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  • How the JOptionPane works

    - by DevAno1
    How can I control what happens with window after clicking JOPtionPane buttons ? I'm trying to implement simple file chooser. In my frame I have 3 buttons (OK, Cancel, Browse). Browse button opens file search window, and after picking files should return to main frame. Clicking OK will open a frame with the content of the file. Now porblem looks this way. With the code below, I can choose file but directly after that a new frame is created, and my frame with buttons dissapears : import java.io.File; import java.io.BufferedReader; import java.io.FileReader; import java.io.IOException; import java.awt.*; import javax.swing.*; import java.io.*; public class Main { public static void main(String args[]) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { show("Window"); } }); } public static void show(String frame_name){ JFrame frame = new JFrame(frame_name); frame.setPreferredSize(new Dimension(450, 300)); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JPanel top = new JPanel(); top.setLayout(new BoxLayout(top, BoxLayout.Y_AXIS)); JFileChooser fc = new JFileChooser(new File(".")); JPanel creator = new JPanel(); creator.setLayout(new BoxLayout(creator, BoxLayout.Y_AXIS)); creator.add(top); String[] buttons = {"OK", "Cancel", "Browse"}; int rc = JOptionPane.showOptionDialog( null, creator, frame_name, JOptionPane.DEFAULT_OPTION, JOptionPane.PLAIN_MESSAGE, null, buttons, buttons[0] ); String approveButt = ""; switch(rc){ case 0: break; case 1: break; case 2: approveButt = buttons[rc]; int retVal = fc.showDialog(null, approveButt); if (retVal == JFileChooser.APPROVE_OPTION) System.out.println(approveButt + " " + fc.getSelectedFile()); break; } frame.pack(); frame.setVisible(true); } } With the second code I can return to my menu, but in no way I am able to pop this new frame, which appeared with first code. How to control this ? What am I missing ? public class Main { public static void main(String args[]) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { show("Window"); } }); } public static void show(String frame_name){ JFrame frame = new JFrame(frame_name); frame.setPreferredSize(new Dimension(450, 300)); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); JPanel top = new JPanel(); top.setLayout(new BoxLayout(top, BoxLayout.Y_AXIS)); JFileChooser fc = new JFileChooser(new File(".")); JPanel creator = new JPanel(); creator.setLayout(new BoxLayout(creator, BoxLayout.Y_AXIS)); creator.add(top); String[] buttons = {"OK", "Cancel", "Browse"}; String approveButt = ""; Plane m = null; int rc = -1; while (rc != 0) { rc = JOptionPane.showOptionDialog( null, creator, frame_name, JOptionPane.DEFAULT_OPTION, JOptionPane.PLAIN_MESSAGE, null, buttons, buttons[0] ); switch (rc) { case 0: m = new Plane(); case 1: System.exit(0); case 2: approveButt = buttons[rc]; int retVal = fc.showDialog(null, approveButt); if (retVal == JFileChooser.APPROVE_OPTION) System.out.println(approveButt + " " + fc.getSelectedFile()); break; default: break; } } addComponents(frame.getContentPane(), m); frame.pack(); frame.setVisible(true); } private static void addComponents(Container c, Plane e) { c.setLayout(new BoxLayout(c, BoxLayout.Y_AXIS)); c.add(e); } } class Plane extends JPanel { public Plane(){ } @Override public void paint(Graphics g){ g.setColor(Color.BLUE); g.fillRect(0, 0, 400, 250); } }

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  • WOL for Asus M5A97 built in Realtek Network Adapter

    - by madphp
    I cant get wake on lan to work for my built in network adapter. Its a ASUS M5A97 motherboard, and the network adapter is a Realtek PCIe GBE. I have Shutdown WakeOnLan - Enabled Wake on Magic Packet - Enabled Wake on Pattern Match - Enabled WOL & Shutdown Link Speed - 10 Mbps First I have set up a magic packet client to listen, and the packet is getting through. I have also checked these in Power Management for the network adapter. Allow the computer to turn off this device to save power Allow this device to wake the computer Allow a magic packet to wake the computer.

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  • Cisco: unable to negotiate IP using IPCP with Windows server

    - by lnk
    I am connecting to Windows server using PPP (for vpn), I establish connection but server does not respond me for my address requests: *Mar 23 00:40:06.055: Vi1 MS-CHAP-V2: I CHALLENGE id 0 len 25 from "MSDC" *Mar 23 00:40:06.063: Vi1 MS CHAP V2: Using hostname from interface CHAP *Mar 23 00:40:06.063: Vi1 MS CHAP V2: Using password from interface CHAP *Mar 23 00:40:06.067: Vi1 MS-CHAP-V2: O RESPONSE id 0 len 69 from "XXX" *Mar 23 00:40:06.087: Vi1 PPP: I pkt type 0xC223, datagramsize 50 link[ppp] *Mar 23 00:40:06.087: Vi1 MS-CHAP-V2: I SUCCESS id 0 len 46 msg is "S=XXX" *Mar 23 00:40:06.087: Vi1 MS CHAP V2 No Password found for : XXX *Mar 23 00:40:06.091: Vi1 MS CHAP V2 Check AuthenticatorResponse Success for : XXX *Mar 23 00:40:06.091: Vi1 IPCP: O CONFREQ [Closed] id 1 len 20 *Mar 23 00:40:06.091: Vi1 IPCP: VSO OUI 0x00000C kind 1 (0x000A00000C0100000000) *Mar 23 00:40:06.091: Vi1 IPCP: Address 0.0.0.0 (0x030600000000) *Mar 23 00:40:07.091: %LINEPROTO-5-UPDOWN: Line protocol on Interface Virtual-Access1, changed state to up *Mar 23 00:40:07.091: Vi1 LCP: O ECHOREQ [Open] id 1 len 12 magic 0x194CAFCF *Mar 23 00:40:07.103: Vi1 LCP-FS: I ECHOREP [Open] id 1 len 12 magic 0x361B62E5 *Mar 23 00:40:07.103: Vi1 LCP-FS: Received id 1, sent id 1, line up *Mar 23 00:40:08.083: Vi1 IPCP: TIMEout: State REQsent *Mar 23 00:40:08.083: Vi1 IPCP: O CONFREQ [REQsent] id 2 len 20 *Mar 23 00:40:08.083: Vi1 IPCP: VSO OUI 0x00000C kind 1 (0x000A00000C0100000000) *Mar 23 00:40:08.083: Vi1 IPCP: Address 0.0.0.0 (0x030600000000) *Mar 23 00:40:10.099: Vi1 IPCP: TIMEout: State REQsent *Mar 23 00:40:10.099: Vi1 IPCP: O CONFREQ [REQsent] id 3 len 20 *Mar 23 00:40:10.099: Vi1 IPCP: VSO OUI 0x00000C kind 1 (0x000A00000C0100000000) *Mar 23 00:40:10.099: Vi1 IPCP: Address 0.0.0.0 (0x030600000000) *Mar 23 00:40:12.115: Vi1 IPCP: TIMEout: State REQsent *Mar 23 00:40:12.115: Vi1 IPCP: O CONFREQ [REQsent] id 4 len 20 *Mar 23 00:40:12.115: Vi1 IPCP: VSO OUI 0x00000C kind 1 (0x000A00000C0100000000) *Mar 23 00:40:12.115: Vi1 IPCP: Address 0.0.0.0 (0x030600000000) *Mar 23 00:40:12.211: Vi1 LCP: O ECHOREQ [Open] id 2 len 12 magic 0x194CAFCF *Mar 23 00:40:12.219: Vi1 LCP-FS: I ECHOREP [Open] id 2 len 12 magic 0x361B62E5 *Mar 23 00:40:12.219: Vi1 LCP-FS: Received id 2, sent id 2, line up *Mar 23 00:40:14.131: Vi1 IPCP: TIMEout: State REQsent *Mar 23 00:40:14.131: Vi1 IPCP: O CONFREQ [REQsent] id 5 len 20 *Mar 23 00:40:14.131: Vi1 IPCP: VSO OUI 0x00000C kind 1 (0x000A00000C0100000000) *Mar 23 00:40:14.131: Vi1 IPCP: Address 0.0.0.0 (0x030600000000) *Mar 23 00:40:16.147: Vi1 IPCP: TIMEout: State REQsent *Mar 23 00:40:16.147: Vi1 IPCP: O CONFREQ [REQsent] id 6 len 20 *Mar 23 00:40:16.147: Vi1 IPCP: VSO OUI 0x00000C kind 1 (0x000A00000C0100000000) *Mar 23 00:40:16.147: Vi1 IPCP: Address 0.0.0.0 (0x030600000000) *Mar 23 00:40:17.331: Vi1 LCP: O ECHOREQ [Open] id 3 len 12 magic 0x194CAFCF *Mar 23 00:40:17.343: Vi1 LCP-FS: I ECHOREP [Open] id 3 len 12 magic 0x361B62E5 *Mar 23 00:40:17.343: Vi1 LCP-FS: Received id 3, sent id 3, line up You see: My router asks for address, but only keepalives are on line. But the same server works with windows client!! ! version 12.4 no service pad service timestamps debug datetime msec service timestamps log datetime msec no service password-encryption service internal ! hostname Router ! boot-start-marker boot-end-marker ! ! no aaa new-model ! resource policy ! ip subnet-zero ! ! ip cef vpdn enable ! vpdn-group pptp request-dialin protocol pptp pool-member 1 initiate-to ip XXXX ! ! ! ! ! ! ! bridge irb ! ! interface ATM0 no ip address shutdown no atm ilmi-keepalive dsl operating-mode auto ! interface FastEthernet0 ! interface FastEthernet1 ! interface FastEthernet2 ! interface FastEthernet3 ! interface Dot11Radio0 no ip address shutdown speed basic-1.0 basic-2.0 basic-5.5 6.0 9.0 basic-11.0 12.0 18.0 24.0 36.0 48.0 54.0 station-role root ! interface Vlan1 no ip address bridge-group 1 ! interface Dialer0 ip address negotiated encapsulation ppp dialer pool 1 dialer idle-timeout 0 dialer string XXX dialer persistent dialer vpdn dialer-group 1 keepalive 5 3 no cdp enable ppp authentication ms-chap-v2 optional ppp eap refuse ppp chap hostname XXX ppp chap password 0 XXX ppp ipcp mask request ppp ipcp ignore-map ppp ipcp address accept ! interface BVI1 mac-address XXX.XXX.XXX ip address dhcp ! ip classless ip route 172.0.0.0 255.0.0.0 Dialer0 ! no ip http server no ip http secure-server ! dialer-list 1 protocol ip permit ! control-plane ! bridge 1 protocol vlan-bridge bridge 1 route ip ! line con 0 no modem enable line aux 0 line vty 0 4 login ! scheduler max-task-time 5000 end

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  • Connect macbook to my LAN through a VPN - best solution?

    - by LewisMc
    So I have a LAN connected via a ADSL/PPPoA, this is using a bog-standard DLink router supplied by my ISP (talktalk UK). I have a NAS within the LAN that is running FreeNAS and I want to be able to connect to it when I'm out and about. It's running an atom so it's quite low on juice consumption but I don't want to have it on all day and night so I've been waking it via a magic packet and booting it down from the web admin when I need it. So I want to connect to the LAN, I presume via a VPN, to be able to send a magic packet. But what is the best method to accomplish this, or is there an easier way? I've been looking at the cisco 857 integrated router and the Netgear prosafe 318(behind modem) but not sure If I'm on the right track with what I want to achieve as I've not much experience or knowledge with VPN's or networking (software engineering student). I have tried port forwarding but to no avail, either with magic packets or even connecting outside the LAN via DYNDNS. Thanks,

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  • Connect macbook to my LAN through a VPN - best solution? [closed]

    - by LewisMc
    So I have a LAN connected via a ADSL/PPPoA, this is using a bog-standard DLink router supplied by my ISP (talktalk UK). I have a NAS within the LAN that is running FreeNAS and I want to be able to connect to it when I'm out and about. It's running an atom so it's quite low on juice consumption but I don't want to have it on all day and night so I've been waking it via a magic packet and booting it down from the web admin when I need it. So I want to connect to the LAN, I presume via a VPN, to be able to send a magic packet. But what is the best method to accomplish this, or is there an easier way? I've been looking at the cisco 857 integrated router and the Netgear prosafe 318(behind modem) but not sure If I'm on the right track with what I want to achieve as I've not much experience or knowledge with VPN's or networking (software engineering student). I have tried port forwarding but to no avail, either with magic packets or even connecting outside the LAN via DYNDNS. Thanks,

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  • How to balance a non-symmetric "extension" based game?

    - by Klaim
    Most strategy games have fixed units and possible behaviours. However, think of a game like Magic The Gathering : each card is a set of rules. Regularly, new sets of card types are created. I remember that the firsts editions of the game have been said to be prohibited in official tournaments because the cards were often too powerful. Later extensions of the game provided more subtle effects/rules in cards and they managed to balance the game apparently effectively, even if there is thousands of different cards possible. I'm working on a strategy game that is a bit in the same position : every units are provided by extensions and the game is thought to be extended for some years, at least. The effects variety of the units are very large even with some basic design limitations set to be sure it's manageable. Each player choose a set of units to play with (defining their global strategy) before playing (like chooseing a themed deck of Magic cards). As it's a strategy game (you can think of Magic as a strategy game too in some POV), it's essentially skirmish based so the game have to be fair, even if the players don't choose the same units before starting to play. So, how do you proceed to balance this type of non-symmetric (strategy) game when you know it will always be extended? For the moment, I'm trying to apply those rules but I'm not sure it's right because I don't have enough design experience to know : each unit would provide one unique effect; each unit should have an opposite unit that have an opposite effect that would cancel each others; some limitations based on the gameplay; try to get a lot of beta tests before each extension release? Looks like I'm in the most complex case?

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  • Can no longer boot with rEFIt and Grub on early 2006 MacBook Pro

    - by Don Quixote
    I don't know what happened to cause this. I have Snow Leopard, Ubuntu 11.04 Natty Narwhal and Windows XP SP3 on my early 2006 MacBook Pro. It is a Core Duo unit, NOT Core 2 Duo, so it is 32-bit only - Model Identifier MacBookPro1,1. I use rEFIt 0.14 for my boot menu. For some reason neither XP nor Ubuntu would boot anymore. I'd just get a black screen with a rapidly flashing underscore in the top-left corner. Having both those OSes failing to boot suggested a problem with the boot loader in my MBR. The rEFIT partition tool verified that my MBR partitions were still synced with my GPT partitions, so I rewrote my MBR partition table with fdisk while booted from Parted Magic: # fdisk /dev/sda (fdisk warns about the disk having a GPT. I press on anyway.) p (Print the existing partition table to make sure it's OK.) w (Write the old partition table back to disk. This also writes a new MBR boot loader.) After this XP would boot but Ubuntu would not, with the same symptom. Now I used update-grub while chrooted into Ubuntu from Parted Magic: # mount /dev/sda3 /mnt # mount --bind /dev /mnt/dev # mount --bind /sys /mnt/sys # mount --bind /proc /mnt/proc # chroot /mnt Chroot issues some warnings about not being able to identify some group IDs. I don't know why that happens, or whether it is a problem. At this point while I am still booted off of Parted Magic's kernel, I am running from Natty's filesystem. # update-grub Update-grub detects each of my operating systems then claims to complete successfully, but still won't boot. I asked this same question over at rEFIt's Sourceforge support forum but there have been no replies yet. I also Googled quite a bit, and see many who have the same black screen problem, but none of their situations seem quite like mine. Thanks for any help you can give me. -- Don Quixote

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  • Factory Pattern - when do you say you need a specialised factory

    - by dbones
    Hi, I am having a little design crisis, I am making a Plane class, which is made of an engine 2 wings and N seats The engine takes in a engine size, and the wings have a span. would this still be feasible to have a PlaneFactory, when the factory may have to take in multiple parameters to setup the plane (wings, engine, no of seats) thanks in advance bones

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  • Best Planar graph program

    - by brian
    In graph theory, a planar graph is a graph that can be embedded in the plane, i.e., it can be drawn on the plane in such a way that its edges intersect only at their endpoints. What is the best open source program for drawing the planar graph with support of input nodes size and fixed drawing boundary region

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  • Copy all childNodes to an other element. In javascript native way.

    - by kroko
    Hello I have to change "unknown" contents of XML. The structure and content itself is valid. Original <blabla foo="bar"> <aa>asas</aa> <ff> <cc> <dd /> </cc> </ff> <gg attr2="2"> </gg> ... ... </blabla> becomes <blabla foo="bar"> <magic> <aa>asas</aa> <ff> <cc> <dd /> </cc> </ff> <gg attr2="2"> </gg> ... ... </magic> </blabla> thus, adding a child straight under document root node (document.documentElement) and "pushing" the "original" children under that. Here it has to be done in plain javascript (ecmascript). The idea now is to // Get the root node RootNode = mymagicdoc.documentElement; // Create new magic element (that will contain contents of original root node) var magicContainer = mymagicdoc.createElement("magic"); // Copy all root node children (and their sub tree - deep copy) to magic node /* ????? here RootNodeClone = RootNode.cloneNode(true); RootNodeClone.childNodes...... */ // Remove all children from root node while(RootNode.hasChildNodes()) RootNode.removeChild(RootNode.firstChild); // Now when root node is empty add the magicContainer // node in it that contains all the children of original root node RootNode.appendChild(magicContainer); How to do that /* */ step? Or maybe someone has a much better solution in general for achieving the desirable result? Thank you in advance!

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  • WFP Textblock in Listbox not clipping properly

    - by Tobias Funke
    Her's what I want: A listbox whose items consist of a stackpanel with two textblocks. The textblocks need to support wrapping, the listbox should not expand, and there should be no horizontal scrollbar. Here's the code I have so far. Copy and paste it into XamlPad and you'll see what I'm talking about. <ListBox Height="300" Width="300" x:Name="tvShows"> <ListBox.Items> <ListBoxItem> <StackPanel> <TextBlock Width="{Binding ElementName=tvShows, Path=ActualWidth}" TextWrapping="Wrap">Lost is an American live-action television series. It follows the lives of plane crash survivors on a mysterious tropical island.</TextBlock> <TextBlock Width="{Binding ElementName=tvShows, Path=ActualWidth}" TextWrapping="Wrap">Lost is an American live-action television series. It follows the lives of plane crash survivors on a mysterious tropical island.</TextBlock> </StackPanel> </ListBoxItem> <ListBoxItem> <StackPanel> <TextBlock Width="{Binding ElementName=tvShows, Path=ActualWidth}" TextWrapping="Wrap">Lost is an American live-action television series. It follows the lives of plane crash survivors on a mysterious tropical island.</TextBlock> <TextBlock Width="{Binding ElementName=tvShows, Path=ActualWidth}" TextWrapping="Wrap">Lost is an American live-action television series. It follows the lives of plane crash survivors on a mysterious tropical island.</TextBlock> </StackPanel> </ListBoxItem> </ListBox.Items> </ListBox> This seems to be doing the job of keeping the textblocks from growing, but there's one problem. The textblocks seem to be slightly larger than the listbox, causing the horizontal scrollbar to appear. This is strange because their widths are bound to the lisbox's ActualWidth. Also, if you add a few more items to the listbox (just cut and paste in XamlPad) causing the vertical scrollbar to appear, the width of the textblocks do not resize to the vertical scrollbar. How do I keep the textblocks inside the listbox, with or without the vertical scrollbar?

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  • Arrange points in sequence.

    - by Himadri
    I have some points in 3D which are in a single plane. I want to arrange them in clock wise or counter clockwise order. The points can create a concave or convex polygon in a single plane. Can any body give any suggestions?

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  • Find interior angle of polygon in 3D

    - by Himadri
    I have some points in 3D but all points are in single plane. It can be any plane. Now I wanted to know the interior angle between any three consecutive points. How can I do so? For example, I have three points (1,0,0),(0,0,0) and (-1,1,0) then I want the answer as 135 degree. But If I have the third point is (-1,-1,0) then the answer should be 225 degree.

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  • InfiniBand Enabled Diskless PXE Boot

    - by Neeraj Gupta
    When you want to bring up a compute server in your environment and need InfiniBand connectivity, usually you go through various installation steps. This could involve operating systems like Linux, followed by a compatible InfiniBand software distribution, associated dependencies and configurations. What if you just want to run some InfiniBand diagnostics or troubleshooting tools from a test machine ? What if something happened to your primary machine and while recovering in rescue mode, you also need access to your InfiniBand network ? Often times we use opensource community supported small Linux distributions but they don't come with required InfiniBand support and tools. In this weblog, I am going to provide instructions on how to add InfniBand support to a specific Linux image - Parted Magic.This is a free to use opensource Linux distro often used to recover or rescue machines. The distribution itself will not be changed at all. Yes, you heard it right ! I have built an InfiniBand Add-on package that will be passed to the default kernel and initrd to get this all working. Pr-requisites You will need to have have a PXE server ready on your ethernet based network. The compute server you are trying to PXE boot should have a compatible IB HCA and must be connected to an active IB network. Required Downloads Download the Parted Magic small distribution for PXE from Parted Magic website. Download InfiniBand PXE Add On package. Right Click and Download from here. Do not extract contents of this file. You need to use it as is. Prepare PXE Server Extract the contents of downloaded pmagic distribution into a temporary directory. Inside the directory structure, you will see pmagic directory containing two files - bzImage and initrd.img. Copy this directory in your TFTP server's root directory. This is usually /tftpboot unless you have a different setup. For Example: cp pmagic_pxe_2012_2_27_x86_64.zip /tmp cd /tmp unzip pmagic_pxe_2012_2_27_x86_64.zip cd pmagic_pxe_2012_2_27_x86_64 # ls -l total 12 drwxr-xr-x  3 root root 4096 Feb 27 15:48 boot drwxr-xr-x  2 root root 4096 Mar 17 22:19 pmagic cp -r pmagic /tftpboot As I mentioned earlier, we dont change anything to the default pmagic distro. Simply provide the add-on package via PXE append options. If you are using a menu based PXE server, then add an entry to your menu. For example /tftpboot/pxelinux.cfg/default can be appended with following section. LABEL Diskless Boot With InfiniBand Support MENU LABEL Diskless Boot With InfiniBand Support KERNEL pmagic/bzImage APPEND initrd=pmagic/initrd.img,pmagic/ib-pxe-addon.cgz edd=off load_ramdisk=1 prompt_ramdisk=0 rw vga=normal loglevel=9 max_loop=256 TEXT HELP * A Linux Image which can be used to PXE Boot w/ IB tools ENDTEXT Note: Keep the line starting with "APPEND" as a single line. If you use host specific files in pxelinux.cfg, then you can use that specific file to add the above mentioned entry. Boot Computer over PXE Now boot your desired compute machine over PXE. This does not have to be over InfiniBand. Just use your standard ethernet interface and network. If using menus, then pick the new entry that you created in previous section. Enable IPoIB After a few minutes, you will be booted into Parted Magic environment. Open a terminal session and see if InfiniBand is enabled. You can use commands like: ifconfig -a ibstat ibv_devices ibv_devinfo If you are connected to InfiniBand network with an active Subnet Manager, then your IB interfaces must have come online by now. You can proceed and assign IP address to them. This will enable you at IPoIB layer. Example InfiniBand Diagnostic Tools I have added several InfiniBand Diagnistic tools in this add-on. You can use from following list: ibstat, ibstatus, ibv_devinfo, ibv_devices perfquery, smpquery ibnetdiscover, iblinkinfo.pl ibhosts, ibswitches, ibnodes Wrap Up This concludes this weblog. Here we saw how to bring up a computer with IPoIB and InfiniBand diagnostic tools without installing anything on it. Its almost like running diskless !

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  • Python import error: Symbol not found, but the symbol is present in the file

    - by Autopulated
    I get this error when I try to import ssrc.spread: ImportError: dlopen(/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/ssrc/_spread.so, 2): Symbol not found: __ZN17ssrcspread_v1_0_67Mailbox11ZeroTimeoutE The file in question (_spread.so) includes the symbol: $ nm _spread.so | grep _ZN17ssrcspread_v1_0_67Mailbox11ZeroTimeoutE U __ZN17ssrcspread_v1_0_67Mailbox11ZeroTimeoutE U __ZN17ssrcspread_v1_0_67Mailbox11ZeroTimeoutE (twice because the file is a fat ppc/x86 binary) The archive header information of _spread.so is: $ otool -fahv _spread.so Fat headers fat_magic FAT_MAGIC nfat_arch 2 architecture ppc7400 cputype CPU_TYPE_POWERPC cpusubtype CPU_SUBTYPE_POWERPC_7400 capabilities 0x0 offset 4096 size 235272 align 2^12 (4096) architecture i386 cputype CPU_TYPE_I386 cpusubtype CPU_SUBTYPE_I386_ALL capabilities 0x0 offset 241664 size 229360 align 2^12 (4096) /Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/ssrc/_spread.so (architecture ppc7400): Mach header magic cputype cpusubtype caps filetype ncmds sizeofcmds flags MH_MAGIC PPC ppc7400 0x00 BUNDLE 10 1420 NOUNDEFS DYLDLINK BINDATLOAD TWOLEVEL WEAK_DEFINES BINDS_TO_WEAK /Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/ssrc/_spread.so (architecture i386): Mach header magic cputype cpusubtype caps filetype ncmds sizeofcmds flags MH_MAGIC I386 ALL 0x00 BUNDLE 11 1604 NOUNDEFS DYLDLINK BINDATLOAD TWOLEVEL WEAK_DEFINES BINDS_TO_WEAK And my python is python 2.6.4: $ which python | xargs otool -fahv Fat headers fat_magic FAT_MAGIC nfat_arch 2 architecture ppc cputype CPU_TYPE_POWERPC cpusubtype CPU_SUBTYPE_POWERPC_ALL capabilities 0x0 offset 4096 size 9648 align 2^12 (4096) architecture i386 cputype CPU_TYPE_I386 cpusubtype CPU_SUBTYPE_I386_ALL capabilities 0x0 offset 16384 size 13176 align 2^12 (4096) /Library/Frameworks/Python.framework/Versions/2.6/bin/python (architecture ppc): Mach header magic cputype cpusubtype caps filetype ncmds sizeofcmds flags MH_MAGIC PPC ALL 0x00 EXECUTE 11 1268 NOUNDEFS DYLDLINK TWOLEVEL /Library/Frameworks/Python.framework/Versions/2.6/bin/python (architecture i386): Mach header magic cputype cpusubtype caps filetype ncmds sizeofcmds flags MH_MAGIC I386 ALL 0x00 EXECUTE 11 1044 NOUNDEFS DYLDLINK TWOLEVEL There seems to be a difference in the ppc architecture in the files, but I'm running on an intel, so I don't see why this should cause a problem. So why might the symbol not be found?

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  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

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  • 64-bit Archives Needed

    - by user9154181
    A little over a year ago, we received a question from someone who was trying to build software on Solaris. He was getting errors from the ar command when creating an archive. At that time, the ar command on Solaris was a 32-bit command. There was more than 2GB of data, and the ar command was hitting the file size limit for a 32-bit process that doesn't use the largefile APIs. Even in 2011, 2GB is a very large amount of code, so we had not heard this one before. Most of our toolchain was extended to handle 64-bit sized data back in the 1990's, but archives were not changed, presumably because there was no perceived need for it. Since then of course, programs have continued to get larger, and in 2010, the time had finally come to investigate the issue and find a way to provide for larger archives. As part of that process, I had to do a deep dive into the archive format, and also do some Unix archeology. I'm going to record what I learned here, to document what Solaris does, and in the hope that it might help someone else trying to solve the same problem for their platform. Archive Format Details Archives are hardly cutting edge technology. They are still used of course, but their basic form hasn't changed in decades. Other than to fix a bug, which is rare, we don't tend to touch that code much. The archive file format is described in /usr/include/ar.h, and I won't repeat the details here. Instead, here is a rough overview of the archive file format, implemented by System V Release 4 (SVR4) Unix systems such as Solaris: Every archive starts with a "magic number". This is a sequence of 8 characters: "!<arch>\n". The magic number is followed by 1 or more members. A member starts with a fixed header, defined by the ar_hdr structure in/usr/include/ar.h. Immediately following the header comes the data for the member. Members must be padded at the end with newline characters so that they have even length. The requirement to pad members to an even length is a dead giveaway as to the age of the archive format. It tells you that this format dates from the 1970's, and more specifically from the era of 16-bit systems such as the PDP-11 that Unix was originally developed on. A 32-bit system would have required 4 bytes, and 64-bit systems such as we use today would probably have required 8 bytes. 2 byte alignment is a poor choice for ELF object archive members. 32-bit objects require 4 byte alignment, and 64-bit objects require 64-bit alignment. The link-editor uses mmap() to process archives, and if the members have the wrong alignment, we have to slide (copy) them to the correct alignment before we can access the ELF data structures inside. The archive format requires 2 byte padding, but it doesn't prohibit more. The Solaris ar command takes advantage of this, and pads ELF object members to 8 byte boundaries. Anything else is padded to 2 as required by the format. The archive header (ar_hdr) represents all numeric values using an ASCII text representation rather than as binary integers. This means that an archive that contains only text members can be viewed using tools such as cat, more, or a text editor. The original designers of this format clearly thought that archives would be used for many file types, and not just for objects. Things didn't turn out that way of course — nearly all archives contain relocatable objects for a single operating system and machine, and are used primarily as input to the link-editor (ld). Archives can have special members that are created by the ar command rather than being supplied by the user. These special members are all distinguished by having a name that starts with the slash (/) character. This is an unambiguous marker that says that the user could not have supplied it. The reason for this is that regular archive members are given the plain name of the file that was inserted to create them, and any path components are stripped off. Slash is the delimiter character used by Unix to separate path components, and as such cannot occur within a plain file name. The ar command hides the special members from you when you list the contents of an archive, so most users don't know that they exist. There are only two possible special members: A symbol table that maps ELF symbols to the object archive member that provides it, and a string table used to hold member names that exceed 15 characters. The '/' convention for tagging special members provides room for adding more such members should the need arise. As I will discuss below, we took advantage of this fact to add an alternate 64-bit symbol table special member which is used in archives that are larger than 4GB. When an archive contains ELF object members, the ar command builds a special archive member known as the symbol table that maps all ELF symbols in the object to the archive member that provides it. The link-editor uses this symbol table to determine which symbols are provided by the objects in that archive. If an archive has a symbol table, it will always be the first member in the archive, immediately following the magic number. Unlike member headers, symbol tables do use binary integers to represent offsets. These integers are always stored in big-endian format, even on a little endian host such as x86. The archive header (ar_hdr) provides 15 characters for representing the member name. If any member has a name that is longer than this, then the real name is written into a special archive member called the string table, and the member's name field instead contains a slash (/) character followed by a decimal representation of the offset of the real name within the string table. The string table is required to precede all normal archive members, so it will be the second member if the archive contains a symbol table, and the first member otherwise. The archive format is not designed to make finding a given member easy. Such operations move through the archive from front to back examining each member in turn, and run in O(n) time. This would be bad if archives were commonly used in that manner, but in general, they are not. Typically, the ar command is used to build an new archive from scratch, inserting all the objects in one operation, and then the link-editor accesses the members in the archive in constant time by using the offsets provided by the symbol table. Both of these operations are reasonably efficient. However, listing the contents of a large archive with the ar command can be rather slow. Factors That Limit Solaris Archive Size As is often the case, there was more than one limiting factor preventing Solaris archives from growing beyond the 32-bit limits of 2GB (32-bit signed) and 4GB (32-bit unsigned). These limits are listed in the order they are hit as archive size grows, so the earlier ones mask those that follow. The original Solaris archive file format can handle sizes up to 4GB without issue. However, the ar command was delivered as a 32-bit executable that did not use the largefile APIs. As such, the ar command itself could not create a file larger than 2GB. One can solve this by building ar with the largefile APIs which would allow it to reach 4GB, but a simpler and better answer is to deliver a 64-bit ar, which has the ability to scale well past 4GB. Symbol table offsets are stored as 32-bit big-endian binary integers, which limits the maximum archive size to 4GB. To get around this limit requires a different symbol table format, or an extension mechanism to the current one, similar in nature to the way member names longer than 15 characters are handled in member headers. The size field in the archive member header (ar_hdr) is an ASCII string capable of representing a 32-bit unsigned value. This places a 4GB size limit on the size of any individual member in an archive. In considering format extensions to get past these limits, it is important to remember that very few archives will require the ability to scale past 4GB for many years. The old format, while no beauty, continues to be sufficient for its purpose. This argues for a backward compatible fix that allows newer versions of Solaris to produce archives that are compatible with older versions of the system unless the size of the archive exceeds 4GB. Archive Format Differences Among Unix Variants While considering how to extend Solaris archives to scale to 64-bits, I wanted to know how similar archives from other Unix systems are to those produced by Solaris, and whether they had already solved the 64-bit issue. I've successfully moved archives between different Unix systems before with good luck, so I knew that there was some commonality. If it turned out that there was already a viable defacto standard for 64-bit archives, it would obviously be better to adopt that rather than invent something new. The archive file format is not formally standardized. However, the ar command and archive format were part of the original Unix from Bell Labs. Other systems started with that format, extending it in various often incompatible ways, but usually with the same common shared core. Most of these systems use the same magic number to identify their archives, despite the fact that their archives are not always fully compatible with each other. It is often true that archives can be copied between different Unix variants, and if the member names are short enough, the ar command from one system can often read archives produced on another. In practice, it is rare to find an archive containing anything other than objects for a single operating system and machine type. Such an archive is only of use on the type of system that created it, and is only used on that system. This is probably why cross platform compatibility of archives between Unix variants has never been an issue. Otherwise, the use of the same magic number in archives with incompatible formats would be a problem. I was able to find information for a number of Unix variants, described below. These can be divided roughly into three tribes, SVR4 Unix, BSD Unix, and IBM AIX. Solaris is a SVR4 Unix, and its archives are completely compatible with those from the other members of that group (GNU/Linux, HP-UX, and SGI IRIX). AIX AIX is an exception to rule that Unix archive formats are all based on the original Bell labs Unix format. It appears that AIX supports 2 formats (small and big), both of which differ in fundamental ways from other Unix systems: These formats use a different magic number than the standard one used by Solaris and other Unix variants. They include support for removing archive members from a file without reallocating the file, marking dead areas as unused, and reusing them when new archive items are inserted. They have a special table of contents member (File Member Header) which lets you find out everything that's in the archive without having to actually traverse the entire file. Their symbol table members are quite similar to those from other systems though. Their member headers are doubly linked, containing offsets to both the previous and next members. Of the Unix systems described here, AIX has the only format I saw that will have reasonable insert/delete performance for really large archives. Everyone else has O(n) performance, and are going to be slow to use with large archives. BSD BSD has gone through 4 versions of archive format, which are described in their manpage. They use the same member header as SVR4, but their symbol table format is different, and their scheme for long member names puts the name directly after the member header rather than into a string table. GNU/Linux The GNU toolchain uses the SVR4 format, and is compatible with Solaris. HP-UX HP-UX seems to follow the SVR4 model, and is compatible with Solaris. IRIX IRIX has 32 and 64-bit archives. The 32-bit format is the standard SVR4 format, and is compatible with Solaris. The 64-bit format is the same, except that the symbol table uses 64-bit integers. IRIX assumes that an archive contains objects of a single ELFCLASS/MACHINE, and any archive containing ELFCLASS64 objects receives a 64-bit symbol table. Although they only use it for 64-bit objects, nothing in the archive format limits it to ELFCLASS64. It would be perfectly valid to produce a 64-bit symbol table in an archive containing 32-bit objects, text files, or anything else. Tru64 Unix (Digital/Compaq/HP) Tru64 Unix uses a format much like ours, but their symbol table is a hash table, making specific symbol lookup much faster. The Solaris link-editor uses archives by examining the entire symbol table looking for unsatisfied symbols for the link, and not by looking up individual symbols, so there would be no benefit to Solaris from such a hash table. The Tru64 ld must use a different approach in which the hash table pays off for them. Widening the existing SVR4 archive symbol tables rather than inventing something new is the simplest path forward. There is ample precedent for this approach in the ELF world. When ELF was extended to support 64-bit objects, the approach was largely to take the existing data structures, and define 64-bit versions of them. We called the old set ELF32, and the new set ELF64. My guess is that there was no need to widen the archive format at that time, but had there been, it seems obvious that this is how it would have been done. The Implementation of 64-bit Solaris Archives As mentioned earlier, there was no desire to improve the fundamental nature of archives. They have always had O(n) insert/delete behavior, and for the most part it hasn't mattered. AIX made efforts to improve this, but those efforts did not find widespread adoption. For the purposes of link-editing, which is essentially the only thing that archives are used for, the existing format is adequate, and issues of backward compatibility trump the desire to do something technically better. Widening the existing symbol table format to 64-bits is therefore the obvious way to proceed. For Solaris 11, I implemented that, and I also updated the ar command so that a 64-bit version is run by default. This eliminates the 2 most significant limits to archive size, leaving only the limit on an individual archive member. We only generate a 64-bit symbol table if the archive exceeds 4GB, or when the new -S option to the ar command is used. This maximizes backward compatibility, as an archive produced by Solaris 11 is highly likely to be less than 4GB in size, and will therefore employ the same format understood by older versions of the system. The main reason for the existence of the -S option is to allow us to test the 64-bit format without having to construct huge archives to do so. I don't believe it will find much use outside of that. Other than the new ability to create and use extremely large archives, this change is largely invisible to the end user. When reading an archive, the ar command will transparently accept either form of symbol table. Similarly, the ELF library (libelf) has been updated to understand either format. Users of libelf (such as the link-editor ld) do not need to be modified to use the new format, because these changes are encapsulated behind the existing functions provided by libelf. As mentioned above, this work did not lift the limit on the maximum size of an individual archive member. That limit remains fixed at 4GB for now. This is not because we think objects will never get that large, for the history of computing says otherwise. Rather, this is based on an estimation that single relocatable objects of that size will not appear for a decade or two. A lot can change in that time, and it is better not to overengineer things by writing code that will sit and rot for years without being used. It is not too soon however to have a plan for that eventuality. When the time comes when this limit needs to be lifted, I believe that there is a simple solution that is consistent with the existing format. The archive member header size field is an ASCII string, like the name, and as such, the overflow scheme used for long names can also be used to handle the size. The size string would be placed into the archive string table, and its offset in the string table would then be written into the archive header size field using the same format "/ddd" used for overflowed names.

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  • What are ping packets made of?

    - by Mr. Man
    What exactly are in the packets that are sent via the ping command? I was reading a Wikipedia article about magic numbers and saw this: DHCP packets use a "magic cookie" value of '63 82 53 63' at the start of the options section of the packet. This value is included in all DHCP packet types. so what else is in the packets?

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  • Re-partitioning a harddrive without wiping the OS

    - by Johnny W
    Hello. I have a friend who's put himself in that age-old position: His OS partition has turned out to be too small for his needs. He'd really like to be able to repartition his harddrive without formatting it. In the past Partition Magic would have leapt to mind, but apparently Symantec bought that in 2003 and never updated it (and then officially discontinued it). Is there a "modern day" Partition Magic that every uses for desperate situations like this, that also works under Windows 7? Thanks

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  • MinGW Doesn't Generate an Object File When Compiling

    - by Nathan Campos
    I've just bought a new laptop for me on the travel, then on my free time, I've started to test MinGW on it by trying to compile my own OS that is written in C++, then I've created all the files needed and the kernel.cpp: extern "C" void _main(struct multiboot_data* mbd, unsigned int magic); void _main( struct multiboot_data* mbd, unsigned int magic ) { char * boot_loader_name =(char*) ((long*)mbd)[16]; /* Print a letter to screen to see everything is working: */ unsigned char *videoram = (unsigned char *) 0xb8000; videoram[0] = 65; /* character 'A' */ videoram[1] = 0x07; /* forground, background color. */ } And tried to compile it with g++ G: g++ -o C:\kernel.o -c kernel.cpp -Wall -Wextra -Werror -nostdlib -nostartfiles -nodefaultlibs kernel.cpp: In function `void _main(multiboot_data*, unsigned int)': kernel.cpp:8: warning: unused variable 'boot_loader_name' kernel.cpp: At global scope: kernel.cpp:4: warning: unused parameter 'magic' G: But it don't create any binary file at C:/. What can I do?

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  • No Binary File Generation

    - by Nathan Campos
    I've just bought a new laptop for me on the travel, then on my free time, I've started to test MinGW on it by trying to compile my own OS that is written in C++, then I've created all the files needed and the kernel.cpp: extern "C" void _main(struct multiboot_data* mbd, unsigned int magic); void _main( struct multiboot_data* mbd, unsigned int magic ) { char * boot_loader_name =(char*) ((long*)mbd)[16]; /* Print a letter to screen to see everything is working: */ unsigned char *videoram = (unsigned char *) 0xb8000; videoram[0] = 65; /* character 'A' */ videoram[1] = 0x07; /* forground, background color. */ } And tried to compile it with g++ G: g++ -o C:\kernel.o -c kernel.cpp -Wall -Wextra -Werror -nostdlib -nostartfiles -nodefaultlibs kernel.cpp: In function `void _main(multiboot_data*, unsigned int)': kernel.cpp:8: warning: unused variable 'boot_loader_name' kernel.cpp: At global scope: kernel.cpp:4: warning: unused parameter 'magic' G: But it don't create any binary file at C:/, what can I do?

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  • llvm clang struct creating functions on the fly

    - by anon
    I'm using LLVM-clang on Linux. Suppose in foo.cpp I have: struct Foo { int x, y; }; How can I create a function "magic" such that: typedef (Foo) SomeFunc(Foo a, Foo b); SomeFunc func = magic("struct Foo { int x, y; };"); so that: func(SomeFunc a, SomeFunc b); // returns a.x + b.y; ? Note: So basically, "magic" needs to take a char*, have LLVM parse it to get how C++ lays out the struct, then create a function on the fly that returns a.x + b.y; Thanks!

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  • Problems applying texture to a triangle strip using glTexCoordPointer

    - by Alexey
    Hi, I'm writing a pretty simple piece of code which should draw a plane. The plane must have two different textures on its sides, like if it was a book page. I'm trying to achieve this by doing this: glFrontFace(GL_CCW); glBindTexture(GL_TEXTURE_2D, textures[kActiveSideLeft]); glVertexPointer(3, GL_FLOAT, 0, vertexCoordinates); glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, (2 * kHorizontalSegmentsCount + 4) * kVerticalSegmentsCount); glFrontFace(GL_CW); glBindTexture(GL_TEXTURE_2D, textures[kActiveSideRight]); glVertexPointer(3, GL_FLOAT, 0, vertexCoordinates); glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates); glDrawArrays(GL_TRIANGLE_STRIP, 0, (2 * kHorizontalSegmentsCount + 4) * kVerticalSegmentsCount); textures[] array contains 2 GLuint textures which specify appropriate textures. vertexCoordinates and textureCoordinates contain vertexes and texture coordinates respectively ((2 * kHorizontalSegmentsCount + 4) * kVerticalSegmentsCount) equals 15 and that's exactly how many elements I have in the arrays I set up opengl like this: glEnable(GL_DEPTH_TEST); glClearDepthf(1.0f); glDepthFunc(GL_LEQUAL); glClearColor(0.0, 1.0, 1.0, 1.0); glEnable(GL_TEXTURE_2D); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); What happens is when I run it front side of the plane looks Ok, but it appears like if texture coordinates weren't applied to the back side. It appears like texture on the back side is just tiled and not connected to vertexes by any means. Any idea what am I doing wrong? Or any idea about what can I do to debug this problem? Thanks.

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