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  • Per Sender Traffic Limit on Cisco 6500

    - by user71557
    Hi All, I have a 6509 with ~1000 user machines in different vlans, I want to allow 10 server machines to send as much as they can/want but to limit all client machines from all subnets to have a sedning rate limit of 1mbps with no receiving limitation. It is worth noting that all my ip addresses are assigned using a DCHP server and there are 1000 of them so I can not write ACLs for every address seperately. Can any one provide some kind of help please?

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  • Limit for Google calendar SMS notification per day

    - by pit777
    What is the limit for Google calendar SMS notification per day? How to detect I reached sms limit? Google write only this: http://www.google.com/support/calendar/bin/answer.py?hl=en&answer=36589 You might have reached the limit for SMS notifications. There is a limit to the number of SMS notifications you can receive each day. This limit shouldn't affect most users, but it's something to keep in mind if you've scheduled a large number of events and are no longer receiving SMS notifications. I created sms reminder based on google calendar api(apps-script), but I think now I reached the daily limit for SMS notifications... but google not informed what is exactly amount of sms limit restriction :/ function emailNotification() { // POWIADOMIENIA SMS O NOWEJ POCZCIE var calendarID = "[email protected]"; // id kalendarza o nazwie „sms4email” var gmailLabelTODO = "autoscriptslabels/sms"; // etykieta „AutoScriptsLabels/SMS” var gmailLabelDONE = "done/_sms"; // etykieta „DONE/_SMS” var calendarEventDescription = "this-is-sms_notification-mark"; // etykieta utworzonego zdarzenia, dzieki której mozna bedzie je znalezc podczas kasowania var calendar = CalendarApp.getCalendarById(calendarID); // otwieramy kalendarz var threads = GmailApp.getUserLabelByName(gmailLabelTODO).getThreads(); // zmienna przechowujaca kolekcje lancuszków z etykieta TODO var now = new Date(); if(threads == 0) return; // zaprzestanie wykonywania, jezeli brak nowych lancuszków for(i in threads) // tworzymy zdarzenia { var title = threads[i].getFirstMessageSubject(); // tytul emaila var startDate = new Date(now.getTime()+120000); var endDate = new Date(now.getTime()+120000); var messages = threads[i].getMessages(); var senderEmail = messages[0].getFrom(); // nadawca emaila var advancedArgs = {location:senderEmail, description:calendarEventDescription}; calendar.createEvent(title, startDate, endDate, advancedArgs); } Utilities.sleep(1000); GmailApp.getUserLabelByName(gmailLabelDONE).addToThreads(threads); // dodawanie etykiety DONE Utilities.sleep(1000); GmailApp.getUserLabelByName(gmailLabelTODO).removeFromThreads(threads); // usuwanie etykiety TODO Utilities.sleep(120000); // czekamy az kalendarz wysle SMS var TodaysEvents = calendar.getEventsForDay(now); for (i in TodaysEvents) // wyszukiwanie wedlug zdarzenia i kasowanie po wyslaniu { if (TodaysEvents[i].getDescription()==calendarEventDescription) TodaysEvents[i].deleteEvent(); } }

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  • Error in Postgres execute

    - by RAJA
    I'm using this function... -- Function: dbo.sp_acc_createaccount(character varying, integer, integer, character varying, character varying, character varying, character varying) -- DROP FUNCTION dbo.sp_acc_createaccount(character varying, integer, integer, character varying, character varying, character varying, character varying); CREATE OR REPLACE FUNCTION dbo.sp_acc_createaccount(IN in_orgmgrtype character varying, INOUT in_parentid integer, IN in_levelid integer, IN in_name character varying, IN in_phone character varying, IN in_webpage character varying, IN in_owner character varying, OUT out_accountid integer) RETURNS record AS $BODY$ DECLARE l_CoID int; l_CurrID int; l_OrgMgrId int; errmsg varchar(250); BEGIN IF in_ParentID = -1 THEN errmsg := 'execute sp_Acc_GetCompanyIDForUser failed'; l_CoID := dbo.sp_Acc_GetCompanyIDForUser(in_user); IF l_CoID = -2 THEN RAISE EXCEPTION 'execute sp_Acc_GetCompanyIDForUser failed'; END IF; errmsg := 'execute sp_Acc_GetOrgMgrIDForCompany failed'; l_OrgMgrID := dbo.sp_Acc_GetOrgMgrIDForCompany(in_OrgMgrType, l_CoID); IF l_OrgMgrID = -2 THEN RAISE EXCEPTION 'execute sp_Acc_GetOrgMgrIDForCompany failed'; END IF; in_ParentID := l_OrgMgrID; ELSE errmsg := 'Select orgmgrid failed'; SELECT OrgMgrID INTO l_CurrID FROM dbo.OrgMgr WHERE Name = in_Name AND ParentID = in_ParentID; END IF; -- if not, add it IF l_CurrID IS NULL THEN errmsg := 'Insert into orgmgr(account creation) failed'; INSERT INTO dbo.OrgMgr (ParentID, LevelID, Name, PrimaryPhone, WebPage, Owner) VALUES (in_ParentID, in_LevelID, in_Name, in_Phone, in_WebPage, in_Owner); out_AccountID := currval('dbo.OrgMgr_accountid_seq'); ELSE out_AccountID := -1; END IF; COMMIT; EXCEPTION WHEN RAISE_EXCEPTION THEN out_AccountID := 99; RAISE NOTICE 'ERROR : %',errmsg; WHEN OTHERS THEN out_AccountID := 99; RAISE EXCEPTION 'ERROR : %',errmsg; END $BODY$ LANGUAGE 'plpgsql' VOLATILE COST 100; ALTER FUNCTION dbo.sp_acc_createaccount(character varying, integer, integer, character varying, character varying, character varying, character varying) OWNER TO postgres; But.. it's showing error in execute time .. ERROR: SPI_execute_plan failed executing query "ROLLBACK": SPI_ERROR_TRANSACTION

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  • Python: Removing particular character (u"\u2610") from string

    - by duhaime
    I have been wrestling with decoding and encoding in Python, and I can't quite figure out how to resolve my problem. I am looping over xml text files (sample) that are apparently coded in utf-8, using Beautiful Soup to parse each file, then looking to see if any sentence in the file contains one or more words from two different list of words. Because the xml files are from the eighteenth century, I need to retain the em dashes that are in the xml. The code below does this just fine, but it also retains a pesky box character that I wish to remove. I believe the box character is this character. (You can find an example of the character I wish to remove in line 3682 of the sample file above. On this webpage, the character looks like an 'or' pipe, but when I read the xml file in Komodo, it looks like a box. When I try to copy and paste the box into a search engine, it looks like an 'or' pipe. When I print to console, though, the character looks like an empty box.) To sum up, the code below runs without errors, but it prints the empty box character that I would like to remove. for work in glob.glob(pathtofiles): openfile = open(work) readfile = openfile.read() stringfile = str(readfile) decodefile = stringfile.decode('utf-8', 'strict') #is this the dodgy line? soup = BeautifulSoup(decodefile) textwithtags = soup.findAll('text') textwithtagsasstring = str(textwithtags) #this method strips everything between anglebrackets as it should textwithouttags = stripTags(textwithtagsasstring) #clean text nonewlines = textwithouttags.replace("\n", " ") noextrawhitespace = re.sub(' +',' ', nonewlines) print noextrawhitespace #the boxes appear I tried to remove the boxes by using noboxes = noextrawhitespace.replace(u"\u2610", "") But Python threw an error flag: UnicodeDecodeError: 'ascii' codec can't decode byte 0xe2 in position 280: ordinal not in range(128) Does anyone know how I can remove the boxes from the xml files? I would be grateful for any help others can offer.

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  • How to implement friction in a physics engine based on "Advanced Character Physics"

    - by paldepind
    I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself notes how "other and better friction models than this could and should be implemented." Generally how could one implement a believable friction model on top of the concepts from the mentioned article? And how could the found friction be translated into rotation on a circle? I do not want this question to be about my specific implementation but about how to combine Jakobsens ideas with a great friction system more generally. But here is a live demo showing the current state of my engine which does not handle friction in any way: http://jsfiddle.net/Z7ECB/embedded/result/ Below is a picture showing and example on how collision detection could work in an engine based in the paper. In the Verlet integration the current and previous position is always stored. Based on these a new position is calculated. In every frame I calculate the distance between the circles and the lines. If this distance is less than a circles radius a collision has occurred and the circle is projected perpendicular out of the offending line according to the size of the overlap (offset on the picture). Velocity is implicit due to Verlet integration so changing position also changes the velocity. What I need to do know is to somehow determine the amount of friction on the circle and move it backwards parallel to the line in order to reduce its speed.

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  • 2D character controller in unity (trying to get old-school platformers back)

    - by Notbad
    This days I'm trying to create a 2D character controller with unity (using phisics). I'm fairly new to physic engines and it is really hard to get the control feel I'm looking for. I would be really happy if anyone could suggest solution for a problem I'm finding: This is my FixedUpdate right now: public void FixedUpdate() { Vector3 v=new Vector3(0,-10000*Time.fixedDeltaTime,0); _body.AddForce(v); v.y=0; if(state(MovementState.Left)) { v.x=-_walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=-_maxWalkSpeed; } else if(state(MovementState.Right)) { v.x= _walkSpeed*Time.fixedDeltaTime+v.x; if(Mathf.Abs(v.x)>_maxWalkSpeed) v.x=_maxWalkSpeed; } _body.velocity=v; Debug.Log("Velocity: "+_body.velocity); } I'm trying here to just move the rigid body applying a gravity and a linear force for left and right. I have setup a physic material that makes no bouncing and 0 friction when moving and 1 friction with stand still. The main problem is that I have colliders with slopes and the velocity changes from going up (slower) , going down the slope (faster) and walk on a straight collider (normal). How could this be fixed? As you see I'm applying allways same velocity for x axis. For the player I have it setup with a sphere at feet position that is the rigidbody I'm applying forces to. Any other tip that could make my life easier with this are welcomed :). P.D. While coming home I have noticed I could solve this applying a constant force parallel to the surface the player is walking, but don't know if it is best method.

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  • A Kingdom To Conquer: Character Sketches

    - by George Clingerman
    Still not 100% sold on my title so it remains a working title for now, but here’s a series of character sketches I’ve done for a turn based strategy game I’m playing at making. I’ve been sketching these on various pieces of paper throughout the last two weeks and just finished the last of them today (my plan was for 16 different types of units and well, now I have them, so I consider that done!).                    Pretty rough sketches for now, but I’m pretty happy with the art style overall. I was wrestling for quite a while just HOW I wanted the game to look and then I finally stumbled across Art Baltazar and I was like, THAT’S IT! There’s a few characters I need to re-do a bit more, I feel they’re a bit TOO much like some of the characters that inspired them but I’m happy that the ideas are finally sketched out. I’ve also been playing a bit in InkScape working on making these guys digital. A pretty new experience for me since I’m not used to working with vector images but I think I’ll get the hang of it. Here’s the Knight all vectorized. Now if I could just start making some progress on the actual game itself…

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  • Character progression through leveling, skills or items?

    - by Anton
    I'm working on a design for an RPG game, and I'm having some doubts about the skill and level system. I'm going for a more casual, explorative gaming experience and so thought about lowering the game complexity by simplifying character progression. But I'm having trouble deciding between the following: Progression through leveling, no complex skill progression, leveling increases base stats. Progression through skills, no leveling or base stat changes, skills progress through usage. Progression through items, more focus on stat-changing items, items confer skills, no leveling. However, I'm uncertain what the effects on gameplay might be in the end. So, my question is this: What would be the effects of choosing one of the above alternatives over the others? (Particularly with regards to the style and feel of the gameplay) My take on it is that the first sacrifices more frequent rewards and customization in favor of a simpler gameplay; the second sacrifices explicit customization and player control in favor of more frequent rewards and a somewhat simpler gameplay; while the third sacrifices inventory simplicity and a player metric in favor of player control, customization and progression simplicity. Addendum: I'm not really limiting myself to the above three, they are just the ones I liked most and am primarily interested in.

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  • Blending animations for more character movements

    - by Noob Saibot
    I am making a hack n slash 3rd person game. And I want the character movements to be more dynamic not like fighting games where you have a moves list. I want to animate tons of different animations and have them "Tween" between each other? Because I want the controls to not be keyboard mouse. I want it to be all keyboard. that way you have up to 10 inputs (All your fingers) to blend and morph animations to create more fluid movements. In the end this will almost be similar to characters typing a phrase or string of keys rather than move forward mouse look click to melee. My question is. Has anyone done this before and would someone go about trying to tween lets say one for key on the keyboard excluding Tab, Caps, R+Shift, L+Shift, Enter, R+Ctrl, L+Ctrl, L+Alt, R+Alt, Windows Key, and Menu. So thats all the numbers, letters and punctuation keys. Thats 46 keys gives me a combination of 46P1 = 5502622159812088949850305428800254892961651752960000000000L (used Python) and with a minimum entry value of 2 keypresses shortening to half. This is not humanly possible to create so many inique animations in one lifetime. But I'm guessing there is a reason this hasn't been done already. Or if I just used 10 basic keys. Maybe ASDF SPACE (RIGHT HAND) 456+0 (LEFT HAND KEYPAD) it would give me 3,628,800 posible unique animations.

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  • Efficient mapping layout in 2D side-scroller, and collisions between character and the world

    - by Jack
    I haven't touched Visual Studio for a couple months now, but I was playing a game from the '90s toady and had an epiphany: I was looking for something what i didn't need, and I wasn't using what I knew correctly. One of those realizations was collision, so let me tell you a bit about my project that I was working on. The project's graphics looks like Mario or Dangerous Dave, etc., you get the idea - old-school pixels. So anyway I remember trying to think of something else than AABB for character form, but I couldn't think of anything. Perhaps I could get a suggestion for this? Another thing is the world - I don't want it to be just linear world, I want mountains, etc.. My idea is to use triangles, and no idea yet what to do if I want just part of the cube, say 3/4 or 2/4 or whatever. Hard-coding such things seems inefficient. P.S. I am not looking at the precision level offered by Box2D. Actually I remember trying to implement it at first, but I failed as my understanding of C++ wasn't advanced enough, as it'll be mentioned below. P.P.S. I am programming in C++, and I haven't done it for a couple months now. I have no means of testing it either, as my PC is broken down, and this one can barely run games from late '90s, not to speak about a compiler or a program with inefficient resource management... I am also not an expert (obviously), I don't even know if I can consider myself an average programmer. In short, I am simply curious about my thoughts and my past experience when programming the game. I may come back to it when my PC is fixed, I'm already filling a note about these things.

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  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

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  • In MMO game, how to handle user characters, who are offline?

    - by Deele
    In my medieval MMO game, players have their own character, that represents themselves inside game. Like a King. Players could have cities and armies, but King acts as main driving force. Then it comes to player, going offline/vacation/disconnect. How to deal with "offline King", to keep some sort of reality in game, without ruining everything for player. I have never liked unrealistic stuff in games, like appearing/dissapearing from thin air, like in WoW or other MMO RPG's, when it comes to connect/disconnect, like in Matrix movie, when you are disconnected, your "avatar" inside the system just vaninshes. Ok, if player char stays where it was left, other players who are online could kick his ass like offline player char was frozen? I see only one solution - give player char, while offline, some sort of AI, that controls char. Is there any other solutions? May be, some sort of legend/story, could make users only as inner-voice, leaving King just passively controlled by user, or other stuff... Please, help! I hope you understand my question.

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  • Updating sprite location with controls

    - by iQue
    So ive got a character in a 2D game using surfaceView that I want to be able to move using a button(eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } and if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does any1 know why this is or how to fix it? I cannot figure it out. Im using MotionEvent.ACTION_DOWN to check if the user if pressing the screen. }

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  • Crash when trying to detect touch

    - by iQue
    I've got a character in a 2D game using surfaceView that I want to be able to move using a button (eventually a joystick), but my game crashes as soon as I try to move my sprite. This is my onTouch-method for my steering button: public void handleActionDown(int eventX, int eventY) { if (eventX >= (x - bitmap.getWidth() / 2) && (eventX <= (x + bitmap.getWidth()/2))) { if (eventY >= (y - bitmap.getHeight() / 2) && (y <= (y + bitmap.getHeight() / 2))) { setTouched(true); } else { setTouched(false); } } else { setTouched(false); } And if I try to put this in my update-method: public void update() { x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } The sprite moves on its own just fine, but as soon as I add: public void update() { if(steering.isTouched()){ x += (speed.getXv() * speed.getxDirection()); y += (speed.getYv() * speed.getyDirection()); } the game crashes. Does anyone know why this is or how to fix it? I cannot figure it out. I'm using MotionEvent.ACTION_DOWN to check if the user if pressing the screen.

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  • rhel configure: limit root direct login to systems except through system consoles

    - by zhaojing
    I have to configure to limit root direct access except system consoles. That is, the ways of telnet, ftp, SSH are all prohibited. Root can only login through console. I understand that will require me to configure the file /etc/securetty. I have to comment all the tty, just keep "console" in /etc/securetty. But from google, I found many peoples said that configure /etc/securetty will not limit the way of SSH login. From my experiment, I found it is. (configure /etc/securetty won't limit SSH login). And I add one line in /etc/pam.d/system-auth: auth required pam_securetty It seems root SSH login can be prohibited. But I can't find the reason: What is the difference of configure pam_securetty and /etc/securetty? Can anyone help me with this? Only configure /etc/securetty could work? Or Have I to configure pam_securetty at the same time? Thanks a lot!

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  • iptables - quick safety eval & limit max conns over time

    - by Peter Hanneman
    Working on locking down a *nix server box with some fancy iptable(v1.4.4) rules. I'm approaching the matter with a "paranoid, everyone's out to get me" style, not necessarily because I expect the box to be a hacker magnet but rather just for the sake of learning iptables and *nix security more throughly. Everything is well commented - so if anyone sees something I missed please let me know! The *nat table's "--to-ports" point to the only ports with actively listening services. (aside from pings) Layer 2 apps listen exclusively on chmod'ed sockets bridged by one of the layer 1 daemons. Layers 3+ inherit from layer 2 in a similar fashion. The two lines giving me grief are commented out at the very bottom of the *filter rules. The first line runs fine but it's all or nothing. :) Many thanks, Peter H. *nat #Flush previous rules, chains and counters for the 'nat' table -F -X -Z #Redirect traffic to alternate internal ports -I PREROUTING --src 0/0 -p tcp --dport 80 -j REDIRECT --to-ports 8080 -I PREROUTING --src 0/0 -p tcp --dport 443 -j REDIRECT --to-ports 8443 -I PREROUTING --src 0/0 -p udp --dport 53 -j REDIRECT --to-ports 8053 -I PREROUTING --src 0/0 -p tcp --dport 9022 -j REDIRECT --to-ports 8022 COMMIT *filter #Flush previous settings, chains and counters for the 'filter' table -F -X -Z #Set default behavior for all connections and protocols -P INPUT DROP -P OUTPUT DROP -A FORWARD -j DROP #Only accept loopback traffic originating from the local NIC -A INPUT -i lo -j ACCEPT -A INPUT ! -i lo -d 127.0.0.0/8 -j DROP #Accept all outgoing non-fragmented traffic having a valid state -A OUTPUT ! -f -m state --state NEW,RELATED,ESTABLISHED -j ACCEPT #Drop fragmented incoming packets (Not always malicious - acceptable for use now) -A INPUT -f -j DROP #Allow ping requests rate limited to one per second (burst ensures reliable results for high latency connections) -A INPUT -p icmp --icmp-type 8 -m limit --limit 1/sec --limit-burst 2 -j ACCEPT #Declaration of custom chains -N INSPECT_TCP_FLAGS -N INSPECT_STATE -N INSPECT #Drop incoming tcp connections with invalid tcp-flags -A INSPECT_TCP_FLAGS -p tcp --tcp-flags ALL ALL -j DROP -A INSPECT_TCP_FLAGS -p tcp --tcp-flags ALL NONE -j DROP -A INSPECT_TCP_FLAGS -p tcp --tcp-flags ACK,FIN FIN -j DROP -A INSPECT_TCP_FLAGS -p tcp --tcp-flags ACK,PSH PSH -j DROP -A INSPECT_TCP_FLAGS -p tcp --tcp-flags ACK,URG URG -j DROP -A INSPECT_TCP_FLAGS -p tcp --tcp-flags SYN,FIN SYN,FIN -j DROP -A INSPECT_TCP_FLAGS -p tcp --tcp-flags ALL FIN,PSH,URG -j DROP -A INSPECT_TCP_FLAGS -p tcp --tcp-flags FIN,RST FIN,RST -j DROP -A INSPECT_TCP_FLAGS -p tcp --tcp-flags SYN,RST SYN,RST -j DROP -A INSPECT_TCP_FLAGS -p tcp --tcp-flags ALL SYN,FIN,PSH,URG -j DROP -A INSPECT_TCP_FLAGS -p tcp --tcp-flags ALL SYN,RST,ACK,FIN,URG -j DROP #Accept incoming traffic having either an established or related state -A INSPECT_STATE -m state --state ESTABLISHED,RELATED -j ACCEPT #Drop new incoming tcp connections if they aren't SYN packets -A INSPECT_STATE -m state --state NEW -p tcp ! --syn -j DROP #Drop incoming traffic with invalid states -A INSPECT_STATE -m state --state INVALID -j DROP #INSPECT chain definition -A INSPECT -p tcp -j INSPECT_TCP_FLAGS -A INSPECT -j INSPECT_STATE #Route incoming traffic through the INSPECT chain -A INPUT -j INSPECT #Accept redirected HTTP traffic via HA reverse proxy -A INPUT -p tcp --dport 8080 -j ACCEPT #Accept redirected HTTPS traffic via STUNNEL SSH gateway (As well as tunneled HTTPS traffic destine for other services) -A INPUT -p tcp --dport 8443 -j ACCEPT #Accept redirected DNS traffic for NSD authoritative nameserver -A INPUT -p udp --dport 8053 -j ACCEPT #Accept redirected SSH traffic for OpenSSH server #Temp solution: -A INPUT -p tcp --dport 8022 -j ACCEPT #Ideal solution: #Limit new ssh connections to max 10 per 10 minutes while allowing an "unlimited" (or better reasonably limited?) number of established connections. #-A INPUT -p tcp --dport 8022 --state NEW,ESTABLISHED -m recent --set -j ACCEPT #-A INPUT -p tcp --dport 8022 --state NEW -m recent --update --seconds 600 --hitcount 11 -j DROP COMMIT *mangle #Flush previous rules, chains and counters in the 'mangle' table -F -X -Z COMMIT

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  • Implementing a wheeled character controller

    - by Lazlo
    I'm trying to implement Boxycraft's character controller in XNA (with Farseer), as Bryan Dysmas did (minus the jumping part, yet). My current implementation seems to sometimes glitch in between two parallel planes, and fails to climb 45 degree slopes. (YouTube videos in links, plane glitch is subtle). How can I fix it? From the textual description, I seem to be doing it right. Here is my implementation (it seems like a huge wall of text, but it's easy to read. I wish I could simplify and isolate the problem more, but I can't): public Body TorsoBody { get; private set; } public PolygonShape TorsoShape { get; private set; } public Body LegsBody { get; private set; } public Shape LegsShape { get; private set; } public RevoluteJoint Hips { get; private set; } public FixedAngleJoint FixedAngleJoint { get; private set; } public AngleJoint AngleJoint { get; private set; } ... this.TorsoBody = BodyFactory.CreateRectangle(this.World, 1, 1.5f, 1); this.TorsoShape = new PolygonShape(1); this.TorsoShape.SetAsBox(0.5f, 0.75f); this.TorsoBody.CreateFixture(this.TorsoShape); this.TorsoBody.IsStatic = false; this.LegsBody = BodyFactory.CreateCircle(this.World, 0.5f, 1); this.LegsShape = new CircleShape(0.5f, 1); this.LegsBody.CreateFixture(this.LegsShape); this.LegsBody.Position -= 0.75f * Vector2.UnitY; this.LegsBody.IsStatic = false; this.Hips = JointFactory.CreateRevoluteJoint(this.TorsoBody, this.LegsBody, Vector2.Zero); this.Hips.MotorEnabled = true; this.AngleJoint = new AngleJoint(this.TorsoBody, this.LegsBody); this.FixedAngleJoint = new FixedAngleJoint(this.TorsoBody); this.Hips.MaxMotorTorque = float.PositiveInfinity; this.World.AddJoint(this.Hips); this.World.AddJoint(this.AngleJoint); this.World.AddJoint(this.FixedAngleJoint); ... public void Move(float m) // -1, 0, +1 { this.Hips.MotorSpeed = 0.5f * m; }

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  • What's the UITableView index magnifying glass character?

    - by David Grant
    In Apple's iPhone apps (like Contacts), they have a nice magnifying glass icon at the top of the table view index. Since the table view index API is character-based, I assume that this magnifying glass is a Unicode character. So far I've resorted to placing a question mark character there, but that looks lame. Can anyone tell me what character the magnifying glass is?

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  • What is the Null Character literal in TSQL?

    - by David in Dakota
    I am wondering what the literal for a Null character (e.g. '\0') is in TSQL. Note: not a NULL field value, but the null character (see link). I have a column with a mix of typical and a null character. I'm trying to replace the null character with a different value. I would have thought that the following would work but it is unsuccessfull: select REPLACE(field_with_nullchar, char(0), ',') from FOO where BAR = 20

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  • postgresql deleteing old tables

    - by BB
    I have a postgresql database which stores my radius connection information. What I want to do is only store a months worth of logs. How would I craft a sql statement that I can run from cron that would go and delete and rows that where older then a month? Format of the date in the table. that date is taken from acctstoptime collum Date format 2010-01-27 16:02:17-05 Format of the table in question. -- Table: radacct -- DROP TABLE radacct; CREATE TABLE radacct ( radacctid bigserial NOT NULL, acctsessionid character varying(32) NOT NULL, acctuniqueid character varying(32) NOT NULL, username character varying(253), groupname character varying(253), realm character varying(64), nasipaddress inet NOT NULL, nasportid character varying(15), nasporttype character varying(32), acctstarttime timestamp with time zone, acctstoptime timestamp with time zone, acctsessiontime bigint, acctauthentic character varying(32), connectinfo_start character varying(50), connectinfo_stop character varying(50), acctinputoctets bigint, acctoutputoctets bigint, calledstationid character varying(50), callingstationid character varying(50), acctterminatecause character varying(32), servicetype character varying(32), xascendsessionsvrkey character varying(10), framedprotocol character varying(32), framedipaddress inet, acctstartdelay integer, acctstopdelay integer, freesidestatus character varying(32), CONSTRAINT radacct_pkey PRIMARY KEY (radacctid) ) WITH (OIDS=FALSE); ALTER TABLE radacct OWNER TO radius; -- Index: freesidestatus -- DROP INDEX freesidestatus; CREATE INDEX freesidestatus ON radacct USING btree (freesidestatus); -- Index: radacct_active_user_idx -- DROP INDEX radacct_active_user_idx; CREATE INDEX radacct_active_user_idx ON radacct USING btree (username, nasipaddress, acctsessionid) WHERE acctstoptime IS NULL; -- Index: radacct_start_user_idx -- DROP INDEX radacct_start_user_idx; CREATE INDEX radacct_start_user_idx ON radacct USING btree (acctstarttime, username);

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  • postgresql deleteing old records from log tables

    - by Max
    I have a postgresql database which stores my radius connection information. What I want to do is only store a months worth of logs. How would I craft a sql statement that I can run from cron that would go and delete and rows that where older then a month? Format of the date in the table. that date is taken from acctstoptime collum Date format 2010-01-27 16:02:17-05 Format of the table in question. -- Table: radacct CREATE TABLE radacct ( radacctid bigserial NOT NULL, acctsessionid character varying(32) NOT NULL, acctuniqueid character varying(32) NOT NULL, username character varying(253), groupname character varying(253), realm character varying(64), nasipaddress inet NOT NULL, nasportid character varying(15), nasporttype character varying(32), acctstarttime timestamp with time zone, acctstoptime timestamp with time zone, acctsessiontime bigint, acctauthentic character varying(32), connectinfo_start character varying(50), connectinfo_stop character varying(50), acctinputoctets bigint, acctoutputoctets bigint, calledstationid character varying(50), callingstationid character varying(50), acctterminatecause character varying(32), servicetype character varying(32), xascendsessionsvrkey character varying(10), framedprotocol character varying(32), framedipaddress inet, acctstartdelay integer, acctstopdelay integer, freesidestatus character varying(32), CONSTRAINT radacct_pkey PRIMARY KEY (radacctid) ) WITH (OIDS=FALSE); ALTER TABLE radacct OWNER TO radius; -- Index: freesidestatus CREATE INDEX freesidestatus ON radacct USING btree (freesidestatus); -- Index: radacct_active_user_idx CREATE INDEX radacct_active_user_idx ON radacct USING btree (username, nasipaddress, acctsessionid) WHERE acctstoptime IS NULL; -- Index: radacct_start_user_idx CREATE INDEX radacct_start_user_idx ON radacct USING btree (acctstarttime, username);

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  • /etc/security/limits.conf for setting program limits in Linux

    - by Flavius Akerele
    I have the following inside /etc/security/limits.conf (I have specified root separately because * will not include it.) user2 - core unlimited * - core 0 root - core 0 * - rss 512000 root - rss 512000 * - nproc 100 root - nproc 100 * - maxlogins 1 root - maxlogins 1 I run a program as user2 (./programname) but /proc/3498/limits says cores are disabled: Limit Soft Limit Hard Limit Units Max cpu time unlimited unlimited seconds Max file size unlimited unlimited bytes Max data size unlimited unlimited bytes Max stack size 8388608 unlimited bytes Max core file size 0 0 bytes Max resident set 524288000 524288000 bytes Max processes 100 100 processes Max open files 1024 1024 files Max locked memory 65536 65536 bytes Max address space unlimited unlimited bytes Max file locks unlimited unlimited locks Max pending signals 14001 14001 signals Max msgqueue size 819200 819200 bytes Max nice priority 0 0 Max realtime priority 0 0 Max realtime timeout unlimited unlimited us Both ulimit -Sa and ulimit -Ha output that cores are disabled: core file size (blocks, -c) 0 data seg size (kbytes, -d) unlimited scheduling priority (-e) 0 file size (blocks, -f) unlimited pending signals (-i) 14001 max locked memory (kbytes, -l) 64 max memory size (kbytes, -m) 512000 open files (-n) 1024 pipe size (512 bytes, -p) 8 POSIX message queues (bytes, -q) 819200 real-time priority (-r) 0 stack size (kbytes, -s) unlimited cpu time (seconds, -t) unlimited max user processes (-u) 100 virtual memory (kbytes, -v) unlimited file locks (-x) unlimited Why are cores disabled ?

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  • Rate limiting bandwidth per IP

    - by Yohan
    First, I am not that good with computer. I even had problem with Windows PC. Right now I own a restaurant which happened to offer free internet. My ISP has my connection setup using a Ubuntu 11.1 box. IP Address is 192.168.1.16 with netmask 255.255.0.0, dns is 192.168.1.1 and gateway is 192.168.1.1. My problem is that my customers complains all day about slow network. When I received that kind of complain, the first thing came to my mind is to scout my area and find out who is the culprit, and ask him not to waste our bandwidth. Now, it is getting bored scouting people around, and I need to implement to my Linux box to limit bandwidth. I don't care if their provider can't be faster, but I want to limit 70kbit for each person. More annoying are people who use flashget and torrents. Usually they consume the biggest bandwidth. My question, how can I limit that? Please guide me in easy way. I've spent few days reading tc documents but doesn't understand a thing. I am using Ubuntu 11.10 Basically, I want all my customer get 70kbps each, no matter what.

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  • How to rate-limit a pipe under linux ?

    - by Frédéric Grosshans
    Is there a filter which I could use to rate-limit a pipe on linux? If this exists, let call it rate-limit, I want to be able to type in a terminal something like cat /dev/urandom | rate-limit 3 -k | foo in order to send a a stream of random bytes to foo's standard input at a rate (lower than) 3 kbytes/s.

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