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  • indexing according to frequency

    - by Bfu38
    sorry to bother you. I have a data.frame like this: 24.8 23.2 22.8 22.5 22.5 22.4 22.4 22.4 22.3 22.2 22.2 22.2 22 21.9 21.9 21.8 I would like to add an index according to the frequency, to have the following output: 24.8 1 23.2 1 22.8 1 22.5 2 22.5 2 22.4 3 22.4 3 22.4 3 22.3 1 22.2 3 22.2 3 22.2 3 22 1 21.9 2 21.9 2 21.8 1 How this can be done? in other words, since 28.8 occurs 1 time, it will have the index 1; since 22.5 occurs two times, it will have index 2 and so on.

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  • As2 loading swf instance

    - by user1748474
    I have a .swf which loads an external .swf: this.createEmptyMovieClip("container_mc", this.getNextHighestDepth()); var my_listener:Object = new Object(); my_listener.onLoadComplete = function(target_mc:MovieClip) { target_mc._x = 50; target_mc._y = 50; addChild(my_loader); var blocker = my_loader.content.test blocker._visible = false; } my_listener.onLoadProgress = function(target_mc:MovieClip) { trace(target_mc.getBytesLoaded() + " out of " + target_mc.getBytesTotal()); } var my_loader:MovieClipLoader = new MovieClipLoader(); my_loader.addListener(my_listener); my_loader.loadClip("child_as2.swf", container_mc); I want to acces the external swf and make the movieclip with instance name test visible = false; but it won't work. I have tried a lot of codes and right now it throws me this error: Scene=Escena 1, layer=Capa 1, frame=1, Line 9 There is no property with the name 'content'. Any idea? If you have a better code i will thank you so much.

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  • Need to sync two lists with atrribute time, but times aren't equal

    - by virgula24
    I gonna try to describe my problem the best i can. I have two lists, one with audio frames and other with color frames (not relevant). Both of them have timestamps, they were captured at the same moment but at different instants. So, i have like this: index COLOR AUDIO 0 841 846 1 873 897 2 905 948 3 940 1000 the frames start at high numbers because they were captured and then trimmed to specific parts, but im shot, frame 0 is synced with only 5ms apart(timestamp in ms). On every case i have, the audio frames count is less than the color count. I need to make them have the same count. The stating frames may be coloraudio, color

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  • how to load image from server (url) to uitableview in Xcode

    - by Divya
    I need to load image from server(url) to UITableView. So i tired below code, but no use. UIImageView *img=[[UIImageView alloc]init]; img.frame=fr; img.image=[UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:countimg]]]; [cell.contentView addSubview:img]; Here countimg is NSMutableArray. countimg contains url of all images to load. But its not working, because its not a string variable. I don't know how to change NSMutuableArray to String. Anyone help me.

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  • Add a multiple buttons to a view programatically, call the same method, determine which button it wa

    - by just_another_coder
    I want to programatically add multiple UIButtons to a view - the number of buttons is unknown at compile time. I can make one or more UIButton's like so (in a loop, but shorted for simplicity): UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect]; [button addTarget:self action:@selector(buttonClicked:) forControlEvents:UIControlEventTouchDown]; [button setTitle:@"Button x" forState:UIControlStateNormal]; button.frame = CGRectMake(100.0, 100.0, 120.0, 50.0); [view addSubview:button]; Copied/Edited from this link: http://stackoverflow.com/questions/1378765/how-do-i-create-a-basic-uibutton-programmatically But how do I determine in buttonClicked: which button was clicked? I'd like to pass tag data if possible to identify the button.

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  • ActionScript 2, list of nested movieclips

    - by vyger
    Hello, has anyone ever tried to get the list of all the movieclips (even the nested ones) that are on Stage at a specified stopped (and current) frame in Flash 8, AS 2? I did the following: for(i in _root){ if(typeof(_root[i])=="movieclip"){ trace(_root[i]);} } But this is good for a first level search: that is, if inside the movieclips you have other movieclips, you can't reach them. Furthermore, inside a movieclip there can be more then one movieclip. Has anyone ever tried to do what I'm trying to do? Bye!

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  • Remove seconds from the TIME function?

    - by user1876032
    Okay so have a database that uses the time functions for a list of events and then displays the data as: echo "<b>Time Frame:"; echo "$time_start"; echo "&nbsp;-&nbsp;"; echo "$time_end"; Although that displays the time as 11:00:00 if i want the time to be 11:00 am. Is there anyway to make this time display as a standard "11:00"? and also if in the mysql datababse enter it as military time (ex. 13:00) to make it display 1:00pm? I have tried many things. Please help. http://pastebin.com/kaTZzGrx

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  • openvpn: after changing to server mode, client does not create TUN device

    - by lurscher
    i had a previously working configuration with the config files used in a previous question However, i've changed this now to the following configuration using server mode, everything on the logs seem fine, however the client doesn't create any tun interface, so i don't have anything to connect to, presumably, i need to add or push some route commands, but i don't have any idea at this point what i need to do. I am posting all my relevant configuration files server.conf: dev tun server 10.8.117.0 255.255.255.0 ifconfig-pool-persist ipp.txt tls-server dh /home/lurscher/keys/dh1024.pem ca /home/lurscher/keys/ca.crt cert /home/lurscher/keys/vpnCh8TestServer.crt key /home/lurscher/keys/vpnCh8TestServer.key status openvpn-status.log log openvpn.log comp-lzo verb 3 and client.conf: dev tun remote my.server.com tls-client ca /home/chuckq/keys/ca.crt cert /home/chuckq/keys/vpnCh8TestClient.crt key /home/chuckq/keys/vpnCh8TestClient.key ns-cert-type server ; port 1194 ; user nobody ; group nogroup status openvpn-status.log log openvpn.log comp-lzo verb 3 the server ifconfig shows a tun device: tun0 Link encap:UNSPEC HWaddr 00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00 inet addr:10.8.117.1 P-t-P:10.8.117.2 Mask:255.255.255.255 UP POINTOPOINT RUNNING NOARP MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:100 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) However the client ifconfig does not show any tun interface! $ ifconfig tun0 tun0 Link encap:UNSPEC HWaddr 00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00 POINTOPOINT NOARP MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:100 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) the client log says: Tue May 17 23:27:09 2011 OpenVPN 2.1.0 i686-pc-linux-gnu [SSL] [LZO2] [EPOLL] [PKCS11] [MH] [PF_INET6] [eurephia] built on Jul 12 2010 Tue May 17 23:27:09 2011 IMPORTANT: OpenVPN's default port number is now 1194, based on an official port number assignment by IANA. OpenVPN 2.0-beta16 and earlier used 5000 as the default port. Tue May 17 23:27:09 2011 NOTE: the current --script-security setting may allow this configuration to call user-defined scripts Tue May 17 23:27:09 2011 /usr/bin/openssl-vulnkey -q -b 1024 -m <modulus omitted> Tue May 17 23:27:09 2011 LZO compression initialized Tue May 17 23:27:09 2011 Control Channel MTU parms [ L:1542 D:138 EF:38 EB:0 ET:0 EL:0 ] Tue May 17 23:27:09 2011 TUN/TAP device tun0 opened Tue May 17 23:27:09 2011 TUN/TAP TX queue length set to 100 Tue May 17 23:27:09 2011 Data Channel MTU parms [ L:1542 D:1450 EF:42 EB:135 ET:0 EL:0 AF:3/1 ] Tue May 17 23:27:09 2011 Local Options hash (VER=V4): '41690919' Tue May 17 23:27:09 2011 Expected Remote Options hash (VER=V4): '530fdded' Tue May 17 23:27:09 2011 Socket Buffers: R=[114688->131072] S=[114688->131072] Tue May 17 23:27:09 2011 UDPv4 link local (bound): [undef] Tue May 17 23:27:09 2011 UDPv4 link remote: [AF_INET]192.168.0.101:1194 Tue May 17 23:27:09 2011 TLS: Initial packet from [AF_INET]192.168.0.101:1194, sid=8e8bdc33 f4275407 Tue May 17 23:27:09 2011 VERIFY OK: depth=1, /C=CA/ST=Out/L=There/O=Ubuntu/OU=Home/CN=Ubuntu_CA/name=lurscher/[email protected] Tue May 17 23:27:09 2011 VERIFY OK: nsCertType=SERVER Tue May 17 23:27:09 2011 VERIFY OK: depth=0, /C=CA/ST=Out/L=There/O=Ubuntu/OU=Home/CN=vpnCh8TestServer/name=lurscher/[email protected] Tue May 17 23:27:09 2011 Data Channel Encrypt: Cipher 'BF-CBC' initialized with 128 bit key Tue May 17 23:27:09 2011 Data Channel Encrypt: Using 160 bit message hash 'SHA1' for HMAC authentication Tue May 17 23:27:09 2011 Data Channel Decrypt: Cipher 'BF-CBC' initialized with 128 bit key Tue May 17 23:27:09 2011 Data Channel Decrypt: Using 160 bit message hash 'SHA1' for HMAC authentication Tue May 17 23:27:09 2011 Control Channel: TLSv1, cipher TLSv1/SSLv3 DHE-RSA-AES256-SHA, 1024 bit RSA Tue May 17 23:27:09 2011 [vpnCh8TestServer] Peer Connection Initiated with [AF_INET]192.168.0.101:1194 Tue May 17 23:27:10 2011 Initialization Sequence Completed the client status log: OpenVPN STATISTICS Updated,Tue May 17 23:30:09 2011 TUN/TAP read bytes,0 TUN/TAP write bytes,0 TCP/UDP read bytes,5604 TCP/UDP write bytes,4244 Auth read bytes,0 pre-compress bytes,0 post-compress bytes,0 pre-decompress bytes,0 post-decompress bytes,0 END and the server log says: Tue May 17 23:18:25 2011 OpenVPN 2.1.0 x86_64-pc-linux-gnu [SSL] [LZO2] [EPOLL] [PKCS11] [MH] [PF_INET6] [eurephia] built on Jul 12 2010 Tue May 17 23:18:25 2011 IMPORTANT: OpenVPN's default port number is now 1194, based on an official port number assignment by IANA. OpenVPN 2.0-beta16 and earlier used 5000 as the default port. Tue May 17 23:18:25 2011 WARNING: --keepalive option is missing from server config Tue May 17 23:18:25 2011 NOTE: your local LAN uses the extremely common subnet address 192.168.0.x or 192.168.1.x. Be aware that this might create routing conflicts if you connect to the VPN server from public locations such as internet cafes that use the same subnet. Tue May 17 23:18:25 2011 NOTE: the current --script-security setting may allow this configuration to call user-defined scripts Tue May 17 23:18:25 2011 Diffie-Hellman initialized with 1024 bit key Tue May 17 23:18:25 2011 /usr/bin/openssl-vulnkey -q -b 1024 -m <modulus omitted> Tue May 17 23:18:25 2011 TLS-Auth MTU parms [ L:1542 D:138 EF:38 EB:0 ET:0 EL:0 ] Tue May 17 23:18:25 2011 ROUTE default_gateway=192.168.0.1 Tue May 17 23:18:25 2011 TUN/TAP device tun0 opened Tue May 17 23:18:25 2011 TUN/TAP TX queue length set to 100 Tue May 17 23:18:25 2011 /sbin/ifconfig tun0 10.8.117.1 pointopoint 10.8.117.2 mtu 1500 Tue May 17 23:18:25 2011 /sbin/route add -net 10.8.117.0 netmask 255.255.255.0 gw 10.8.117.2 Tue May 17 23:18:25 2011 Data Channel MTU parms [ L:1542 D:1450 EF:42 EB:135 ET:0 EL:0 AF:3/1 ] Tue May 17 23:18:25 2011 Socket Buffers: R=[126976->131072] S=[126976->131072] Tue May 17 23:18:25 2011 UDPv4 link local (bound): [undef] Tue May 17 23:18:25 2011 UDPv4 link remote: [undef] Tue May 17 23:18:25 2011 MULTI: multi_init called, r=256 v=256 Tue May 17 23:18:25 2011 IFCONFIG POOL: base=10.8.117.4 size=62 Tue May 17 23:18:25 2011 IFCONFIG POOL LIST Tue May 17 23:18:25 2011 vpnCh8TestClient,10.8.117.4 Tue May 17 23:18:25 2011 Initialization Sequence Completed Tue May 17 23:27:22 2011 MULTI: multi_create_instance called Tue May 17 23:27:22 2011 192.168.0.104:1194 Re-using SSL/TLS context Tue May 17 23:27:22 2011 192.168.0.104:1194 LZO compression initialized Tue May 17 23:27:22 2011 192.168.0.104:1194 Control Channel MTU parms [ L:1542 D:138 EF:38 EB:0 ET:0 EL:0 ] Tue May 17 23:27:22 2011 192.168.0.104:1194 Data Channel MTU parms [ L:1542 D:1450 EF:42 EB:135 ET:0 EL:0 AF:3/1 ] Tue May 17 23:27:22 2011 192.168.0.104:1194 Local Options hash (VER=V4): '530fdded' Tue May 17 23:27:22 2011 192.168.0.104:1194 Expected Remote Options hash (VER=V4): '41690919' Tue May 17 23:27:22 2011 192.168.0.104:1194 TLS: Initial packet from [AF_INET]192.168.0.104:1194, sid=8972b565 79323f68 Tue May 17 23:27:22 2011 192.168.0.104:1194 VERIFY OK: depth=1, /C=CA/ST=Out/L=There/O=Ubuntu/OU=Home/CN=Ubuntu_CA/name=lurscher/[email protected] Tue May 17 23:27:22 2011 192.168.0.104:1194 VERIFY OK: depth=0, /C=CA/ST=Out/L=There/O=Ubuntu/OU=Home/CN=Ubuntu_CA/name=lurscher/[email protected] Tue May 17 23:27:22 2011 192.168.0.104:1194 Data Channel Encrypt: Cipher 'BF-CBC' initialized with 128 bit key Tue May 17 23:27:22 2011 192.168.0.104:1194 Data Channel Encrypt: Using 160 bit message hash 'SHA1' for HMAC authentication Tue May 17 23:27:22 2011 192.168.0.104:1194 Data Channel Decrypt: Cipher 'BF-CBC' initialized with 128 bit key Tue May 17 23:27:22 2011 192.168.0.104:1194 Data Channel Decrypt: Using 160 bit message hash 'SHA1' for HMAC authentication Tue May 17 23:27:22 2011 192.168.0.104:1194 Control Channel: TLSv1, cipher TLSv1/SSLv3 DHE-RSA-AES256-SHA, 1024 bit RSA Tue May 17 23:27:22 2011 192.168.0.104:1194 [vpnCh8TestClient] Peer Connection Initiated with [AF_INET]192.168.0.104:1194 Tue May 17 23:27:22 2011 vpnCh8TestClient/192.168.0.104:1194 MULTI: Learn: 10.8.117.6 -> vpnCh8TestClient/192.168.0.104:1194 Tue May 17 23:27:22 2011 vpnCh8TestClient/192.168.0.104:1194 MULTI: primary virtual IP for vpnCh8TestClient/192.168.0.104:1194: 10.8.117.6 finally, the server status log: OpenVPN CLIENT LIST Updated,Tue May 17 23:36:25 2011 Common Name,Real Address,Bytes Received,Bytes Sent,Connected Since vpnCh8TestClient,192.168.0.104:1194,4244,5604,Tue May 17 23:27:22 2011 ROUTING TABLE Virtual Address,Common Name,Real Address,Last Ref 10.8.117.6,vpnCh8TestClient,192.168.0.104:1194,Tue May 17 23:27:22 2011 GLOBAL STATS Max bcast/mcast queue length,0 END

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  • Two pass blur shader using libgdx tile map renderer

    - by Alexandre GUIDET
    I am trying to apply the following technique: blur effect using two pass shader to my libgdx game using the OrthogonalTiledMapRenderer. The idea is to blur the background wich is also a tilemap but rendered with another camera with a different zoom applied. Here is a screen capture without effect: Using the OrthogonalTiledMapRenderer sprite batch like this: backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); I get the following render: Wich is ok for X blur pass. I then try using frame buffer object like in this example. But the effect seems to be too much zoomed: I may be messing up with the camera and the zoom factor. Here is the code: private ShaderProgram shaderBlurX; private ShaderProgram shaderBlurY; private int FBO_SIZE = 800; private FrameBuffer targetA; private FrameBuffer targetB; targetA = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetB = new FrameBuffer(Pixmap.Format.RGBA8888, FBO_SIZE, FBO_SIZE, false); targetA.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.render(layerBackground); targetA.end(); targetB.begin(); Gdx.gl.glClearColor(1, 1, 1, 0); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurX); backgroundMapRenderer.render(layerBackground); targetB.end(); TextureRegion back = new TextureRegion(targetB.getColorBufferTexture()); back.flip(false, true); backgroundMapRenderer.getSpriteBatch() .setProjectionMatrix(backgroundCamera.combined); backgroundMapRenderer.getSpriteBatch().setShader(shaderBlurY); backgroundMapRenderer.getSpriteBatch().begin(); backgroundMapRenderer.getSpriteBatch().draw(back, 0, 0); backgroundMapRenderer.getSpriteBatch().end(); I know I am making something the wrong way, but I can't find any resources about applying two passes shader using tile map renderer. Does someone know how to achieve this?

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  • ARM TechCon 2013: Oracle, ARM expand collaboration on servers, Internet of Things

    - by Henrik Stahl
    If you have been following Java news, you are already aware of the fact that there has been a lot of investment in Java for ARM-based devices and servers over the last couple of years (news, more news, even more, and lots more). We have released Java ME Embedded binaries for ARM Cortex-M micro controllers, Java SE Embedded for ARM application processors, and a port of the Oracle JDK for ARM-based servers. We have been making Java available to the Beagleboard, Raspberry Pi and Lego Mindstorms/LeJOS communities and worked with them and the Java User Groups to evangelize Java as a great development environment for IoT devices. We have announced commercial relationships with Freescale, Qualcomm, Gemalto M2M, SIMCom to name a few. ARM and Freescale on their side have joined the JCP, recently been voted in as members of the Executive Committee, and have worked with Oracle to evangelize Java in their ecosystem. It is with this background, Nandini Ramani, Vice President, Java Platform at Oracle, announced a expanded collaboration with ARM in a TechCon 2013 keynote titled "Enabling Compelling Services for IoT". To summarize the announcement: ARM and Oracle will work together on interoperability between the ARM Sensinode communications stack (based on CoAP, DTLS and 6LoWPAN) and Oracle's Java ME, Java SE and middleware products. ARM will donate the Sensinode CoAP protocol engine to OpenJDK to stimulate broad adoption of the CoAP protocol, and work with Oracle to extend the relevant Java specifications with CoAP support. CoAP (Constrained Application Protocol) is an IETF specification that provides a low-bandwidth request/response protocol suitable for IoT applications. ARM will work with Oracle and Freescale to enable the mbed Hardware Abstraction Layer (HAL) to act as a portability layer for Java ME Embedded. Oracle will enable mbed as a tier one platform for Java ME Embedded. Over time, this effort will allow any mbed-enabled platforms (mostly based on Cortex-M microcontrollers) to work with off the shelf Java ME Embedded binaries, extending the reach of Java ME into IoT edge nodes. In Nandini's keynote, Oracle showed a roadmap to port the Oracle JDK for Linux on 64-bit ARMv8 servers in the 2015 time frame, preceded by an extended early access program. We expect this binary to have full feature parity with Oracle JDK on other platforms, and be available under the same royalty-free license. This effort has been going on for some time, but is now accelerated due to availability of hardware from Applied Micro. Oracle will be working with Applied Micro on the ARMv8 port, and on optimizing Java for their X-Gene products. Oracle and ARM will work closely on IoT architecture, and on evangelizing Java on ARM for both servers and IoT devices. These announcements reinforce Java's position as a first-class citizen in the ARM ecosystem, and signal a commitment from us to collaborate on driving standards and open ecosystem for the Internet of Things. If you are active in this area and not already in touch with us, or interested in learning more - please reach out to us!

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  • Effectively implementing a game view using java

    - by kdavis8
    I am writing a 2d game in java. The game mechanics are similar to the Pokémon game boy advance series e.g. fire red, ruby, diamond and so on. I need a way to draw a huge map maybe 5000 by 5000 pixels and then load individual in game sprites to across the entirety of the map, like rendering a scene. Game sprites would be things like terrain objects, trees, rocks, bushes, also houses, castles, NPC's and so on. But i also need to implement some kind of camera view class that focuses on the player. the camera view class needs to follow the characters movements throughout the game map but it also needs to clip the rest of the map away from the user's field of view, so that the user can only see the arbitrary proximity adjacent to the player's sprite. The proximity's range could be something like 500 pixels in every direction around the player’s sprite. On top of this, i need to implement an independent resolution for the game world so that the game view will be uniform on all screen sizes and screen resolutions. I know that this does sound like a handful and may fall under the category of multiple questions, but the questions are all related and any advice would be very much appreciated. I don’t need a full source code listing but maybe some pointers to effective java API classes that could make doing what i need to do a lot simpler. Also any algorithmic/ design advice would greatly benefit me as well. example of what i am trying to do in source code form below package myPackage; /** * The Purpose of GameView is to: Render a scene using Scene class, Create a * clipping pane using CameraView class, and finally instantiate a coordinate * grid using Path class. * * Once all of these things have been done, GameView class should then be * instantiated and used jointly with its helper classes. CameraView should be * used as the main drawing image. CameraView is the the window to the game * world.Scene passes data constantly to CameraView so that the entire map flows * smoothly. Path uses the x and y coordinates from camera view to construct * cells for path finding algorithms. */ public class GameView { // Scene is a helper class to game view. it renders the entire map to memory // for the camera view. Scene scene; // Camera View is a helper class to game view. It clips the Scene into a // small image that follows the players coordinates. CameraView Camera; // Path is a helper class to game view. It observes and calculates the // coordinates of camera view and divides them into Grids/Cells for Path // finding. Path path; // this represents the player and has a getSprite() method that will return // the current frame column row combination of the passed sprite sheet. Sprite player; }

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  • Netbeans doesn't start, Java fatal error, unless sudo

    - by elect
    Fresh 13.10 64b Openjdk 6 is there, I just installed Netbeans 7.01 from the repo, but it doesn't work, I open then a console elect@elect-desktop:~$ netbeans # # A fatal error has been detected by the Java Runtime Environment: # # SIGSEGV (0xb) at pc=0x00007faebdf79325, pid=5251, tid=140388628424448 # # JRE version: 6.0_27-b27 # Java VM: OpenJDK 64-Bit Server VM (20.0-b12 mixed mode linux-amd64 compressed oops) # Derivative: IcedTea6 1.12.6 # Distribution: Ubuntu Saucy Salamander (development branch), package 6b27-1.12.6-1ubuntu2 # Problematic frame: # C [libgobject-2.0.so.0+0x14325] g_cclosure_marshal_BOOLEAN__BOXED_BOXEDv+0x985 # # An error report file with more information is saved as: # /home/elect/hs_err_pid5251.log [thread 140386948781824 also had an error] # # If you would like to submit a bug report, please include # instructions how to reproduce the bug and visit: # https://bugs.launchpad.net/ubuntu/+source/openjdk-6/ # /usr/share/netbeans/7.0.1/bin/../platform/lib/nbexec: line 548: 5251 Aborted (core dumped) "/usr/lib/jvm/java-6-openjdk-amd64/bin/java" -Djdk.home="/usr/lib/jvm/java-6-openjdk-amd64" -Djava.library.path=/usr/lib/jni -classpath "/usr/share/netbeans/7.0.1/platform/lib/boot.jar:/usr/share/netbeans/7.0.1/platform/lib/org-openide-modules.jar:/usr/share/netbeans/7.0.1/platform/lib/org-openide-util.jar:/usr/share/netbeans/7.0.1/platform/lib/org-openide-util-lookup.jar:/usr/lib/jvm/java-6-openjdk-amd64/lib/dt.jar:/usr/lib/jvm/java-6-openjdk-amd64/lib/tools.jar" -Dnetbeans.system_http_proxy="DIRECT" -Dnetbeans.system_http_non_proxy_hosts="" -Dnetbeans.dirs="/usr/share/netbeans/7.0.1/nb:/usr/share/netbeans/7.0.1/bin/../ergonomics:/usr/share/netbeans/7.0.1/ide:/usr/share/netbeans/7.0.1/java:/usr/share/netbeans/7.0.1/bin/../xml:/usr/share/netbeans/7.0.1/apisupport:/usr/share/netbeans/7.0.1/bin/../webcommon:/usr/share/netbeans/7.0.1/bin/../websvccommon:/usr/share/netbeans/7.0.1/bin/../enterprise:/usr/share/netbeans/7.0.1/bin/../mobility:/usr/share/netbeans/7.0.1/bin/../profiler:/usr/share/netbeans/7.0.1/bin/../ruby:/usr/share/netbeans/7.0.1/bin/../python:/usr/share/netbeans/7.0.1/bin/../php:/usr/share/netbeans/7.0.1/bin/../visualweb:/usr/share/netbeans/7.0.1/bin/../soa:/usr/share/netbeans/7.0.1/bin/../identity:/usr/share/netbeans/7.0.1/bin/../uml:/usr/share/netbeans/7.0.1/harness:/usr/share/netbeans/7.0.1/bin/../cnd:/usr/share/netbeans/7.0.1/bin/../dlight:/usr/share/netbeans/7.0.1/bin/../groovy:/usr/share/netbeans/7.0.1/bin/../extra:/usr/share/netbeans/7.0.1/bin/../javafx:/usr/share/netbeans/7.0.1/bin/../javacard:" -Dnetbeans.home="/usr/share/netbeans/7.0.1/platform" '-Dnetbeans.importclass=org.netbeans.upgrade.AutoUpgrade' '-Dnetbeans.accept_license_class=org.netbeans.license.AcceptLicense' '-XX:MaxPermSize=384m' '-Xmx768m' '-client' '-Xss2m' '-Xms32m' '-XX:PermSize=32m' '-Dapple.laf.useScreenMenuBar=true' '-Dapple.awt.graphics.UseQuartz=true' '-Dsun.java2d.noddraw=true' '-Dsun.java2d.pmoffscreen=false' -XX:+HeapDumpOnOutOfMemoryError -XX:HeapDumpPath="/home/elect/.netbeans/7.0/var/log/heapdump.hprof" org.netbeans.Main --userdir "/home/elect/.netbeans/7.0" "--branding" "nb" 0<&0 Looking around, the second answer, here Vigintas Labakojis, points out something regarding permission, I just try sudo netbeans, it works.. Then I look for the ~/.cache/netbeans/ I dont have, I have instead ~/.netbeans/ Then I run his commands on those folder, it doesn't work.. It must be something else, do you have any idea? In any case, my log /home/elect/hs_err_pid5251.log is here

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  • Cocos2d-x Spritebatch node animation appears to be broken? cocos2d-x 2.0.3

    - by George Host
    Hi I have spent aprox 2 days trying to get this to work doing a google searches left and right and I did get it working except for sprite batch nodes. So in my class I am able to load kuwalio_stand.png and I tested kuwalio_walk1.png and 2 and 3 from the FrameCache(). They work for sure 100%. I run this code and it does not animate does anyone else have the same issue with sprite batch nodes? cocos2d::CCSprite * player = Player::create(); player->setPosition(cocos2d::CCPointMake(0.0f,0.0f)); player->setDisplayFrame(cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_stand.png")); player->setTag(PlayerTag); cocos2d::CCAnimation * walk = cocos2d::CCAnimation::create(); cocos2d::CCSpriteFrame * walk1 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk1"); cocos2d::CCSpriteFrame * walk2 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk2"); cocos2d::CCSpriteFrame * walk3 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk3"); walk->addSpriteFrame(walk1); walk->addSpriteFrame(walk2); walk->addSpriteFrame(walk3); cocos2d::CCAnimate * actionWalk = cocos2d::CCAnimate::create(walk); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(actionWalk); walk->setDelayPerUnit(0.1f); actionWalk->setDuration(10.1f); this->runAction(actionRepeat); // Change camera to a soft follow camera. this->runAction(cocos2d::CCFollow::create(player)); mSceneSpriteBatchNode->addChild(player); // Have the CCNode object run its virtual update function as fast as possible. // Every frame for this layer. this-scheduleUpdate(); Counter example without the sprite batch node... cocos2d::CCSprite * sprite = cocos2d::CCSprite::create("kuwalio_walk1.png"); this->addChild(sprite,0); sprite->setPosition(cocos2d::CCPointMake(60,60)); sprite->retain(); cocos2d::CCAnimation * actionAnimation = cocos2d::CCAnimation::create(); actionAnimation->setDelayPerUnit(0.01f); actionAnimation->retain(); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk1.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk2.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk3.png"); cocos2d::CCAnimate * a = cocos2d::CCAnimate::create(actionAnimation); a->setDuration(0.10f); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(a); sprite->runAction(actionRepeat);

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  • Silverlight Cream for April 02, 2010 -- #828

    - by Dave Campbell
    In this Issue: Phil Middlemiss, Robert Kozak, Kathleen Dollard, Avi Pilosof, Nokola, Jeff Wilcox, David Anson, Timmy Kokke, Tim Greenfield, and Josh Smith. Shoutout: SmartyP has additional info up on his WP7 Pivot app: Preview of My Current Windows Phone 7 Pivot Work From SilverlightCream.com: A Chrome and Glass Theme - Part I Phil Middlemiss is starting a tutorial series on building a new theme for Silverlight, in this first one we define some gradients and color resources... good stuff Phil Intercepting INotifyPropertyChanged This is Robert Kozak's first post on this blog, but it's a good one about INotifyPropertyChanged and MVVM and has a solution in the post with lots of code and discussion. How do I Display Data of Complex Bound Criteria in Horizontal Lists in Silverlight? Kathleen Dollard's latest article in Visual Studio magazine is in answer to a question about displaying a list of complex bound criteria including data, child data, and photos, and displaying them horizontally one at a time. Very nice-looking result, and all the code. Windows Phone: Frame/Page navigation and transitions using the TransitioningContentControl Avi Pilosof discusses the built-in (boring) navigation on WP7, and then shows using the TransitionContentControl from the Toolkit to apply transitions to the navigation. EasyPainter: Cloud Turbulence and Particle Buzz Nokola returns with a couple more effects for EasyPainter: Cloud Turbulence and Particle Buzz ... check out the example screenshots, then go grab the code. Property change notifications for multithreaded Silverlight applications Jeff Wilcox is discussing the need for getting change notifications to always happen on the UI thread in multi-threaded apps... great diagrams to see what's going on. Tip: The default value of a DependencyProperty is shared by all instances of the class that registers it David Anson has a tip up about setting the default value of a DependencyProperty, and the consequence that may have depending upon the type. Building a “real” extension for Expression Blend Timmy Kokke's code is WPF, but the subject is near and dear to us all, Timmy has a real-world Expression Blend extension up... a search for controls in the Objects and Timelines pane ... and even if that doesn't interest you... it's the source to a Blend extension! XPath support in Silverlight 4 + XPathPad Tim Greenfield not only talks about XPath in SL4RC, but he has produced a tool, XPathPad, and provided the source... if you've used XPath, you either are a higher thinker than me(not a big stretch), or you need this :) Using a Service Locator to Work with MessageBoxes in an MVVM Application Josh Smith posted about a question that comes up a lot: showing a messagebox from a ViewModel object. This might not work for custom message boxes or unit testing. This post covers the Unit Testing aspect. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • What’s new in Silverlight 4 RC?

    - by pluginbaby
    I am here in Las Vegas for MIX10 where Scott Guthrie announced today the release of Silverlight 4 RC and the Visual Studio 2010 tools. You can now install VS2010 RC!!! As always, downloads links are here: www.silverlight.net He also said that the final version of Silverlight 4 will come next month (so april)! 4 months ago, I wrote a blog post on the new features of Silverlight 4 beta, so… what’s new in the RC ?   Rich Text · RichTextArea renamed to RichTextBox · Text position and selection APIs · “Xaml” property for serializing text content · XAML clipboard format · FlowDirection support on Runs tag · “Format then type” support when dragging controls to the designer · Thai/Vietnamese/Indic support · UI Automation Text pattern   Networking · UploadProgress support (Client stack) · Caching support (Client stack) · Sockets security restrictions removal (Elevated Trust) · Sockets policy file retrieval via HTTP · Accept-Language header   Out of Browser (Elevated Trust) · XAP signing · Silent install and emulation mode · Custom window chrome · Better support for COM Automation · Cancellable shutdown event · Updated security dialogs   Media · Pinned full-screen mode on secondary display · Webcam/Mic configuration preview · More descriptive MediaSourceStream errors · Content & Output protection updates · Updates to H.264 content protection (ClearNAL) · Digital Constraint Token · CGMS-A · Multicast · Graphics card driver validation & revocation   Graphics and Printing · HW accelerated Perspective Transforms · Ability to query page size and printable area · Memory usage and perf improvements   Data · Entity-level validation support of INotifyDataErrorInfo for DataGrid · XPath support for XML   Parser · New architecture enables future innovation · Performance and stability improvements · XmlnsPrefix & XmlnsDefinition attributes · Support setting order-dependent properties   Globalization & Localization · Support for 31 new languages · Arabic, Hebrew and Thai input on Mac · Indic support   More … · Update to DeepZoom code base with HW acceleration · Support for Private mode browsing · Google Chrome support (Windows) · FrameworkElement.Unloaded event · HTML Hosting accessibility · IsoStore perf improvements · Native hosting perf improvements (e.g., Bing Toolbar) · Consistency with Silverlight for Mobile APIs and Tooling · SDK   - System.Numerics.dll   - Dynamic XAP support (MEF)   - Frame/Navigation refresh support   That’s a lot!   You will find more details on the following links: http://timheuer.com/blog/archive/2010/03/15/whats-new-in-silverlight-4-rc-mix10.aspx http://www.davidpoll.com/2010/03/15/new-in-the-silverlight-4-rc-xaml-features/   Technorati Tags: Silverlight

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  • How can I respond to mouse events in AS3?

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

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  • BOX2D and AS3: Mouse Event not working

    - by Gabriel Meono
    Background: Trying to make a simple "drop the ball" game. The code is located inside the first frame of the timeline. Nothing more is on the stage. Issue: Using QuickBox2D I made a simple If statement that drops and object acording the Mouse-x position: if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); I imported the MouseEvent library: import flash.events.MouseEvent; Nothing happens if I click, no output errors either. See it in action: http://gabrielmeono.com/download/Lucky_Hit_Alpha.swf http://gabrielmeono.com/download/Lucky_Hit_Alpha.fla Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; import flash.events.MouseEvent; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); //var ball:sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); // // make a heavy circle sim.addCircle({x:3, y:1, radius:0.25, density:5}); sim.addCircle({x:2, y:1, radius:0.25, density:5}); sim.addCircle({x:4, y:1, radius:0.25, density:5}); sim.addCircle({x:5, y:1, radius:0.25, density:5}); sim.addCircle({x:6, y:1, radius:0.25, density:5}); // create a few platforms sim.addBox({x:3, y:2, width:4, height:0.2, density:0, angle:0.1}); // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); //Middle Start sim.addCircle({x:0 + i * 1.5, y:09, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:08, radius:0.1, density:0}); sim.addCircle({x:0 + i * 1.5, y:07, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:06, radius:0.1, density:0}); } if (MouseEvent.CLICK) { sim.addCircle({x:mouseX, y:1, radius:0.25, density:5}); sim.start(); /*sim.mouseDrag();*/ }

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  • fmod getWaveData() export to WAVE file help (C++)

    - by eddietree
    I am trying to export the current sound that is being played by the FMOD::System into a WAVE file by calling getWaveData(). I have the header of the wave file correct, and currently trying to write to the wave file each frame like so: const unsigned int samplesPerSec = 48000; const unsigned int fps = 60; const int numSamples = samplesPerSec / fps; float data[2][numSamples]; short conversion[numSamples*2]; m_fmodsys->getWaveData( &data[0][0], numSamples, 0 ); // left channel m_fmodsys->getWaveData( &data[1][0], numSamples, 1 ); // right channel int littleEndian = IsLittleEndian(); for ( int i = 0; i < numSamples; ++i ) { // left channel float coeff_left = data[0][i]; short val_left = (short)(coeff_left * 0x7FFF); // right channel float coeff_right = data[1][i]; short val_right = (short)(coeff_right * 0x7FFF); // handle endianness if ( !littleEndian ) { val_left = ((val_left & 0xff) << 8) | (val_left >> 8); val_right = ((val_right & 0xff) << 8) | (val_right >> 8); } conversion[i*2+0] = val_left; conversion[i*2+1] = val_right; } fwrite((void*)&conversion[0], sizeof(conversion[0]), numSamples*2, m_fh); m_dataLength += sizeof(conversion); Currently, the timing of the sound is correct, but the sample seems clipped way harshly. More specifically, I am outputting four beats in time. When I playback the wave-file, the beats timing is correct but it just sounds way fuzzy and clipped. Am I doing something wrong with my calculation? I am exporting in 16-bits, two channels. Thanks in advance! :) Reference (WAVE file format): http://www.sonicspot.com/guide/wavefiles.html

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  • Spritebatch node animation appears to be broken in cocos2d-x 2.0.3

    - by George Host
    Hi I have spent aprox 2 days trying to get this to work doing a google searches left and right and I did get it working except for sprite batch nodes. So in my class I am able to load kuwalio_stand.png and I tested kuwalio_walk1.png and 2 and 3 from the FrameCache(). They work for sure 100%. I run this code and it does not animate does anyone else have the same issue with sprite batch nodes? cocos2d::CCSprite * player = Player::create(); player->setPosition(cocos2d::CCPointMake(0.0f,0.0f)); player->setDisplayFrame(cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_stand.png")); player->setTag(PlayerTag); cocos2d::CCAnimation * walk = cocos2d::CCAnimation::create(); cocos2d::CCSpriteFrame * walk1 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk1.png"); cocos2d::CCSpriteFrame * walk2 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk2.png"); cocos2d::CCSpriteFrame * walk3 = cocos2d::CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("kuwalio_walk3.png"); walk->addSpriteFrame(walk1); walk->addSpriteFrame(walk2); walk->addSpriteFrame(walk3); cocos2d::CCAnimate * actionWalk = cocos2d::CCAnimate::create(walk); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(actionWalk); walk->setDelayPerUnit(0.1f); actionWalk->setDuration(10.1f); player->runAction(actionRepeat); // Change camera to a soft follow camera. this->runAction(cocos2d::CCFollow::create(player)); mSceneSpriteBatchNode->addChild(player); // Have the CCNode object run its virtual update function as fast as possible. // Every frame for this layer. this-scheduleUpdate(); Counter example without the sprite batch node... cocos2d::CCSprite * sprite = cocos2d::CCSprite::create("kuwalio_walk1.png"); this->addChild(sprite,0); sprite->setPosition(cocos2d::CCPointMake(60,60)); sprite->retain(); cocos2d::CCAnimation * actionAnimation = cocos2d::CCAnimation::create(); actionAnimation->setDelayPerUnit(0.01f); actionAnimation->retain(); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk1.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk2.png"); actionAnimation->addSpriteFrameWithFileName("kuwalio_walk3.png"); cocos2d::CCAnimate * a = cocos2d::CCAnimate::create(actionAnimation); a->setDuration(0.10f); cocos2d::CCRepeatForever * actionRepeat = cocos2d::CCRepeatForever::create(a); sprite->runAction(actionRepeat);

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  • Setting up Visual Studio 2010 to step into Microsoft .NET Source Code

    - by rajbk
    Using the Microsoft Symbol Server to obtain symbol debugging information is now much easier in VS 2010. Microsoft gives you access to their internet symbol server that contains symbol files for most of the .NET framework including the recently announced availability of MVC 2 Symbols.  SETUP In VS 2010 RTM, go to Tools –> Options –> Debugging –> General. Check “Enable .NET Framework source stepping” We get the following dialog box   This automatically disables “Enable My Code”   Go to Debugging –> Symbols and Check “Microsoft Symbol Servers”. You can selectively exclude modules if you want to.   You will get a warning dialog like so: Hitting OK will start the download process   The setup is complete. You are now ready to start debugging! DEBUGGING Add a break point to your application and run the application in debug mode (F5 shortcut for me). Go to your call stack when you hit the break point. Right click on a frame that is grayed out. Select “Load Symbols from” “Microsoft Symbol Servers”. VS will begin a one time download of that assembly. This assembly will be cached locally so you don’t have to wait for the download the next time you debug the app.   We get a one time license agreement dialog box You might see an error like the one below regarding different encoding (hopefully will be fixed).    Assemblies for which the symbols have been loaded are no longer grayed out. Double clicking on any entry in the call stack should now directly take you to the source code for that assembly. AFAIK, not all symbols are available on the MS symbol server. In cases like that you will see a tab like the one below and be given the option to “Show Disassembly”. Enjoy! Newsreel Announcer: Humiliated, Muntz vows a return to Paradise Falls and promises to capture the beast alive! Charles Muntz: [speaking to a large audience outside in the newsreel] I promise to capture the beast alive, and I will not come back until I do!

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  • Are You In The Know About Knowledge?

    - by [email protected]
    "Knowledge is of two kinds. We know a subject ourselves, or we know where we can find information on it." To me, this simple and elegant quote from the great English author Samuel Johnson is a reflection of Oracle's knowledge base strategy. The knowledge base in the My Oracle Support portal (https://support.oracle.com) hosts nearly a half million documents, including how-to instructions, problem-solution descriptions, code samples, FAQs, critical alerts, technical whitepapers, and so on. AutoVue's footprint in the Oracle knowledge base - although relatively small at just around 400 documents - is a steadily-expanding assortment of valuable info. This information is designed to complement what you have already learned from the AutoVue documentation, or in some cases, to examine topics not yet covered in the documentation. Similar to the documentation, the knowledge base is one of the highest-value self-service avenues, since it delivers answers in real-time and is driven by the topics most relevant to customers. There are many different ways to leverage the AutoVue knowledge content, or what Oracle often refers to as "KM Notes": 1. Knowledge Browser: To browse the knowledge hierarchy, click on the 'Knowledge' tab at the top of the My Oracle Support webpage. In the list of product areas at the left, click on 'More Applications', then on 'Oracle AutoVue'. From here, you can either view the full set of KM Notes under the AutoVue product family (AutoVue, VueLink, Web Services, Document Print Services, etc) by clicking on 'All of Oracle AutoVue', or you can drill down further by clicking on 'Enterprise Visualization'. 2. Search: To execute simple keyword searches, use the Search bar at the top-right of the My Oracle Support webpage: 3. Advanced Search: Beside the same Search bar at the top-right of the My Oracle Support webpage, click on the 'Advanced' link in order to increase your control over the search string as well as the product to search against: 4. In your Dashboard: By clicking on the 'Customize' link at the top-right of the Dashboard page in My Oracle Support, you can drag & drop multiple "Knowledge Articles" widgets onto your dashboard. Then, click on the pencil icon at the top-right of the widget to customize it by product. This allows you to keep an active monitor on the most recently updated KM Notes across any product: 5. During SR Creation: As you submit a new Service Request, after entering the product information, SR title, and SR description, you will be presented with a frame at the left containing KM Note suggestions based on the information entered: Let Oracle know what you think! If you like or dislike an article, or would like to comment on how easy/difficult it was to find the article, click on the "Rate this document" link at the bottom of the KM Note. Similarly, during SR creation if one of the suggested KM Notes resolves your question/issue, you can click the "This article solved my problem" link at the bottom of the page. I hope these approaches improve your ability find knowledge content within the My Oracle Support portal, and I encourage you to continue to build your knowledge to further your success with the AutoVue product family.

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  • Set Custom Reload Times for Individual Webpages in Chrome

    - by Asian Angel
    Do you have a webpage that needs to be reloaded every so often or perhaps you have multiple webpages that each need their own individual reload time? Now you can have the best of both with the AutoReloader extension for Google Chrome. Using AutoReloader When you first look at the drop-down window everything will be in a neutral “waiting” state. You can start using the extension immediately by simply entering the desired “time frame” for reloading a webpage. Notice for the “Repeat Option” that “0 = Continuous”… You may want to have a quick look through the “Options” to see if there are any “operational changes” that you would like to make. Once you enter a time click on the “Set Link” to start the timer. Notice that you can view the time remaining on the “Toolbar Button” unless you disabled the feature in the “Options”. Clicking on the “Toolbar Button” will show a larger version of the timer in the drop-down window along with a “Cancel Current Timer Link”. Here is the best part of all with AutoReloader…you can set up your own customized list of “Reload Times” and then access them through the drop-down window. Using the two times shown here we were able to set the “Productive Geek Webpage” up for 30 second reloads and the “TinyHacker Webpage” up for 1 minute reloads at the same time. There was no conflict whatsoever in running both “reload times” simultaneously. This is a really terrific feature! Conclusion Whether you have only one webpage or multiple pages that need periodic reloading (such as tracking a Woot-Off or an Ebay auction) the AutoReloader extension is the perfect tool for the job. Running custom reload times simultaneously have never been easier. Links Download the AutoReloader extension (Google Chrome Extensions) Similar Articles Productive Geek Tips Set Up Automatic Timed Page Reloading on Your Webpages in FirefoxRemove Custom about:config Entries the Easy WayEnable Vista Black Style Theme for Google Chrome in XPActivate the Redesigned New-Tab Interface in Google ChromeModify Tab Ordering in Google Chrome TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional The Growth of Citibank Quickly Switch between Tabs in IE Windows Media Player 12: Tweak Video & Sound with Playback Enhancements Own a cell phone, or does a cell phone own you? Make your Joomla & Drupal Sites Mobile with OSMOBI Integrate Twitter and Delicious and Make Life Easier

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  • Rendering another screen on top of main game screen in fullscreen mode

    - by wolf
    my game runs in fullscreen mode and uses active rendering. The graphics are drawn on the fullscreen window in each game loop: public void render() { Window w = screen.getFullScreenWindow(); Graphics2D g = screen.getGraphics(); renderer.render(g, level, w.getWidth(), w.getHeight()); g.dispose(); screen.update(); } This is the screen.update() method: public void update(){ Window w = device.getFullScreenWindow(); if(w != null){ BufferStrategy s = w.getBufferStrategy(); if(!s.contentsLost()){ s.show(); } } } I want to display another screen on my main game screen (menu, inventory etc). Lets say I have a JPanel inventory, which has a grid of inventory cells (manually drawn) and some Swing components like JPopupMenu. So i tried adding that to my window and repainting it in the game loop, which worked okay most of the time... but sometimes the panel wouldn't get displayed. Blindly moving things around in the inventory worked, but it just didn't display. When i alt-tabbed out and back again, it displayed properly. I also tried drawing the rest of the inventory on my full screen window and using a JPanel to display only the buttons and popupmenus. The inventory displayed properly, but the Swing components keep flickering. I'm guessing this is because I don't know how to combine active and passive rendering. public void render() { Graphics2D g = screen.getGraphics(); invManager.render(g); g.dispose(); screen.update(); invPanel.repaint(); } Should i use something else instead of a JPanel? I don't really need active rendering for these screens, but I don't understand why they sometimes just don't display. Or maybe I should just make my own custom components instead of using Swing? I also read somewhere that using multiple panels/frames in a game is bad practice so should I draw everything on one window/frame/panel? If I CAN use JPanels for this, should I add and remove them every time the inventory is toggled? Or just change their visibility?

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  • Away3D & Directional Light w/ Rotating Meshes

    - by seethru
    This is likely a stupid error but I can't seem to find what I've done wrong. I've got a simple scene with 10 cylinders rotating at a default speed. If I grab one of these cylinders I can rotate it in the opposite direction or at a greater speed. I have a single directional light in the scene. It would appear that the directional light is only calculated at initialization and not on further frames. The shadow created by the light rotates with the cylinder giving the impression that the light is rotating when it isn't. Camera & Light Initialization _view = new View3D(); addChild(_view); _view.antiAlias = 4; _view.backgroundColor = 0xFFFFFF; _view.camera.z = -850; _view.camera.y = 0; _view.camera.x = 0; _view.camera.lookAt(new Vector3D()); _view.camera.lens = new PerspectiveLens(15); _view.mousePicker = PickingType.RAYCAST_BEST_HIT; _light = new DirectionalLight(); _light.z = -850; _light.direction = new Vector3D(1, 1, 1); _light.color = 0xFFFFFF; _light.ambient = 0.1; _light.diffuse = 0.7; _view.scene.addChild(_light); Mesh and Material creation var material:TextureMaterial = new TextureMaterial(createPow2Texture(sprite, _colors[i]) , true, false, true); material.animateUVs = true; material.lightPicker = _lightPicker; cylinder = new Mesh(new CylinderGeometry(radius, radius, 13, 70, 1, true, true), material); cylinder.subMeshes[0].scaleU = spriteWidth / sprite.width; cylinder.y = y; cylinder.mouseEnabled = true; cylinder.pickingCollider = PickingColliderType.AS3_BEST_HIT; cylinder.addEventListener(MouseEvent3D.MOUSE_OVER, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_MOVE, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_OUT, onMouseOutMesh); _cylinders.push(cylinder); Frame private function onEnterFrame(event:Event):void { for each (var mesh:Mesh in _cylinders) { if (mesh == _mouseOverMesh) continue; mesh.rotationY += 0.25; } _view.render(); }

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  • Space partitioning when everything is moving

    - by Roy T.
    Background Together with a friend I'm working on a 2D game that is set in space. To make it as immersive and interactive as possible we want there to be thousands of objects freely floating around, some clustered together, others adrift in empty space. Challenge To unburden the rendering and physics engine we need to implement some sort of spatial partitioning. There are two challenges we have to overcome. The first challenge is that everything is moving so reconstructing/updating the data structure has to be extremely cheap since it will have to be done every frame. The second challenge is the distribution of objects, as said before there might be clusters of objects together and vast bits of empty space and to make it even worse there is no boundary to space. Existing technologies I've looked at existing techniques like BSP-Trees, QuadTrees, kd-Trees and even R-Trees but as far as I can tell these data structures aren't a perfect fit since updating a lot of objects that have moved to other cells is relatively expensive. What I've tried I made the decision that I need a data structure that is more geared toward rapid insertion/update than on giving back the least amount of possible hits given a query. For that purpose I made the cells implicit so each object, given it's position, can calculate in which cell(s) it should be. Then I use a HashMap that maps cell-coordinates to an ArrayList (the contents of the cell). This works fairly well since there is no memory lost on 'empty' cells and its easy to calculate which cells to inspect. However creating all those ArrayLists (worst case N) is expensive and so is growing the HashMap a lot of times (although that is slightly mitigated by giving it a large initial capacity). Problem OK so this works but still isn't very fast. Now I can try to micro-optimize the JAVA code. However I'm not expecting too much of that since the profiler tells me that most time is spent in creating all those objects that I use to store the cells. I'm hoping that there are some other tricks/algorithms out there that make this a lot faster so here is what my ideal data structure looks like: The number one priority is fast updating/reconstructing of the entire data structure Its less important to finely divide the objects into equally sized bins, we can draw a few extra objects and do a few extra collision checks if that means that updating is a little bit faster Memory is not really important (PC game)

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