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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); yield return Tuple.Create(backBottomRight, frontBottomRight); // back face yield return Tuple.Create(backBottomLeft, backBottomRight); yield return Tuple.Create(backTopLeft, backTopRight); } } } private sealed class Sphere : Geometry { private readonly float radius; private readonly int subsections; public Sphere(float radius, int subsections) { this.radius = radius; this.subsections = subsections; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var latitudeLines = this.subsections; var longitudeLines = this.subsections; // see http://stackoverflow.com/a/4082020/5380 var results = from latitudeLine in Enumerable.Range(0, latitudeLines) from longitudeLine in Enumerable.Range(0, longitudeLines) let latitudeRatio = latitudeLine / (float)latitudeLines let longitudeRatio = longitudeLine / (float)longitudeLines let nextLatitudeRatio = (latitudeLine + 1) / (float)latitudeLines let nextLongitudeRatio = (longitudeLine + 1) / (float)longitudeLines let z1 = Math.Cos(Math.PI * latitudeRatio) let z2 = Math.Cos(Math.PI * nextLatitudeRatio) let x1 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y1 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Cos(Math.PI * 2 * longitudeRatio) let y2 = Math.Sin(Math.PI * nextLatitudeRatio) * Math.Sin(Math.PI * 2 * longitudeRatio) let x3 = Math.Sin(Math.PI * latitudeRatio) * Math.Cos(Math.PI * 2 * nextLongitudeRatio) let y3 = Math.Sin(Math.PI * latitudeRatio) * Math.Sin(Math.PI * 2 * nextLongitudeRatio) let start = new XNA.Vector3((float)x1 * radius, (float)y1 * radius, (float)z1 * radius) let firstEnd = new XNA.Vector3((float)x2 * radius, (float)y2 * radius, (float)z2 * radius) let secondEnd = new XNA.Vector3((float)x3 * radius, (float)y3 * radius, (float)z1 * radius) select new { First = Tuple.Create(start, firstEnd), Second = Tuple.Create(start, secondEnd) }; foreach (var result in results) { yield return result.First; yield return result.Second; } } } } #endregion }

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  • Play Your Favorite DOS Games in XP, Vista, and Windows 7

    - by Matthew Guay
    Want to take a trip down memory lane with old school DOS games?  D-Fend Reloaded makes it easy for you to play your favorite DOS games directly on XP, Vista, and Windows 7. D-Fend Reloaded is a great frontend for DOSBox, the popular DOS emulator.  It lets you install and run many DOS games and applications directly from its interface without ever touching a DOS prompt.  It works great on XP, Vista, and Windows 7 32 & 64-bit versions.   Getting Started Download D-Fend Reloaded (link below), and install with the default settings.  You don’t need to install DOSBox, as D-Fend Reloaded will automatically install all the components you need to run DOS games on Windows. D-Fend Reloaded can also be installed as a portable application, so you can run it from a flash drive on any Windows computer by selecting User defined installation. Then select Portable mode installation. Once D-Fend Reloaded is installed, you can go ahead and open the program. Then simply click “Accept all settings” to apply the default settings.   D-Fend is now ready to run all of your favorite DOS games. Installing DOS Games and Applications: To install a DOS game or application, simply drag-and-drop a zip file of the app into D-Fend Reloaded’s window.  D-Fend Reloaded will automatically extract the program… Then will ask you to name the application and choose where to store it — by default it uses the name of the DOS app. Now you’ll see a new entry for the app you just installed.  Simply double-click to run it.   D-Fend will remind you that you can switch out of fullscreen mode by pressing Alt+Enter, and can also close the DOS application by pressing Ctrl+F9.  Press Ok to run the program. Here we’re running Ms. PacPC, a remake of the classic game Ms. Pac-Man, in full-screen mode.  All features work automatically, including sound, and you never have to setup anything from DOS command line — it just works. Here it’s in windowed mode running on Windows 7. Please note that your color scheme may change to Windows Basic while running DOS applications. You can run DOS application just as easily.  Here’s Word 5.5 running in in DOSBox through D-Fend Reloaded… Game Packs: Want to quickly install many old DOS freeware and trial games?  D-Fend Reloaded offers several game packs that let you install dozens of DOS games with only four clicks…just download and run the game pack installer of your choice (link below). Now you’ve got a selection of DOS games to choose from. Here’s a group of poor lemmings walking around … in Windows 7. Conclusion D-Fend Reloaded gives you a great way to run your favorite DOS games and applications directly from XP, Vista, and Windows 7.  Give it a try, and relive your DOS days from the comfort of your Windows desktop. What were some of your favorite DOS games and applications? Leave a comment and let us know. Links Download D-Fend Reloaded Download DOS game packs for D-Fend Reloaded Download Ms. Pac-PC Similar Articles Productive Geek Tips Friday Fun: Get Your Mario OnFriday Fun: Go Retro with PacmanThursday’s Pre-Holiday Lazy Links RoundupFriday Fun: Five More Time Wasting Online GamesFriday Fun: Holiday Themed Games TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional The Growth of Citibank Quickly Switch between Tabs in IE Windows Media Player 12: Tweak Video & Sound with Playback Enhancements Own a cell phone, or does a cell phone own you? Make your Joomla & Drupal Sites Mobile with OSMOBI Integrate Twitter and Delicious and Make Life Easier

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  • Atmospheric Scattering

    - by Lawrence Kok
    I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: http://img253.imageshack.us/g/scattering01.png/ I've downloaded sample code of O`Neil from: http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html. Made minor adjustments to the shader 'SkyFromAtmosphere' that would allow it to run in AMD RenderMonkey. In the images it is see-able a form of banding occurs, getting an blueish tone. However it is only applied to one half of the sphere, the other half is completely black. Also the banding appears to occur at Zenith instead of Horizon, and for a reason I managed to get pac-man shape. I would appreciate it if somebody could show me what I'm doing wrong. Vertex Shader: uniform mat4 matView; uniform vec4 view_position; uniform vec3 v3LightPos; const int nSamples = 3; const float fSamples = 3.0; const vec3 Wavelength = vec3(0.650,0.570,0.475); const vec3 v3InvWavelength = 1.0f / vec3( Wavelength.x * Wavelength.x * Wavelength.x * Wavelength.x, Wavelength.y * Wavelength.y * Wavelength.y * Wavelength.y, Wavelength.z * Wavelength.z * Wavelength.z * Wavelength.z); const float fInnerRadius = 10; const float fOuterRadius = fInnerRadius * 1.025; const float fInnerRadius2 = fInnerRadius * fInnerRadius; const float fOuterRadius2 = fOuterRadius * fOuterRadius; const float fScale = 1.0 / (fOuterRadius - fInnerRadius); const float fScaleDepth = 0.25; const float fScaleOverScaleDepth = fScale / fScaleDepth; const vec3 v3CameraPos = vec3(0.0, fInnerRadius * 1.015, 0.0); const float fCameraHeight = length(v3CameraPos); const float fCameraHeight2 = fCameraHeight * fCameraHeight; const float fm_ESun = 150.0; const float fm_Kr = 0.0025; const float fm_Km = 0.0010; const float fKrESun = fm_Kr * fm_ESun; const float fKmESun = fm_Km * fm_ESun; const float fKr4PI = fm_Kr * 4 * 3.141592653; const float fKm4PI = fm_Km * 4 * 3.141592653; varying vec3 v3Direction; varying vec4 c0, c1; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main( void ) { // Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere) vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Pos = normalize(gl_Vertex.xyz) * fOuterRadius; vec3 v3Ray = v3CameraPos - v3Pos; float fFar = length(v3Ray); v3Ray = normalize(v3Ray); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(normalize(v3LightPos), v3SamplePoint) / fHeight; float fCameraAngle = dot(normalize(v3Ray), v3SamplePoint) / fHeight; float fScatter = (-fStartOffset + fDepth*( scale(fLightAngle) - scale(fCameraAngle)))/* 0.25f*/; vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader vec4 newPos = vec4( (gl_Vertex.xyz + view_position.xyz), 1.0); gl_Position = gl_ModelViewProjectionMatrix * vec4(newPos.xyz, 1.0); gl_Position.z = gl_Position.w * 0.99999; c1 = vec4(v3FrontColor * fKmESun, 1.0); c0 = vec4(v3FrontColor * (v3InvWavelength * fKrESun), 1.0); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: uniform vec3 v3LightPos; varying vec3 v3Direction; varying vec4 c0; varying vec4 c1; const float g =-0.90f; const float g2 = g * g; const float Exposure =2; void main(void){ float fCos = dot(normalize(v3LightPos), v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); gl_FragColor = c0 + fMiePhase * c1; gl_FragColor.a = 1.0; }

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  • Python 3.4 adds re.fullmatch()

    - by Jan Goyvaerts
    Python 3.4 does not bring any changes to its regular expression syntax compared to previous 3.x releases. It does add one new function to the re module called fullmatch(). This function takes a regular expression and a subject string as its parameters. It returns True if the regular expression can match the string entirely. It returns False if the string cannot be matched or if it can only be matched partially. This is useful when using a regular expression to validate user input. Do note that fullmatch() will return True if the subject string is the empty string and the regular expression can find zero-length matches. A zero-length match of a zero-length string is a complete match. So if you want to check whether the user entered a sequence of digits, use \d+ rather than \d* as the regex.

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  • What is wrong with my Dot Product?

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • Memory Efficient Windows SOA Server

    - by Antony Reynolds
    Installing a Memory Efficient SOA Suite 11.1.1.6 on Windows Server Well 11.1.1.6 is now available for download so I thought I would build a Windows Server environment to run it.  I will minimize the memory footprint of the installation by putting all functionality into the Admin Server of the SOA Suite domain. Required Software 64-bit JDK SOA Suite If you want 64-bit then choose “Generic” rather than “Microsoft Windows 32bit JVM” or “Linux 32bit JVM” This has links to all the required software. If you choose “Generic” then the Repository Creation Utility link does not show, you still need this so change the platform to “Microsoft Windows 32bit JVM” or “Linux 32bit JVM” to get the software. Similarly if you need a database then you need to change the platform to get the link to XE for Windows or Linux. If possible I recommend installing a 64-bit JDK as this allows you to assign more memory to individual JVMs. Windows XE will work, but it is better if you can use a full Oracle database because of the limitations on XE that sometimes cause it to run out of space with large or multiple SOA deployments. Installation Steps The following flow chart outlines the steps required in installing and configuring SOA Suite. The steps in the diagram are explained below. 64-bit? Is a 64-bit installation required?  The Windows & Linux installers will install 32-bit versions of the Sun JDK and JRockit.  A separate JDK must be installed for 64-bit. Install 64-bit JDK The 64-bit JDK can be either Hotspot or JRockit.  You can choose either JDK 1.7 or 1.6. Install WebLogic If you are using 64-bit then install WebLogic using “java –jar wls1036_generic.jar”.  Make sure you include Coherence in the installation, the easiest way to do this is to accept the “Typical” installation. SOA Suite Required? If you are not installing SOA Suite then you can jump straight ahead and create a WebLogic domain. Install SOA Suite Run the SOA Suite installer and point it at the existing Middleware Home created for WebLogic.  Note to run the SOA installer on Windows the user must have admin privileges.  I also found that on Windows Server 2008R2 I had to start the installer from a command prompt with administrative privileges, granting it privileges when it ran caused it to ignore the jreLoc parameter. Database Available? Do you have access to a database into which you can install the SOA schema.  SOA Suite requires access to an Oracle database (it is supported on other databases but I would always use an oracle database). Install Database I use an 11gR2 Oracle database to avoid XE limitations.  Make sure that you set the database character set to be unicode (AL32UTF8).  I also disabled the new security settings because they get in the way for a developer database.  Don’t forget to check that number of processes is at least 150 and number of sessions is not set, or is set to at least 200 (in the DB init parameters). Run RCU The SOA Suite database schemas are created by running the Repository Creation Utility.  Install the “SOA and BPM Infrastructure” component to support SOA Suite.  If you keep the schema prefix as “DEV” then the config wizard is easier to complete. Run Config Wizard The Config wizard creates the domain which hosts the WebLogic server instances.  To get a minimum footprint SOA installation choose the “Oracle Enterprise Manager” and “Oracle SOA Suite for developers” products.  All other required products will be automatically selected. The “for developers” installs target the appropriate components at the AdminServer rather than creating a separate managed server to house them.  This reduces the number of JVMs required to run the system and hence the amount of memory required.  This is not suitable for anything other than a developer environment as it mixes the admin and runtime functions together in a single server.  It also takes a long time to load all the required modules, making start up a slow process. If it exists I would recommend running the config wizard found in the “oracle_common/common/bin” directory under the middleware home.  This should have access to all the templates, including SOA. If you also want to run BAM in the same JVM as everything else then you need to “Select Optional Configuration” for “Managed Servers, Clusters and Machines”. To target BAM at the AdminServer delete the “bam_server1” managed server that is created by default.  This will result in BAM being targeted at the AdminServer. Installation Issues I had a few problems when I came to test everything in my mega-JVM. Following applications were not targeted and so I needed to target them at the AdminServer: b2bui composer Healthcare UI FMW Welcome Page Application (11.1.0.0.0) How Memory Efficient is It? On a Windows 2008R2 Server running under VirtualBox I was able to bring up both the 11gR2 database and SOA/BPM/BAM in 3G memory.  I allocated a minimum 512M to the PermGen and a minimum of 1.5G for the heap.  The setting from setSOADomainEnv are shown below: set DEFAULT_MEM_ARGS=-Xms1536m -Xmx2048m set PORT_MEM_ARGS=-Xms1536m -Xmx2048m set DEFAULT_MEM_ARGS=%DEFAULT_MEM_ARGS% -XX:PermSize=512m -XX:MaxPermSize=768m set PORT_MEM_ARGS=%PORT_MEM_ARGS% -XX:PermSize=512m -XX:MaxPermSize=768m I arrived at these numbers by monitoring JVM memory usage in JConsole. Task Manager showed total system memory usage at 2.9G – just below the 3G I allocated to the VM. Performance is not stellar but it runs and I could run JDeveloper alongside it on my 8G laptop, so in that sense it was a result!

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  • What is wrong with my Dot Product? [Javascript]

    - by Clay Ellis Murray
    I am trying to make a pong game but I wanted to use dot products to do the collisions with the paddles, however whenever I make a dot product objects it never changes much from .9 this is my code to make vectors vector = { make:function(object){ return [object.x + object.width/2,object.y + object.height/2] }, normalize:function(v){ var length = Math.sqrt(v[0] * v[0] + v[1] * v[1]) v[0] = v[0]/length v[1] = v[1]/length return v }, dot:function(v1,v2){ return v1[0] * v2[0] + v1[1] * v2[1] } } and this is where I am calculating the dot in my code vector1 = vector.normalize(vector.make(ball)) vector2 = vector.normalize(vector.make(object)) dot = vector.dot(vector1,vector2) Here is a JsFiddle of my code currently the paddles don't move. Any help would be greatly appreciated

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  • What simple techniques do you use to improve performance?

    - by Cristian
    I'm talking about the way we write simple routines in order to improve performance without making your code harder to read... for instance, this is the typical for we learned: for(int i = 0; i < collection.length(); i++ ){ // stuff here } But, I usually do this when a foreach is not applicable: for(int i = 0, j = collection.length(); i < j; i++ ){ // stuff here } I think this is a better approach since it will call the length method once only... my girlfriend says it's cryptic though. Is there any other simple trick you use on your own developments?

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  • How to select and deselect checkbox field into the GridView

    - by SAMIR BHOGAYTA
    //JavaScript function for Select and Deselect checkbox field in GridView function SelectDeselectAll(chkAll) { var a = document.forms[0]; var i=0; for(i=0;i lessthansign a.length;i++) { if(a[i].name.indexOf("chkItem") != -1) { a[i].checked = chkAll.checked; } } } function DeselectChkAll(chk) { var c=0; var d=1; var a = document.forms[0]; //alert(a.length); if(chk.checked == false) { document.getElementById("chkAll").checked = chk.checked; } else { for(i=0;i lessthansign a.length;i++) { if(a[i].name.indexOf("chkItem") != -1) { if(a[i].checked==true) { c=1; } else { d=0; } } } if(d != 0) { document.getElementById("chkAll").checked =true; } } } //How to use this function asp:TemplateField input id="Checkbox1" runat="server" onclick="javascript:SelectDeselectAll(this);" type="checkbox" / /HeaderTemplate /asp:GridView columns asp:TemplateFieldheadertemplate input id="chkAll" runat="server" onclick="javascript:SelectDeselectAll(this);" type="checkbox" / /HeaderTemplate

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  • How to get MAC address from c# [migrated]

    - by Andrew Simpson
    I have a C# application. In a routine I have code to get the MAC address from using SendARP. It works on Windows 7 but does not work on Windows XP. I just get a null string returned. This is my code. Thanks... System.Runtime.InteropServices.DllImport("iphlpapi.dll", ExactSpelling = true)] static extern int SendARP(int DestIP, int SrcIP, byte[] pMacAddr, ref int PhyAddrLen); public static PhysicalAddress GetMacAddress(IPAddress ipAddress) { const int MacAddressLength = 6; //i know it is has a length of 6 int length = MacAddressLength; var macBytes = new byte[MacAddressLength]; SendARP(BitConverter.ToInt32(ipAddress.GetAddressBytes(), 0), 0, macBytes, ref length); return new PhysicalAddress(macBytes); }

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  • What can procs and lambdas do that functions can't in ruby

    - by SecurityGate
    I've been working in Ruby for the last couple weeks, and I've come to the subject of procs, lambdas and blocks. After reading a fair share of examples from a variety of sources, I don't how they're much different from small, specialized functions. It's entirely possible that the examples I've read aren't showing the power behind procs and lambdas. def zero_function(x) x = x.to_s if x.length == 1 return x = "0" + x else return x end end zero_lambda = lambda {|x| x = x.to_s if x.length == 1 return x = "0" + x else return x end } zero_proc = Proc.new {|x| x = x.to_s if x.length == 1 puts x = "0" + x else puts x end } puts zero_function(4) puts zero_lambda.call(3) zero_proc.call(2) This function, proc, and lambda do the exact same thing, just slightly different. Is there any reason to choose one over another?

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  • Unobtrusive Maximum Input Lengths with JQuery and FluentValidation

    - by Steve Wilkes
    If you use FluentValidation and set a maximum length for a string or a maximum  value for a numeric property, JQuery validation is used to show an error message when the user inputs too many characters or a numeric value which is too big. On a recent project we wanted to use input’s maxlength attribute to prevent a user from entering too many characters rather than cure the problem with an error message, and I added this JQuery to add maxlength attributes based on JQuery validation’s data- attributes. $(function () { $("input[data-val-range-max],input[data-val-length-max]").each(function (i, e) { var input = $(e); var maxlength = input.is("[data-val-range-max]") ? input.data("valRangeMax").toString().length : input.data("valLengthMax"); input.attr("maxlength", maxlength); }); }); Presto!

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  • Question about main(String[] args) [migrated]

    - by Andrew0085
    I'm new to programming, and I'm using java. Here's a program I wrote: class HelloApp { static String hi; public static void main(String[] args) { int length = args.length; if (length > 0) { hi = args[0]; sayHi(); } } static void sayHi() { if (hi == "hello") { System.out.println("Hello!"); } } } My question is: Why doesn't inputting "java HelloApp hello" make "Hello!" appear on the next line?

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  • local variable 'sresult' referenced before assignment

    - by user288558
    I have had multiple problems trying to use PP. I am running python2.6 and pp 1.6.0 rc3. Using the following test code: import pp nodes=('mosura02','mosura03','mosura04','mosura05','mosura06', 'mosura09','mosura10','mosura11','mosura12') def pptester(): js=pp.Server(ppservers=nodes) tmp=[] for i in range(200): tmp.append(js.submit(ppworktest,(),(),('os',))) return tmp def ppworktest(): return os.system("uname -a") gives me the following result: In [10]: Exception in thread run_local: Traceback (most recent call last): File "/usr/lib64/python2.6/threading.py", line 525, in __bootstrap_inner self.run() File "/usr/lib64/python2.6/threading.py", line 477, in run self.__target(*self.__args, **self.__kwargs) File "/home/wkerzend/python_coala/lib/python2.6/site-packages/pp.py", line 751, in _run_local job.finalize(sresult) UnboundLocalError: local variable 'sresult' referenced before assignment Exception in thread run_local: Traceback (most recent call last): File "/usr/lib64/python2.6/threading.py", line 525, in __bootstrap_inner self.run() File "/usr/lib64/python2.6/threading.py", line 477, in run self.__target(*self.__args, **self.__kwargs) File "/home/wkerzend/python_coala/lib/python2.6/site-packages/pp.py", line 751, in _run_local job.finalize(sresult) UnboundLocalError: local variable 'sresult' referenced before assignment Exception in thread run_local: Traceback (most recent call last): File "/usr/lib64/python2.6/threading.py", line 525, in __bootstrap_inner self.run() File "/usr/lib64/python2.6/threading.py", line 477, in run self.__target(*self.__args, **self.__kwargs) File "/home/wkerzend/python_coala/lib/python2.6/site-packages/pp.py", line 751, in _run_local job.finalize(sresult) UnboundLocalError: local variable 'sresult' referenced before assignment Exception in thread run_local: Traceback (most recent call last): File "/usr/lib64/python2.6/threading.py", line 525, in __bootstrap_inner self.run() File "/usr/lib64/python2.6/threading.py", line 477, in run self.__target(*self.__args, **self.__kwargs) File "/home/wkerzend/python_coala/lib/python2.6/site-packages/pp.py", line 751, in _run_local job.finalize(sresult) UnboundLocalError: local variable 'sresult' referenced before assignment any help greatly appreciated

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  • Core Data migration of to-one relationship to to-many relationship

    - by westsider
    I have a deployed app that samples measurements from sensors (e.g., Temp °C, Pressure kPa). The user can create Experiments and collect samples. Each sample is stored as a Run, such that there is a one-to-many relationship from Experiment to Run. In the interest of performance, Run has a to-one relationship with Data entity (which is where the actual raw data is stored); this allows some Run attributes to be loaded without necessarily loading lots of data. Most of our sensors have multiple measurements, so it would be nice to store all the data that is actually being sampled. But this means that the Run <--- Data relationship needs to become Run <-- Data (to use Xcode's convention). I am faced with trying to migrate data from old Run to-one Data model to new Run to-many Data model. Can this be done using Mapping Models? If so, does anyone have any pointers to examples? If not, does anyone have any pointers to examples of how to do that? Thanks for any pointers or advice.

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  • I'm trying to run some PHP scripts as CLI instead of over HTTP. How do I make them play nice?

    - by gnfti
    Hi everyone. I'm using some PHP scripts from FeedForAll to join together RSS feeds (RSSmesh) and display them as HTML (RSS2HTML). Because I intend to run these scripts fairly intensively and don't want the resulting HTTP requests and bandwidth to count towards my hosting quota, I am in the process of moving to running them on the web host's server in an umbrella PHP "batch" script, and call this script via cron (this is a Linux server, by the way). Here's a (working) sample request over HTTP: http://www.mydomain.com/a/rss2htmlcore/rss2html2.php?XMLFILE=http://www.mydomain.com/a/myapp/xmlcache/feed.xml&TEMPLATE=template.html This will produce the desired HTML output. An example of how I want this to work on the command line: /srv/customers/mycustomer#/mydomain.com/www/a/rss2htmlcore/rss2html2-cli.php /srv/customers/mycustomer#/mydomain.com/www/a/myapp/xmlcache/feed.xml /srv/customers/mycustomer#/mydomain.com/www/a/template.html This is with the correct shebang line added to "rss2html2-cli.php". I could just as well specify the executable ("/usr/local/bin/php") in the request, I doubt it makes a difference because I am able to run another script (that I wrote myself) either way without problems. Now, RSS2HTML and RSSmesh are different in that, for starters, they include secondary files -- for example, both include an XML parser script -- and I suspect that this is where I am getting a bit in over my head. Right now I'm calling exec() from the "umbrella" batch script, like so: exec("/srv/customers/mycustomer#/mydomain.com/www/a/rss2htmlcore/rss2html2-cli.php /srv/customers/mycustomer#/mydomain.com/www/a/myapp/xmlcache/feed.xml /srv/customers/mycustomer#/mydomain.com/www/a/template.html", $output) But no output is being produced. What's the best way to go about this and what "gotchas" should I keep in mind? Is exec() the right way to approach this? It works fine for the other (simple) script but that writes its own output. For this I want to get the output and write it to a file from within the umbrella script if possible. I've also tried output buffering but to no avail. Do I need to pay attention to anything specific with regard to the includes? Right now they're specified in the scripts as include_once("FeedForAll_XMLParser.inc.php"); and the specified files are indeed in the same folder. Further info: -This is a Linux server. -I have no direct access to the shell, so I can't test things directly on a command line, everything is via crontab. -I will admit that support for the FeedForAll scripts leaves a lot to be desired, but I'd like to keep using their scripts if at all possible, if only because I know them and have been using them for a while. I have looked into Simplepie, but the FFA scripts do some things that I've seen no obvious solutions for with Simplepie, like limiting the number of items per individual feed (RSSmesh) or limiting the description length (RSS2HTML). -Yahoo! Pipes is out, they cache their data for too long for my application. Should you want to take a look at the code, here are the scripts as txt files. RSS2HTML2 and RSSmesh are the FeedForAll scripts, FeedForAll_XMLParser... is the included parser. Note that I have not yet amended these to handle $argv etc. I have however in "scraper-universal-rss-cli", which works fine with CLI. If anyone has any thoughts to share on this it would be very much appreciated. Thank you in advance.

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  • Usage of putty in command line from Hudson

    - by kij
    Hi, I'm trying to use putty in command line from an hudson job. The command is the following one: putty -ssh -2 -P 22 USERNAME@SERVER_ADDR -pw PASS -m command.txt Where 'command.txt' is a shell script to execute in the server through SSH. If i launch this command from the Window command prompt, it works, the shell script is executed on the server machine. If i launch a build of the hudson job configured with this batch command, it doesn't work. The build is running... and running... and running.. without doing anything, and i have to stop it manually. So my question is: Is it possible to launch an external programm (i.e. putty) from an hudson job ? ps: i tried SSH plugin but... not a really good plugin (pre/post build, fail status of the commands launched not caught by hudson, etc.) Thanks in advance for your help. Best regards. kij EDIT: These are the build logs: [workspace] $ cmd /c call C:\WINDOWS\TEMP\hudson7429256014041663539.bat C:\Hudson\jobs\Artifact deployer\workspace>putty -ssh -2 -P 22 USER@SERV_ADD -pw PASS -m com.txt Le build a été annulé Finished: ABORTED And the Hudson.err.log file at the same time (after a stop): 3 juin 2010 18:27:28 hudson.model.Run run INFO: Artifact deployer #6 aborted java.lang.InterruptedException at java.lang.ProcessImpl.waitFor(Native Method) at hudson.Proc$LocalProc.join(Proc.java:179) at hudson.Launcher$ProcStarter.join(Launcher.java:278) at hudson.tasks.CommandInterpreter.perform(CommandInterpreter.java:83) at hudson.tasks.CommandInterpreter.perform(CommandInterpreter.java:58) at hudson.tasks.BuildStepMonitor$1.perform(BuildStepMonitor.java:19) at hudson.model.AbstractBuild$AbstractRunner.perform(AbstractBuild.java:601) at hudson.model.Build$RunnerImpl.build(Build.java:174) at hudson.model.Build$RunnerImpl.doRun(Build.java:138) at hudson.model.AbstractBuild$AbstractRunner.run(AbstractBuild.java:416) at hudson.model.Run.run(Run.java:1241) at hudson.model.FreeStyleBuild.run(FreeStyleBuild.java:46) at hudson.model.ResourceController.execute(ResourceController.java:88) at hudson.model.Executor.run(Executor.java:124) My shell script only write "hello" in a "hello.txt" file on the server, and nothing is done.

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  • environment change in rake task

    - by Mellon
    I am developing Rails v2.3 app with MySQL database and mysql2 gem. I faced a weird situation which is about changing the environment in rake task. (all my setting and configurations for environment and database are correct, no problem for that.) Here is my simple story : I have a rake task like following: namespace :db do task :do_something => :environment do #1. run under 'development' environment my_helper.run_under_development_env #2. change to 'custom' environment RAILS_ENV='custom' Rake::Task['db:create'] Rake::Task['db:migrate'] #3. change back to 'development' environment RAILS_ENV='development' #4. But it still run in 'customer' environment, why? my_helper.run_under_development_env end end The rake task is quite simple, what it does is: 1. Firstly, run a method from my_helper under "development" environment 2. Then, change to "custom" environment and run db:create and db:migrate until now, everything is fine, the environment did change to "custom" 3. Then, change it back again to "development" environment 4. run helper method again under "development" environment But, though I have changed the environment back to "development" in step 3, the last method still run in "custom" environment, why? and how to get rid of it? --- P.S. --- I have also checked a post with the similar situation here, and tried to use the solution there like (in step 2): ActiveRecord::Base.establish_connection('custom') Rake::Task['db:create'] Rake::Task['db:migrate'] to change the database connection instead of changing environment but, the db:create and db:migrate will still run under "development" database, though the linked post said it should run for "custom" database... weird

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  • tried to update hudson via dashboard and now it doesn;t work (windows)

    - by Tim
    I get the following now in the output log. I really wish I hadn't attempted to update teh version. What a hassle. Can anyone diagnose the issue here? Running from: C:\hudson\hudson.war [Winstone 2010/06/14 23:33:54] - Beginning extraction from war file hudson home directory: C:\hudson [Winstone 2010/06/14 23:33:56] - Error during HTTP listener init or shutdown java.net.SocketException: Unrecognized Windows Sockets error: 0: JVM_Bind at java.net.PlainSocketImpl.socketBind(Native Method) at java.net.PlainSocketImpl.bind(Unknown Source) at java.net.ServerSocket.bind(Unknown Source) at java.net.ServerSocket.(Unknown Source) at java.net.ServerSocket.(Unknown Source) at winstone.HttpListener.getServerSocket(HttpListener.java:102) at winstone.HttpListener.run(HttpListener.java:116) at java.lang.Thread.run(Unknown Source) [Winstone 2010/06/14 23:33:56] - HTTP Listener shutdown successfully [Winstone 2010/06/14 23:33:56] - Winstone Servlet Engine v0.9.10 running: controlPort=disabled [Winstone 2010/06/14 23:33:56] - Error during AJP13 listener init or shutdown java.net.SocketException: Unrecognized Windows Sockets error: 0: JVM_Bind at java.net.PlainSocketImpl.socketBind(Native Method) at java.net.PlainSocketImpl.bind(Unknown Source) at java.net.ServerSocket.bind(Unknown Source) at java.net.ServerSocket.(Unknown Source) at java.net.ServerSocket.(Unknown Source) at winstone.ajp13.Ajp13Listener.run(Ajp13Listener.java:99) at java.lang.Thread.run(Unknown Source) [Winstone 2010/06/14 23:33:56] - AJP13 Listener shutdown successfully Running from: C:\hudson\hudson.war [Winstone 2010/06/14 23:38:49] - Beginning extraction from war file hudson home directory: C:\hudson [Winstone 2010/06/14 23:38:51] - Winstone Servlet Engine v0.9.10 running: controlPort=disabled [Winstone 2010/06/14 23:38:51] - Error during AJP13 listener init or shutdown java.net.SocketException: Unrecognized Windows Sockets error: 0: JVM_Bind at java.net.PlainSocketImpl.socketBind(Native Method) at java.net.PlainSocketImpl.bind(Unknown Source) at java.net.ServerSocket.bind(Unknown Source) at java.net.ServerSocket.(Unknown Source) at java.net.ServerSocket.(Unknown Source) at winstone.ajp13.Ajp13Listener.run(Ajp13Listener.java:99) at java.lang.Thread.run(Unknown Source) [Winstone 2010/06/14 23:38:51] - AJP13 Listener shutdown successfully [Winstone 2010/06/14 23:38:51] - Error during HTTP listener init or shutdown java.net.SocketException: Unrecognized Windows Sockets error: 0: JVM_Bind at java.net.PlainSocketImpl.socketBind(Native Method) at java.net.PlainSocketImpl.bind(Unknown Source) at java.net.ServerSocket.bind(Unknown Source) at java.net.ServerSocket.(Unknown Source) at java.net.ServerSocket.(Unknown Source) at winstone.HttpListener.getServerSocket(HttpListener.java:102) at winstone.HttpListener.run(HttpListener.java:116) at java.lang.Thread.run(Unknown Source) [Winstone 2010/06/14 23:38:51] - HTTP Listener shutdown successfully

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  • Launching a PHP daemon from an LSB init script w/ start-stop-daemon

    - by EvanK
    I'm writing an lsb init script (admittedly something I've never done from scratch) that launches a php script that daemonizes itself. The php script starts off like so: #!/usr/bin/env php <?php /* do some stuff */ It's then started like so in the init script: # first line is args to start-stop-daemon, second line is args to php-script start-stop-daemon --start --exec /path/to/executable/php-script.php \ -- --daemon --pid-file=$PIDFILE --other-php-script-args The --daemon flag causes the php script to detach & run as a daemon itself, rather than relying on start-stop-daemon to detach it. This is how it's (trying to) stop it in the init script: start-stop-daemon --stop --oknodo --exec /path/to/executable/php-script.php \ --pidfile $PIDFILE The problem is, when I try to stop via the init script, it gives me this: $ sudo /etc/init.d/my-lsb-init-script stop * Stopping My Project No /path/to/executable/php-script.php found running; none killed. ...done. A quick peek at ps tells me that, even though the php script itself is executable, its running as php <script> rather than the script name itself, which is keeping start-stop-daemon from seeing it. The PID file is even being generated, but it seems to ignore it and try to find+kill by process name instead. $ ps ax | grep '/path/to/executable/php-script.php' 2505 pts/1 S 0:01 php /path/to/executable/php-script.php --daemon --pid-file /var/run/blah/blah.pid --other-php-script-args 2507 pts/1 S 0:00 php /path/to/executable/php-script.php --daemon --pid-file /var/run/blah/blah.pid --other-php-script-args 2508 pts/1 S 0:00 php /path/to/executable/php-script.php --daemon --pid-file /var/run/blah/blah.pid --other-php-script-args 2509 pts/1 S 0:00 php /path/to/executable/php-script.php --daemon --pid-file /var/run/blah/blah.pid --other-php-script-args 2518 pts/1 S 0:01 php /path/to/executable/php-script.php --daemon --pid-file /var/run/blah/blah.pid --other-php-script-args $ cat /var/run/blah/blah.pid 2518 Am I completely misunderstanding something here? Or is there an easy way to work around this?

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  • Giving two different users permissions to a dir

    - by Jason Swett
    I have a script that is run sometimes via the web, sometimes via the command line. When the script is run via web, it's run via user www-data. When it's run via command line, it's run via user jason. This script writes to a directory called cache. If I chown -R jason cache, I can run the script as jason but not www-data. This makes sense. If I chown -R www-data cache, I can run the script as www-data but not jason. This also makes sense. I tried creating a group called scripts, adding my two users, then chowning cache to scripts. I'm not really sure how to do the last part, the chowning part. The Linux command docs I've found online for this are astoundingly bad. I don't know if I explained this all that well but hopefully it's clear what I'm trying to do. Any advice would be appreciated.

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  • Replicated MongoDB server slower than simple shards

    - by displayName
    I tried to compare the performance of a sharded configuration against a sharded and replicated configuration. The sharded configuration consists of 8 shards each running on three different machines thereby constituting a total of 24 shards. All 8 of these shards run in the same partition on each machine. The sharded and replicated version is 8 shards again just like plain sharding, and all 8 mongods run on the same partition in each machine. But apart from this, each of these three machine now run additional 16 threads on another partition which serve as the secondary for the 8 mongods running on other machines. This is the way I prepared a sharded and replicated configuration with data chunks having replication factor of 3. Important point to note is that once the data has been loaded, it is not modified. So after primary and secondaries have synchronized then it doesn't matter which one i read from. To run the queries, I use an entirely different machine (let's call it config) which runs mongos and this machine's only purpose is to receive queries and run them on the cluster. Contrary to my expectations, plain sharding of 8 threads on each machine (total = 3 * 8 = 24) is performing better for queries than the sharded + replicated configuration. I have a script written to perform the query. So in order to time the scripts, I use time ./testScript and see the result. I tried changing the reading preference for replicated cluster by logging to mongo of config and run db.getMongo().setReadPref('secondary') and then exit the shell and run the queries like time ./testScript. The questions are: Where am i going wrong in the replication? Why is it slower than its plain sharding version? Does the db.getMongo().ReadPref('secondary') persist when i leave the shell and try to perform the query? All the four machines are running Linux and i have already increased the ulimit -n to 2048 from initial value of 1024 to allow more connections. The collections are properly distributed and all the mongods have equal number of chunks. Goes without saying that indices in both configurations are the same.

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  • Jenkins shell command isn't executing

    - by Dmitro
    In Jenkins project I add command for executiong rm /var/www/ru.liveyurist.ru/tmp/* But when I build project I get error: Started by user anonymous Building in workspace /var/www/ru.myproject.ru Updating https://subversion.assembla.com/svn/myproject/trunk At revision 1168 no change for https://subversion.assembla.com/svn/liveexpert/trunk since the previous build [ru.myproject.ru] $ /bin/sh -xe /tmp/hudson7189633355149866134.sh FATAL: command execution failed java.io.IOException: Cannot run program "/bin/sh" (in directory "/var/www/ru.myproject.ru"): java.io.IOException: error=12, Cannot allocate memory at java.lang.ProcessBuilder.start(ProcessBuilder.java:475) at hudson.Proc$LocalProc.<init>(Proc.java:244) at hudson.Proc$LocalProc.<init>(Proc.java:216) at hudson.Launcher$LocalLauncher.launch(Launcher.java:709) at hudson.Launcher$ProcStarter.start(Launcher.java:338) at hudson.Launcher$ProcStarter.join(Launcher.java:345) at hudson.tasks.CommandInterpreter.perform(CommandInterpreter.java:82) at hudson.tasks.CommandInterpreter.perform(CommandInterpreter.java:58) at hudson.tasks.BuildStepMonitor$1.perform(BuildStepMonitor.java:19) at hudson.model.AbstractBuild$AbstractRunner.perform(AbstractBuild.java:703) at hudson.model.Build$RunnerImpl.build(Build.java:178) at hudson.model.Build$RunnerImpl.doRun(Build.java:139) at hudson.model.AbstractBuild$AbstractRunner.run(AbstractBuild.java:473) at hudson.model.Run.run(Run.java:1410) at hudson.model.FreeStyleBuild.run(FreeStyleBuild.java:46) at hudson.model.ResourceController.execute(ResourceController.java:88) at hudson.model.Executor.run(Executor.java:238) Caused by: java.io.IOException: java.io.IOException: error=12, Cannot allocate memory at java.lang.UNIXProcess.<init>(UNIXProcess.java:164) at java.lang.ProcessImpl.start(ProcessImpl.java:81) at java.lang.ProcessBuilder.start(ProcessBuilder.java:468) ... 16 more Build step 'Execute shell' marked build as failure Finished: FAILURE I started Jenkins from root user. Please advise what can be reason of this error?

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  • Server setup scripts, patches and migrations

    - by Ben Swinburne
    I have written some scripts which I use to configure various servers in a uniform way. Each time I deploy a server I run the relevant scripts so that I know they're all configured the same. I then have some patch scripts, which are changes to the originals which I can then run to ensure that modifications to the original set up can be run on each server. E.g. disable.sh - Disable SELinux etc to ensure other scripts all run correctly general.sh - Jailkit, AV, Repos, RKHunter, security tweaks, uninstall unused bits etc web.sh - Installs and configures Apache2 001_update_nr_licence_key.sh - Update a licence key for a piece of software which has changed since its install in general.sh I can run the first 3 without a problem, but when it comes to running patches I am a bit stuck. Is there a sensible way of doing these with some software? My current thought is write to a log file the role of the server be it web or db for example and then note the name of the patch which has run. It could then iterate through a folder to find all patches for that role which it has not yet run and execute them. This seems a bit long winded however. Could someone advise me as to the best way I can keep my servers uniform?

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  • Installing and running two postgresql versions on different ports (or two instances of same server)

    - by Andrius
    I have postgresql 9.1 installed on my machine (Ubuntu). I need another postgresql server that would run next to the old one. Exact version does not matter, but I'm thinking of using 9.2 version. How could I properly install and run another postgresql version without screwing old one (like upgrading). So those versions would run independently on different ports. Old one on 5432 and new one on 5433 for example. The reason I need this is for two OpenERP versions databases. If I run two OpenERP servers (with different versions) on single postgresql port, it crashes because new OpenERP version detects old versions database and tries to run it, but it crashes because it uses another schemes. P.S or maybe I could just run same postgresql server on two ports? Update So far I tried this: /usr/lib/postgresql/9.1/bin/pg_ctl initdb -D main2 It created new cluster. I changed port to 5433 in new clusters directory postgresql.conf file. Then ran this: /usr/lib/postgresql/9.1/bin/pg_ctl -D main2 -l logfile start I got response server starting. But when I tried to enter new cluster's template database with: psql template1 -p 5433 I got this error: psql: could not connect to server: No such file or directory Is the server running locally and accepting connections on Unix domain socket "/var/run/postgresql/.s.PGSQL.5433"? Also now when I try to stop server with: /usr/lib/postgresql/9.1/bin/pg_ctl -D main2 -l logfile start I get this error: pg_ctl: PID file "main2/postmaster.pid" does not exist Is server running? So I don't understand if server is running and what I'm missing here? Update Found what was wrong. Stupid me. I didn't notice that when I changed port in .conf file, that line was commented already. So actually I didn't change anything first time, but thought I did and it used default 5432 port.

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