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  • How can I diff against a revision of a single file using the default Git GUI tools?

    - by Rich
    I want to view the history of a single file, and then compare a single revision from that history against the current version. On the command line, this is easy: Run: git log -- <filename> Locate the version you want to compare, Run: git diff <commitid> -- <filename> But how can this be done in the default Git gui tools, git gui and gitk? I know of two methods using gitk, but they're both horribly clunky: Either: Select the New View option from the View menu, Type in the full path to your file into the box labelled Enter files and directories to include, one per line, Locate the version you want to compare by looking at the highlighted items in the top pane, and click on it to select it, Right-click on the current version and select Diff selected - this, Or: Select Tree in the bottom right-hand pane, Locate the file you want to look at, right-click on it, and select Highlight this only, Locate the version you want to compare by looking at the highlighted items in the top pane, and click on it to select it, Right-click on the current version and select Diff selected - this, Click on the file in the bottom right-hand pane to jump to it in the diff output, or scroll manually. Is a better method than this?

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  • How to ensure nginx serves a request from an external IP?

    - by Matt
    I have a strange situation, where my nginx setup stopped handling external requests. I'm pretty stuck. If I hit the domain without a subdomain, I properly get redirected, however, if I request the full url, that fails and doesn't log anything, anywhere. I am able to curl localhost on the server itself, however when I attempt to curl from an external machine, it fails with: curl: (7) couldn't connect to host I've also noticed that bots can get through, I've seen Google hit the log every now and then. My nginx.conf file: upstream mongrels { server 127.0.0.1:5000; } server { listen 80; server_name culini.com; rewrite ^/(.*) http://www.culini.com/$1 permanent; } # the server directive is nginx's virtual host directive. server { # port to listen on. Can also be set to an IP:PORT listen 80; # Set the max size for file uploads to 50Mb client_max_body_size 50M; # sets the domain[s] that this vhost server requests for server_name www.culini.com; # doc root root /var/www/culini/current/public; log_format app '$remote_addr - $remote_user [$time_local] ' '"$request" $status $body_bytes_sent "$http_referer" ' '"$http_user_agent" "$http_x_forwarded_for" [$upstream_addr $upstream_response_time $upstream_status]'; # vhost specific access log access_log /var/www/culini/current/log/nginx.access.log app; error_log /var/www/culini/current/log/nginx.error.log debug; location / { proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; proxy_set_header Host $http_host; proxy_redirect false; proxy_max_temp_file_size 0; proxy_intercept_errors on; proxy_ignore_client_abort on; if (-f $request_filename) { break; } if (!-f $request_filename) { proxy_pass http://mongrels; break; } } } Please, please, any help would be greatly appreciated.

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  • Saving information in the IO System

    - by djTeller
    Hi Kernel Gurus, I need to write a kernel module that simulate a "multicaster" Using the /proc file system. Basically it need to support the following scenarios: 1) allow one write access to the /proc file and many read accesses to the /proc file. 2) The module should have a buffer of the contents last successful write. Each write should be matched by a read from all reader. Consider scenario 2, a writer wrote something and there are two readers (A and B), A read the content of the buffer, and then A tried to read again, in this case it should go into a wait_queue and wait for the next message, it should not get the same buffer again. I need to keep a map of all the pid's that already read the current buffer, and in case they try to read again and the buffer was not changed, they should be blocked until there is a new buffer. I'm trying to figure it there is a way i can save that info without a map. I heard there are some redundant fields inside the I/O system the I can use to flag a process if it already read the current buffer. Can someone give me a tip where should i look for that field ? how can i save info on the current process without keeping a "map" of pid's and buffers ? Thanks!

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  • Rails how to return a list of answers with a specific question_id

    - by mytwocentsisworthtwocents
    Let's say I have two Models, Answers and Questions (there are others, but irrelevant to the question). The models are as follows: Answer.rb class Answer < ActiveRecord::Base attr_accessible :description, :question_id has_one :question, :through => :user, :dependent => :destroy validates :description, :presence => true end Question.rb class Question < ActiveRecord::Base attr_accessible :budget, :description, :headline, :user_id, :updated_at, :created_at belongs_to :user has_many :answers validates :headline, :description, :user_id, :presence => true end I'd like to display on a page a list of all answers associated with a question, and only those questions. I got this far. I believe this variable finds all the questions in the database by the question_id (foreign key): @findanswers = Answer.all(params[:question_id]) And this one grabs the the id of the current question (this code will reside as an ERB on the page where the current question is located): @questionshow = Question.find(params[:id]) And now I'm stuck. How do I put the two together so that I list all the answers with the current question id?

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  • swap! alter and alike

    - by mekka
    Hello, I am having a problem understanding how these functions update the underlying ref, atom etc. The docs say: (apply f current-value-of-identity args) (def one (atom 0)) (swap! one inc) ;; => 1 So I am wondering how it got "expanded" to the apply form. It's not mentioned what exactly 'args' in the apply form is. Is it a sequence of arguments or are these separate values? Was it "expanded" to: (apply inc 0) ; obviously this wouldnt work, so that leaves only one possibility (apply inc 0 '()) (swap! one + 1 2 3) ;; #=> 7 Was it: (apply + 1 1 2 3 '()) ;or (apply + 1 [1 2 3]) (def two (atom [])) (swap! two conj 10 20) ;; #=> [10 20] Was it: (apply conj [] [10 20]) ;or (apply conj [] 10 20 '()) If I swap with a custom function like this: (def three (atom 0)) (swap! three (fn [current elem] (println (class elem))) 10) ;;#=> java.Lang.Integer Which means that the value '10' doesnt magically get changed into a seq '(10) and leads me to the conclusion, that it gets "expanded" to: (apply f current-value-of-identity arg1 arg2 arg3... '()) Is that a correct assumption and the docs are simply lacking a better description?

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  • Reverse wildcard search in codeigniter

    - by Andy Platt
    I am implementing a snippet-based content management system into my current project. Snippets can be associated with a page either by exact match of the full url falling back to a wildcard match on a partial url or finally a default snippet. To implement this I have a created table of page associations with a wildcard flag, the system first checks the current url against the non-wildcard associations and if it doesn't find a match it checks against the partial url's where the wildcard flag is set. In order to achieve this I am getting all the partial url's from the database and putting them into an array then walking the array to check for a match against the current url: protected function _check_wildcard($url = NULL) { if($url) { $q = $this->db->where('wildcard' ,'Y') ->from('content') ->get(); $wildcards = $q->result_array(); foreach($wildcards AS $wildcard) { if(strpos($url,$wildcard['url']) > 0) { return $wildcard['snipppet_id']; } } } else { return NULL; } } Can anyone suggest a better way to do this - preferably one that doesn't involve having to constantly download the full list of all the wildcards each time I load a page as I am afraid that this will have a negative effect on the scalability of the system down the line?

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  • constantly crash on video card

    - by Jason Paddle
    I have this problem with my graphic-card(video card). Video card constantly crash because driver stopped. This is the massage that i get: Display driver stopped responding and has recovered. Display driver NVIDIA Windows Kernel Mode Driver , Version 285.62 stopped responding and has successfully recovered. Video card : MSI GTX470 Twin Frozr Motherboard:Asus P8Z68 V-Pro Tried reinstalling drivers but doesn't help. Any ideas what can be ?

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  • How to make sure an action completes before you continue

    - by HurkNburkS
    I am trying to close a UIView thats in one method from another method by calling it, The UIView closes fine but not untill after all of the processes are finished in the current method. I would like to know if there is a way to force the first thing to happen first (i.e. close UIviews) then continue the current method? This is what my method looks like - (void)selectDeselectAllPressed:(UIButton*)button { int id = button.tag; [SVProgressHUD showWithStatus:@"Updating" maskType:SVProgressHUDMaskTypeGradient]; [self displaySelected]; // removes current view so you can load hud will not be behind it if (id == 1) { [self selectAllD]; } else if (id == 2) { [self deselectAllD]; } else if (id == 3) { [self selectAllI]; } else if (id == 4) { [self deselectAllI]; } } as you can see what happens is this method is called when a button is pressed, I would like for the displaySelected method to do what it needs to do before any of the other methods are called? Currently what happes when i debug this is displaySelected method is called the thread walks through that then continues to the if statment then after the method in the if statment has finished then displaySelected changes are made... its so weird. any help would be greatly appreciated.

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  • Developing web apps using ASP.NET MVC 3, Razor and EF Code First - Part 1

    - by shiju
    In this post, I will demonstrate web application development using ASP. NET MVC 3, Razor and EF code First. This post will also cover Dependency Injection using Unity 2.0 and generic Repository and Unit of Work for EF Code First. The following frameworks will be used for this step by step tutorial. ASP.NET MVC 3 EF Code First CTP 5 Unity 2.0 Define Domain Model Let’s create domain model for our simple web application Category class public class Category {     public int CategoryId { get; set; }     [Required(ErrorMessage = "Name Required")]     [StringLength(25, ErrorMessage = "Must be less than 25 characters")]     public string Name { get; set;}     public string Description { get; set; }     public virtual ICollection<Expense> Expenses { get; set; } }   Expense class public class Expense {             public int ExpenseId { get; set; }            public string  Transaction { get; set; }     public DateTime Date { get; set; }     public double Amount { get; set; }     public int CategoryId { get; set; }     public virtual Category Category { get; set; } } We have two domain entities - Category and Expense. A single category contains a list of expense transactions and every expense transaction should have a Category. In this post, we will be focusing on CRUD operations for the entity Category and will be working on the Expense entity with a View Model object in the later post. And the source code for this application will be refactored over time. The above entities are very simple POCO (Plain Old CLR Object) classes and the entity Category is decorated with validation attributes in the System.ComponentModel.DataAnnotations namespace. Now we want to use these entities for defining model objects for the Entity Framework 4. Using the Code First approach of Entity Framework, we can first define the entities by simply writing POCO classes without any coupling with any API or database library. This approach lets you focus on domain model which will enable Domain-Driven Development for applications. EF code first support is currently enabled with a separate API that is runs on top of the Entity Framework 4. EF Code First is reached CTP 5 when I am writing this article. Creating Context Class for Entity Framework We have created our domain model and let’s create a class in order to working with Entity Framework Code First. For this, you have to download EF Code First CTP 5 and add reference to the assembly EntitFramework.dll. You can also use NuGet to download add reference to EEF Code First.    public class MyFinanceContext : DbContext {     public MyFinanceContext() : base("MyFinance") { }     public DbSet<Category> Categories { get; set; }     public DbSet<Expense> Expenses { get; set; }         }   The above class MyFinanceContext is derived from DbContext that can connect your model classes to a database. The MyFinanceContext class is mapping our Category and Expense class into database tables Categories and Expenses using DbSet<TEntity> where TEntity is any POCO class. When we are running the application at first time, it will automatically create the database. EF code-first look for a connection string in web.config or app.config that has the same name as the dbcontext class. If it is not find any connection string with the convention, it will automatically create database in local SQL Express database by default and the name of the database will be same name as the dbcontext class. You can also define the name of database in constructor of the the dbcontext class. Unlike NHibernate, we don’t have to use any XML based mapping files or Fluent interface for mapping between our model and database. The model classes of Code First are working on the basis of conventions and we can also use a fluent API to refine our model. The convention for primary key is ‘Id’ or ‘<class name>Id’.  If primary key properties are detected with type ‘int’, ‘long’ or ‘short’, they will automatically registered as identity columns in the database by default. Primary key detection is not case sensitive. We can define our model classes with validation attributes in the System.ComponentModel.DataAnnotations namespace and it automatically enforces validation rules when a model object is updated or saved. Generic Repository for EF Code First We have created model classes and dbcontext class. Now we have to create generic repository pattern for data persistence with EF code first. If you don’t know about the repository pattern, checkout Martin Fowler’s article on Repository Let’s create a generic repository to working with DbContext and DbSet generics. public interface IRepository<T> where T : class     {         void Add(T entity);         void Delete(T entity);         T GetById(long Id);         IEnumerable<T> All();     }   RepositoryBasse – Generic Repository class public abstract class RepositoryBase<T> where T : class { private MyFinanceContext database; private readonly IDbSet<T> dbset; protected RepositoryBase(IDatabaseFactory databaseFactory) {     DatabaseFactory = databaseFactory;     dbset = Database.Set<T>(); }   protected IDatabaseFactory DatabaseFactory {     get; private set; }   protected MyFinanceContext Database {     get { return database ?? (database = DatabaseFactory.Get()); } } public virtual void Add(T entity) {     dbset.Add(entity);            }        public virtual void Delete(T entity) {     dbset.Remove(entity); }   public virtual T GetById(long id) {     return dbset.Find(id); }   public virtual IEnumerable<T> All() {     return dbset.ToList(); } }   DatabaseFactory class public class DatabaseFactory : Disposable, IDatabaseFactory {     private MyFinanceContext database;     public MyFinanceContext Get()     {         return database ?? (database = new MyFinanceContext());     }     protected override void DisposeCore()     {         if (database != null)             database.Dispose();     } } Unit of Work If you are new to Unit of Work pattern, checkout Fowler’s article on Unit of Work . According to Martin Fowler, the Unit of Work pattern "maintains a list of objects affected by a business transaction and coordinates the writing out of changes and the resolution of concurrency problems." Let’s create a class for handling Unit of Work   public interface IUnitOfWork {     void Commit(); }   UniOfWork class public class UnitOfWork : IUnitOfWork {     private readonly IDatabaseFactory databaseFactory;     private MyFinanceContext dataContext;       public UnitOfWork(IDatabaseFactory databaseFactory)     {         this.databaseFactory = databaseFactory;     }       protected MyFinanceContext DataContext     {         get { return dataContext ?? (dataContext = databaseFactory.Get()); }     }       public void Commit()     {         DataContext.Commit();     } }   The Commit method of the UnitOfWork will call the commit method of MyFinanceContext class and it will execute the SaveChanges method of DbContext class.   Repository class for Category In this post, we will be focusing on the persistence against Category entity and will working on other entities in later post. Let’s create a repository for handling CRUD operations for Category using derive from a generic Repository RepositoryBase<T>.   public class CategoryRepository: RepositoryBase<Category>, ICategoryRepository     {     public CategoryRepository(IDatabaseFactory databaseFactory)         : base(databaseFactory)         {         }                } public interface ICategoryRepository : IRepository<Category> { } If we need additional methods than generic repository for the Category, we can define in the CategoryRepository. Dependency Injection using Unity 2.0 If you are new to Inversion of Control/ Dependency Injection or Unity, please have a look on my articles at http://weblogs.asp.net/shijuvarghese/archive/tags/IoC/default.aspx. I want to create a custom lifetime manager for Unity to store container in the current HttpContext.   public class HttpContextLifetimeManager<T> : LifetimeManager, IDisposable {     public override object GetValue()     {         return HttpContext.Current.Items[typeof(T).AssemblyQualifiedName];     }     public override void RemoveValue()     {         HttpContext.Current.Items.Remove(typeof(T).AssemblyQualifiedName);     }     public override void SetValue(object newValue)     {         HttpContext.Current.Items[typeof(T).AssemblyQualifiedName] = newValue;     }     public void Dispose()     {         RemoveValue();     } }   Let’s create controller factory for Unity in the ASP.NET MVC 3 application. public class UnityControllerFactory : DefaultControllerFactory { IUnityContainer container; public UnityControllerFactory(IUnityContainer container) {     this.container = container; } protected override IController GetControllerInstance(RequestContext reqContext, Type controllerType) {     IController controller;     if (controllerType == null)         throw new HttpException(                 404, String.Format(                     "The controller for path '{0}' could not be found" +     "or it does not implement IController.",                 reqContext.HttpContext.Request.Path));       if (!typeof(IController).IsAssignableFrom(controllerType))         throw new ArgumentException(                 string.Format(                     "Type requested is not a controller: {0}",                     controllerType.Name),                     "controllerType");     try     {         controller= container.Resolve(controllerType) as IController;     }     catch (Exception ex)     {         throw new InvalidOperationException(String.Format(                                 "Error resolving controller {0}",                                 controllerType.Name), ex);     }     return controller; }   }   Configure contract and concrete types in Unity Let’s configure our contract and concrete types in Unity for resolving our dependencies.   private void ConfigureUnity() {     //Create UnityContainer               IUnityContainer container = new UnityContainer()                 .RegisterType<IDatabaseFactory, DatabaseFactory>(new HttpContextLifetimeManager<IDatabaseFactory>())     .RegisterType<IUnitOfWork, UnitOfWork>(new HttpContextLifetimeManager<IUnitOfWork>())     .RegisterType<ICategoryRepository, CategoryRepository>(new HttpContextLifetimeManager<ICategoryRepository>());                 //Set container for Controller Factory                ControllerBuilder.Current.SetControllerFactory(             new UnityControllerFactory(container)); }   In the above ConfigureUnity method, we are registering our types onto Unity container with custom lifetime manager HttpContextLifetimeManager. Let’s call ConfigureUnity method in the Global.asax.cs for set controller factory for Unity and configuring the types with Unity.   protected void Application_Start() {     AreaRegistration.RegisterAllAreas();     RegisterGlobalFilters(GlobalFilters.Filters);     RegisterRoutes(RouteTable.Routes);     ConfigureUnity(); }   Developing web application using ASP.NET MVC 3 We have created our domain model for our web application and also have created repositories and configured dependencies with Unity container. Now we have to create controller classes and views for doing CRUD operations against the Category entity. Let’s create controller class for Category Category Controller   public class CategoryController : Controller {     private readonly ICategoryRepository categoryRepository;     private readonly IUnitOfWork unitOfWork;           public CategoryController(ICategoryRepository categoryRepository, IUnitOfWork unitOfWork)     {         this.categoryRepository = categoryRepository;         this.unitOfWork = unitOfWork;     }       public ActionResult Index()     {         var categories = categoryRepository.All();         return View(categories);     }     [HttpGet]     public ActionResult Edit(int id)     {         var category = categoryRepository.GetById(id);         return View(category);     }       [HttpPost]     public ActionResult Edit(int id, FormCollection collection)     {         var category = categoryRepository.GetById(id);         if (TryUpdateModel(category))         {             unitOfWork.Commit();             return RedirectToAction("Index");         }         else return View(category);                 }       [HttpGet]     public ActionResult Create()     {         var category = new Category();         return View(category);     }           [HttpPost]     public ActionResult Create(Category category)     {         if (!ModelState.IsValid)         {             return View("Create", category);         }                     categoryRepository.Add(category);         unitOfWork.Commit();         return RedirectToAction("Index");     }       [HttpPost]     public ActionResult Delete(int  id)     {         var category = categoryRepository.GetById(id);         categoryRepository.Delete(category);         unitOfWork.Commit();         var categories = categoryRepository.All();         return PartialView("CategoryList", categories);       }        }   Creating Views in Razor Now we are going to create views in Razor for our ASP.NET MVC 3 application.  Let’s create a partial view CategoryList.cshtml for listing category information and providing link for Edit and Delete operations. CategoryList.cshtml @using MyFinance.Helpers; @using MyFinance.Domain; @model IEnumerable<Category>      <table>         <tr>         <th>Actions</th>         <th>Name</th>          <th>Description</th>         </tr>     @foreach (var item in Model) {             <tr>             <td>                 @Html.ActionLink("Edit", "Edit",new { id = item.CategoryId })                 @Ajax.ActionLink("Delete", "Delete", new { id = item.CategoryId }, new AjaxOptions { Confirm = "Delete Expense?", HttpMethod = "Post", UpdateTargetId = "divCategoryList" })                           </td>             <td>                 @item.Name             </td>             <td>                 @item.Description             </td>         </tr>          }       </table>     <p>         @Html.ActionLink("Create New", "Create")     </p> The delete link is providing Ajax functionality using the Ajax.ActionLink. This will call an Ajax request for Delete action method in the CategoryCotroller class. In the Delete action method, it will return Partial View CategoryList after deleting the record. We are using CategoryList view for the Ajax functionality and also for Index view using for displaying list of category information. Let’s create Index view using partial view CategoryList  Index.chtml @model IEnumerable<MyFinance.Domain.Category> @{     ViewBag.Title = "Index"; }    <h2>Category List</h2>    <script src="@Url.Content("~/Scripts/jquery.unobtrusive-ajax.min.js")" type="text/javascript"></script>    <div id="divCategoryList">               @Html.Partial("CategoryList", Model) </div>   We can call the partial views using Html.Partial helper method. Now we are going to create View pages for insert and update functionality for the Category. Both view pages are sharing common user interface for entering the category information. So I want to create an EditorTemplate for the Category information. We have to create the EditorTemplate with the same name of entity object so that we can refer it on view pages using @Html.EditorFor(model => model) . So let’s create template with name Category. Let’s create view page for insert Category information   @model MyFinance.Domain.Category   @{     ViewBag.Title = "Save"; }   <h2>Create</h2>   <script src="@Url.Content("~/Scripts/jquery.validate.min.js")" type="text/javascript"></script> <script src="@Url.Content("~/Scripts/jquery.validate.unobtrusive.min.js")" type="text/javascript"></script>   @using (Html.BeginForm()) {     @Html.ValidationSummary(true)     <fieldset>         <legend>Category</legend>                @Html.EditorFor(model => model)               <p>             <input type="submit" value="Create" />         </p>     </fieldset> }   <div>     @Html.ActionLink("Back to List", "Index") </div> ViewStart file In Razor views, we can add a file named _viewstart.cshtml in the views directory  and this will be shared among the all views with in the Views directory. The below code in the _viewstart.cshtml, sets the Layout page for every Views in the Views folder.      @{     Layout = "~/Views/Shared/_Layout.cshtml"; }   Source Code You can download the source code from http://efmvc.codeplex.com/ . The source will be refactored on over time.   Summary In this post, we have created a simple web application using ASP.NET MVC 3 and EF Code First. We have discussed on technologies and practices such as ASP.NET MVC 3, Razor, EF Code First, Unity 2, generic Repository and Unit of Work. In my later posts, I will modify the application and will be discussed on more things. Stay tuned to my blog  for more posts on step by step application building.

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • C++ - Conway's Game of Life & Stepping Backwards

    - by Gabe
    I was able to create a version Conway's Game of Life that either stepped forward each click, or just ran forward using a timer. (I'm doing this using Qt.) Now, I need to be able to save all previous game grids, so that I can step backwards by clicking a button. I'm trying to use a stack, and it seems like I'm pushing the old gridcells onto the stack correctly. But when I run it in QT, the grids don't change when I click BACK. I've tried different things for the last three hours, to no avail. Any ideas? gridwindow.cpp - My problem should be in here somewhere. Probably the handleBack() func. #include <iostream> #include "gridwindow.h" using namespace std; // Constructor for window. It constructs the three portions of the GUI and lays them out vertically. GridWindow::GridWindow(QWidget *parent,int rows,int cols) : QWidget(parent) { QHBoxLayout *header = setupHeader(); // Setup the title at the top. QGridLayout *grid = setupGrid(rows,cols); // Setup the grid of colored cells in the middle. QHBoxLayout *buttonRow = setupButtonRow(); // Setup the row of buttons across the bottom. QVBoxLayout *layout = new QVBoxLayout(); // Puts everything together. layout->addLayout(header); layout->addLayout(grid); layout->addLayout(buttonRow); setLayout(layout); } // Destructor. GridWindow::~GridWindow() { delete title; } // Builds header section of the GUI. QHBoxLayout* GridWindow::setupHeader() { QHBoxLayout *header = new QHBoxLayout(); // Creates horizontal box. header->setAlignment(Qt::AlignHCenter); this->title = new QLabel("CONWAY'S GAME OF LIFE",this); // Creates big, bold, centered label (title): "Conway's Game of Life." this->title->setAlignment(Qt::AlignHCenter); this->title->setFont(QFont("Arial", 32, QFont::Bold)); header->addWidget(this->title); // Adds widget to layout. return header; // Returns header to grid window. } // Builds the grid of cells. This method populates the grid's 2D array of GridCells with MxN cells. QGridLayout* GridWindow::setupGrid(int rows,int cols) { isRunning = false; QGridLayout *grid = new QGridLayout(); // Creates grid layout. grid->setHorizontalSpacing(0); // No empty spaces. Cells should be contiguous. grid->setVerticalSpacing(0); grid->setSpacing(0); grid->setAlignment(Qt::AlignHCenter); for(int i=0; i < rows; i++) //Each row is a vector of grid cells. { std::vector<GridCell*> row; // Creates new vector for current row. cells.push_back(row); for(int j=0; j < cols; j++) { GridCell *cell = new GridCell(); // Creates and adds new cell to row. cells.at(i).push_back(cell); grid->addWidget(cell,i,j); // Adds to cell to grid layout. Column expands vertically. grid->setColumnStretch(j,1); } grid->setRowStretch(i,1); // Sets row expansion horizontally. } return grid; // Returns grid. } // Builds footer section of the GUI. QHBoxLayout* GridWindow::setupButtonRow() { QHBoxLayout *buttonRow = new QHBoxLayout(); // Creates horizontal box for buttons. buttonRow->setAlignment(Qt::AlignHCenter); // Clear Button - Clears cell; sets them all to DEAD/white. QPushButton *clearButton = new QPushButton("CLEAR"); clearButton->setFixedSize(100,25); connect(clearButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Pauses timer before clearing. connect(clearButton, SIGNAL(clicked()), this, SLOT(handleClear())); // Connects to clear function to make all cells DEAD/white. buttonRow->addWidget(clearButton); // Forward Button - Steps one step forward. QPushButton *forwardButton = new QPushButton("FORWARD"); forwardButton->setFixedSize(100,25); connect(forwardButton, SIGNAL(clicked()), this, SLOT(handleForward())); // Signals to handleForward function.. buttonRow->addWidget(forwardButton); // Back Button - Steps one step backward. QPushButton *backButton = new QPushButton("BACK"); backButton->setFixedSize(100,25); connect(backButton, SIGNAL(clicked()), this, SLOT(handleBack())); // Signals to handleBack funciton. buttonRow->addWidget(backButton); // Start Button - Starts game when user clicks. Or, resumes game after being paused. QPushButton *startButton = new QPushButton("START/RESUME"); startButton->setFixedSize(100,25); connect(startButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Deletes current timer if there is one. Then restarts everything. connect(startButton, SIGNAL(clicked()), this, SLOT(handleStart())); // Signals to handleStart function. buttonRow->addWidget(startButton); // Pause Button - Pauses simulation of game. QPushButton *pauseButton = new QPushButton("PAUSE"); pauseButton->setFixedSize(100,25); connect(pauseButton, SIGNAL(clicked()), this, SLOT(handlePause())); // Signals to pause function which pauses timer. buttonRow->addWidget(pauseButton); // Quit Button - Exits program. QPushButton *quitButton = new QPushButton("EXIT"); quitButton->setFixedSize(100,25); connect(quitButton, SIGNAL(clicked()), qApp, SLOT(quit())); // Signals the quit slot which ends the program. buttonRow->addWidget(quitButton); return buttonRow; // Returns bottom of layout. } /* SLOT method for handling clicks on the "clear" button. Receives "clicked" signals on the "Clear" button and sets all cells to DEAD. */ void GridWindow::handleClear() { for(unsigned int row=0; row < cells.size(); row++) // Loops through current rows' cells. { for(unsigned int col=0; col < cells[row].size(); col++) // Loops through the rows'columns' cells. { GridCell *cell = cells[row][col]; // Grab the current cell & set its value to dead. cell->setType(DEAD); } } } /* SLOT method for handling clicks on the "start" button. Receives "clicked" signals on the "start" button and begins game simulation. */ void GridWindow::handleStart() { isRunning = true; // It is running. Sets isRunning to true. this->timer = new QTimer(this); // Creates new timer. connect(this->timer, SIGNAL(timeout()), this, SLOT(timerFired())); // Connect "timerFired" method class to the "timeout" signal fired by the timer. this->timer->start(500); // Timer to fire every 500 milliseconds. } /* SLOT method for handling clicks on the "pause" button. Receives "clicked" signals on the "pause" button and stops the game simulation. */ void GridWindow::handlePause() { if(isRunning) // If it is running... this->timer->stop(); // Stops the timer. isRunning = false; // Set to false. } void GridWindow::handleForward() { if(isRunning); // If it's running, do nothing. else timerFired(); // It not running, step forward one step. } void GridWindow::handleBack() { std::vector<std::vector<GridCell*> > cells2; if(isRunning); // If it's running, do nothing. else if(backStack.empty()) cout << "EMPTYYY" << endl; else { cells2 = backStack.peek(); for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } cout << "PRE=POP" << endl; backStack.pop(); cout << "OYYYY" << endl; } } // Accessor method - Gets the 2D vector of grid cells. std::vector<std::vector<GridCell*> >& GridWindow::getCells() { return this->cells; } /* TimerFired function: 1) 2D-Vector cells2 is declared. 2) cells2 is initliazed with loops/push_backs so that all its cells are DEAD. 3) We loop through cells, and count the number of LIVE neighbors next to a given cell. --> Depending on how many cells are living, we choose if the cell should be LIVE or DEAD in the next simulation, according to the rules. -----> We save the cell type in cell2 at the same indice (the same row and column cell in cells2). 4) After check all the cells (and save the next round values in cells 2), we set cells's gridcells equal to cells2 gridcells. --> This causes the cells to be redrawn with cells2 types (white or black). */ void GridWindow::timerFired() { backStack.push(cells); std::vector<std::vector<GridCell*> > cells2; // Holds new values for 2D vector. These are the next simulation round of cell types. for(unsigned int i = 0; i < cells.size(); i++) // Loop through the rows of cells2. (Same size as cells' rows.) { vector<GridCell*> row; // Creates Gridcell* vector to push_back into cells2. cells2.push_back(row); // Pushes back row vectors into cells2. for(unsigned int j = 0; j < cells[i].size(); j++) // Loop through the columns (the cells in each row). { GridCell *cell = new GridCell(); // Creates new GridCell. cell->setType(DEAD); // Sets cell type to DEAD/white. cells2.at(i).push_back(cell); // Pushes back the DEAD cell into cells2. } // This makes a gridwindow the same size as cells with all DEAD cells. } for (unsigned int m = 0; m < cells.size(); m++) // Loop through cells' rows. { for (unsigned int n = 0; n < cells.at(m).size(); n++) // Loop through cells' columns. { unsigned int neighbors = 0; // Counter for number of LIVE neighbors for a given cell. // We know check all different variations of cells[i][j] to count the number of living neighbors for each cell. // We check m > 0 and/or n > 0 to make sure we don't access negative indexes (ex: cells[-1][0].) // We check m < size to make sure we don't try to access rows out of the vector (ex: row 5, if only 4 rows). // We check n < row size to make sure we don't access column item out of the vector (ex: 10th item in a column of only 9 items). // If we find that the Type = 1 (it is LIVE), then we add 1 to the neighbor. // Else - we add nothing to the neighbor counter. // Neighbor is the number of LIVE cells next to the current cell. if(m > 0 && n > 0) { if (cells[m-1][n-1]->getType() == 1) neighbors += 1; } if(m > 0) { if (cells[m-1][n]->getType() == 1) neighbors += 1; if(n < (cells.at(m).size() - 1)) { if (cells[m-1][n+1]->getType() == 1) neighbors += 1; } } if(n > 0) { if (cells[m][n-1]->getType() == 1) neighbors += 1; if(m < (cells.size() - 1)) { if (cells[m+1][n-1]->getType() == 1) neighbors += 1; } } if(n < (cells.at(m).size() - 1)) { if (cells[m][n+1]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1)) { if (cells[m+1][n]->getType() == 1) neighbors += 1; } if(m < (cells.size() - 1) && n < (cells.at(m).size() - 1)) { if (cells[m+1][n+1]->getType() == 1) neighbors += 1; } // Done checking number of neighbors for cells[m][n] // Now we change cells2 if it should switch in the next simulation step. // cells2 holds the values of what cells should be on the next iteration of the game. // We can't change cells right now, or it would through off our other cell values. // Apply game rules to cells: Create new, updated grid with the roundtwo vector. // Note - LIVE is 1; DEAD is 0. if (cells[m][n]->getType() == 1 && neighbors < 2) // If cell is LIVE and has less than 2 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && neighbors > 3) // If cell is LIVE and has more than 3 LIVE neighbors -> Set to DEAD. cells2[m][n]->setType(DEAD); else if (cells[m][n]->getType() == 1 && (neighbors == 2 || neighbors == 3)) // If cell is LIVE and has 2 or 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); else if (cells[m][n]->getType() == 0 && neighbors == 3) // If cell is DEAD and has 3 LIVE neighbors -> Set to LIVE. cells2[m][n]->setType(LIVE); } } // Now we've gone through all of cells, and saved the new values in cells2. // Now we loop through cells and set all the cells' types to those of cells2. for (unsigned int f = 0; f < cells.size(); f++) // Loop through cells' rows. { for (unsigned int g = 0; g < cells.at(f).size(); g++) // Loop through cells columns. { cells[f][g]->setType(cells2[f][g]->getType()); // Set cells[f][g]'s type to cells2[f][g]'s type. } } } stack.h - Here's my stack. #ifndef STACK_H_ #define STACK_H_ #include <iostream> #include "node.h" template <typename T> class Stack { private: Node<T>* top; int listSize; public: Stack(); int size() const; bool empty() const; void push(const T& value); void pop(); T& peek() const; }; template <typename T> Stack<T>::Stack() : top(NULL) { listSize = 0; } template <typename T> int Stack<T>::size() const { return listSize; } template <typename T> bool Stack<T>::empty() const { if(listSize == 0) return true; else return false; } template <typename T> void Stack<T>::push(const T& value) { Node<T>* newOne = new Node<T>(value); newOne->next = top; top = newOne; listSize++; } template <typename T> void Stack<T>::pop() { Node<T>* oldT = top; top = top->next; delete oldT; listSize--; } template <typename T> T& Stack<T>::peek() const { return top->data; // Returns data in top item. } #endif gridcell.cpp - Gridcell implementation #include <iostream> #include "gridcell.h" using namespace std; // Constructor: Creates a grid cell. GridCell::GridCell(QWidget *parent) : QFrame(parent) { this->type = DEAD; // Default: Cell is DEAD (white). setFrameStyle(QFrame::Box); // Set the frame style. This is what gives each box its black border. this->button = new QPushButton(this); //Creates button that fills entirety of each grid cell. this->button->setSizePolicy(QSizePolicy::Expanding,QSizePolicy::Expanding); // Expands button to fill space. this->button->setMinimumSize(19,19); //width,height // Min height and width of button. QHBoxLayout *layout = new QHBoxLayout(); //Creates a simple layout to hold our button and add the button to it. layout->addWidget(this->button); setLayout(layout); layout->setStretchFactor(this->button,1); // Lets the buttons expand all the way to the edges of the current frame with no space leftover layout->setContentsMargins(0,0,0,0); layout->setSpacing(0); connect(this->button,SIGNAL(clicked()),this,SLOT(handleClick())); // Connects clicked signal with handleClick slot. redrawCell(); // Calls function to redraw (set new type for) the cell. } // Basic destructor. GridCell::~GridCell() { delete this->button; } // Accessor for the cell type. CellType GridCell::getType() const { return(this->type); } // Mutator for the cell type. Also has the side effect of causing the cell to be redrawn on the GUI. void GridCell::setType(CellType type) { this->type = type; redrawCell(); // Sets type and redraws cell. } // Handler slot for button clicks. This method is called whenever the user clicks on this cell in the grid. void GridCell::handleClick() { // When clicked on... if(this->type == DEAD) // If type is DEAD (white), change to LIVE (black). type = LIVE; else type = DEAD; // If type is LIVE (black), change to DEAD (white). setType(type); // Sets new type (color). setType Calls redrawCell() to recolor. } // Method to check cell type and return the color of that type. Qt::GlobalColor GridCell::getColorForCellType() { switch(this->type) { default: case DEAD: return Qt::white; case LIVE: return Qt::black; } } // Helper method. Forces current cell to be redrawn on the GUI. Called whenever the setType method is invoked. void GridCell::redrawCell() { Qt::GlobalColor gc = getColorForCellType(); //Find out what color this cell should be. this->button->setPalette(QPalette(gc,gc)); //Force the button in the cell to be the proper color. this->button->setAutoFillBackground(true); this->button->setFlat(true); //Force QT to NOT draw the borders on the button } Thanks a lot. Let me know if you need anything else.

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  • Unity 3D won't load - Choosing "Ubuntu" during login still loads Unity 2D

    - by Shasteriskt
    I just installed Ubuntu 11.10 on my ASUS N43SL laptop and Unity 3D loaded right after installation. But upon reboot, I noticed that Ubuntu loaded Unity 2D instead of Unity 3D. I logged-off and made sure I had "Ubuntu" selected during login, but after many attempts Unity 3D just won't load. Just to make it definite, I did echo $DESKTOP_SESSION on the terminal and it says ubuntu-2d, which is not expected. My laptop runs on i5 with 1Gb NVIDIA GT540M so I don't think its a case of lacking graphics capability. And yes, I have installed the proprietary driver using "Additional Drivers" in "System Settings". What can be the cause of this problem? How can it be fixed?

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  • xf86OpenConsole: Cannot find a free VT: Invalid argument

    - by Oliver Seeliger
    I'v set up an Ubuntu 12.04 from the precreated OpenVZ template. The host system is configured as follows: # $ cat /etc/issue Debian GNU/Linux 6.0 # $ uname -a Linux openvz-02 2.6.32-16-pve #1 SMP Fri Nov 9 11:42:51 CET 2012 x86_64 GNU/Linux # $ apt-cache showpkg proxmox-ve-2.6.32 Package: proxmox-ve-2.6.32 # $ tail -n 3 /etc/apt/sources.list # PVE packages provided by proxmox.com deb http://download.proxmox.com/debian squeeze pve For a software project I need a minimal xserver and followed the instructions at https://help.ubuntu.com/community/ServerGUI. I simply installed the package xorg (xorg 1:7.6+7ubuntu7.1). Now when I 'startx' I get an error message Fatal server error: xf86OpenConsole: Cannot find a free VT: Invalid argument The complete output of startx # startx X.Org X Server 1.11.3 Release Date: 2011-12-16 X Protocol Version 11, Revision 0 Build Operating System: Linux 2.6.42-23-generic x86_64 Ubuntu Current Operating System: Linux www 2.6.32-16-pve #1 SMP Fri Nov 9 11:42:51 CET 2012 x86_64 Kernel command line: quiet Build Date: 29 August 2012 12:12:33AM xorg-server 2:1.11.4-0ubuntu10.8 (For technical support please see http://www.ubuntu.com/support) Current version of pixman: 0.24.4 Before reporting problems, check http://wiki.x.org to make sure that you have the latest version. Markers: (--) probed, (**) from config file, (==) default setting, (++) from command line, (!!) notice, (II) informational, (WW) warning, (EE) error, (NI) not implemented, (??) unknown. (==) Log file: "/var/log/Xorg.0.log", Time: Tue Nov 20 08:46:04 2012 (==) Using system config directory "/usr/share/X11/xorg.conf.d" Fatal server error: xf86OpenConsole: Cannot find a free VT: Invalid argument Please consult the The X.Org Foundation support at http://wiki.x.org for help. Please also check the log file at "/var/log/Xorg.0.log" for additional information. ddxSigGiveUp: Closing log Server terminated with error (1). Closing log file.

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  • The Best Tools for Enhancing and Expanding the Features of the Windows Clipboard

    - by Lori Kaufman
    The Windows clipboard is like a scratch pad used by the operating system and all running applications. When you copy or cut some text or a graphic, it is temporarily stored in the clipboard and then retrieved later when you paste the data. We’ve previously showed you how to store multiple items to the clipboard (using Clipboard Manager) in Windows, how to copy a file path to the clipboard, how to create a shortcut to clear the clipboard, and how to copy a list of files to the clipboard. There are some limitations of the Windows clipboard. Only one item can be stored at a time. Each time you copy something, the current item in the clipboard is replaced. The data on the clipboard also cannot be viewed without pasting it into an application. In addition, the data on the clipboard is cleared when you log out of your Windows session. NOTE: The above image shows the clipboard viewer from Windows XP (clipbrd.exe), which is not available in Windows 7 or Vista. However, you can download the file from deviantART and run it to view the current entry in the clipboard in Windows 7. Here are some additional useful tools that help enhance or expand the features of the Windows clipboard and make it more useful. Can Dust Actually Damage My Computer? What To Do If You Get a Virus on Your Computer Why Enabling “Do Not Track” Doesn’t Stop You From Being Tracked

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  • IE 11 Developer Tools - changing console target to a different frameset or iframe

    - by vladimirl
    Originally posted on: http://geekswithblogs.net/vladimirl/archive/2013/10/25/ie-11-developer-tools---changing-console-target-to-a.aspxTo change current console iframe/frameset type this into console command line where "contentIFrame" in the iframe/frameset name (there should not be quotes around the iframe name):console.cd(contentIFrame);To return to the top level window, use cd() with no argument:console.cd();It took me some time to find out that this was possible in IE 11 Developer tools. Everything is so much easier in Chrome. No drama. Sometimes I feel that I hate IE more and more. Reference (http://msdn.microsoft.com/en-us/library/ie/dn255006(v=vs.85).aspx#console_in):All script entered in the command line executes in the global scope of the currently selected window. If your webpage is built with a frameset or iframes, those frames load their own documents in their own windows.To target the window of a frameset frame or an iframe, use the cd() command, with the frame/iframe's name or ID attribute as the argument. For example, you have a frame with the name microsoftFrame and you're loading the Microsoft homepage in it.JavaScriptcd(microsoftFrame); Current window: www.microsoft.com/en-us/default.aspx Important  Note that there were no quotes around the name of the frame. Only pass the unquoted name or ID value as the parameter.To return to the top level window, use cd() with no argument.

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  • How to use BCDEdit to dual boot Windows installations?

    - by Ian Boyd
    What are the bcdedit commands necessary to setup dual boot between different installations of Windows?5 Background i recently installed Windows 8 onto a separate hard drive1. Now that Windows 8 in installed i want to dual-boot back to Windows 7. i have my two2 hard drives: So you can see that i have my two disks, with the partitions containing Windows: Windows 7: \\PhysicalDisk0 (partition 03) Windows 8: \\PhysicalDisk2 (partition 1) What i'm trying to figure out how is how to use bcdedit to instruct the thing that boots Windows that there is another Windows installation out there. Running bcdedit now, it shows current configuration: C:\WINDOWS\system32>bcdedit Windows Boot Manager -------------------- identifier {bootmgr} device partition=\Device\HarddiskVolume2 description Windows Boot Manager locale en-US inherit {globalsettings} integrityservices Enable default {current} resumeobject {ce153eb7-3786-11e2-87c0-e740e123299f} displayorder {current} toolsdisplayorder {memdiag} timeout 30 Windows Boot Loader ------------------- identifier {current} device partition=C: path \WINDOWS\system32\winload.exe description Windows 8 locale en-US inherit {bootloadersettings} recoverysequence {ce153eb9-3786-11e2-87c0-e740e123299f} integrityservices Enable recoveryenabled Yes allowedinmemorysettings 0x15000075 osdevice partition=C: systemroot \WINDOWS resumeobject {ce153eb7-3786-11e2-87c0-e740e123299f} nx OptIn bootmenupolicy Standard hypervisorlaunchtype Auto i cannot find any documentation on the difference between Windows Boot Manager and Windows Boot Loader. Documentation There is some documentation on Bcdedit: Technet: Command Line Reference - Bcdedit Technet: Windows Automated Installation Kit - BCDEdit Command Line Options Whitepaper - BCDEdit Commands for Boot Environment (Word Document) But they don't explain how edit the binary boot configuration data If i had to guess, i would think that a Windows Boot Manager instructs the BIOS what program it should run. That program would give the user a set of boot choices. That leaves Windows Boot Loader do be a particular boot choice, that represents a particular installation of Windows. If that is the case i would need to create a new Windows Boot Loader entry. This means i might want to use the /create parameter: /create Creates a new boot entry: bcdedit [/store filename] /create [id] /d description [/application apptype | /inherit [apptype] | /inherit DEVICE | /device] So i assume a syntax of: >bcdedit /create /d "The old Windows 7" /application osloader Where application can be one of the following types: Apptype Description BOOTSECTOR The boot sector application OSLOADER The Windows boot loader RESUME A resume application Unfortunately, the only documentation about osloader is "The Windows boot loader". i don't see how that can differentiate between Windows 8 on one hard drive, and Windows 7 on another. The other possible parameter when /create a boot loader is >bcdedit /create /D "Windows Vista" /device "The Quick Brown Fox" Unfortunately the documentation is missing for /device: /device Optional. If id is not set to a well-known identifier, the option that is used to specify the new boot entry as an additional device options entry. Since i did not set id to a well-known identifier, i must set /device to "the option that is used to specify the new boot entry as an additional device options entry". i know all those words; they're all English. But i have on idea what it is saying; those words in that order seem nonsensical. So i'm somewhat stymied. i don't want to be like Dan Stolts from Microsoft: I found no content that was particularly helpful when I hosed my machine by playing with BCDEdit. This post would have been ok if there was much more detail especially on the /set command OSDevice, etc. So once I got my machine fixed, I documented the solution and the information is here.... i mean, if a Microsoft guy can't even figure out how to use BCDEdit to edit his BCD, then what chance to i have? Bonus Reading BCDEdit Command-Line Options Bcdedit Server 2008 R2 or Windows 7 System Will NOT Boot After Making Changes To Boot Manager Using BCDEdit Visual BCD Editor4 Windows 7 and Windows 8 RTM Dual Boot Setup Footnotes 1 Since the Windows 8 installer would have damaged my Windows 7 install, i decided to unplug my "main" hard drive during the install. Which is a long-winded explanation of why the Windows 8 installer didn't detect the existing Windows 7 install. Normally the installer would have automatically created the required entries for dual-boot. Not that the reason i'm asking the question is important. 2 Really there's three drives, but the third is just bulk storage. The existence of a 3rd hard drive is irrelevant to the question. i only mention it in case someone wants to know why the screenshot has 3 hard drives when i only mention two. 3 i arbitrarily started numbering partitions at "zero"; not to imply that partitions are numbered starting at zero. i only mention partitions because i don't see how any boot-loader could do its job without knowing which partition, and which folder, an installation of Windows is located in. 4 i'm asking about BCDEdit. i tried Visual BCD Editor. It seems to be a visual BCD editor. That is to say that it's a GUI, but still uses the same terminology as BCDEdit, and requires the same knowledge that BCD doesn't document. 5 For simplicity sake we'll assume that all installation of Windows i want to dual-boot between are Windows Vista or later, making them all compatible with the BCDEdit and the binary boot loader. The alternative would require delving into the intricacies of the old ntloader. Nor am i asking about dual booting to Linux; or how to boot to a Virtual Hard Drive (vhd) image. Just modern versions of Windows on existing hard drives in the same machine. Note: You can ignore everything after the word Background. It's all pointless exposition to satisfy some people's need for "research effort" before they'll consider being helpful. Some people have even been known to summarily close questions unless there is research effort. Some people have been know to close questions if there is too much research effort. Some people close questions when i put the note saying that they can ignore everything after the Background out of spite. Some people are just grumpy.

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  • Controlling Brightness in Sony Vaio SVE151A11W |Not Working|

    - by Rabimba Karanjai
    Disclaimer First: I have gone thorugh these following threads here and followed all of their advice but none of them worked Brightness Control Problem on Sony VAIO with NVIDIA GT-320M unable to change brightness settings in sony vaio e series laptop Brightness doesn't change on Sony laptop Now the Problem I have installed Ubuntu 12.10 (64bit) in this Sony Vaio laptop. After vanilla isntallation the brightness keys are workinga nd I can see the brightness indictaor going up and down buit its isn't having any effect on the real brightness of the device. I have installer additional drivers too but that didn't solve the problem. I can't seem to be able to change the brightness. Anyone knows how I can fix this?

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  • Why does my laptop resume immediately after suspend?

    - by Igor Zinov'yev
    I seem to be having some problem with suspend mode. Every time I try to suspend my laptop, it just locks the screen. Or maybe it successfully suspends just to resume only an instant after. What could cause such a behaviour? I'm running 32-bit Ubuntu 12.04 with the 3.2.0-25 kernel on a HP dv5-1178er Pavilion laptop (Intel Core 2 Duo). Here are the relevant log sections: kern.log: Jun 1 10:42:21 igor-laptop kernel: [ 2225.131171] PM: Syncing filesystems ... done. Jun 1 10:42:21 igor-laptop kernel: [ 2225.141222] PM: Preparing system for mem sleep Jun 1 10:42:21 igor-laptop kernel: [ 2225.141239] Freezing user space processes ... (elapsed 0.01 seconds) done. Jun 1 10:42:21 igor-laptop kernel: [ 2225.156171] Freezing remaining freezable tasks ... (elapsed 0.01 seconds) done. Jun 1 10:42:21 igor-laptop kernel: [ 2225.172139] PM: Entering mem sleep Jun 1 10:42:21 igor-laptop kernel: [ 2225.172169] Suspending console(s) (use no_console_suspend to debug) Jun 1 10:42:21 igor-laptop kernel: [ 2225.172895] sd 0:0:0:0: [sda] Synchronizing SCSI cache Jun 1 10:42:21 igor-laptop kernel: [ 2225.181767] sd 0:0:0:0: [sda] Stopping disk Jun 1 10:42:21 igor-laptop kernel: [ 2225.251089] ene_ir 00:0a: wake-up capability enabled by ACPI Jun 1 10:42:21 igor-laptop kernel: [ 2225.251115] i8042 aux 00:09: wake-up capability disabled by ACPI Jun 1 10:42:21 igor-laptop kernel: [ 2225.251133] i8042 kbd 00:08: wake-up capability enabled by ACPI Jun 1 10:42:21 igor-laptop kernel: [ 2225.251286] jmb38x_ms 0000:06:00.3: PCI INT A disabled Jun 1 10:42:21 igor-laptop kernel: [ 2225.252491] sdhci-pci 0000:06:00.1: PCI INT A disabled Jun 1 10:42:21 igor-laptop kernel: [ 2225.264130] uhci_hcd 0000:00:1d.2: PCI INT D disabled Jun 1 10:42:21 igor-laptop kernel: [ 2225.264142] uhci_hcd 0000:00:1d.1: PCI INT B disabled Jun 1 10:42:21 igor-laptop kernel: [ 2225.264325] uhci_hcd 0000:00:1a.1: PCI INT B disabled Jun 1 10:42:21 igor-laptop kernel: [ 2225.288059] uhci_hcd 0000:00:1a.0: PCI INT A disabled Jun 1 10:42:21 igor-laptop kernel: [ 2225.288097] uhci_hcd 0000:00:1d.3: PCI INT C disabled Jun 1 10:42:21 igor-laptop kernel: [ 2225.288135] uhci_hcd 0000:00:1d.0: PCI INT A disabled Jun 1 10:42:21 igor-laptop kernel: [ 2225.316051] ehci_hcd 0000:00:1d.7: PCI INT A disabled Jun 1 10:42:21 igor-laptop kernel: [ 2225.316068] ehci_hcd 0000:00:1a.7: PCI INT D disabled Jun 1 10:42:21 igor-laptop kernel: [ 2225.522872] PM: suspend of drv:sd dev:0:0:0:0 complete after 349.979 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.522901] PM: suspend of drv:scsi dev:target0:0:0 complete after 349.955 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.522927] PM: suspend of drv:scsi dev:host0 complete after 272.260 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.522969] ahci 0000:00:1f.2: BIOS update required for suspend/resume Jun 1 10:42:21 igor-laptop kernel: [ 2225.522976] pci_legacy_suspend(): ahci_pci_device_suspend+0x0/0x80 returns -5 Jun 1 10:42:21 igor-laptop kernel: [ 2225.522981] pm_op(): pci_pm_suspend+0x0/0x110 returns -5 Jun 1 10:42:21 igor-laptop kernel: [ 2225.522984] PM: suspend of drv:ahci dev:0000:00:1f.2 complete after 258.932 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.522987] PM: Device 0000:00:1f.2 failed to suspend async: error -5 Jun 1 10:42:21 igor-laptop kernel: [ 2225.576228] snd_hda_intel 0000:00:1b.0: PCI INT A disabled Jun 1 10:42:21 igor-laptop kernel: [ 2225.576270] ACPI handle has no context! Jun 1 10:42:21 igor-laptop kernel: [ 2225.592136] PM: suspend of drv:snd_hda_intel dev:0000:00:1b.0 complete after 327.889 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.592206] PM: Some devices failed to suspend Jun 1 10:42:21 igor-laptop kernel: [ 2225.592291] uhci_hcd 0000:00:1a.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592298] uhci_hcd 0000:00:1a.0: setting latency timer to 64 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592325] usb usb3: root hub lost power or was reset Jun 1 10:42:21 igor-laptop kernel: [ 2225.592339] uhci_hcd 0000:00:1a.1: PCI INT B -> GSI 21 (level, low) -> IRQ 21 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592345] uhci_hcd 0000:00:1a.1: setting latency timer to 64 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592371] usb usb4: root hub lost power or was reset Jun 1 10:42:21 igor-laptop kernel: [ 2225.592387] ehci_hcd 0000:00:1a.7: PCI INT D -> GSI 19 (level, low) -> IRQ 19 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592395] ehci_hcd 0000:00:1a.7: setting latency timer to 64 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592843] uhci_hcd 0000:00:1d.0: PCI INT A -> GSI 20 (level, low) -> IRQ 20 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592851] uhci_hcd 0000:00:1d.0: setting latency timer to 64 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592854] uhci_hcd 0000:00:1d.1: PCI INT B -> GSI 19 (level, low) -> IRQ 19 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592863] uhci_hcd 0000:00:1d.1: setting latency timer to 64 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592878] usb usb5: root hub lost power or was reset Jun 1 10:42:21 igor-laptop kernel: [ 2225.592892] usb usb6: root hub lost power or was reset Jun 1 10:42:21 igor-laptop kernel: [ 2225.592895] uhci_hcd 0000:00:1d.2: PCI INT D -> GSI 16 (level, low) -> IRQ 16 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592903] uhci_hcd 0000:00:1d.2: setting latency timer to 64 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592906] uhci_hcd 0000:00:1d.3: PCI INT C -> GSI 18 (level, low) -> IRQ 18 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592915] uhci_hcd 0000:00:1d.3: setting latency timer to 64 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592930] usb usb7: root hub lost power or was reset Jun 1 10:42:21 igor-laptop kernel: [ 2225.592946] usb usb8: root hub lost power or was reset Jun 1 10:42:21 igor-laptop kernel: [ 2225.592949] ehci_hcd 0000:00:1d.7: PCI INT A -> GSI 20 (level, low) -> IRQ 20 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592957] ehci_hcd 0000:00:1d.7: setting latency timer to 64 Jun 1 10:42:21 igor-laptop kernel: [ 2225.592963] pci 0000:00:1e.0: setting latency timer to 64 Jun 1 10:42:21 igor-laptop kernel: [ 2225.597106] sd 0:0:0:0: [sda] Starting disk Jun 1 10:42:21 igor-laptop kernel: [ 2225.608138] snd_hda_intel 0000:00:1b.0: BAR 0: set to [mem 0xdf300000-0xdf303fff 64bit] (PCI address [0xdf300000-0xdf303fff]) Jun 1 10:42:21 igor-laptop kernel: [ 2225.608180] snd_hda_intel 0000:00:1b.0: restoring config space at offset 0xf (was 0x100, writing 0x10b) Jun 1 10:42:21 igor-laptop kernel: [ 2225.608233] snd_hda_intel 0000:00:1b.0: restoring config space at offset 0x3 (was 0x0, writing 0x10) Jun 1 10:42:21 igor-laptop kernel: [ 2225.608248] snd_hda_intel 0000:00:1b.0: restoring config space at offset 0x1 (was 0x100000, writing 0x100002) Jun 1 10:42:21 igor-laptop kernel: [ 2225.608299] snd_hda_intel 0000:00:1b.0: PCI INT A -> GSI 22 (level, low) -> IRQ 22 Jun 1 10:42:21 igor-laptop kernel: [ 2225.608313] snd_hda_intel 0000:00:1b.0: setting latency timer to 64 Jun 1 10:42:21 igor-laptop kernel: [ 2225.608420] snd_hda_intel 0000:00:1b.0: irq 50 for MSI/MSI-X Jun 1 10:42:21 igor-laptop kernel: [ 2225.612095] firewire_ohci 0000:06:00.0: restoring config space at offset 0x1 (was 0x100000, writing 0x100006) Jun 1 10:42:21 igor-laptop kernel: [ 2225.612181] sdhci-pci 0000:06:00.1: restoring config space at offset 0x1 (was 0x100003, writing 0x100007) Jun 1 10:42:21 igor-laptop kernel: [ 2225.612211] sdhci-pci 0000:06:00.1: PCI INT A -> GSI 16 (level, low) -> IRQ 16 Jun 1 10:42:21 igor-laptop kernel: [ 2225.612225] sdhci-pci 0000:06:00.1: setting latency timer to 64 Jun 1 10:42:21 igor-laptop kernel: [ 2225.612296] jmb38x_ms 0000:06:00.3: restoring config space at offset 0x1 (was 0x100003, writing 0x100007) Jun 1 10:42:21 igor-laptop kernel: [ 2225.612326] jmb38x_ms 0000:06:00.3: PCI INT A -> GSI 16 (level, low) -> IRQ 16 Jun 1 10:42:21 igor-laptop kernel: [ 2225.612332] jmb38x_ms 0000:06:00.3: setting latency timer to 64 Jun 1 10:42:21 igor-laptop kernel: [ 2225.699170] PM: resume of drv:uvcvideo dev:2-4:1.0 complete after 101.965 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.699179] PM: resume of drv:uvcvideo dev:2-4:1.1 complete after 101.932 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.699186] PM: resume of drv: dev:ep_00 complete after 101.917 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.699197] PM: resume of drv: dev:ep_83 complete after 101.972 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.716148] PM: resume of drv:hub dev:3-0:1.0 complete after 119.543 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.716155] PM: resume of drv: dev:ep_00 complete after 119.544 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.716161] PM: resume of drv:hub dev:5-0:1.0 complete after 119.420 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.716168] PM: resume of drv: dev:ep_00 complete after 119.381 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.716174] PM: resume of drv:hub dev:8-0:1.0 complete after 119.141 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.716181] PM: resume of drv: dev:ep_00 complete after 119.104 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.716186] PM: resume of drv: dev:ep_81 complete after 119.579 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.716191] PM: resume of drv: dev:ep_81 complete after 119.427 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.716197] PM: resume of drv: dev:ep_81 complete after 119.143 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.747148] firewire_core: skipped bus generations, destroying all nodes Jun 1 10:42:21 igor-laptop kernel: [ 2225.776093] PM: resume of drv:hp_accel dev:HPQ0004:00 complete after 167.225 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.777243] i8042 kbd 00:08: wake-up capability disabled by ACPI Jun 1 10:42:21 igor-laptop kernel: [ 2225.777278] ene_ir 00:0a: wake-up capability disabled by ACPI Jun 1 10:42:21 igor-laptop kernel: [ 2225.820100] PM: resume of drv:hub dev:4-0:1.0 complete after 223.436 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.820115] PM: resume of drv: dev:ep_00 complete after 223.444 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.820123] PM: resume of drv: dev:ep_81 complete after 223.456 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.820206] PM: resume of drv:hub dev:7-0:1.0 complete after 223.266 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.820221] PM: resume of drv: dev:ep_81 complete after 223.260 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.820238] PM: resume of drv: dev:ep_00 complete after 223.255 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.820295] PM: resume of drv:hub dev:6-0:1.0 complete after 223.453 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.820302] PM: resume of drv: dev:ep_00 complete after 223.415 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.820321] PM: resume of drv: dev:ep_81 complete after 223.457 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2225.932108] usb 4-2: reset full-speed USB device number 2 using uhci_hcd Jun 1 10:42:21 igor-laptop kernel: [ 2226.086714] PM: resume of drv:usbhid dev:4-2:1.0 complete after 489.393 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.086728] PM: resume of drv: dev:ep_81 complete after 489.384 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.086745] PM: resume of drv: dev:ep_00 complete after 489.329 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.086753] PM: resume of drv:usbhid dev:4-2:1.1 complete after 489.384 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.086764] PM: resume of drv: dev:ep_82 complete after 489.373 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.180555] usb 7-2: reset full-speed USB device number 2 using uhci_hcd Jun 1 10:42:21 igor-laptop kernel: [ 2226.244858] firewire_core: rediscovered device fw0 Jun 1 10:42:21 igor-laptop kernel: [ 2226.335066] btusb 7-2:1.0: no reset_resume for driver btusb? Jun 1 10:42:21 igor-laptop kernel: [ 2226.335068] btusb 7-2:1.1: no reset_resume for driver btusb? Jun 1 10:42:21 igor-laptop kernel: [ 2226.432082] usb 6-1: reset full-speed USB device number 2 using uhci_hcd Jun 1 10:42:21 igor-laptop kernel: [ 2226.578280] PM: resume of drv:nvidia dev:0000:01:00.0 complete after 985.301 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.584296] PM: resume of drv:usb dev:7-2:1.0 complete after 986.693 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.584308] PM: resume of drv: dev:ep_00 complete after 986.452 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.584311] PM: resume of drv:usb dev:7-2:1.1 complete after 986.616 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.584315] PM: resume of drv:usb dev:7-2:1.3 complete after 986.483 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.584320] PM: resume of drv:usb dev:7-2:1.2 complete after 986.556 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.584328] PM: resume of drv: dev:ep_03 complete after 986.588 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.584331] PM: resume of drv: dev:ep_81 complete after 986.704 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.584334] PM: resume of drv: dev:ep_83 complete after 986.617 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.584337] PM: resume of drv: dev:ep_82 complete after 986.688 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.584340] PM: resume of drv: dev:ep_02 complete after 986.667 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.584344] PM: resume of drv: dev:ep_84 complete after 986.558 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.584352] PM: resume of drv: dev:ep_04 complete after 986.542 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.590883] PM: resume of drv: dev:ep_00 complete after 993.327 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.590887] PM: resume of drv:usb dev:6-1:1.0 complete after 993.424 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.590927] PM: resume of drv: dev:ep_82 complete after 993.395 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.590934] PM: resume of drv: dev:ep_81 complete after 993.426 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.590940] PM: resume of drv: dev:ep_01 complete after 993.456 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.592450] PM: resume of drv:sd dev:0:0:0:0 complete after 995.343 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.592461] PM: resume of drv:scsi_disk dev:0:0:0:0 complete after 802.688 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.592472] PM: resume of drv:scsi_device dev:0:0:0:0 complete after 995.324 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.600339] PM: resume of devices complete after 1008.129 msecs Jun 1 10:42:21 igor-laptop kernel: [ 2226.601293] PM: resume devices took 1.008 seconds Jun 1 10:42:21 igor-laptop kernel: [ 2226.601330] PM: Finishing wakeup. Jun 1 10:42:21 igor-laptop kernel: [ 2226.601332] Restarting tasks ... done. Jun 1 10:42:21 igor-laptop kernel: [ 2226.625660] video LNXVIDEO:01: Restoring backlight state Jun 1 10:42:22 igor-laptop kernel: [ 2227.478921] iwlwifi 0000:02:00.0: L1 Disabled; Enabling L0S Jun 1 10:42:22 igor-laptop kernel: [ 2227.481981] iwlwifi 0000:02:00.0: Radio type=0x1-0x2-0x0 Jun 1 10:42:22 igor-laptop kernel: [ 2227.527727] ADDRCONF(NETDEV_UP): wlan0: link is not ready Jun 1 10:42:22 igor-laptop kernel: [ 2227.532468] r8169 0000:03:00.0: eth0: link down Jun 1 10:42:22 igor-laptop kernel: [ 2227.533967] ADDRCONF(NETDEV_UP): eth0: link is not ready pm_suspend.log: Fri Jun 1 10:42:14 MSK 2012: Running hooks for suspend. Running hook /usr/lib/pm-utils/sleep.d/000kernel-change suspend suspend: /usr/lib/pm-utils/sleep.d/000kernel-change suspend suspend: success. Running hook /usr/lib/pm-utils/sleep.d/00logging suspend suspend: Linux igor-laptop 3.2.0-25-generic #40-Ubuntu SMP Wed May 23 20:33:05 UTC 2012 i686 i686 i386 GNU/Linux Module Size Used by pci_stub 12550 1 vboxpci 22882 0 vboxnetadp 13328 0 vboxnetflt 27211 0 vboxdrv 252189 3 vboxpci,vboxnetadp,vboxnetflt dm_crypt 22528 0 snd_hda_codec_hdmi 31775 1 snd_hda_codec_idt 60251 1 arc4 12473 2 hp_wmi 13652 0 sparse_keymap 13658 1 hp_wmi rfcomm 38139 12 snd_hda_intel 32765 5 snd_hda_codec 109562 3 snd_hda_codec_hdmi,snd_hda_codec_idt,snd_hda_intel snd_hwdep 13276 1 snd_hda_codec bnep 17830 2 btusb 17912 2 bluetooth 158438 23 rfcomm,bnep,btusb joydev 17393 0 parport_pc 32114 0 snd_pcm 80845 4 snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec ppdev 12849 0 uvcvideo 67203 0 binfmt_misc 17292 1 videodev 86588 1 uvcvideo snd_seq_midi 13132 0 snd_rawmidi 25424 1 snd_seq_midi nvidia 10958194 43 snd_seq_midi_event 14475 1 snd_seq_midi snd_seq 51567 2 snd_seq_midi,snd_seq_midi_event ir_lirc_codec 12739 0 lirc_dev 18700 1 ir_lirc_codec snd_timer 28931 2 snd_pcm,snd_seq snd_seq_device 14172 3 snd_seq_midi,snd_rawmidi,snd_seq ir_mce_kbd_decoder 12681 0 ir_sony_decoder 12462 0 ir_jvc_decoder 12459 0 ir_rc6_decoder 12459 0 psmouse 87213 0 ir_rc5_decoder 12459 0 serio_raw 13027 0 iwlwifi 287934 0 rc_rc6_mce 12454 0 ir_nec_decoder 12459 0 ene_ir 18019 0 rc_core 21263 10 ir_lirc_codec,ir_mce_kbd_decoder,ir_sony_decoder,ir_jvc_decoder,ir_rc6_decoder,ir_rc5_decoder,rc_rc6_mce,ir_nec_decoder,ene_ir mac80211 436455 1 iwlwifi snd 62064 19 snd_hda_codec_hdmi,snd_hda_codec_idt,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device cfg80211 178679 2 iwlwifi,mac80211 hp_accel 25728 0 lis3lv02d 19268 1 hp_accel input_polldev 13648 1 lis3lv02d mac_hid 13077 0 wmi 18744 1 hp_wmi jmb38x_ms 17406 0 soundcore 14635 1 snd snd_page_alloc 14115 2 snd_hda_intel,snd_pcm memstick 15857 1 jmb38x_ms firewire_sbp2 18346 0 lp 17455 0 parport 40930 3 parport_pc,ppdev,lp vesafb 13516 1 usbhid 41906 0 hid 77367 1 usbhid firewire_ohci 40180 0 firewire_core 56906 2 firewire_sbp2,firewire_ohci crc_itu_t 12627 1 firewire_core sdhci_pci 18324 0 sdhci 28241 1 sdhci_pci r8169 56321 0 video 19068 0 total used free shared buffers cached Mem: 3095544 2364260 731284 0 159020 1280240 -/+ buffers/cache: 925000 2170544 Swap: 1718916 0 1718916 /usr/lib/pm-utils/sleep.d/00logging suspend suspend: success. Running hook /usr/lib/pm-utils/sleep.d/00powersave suspend suspend: /usr/lib/pm-utils/sleep.d/00powersave suspend suspend: success. Running hook /usr/lib/pm-utils/sleep.d/01PulseAudio suspend suspend: Welcome to PulseAudio! Use "help" for usage information. >>> >>> Welcome to PulseAudio! Use "help" for usage information. >>> >>> Welcome to PulseAudio! Use "help" for usage information. >>> >>> /usr/lib/pm-utils/sleep.d/01PulseAudio suspend suspend: success. Running hook /etc/pm/sleep.d/10_grub-common suspend suspend: /etc/pm/sleep.d/10_grub-common suspend suspend: success. Running hook /etc/pm/sleep.d/10_unattended-upgrades-hibernate suspend suspend: /etc/pm/sleep.d/10_unattended-upgrades-hibernate suspend suspend: success. Running hook /usr/lib/pm-utils/sleep.d/55NetworkManager suspend suspend: Having NetworkManager put all interaces to sleep...Failed. /usr/lib/pm-utils/sleep.d/55NetworkManager suspend suspend: success. Running hook /usr/lib/pm-utils/sleep.d/60_wpa_supplicant suspend suspend: Failed to connect to wpa_supplicant - wpa_ctrl_open: No such file or directory /usr/lib/pm-utils/sleep.d/60_wpa_supplicant suspend suspend: success. Running hook /usr/lib/pm-utils/sleep.d/75modules suspend suspend: /usr/lib/pm-utils/sleep.d/75modules suspend suspend: success. Running hook /usr/lib/pm-utils/sleep.d/90clock suspend suspend: /usr/lib/pm-utils/sleep.d/90clock suspend suspend: not applicable. Running hook /usr/lib/pm-utils/sleep.d/94cpufreq suspend suspend: /usr/lib/pm-utils/sleep.d/94cpufreq suspend suspend: success. Running hook /usr/lib/pm-utils/sleep.d/95anacron suspend suspend: stop: Unknown instance: /usr/lib/pm-utils/sleep.d/95anacron suspend suspend: success. Running hook /usr/lib/pm-utils/sleep.d/95hdparm-apm suspend suspend: /usr/lib/pm-utils/sleep.d/95hdparm-apm suspend suspend: not applicable. Running hook /usr/lib/pm-utils/sleep.d/95led suspend suspend: /usr/lib/pm-utils/sleep.d/95led suspend suspend: not applicable. Running hook /usr/lib/pm-utils/sleep.d/98video-quirk-db-handler suspend suspend: nVidia binary video drive detected, not using quirks. /usr/lib/pm-utils/sleep.d/98video-quirk-db-handler suspend suspend: success. Running hook /usr/lib/pm-utils/sleep.d/99video suspend suspend: kernel.acpi_video_flags = 0 /usr/lib/pm-utils/sleep.d/99video suspend suspend: success. Running hook /etc/pm/sleep.d/novatel_3g_suspend suspend suspend: /etc/pm/sleep.d/novatel_3g_suspend suspend suspend: success. Fri Jun 1 10:42:19 MSK 2012: performing suspend Fri Jun 1 10:42:21 MSK 2012: Awake. Fri Jun 1 10:42:21 MSK 2012: Running hooks for resume Running hook /etc/pm/sleep.d/novatel_3g_suspend resume suspend: /etc/pm/sleep.d/novatel_3g_suspend resume suspend: success. Running hook /usr/lib/pm-utils/sleep.d/99video resume suspend: /usr/lib/pm-utils/sleep.d/99video resume suspend: success. Running hook /usr/lib/pm-utils/sleep.d/98video-quirk-db-handler resume suspend: /usr/lib/pm-utils/sleep.d/98video-quirk-db-handler resume suspend: success. Running hook /usr/lib/pm-utils/sleep.d/95led resume suspend: /usr/lib/pm-utils/sleep.d/95led resume suspend: not applicable. Running hook /usr/lib/pm-utils/sleep.d/95hdparm-apm resume suspend: /dev/sda: setting Advanced Power Management level to 0xfe (254) APM_level = 254 /dev/sda: setting Advanced Power Management level to 0xfe (254) APM_level = 254 /usr/lib/pm-utils/sleep.d/95hdparm-apm resume suspend: success. Running hook /usr/lib/pm-utils/sleep.d/95anacron resume suspend: /usr/lib/pm-utils/sleep.d/95anacron resume suspend: success. Running hook /usr/lib/pm-utils/sleep.d/94cpufreq resume suspend: /usr/lib/pm-utils/sleep.d/94cpufreq resume suspend: success. Running hook /usr/lib/pm-utils/sleep.d/90clock resume suspend: /usr/lib/pm-utils/sleep.d/90clock resume suspend: not applicable. Running hook /usr/lib/pm-utils/sleep.d/75modules resume suspend: Reloaded unloaded modules. /usr/lib/pm-utils/sleep.d/75modules resume suspend: success. Running hook /usr/lib/pm-utils/sleep.d/60_wpa_supplicant resume suspend: Failed to connect to wpa_supplicant - wpa_ctrl_open: No such file or directory /usr/lib/pm-utils/sleep.d/60_wpa_supplicant resume suspend: success. Running hook /usr/lib/pm-utils/sleep.d/55NetworkManager resume suspend: Having NetworkManager wake interfaces back up...Failed. /usr/lib/pm-utils/sleep.d/55NetworkManager resume suspend: success. Running hook /etc/pm/sleep.d/10_unattended-upgrades-hibernate resume suspend: /etc/pm/sleep.d/10_unattended-upgrades-hibernate resume suspend: success. Running hook /etc/pm/sleep.d/10_grub-common resume suspend: /etc/pm/sleep.d/10_grub-common resume suspend: success. Running hook /usr/lib/pm-utils/sleep.d/01PulseAudio resume suspend: Welcome to PulseAudio! Use "help" for usage information. >>> >>> Welcome to PulseAudio! Use "help" for usage information. >>> >>> Welcome to PulseAudio! Use "help" for usage information. >>> >>> /usr/lib/pm-utils/sleep.d/01PulseAudio resume suspend: success. Running hook /usr/lib/pm-utils/sleep.d/00powersave resume suspend: /usr/lib/pm-utils/sleep.d/00powersave resume suspend: success. Running hook /usr/lib/pm-utils/sleep.d/00logging resume suspend: /usr/lib/pm-utils/sleep.d/00logging resume suspend: success. Running hook /usr/lib/pm-utils/sleep.d/000kernel-change resume suspend: /usr/lib/pm-utils/sleep.d/000kernel-change resume suspend: success. Fri Jun 1 10:42:22 MSK 2012: Finished.

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  • Physics in my game confused after restructuring the Game loop

    - by Julian Assange
    Hello! I'm on my way with making a game in Java. Now I have some trouble with an interpolation based game loop in my calculations. Before I used that system the calculation of a falling object was like this: Delta based system private static final float SPEED_OF_GRAVITY = 500.0f; @Override public void update(float timeDeltaSeconds, Object parentObject) { parentObject.y = parentObject.y + (parentObject.yVelocity * timeDeltaSeconds); parentObject.yVelocity -= SPEED_OF_GRAVITY * timeDeltaSeconds; ...... What you see here is that I used that delta value from previous frame to the current frame to calculate the physics. Now I switched and implement a interpolation based system and I actually left the current system where I used delta to calculate my physics. However, with the interpolation system the delta time is removed - but now are my calculations screwed up and I've tried the whole day to solve this: Interpolation based system private static final float SPEED_OF_GRAVITY = 500.0f; @Override public void update(Object parentObject) { parentObject.y = parentObject.y + (parentObject.yVelocity); parentObject.yVelocity -= SPEED_OF_GRAVITY; ...... I'm totally clueless - how should this be solved? The rendering part is solved with a simple prediction method. With the delta system I could see my object be smoothly rendered to the screen, but with this interpolation/prediction method the object just appear sticky for one second and then it's gone. The core of this game loop is actually from here deWiTTERS Game Loop, where I trying to implement the last solution he describes. Shortly - my physics are in a mess and this need to be solved. Any ideas? Thanks in advance!

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  • Outlook Calendar Error "The attachment size exceeds the allowable limit", even when there is no attachment

    - by Laura Kane-Punyon
    I have an outlook meeting series that occurs weekly. Every week, I open the current occurrence, attach the current week’s meeting materials and send an update to the invites. I have done this for the same meeting series for several years. Recently, I started to run into a problem where every time I try to update or cancel a meeting occurrence I received the error “the attachment size exceeds the allowable limit” regardless of whether or not I have an attachment. I am not even able to cancel the series in order to start fresh. I have 2 questions regarding this issue: Is there any way to send attachments on the occurrence of a meeting invite without running into this issue? Is there any way to remove this meeting series?

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  • Forum software advice needed

    - by David Thompson
    Hello All ... we want to migrate our sites current forum (proprietary built) to a newer, more modern (feature rich) platform. I've been looking around at the available options and have narrowed it down to vBulletin, Vanilla or Phorum (unless you have another suggestion ?). I hope someone here can give me some feedback on their experiences either migrating to a new forum or working deeply with one. The current forum we have has approx 2.2 million threads in it and is contained in a MySQL database. Data Migration is obviously the first issue, is one of the major Forum vendors better or worse in this regard ? The software needs to be able to be clustered and cached to ensure availability and performance. We want it to be PHP based and store it's data in MySQL. The code needs to be open to allow us to highly customise the software both to strip out a lot of stuff and be able to integrate our sites features. A lot of the forums I've looked at have a lot of duplicate features to our main site, in particular member management, profiles etc. I realise we'll have to do a good bit of development in removing these and tieing it all back to the main site so we want to find a platform that makes this kind of integration as easy as possible. Finally I guess if 'future proofing' the forum (as best as possible) given the above. Which platform will allow us to customise it but also allow us to keep instep with upgrades. Which forum software has the best track record for bringing online new features in a timely manner ? etc. etc. I know it's a big question but if anyone here has any experience in some or all of the above I'd be very grateful.

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  • Ubuntu 12.04 installation aborts without giving any errors on Sony Vaio

    - by Guilherme Simoni
    I'm not able to install the release ubuntu-12.04-desktop-i386 on the laptop below: Sony Vaio VGN-FE21H CPU: Intel Core Duo T2300 1.66GHz Memory: 2GB DDR2 533MHz HDD: 100GB Graphics: NVIDIA GeForce 7400 256MB I'm using the ISO "ubuntu-12.04-desktop-i386.iso" burned into a DVD. I know the ISO is OK because I used it to successfully install on Virtualbox. Live DVD boots and runs OK, but I cannot install from it or directly from the boot menu. The installation goes through all the steps until the final part where is asked the Name, Name of PC and password. The problem is in the next step where it should start copying files and present some screens and features of Ubuntu. In this part the installation just close without any error message. If I am running the installation inside the live DVD it closes and returns to the home screen of the Live. If I am running straight from the boot it closes the graphic interface and restarts the PC. Does anybody know or faced the same problem?

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  • Transactional Messaging in the Windows Azure Service Bus

    - by Alan Smith
    Introduction I’m currently working on broadening the content in the Windows Azure Service Bus Developer Guide. One of the features I have been looking at over the past week is the support for transactional messaging. When using the direct programming model and the WCF interface some, but not all, messaging operations can participate in transactions. This allows developers to improve the reliability of messaging systems. There are some limitations in the transactional model, transactions can only include one top level messaging entity (such as a queue or topic, subscriptions are no top level entities), and transactions cannot include other systems, such as databases. As the transaction model is currently not well documented I have had to figure out how things work through experimentation, with some help from the development team to confirm any questions I had. Hopefully I’ve got the content mostly correct, I will update the content in the e-book if I find any errors or improvements that can be made (any feedback would be very welcome). I’ve not had a chance to look into the code for transactions and asynchronous operations, maybe that would make a nice challenge lab for my Windows Azure Service Bus course. Transactional Messaging Messaging entities in the Windows Azure Service Bus provide support for participation in transactions. This allows developers to perform several messaging operations within a transactional scope, and ensure that all the actions are committed or, if there is a failure, none of the actions are committed. There are a number of scenarios where the use of transactions can increase the reliability of messaging systems. Using TransactionScope In .NET the TransactionScope class can be used to perform a series of actions in a transaction. The using declaration is typically used de define the scope of the transaction. Any transactional operations that are contained within the scope can be committed by calling the Complete method. If the Complete method is not called, any transactional methods in the scope will not commit.   // Create a transactional scope. using (TransactionScope scope = new TransactionScope()) {     // Do something.       // Do something else.       // Commit the transaction.     scope.Complete(); }     In order for methods to participate in the transaction, they must provide support for transactional operations. Database and message queue operations typically provide support for transactions. Transactions in Brokered Messaging Transaction support in Service Bus Brokered Messaging allows message operations to be performed within a transactional scope; however there are some limitations around what operations can be performed within the transaction. In the current release, only one top level messaging entity, such as a queue or topic can participate in a transaction, and the transaction cannot include any other transaction resource managers, making transactions spanning a messaging entity and a database not possible. When sending messages, the send operations can participate in a transaction allowing multiple messages to be sent within a transactional scope. This allows for “all or nothing” delivery of a series of messages to a single queue or topic. When receiving messages, messages that are received in the peek-lock receive mode can be completed, deadlettered or deferred within a transactional scope. In the current release the Abandon method will not participate in a transaction. The same restrictions of only one top level messaging entity applies here, so the Complete method can be called transitionally on messages received from the same queue, or messages received from one or more subscriptions in the same topic. Sending Multiple Messages in a Transaction A transactional scope can be used to send multiple messages to a queue or topic. This will ensure that all the messages will be enqueued or, if the transaction fails to commit, no messages will be enqueued.     An example of the code used to send 10 messages to a queue as a single transaction from a console application is shown below.   QueueClient queueClient = messagingFactory.CreateQueueClient(Queue1);   Console.Write("Sending");   // Create a transaction scope. using (TransactionScope scope = new TransactionScope()) {     for (int i = 0; i < 10; i++)     {         // Send a message         BrokeredMessage msg = new BrokeredMessage("Message: " + i);         queueClient.Send(msg);         Console.Write(".");     }     Console.WriteLine("Done!");     Console.WriteLine();       // Should we commit the transaction?     Console.WriteLine("Commit send 10 messages? (yes or no)");     string reply = Console.ReadLine();     if (reply.ToLower().Equals("yes"))     {         // Commit the transaction.         scope.Complete();     } } Console.WriteLine(); messagingFactory.Close();     The transaction scope is used to wrap the sending of 10 messages. Once the messages have been sent the user has the option to either commit the transaction or abandon the transaction. If the user enters “yes”, the Complete method is called on the scope, which will commit the transaction and result in the messages being enqueued. If the user enters anything other than “yes”, the transaction will not commit, and the messages will not be enqueued. Receiving Multiple Messages in a Transaction The receiving of multiple messages is another scenario where the use of transactions can improve reliability. When receiving a group of messages that are related together, maybe in the same message session, it is possible to receive the messages in the peek-lock receive mode, and then complete, defer, or deadletter the messages in one transaction. (In the current version of Service Bus, abandon is not transactional.)   The following code shows how this can be achieved. using (TransactionScope scope = new TransactionScope()) {       while (true)     {         // Receive a message.         BrokeredMessage msg = q1Client.Receive(TimeSpan.FromSeconds(1));         if (msg != null)         {             // Wrote message body and complete message.             string text = msg.GetBody<string>();             Console.WriteLine("Received: " + text);             msg.Complete();         }         else         {             break;         }     }     Console.WriteLine();       // Should we commit?     Console.WriteLine("Commit receive? (yes or no)");     string reply = Console.ReadLine();     if (reply.ToLower().Equals("yes"))     {         // Commit the transaction.         scope.Complete();     }     Console.WriteLine(); }     Note that if there are a large number of messages to be received, there will be a chance that the transaction may time out before it can be committed. It is possible to specify a longer timeout when the transaction is created, but It may be better to receive and commit smaller amounts of messages within the transaction. It is also possible to complete, defer, or deadletter messages received from more than one subscription, as long as all the subscriptions are contained in the same topic. As subscriptions are not top level messaging entities this scenarios will work. The following code shows how this can be achieved. try {     using (TransactionScope scope = new TransactionScope())     {         // Receive one message from each subscription.         BrokeredMessage msg1 = subscriptionClient1.Receive();         BrokeredMessage msg2 = subscriptionClient2.Receive();           // Complete the message receives.         msg1.Complete();         msg2.Complete();           Console.WriteLine("Msg1: " + msg1.GetBody<string>());         Console.WriteLine("Msg2: " + msg2.GetBody<string>());           // Commit the transaction.         scope.Complete();     } } catch (Exception ex) {     Console.WriteLine(ex.Message); }     Unsupported Scenarios The restriction of only one top level messaging entity being able to participate in a transaction makes some useful scenarios unsupported. As the Windows Azure Service Bus is under continuous development and new releases are expected to be frequent it is possible that this restriction may not be present in future releases. The first is the scenario where messages are to be routed to two different systems. The following code attempts to do this.   try {     // Create a transaction scope.     using (TransactionScope scope = new TransactionScope())     {         BrokeredMessage msg1 = new BrokeredMessage("Message1");         BrokeredMessage msg2 = new BrokeredMessage("Message2");           // Send a message to Queue1         Console.WriteLine("Sending Message1");         queue1Client.Send(msg1);           // Send a message to Queue2         Console.WriteLine("Sending Message2");         queue2Client.Send(msg2);           // Commit the transaction.         Console.WriteLine("Committing transaction...");         scope.Complete();     } } catch (Exception ex) {     Console.WriteLine(ex.Message); }     The results of running the code are shown below. When attempting to send a message to the second queue the following exception is thrown: No active Transaction was found for ID '35ad2495-ee8a-4956-bbad-eb4fedf4a96e:1'. The Transaction may have timed out or attempted to span multiple top-level entities such as Queue or Topic. The server Transaction timeout is: 00:01:00..TrackingId:947b8c4b-7754-4044-b91b-4a959c3f9192_3_3,TimeStamp:3/29/2012 7:47:32 AM.   Another scenario where transactional support could be useful is when forwarding messages from one queue to another queue. This would also involve more than one top level messaging entity, and is therefore not supported.   Another scenario that developers may wish to implement is performing transactions across messaging entities and other transactional systems, such as an on-premise database. In the current release this is not supported.   Workarounds for Unsupported Scenarios There are some techniques that developers can use to work around the one top level entity limitation of transactions. When sending two messages to two systems, topics and subscriptions can be used. If the same message is to be sent to two destinations then the subscriptions would have the default subscriptions, and the client would only send one message. If two different messages are to be sent, then filters on the subscriptions can route the messages to the appropriate destination. The client can then send the two messages to the topic in the same transaction.   In scenarios where a message needs to be received and then forwarded to another system within the same transaction topics and subscriptions can also be used. A message can be received from a subscription, and then sent to a topic within the same transaction. As a topic is a top level messaging entity, and a subscription is not, this scenario will work.

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