texturePos.x, texturePos.y + 64); } } } All the code that uses libnoise in some way are World.cpp, World.h and Chunk.cpp, Chunk.h in the project.

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  • Need Help getting perl module DBD::mysql installed for bugzilla on RedHat.

    - by Alos Diallo
    Hi everyone I am having some issues getting Bugzilla setup, I have the software on the server and am trying to get the pre-rec's setup. I am using RedHat 4.1.2-42. I have all of the required perl modules save one:DBD::mysql When I try: sudo perl install-module.pl DBD::mysql I get the following response(this is only an excerpt): rm -f blib/arch/auto/DBD/mysql/mysql.so LD_RUN_PATH="/usr/lib64/mysql:/usr/lib64:/lib64" /usr/bin/perl myld gcc -shared -O2 -g -pipe -Wall -Wp,-D_FORTIFY_SOURCE=2 -fexceptions -fstack-protector --param=ssp-buffer-size=4 -m64 -mtune=generic dbdimp.o mysql.o -o blib/arch/auto/DBD/mysql/mysql.so \ -L/usr/lib64/mysql -lmysqlclient -lz -lcrypt -lnsl -lm -L/usr/lib64 -lssl -lcrypto \ /usr/bin/ld: skipping incompatible /usr/lib/libssl.so when searching for -lssl /usr/bin/ld: skipping incompatible /usr/lib/libssl.a when searching for -lssl /usr/bin/ld: cannot find -lssl collect2: ld returned 1 exit status make: * [blib/arch/auto/DBD/mysql/mysql.so] Error 1 /usr/bin/make -- NOT OK Running make test Can't test without successful make Running make install make had returned bad status, install seems impossible I then tried the following: CFLAGS="-I/usr/lib64/mysql:/usr/lib64:/lib64" perl install-module.pl DBD::mysql I get the same result. I have also tried to install it using CPAN but also get the same result. Right now I have DBD-mysql v3.0007 but need (v4.00) Also when I try to install open ssl it says I have the latest version. Does anyone know what I have to do to get this to work? Any help would be greatly appreciated. Thank you

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  • Linux - real-world hardware RAID controller tuning (scsi and cciss)

    - by ewwhite
    Most of the Linux systems I manage feature hardware RAID controllers (mostly HP Smart Array). They're all running RHEL or CentOS. I'm looking for real-world tunables to help optimize performance for setups that incorporate hardware RAID controllers with SAS disks (Smart Array, Perc, LSI, etc.) and battery-backed or flash-backed cache. Assume RAID 1+0 and multiple spindles (4+ disks). I spend a considerable amount of time tuning Linux network settings for low-latency and financial trading applications. But many of those options are well-documented (changing send/receive buffers, modifying TCP window settings, etc.). What are engineers doing on the storage side? Historically, I've made changes to the I/O scheduling elevator, recently opting for the deadline and noop schedulers to improve performance within my applications. As RHEL versions have progressed, I've also noticed that the compiled-in defaults for SCSI and CCISS block devices have changed as well. This has had an impact on the recommended storage subsystem settings over time. However, it's been awhile since I've seen any clear recommendations. And I know that the OS defaults aren't optimal. For example, it seems that the default read-ahead buffer of 128kb is extremely small for a deployment on server-class hardware. The following articles explore the performance impact of changing read-ahead cache and nr_requests values on the block queues. http://zackreed.me/articles/54-hp-smart-array-p410-controller-tuning http://www.overclock.net/t/515068/tuning-a-hp-smart-array-p400-with-linux-why-tuning-really-matters http://yoshinorimatsunobu.blogspot.com/2009/04/linux-io-scheduler-queue-size-and.html For example, these are suggested changes for an HP Smart Array RAID controller: echo "noop" > /sys/block/cciss\!c0d0/queue/scheduler blockdev --setra 65536 /dev/cciss/c0d0 echo 512 > /sys/block/cciss\!c0d0/queue/nr_requests echo 2048 > /sys/block/cciss\!c0d0/queue/read_ahead_kb What else can be reliably tuned to improve storage performance? I'm specifically looking for sysctl and sysfs options in production scenarios.

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  • Disconnect from PHP after output generated

    - by Oli
    I have a LEMP stack. Nginx sitting in front of PHP-FPM. Because some of the sites are heavy and there's OPCode caching, PHP is set up so that there are only 5 child processes running. The aim being that each child can deal with any request in less than half-a-second and then move onto the next request. One problem I've found is that if it's a big chunk of HTML that's getting sent out, and the user has a slow connection, that PHP thread stays occupied until they've finished downloading. Because of my current setup, I have a pretty unforgiving timeout inside PHP where the script is killed after 20 seconds. This is to make sure everybody gets a turn but on a slow connection, this can mean the user gets cut off with a 504 Gateway timeout. I was wondering if there was some sort of buffer solution that I could implement within or just behind Nginx that sent the request through and then... well... buffered the content into its own cache and feed that onto the client as and when they could download it. The aim being that the underlying PHP thread can be freed up. What I'm asking for doesn't have to be PHP-specific. Anything that deals with FastCGI, or even any Nginx-upstream might have a similar issue to this.

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  • How do I convert a video to GIF using ffmpeg, with reasonable quality?

    - by Kamil Hismatullin
    I'm converting .flv movie to .gif file with ffmpeg. ffmpeg -i input.flv -ss 00:00:00.000 -pix_fmt rgb24 -r 10 -s 320x240 -t 00:00:10.000 output.gif It works great, but output gif file has a very law quality. Any ideas how can I improve quality of converted gif? Output of command: $ ffmpeg -i input.flv -ss 00:00:00.000 -pix_fmt rgb24 -r 10 -s 320x240 -t 00:00:10.000 output.gif ffmpeg version 0.8.5-6:0.8.5-0ubuntu0.12.10.1, Copyright (c) 2000-2012 the Libav developers built on Jan 24 2013 14:52:53 with gcc 4.7.2 *** THIS PROGRAM IS DEPRECATED *** This program is only provided for compatibility and will be removed in a future release. Please use avconv instead. Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'input.flv': Metadata: major_brand : mp42 minor_version : 0 compatible_brands: isommp42 creation_time : 2013-02-14 04:00:07 Duration: 00:00:18.85, start: 0.000000, bitrate: 3098 kb/s Stream #0.0(und): Video: h264 (High), yuv420p, 1280x720, 2905 kb/s, 25 fps, 25 tbr, 50 tbn, 50 tbc Metadata: creation_time : 1970-01-01 00:00:00 Stream #0.1(und): Audio: aac, 44100 Hz, stereo, s16, 192 kb/s Metadata: creation_time : 2013-02-14 04:00:07 [buffer @ 0x92a8ea0] w:1280 h:720 pixfmt:yuv420p [scale @ 0x9215100] w:1280 h:720 fmt:yuv420p -> w:320 h:240 fmt:rgb24 flags:0x4 Output #0, gif, to 'output.gif': Metadata: major_brand : mp42 minor_version : 0 compatible_brands: isommp42 creation_time : 2013-02-14 04:00:07 encoder : Lavf53.21.1 Stream #0.0(und): Video: rawvideo, rgb24, 320x240, q=2-31, 200 kb/s, 90k tbn, 10 tbc Metadata: creation_time : 1970-01-01 00:00:00 Stream mapping: Stream #0.0 -> #0.0 Press ctrl-c to stop encoding frame= 101 fps= 32 q=0.0 Lsize= 8686kB time=10.10 bitrate=7045.0kbits/s dup=0 drop=149 video:22725kB audio:0kB global headers:0kB muxing overhead -61.778676% Thanks.

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  • How do I fix a super slow MacBook?

    - by MakingScienceFictionFact
    I'm running a black MacBook 4.1. Intel Core 2 Duo @ 2.4 GHz, 2 GB RAM, 250 GB hard disk drive, bus speed is 800 MHz. It's about three years old in excellent shape externally. I treat this thing like a baby. It used to run awesome, but now it's super slow at everything. I get the spinning pizza of death constantly. It takes a long time to boot up or load any program, even Safari and iTunes. iPhoto is terribly slow. The Internet doesn't work properly and it reminds me of a buggy PC. I've formatted it and re-installed Mac OS X 10.6 (with all updates), and I've done the disk repairs process. As an iOS developer this is driving me crazy, but luckily I have an iMac to work on in the day which is fast. I'm ready to format it again, but that didn't work last time. After the last format, I copied back files from an external drive so maybe the offending files were hidden in there somewhere. Here are the hard disk drive and RAM specifications. It is upgrade-able to 4 GB of RAM. Hard disk drive: The Fujitsu Mobile MHY2250BH is a 250 GB, standard hard disk drive. Its burst transfer rate is 150 Mbyte/s. This is a 5400 RPM drive and comes with an 8 MB buffer. RAM: two sticks of 1 GB DDR2 SDRAM, speed: 667 MHz.

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  • Why I cannot copy install.wim from Windows 7 ISO to USB (in linux env)

    - by fastreload
    I need to make a USB bootable disk of Windows 7 ISO. My USB is formatted to NTFS, ISO is not corrupt. I can copy install.wim elsewhere but I cannot copy it to USB. I even tried rsync. rsync error sources/install.wim rsync: writefd_unbuffered failed to write 4 bytes to socket [sender]: Broken pipe (32) rsync: write failed on "/media/52E866F5450158A4/sources/install.wim": Input/output error (5) rsync error: error in file IO (code 11) at receiver.c(322) [receiver=3.0.8] Stat for windows.vim File: `X15-65732 (2)/sources/install.wim' Size: 2188587580 Blocks: 4274600 IO Block: 4096 regular file Device: 801h/2049d Inode: 671984 Links: 1 Access: (0664/-rw-rw-r--) Uid: ( 1000/ umur) Gid: ( 1000/ umur) Access: 2011-10-17 22:59:54.754619736 +0300 Modify: 2009-07-14 12:26:40.000000000 +0300 Change: 2011-10-17 22:55:47.327358410 +0300 fdisk -l Disk /dev/sdd: 8103 MB, 8103395328 bytes 196 heads, 32 sectors/track, 2523 cylinders, total 15826944 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0xc3072e18 Device Boot Start End Blocks Id System /dev/sdd1 * 32 15826943 7913456 7 HPFS/NTFS/exFAT hdparm -I /dev/sdd: SG_IO: bad/missing sense data, sb[]: 70 00 05 00 00 00 00 0a 00 00 00 00 20 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ATA device, with non-removable media Model Number: UF?F?A????U]r???U u??tF?f?`~ Serial Number: ?@??~| Firmware Revision: ????V? Media Serial Num: $I?vnladip raititnot baelErrrol aoidgn Media Manufacturer: o eparitgns syetmiM Standards: Used: unknown (minor revision code 0x0c75) Supported: 12 8 6 Likely used: 12 Configuration: Logical max current cylinders 17218 0 heads 0 0 sectors/track 128 0 -- Logical/Physical Sector size: 512 bytes device size with M = 1024*1024: 0 MBytes device size with M = 1000*1000: 0 MBytes cache/buffer size = unknown Capabilities: IORDY(may be)(cannot be disabled) Queue depth: 11 Standby timer values: spec'd by Vendor R/W multiple sector transfer: Max = 0 Current = ? Recommended acoustic management value: 254, current value: 62 DMA: not supported PIO: unknown * reserved 69[0] * reserved 69[1] * reserved 69[3] * reserved 69[4] * reserved 69[7] Security: Master password revision code = 60253 not supported not enabled not locked not frozen not expired: security count not supported: enhanced erase 71112min for SECURITY ERASE UNIT. 172min for ENHANCED SECURITY ERASE UNIT. Integrity word not set (found 0xaa55, expected 0x80a5)

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  • Level of detail algorithm not functioning correctly

    - by Darestium
    I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The terrain does not subdivide in the correct locations properly, it almost seems as if there is a ghost camera next to me, and the quads subdivide based on the position of this "ghost camera". Here is a video of the broken program: http://www.youtube.com/watch?v=NF_pHeMOju8 The best example of the problem occurs around 0:36. For detail limiting, I am going for a chunked LOD approach, which subdivides the terrain based on how far you are away from it. I use a "depth table" to determine how many subdivisions should take place. void PQuad::construct_depth_table(float distance) { tree[0] = -1; for (int i = 1; i < MAX_DEPTH; i++) { tree[i] = distance; distance /= 2.0f; } } The chuncked LOD relies on the child/parent structure of quads, the depth is determined by a constant e.g: if the constant is 6, there are six levels of detail. The quads which should be drawn go through a distance test from the player to the centre of the quad. void PQuad::get_recursive(glm::vec3 player_pos, std::vector<PQuad*>& out_children) { for (size_t i = 0; i < children.size(); i++) { children[i].get_recursive(player_pos, out_children); } if (this->should_draw(player_pos) || this->depth == 0) { out_children.emplace_back(this); } } bool PQuad::should_draw(glm::vec3 player_position) { float distance = distance3(player_position, centre); if (distance < tree[depth]) { return true; } return false; } The root quad has four children which could be visualized like the following: [] [] [] [] Where each [] is a child. Each child has the same amount of children up until the detail limit, the quads which have are 6 iterations deep are leaf nodes, these nodes have no children. Each node has a corresponding Mesh, each Mesh structure has 16x16 Quad-shapes, each Mesh's Quad-shapes halves in size each detail level deeper - creating more detail. void PQuad::construct_children() { // Calculate the position of the Quad based on the parent's location calculate_position(); if (depth < (int)MAX_DEPTH) { children.reserve((int)NUM_OF_CHILDREN); for (int i = 0; i < (int)NUM_OF_CHILDREN; i++) { children.emplace_back(PQuad(this->face_direction, this->radius)); PQuad *child = &children.back(); child->set_depth(depth + 1); child->set_child_index(i); child->set_parent(this); child->construct_children(); } } else { leaf = true; } } The following function creates the vertices for each quad, I feel that it may play a role in the problem - I just can't determine what is causing the problem. void PQuad::construct_vertices(std::vector<glm::vec3> *vertices, std::vector<Color3> *colors) { vertices->reserve(quad_width * quad_height); for (int y = 0; y < quad_height; y++) { for (int x = 0; x < quad_width; x++) { switch (face_direction) { case YIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, quad_height - 1.0f, -(position.y + y * element_width))); break; case YDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, 0.0f, -(position.y + y * element_width))); break; case XIncreasing: vertices->emplace_back(glm::vec3(quad_width - 1.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case XDecreasing: vertices->emplace_back(glm::vec3(0.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case ZIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, 0.0f)); break; case ZDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, -(quad_width - 1.0f))); break; } // Position the bottom, right, front vertex of the cube from being (0,0,0) to (-16, -16, 16) (*vertices)[vertices->size() - 1] -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); colors->emplace_back(Color3(255.0f, 255.0f, 255.0f, false)); } } switch (face_direction) { case YIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, quad_height - 1.0f, -(position.y + quad_height / 2.0f)); break; case YDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, 0.0f, -(position.y + quad_height / 2.0f)); break; case XIncreasing: this->centre = glm::vec3(quad_width - 1.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case XDecreasing: this->centre = glm::vec3(0.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case ZIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, 0.0f); break; case ZDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, -(quad_height - 1.0f)); break; } this->centre -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); } Any help in discovering what is causing this "subdivding in the wrong place" would be greatly appreciated.

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  • PHP script not automatically updating when moved to another server

    - by user32007
    A friend built a ranking system on his site and I am trying to host in on mine via WordPress and Go Daddy. It updates for him but when I load it to my site, it works for 6 hours, but as soon as the reload is supposed to occur, it errors and I get a 500 timeout error. His page is at: jeremynoeljohnson .com/yakezieclub My page is currently at http://sweatingthebigstuff.com/yakezieclub but when you ?reload=1 it will give the error. Any idea why this might be happening? Any settings that I might need to change? Here is the top of the index.php file. I'm not sure which part of any of it is messing up. I literally uploaded the same code as him. Here's the reload part: $cachefile = "rankings.html"; $daycachefile = "rankings_history.xml"; $cachetime = (60 * 60) * 6; // every 6 hours, the cache refreshes $daycachetime = (60 * 60) * 24; // every 24 hours, the history will be written to // - or whenever the page is requested after 24 hours has passed $writenewdata = false; if (!empty($_GET['reload'])) { if ($_GET['reload']== 1) { $cachetime = 1; } } if (!empty($_GET['reloadhistory'])) { if ($_GET['reloadhistory'] == 1) { $daycachetime = 1; $cachetime = 1; } } if (file_exists($daycachefile) && (time() - $daycachetime < filemtime($daycachefile))) { // Do nothing } else { $writenewdata = true; $cachetime = 1; } // Serve from the cache if it is younger than $cachetime if (file_exists($cachefile) && (time() - $cachetime < filemtime($cachefile))) { include($cachefile); echo "<!-- Cached ".date('jS F Y H:i', filemtime($cachefile))." -->"; exit; } ob_start(); // start the output buffer ?>

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