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  • C++ Pass a hidden arg to a class constructor?

    - by JP
    I would like to define a class that accept the pointer to it's parent class as an Argument, but would it be possible to somehow pass it without needing to pass it directly such as: class Child { public: Child(Parent* hiddenArg); }; class Parent { public: Child myChild; }; I know this is weird, but I am making my own Signal/Slot implementation and Child would be a signal defined, but I would like to get the parent so I can use it's Event Dispatcher...

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  • can I pass arguments to my function through add_action? (Wordpress)

    - by Radek
    can I do something like that? to pass arguments to my function? I already studied add_action doc but did not figure out how to do it. What the exact syntax to pass two arguments would look like. function recent_post_by_author($author,$number_of_posts) { some commands; } add_action('thesis_hook_before_post','recent_post_by_author',10,'author,2')

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  • PASS Precon Countdown… See some of you Monday, and others on Tuesday Night

    - by drsql
    As I finish up the plans for Monday’s database design precon, I am getting pretty excited for the day. This is the third time I have done this precon, and where the base slides are very similar, I have a few new twists in mind. One of my big ideas for my Database Design Workshop precon has always been to give people to do some design. So I am even now trying to go through and whittle down the slides and make sure that we have the time for design. If you are attending, be prepared to be a team player....(read more)

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  • Summit Old, Summit New, Summit Borrowed...

    - by Rob Farley
    PASS Summit is coming up, and I thought I’d post a few things. Summit Old... At the PASS Summit, you will get the chance to hear presentations by the SQL Server establishment. Just about every big name in the SQL Server world is a regular at the PASS Summit, so you will get to hear and meet people like Kalen Delaney (@sqlqueen) (who just recently got awarded MVP status for the 20th year running), and from all around the world such as the UK’s Chris Webb (@technitrain) or Pinal Dave (@pinaldave) from India. Almost all the household names in SQL Server will be there, including a large contingent from Microsoft. The PASS Summit is by far the best place to meet the legends of SQL Server. And they’re not all old. Some are, but most of them are younger than you might think. ...Summit New... The hottest topics are often about the newest technologies (such as SQL Server 2012). But you will almost certainly learn new stuff about older versions too. But that’s not what I wanted to pick on for this point. There are many new speakers at every PASS Summit, and content that has not been covered in other places. This year, for example, LobsterPot’s Roger Noble (@roger_noble) is giving a presentation for the first time. He’s a regular around the Australian circuit, but this is his first time presenting to a US audience. New Zealand’s Paul White (@sql_kiwi) is attending his first PASS Summit, and will be giving over four hours of incredibly deep stuff that has never been presented anywhere in the US before (I can’t say the world, because he did present similar material in Adelaide earlier in the year). ...Summit Borrowed... No, I’m not talking about plagiarism – the talks you’ll hear are all their own work. But you will get a lot of stuff you’ll be able to take back and apply at work. The PASS Summit sessions are not full of sales-pitches, telling you about how great things could be if only you’d buy some third-party vendor product. It’s simply not that kind of conference, and PASS doesn’t allow that kind of talk to take place. Instead, you’ll be taught techniques, and be able to download scripts and slides to let you perform that magic back at work when you get home. You will definitely find plenty of ideas to borrow at the PASS Summit. ...Summit Blue Yeah – and there’s karaoke. Blue - Jason - SQL Karaoke - YouTube

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  • How can I pass an array of floats to the fragment shader using textures?

    - by James
    I want to map out a 2D array of depth elements for the fragment shader to use to check depth against to create shadows. I want to be able to copy a float array into the GPU, but using large uniform arrays causes segfaults in openGL so that is not an option. I tried texturing but the best i got was to use GL_DEPTH_COMPONENT glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 512, 512, 0, GL_DEPTH_COMPONENT, GL_FLOAT, smap); Which doesn't work because that stores depth components (0.0 - 1.0) which I don't want because I have no idea how to calculate them using the depth value produced by the light sources MVP matrix multiplied by the coordinate of each vertex. Is there any way to store and access large 2D arrays of floats in openGL?

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  • 2D metaball liquid effect - how to feed output of one rendering pass as input to another shader

    - by Guye Incognito
    I'm attempting to make a shader for unity3d web project. I want to implement something like in the great answer by DMGregory in this question. in order to achieve a final look something like this.. Its metaballs with specular and shading. The steps to make this shader are. 1. Convert the feathered blobs into a heightmap. 2. Generate a normalmap from the heightmap 3. Feed the normal map and height map into a standard unity shader, for instance transparent parallax specular. I pretty much have all the pieces I need assembled but I am new to shaders and need help putting them together I can generate a heightmap from the blobs using some fragment shader code I wrote (I'm just using the red channel here cus i dont know if you can access the brightness) half4 frag (v2f i) : COLOR{ half4 texcol,finalColor; texcol = tex2D (_MainTex, i.uv); finalColor=_MyColor; if(texcol.r<_botmcut) { finalColor.r= 0; } else if((texcol.r>_topcut)) { finalColor.r= 0; } else { float r = _topcut-_botmcut; float xpos = _topcut - texcol.r; finalColor.r= (_botmcut + sqrt((xpos*xpos)-(r*r)))/_constant; } return finalColor; } turns these blobs.. into this heightmap Also I've found some CG code that generates a normal map from a height map. The bit of code that makes the normal map from finite differences is here void surf (Input IN, inout SurfaceOutput o) { o.Albedo = fixed3(0.5); float3 normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); float me = tex2D(_HeightMap,IN.uv_MainTex).x; float n = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y+1.0/_HeightmapDimY)).x; float s = tex2D(_HeightMap,float2(IN.uv_MainTex.x,IN.uv_MainTex.y-1.0/_HeightmapDimY)).x; float e = tex2D(_HeightMap,float2(IN.uv_MainTex.x-1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float w = tex2D(_HeightMap,float2(IN.uv_MainTex.x+1.0/_HeightmapDimX,IN.uv_MainTex.y)).x; float3 norm = normal; float3 temp = norm; //a temporary vector that is not parallel to norm if(norm.x==1) temp.y+=0.5; else temp.x+=0.5; //form a basis with norm being one of the axes: float3 perp1 = normalize(cross(norm,temp)); float3 perp2 = normalize(cross(norm,perp1)); //use the basis to move the normal in its own space by the offset float3 normalOffset = -_HeightmapStrength * ( ( (n-me) - (s-me) ) * perp1 + ( ( e - me ) - ( w - me ) ) * perp2 ); norm += normalOffset; norm = normalize(norm); o.Normal = norm; } Also here is the built-in transparent parallax specular shader for unity. Shader "Transparent/Parallax Specular" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 0) _Shininess ("Shininess", Range (0.01, 1)) = 0.078125 _Parallax ("Height", Range (0.005, 0.08)) = 0.02 _MainTex ("Base (RGB) TransGloss (A)", 2D) = "white" {} _BumpMap ("Normalmap", 2D) = "bump" {} _ParallaxMap ("Heightmap (A)", 2D) = "black" {} } SubShader { Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} LOD 600 CGPROGRAM #pragma surface surf BlinnPhong alpha #pragma exclude_renderers flash sampler2D _MainTex; sampler2D _BumpMap; sampler2D _ParallaxMap; fixed4 _Color; half _Shininess; float _Parallax; struct Input { float2 uv_MainTex; float2 uv_BumpMap; float3 viewDir; }; void surf (Input IN, inout SurfaceOutput o) { half h = tex2D (_ParallaxMap, IN.uv_BumpMap).w; float2 offset = ParallaxOffset (h, _Parallax, IN.viewDir); IN.uv_MainTex += offset; IN.uv_BumpMap += offset; fixed4 tex = tex2D(_MainTex, IN.uv_MainTex); o.Albedo = tex.rgb * _Color.rgb; o.Gloss = tex.a; o.Alpha = tex.a * _Color.a; o.Specular = _Shininess; o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)); } ENDCG } FallBack "Transparent/Bumped Specular" }

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  • How can I pass referrer header from my https domain to http domains?

    - by nutcracker
    My website is 100% https. I have links to other http domains. The referrer header is not set when linking from a https page to a http page. From http://en.wikipedia.org/wiki/HTTP_referrer If a website is accessed from a HTTP Secure (HTTPS) connection and a link points to anywhere except another secure location, then the referer field is not sent. I would prefer that other domains can see the referrer so that they know that traffic comes from my domain. Is there a way to force this header or is there another solution? Update I've done some basic testing using a redirect: http page -- link to http --> 301 redirect --> http page = referrer intact https page -- link to https --> 301 redirect --> http page = referrer blank https page -- link to http --> 301 redirect --> http page = referrer blank https page -- link to http --> 302 redirect --> http page = referrer blank The referrer is lost when linking from a https page to a http redirect page on my own domain. So there is no referrer on the redirect.

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  • How do I pass an object location into a vertex shader?

    - by Greg Kassapidis
    I am using Blender Game Engine. I want to create a large flat plane, and deform it locally near a moving object. So far (despite being a beginner at shaders) I've written a vertex shader for the plane which moves the vertices to their correct positions (constant positions, for now). I cannot find a way to swap that constant location with an object's location updated every frame, while the shader is running. I am not even sure if it's possible. I only want to access a specific object's center from the shader.

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  • How to allow Google Images search to by pass hotlink protection?

    - by Marco Demaio
    I saw Google Images seems to index my images only if hotlink protection is off. * I use anyway hotlink protection because I don't like the idea of people sucking my bandwidth, i simply this code to protcet my sites from being hotlinked: RewriteEngine on RewriteCond %{HTTP_REFERER} !^$ RewriteCond %{HTTP_REFERER} !^http(s)?://(www\.)?mydomain\.com/.*$ [NC] RewriteCond %{HTTP_REFERER} !^http(s)?://(www\.)?mydomain\.com$ [NC] RewriteRule .*\.(jpg|jpeg|png|gif)$ - [F,NC,L] But in order to allow Google Image search to bypass my hotlink protection (I want Google Images search to show my images) would it suffice to add a line like this one: RewriteCond %{HTTP_REFERER} !^http(s)?://(www\.)?google\.com/.*$ [NC] RewriteCond %{HTTP_REFERER} !^http(s)?://(www\.)?google\.com$ [NC] Because I'm wondring: is the crawler crawling just from google.com? and what about google.it / google.co.uk, etc.? FYI: on Google official guidelines I did not find info about this. I suppose hotlink protection prevents Google Images to show images in its results because I did some tests and it seems hotlink protection does prevent my images to be shown in Google Images search.

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  • How to pass one float as four unsigned chars to shader by glVertexPointAttrib?

    - by Kog
    For each vertex I use two floats as position and four unsigned bytes as color. I want to store all of them in one table, so I tried casting those four unsigned bytes to one float, but I am unable to do that correctly... All in all, my tests came to one point: GLfloat vertices[] = { 1.0f, 0.5f, 0, 1.0f, 0, 0 }; glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), vertices); // VER1 - draws red triangle // unsigned char colors[] = { 0xff, 0, 0, 0xff, 0xff, 0, 0, 0xff, 0xff, 0, 0, // 0xff }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors); // VER2 - draws greenish triangle (not "pure" green) // float f = 255 << 24 | 255; //Hex:0xff0000ff // float colors2[] = { f, f, f }; // glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), // colors2); // VER3 - draws red triangle int i = 255 << 24 | 255; //Hex:0xff0000ff int colors3[] = { i, i, i }; glEnableVertexAttribArray(1); glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 4 * sizeof(GLubyte), colors3); glDrawArrays(GL_TRIANGLES, 0, 3); Above code is used to draw one simple red triangle. My question is - why do versions 1 and 3 work correctly, while version 2 draws some greenish triangle? Hex values are one I read by marking variable during debug. They are equal for version 2 and 3 - so what causes the difference?

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  • How do I pass vertex and color positions to OpenGL shaders?

    - by smoth190
    I've been trying to get this to work for the past two days, telling myself I wouldn't ask for help. I think you can see where that got me... I thought I'd try my hand at a little OpenGL, because DirectX is complex and depressing. I picked OpenGL 3.x, because even with my OpenGL 4 graphics card, all my friends don't have that, and I like to let them use my programs. There aren't really any great tutorials for OpenGL 3, most are just "type this and this will happen--the end". I'm trying to just draw a simple triangle, and so far, all I have is a blank screen with my clear color (when I set the draw type to GL_POINTS I just get a black dot). I have no idea what the problem is, so I'll just slap down the code: Here is the function that creates the triangle: void CEntityRenderable::CreateBuffers() { m_vertices = new Vertex3D[3]; m_vertexCount = 3; m_vertices[0].x = -1.0f; m_vertices[0].y = -1.0f; m_vertices[0].z = -5.0f; m_vertices[0].r = 1.0f; m_vertices[0].g = 0.0f; m_vertices[0].b = 0.0f; m_vertices[0].a = 1.0f; m_vertices[1].x = 1.0f; m_vertices[1].y = -1.0f; m_vertices[1].z = -5.0f; m_vertices[1].r = 1.0f; m_vertices[1].g = 0.0f; m_vertices[1].b = 0.0f; m_vertices[1].a = 1.0f; m_vertices[2].x = 0.0f; m_vertices[2].y = 1.0f; m_vertices[2].z = -5.0f; m_vertices[2].r = 1.0f; m_vertices[2].g = 0.0f; m_vertices[2].b = 0.0f; m_vertices[2].a = 1.0f; //Create the VAO glGenVertexArrays(1, &m_vaoID); //Bind the VAO glBindVertexArray(m_vaoID); //Create a vertex buffer glGenBuffers(1, &m_vboID); //Bind the buffer glBindBuffer(GL_ARRAY_BUFFER, m_vboID); //Set the buffers data glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_STATIC_DRAW); //Set its usage glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_TRUE, sizeof(Vertex3D), (void*)(3*sizeof(float))); //Enable glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); //Check for errors if(glGetError() != GL_NO_ERROR) { Error("Failed to create VBO: %s", gluErrorString(glGetError())); } //Unbind... glBindVertexArray(0); } The Vertex3D struct is as such... struct Vertex3D { Vertex3D() : x(0), y(0), z(0), r(0), g(0), b(0), a(1) {} float x, y, z; float r, g, b, a; }; And finally the render function: void CEntityRenderable::RenderEntity() { //Render... glBindVertexArray(m_vaoID); //Use our attribs glDrawArrays(GL_POINTS, 0, m_vertexCount); glBindVertexArray(0); //unbind OnRender(); } (And yes, I am binding and unbinding the shader. That is just in a different place) I think my problem is that I haven't fully wrapped my mind around this whole VertexAttribArray thing (the only thing I like better in DirectX was input layouts D:). This is my vertex shader: #version 330 //Matrices uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; //In values layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; //Out values out vec3 frag_color; //Main shader void main(void) { //Position in world gl_Position = vec4(position, 1.0); //gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0); //No color changes frag_color = color; } As you can see, I've disable the matrices, because that just makes debugging this thing so much harder. I tried to debug using glslDevil, but my program just crashes right before the shaders are created... so I gave up with that. This is my first shot at OpenGL since the good old days of LWJGL, but that was when I didn't even know what a shader was. Thanks for your help :)

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  • How to pass information across domains to ask for newsletter only once?

    - by Michal Stefanow
    Lets assume following scenario, I have two sites: example1.com example2.com When user visits 1 there is a prompt "please signup to a newsletter". Same thing happens when user visits 2. However when navigating from 1 to 2 I don't want signup form to be shown. My first thought were 3rd-party cookies, but it seems that they are blocked / not working: http://stackoverflow.com/questions/4701922/how-does-facebook-set-cross-domain-cookies-for-iframes-on-canvas-pages?rq=1 http://stackoverflow.com/questions/172223/how-do-i-set-cookies-from-outside-domains-inside-iframes-in-safari?rq=1 Another thought is to append #noshow for each URL but that would require some work - for instance a script that would intercept click / tap events and modify URL structure depending on the address. (but that seems hacky) I wonder if you know a robust well-established solution to this issue? Thanks

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  • Storing a pass-by-reference parameter as a pointer - Bad practice?

    - by Karl Nicoll
    I recently came across the following pattern in an API I've been forced to use: class SomeObject { public: // Constructor. SomeObject(bool copy = false); // Set a value. void SetValue(const ComplexType &value); private: bool m_copy; ComplexType *m_pComplexType; ComplexType m_complexType; }; // ------------------------------------------------------------ SomeObject::SomeObject(bool copy) : m_copy(copy) { } // ------------------------------------------------------------ void SomeObject::SetValue(const ComplexType &value) { if (m_copy) m_complexType.assign(value); else m_pComplexType = const_cast<ComplexType *>(&value); } The background behind this pattern is that it is used to hold data prior to it being encoded and sent to a TCP socket. The copy weirdness is designed to make the class SomeObject efficient by only holding a pointer to the object until it needs to be encoded, but also provide the option to copy values if the lifetime of the SomeObject exceeds the lifetime of a ComplexType. However, consider the following: SomeObject SomeFunction() { ComplexType complexTypeInstance(1); // Create an instance of ComplexType. SomeObject encodeHelper; encodeHelper.SetValue(complexTypeInstance); // Okay. return encodeHelper; // Uh oh! complexTypeInstance has been destroyed, and // now encoding will venture into the realm of undefined // behaviour! } I tripped over this because I used the default constructor, and this resulted in messages being encoded as blank (through a fluke of undefined behaviour). It took an absolute age to pinpoint the cause! Anyway, is this a standard pattern for something like this? Are there any advantages to doing it this way vs overloading the SetValue method to accept a pointer that I'm missing? Thanks!

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  • Should I pass an object into a constructor, or instantiate in class?

    - by Prisoner
    Consider these two examples: Passing an object to a constructor class ExampleA { private $config; public function __construct($config) { $this->config = $config; } } $config = new Config; $exampleA = new ExampleA($config); Instantiating a class class ExampleB { private $config; public function __construct() { $this->config = new Config; } } $exampleA = new ExampleA(); Which is the correct way to handle adding an object as a property? When should I use one over the other? Does unit testing affect what I should use?

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  • How can i optimize this recursive method

    - by Tirdyr
    Hi there. I'm trying to make a word puzzle game, and for that i'm using a recursive method to find all possible words in the given letters. The letters is in a 4x4 board. Like this: ABCD EFGH HIJK LMNO The recursive method is called inside this loop: for (int y = 0; y < width; y++) { for (int x = 0; x < height; x++) { myScabble.Search(letters, y, x, width, height, "", covered, t); } } letters is a 2D array of chars. y & x is ints that shows where in the board width & height is also int, that tells the dimensions of the board "" is the string we are trying to make (the word) covered is an array of bools, to check if we allready used that square. t is a List (wich contains all the words to check against). The recursive method that need optimizing: public void Search(char[,] letters, int y, int x, int width, int height, string build, bool[,] covered, List<aWord> tt) { // Dont get outside the bounds if (y >= width || y < 0 || x >= height || x < 0) { return; } // Dont deal with allrady covered squares if (covered[x, y]) { return; } // Get Letter char letter = letters[x, y]; // Append string pass = build + letter; // check if its a possibel word //List<aWord> t = myWords.aWord.Where(w => w.word.StartsWith(pass)).ToList(); List<aWord> t = tt.Where(w => w.word.StartsWith(pass)).ToList(); // check if the list is emphty if (t.Count < 10 && t.Count != 0) { //stop point } if (t.Count == 0) { return; } // Check if its a complete word. if (t[0].word == pass) { //check if its allrdy present in the _found dictinary if (!_found.ContainsKey(pass)) { //if not add the word to the dictionary _found.Add(pass, true); } } // Check to see if there is more than 1 more that matches string pass // ie. are there more words to find. if (t.Count > 1) { // make a copy of the covered array bool[,] cov = new bool[height, width]; for (int i = 0; i < width; i++) { for (int a = 0; a < height; a++) { cov[a, i] = covered[a, i]; } } // Set the current square as covered. cov[x, y] = true; // Continue in all 8 directions. Search(letters, y + 1, x, width, height, pass, cov, t); Search(letters, y, x + 1, width, height, pass, cov, t); Search(letters, y + 1, x + 1, width, height, pass, cov, t); Search(letters, y - 1, x, width, height, pass, cov, t); Search(letters, y, x - 1, width, height, pass, cov, t); Search(letters, y - 1, x - 1, width, height, pass, cov, t); Search(letters, y - 1, x + 1, width, height, pass, cov, t); Search(letters, y + 1, x - 1, width, height, pass, cov, t); } } The code works as i expected it to do, however it is very slow.. it takes about 2 mins to find the words. EDIT: i clarified that the letters array is 2D

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  • Jquery remove class from image

    - by user1269625
    Hey ya'll I have these 3 images thumbnails here... <div class="wpcart_gallery" style="text-align:center; padding-top:5px;"> <a class="thickbox cboxElement" title="DSC_0118" href="http://www.taranmarlowjewelry.com/wp-content/uploads/2012/07/DSC_0118.jpg" rel="Teardrop Druzy Amethyst Ring" rev="http://www.taranmarlowjewelry.com/wp-content/uploads/2012/07/DSC_0118.jpg"> <img class="attachment-gold-thumbnails colorbox-736" width="50" height="50" title="DSC_0118" alt="DSC_0118" src="http://www.taranmarlowjewelry.com/wp-content/uploads/2012/07/DSC_0118-50x50.jpg"> </a> <a class="thickbox cboxElement" title="P7230376" href="http://www.taranmarlowjewelry.com/wp-content/uploads/2012/07/P7230376.jpg" rel="Teardrop Druzy Amethyst Ring" rev="http://www.taranmarlowjewelry.com/wp-content/uploads/2012/07/P7230376.jpg"> <img class="attachment-gold-thumbnails colorbox-736" width="50" height="50" title="P7230376" alt="P7230376" src="http://www.taranmarlowjewelry.com/wp-content/uploads/2012/07/P7230376-50x50.jpg"> </a> <a class="thickbox cboxElement" title="P7230378" href="http://www.taranmarlowjewelry.com/wp-content/uploads/2012/07/P7230378.jpg" rel="Teardrop Druzy Amethyst Ring" rev="http://www.taranmarlowjewelry.com/wp-content/uploads/2012/07/P7230378.jpg"> <img class="attachment-gold-thumbnails colorbox-736" width="50" height="50" title="P7230378" alt="P7230378" src="http://www.taranmarlowjewelry.com/wp-content/uploads/2012/07/P7230378-50x50.jpg"> </a> </div> What I am trying to do is come up with a jquery code that would remove the cboxElement from the first image and if I click on one of the images to remove cboxElement and place cboxElement to the other images... I also have this big image and when you click on one of the thumbnails, the image is replaced by the thumbnail and thats really the thumbnail I want to exclude...Could I possible just say if one of the 3 images src = this one image = src remove the class from this thumbnail? Which way would be better? I am very new at jquery :( I hope this makes sense. Here is the code for the big image... <a class="preview_link cboxElement" style="text-decoration:none;" href="http://www.taranmarlowjewelry.com/wp-content/uploads/2012/07/DSC_0118.jpg" rel="Teardrop Druzy Amethyst Ring"> <img id="product_image_736" class="product_image colorbox-736" width="400" src="http://www.taranmarlowjewelry.com/wp-content/uploads/2012/07/DSC_0118.jpg" title="Teardrop Druzy Amethyst Ring" alt="Teardrop Druzy Amethyst Ring"> <br> <div style="text-align:center; color:#F39B91;">Click To Enlarge</div> </a> Any help or a point in the right direction would be awesome!!

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  • Using dd-wrt Dynamic DNS client with CloudFlare

    - by Roman
    I'm trying to configure Dynamic DNS client on my router with dd-wrt (v24-sp2) firmware so it would dynamically change IP address in one of the DNS records. Unfortunately I encountered a problem… Here is an example request from their ddclient configuration: https://www.cloudflare.com/api.html?a=DIUP&u=<my_login>&tkn=<my_token>&ip=<my_ip>&hosts=<my_record> It works if I use it in browser, but in dd-wrt I get this output: Tue Jan 24 00:36:47 2012: INADYN: Started 'INADYN Advanced version 1.96-ADV' - dynamic DNS updater. Tue Jan 24 00:36:47 2012: I:INADYN: IP address for alias '<my_record>' needs update to '<my_ip>' Tue Jan 24 00:36:48 2012: W:INADYN: Error validating DYNDNS svr answer. Check usr,pass,hostname! (HTTP/1.1 303 See Other Server: cloudflare-nginx Date: Mon, 23 Jan 2012 14:36:48 GMT Content-Type: text/plain Connection: close Expires: Sun, 25 Jan 1981 05:00:00 GMT Cache-Control: no-store, no-cache, must-revalidate, post-check=0, pre-check=0 Pragma: no-cache Location: https://www.cloudflare.com/api.html?a=DIUP&u=<my_login>&tkn=<my_token>&ip=<my_ip>&hosts=<my_record> Vary: Accept-Encoding Set-Cookie: __cfduid=<id>; expires=Mon, 23-Dec-2019 23:50:00 GMT; path=/; domain=.cloudflare.com Set-Cookie: __cfduid=<id>; expires=Mon, 23-Dec-2019 23:50:00 GMT; path=/; domain=.www.cloudflare.com You must include an `a' paramiter, with a value of DIUP|wl|chl|nul|ban|comm_news|devmode|sec_lvl|ipv46|ob|cache_lvl|fpurge_ts|async|pre_purge|minify|stats|direct|zone_check|zone_ips|zone_errors|zone_agg|zone_search|zone_time|zone_grab|app|rec_se URL from "Location" works perfectly and parameter "a" is included. What's the problem?

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  • Resizing a LUKS encrypted volume

    - by mgorven
    I have a 500GiB ext4 filesystem on top of LUKS on top of an LVM LV. I want to resize the LV to 100GiB. I know how to resize ext4 on top of an LVM LV, but how do I deal with the LUKS volume? mgorven@moab:~% sudo lvdisplay /dev/moab/backup --- Logical volume --- LV Name /dev/moab/backup VG Name moab LV UUID nQ3z1J-Pemd-uTEB-fazN-yEux-nOxP-QQair5 LV Write Access read/write LV Status available # open 1 LV Size 500.00 GiB Current LE 128000 Segments 1 Allocation inherit Read ahead sectors auto - currently set to 2048 Block device 252:3 mgorven@moab:~% sudo cryptsetup status backup /dev/mapper/backup is active and is in use. type: LUKS1 cipher: aes-cbc-essiv:sha256 keysize: 256 bits device: /dev/mapper/moab-backup offset: 3072 sectors size: 1048572928 sectors mode: read/write mgorven@moab:~% sudo tune2fs -l /dev/mapper/backup tune2fs 1.42 (29-Nov-2011) Filesystem volume name: backup Last mounted on: /srv/backup Filesystem UUID: 63877e0e-0549-4c73-8535-b7a81eb363ed Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal ext_attr resize_inode dir_index filetype extent flex_bg sparse_super large_file huge_file uninit_bg dir_nlink extra_isize Filesystem flags: signed_directory_hash Default mount options: (none) Filesystem state: clean with errors Errors behavior: Continue Filesystem OS type: Linux Inode count: 32768000 Block count: 131071616 Reserved block count: 0 Free blocks: 112894078 Free inodes: 32044830 First block: 0 Block size: 4096 Fragment size: 4096 Reserved GDT blocks: 992 Blocks per group: 32768 Fragments per group: 32768 Inodes per group: 8192 Inode blocks per group: 512 RAID stride: 128 RAID stripe width: 128 Flex block group size: 16 Filesystem created: Sun Mar 11 19:24:53 2012 Last mount time: Sat May 19 13:29:27 2012 Last write time: Fri Jun 1 11:07:22 2012 Mount count: 0 Maximum mount count: 100 Last checked: Fri Jun 1 11:03:50 2012 Check interval: 31104000 (12 months) Next check after: Mon May 27 11:03:50 2013 Lifetime writes: 118 GB Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 256 Required extra isize: 28 Desired extra isize: 28 Journal inode: 8 Default directory hash: half_md4 Directory Hash Seed: 383bcbc5-fde9-4720-b98e-2d6224713ecf Journal backup: inode blocks

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