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  • Does the tempdb Log file get Zero Initialized at Startup?

    - by Jonathan Kehayias
    While working on a problem today I happened to think about what the impact to startup might be for a really large tempdb transaction log file.  Its fairly common knowledge that data files in SQL Server 2005+ on Windows Server 2003+ can be instant initialized, but the transaction log files can not.  If this is news to you see the following blog posts: Kimberly L. Tripp | Instant Initialization - What, Why and How? In Recovery... | Misconceptions around instant file initialization In Recovery…...(read more)

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  • How do I learn Python from zero to web development? [closed]

    - by Terence Ponce
    I am looking into learning Python for web development. Assuming I already have some basic web development experience with Java (JSP/Servlets), I'm already familiar with web design (HTML, CSS, JS), basic programming concepts and that I am completely new to Python, how do I go about learning Python in a structured manner that will eventually lead me to web development with Python and Django? I'm not in a hurry to make web applications in Python so I really want to learn it thoroughly so as not to leave any gaps in my knowledge of the technologies involving web development in Python. Are there any books, resource or techniques to help me in my endeavor? In what order should I do/read them? UPDATE: When I say learning in a structured manner, I mean starting out from the basics then learning the advanced stuff without leaving some of the important details/features that Python has to offer. I want to know how to apply the things that I already know in programming to Python.

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  • Why do I get the result zero when I try to get the width of a DropDownList control in asp.net?

    - by Paul Jack
    After I click button1, it display 0, why? How can get correct width of a DropDownList control? Thanks! <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default2.aspx.cs" Inherits="Default2" % Item 1 Item 2 </div> </form> using System; using System.Collections.Generic; using System.Linq; using System.Web; using System.Web.UI; using System.Web.UI.WebControls; public partial class Default2 : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { } protected void Button1_Click(object sender, EventArgs e) { Button1.Text = DropDownList1.Width.Value.ToString(); } }

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  • Why am I getting a return value of zero from my position computation function?

    - by Hussain Murtaza
    Ok I have a Function int x(), which is used in new Rectangle(x(),a,a,a); in DrawMethod in XNA but when I use it I get x() = 0 as as the answer.Here is my CODE: int x() { int px = (128 * 5); int xx = 0; for (int i = 0; i < 6; i++) { if (Mouse.GetState().X > px) { //xx = Mouse.GetState().X; xx = px; break; } else { px -= 128; } } return xx; } Here is the DrawMethod Code: if (set) { spriteBatch.Draw(texture, new Rectangle(x(), y(), texture.Width, texture.Height), Color.White); textpositionX = x(); textpositionY = y(); set = false; select = false; place = true; } else if(select) { spriteBatch.Draw(texture, new Rectangle(Mouse.GetState().X - texture.Width / 2, Mouse.GetState().Y-texture.Height / 2, texture.Width, texture.Height), Color.White); } else if (place) { spriteBatch.Draw(texture, new Rectangle(textpositionX, textpositionY, texture.Width, texture.Height), Color.White); select = false; set = false; }

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  • Le nouvel exploit zero-day de Java 7 décortiqué, il permet de désactiver le sandbox avec une facilité déconcertante

    Faille de sécurité critique dans Java 7 Update 6 pouvant être utilisée pour installer des malwares, la désactivation de la plateforme recommandée Les experts en sécurité tirent la sonnette d'alarme pour la dernière version de la plateforme Java. Java 7 Update 6 serait sujet à une vulnérabilité activement exploitée. Les chercheurs en sécurité du cabinet FireEye ont découvert une faille de sécurité dans la plateforme pouvant être exploitée pour infecter des ordinateurs avec des logiciels malveillants. La vulnérabilité aurait été utilisée pour installer à distance le cheval de Troie Poison Ivy, qui a été utilisé dans le passé dans de nombreuses campagnes de cyberespionnage. L...

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  • How to Get High PR Backlinks at ZERO Cost!

    We all know that having quality links is one of the most important aspects of SEO and here is how to get high PR backlinks at no cost to you at all! Now, first a bit of information most people overlook. There are two type of links you can get: do follow links and no follow links.

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  • In Zabbix how to zero data when it doesn't comes?

    - by Jader Dias
    If a variable is expected to be fetched every minute, and it doesn't happen, the graph shows the last known value for all the timespan until the next known value. The expected behavior for me is that the graph showed no line, or a line next to the zero, where there is no data. How to achieve this with Zabbix?

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  • In Zabbix how to zero data when it doesn't come?

    - by Jader Dias
    If a variable is expected to be fetched every minute, and it doesn't happen, the graph shows the last known value for all the timespan until the next known value. The expected behavior for me is that the graph showed no line, or a line next to the zero, where there is no data. How to achieve this with Zabbix?

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  • What the best way to achieve RPO of zero and lowest possible RTO (less than 15 minutes) with SQL 2008 R2?

    - by Adrian Hope-Bailie
    We are running a payments (EFT transaction processing) application which is processing high volumes of transactions 24/7 and are currently investigating a better way of doing DB replication to our disaster recovery site. Our current and previous strategies have included using both DoubleTake and Redgate to replicate data to a warm stand-by. DoubleTake is the supported solution from the payments software vendor however their (DoubleTake's) support in South Africa is very poor. We had a few issues and simply couldn't ever resolve them so we had to give up on DoubleTake. We have been using Redgate to manually read the data from the primary site (via queries) and write to the DR site but this is: A bad solution Getting the software vendor hot and bothered whenever we have support issues as it has a tendency to interfere with the payment application which is very DB intensive. We recently upgraded the whole system to run on SQL 2008 R2 Enterprise which means we should probably be looking at using some of the built-in replication features. The server has 2 fairly large databases with a mixture of tables containing highly volatile transactional data and pretty static configuration data. Replication would be done over a WAN link to a separate physical site and needs to achieve the following objectives. RPO: Zero loss - This is transactional data with financial impact so we can't lose anything. RTO: Tending to zero - The business depends on our ability to process transactions every minute we are down we are losing money I have looked at a few of the other questions/answers but none meet our case exactly: SQL Server 2008 failover strategy - Log shipping or replication? How to achieve the following RTO & RPO with logshipping only using SQL Server? What is the best of two approaches to achieve DB Replication? My current thinking is that we should use mirroring but I am concerned that for RPO:0 we will need to do delayed commits and this could impact the performance of the primary DB which is not an option. Our current DR process is to: Stop incoming traffic to the primary site and allow all in-flight transaction to complete. Allow the replication to DR to complete. Change network routing to route to DR site. Start all applications and services on the secondary site (Ideally we can change this to a warmer stand-by whereby the applications are already running but not processing any transactions). In other words the DR database needs to, as quickly as possible, catch up with primary and be ready for processing as the new primary. We would then need to be able to reverse this when we are ready to switch back. Is there a better option than mirroring (should we be doing log-shipping too) and can anyone suggest other considerations that we should keep in mind?

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  • How to bring Paging File usage metric to zero?

    - by AngryHacker
    I am trying to tune a SQL Server. Per Brent Ozar's Performance Tuning Video, he says the PerfMon's Paging File:%Usage should be zero or ridiculously close to it. The average metric on my box is around 1.341% The box has 18 GB of RAM, the SQL Server is off, the Commit Charge Total is 1GB and yet the PerfMon metric is not 0. The Performance of the Task Manager states that PF Usage is 1.23GB. What should I do to better tune the box?

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  • Bit-Twiddling in SQL

    - by Mike C
    Someone posted a question to the SQL Server forum the other day asking how to count runs of zero bits in an integer using SQL. Basically the poster wanted to know how to efficiently determine the longest contiguous string of zero-bits (known as a run of bits) in any given 32-bit integer. Here are a couple of examples to demonstrate the idea: Decimal = Binary = Zero Run 999,999,999 decimal = 00 111011 1 00 11010 11 00 1 00 1 11111111 binary = 2 contiguous zero bits 666,666,666 decimal = 00100111 10111100...(read more)

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • Finding N contiguous zero bits in an integer to the left of the MSB position of another integer

    - by James Morris
    The problem is: given an integer val1 find the position of the highest bit set (Most Significant Bit) then, given a second integer val2 find a contiguous region of unset bits, with the minimum number of zero bits given by width to the left of the position (ie, in the higher bits). Here is the C code for my solution: typedef unsigned int t; unsigned const t_bits = sizeof(t) * CHAR_BIT; _Bool test_fit_within_left_of_msb( unsigned width, t val1, t val2, unsigned* offset_result) { unsigned offbit = 0; unsigned msb = 0; t mask; t b; while(val1 >>= 1) ++msb; while(offbit + width < t_bits - msb) { mask = (((t)1 << width) - 1) << (t_bits - width - offbit); b = val2 & mask; if (!b) { *offset_result = offbit; return true; } if (offbit++) /* this conditional bothers me! */ b <<= offbit - 1; while(b <<= 1) offbit++; } return false; } Aside from faster ways of finding the MSB of the first integer, the commented test for a zero offbit seems a bit extraneous, but necessary to skip the highest bit of type t if it is set. I have also implemented similar algorithms but working to the right of the MSB of the first number, so they don't require this seemingly extra condition. How can I get rid of this extra condition, or even, are there far more optimal solutions? Edit: Some background not strictly required. The offset result is a count of bits from the high bit, not from the low bit as maybe expected. This will be part of a wider algorithm which scans a 2D array for a 2D area of zero bits. Here, for testing, the algorithm has been simplified. val1 represents the first integer which does not have all bits set found in a row of the 2D array. From this the 2D version would scan down which is what val2 represents. Here's some output showing success and failure: t_bits:32 t_high: 10000000000000000000000000000000 ( 2147483648 ) --------- ----------------------------------- *** fit within left of msb test *** ----------------------------------- val1: 00000000000000000000000010000000 ( 128 ) val2: 01000001000100000000100100001001 ( 1091569929 ) msb: 7 offbit:0 + width: 8 = 8 mask: 11111111000000000000000000000000 ( 4278190080 ) b: 01000001000000000000000000000000 ( 1090519040 ) offbit:8 + width: 8 = 16 mask: 00000000111111110000000000000000 ( 16711680 ) b: 00000000000100000000000000000000 ( 1048576 ) offbit:12 + width: 8 = 20 mask: 00000000000011111111000000000000 ( 1044480 ) b: 00000000000000000000000000000000 ( 0 ) offbit:12 iters:10 ***** found room for width:8 at offset: 12 ***** ----------------------------------- *** fit within left of msb test *** ----------------------------------- val1: 00000000000000000000000001000000 ( 64 ) val2: 00010000000000001000010001000001 ( 268469313 ) msb: 6 offbit:0 + width: 13 = 13 mask: 11111111111110000000000000000000 ( 4294443008 ) b: 00010000000000000000000000000000 ( 268435456 ) offbit:4 + width: 13 = 17 mask: 00001111111111111000000000000000 ( 268402688 ) b: 00000000000000001000000000000000 ( 32768 ) ***** mask: 00001111111111111000000000000000 ( 268402688 ) offbit:17 iters:15 ***** no room found for width:13 ***** (iters is the count of iterations of the inner while loop)

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  • Why can't I store a float value - it's always zero!

    - by just_another_coder
    I have a view controller that is created by the app delegate - it's the first one shown in the app. In its interface I declare float lengthOfTime; I also set it as a property: @property (nonatomic) float lengthOfTime; And in it's implemetation: @synthesize lengthOfTime; In the class viewDidLoad method, I set the value: self.lengthOfTime = 3.0f; However, after this, the value is always zero. No errors, no compile warnings, nothing. Just zero. The class is instantiated, it is showing in the view, so I'm pretty sure it's not a nil reference. I've searched all over Google and can't figure it out. What's going on?!? :(

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  • Using NVL function in SQL, please help!

    - by user363024
    I'm needing to select first and last name in a table which is working fine in the following SQL, but the part that isn't working is the NVL function. The file should show all pilots at a company that fly helicopters and IF they don't have a licence the field HT_NAME should come up as 'N/A' and the field for end hours flown should be 0. I've put NVL function in as my text details but it still isn't working. Have i made a syntax error? Help would be appreciated. Select E.EMP_NBR, E.EMP_FIRSTNAME || ' ' || E.EMP_LASTNAME, E.EMP_PILOT, ED.HT_NBR, NVL(HT.HT_NAME, 'N/A'), NVL(ED.END_HRS_FLOWN, 0), ED.END_LAST_ANNUAL_REVIEW_DATE From ENDORSEMENT ED, EMPLOYEE E, HELICOPTER_TYPE HT WHERE HT.HT_NBR = ED.HT_NBR (+) ORDER BY ED.END_HRS_FLOWN DESC, E.EMP_FIRSTNAME || ' ' || E.EMP_LASTNAME ASC; should make employees who are not pilots appear with a N/A under heli type and 0 under hours flown. It isn't working - even though I have tried multiple things to repair it.

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  • Is there a need for zero-out DIV's margin and padding?

    - by ssg
    I wonder if on any browser div element comes with a preset margin/padding value other than zero. As far as I know, div and span come with zero padding and margin values by standard to make them suitable canvas for style decoration. Even better, is there a definite standard for default styles for all elements that is cross-browser which we can make assumptions upon? For instance FORM comes with top/bottom margins, OL/UL come with padding-left's. I occasionally see a * { margin: 0; padding: 0; } and this just looks like a dirty hack without knowing the reasons or consequences. Anyone has any better approach to this?

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  • How can I recover a huge folder that's been converted to a zero kb file on an NTFS partition?

    - by aalaap
    I have a 1TB drive with two 500GB partitions. One of them is being used as a Mac OS X Time Machine back up drive and the other one was NTFS and being used for storage. I had my entire 'iTunes Music' folder stored on it. Recently, there were some errors on the NTFS drive that caused chkdsk to run when in Windows, and it removed a lot of corrupt files. In this process, it converted my 'iTunes Music' folder into one zero KB file. How can I recover this? The partitions are intact and the other data on the disk is still accessible. It's just the 'iTunes Music' folder that's gone.

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  • Can I recover a rm -rf-ed Mercurial repository?

    - by WishCow
    I made the mistake of wiping out my entire project directory with a quick "rm -rf project". Of course, the .hg directory went with it. I had about 15-20 changesets, that I have not pushed to anyone, and I would really really like to get those back. The system is a Ubuntu machine, and the partiton where the delete happened is ext3, the project consist mostly of PHP files. I know about the guideline to not write to the disk in question. The first idea was to use the tool named scalpel, to get the PHP files back and diff them with the current version from the repo, and somehow carve the changes out. While it succeeded, it did not recover the file names (or there is a switch I'm missing), so I'm left with a few thousand sequentially named .php files, combing through them is not an option. Can a kind soul please save me, and suggest a way to: a) get the repo back, or b) get the files back, with filenames For those wondering how I did such a stupid thing: I was working on a file in Vim which I wanted to remove from the repository: :!hg rm % This complained that the file is in a subrepository, so I specified the following: :!hg rm % -R engine which complained that file has modifications, use -f to force. And this is when somehow, I made up the following command: :!rm -rf % -R engine Somehow, seeing "force" makes me do a rm -rf by reflex.

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  • CRM 2011 Plugin for CREATE (post-operational): Why is the value of "baseamount" zero in post entity image and target?

    - by Olli
    REFORMULATED QUESTION (Apr 24): I am using the CRM Developer Toolkit for VS2012 to create a CRM2011 plugin. The plugin is registered for the CREATE message of the "Invoice Product" entity. Pipeline-Stage is post-operational, execution is synchronous. I register for a post image that contains baseamount. The toolkit creates an execute function that looks like this: protected void ExecutePostInvoiceProductCreate(LocalPluginContext localContext) { if (localContext == null) { throw new ArgumentNullException("localContext"); } IPluginExecutionContext context = localContext.PluginExecutionContext; Entity postImageEntity = (context.PostEntityImages != null && context.PostEntityImages.Contains(this.postImageAlias)) ? context.PostEntityImages[this.postImageAlias] : null; } Since we are in post operational stage, the value of baseamount in postImageEntity should already be calculated from the user input, right? However, the value of baseamountin the postImageEntity is zero. The same holds true for the value of baseamount in the target entity that I get using the following code: Entity targetEntity = (context.InputParameters != null && context.InputParameters.Contains("Target")) ? (Entity)context.InputParameters["Target"] : null; Using a retrieve request like the one below, I am getting the correct value of baseamount: Entity newlyCreated = service.Retrieve("invoicedetail", targetEntity.Id, new ColumnSet(true)); decimal baseAmount = newlyCreated.GetAttributeValue<Money>("baseamount").Value; The issue does not appear in post operational stage of an update event. I'd be glad to hear your ideas/explanations/suggestions on why this is the case... (Further information: Remote debugging, no isolation mode, plugin stored in database) Original Question: I am working on a plugin for CRM 2011 that is supposed to calculate the amount of tax to be paid when an invoice detail is created. To this end I am trying to get the baseamount of the newly created invoicedetail entity from the post entity image in post operational stage. As far as I understood it, the post entity image is a snapshot of the entity in the database after the new invoice detail has been created. Thus it should contain all properties of the newly created invoice detail. I am getting a "postentityimages" property of the IPluginExecutionContext that contains an entity with the alias I registered ("postImage"). This "postImage" entity contains a key for "baseamount" but its value is 0. Can anybody help me understand why this is the case and what I can do about it? (I also noticed that the postImage does not contain all but only a subset of the entities I registered for.) Here is what the code looks like: protected void ExecutePostInvoiceProductCreate(LocalPluginContext localContext) { if (localContext == null) { throw new ArgumentNullException("localContext"); } // Get PluginExecutionContext to obtain PostEntityImages IPluginExecutionContext context = localContext.PluginExecutionContext; // This works: I get a postImage that is not null. Entity postImage = (context.PostEntityImages != null && context.PostEntityImages.Contains(this.postImageAlias)) ? context.PostEntityImages[this.postImageAlias] : null; // Here is the problem: There is a "baseamount" key in the postImage // but its value is zero! decimal baseAmount = ((Money)postImage["baseamount"]).Value; } ADDITION: Pre and post images for post operational update contain non-zero values for baseamount.

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  • Zero downtime deployment (Tomcat), Nginx or HAProxy, behind hardware LB - how to "starve" old server?

    - by alexeypro
    Currently we have the following setup. Hardware Load Balancer (LB) Box A running Tomcat on 8080 (TA) Box B running Tomcat on 8080 (TB) TA and TB are running behind LB. For now it's pretty complicated and manual job to take Box A or Box B out of LB to do the zero downtime deployment. I am thinking to do something like this: Hardware Load Balancer (LB) Box A running Nginx on 8080 (NA) Box A running Tomcat on 8081 (TA1) Box A running Tomcat on 8082 (TA2) Box B running Nginx on 8080 (NB) Box B running Tomcat on 8081 (TB1) Box B running Tomcat on 8082 (TB2) Basically LB will be directing traffic between NA and NB now. On each of Nginx's we'll have TA1, TA2 and TB1, TB2 configured as upstream servers. Once one of the upstreams's healthcheck page is unresponsive (shutdown) the traffic goes to another one (HttpHealthcheckModule module on Nginx). So the deploy process is simple. Say, TA1 is active with version 0.1 of the app. Healthcheck on TA1 is OK. We start TA2 with Healthcheck on it as ERROR. So Nginx is not talking to it. We deploy app version 0.2 to TA2. Make sure it works. Now, we switch the Healthcheck on TA2 to OK, switch Healthcheck to TA1 to ERROR. Nginx will start serving TA2, and will remove TA1 out of rotation. Done! And now same with the other box. While it sounds all cool and nice, how do we "starve" the Nginx? Say we have pending connections, some users on TA1. If we just turn it off, sessions will break (we have cookie-based sessions). Not good. Any way to starve traffic to one of the upstream servers with Nginx? Thanks!

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  • Oracle Partner Network Specialized

    - by luca.maghernino(at)oracle.com
    Eventi specialized Eventi di specializzazione Il prezzo a listino del training è di 2.700 euro a partecipante. Per i nostri Partner che aderiscono a questa iniziativa il costo è di 700 euro per partecipante. Il numero massimo di partecipanti per ciascuna sessione è di 15 persone. Per iscriverti clicca sulla data di tuo interesse: Codice Corso Data Location D64292GC10 OPN Oracle BI EE 10.1.3 Implementation Boot Camp Ed 1 (5 gg) 28 febbraio Milano D50102GC10 Oracle Database 11g: Workshop di amministrazione Ed 2 PRV 21 marzo -- 21 marzo Empoli D64735GC10 OPN Oracle ECM 10g R3 Implementation Boot Camp Ed 1 PRV (3 gg) 28 marzo Milano D50317GC20 Oracle Database 11g: Performance Tuning Ed 1 PRV (5 gg) 4 aprile -- 4 aprile Milano D53946GC10 Oracle SOA Suite 11g: Build Composite Applications (5 gg) 18 aprile Milano D50081GC20 Oracle Database 11g: New Features for Administrators DBA Release 2 (5 gg) * 09 maggio Milano *Oracle Database 11g: New Features for Administrators DBA Release 2: questo corso si rivoge ad amministratori di database in possesso della certificazione Orale Certified Professional 10g che desiderano effettuare l'upgrade al livello Oracle Certified Professional 11g ed è propedeutico al superamento dell'esame 1Z0_050 Oracle Database 11g: New Features for Administrators oppure ad amministratori di database che hanno una buona conoscenza della versione 10g e desiderano aggiornare le proprie competenze alla release 11g.

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  • Can a member struct be zero-init from the constructor initializer list without calling memset?

    - by selbie
    Let's say I have the following structure declaration (simple struct with no constructor). struct Foo { int x; int y; int z; char szData[DATA_SIZE]; }; Now let's say this struct is a member of a C++ class as follows: class CFoobar { Foo _foo; public: CFoobar(); }; If I declare CFoobar's constructor as follows: CFoobar::CFoobar() { printf("_foo = {%d, %d, %d}\n", _foo.x, _foo.y,_foo.z); for (int x = 0; x < 100; x++) printf("%d\n", _foo.szData[x]); } As you would expect, when CFoobar's constructor runs, garbage data gets printed out Obviously, the easy fix is to memset or ZeroMemory &_foo. It's what I've always done... However, I did notice that if add _foo to the constructor's initialization list with no parameters as follows: CFoobar::CFoobar() : _foo() { That this appears to zero-out the member variables of _foo. At least that was the case with g++ on linux. Now here's my question: Is this standard C++, or is this compiler specific behavior? If it's standard behavior, can someone quote me a reference from an official source? Any "gotchas" in regards to implicit zero-init behavior with more complicated structs and classes?

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  • How to refresh to entire device's screen (Windows Mobile)?

    - by walidad
    Hi everybody, I'm working on a simple application that draws an alpha-blended picture on the screen's Device Context every 2 secs, I want to refresh the screen contents before the drawing operation (To erase the drawn pic), I have used many many trick but unfortunately, the screen won't refresh correctly, some regions still keep portions of the drawn pic I'm really frustrated from this issue :( These are the sources codes I have used, I'm using C# SendMessage(HWND_BROADCAST, WM_SYSCOLORCHANGE, IntPtr.Zero, IntPtr.Zero); // wasted time in the refreshing process is enough to keep this. UpdateWindow(HWND_BROADCAST);// does not work at all! InvalidateRect(IntPtr.Zero,IntPtr.Zero,true); // the same goes here. SendMessage(HWND_BROADCAST, WM_PAINT, IntPtr.Zero, IntPtr.Zero); // pfffff ! SendMessage(HWND_BROADCAST, WM_SETTINGCHANGE, new IntPtr(SPI_SETNONCLIENTMETRICS), IntPtr.Zero); // trying to refresh the explorer, no resutl I used also EnumWindows and call back , very slow and does not fit my case. I wanna refresh the whole screen Help please! Regards Waleed

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  • How can I get penetration depth from Minkowski Portal Refinement / Xenocollide?

    - by Raven Dreamer
    I recently got an implementation of Minkowski Portal Refinement (MPR) successfully detecting collision. Even better, my implementation returns a good estimate (local minimum) direction for the minimum penetration depth. So I took a stab at adjusting the algorithm to return the penetration depth in an arbitrary direction, and was modestly successful - my altered method works splendidly for face-edge collision resolution! What it doesn't currently do, is correctly provide the minimum penetration depth for edge-edge scenarios, such as the case on the right: What I perceive to be happening, is that my current method returns the minimum penetration depth to the nearest vertex - which works fine when the collision is actually occurring on the plane of that vertex, but not when the collision happens along an edge. Is there a way I can alter my method to return the penetration depth to the point of collision, rather than the nearest vertex? Here's the method that's supposed to return the minimum penetration distance along a specific direction: public static Vector3 CalcMinDistance(List<Vector3> shape1, List<Vector3> shape2, Vector3 dir) { //holding variables Vector3 n = Vector3.zero; Vector3 swap = Vector3.zero; // v0 = center of Minkowski sum v0 = Vector3.zero; // Avoid case where centers overlap -- any direction is fine in this case //if (v0 == Vector3.zero) return Vector3.zero; //always pass in a valid direction. // v1 = support in direction of origin n = -dir; //get the differnce of the minkowski sum Vector3 v11 = GetSupport(shape1, -n); Vector3 v12 = GetSupport(shape2, n); v1 = v12 - v11; //if the support point is not in the direction of the origin if (v1.Dot(n) <= 0) { //Debug.Log("Could find no points this direction"); return Vector3.zero; } // v2 - support perpendicular to v1,v0 n = v1.Cross(v0); if (n == Vector3.zero) { //v1 and v0 are parallel, which means //the direction leads directly to an endpoint n = v1 - v0; //shortest distance is just n //Debug.Log("2 point return"); return n; } //get the new support point Vector3 v21 = GetSupport(shape1, -n); Vector3 v22 = GetSupport(shape2, n); v2 = v22 - v21; if (v2.Dot(n) <= 0) { //can't reach the origin in this direction, ergo, no collision //Debug.Log("Could not reach edge?"); return Vector2.zero; } // Determine whether origin is on + or - side of plane (v1,v0,v2) //tests linesegments v0v1 and v0v2 n = (v1 - v0).Cross(v2 - v0); float dist = n.Dot(v0); // If the origin is on the - side of the plane, reverse the direction of the plane if (dist > 0) { //swap the winding order of v1 and v2 swap = v1; v1 = v2; v2 = swap; //swap the winding order of v11 and v12 swap = v12; v12 = v11; v11 = swap; //swap the winding order of v11 and v12 swap = v22; v22 = v21; v21 = swap; //and swap the plane normal n = -n; } /// // Phase One: Identify a portal while (true) { // Obtain the support point in a direction perpendicular to the existing plane // Note: This point is guaranteed to lie off the plane Vector3 v31 = GetSupport(shape1, -n); Vector3 v32 = GetSupport(shape2, n); v3 = v32 - v31; if (v3.Dot(n) <= 0) { //can't enclose the origin within our tetrahedron //Debug.Log("Could not reach edge after portal?"); return Vector3.zero; } // If origin is outside (v1,v0,v3), then eliminate v2 and loop if (v1.Cross(v3).Dot(v0) < 0) { //failed to enclose the origin, adjust points; v2 = v3; v21 = v31; v22 = v32; n = (v1 - v0).Cross(v3 - v0); continue; } // If origin is outside (v3,v0,v2), then eliminate v1 and loop if (v3.Cross(v2).Dot(v0) < 0) { //failed to enclose the origin, adjust points; v1 = v3; v11 = v31; v12 = v32; n = (v3 - v0).Cross(v2 - v0); continue; } bool hit = false; /// // Phase Two: Refine the portal int phase2 = 0; // We are now inside of a wedge... while (phase2 < 20) { phase2++; // Compute normal of the wedge face n = (v2 - v1).Cross(v3 - v1); n.Normalize(); // Compute distance from origin to wedge face float d = n.Dot(v1); // If the origin is inside the wedge, we have a hit if (d > 0 ) { //Debug.Log("Do plane test here"); float T = n.Dot(v2) / n.Dot(dir); Vector3 pointInPlane = (dir * T); return pointInPlane; } // Find the support point in the direction of the wedge face Vector3 v41 = GetSupport(shape1, -n); Vector3 v42 = GetSupport(shape2, n); v4 = v42 - v41; float delta = (v4 - v3).Dot(n); float separation = -(v4.Dot(n)); if (delta <= kCollideEpsilon || separation >= 0) { //Debug.Log("Non-convergance detected"); //Debug.Log("Do plane test here"); return Vector3.zero; } // Compute the tetrahedron dividing face (v4,v0,v1) float d1 = v4.Cross(v1).Dot(v0); // Compute the tetrahedron dividing face (v4,v0,v2) float d2 = v4.Cross(v2).Dot(v0); // Compute the tetrahedron dividing face (v4,v0,v3) float d3 = v4.Cross(v3).Dot(v0); if (d1 < 0) { if (d2 < 0) { // Inside d1 & inside d2 ==> eliminate v1 v1 = v4; v11 = v41; v12 = v42; } else { // Inside d1 & outside d2 ==> eliminate v3 v3 = v4; v31 = v41; v32 = v42; } } else { if (d3 < 0) { // Outside d1 & inside d3 ==> eliminate v2 v2 = v4; v21 = v41; v22 = v42; } else { // Outside d1 & outside d3 ==> eliminate v1 v1 = v4; v11 = v41; v12 = v42; } } } return Vector3.zero; } }

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  • Root certificate authority works windows/linux but not mac osx - (malformed)

    - by AKwhat
    I have created a self-signed root certificate authority which if I install onto windows, linux, or even using the certificate store in firefox (windows/linux/macosx) will work perfectly with my terminating proxy. I have installed it into the system keychain and I have set the certificate to always trust. Within the chrome browser details it says "The certificate that Chrome received during this connection attempt is not formatted correctly, so Chrome cannot use it to protect your information. Error type: Malformed certificate" I used this code to create the certificate: openssl genrsa -des3 -passout pass:***** -out private/server.key 4096 openssl req -batch -passin pass:***** -new -x509 -nodes -sha1 -days 3600 -key private/server.key -out server.crt -config ../openssl.cnf If the issue is NOT that it is malformed (because it works everywhere else) then what else could it be? Am I installing it incorrectly? To be clear: Within the windows/linux OS, all browsers work perfectly. Within mac only firefox works if it uses its internal certificate store and not the keychain. It's the keychain method of importing a certificate that causes the issue. Thus, all browsers using the keychain will not work. Root CA Cert: -----BEGIN CERTIFICATE----- **some base64 stuff** -----END CERTIFICATE----- Intermediate CA Cert: Certificate: Data: Version: 3 (0x2) Serial Number: 1 (0x1) Signature Algorithm: sha1WithRSAEncryption Issuer: C=*****, ST=*******, L=******, O=*******, CN=******/emailAddress=****** Validity Not Before: May 21 13:57:32 2014 GMT Not After : Jun 20 13:57:32 2014 GMT Subject: C=*****, ST=********, O=*******, CN=*******/emailAddress=******* Subject Public Key Info: Public Key Algorithm: rsaEncryption RSA Public Key: (4096 bit) Modulus (4096 bit): 00:e7:2d:75:38:23:02:8e:b9:8d:2f:33:4c:2a:11: 6d:d4:f8:29:ab:f3:fc:12:00:0f:bb:34:ec:35:ed: a5:38:10:1e:f3:54:c2:69:ae:3b:22:c0:0d:00:97: 08:da:b9:c9:32:c0:c6:b1:8b:22:7e:53:ea:69:e2: 6d:0f:bd:f5:96:b2:d0:0d:b2:db:07:ba:f1:ce:53: 8a:5e:e0:22:ce:3e:36:ed:51:63:21:e7:45:ad:f9: 4d:9b:8f:7f:33:4c:ed:fc:a6:ac:16:70:f5:96:36: 37:c8:65:47:d1:d3:12:70:3e:8d:2f:fb:9f:94:e0: c9:5f:d0:8c:30:e0:04:23:38:22:e5:d9:84:15:b8: 31:e7:a7:28:51:b8:7f:01:49:fb:88:e9:6c:93:0e: 63:eb:66:2b:b4:a0:f0:31:33:8b:b4:04:84:1f:9e: d5:ed:23:cc:bf:9b:8e:be:9a:5c:03:d6:4f:1a:6f: 2d:8f:47:60:6c:89:c5:f0:06:df:ac:cb:26:f8:1a: 48:52:5e:51:a0:47:6a:30:e8:bc:88:8b:fd:bb:6b: c9:03:db:c2:46:86:c0:c5:a5:45:5b:a9:a3:61:35: 37:e9:fc:a1:7b:ae:71:3a:5c:9c:52:84:dd:b2:86: b3:2e:2e:7a:5b:e1:40:34:4a:46:f0:f8:43:26:58: 30:87:f9:c6:c9:bc:b4:73:8b:fc:08:13:33:cc:d0: b7:8a:31:e9:38:a3:a9:cc:01:e2:d4:c2:a5:c1:55: 52:72:52:2b:06:a3:36:30:0c:5c:29:1a:dd:14:93: 2b:9d:bf:ac:c1:2d:cd:3f:89:1f:bc:ad:a4:f2:bd: 81:77:a9:f4:f0:b9:50:9e:fb:f5:da:ee:4e:b7:66: e5:ab:d1:00:74:29:6f:01:28:32:ea:7d:3f:b3:d7: 97:f2:60:63:41:0f:30:6a:aa:74:f4:63:4f:26:7b: 71:ed:57:f1:d4:99:72:61:f4:69:ad:31:82:76:67: 21:e1:32:2f:e8:46:d3:28:61:b1:10:df:4c:02:e5: d3:cc:22:30:a4:bb:81:10:dc:7d:49:94:b2:02:2d: 96:7f:e5:61:fa:6b:bd:22:21:55:97:82:18:4e:b5: a0:67:2b:57:93:1c:ef:e5:d2:fb:52:79:95:13:11: 20:06:8c:fb:e7:0b:fd:96:08:eb:17:e6:5b:b5:a0: 8d:dd:22:63:99:af:ad:ce:8c:76:14:9a:31:55:d7: 95:ea:ff:10:6f:7c:9c:21:00:5e:be:df:b0:87:75: 5d:a6:87:ca:18:94:e7:6a:15:fe:27:dd:28:5e:c0: ad:d2:91:d3:2d:8e:c3:c0:9f:fb:ff:c0:36:7e:e2: d7:bc:41 Exponent: 65537 (0x10001) X509v3 extensions: X509v3 Subject Alternative Name: DNS:localhost, DNS:dropbox.com, DNS:*.dropbox.com, DNS:filedropper.com, DNS:*.filedropper.com X509v3 Subject Key Identifier: F3:E5:38:5B:3C:AF:1C:73:C1:4C:7D:8B:C8:A1:03:82:65:0D:FF:45 X509v3 Authority Key Identifier: keyid:2B:37:39:7B:9F:45:14:FE:F8:BC:CA:E0:6E:B4:5F:D6:1A:2B:D7:B0 DirName:/C=****/ST=******/L=*******/O=*******/CN=******/emailAddress=******* serial:EE:8C:A3:B4:40:90:B0:62 X509v3 Basic Constraints: CA:TRUE Signature Algorithm: sha1WithRSAEncryption 46:2a:2c:e0:66:e3:fa:c6:80:b6:81:e7:db:c3:29:ab:e7:1c: f0:d9:a0:b7:a9:57:8c:81:3e:30:8f:7d:ef:f7:ed:3c:5f:1e: a5:f6:ae:09:ab:5e:63:b4:f6:d6:b6:ac:1c:a0:ec:10:19:ce: dd:5a:62:06:b4:88:5a:57:26:81:8e:38:b9:0f:26:cd:d9:36: 83:52:ec:df:f4:63:ce:a1:ba:d4:1c:ec:b6:66:ed:f0:32:0e: 25:87:79:fa:95:ee:0f:a0:c6:2d:8f:e9:fb:11:de:cf:26:fa: 59:fa:bd:0b:74:76:a6:5d:41:0d:cd:35:4e:ca:80:58:2a:a8: 5d:e4:d8:cf:ef:92:8d:52:f9:f2:bf:65:50:da:a8:10:1b:5e: 50:a7:7e:57:7b:94:7f:5c:74:2e:80:ae:1e:24:5f:0b:7b:7e: 19:b6:b5:bd:9d:46:5a:e8:47:43:aa:51:b3:4b:3f:12:df:7f: ef:65:21:85:c2:f6:83:84:d0:8d:8b:d9:6d:a8:f9:11:d4:65: 7d:8f:28:22:3c:34:bb:99:4e:14:89:45:a4:62:ed:52:b1:64: 9a:fd:08:cd:ff:ca:9e:3b:51:81:33:e6:37:aa:cb:76:01:90: d1:39:6f:6a:8b:2d:f5:07:f8:f4:2a:ce:01:37:ba:4b:7f:d4: 62:d7:d6:66:b8:78:ad:0b:23:b6:2e:b0:9a:fc:0f:8c:4c:29: 86:a0:bc:33:71:e5:7f:aa:3e:0e:ca:02:e1:f6:88:f0:ff:a2: 04:5a:f5:d7:fe:7d:49:0a:d2:63:9c:24:ed:02:c7:4d:63:e6: 0c:e1:04:cd:a4:bf:a8:31:d3:10:db:b4:71:48:f7:1a:1b:d9: eb:a7:2e:26:00:38:bd:a8:96:b4:83:09:c9:3d:79:90:e1:61: 2c:fc:a0:2c:6b:7d:46:a8:d7:17:7f:ae:60:79:c1:b6:5c:f9: 3c:84:64:7b:7f:db:e9:f1:55:04:6e:b5:d3:5e:d3:e3:13:29: 3f:0b:03:f2:d7:a8:30:02:e1:12:f4:ae:61:6f:f5:4b:e9:ed: 1d:33:af:cd:9b:43:42:35:1a:d4:f6:b9:fb:bf:c9:8d:6c:30: 25:33:43:49:32:43:a5:a8:d8:82:ef:b0:a6:bd:8b:fb:b6:ed: 72:fd:9a:8f:00:3b:97:a3:35:a4:ad:26:2f:a9:7d:74:08:82: 26:71:40:f9:9b:01:14:2e:82:fb:2f:c0:11:51:00:51:07:f9: e1:f6:1f:13:6e:03:ee:d7:85:c2:64:ce:54:3f:15:d4:d7:92: 5f:87:aa:1e:b4:df:51:77:12:04:d2:a5:59:b3:26:87:79:ce: ee:be:60:4e:87:20:5c:7f -----BEGIN CERTIFICATE----- **some base64 stuff** -----END CERTIFICATE-----

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