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  • Python Coding standards vs. productivity

    - by Shroatmeister
    I work for a large humanitarian organisation, on a project building software that could help save lives in emergencies by speeding up the distribution of food. Many NGOs desperately need our software and we are weeks behind schedule. One thing that worries me in this project is what I think is an excessive focus on coding standards. We write in python/django and use a version of PEP0008, with various modifications e.g. line lengths can go up to 160 chars and all lines should go that long if possible, no blank lines between imports, line wrapping rules that apply only to certain kinds of classes, lots of templates that we must use, even if they aren't the best way to solve a problem etc. etc. One core dev spent a week rewriting a major part of the system to meet the then new coding standards, throwing away several suites of tests in the process, as the rewrite meant they were 'invalid'. We spent two weeks rewriting all the functionality that was lost, and fixing bugs. He is the lead dev and his word carries weight, so he has convinced the project manager that these standards are necessary. The junior devs do as they are told. I sense that the project manager has a strong feeling of cognitive dissonance about all this but nevertheless agrees with it vehemently as he feels unsure what else to do. Today I got in serious trouble because I had forgotten to put some spaces after commas in a keyword argument. I was literally shouted at by two other devs and the project manager during a Skype call. Personally I think coding standards are important but also think that we are wasting a lot of time obsessing with them, and when I verbalized this it provoked rage. I'm seen as a troublemaker in the team, a team that is looking for scapegoats for its failings. Since the introduction of the coding standards, the team's productivity has measurably plummeted, however this only reinforces the obsession, i.e. the lead dev simply blames our non-adherence to standards for the lack of progress. He believes that we can't read each other's code if we don't adhere to the conventions. This is starting to turn sticky. Now I am trying to modify various scripts, autopep8, pep8ify and PythonTidy to try to match the conventions. We also run pep8 against source code but there are so many implicit amendments to our standard that it's hard to track them all. The lead dev simple picks faults that the pep8 script doesn't pick up and shouts at us in the next stand-up meeting. Every week there are new additions to the coding standards that force us to rewrite existing, working, tested code. Thank heavens we still have tests, (I reverted some commits and fixed a bunch of the ones he removed). All the while there is increasing pressure to meet the deadline. I believe a fundamental issue is that the lead dev and another core dev refuse to trust other developers to do their job. But how to deal with that? We can't do our job because we are too busy rewriting everything. I've never encountered this dynamic in a software engineering team. Am I wrong to question their adherence to coding standards? Has anyone else experienced a similar situation and how have they dealt with it successfully? (I'm not looking for a discussion just actual solutions people have found)

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  • PC to USB transfer slow

    - by Vipin Ms
    I'm having trouble with USB transfer,not with external hard disk. Transfer starts with like, for the transfer of 700MB file it starts with 30mb/s and towards the end it stops at 0s and stays put for like 3-4 mins to transfer the last bit. I have tried different USB devices, but no luck. Is it a bug? Another important point is, in Kubuntu there is no such issue. So is it something related to Gnome? I'm using Ubuntu 11.10 64bit. Somebody please help, it's really annoying. Here are the details. PC all of my drives are in ext4. USB I tried ext3,ntfs and fat32. All having the same problem. Here are my USB controllers details: root@LAB:~# lspci|grep USB 00:1a.0 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #5 (rev 03) 00:1a.2 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #6 (rev 03) 00:1a.7 USB Controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #2 (rev 03) 00:1d.0 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB Controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB Controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) Here is an example of one transfer. I connected one of my 4GB usb device. Nov 24 12:01:25 LAB kernel: [ 1175.082175] userif-2: sent link up event. Nov 24 12:01:25 LAB kernel: [ 1695.684158] usb 2-2: new high speed USB device number 3 using ehci_hcd Nov 24 12:01:25 LAB mtp-probe: checking bus 2, device 3: "/sys/devices/pci0000:00/0000:00:1d.7/usb2/2-2" Nov 24 12:01:26 LAB mtp-probe: bus: 2, device: 3 was not an MTP device Nov 24 12:01:26 LAB kernel: [ 1696.132680] usbcore: registered new interface driver uas Nov 24 12:01:26 LAB kernel: [ 1696.142528] Initializing USB Mass Storage driver... Nov 24 12:01:26 LAB kernel: [ 1696.142919] scsi4 : usb-storage 2-2:1.0 Nov 24 12:01:26 LAB kernel: [ 1696.143146] usbcore: registered new interface driver usb-storage Nov 24 12:01:26 LAB kernel: [ 1696.143150] USB Mass Storage support registered. Nov 24 12:01:27 LAB kernel: [ 1697.141657] scsi 4:0:0:0: Direct-Access SanDisk U3 Cruzer Micro 8.02 PQ: 0 ANSI: 0 CCS Nov 24 12:01:27 LAB kernel: [ 1697.168827] sd 4:0:0:0: Attached scsi generic sg2 type 0 Nov 24 12:01:27 LAB kernel: [ 1697.169262] sd 4:0:0:0: [sdb] 7856127 512-byte logical blocks: (4.02 GB/3.74 GiB) Nov 24 12:01:27 LAB kernel: [ 1697.169762] sd 4:0:0:0: [sdb] Write Protect is off Nov 24 12:01:27 LAB kernel: [ 1697.169767] sd 4:0:0:0: [sdb] Mode Sense: 45 00 00 08 Nov 24 12:01:27 LAB kernel: [ 1697.171386] sd 4:0:0:0: [sdb] No Caching mode page present Nov 24 12:01:27 LAB kernel: [ 1697.171391] sd 4:0:0:0: [sdb] Assuming drive cache: write through Nov 24 12:01:27 LAB kernel: [ 1697.173503] sd 4:0:0:0: [sdb] No Caching mode page present Nov 24 12:01:27 LAB kernel: [ 1697.173510] sd 4:0:0:0: [sdb] Assuming drive cache: write through Nov 24 12:01:27 LAB kernel: [ 1697.175337] sdb: sdb1 After that I initiated one transfer. lsof -p 3575|tail -2 mv 3575 root 3r REG 8,8 1719599104 4325379 /media/Misc/The Tree of Life (2011) DVDRip XviD-MAXSPEED/The Tree of Life (2011) DVDRip XviD-MAXSPEED www.torentz.3xforum.ro.avi mv 3575 root 4w REG 8,17 1046347776 15 /media/SREE/The Tree of Life (2011) DVDRip XviD-MAXSPEED/The Tree of Life (2011) DVDRip XviD-MAXSPEED www.torentz.3xforum.ro.avi Here are the total time spent on that transfer. root@LAB:/media/SREE# time mv /media/Misc/The\ Tree\ of\ Life\ \(2011\)\ DVDRip\ XviD-MAXSPEED/ /media/SREE/ real 11m49.334s user 0m0.008s sys 0m5.260s root@LAB:/media/SREE# df -T|tail -2 /dev/sdb1 vfat 3918344 1679308 2239036 43% /media/SREE /dev/sda8 ext4 110110576 60096904 50013672 55% /media/Misc Do you think this is normal?? Approximately 12 minutes for 1.6Gb transfer? Thanks.

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  • Encode two integers into colour values and compare them in a HLSL shader

    - by Ben Slinger
    I am writing a 2D point and click adventure game in Monogame, and I'd like to be able to create an image mask for every room which defines which parts of the background a character can walk behind, and at which Y value a character needs to be at for the background to be drawn above the character. I haven't done any shader work before but after doing some reading I thought the following solution should work: Create a mask for the room with different walk behind areas painted in a colour that defines the baseline Y value (Walk Behind Mask) Render all objects to a RenderTarget2D (Base Texture) Render all objects to a different RenderTarget2D, but changing every pixel of each object to a colour that defines its Y value (Position Mask) Pass these two textures plus the image mask into the shader, and for each pixel compare the colour of the image mask to the colour of the Position Mask to the Walk Behind Mask - if the Position Mask pixel is larger (thus lower on the screen and closer to the camera) than the Walk Behind Mask, draw the pixel from the Base Texture, otherwise draw a transparent pixel (allowing the background to show through). I've got it mostly working, but I'm having trouble packing and unpacking the Y values into colours and retrieving them correctly in the shader. Here are some code examples of how I'm doing it so far: (When drawing to the Position Mask RenderTarget2D) Color posColor = new Color(((int)Position.Y >> 16) & 255, ((int)Position.Y >> 8) & 255, (int)Position.Y & 255); So as far as I can tell, this should be taking the first 3 bytes of the position integer and encoding them into a 4 byte colour (ignoring the alpha as the 4th byte). This seems to work fine, as when my character is at Y = 600, the resulting Color from this is: {[Color: R=0, G=2, B=88, A=255, PackedValue=4283957760]}. I then have an area in my Walk Behind Mask that I only want the character to be displayed behind if his Y value is lower than 655, so I've painted it with R=0, G=2, B=143, A=255. Now, I think I have the shader OK as well, here's what I have: sampler BaseTexture : register(s0); sampler MaskTexture : register(s1); sampler PositionTexture : register(s2); float4 mask( float2 coords : TEXCOORD0 ) : COLOR0 { float4 color = tex2D(BaseTexture, coords); float4 maskColor = tex2D(MaskTexture, coords); float4 positionColor = tex2D(PositionTexture, coords); float maskCompare = (maskColor.r * pow(2,24)) + (maskColor.g * pow(2,16)) + (maskColor.b * pow(2,8)); float positionCompare = (positionColor.r * pow(2,24)) + (positionColor.g * pow(2,16)) + (positionColor.b * pow(2,8)); return positionCompare < maskCompare ? float4(0,0,0,0) : color; } technique Technique1 { pass NoEffect { PixelShader = compile ps_3_0 mask(); } } This isn't working, however - currently all characters are displayed behind the walk behind area, regardless of their Y value. I tried printing out some debug info by grabbing the pixel from both the Position Mask and the Walk Under Mask under the current mouse position, and it seems like maybe the colours aren't being rendered to the Position Mask correctly? When calculating the colour in that code above I'm getting R=0, G=2, B=88, A=255, but when I mouseover my character I get R=0, G=0, B=30, A=255. Any ideas what I'm doing wrong? It seems like maybe I'm losing some information when rendering to the RenderTarget2D, but I'm now knowledgeable enough to figure out what's happening. Also, I should probably ask, is this an efficient way to do this? Will there be a performance impact? Edit: Whoops, turns out there was a bug that I'd introduced myself, I was drawing out the Position Mask with the position Color, left over from some early testing I was doing. So this solution is working perfectly, though I'm still interested in whether this is an efficient solution performance wise.

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  • Using the latest (stable release) of Oracle Developer Tools for Visual Studio 11.1.0.7.20.

    - by mbcrump
    +  = Simple and safe Data connections.   This guide is for someone wanting to use the latest ODP.NET quickly without reading the official documentation. This guide will get you up and running in about 15 minutes. I have reviewed my referral link to my simple Setting up ODP.net with Win7 x64 and noticed most people were searching for one of the following terms: “how to use odp.net with vs” “setup connection odp.net” “query db using odp and vs” While my article provided links and a sample tnsnames.ora file, it really didn’t tell you how to use it. I’m hoping that this brief tutorial will help. So before we get started, you will need the following: Download the following: www.oracle.com/technology/software/tech/dotnet/utilsoft.html from oracle and install it. It is the first one on the page. Visual Studio 2008 or 2010. It should be noted that The System.Data.OracleClient namespace is the OLD .NET Framework Data Provider for Oracle. It should not be used anymore as it has been depreciated. The latest version which is what we are using is Oracle.DataAccess.Client. First things first, Add a reference to the Oracle.DataAccess.Client after you install ODP.NET   Copy and paste the following C# code into your project and replace the relevant info including the query string and you should be able to return data. I have commented several lines of code to assist in understanding what it is doing.   Lambda Expression. using System; using System.Data; using Oracle.DataAccess.Client;   namespace ConsoleApplication1 {     class Program     {         static void Main(string[] args)         {           try         {             //Setup DataSource             string oradb = "Data Source=(DESCRIPTION ="                                    + "(ADDRESS_LIST = (ADDRESS = (PROTOCOL = TCP)(HOST = hostname)(PORT = 1521)))"                                    + "(CONNECT_DATA = (SERVICE_NAME = SERVICENAME))) ;"                                    + "Persist Security Info=True;User ID=USER;Password=PASSWORD;";                        //Open Connection to Oracle - this could be moved outside the try.             OracleConnection conn = new OracleConnection(oradb);             conn.Open();               //Create cmd and use parameters to prevent SQL injection attacks.             OracleCommand cmd = new OracleCommand();             cmd.Connection = conn;               cmd.CommandText = "select username from table where username = :username";               OracleParameter p1 = new OracleParameter("username", OracleDbType.Varchar2);             p1.Value = username;             cmd.Parameters.Add(p1);               cmd.CommandType = CommandType.Text;               OracleDataReader dr = cmd.ExecuteReader();             dr.Read();               //Contains the value of the datarow             Console.WriteLine(dr["username"].ToString());               //Disposes of objects.             dr.Dispose();             cmd.Dispose();             conn.Dispose();         }           catch (OracleException ex) // Catches only Oracle errors         {             switch (ex.Number)             {                 case 1:                     Console.WriteLine("Error attempting to insert duplicate data.");                     break;                 case 12545:                     Console.WriteLine("The database is unavailable.");                     break;                 default:                     Console.WriteLine(ex.Message.ToString());                     break;             }         }           catch (Exception ex) // Catches any error not previously caught         {                   Console.WriteLine("Unidentified Error: " + ex.Message.ToString());              }         }       }           } At this point, you should have a working Program that returns data from an oracle database. If you are still having trouble then drop me a line and I will be happy to assist. As of this writing, oracle has announced the latest beta release of ODP.NET 11.2.0.1.1 Beta.  This release includes .NET Framework 4 and .NET Framework 4 Client Profile support. You may want to hold off on this version for a while as its BETA, and I wouldn’t want any production code using any BETA software.

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  • XML DB Content Connector unable to accept binary content due to Invalid argument(s) in call oracle.sql.BLOB.setBinaryStream(0L)

    - by sthieme
    Dear Readers, I am working on implementing a custom Document Management System using the Oracle XML DB Content Connector. See the following documentation link for details Oracle XML DB Developer's Guide 11g Release 2 (11.2)Chapter 31 Using Oracle XML DB Content Connectorhttp://docs.oracle.com/cd/E11882_01/appdev.112/e23094/xdb_jcr.htm especially the following example gave me some trouble to run it successfully Sample Code to Upload Filehttp://docs.oracle.com/cd/E11882_01/appdev.112/e23094/xdb_jcr.htm#ADXDB5627 I had already succeeded to set some of the properties successfully, i.e. jcr:encoding, jcr:mimeType, ojcr:displayName and ojcr:language. However setting the jcr:data property as described in the example failed consistently, both with the documented input FileStream or with a fixed string. contentNode.setProperty("jcr:data", "mystringvalue"); After some research I found the following Support Note which describes the cause for the issue in the JDBC driver version 11.2.0.1. Error "ORA-17068: Invalid argument(s) in call" Using Method setBinaryStream(0L) in JDBC 11.2.0.1 (Doc ID 1234235.1)https://support.oracle.com/epmos/faces/DocContentDisplay?id=1234235.1It can easily be solved by upgrading to JDBC 11.2.0.2 or worked around using the following property setting: java -Doracle.jdbc.LobStreamPosStandardCompliant=false ... Kind regards,Stefan C:\Oracle\Database\product\11.2.0\dbhome_1>java -Doracle.jdbc.LobStreamPosStandardCompliant=false UploadFile jdbc:oracle:oci:@localhost:1522:orcl XDB welcome1 /public MyFile.txt text/plain 19.08.2014 11:50:26 oracle.jcr.impl.OracleRepositoryImpl login INFO: JCR repository descriptors: query.xpath.pos.index = true option.versioning.supported = false jcr.repository.version = 11.1.0.0.0 option.observation.supported = false option.locking.supported = false oracle.jcr.framework.version = 11.1.0.0.0 query.xpath.doc.order = false jcr.specification.version = 1.0 jcr.repository.vendor = Oracle option.query.sql.supported = false jcr.specification.name = Content Repository for Java Technology API level.2.supported = true level.1.supported = true jcr.repository.name = XML DB Content Connector jcr.repository.vendor.url = http://www.oracle.com oracle.jcr.persistenceManagerFactory = oracle.jcr.impl.xdb.XDBPersistenceManagerFactory option.transactions.supported = false 19.08.2014 11:50:26 oracle.jcr.impl.OracleRepositoryImpl login INFO: Session Session-1 connected for user id XDB 19.08.2014 11:50:27 oracle.jcr.impl.OracleSessionImpl logout INFO: Session-1: logout instead of C:\Oracle\Database\product\11.2.0\dbhome_1>java UploadFile jdbc:oracle:oci:@localhost:1522:orcl XDB welcome1 /public MyFile.txt text/plain 19.08.2014 10:56:39 oracle.jcr.impl.OracleRepositoryImpl login INFO: JCR repository descriptors: query.xpath.pos.index = true option.versioning.supported = false jcr.repository.version = 11.1.0.0.0 option.observation.supported = false option.locking.supported = false oracle.jcr.framework.version = 11.1.0.0.0 query.xpath.doc.order = false jcr.specification.version = 1.0 jcr.repository.vendor = Oracle option.query.sql.supported = false jcr.specification.name = Content Repository for Java Technology API level.2.supported = true level.1.supported = true jcr.repository.name = XML DB Content Connector jcr.repository.vendor.url = http://www.oracle.com oracle.jcr.persistenceManagerFactory = oracle.jcr.impl.xdb.XDBPersistenceManagerFactory option.transactions.supported = false 19.08.2014 10:56:39 oracle.jcr.impl.OracleRepositoryImpl login INFO: Session Session-1 connected for user id XDB Exception in thread "main" javax.jcr.RepositoryException: Unable to accept binary content at oracle.jcr.impl.ExceptionFactory.repository(ExceptionFactory.java:142) at oracle.jcr.impl.ExceptionFactory.otherwiseFailed(ExceptionFactory.java:98) at oracle.jcr.impl.xdb.XDBPersistenceManager.acceptBinaryStream(XDBPersistenceManager.java:1421) at oracle.jcr.impl.xdb.XDBResource.setContent(XDBResource.java:898) at oracle.jcr.impl.ContentNode.setProperty(ContentNode.java:472) at oracle.jcr.impl.OracleNode.setProperty(OracleNode.java:1439) at oracle.jcr.impl.OracleNode.setProperty(OracleNode.java:460) at UploadFile.main(UploadFile.java:54) Caused by: java.sql.SQLException: Invalid argument(s) in call at oracle.jdbc.driver.T2CConnection.newOutputStream(T2CConnection.java:2392) at oracle.sql.BLOB.setBinaryStream(BLOB.java:893) at oracle.jcr.impl.xdb.XDBPersistenceManager.acceptBinaryStream(XDBPersistenceManager.java:1393) ... 5 more

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  • Can't connect to VPN on Ubuntu 12.04

    - by 12rad
    I'm having a lot of trouble connecting to VPN. This used to work on my machine, but i recently did an update and it's stopped working. I'm not sure what the problem is. My question is how do i debug this? I'm not able to narrow it down to a specific problem. This is what i get when i tail the syslogs. Would appreciate any help! Nov 6 23:42:52 meera NetworkManager[1137]: <info> Starting VPN service 'pptp'... Nov 6 23:42:52 meera NetworkManager[1137]: <info> VPN service 'pptp' started (org.freedesktop.NetworkManager.pptp), PID 6132 Nov 6 23:42:52 meera NetworkManager[1137]: <info> VPN service 'pptp' appeared; activating connections Nov 6 23:42:52 meera NetworkManager[1137]: <info> VPN plugin state changed: starting (3) Nov 6 23:42:52 meera NetworkManager[1137]: <info> VPN connection 'NAME VPN' (Connect) reply received. Nov 6 23:42:52 meera pppd[6136]: Plugin /usr/lib/pppd/2.4.5/nm-pptp-pppd-plugin.so loaded. Nov 6 23:42:52 meera pppd[6136]: pppd 2.4.5 started by root, uid 0 Nov 6 23:42:52 meera chat[6139]: timeout set to 15 seconds Nov 6 23:42:52 meera chat[6139]: abort on (NO CARRIER) Nov 6 23:42:52 meera chat[6139]: abort on (NO DIALTONE) Nov 6 23:42:52 meera chat[6139]: abort on (ERROR) Nov 6 23:42:52 meera chat[6139]: abort on (NO ANSWER) Nov 6 23:42:52 meera chat[6139]: abort on (BUSY) Nov 6 23:42:52 meera chat[6139]: abort on (Username/Password Incorrect) Nov 6 23:42:52 meera chat[6139]: send (AT^M) Nov 6 23:42:52 meera pptp[6138]: nm-pptp-service-6132 log[main:pptp.c:314]: The synchronous pptp option is NOT activated Nov 6 23:42:52 meera chat[6139]: expect (OK) Nov 6 23:42:52 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_rep:pptp_ctrl.c:251]: Sent control packet type is 1 'Start-Control-Connection-Request' Nov 6 23:42:53 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_disp:pptp_ctrl.c:739]: Received Start Control Connection Reply Nov 6 23:42:53 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_disp:pptp_ctrl.c:773]: Client connection established. Nov 6 23:42:53 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_rep:pptp_ctrl.c:251]: Sent control packet type is 7 'Outgoing-Call-Request' Nov 6 23:42:54 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_disp:pptp_ctrl.c:858]: Received Outgoing Call Reply. Nov 6 23:42:54 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_disp:pptp_ctrl.c:897]: Outgoing call established (call ID 0, peer's call ID 13077). Nov 6 23:42:54 meera pptp[6138]: nm-pptp-service-6132 warn[decaps_hdlc:pptp_gre.c:231]: The ppp mode is synchronous, yet no pptp --sync option is specified! Nov 6 23:43:07 meera chat[6139]: alarm Nov 6 23:43:07 meera chat[6139]: Failed Nov 6 23:43:07 meera pppd[6136]: Script chat -v -f /etc/ppp/chat-ztisp finished (pid 6139), status = 0x3 Nov 6 23:43:07 meera pppd[6136]: Connect script failed Nov 6 23:43:07 meera pppd[6136]: Waiting for 1 child processes... Nov 6 23:43:07 meera pppd[6136]: script /usr/sbin/pptp 204.197.218.90 --nolaunchpppd --loglevel 0 --logstring nm-pptp-service-6132, pid 6138 Nov 6 23:43:07 meera pptp[6138]: nm-pptp-service-6132 warn[decaps_hdlc:pptp_gre.c:204]: short read (-1): Input/output error Nov 6 23:43:07 meera pptp[6138]: nm-pptp-service-6132 warn[decaps_hdlc:pptp_gre.c:216]: pppd may have shutdown, see pppd log Nov 6 23:43:07 meera pptp[6143]: nm-pptp-service-6132 log[callmgr_main:pptp_callmgr.c:234]: Closing connection (unhandled) Nov 6 23:43:07 meera pppd[6136]: Script /usr/sbin/pptp 204.197.218.90 --nolaunchpppd --loglevel 0 --logstring nm-pptp-service-6132 finished (pid 6138), status = 0x0 Nov 6 23:43:07 meera pptp[6143]: nm-pptp-service-6132 log[ctrlp_rep:pptp_ctrl.c:251]: Sent control packet type is 12 'Call-Clear-Request' Nov 6 23:43:07 meera pptp[6143]: nm-pptp-service-6132 log[call_callback:pptp_callmgr.c:79]: Closing connection (call state) Nov 6 23:43:07 meera pppd[6136]: Exit. Nov 6 23:43:07 meera NetworkManager[1137]: <warn> VPN plugin failed: 1 Nov 6 23:43:07 meera NetworkManager[1137]: <info> VPN plugin state changed: stopped (6) Nov 6 23:43:07 meera NetworkManager[1137]: <info> VPN plugin state change reason: 0 Nov 6 23:43:07 meera NetworkManager[1137]: <warn> error disconnecting VPN: Could not process the request because no VPN connection was active.

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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • Is a university education really worth it for a good programmer?

    - by Jon Purdy
    The title says it all, but here's the personal side of it: I've been doing design and programming for about as long as I can remember. If there's a programming problem, I can figure it out. (Though admittedly StackOverflow has allowed me to skip the figuring out and get straight to the doing in many instances.) I've made games, esoteric programming languages, and widgets and gizmos galore. I'm currently working on a general-purpose programming language. There's nothing I do better than programming. However, I'm just as passionate about design. Thus when I felt leaving high school that my design skills were lacking, I decided to attend university for New Media Design and Imaging, a digital design-related major. For a year, I diligently studied art and programmed in my free time. As the next year progressed, however, I was obligated to take fewer art and design classes and more technical classes. The trouble was of course that these classes were geared toward non-technical students, and were far beneath my skill level at the time. No amount of petitioning could overcome the institution's reluctance to allow me to test out of such classes, and the major offered no promise for any greater challenge in the future, so I took the extreme route: I switched into the technical equivalent of the major, New Media Interactive Development. A lot of my credits moved over into the new major, but many didn't. It would have been infeasible to switch to a more rigorous technical major such as Computer Science, and having tutored Computer Science students at every level here, I doubt I would be exposed to anything that I haven't already or won't eventually find out on my own, since I'm so involved in the field. I'm now on track to graduate perhaps a year later than I had planned, which puts a significant financial strain on my family and my future self. My schedule continues to be bogged down with classes that are wholly unnecessary for me to take. I'm being re-introduced to subjects that I've covered a thousand times over, simply because I've always been interested in it all. And though I succeed in avoiding the cynical and immature tactic of failing to complete work out of some undeserved sense of superiority, I'm becoming increasingly disillusioned by the lack of intellectual stimulation. Further, my school requires students to complete a number of quarters of co-op work experience proportional to their major. My original major required two quarters, but my current requires three, delaying my graduation even more. To top it all off, college is putting a severe strain on my relationship with my very close partner of a few years, so I've searched diligently for co-op jobs in my area, alas to no avail. I'm now in my third year, and approaching that point past which I can no longer handle this. Either I keep my head down, get a degree no matter what it takes, and try to get a job with a company that will pay me enough to do what I love that I can eventually pay off my loans; or I cut my losses now, move wherever there is work, and in six months start paying off what debt I've accumulated thus far. So the real question is: is a university education really more than just a formality? It's a big decision, and one I can't make lightly. I think this is the appropriate venue for this kind of question, and I hope it sticks around for the sake of others who might someday find themselves in similar situations. My heartfelt thanks for reading, and in advance for your help.

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  • Grid pathfinding with a lot of entities

    - by Vee
    I'd like to explain this problem with a screenshot from a released game, DROD: Gunthro's Epic Blunder, by Caravel Games. The game is turn-based and tile-based. I'm trying to create something very similar (a clone of the game), and I've got most of the fundamentals done, but I'm having trouble implementing pathfinding. Look at the screenshot. The guys in yellow are friendly, and want to kill the roaches. Every turn, every guy in yellow pathfinds to the closest roach, and every roach pathfinds to the closest guy in yellow. By closest I mean the target with the shortest path, not a simple distance calculation. All of this without any kind of slowdown when loading the level or when passing turns. And all of the entities change position every turn. Also (not shown in screenshot), there can be doors that open and close and change the level's layout. Impressive. I've tried implementing pathfinding in my clone. First attempt was making every roach find a path to a yellow guy every turn, using a breadth-first search algorithm. Obviously incredibly slow with more than a single roach, and would get exponentially slower with more than a single yellow guy. Second attempt was mas making every yellow guy generate a pathmap (still breadth-first search) every time he moved. Worked perfectly with multiple roaches and a single yellow guy, but adding more yellow guys made the game slow and unplayable. Last attempt was implementing JPS (jump point search). Every entity would individually calculate a path to its target. Fast, but with a limited number of entities. Having less than half the entities in the screenshot would make the game slow. And also, I had to get the "closest" enemy by calculating distance, not shortest path. I've asked on the DROD forums how they did it, and a user replied that it was breadth-first search. The game is open source, and I took a look at the source code, but it's C++ (I'm using C#) and I found it confusing. I don't know how to do it. Every approach I tried isn't good enough. And I believe that DROD generates global pathmaps, somehow, but I can't understand how every entity find the best individual path to other entities that move every turn. What's the trick? This is a reply I just got on the DROD forums: Without having looked at the code I'd wager it's two (or so) pathmaps for the whole room: One to the nearest enemy, and one to the nearest friendly for every tile. There's no need to make a separate pathmap for every entity when the overall goal is "move towards nearest enemy/friendly"... just mark every tile with the number of moves it takes to the nearest target and have the entity chose the move that takes it to the tile with the lowest number. To be honest, I don't understand it that well.

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  • Errors when trying to compile the driver for the rtl8192su wireless adapter

    - by Tom Brito
    I have a wireless to usb adapter, and I'm having some trouble to install the drivers on Ubuntu. First of all, the readme says to use the make command, and I already got errors: $ make make[1]: Entering directory `/usr/src/linux-headers-2.6.35-22-generic' CC [M] /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.o /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c: In function ‘rtl8192_usb_probe’: /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12325: error: ‘struct net_device’ has no member named ‘open’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12326: error: ‘struct net_device’ has no member named ‘stop’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12327: error: ‘struct net_device’ has no member named ‘tx_timeout’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12328: error: ‘struct net_device’ has no member named ‘do_ioctl’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12329: error: ‘struct net_device’ has no member named ‘set_multicast_list’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12330: error: ‘struct net_device’ has no member named ‘set_mac_address’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12331: error: ‘struct net_device’ has no member named ‘get_stats’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12332: error: ‘struct net_device’ has no member named ‘hard_start_xmit’ make[2]: *** [/home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.o] Error 1 make[1]: *** [_module_/home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u] Error 2 make[1]: Leaving directory `/usr/src/linux-headers-2.6.35-22-generic' make: *** [all] Error 2 /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/ is the path where I copied the drivers on my computer. Any idea how to solve this? (I don't even know what the error is...) update: sudo lshw -class network *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:01:00.0 logical name: eth0 version: 03 serial: 78:e3:b5:e7:5f:6e size: 10MB/s capacity: 1GB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half latency=0 link=no multicast=yes port=MII speed=10MB/s resources: irq:42 ioport:d800(size=256) memory:fbeff000-fbefffff memory:faffc000-faffffff memory:fbec0000-fbedffff *-network DISABLED description: Wireless interface physical id: 2 logical name: wlan0 serial: 00:26:18:a1:ae:64 capabilities: ethernet physical wireless configuration: broadcast=yes multicast=yes wireless=802.11b/g sudo lspci 00:00.0 Host bridge: Intel Corporation Core Processor DRAM Controller (rev 18) 00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 18) 00:16.0 Communication controller: Intel Corporation 5 Series/3400 Series Chipset HECI Controller (rev 06) 00:1a.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1b.0 Audio device: Intel Corporation 5 Series/3400 Series Chipset High Definition Audio (rev 06) 00:1c.0 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 1 (rev 06) 00:1c.2 PCI bridge: Intel Corporation 5 Series/3400 Series Chipset PCI Express Root Port 3 (rev 06) 00:1d.0 USB Controller: Intel Corporation 5 Series/3400 Series Chipset USB2 Enhanced Host Controller (rev 06) 00:1e.0 PCI bridge: Intel Corporation 82801 PCI Bridge (rev a6) 00:1f.0 ISA bridge: Intel Corporation 5 Series Chipset LPC Interface Controller (rev 06) 00:1f.2 SATA controller: Intel Corporation 5 Series/3400 Series Chipset 6 port SATA AHCI Controller (rev 06) 00:1f.3 SMBus: Intel Corporation 5 Series/3400 Series Chipset SMBus Controller (rev 06) 01:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 03) 02:00.0 FireWire (IEEE 1394): VIA Technologies, Inc. VT6315 Series Firewire Controller (rev 01) sudo lsusb Bus 002 Device 003: ID 0bda:0158 Realtek Semiconductor Corp. USB 2.0 multicard reader Bus 002 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 004: ID 045e:00f9 Microsoft Corp. Wireless Desktop Receiver 3.1 Bus 001 Device 003: ID 0b05:1786 ASUSTek Computer, Inc. Bus 001 Device 002: ID 8087:0020 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub

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  • Design pattern for logging changes in parent/child objects saved to database

    - by andrew
    I’ve got a 2 database tables in parent/child relationship as one-many. I’ve got three classes representing the data in these two tables: Parent Class { Public int ID {get; set;} .. other properties } Child Class { Public int ID {get;set;} Public int ParentID {get; set;} .. other properties } TogetherClass { Public Parent Parent; Public List<Child> ChildList; } Lastly I’ve got a client and server application – I’m in control of both ends so can make changes to both programs as I need to. Client makes a request for ParentID and receives a Together Class for the matching parent, and all of the child records. The client app may make changes to the children – add new children, remove or modify existing ones. Client app then sends the Together Class back to the server app. Server app needs to update the parent and child records in the database. In addition I would like to be able to log the changes – I’m doing this by having 2 separate tables one for Parent, one for child; each containing the same columns as the original plus date time modified, by whom and a list of the changes. I’m unsure as to the best approach to detect the changes in records – new records, records to be deleted, records with no fields changed, records with some fields changed. I figure I need to read the parent & children records and compare those to the ones in the Together Class. Strategy A: If Together class’s child record has an ID of say 0, that indicates a new record; insert. Any deleted child records are no longer in the Together Class; see if any of the comparison child records are not found in the Together class and delete if not found (Compare using ID). Check each child record for changes and if changed log. Strategy B: Make a new Updated TogetherClass UpdatedClass { Public Parent Parent {get; set} Public List<Child> ListNewChild {get;set;} Public List<Child> DeletedChild {get;set;} Public List<Child> ExistingChild {get;set;} // used for no changes and modified rows } And then process as per the list. The reason why I’m asking for ideas is that both of these solutions don’t seem optimal to me and I suspect this problem has been solved already – some kind of design pattern ? I am aware of one potential problem in this general approach – that where Client App A requests a record; App B requests same record; A then saves changes; B then saves changes which may overwrite changes A made. This is a separate locking issue which I’ll raise a separate question for if I’ve got trouble implementing. The actual implementation is c#, SQL Server and WCF between client and server - sharing a library containing the class implementations. Apologies if this is a duplicate post – I tried searching various terms without finding a match though.

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  • How to display a hierarchical skill tree in php

    - by user3587554
    If I have skill data set up in a tree format (where earlier skills are prerequisites for later ones), how would I display it as a tree, using php? The parent would be on top and have 3 children. Each of these children can then have one more child so its parent would be directly above it. I'm having trouble figuring out how to add the root element in the middle of the top div, and the child of the children below each child of the root. I'm not looking for code, but an explanation of how to do it. My data in array form is this: Data: Array ( [1] => Array ( [id] => 1 [title] => Jutsu [description] => Skill that makes you awesomer at using ninjutsu [tiers] => 1 [prereq] => [image] => images/skills/jutsu.png [children] => Array ( [2] => Array ( [id] => 2 [title] => fireball [description] => Increase your damage with fire jutsu and weapons [tiers] => 5 [prereq] => 1 [image] => images/skills/fireball.png [children] => Array ( [5] => Array ( [id] => 5 [title] => pin point [description] => Increases jutsu accuracy [tiers] => 5 [prereq] => 2 [image] => images/skills/pinpoint.png ) ) ) [3] => Array ( [id] => 3 [title] => synergy [description] => Reduce the amount of chakra needed to use ninjutsu [tiers] => 1 [prereq] => 1 [image] => images/skills/synergy.png ) [4] => Array ( [id] => 4 [title] => ebb & flow [description] => Increase the damage of water jutsu, water weapons, and reduce the damage of jutsu and weapons that use water element [tiers] => 5 [prereq] => 1 [image] => images/skills/ebbandflow.png [children] => Array ( [6] => Array ( [id] => 6 [title] => IQ [description] => Decrease the time it takes to learn a jutsu [tiers] => 5 [prereq] => 4 [image] => images/skills/iq.png ) ) ) ) ) ) An example would be this demo image minus the hover stuff.

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  • Games development with a game loop that's abstracted away

    - by Davy8
    Most game development happens with a main game loop. Are there any good articles/blog posts/discussions about games without a game loop? I imagine they'd mostly be web games, but I'd be interested in hearing otherwise. (As a side note, I think it's really interesting that the concept is almost exclusively used in gaming as far as I'm aware, perhaps that may be another question.) Edit: I realize there's probably a redraw loop somewhere. I guess what I really mean is a loop that is hidden to you. Frames are something you as the developer are not concerned with as you're working on a higher level of abstraction. E.g. someLootItem.moveTo(inventory, someAnimatationType) and that will move from the loot box to your inventory using the specified animation type without the game developer having to worry about the implementation details of that animation. Maybe that's how "real" games end up working, but from reading most tutorials they seem to imply a much more granular level of control is used, but that might just be an artifact of being a tutorial. Edit2: I think most people are misunderstanding what I'm trying to ask, likely because I'm having trouble describing exactly what I'm trying to ask. After some more thinking perhaps what I'm referring to is more along the lines of what I believe is referred to as "scripting" where you're working at a very high level and having some game engine take care of the low level details. For example, take custom maps in Starcraft II or Warcraft III. Many of the "maps" have gameplay that deviates enough from the primary game that they could be considered a separate game written on the same engine. What I'm referring to then is along those lines. I may be wrong because I only dabbed in the Warcraft III editor, but as far as I remember no where in the map editor do you control the game loop, and yet you can create many different games out of it. In my mind, these are games in their own right. If you're playing DotA you don't say you're playing Warcraft III, you say you're playing DotA because that's the actual game you're playing. Such a system may impose limitations that don't exist if you're creating a game from scratch, but it greatly reduces development time because much of the "hard" work has already been done for you. Hopefully that clarifies what I'm asking. Another example of what is I mean, is when you write a web app, of course it communicates through sockets and TCP. But does the average web developer doesn't explicitly write code for connecting sockets. They just need to know about receiving a request and sending a response. There are unique scenarios where you do occasionally need to use raw sockets, but it's generally rare in web development. In a similar fashion, it's very possible to write a game without directly using the game loop, even though one is used behind the scenes. Probably not a AAA title, but there must be hundreds of smaller scale games that can and possibly are written this way. Are there any good resources on writing these "simpler" games?

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  • Oracle MAA Part 1: When One Size Does Not Fit All

    - by JoeMeeks
    The good news is that Oracle Maximum Availability Architecture (MAA) best practices combined with Oracle Database 12c (see video) introduce first-in-the-industry database capabilities that truly make unplanned outages and planned maintenance transparent to users. The trouble with such good news is that Oracle’s enthusiasm in evangelizing its latest innovations may leave some to wonder if we’ve lost sight of the fact that not all database applications are created equal. Afterall, many databases don’t have the business requirements for high availability and data protection that require all of Oracle’s ‘stuff’. For many real world applications, a controlled amount of downtime and/or data loss is OK if it saves money and effort. Well, not to worry. Oracle knows that enterprises need solutions that address the full continuum of requirements for data protection and availability. Oracle MAA accomplishes this by defining four HA service level tiers: BRONZE, SILVER, GOLD and PLATINUM. The figure below shows the progression in service levels provided by each tier. Each tier uses a different MAA reference architecture to deploy the optimal set of Oracle HA capabilities that reliably achieve a given service level (SLA) at the lowest cost.  Each tier includes all of the capabilities of the previous tier and builds upon the architecture to handle an expanded fault domain. Bronze is appropriate for databases where simple restart or restore from backup is ‘HA enough’. Bronze is based upon a single instance Oracle Database with MAA best practices that use the many capabilities for data protection and HA included with every Oracle Enterprise Edition license. Oracle-optimized backups using Oracle Recovery Manager (RMAN) provide data protection and are used to restore availability should an outage prevent the database from being able to restart. Silver provides an additional level of HA for databases that require minimal or zero downtime in the event of database instance or server failure as well as many types of planned maintenance. Silver adds clustering technology - either Oracle RAC or RAC One Node. RMAN provides database-optimized backups to protect data and restore availability should an outage prevent the cluster from being able to restart. Gold raises the game substantially for business critical applications that can’t accept vulnerability to single points-of-failure. Gold adds database-aware replication technologies, Active Data Guard and Oracle GoldenGate, which synchronize one or more replicas of the production database to provide real time data protection and availability. Database-aware replication greatly increases HA and data protection beyond what is possible with storage replication technologies. It also reduces cost while improving return on investment by actively utilizing all replicas at all times. Platinum introduces all of the sexy new Oracle Database 12c capabilities that Oracle staff will gush over with great enthusiasm. These capabilities include Application Continuity for reliable replay of in-flight transactions that masks outages from users; Active Data Guard Far Sync for zero data loss protection at any distance; new Oracle GoldenGate enhancements for zero downtime upgrades and migrations; and Global Data Services for automated service management and workload balancing in replicated database environments. Each of these technologies requires additional effort to implement. But they deliver substantial value for your most critical applications where downtime and data loss are not an option. The MAA reference architectures are inherently designed to address conflicting realities. On one hand, not every application has the same objectives for availability and data protection – the Not One Size Fits All title of this blog post. On the other hand, standard infrastructure is an operational requirement and a business necessity in order to reduce complexity and cost. MAA reference architectures address both realities by providing a standard infrastructure optimized for Oracle Database that enables you to dial-in the level of HA appropriate for different service level requirements. This makes it simple to move a database from one HA tier to the next should business requirements change, or from one hardware platform to another – whether it’s your favorite non-Oracle vendor or an Oracle Engineered System. Please stay tuned for additional blog posts in this series that dive into the details of each MAA reference architecture. Meanwhile, more information on Oracle HA solutions and the Maximum Availability Architecture can be found at: Oracle Maximum Availability Architecture - Webcast Maximize Availability with Oracle Database 12c - Technical White Paper

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  • Projet Doneness and Einstein's Razor

    - by Malcolm Anderson
    Normal 0 false false false EN-US X-NONE X-NONE MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin;} I’ve started working on a series of articles about the value of having testers involved in requirements gathering.  Today I was reminded of a useful tool that has provided value to me for at least 20 years.  To those of you who already use this tool, I’m interested in your stories where it has made a difference for you, and to those of you who have never heard of it, I hope sharing it will make a difference in your careers.   I was reminded of it because I just finished a 3 month set of personal projects and was reviewing the success of those projects while putting together my next set of 3 month projects.  During this review, I noticed that a good number of my projects did not have the level of success that I wanted.  The results were good, but they could have been better.  Then it hit me, I didn’t have clear enough doneness criteria.  As a Scrum Practitioner, I wouldn’t think of running a sprint without reviewing the backlog with Einstein's Razor, so why wouldn’t I do the same for my own projects?    I can hear a few of you asking "What's Einstein's Razor?"   I'm glad you asked.  I was once told that Einstein told an audience, "If you can't explain what you do to a relatively bright six year old, you probably don't understand it yourself."    This quote had an impact on me, especially early in my career as a solo developer.  At the time, I was mostly doing end to end software development.  I found that I saved myself a lot of pain and trouble by turning that quote around to “If you can't explain your project's doneness criteria in such a way that a relatively bright six year old can't competently determine your projects success or failure, then you have not broken it down to a fine enough level.”  There are more negatives in that quote than I’m happy with, but it still gives me tons of value to this day.     In your opinion, in your current projects, could a 6 year old competently pass or fail your next sprint?  What risks are you running if your answer is “No” ?

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  • Unable to Sign in to the Microsoft Online Services Signin application from Windows 7 client located behind ISA firewall

    - by Ravindra Pamidi
    A while ago i helped a customer troubleshoot authentication problem with Microsoft Online Services Signin application.  This customer was evaluating Microsoft BPOS (Business Productivity Online Services) and was having trouble using the single sign on application behind ISA 2004 firewall.The network structure is fairly simple with single Windows 2003 Active Directory domain and Windows 7 clients. On a successful logon to the Microsoft Online Services Signin application, this application provides single signon functionality to all of Microsoft online services in the BPOS package. Symptoms:When trying to signin it fails with error "The service is currently unavailable. Please try again later. If problems continue, contact your service administrator". If ISA 2004 firewall is removed from the picture the authentication succeeds.Troubleshooting: Enabled ISA Server firewall logging along with Microsoft Network Monitor tool on the Windows 7 Client while reproducing the issue. Analysis of the ISA Server Firewall logs and Microsoft Network capture revealed that the Microsoft Online Services Sign In application when sending request to ISA Server does not send the domain credentials and as a result ISA Server responds with an error code of HTTP 407 Proxy authentication required listing out the supported authentication mechanisms.  The application in question is expected to send the credentials of the domain user in response to this request. However in this case, it fails to send the logged on user's domain credentials. Bit of researching on the Internet revealed that The "Microsoft Online Services Sign In" application by default does not support Outbound Internet Proxy authentication. In order for it to send the logged on user's domain credentials we had to make  changes to its configuration file "SignIn.exe.config" located under "Program Files\Microsoft Online Services\Sign In" folder. Step by Step details to configure the configuration file are documented on Microsoft TechNet website given below.  Configure your outbound authenticating proxy serverhttp://www.microsoft.com/online/help/en-us/helphowto/cc54100d-d149-45a9-8e96-f248ecb1b596.htm After the above problem was addressed we were still not able to use the "Microsoft Online Services Sign In" application and it failed with the same error.  Analysis of another network capture revealed that the application in question is now sending the required credentials and the connection seems to terminate at a later stage. Enabled verbose logging for the "Microsoft Online Services Sign In" application and then reproduced the problem. Analysis of the logs revealed a time difference between the local client and Microsoft Online services server of around seven minutes which is above the acceptable time skew of five minutes. Excerpt from Microsoft Online Services Sign In application verbose log:  1/26/2012 1:57:51 PM Verbose SingleSignOn.GetSSOGenericInterface SSO Interface URL: https://signinservice.apac.microsoftonline.com/ssoservice/UID1/26/2012 1:57:52 PM Exception SSOSignIn.SignIn The security timestamp is invalid because its creation time ('2012-01-26T08:34:52.767Z') is in the future. Current time is '2012-01-26T08:27:52.987Z' and allowed clock skew is '00:05:00'.1/26/2012 1:57:52 PM Exception SSOSignIn.SignIn  Although the Windows 7 Clients successfully synchronized time to the domain controller for the domain, the domain controller was not configured to synchronize time with external NTP servers. This caused a gradual drift in time on the network thus resulting in the above issue. Reconfigured the domain controller holding the PDC FSMO role to synchronize time with external time source ( time.nist.gov ) and edited the system policy on the ISA server firewall to allow NTP traffic to time.nist.gov Configure the time source for the forest:Windows Time Servicehttp://technet.microsoft.com/en-us/library/cc794937(WS.10).aspx Forced synchronization of Windows time using the command w32tm /resync on the domain controller and later on the clients each of which had corrected the seven minutes difference. This resolved the problem with logon to Microsoft Online Services Sign In.

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  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

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  • Using Appendbuffers in unity for terrain generation

    - by Wardy
    Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using System.Collections; public class Test : MonoBehaviour { public ComputeShader Generator; public MeshTopology Topology; void OnEnable() { var computedMeshPoints = ComputeMesh(); CreateMeshFrom(computedMeshPoints); } private Vector3[] ComputeMesh() { var size = (32*32) * 4; // 4 points added for each x,z pos var buffer = new ComputeBuffer(size, 12, ComputeBufferType.Append); Generator.SetBuffer(0, "vertexBuffer", buffer); Generator.Dispatch(0, 1, 1, 1); var results = new Vector3[size]; buffer.GetData(results); buffer.Dispose(); return results; } private void CreateMeshFrom(Vector3[] generatedPoints) { var filter = GetComponent<MeshFilter>(); var renderer = GetComponent<MeshRenderer>(); if (generatedPoints.Length > 0) { var mesh = new Mesh { vertices = generatedPoints }; var colors = new Color[generatedPoints.Length]; var indices = new int[generatedPoints.Length]; //TODO: build this different based on topology of the mesh being generated for (int i = 0; i < indices.Length; i++) { indices[i] = i; colors[i] = Color.blue; } mesh.SetIndices(indices, Topology, 0); mesh.colors = colors; mesh.RecalculateNormals(); mesh.Optimize(); mesh.RecalculateBounds(); filter.sharedMesh = mesh; } else { filter.sharedMesh = null; } } } GPU code: #pragma kernel Generate AppendStructuredBuffer<float3> vertexBuffer : register(u0); void genVertsAt(uint2 xzPos) { //TODO: put some height generation code here. // could even run marching cubes / dual contouring code. float3 corner1 = float3( xzPos[0], 0, xzPos[1] ); float3 corner2 = float3( xzPos[0] + 1, 0, xzPos[1] ); float3 corner3 = float3( xzPos[0], 0, xzPos[1] + 1); float3 corner4 = float3( xzPos[0] + 1, 0, xzPos[1] + 1 ); vertexBuffer.Append(corner1); vertexBuffer.Append(corner2); vertexBuffer.Append(corner3); vertexBuffer.Append(corner4); } [numthreads(32, 1, 32)] void Generate (uint3 threadId : SV_GroupThreadID, uint3 groupId : SV_GroupID) { uint2 currentXZ = unint2( groupId.x * 32 + threadId.x, groupId.z * 32 + threadId.z); genVertsAt(currentXZ); } Can anyone explain why when I call "buffer.GetData(results);" on the CPU after the compute dispatch call my buffer is full of Vector3(0,0,0), I'm not expecting any y values yet but I would expect a bunch of thread indexes in the x,z values for the Vector3 array. I'm not getting any errors in any of this code which suggests it's correct syntax-wise but maybe the issue is a logical bug. Also: Yes, I know I'm generating 4,000 Vector3's and then basically round tripping them. However, the purpose of this code is purely to learn how round tripping works between CPU and GPU in Unity.

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  • Vertical Scrolling In Tile Based XNA Platformer

    - by alec100_94
    I'm making a 2D platformer in XNA 4.0. I have created a working tile engine, which works well for my purposes, and Horizontal Scrolling works flawlessly, however I am having great trouble with Vertical scrolling. I Basically want the camera to scroll up (world to scroll down) when the player reaches a certain Y co-ordinate, and I would also like to automatically scroll back down if coming down, and that co-ordinate is passed. My biggest problem is I have no real way of detecting the direction the player is moving in using only the Y Co-ord. Here Is My Code Code For The Camera Class (which appears to be a very different approach to most camera classes I have seen). using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace Marvin { class Camera : TileEngine { public static bool startReached; public static bool endReached; public static void MoveRight(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X -= speed; } } } public static void MoveLeft(float speed = 2) { //Moves The Position of Each Tile Right foreach (Tile t in tiles) { if(t!=null) { t.position.X += speed; } } } public static void MoveUp(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y += speed; } } } public static void MoveDown(float speed = 2) { foreach (Tile t in tiles) { if(t!=null) { t.position.Y -= speed; } } } public static void Restrain() { if(tiles.Last().position.X<Main.graphics.PreferredBackBufferWidth-tiles.Last().size.X) { MoveLeft(); endReached = true; } else { endReached = false; } if(tiles[1].position.X>0) { MoveRight(); startReached = true;} else { startReached = false; } } } } Here is My Player Code for Left and Right Scrolling/Moving if (Main.currentKeyState.IsKeyDown(Keys.Right)) { Camera.MoveRight(); if(Camera.endReached) { MoveRight(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveRight(2); Camera.MoveLeft(); } } } if(Main.currentKeyState.IsKeyDown(Keys.Left)) { Camera.MoveLeft(); if(Camera.startReached) { MoveLeft(2); } else { if(marvin.GetRectangle().X!=Main.graphics.PreferredBackBufferWidth-(marvin.GetRectangle().X+marvin.GetRectangle().Width)) { MoveLeft(2); Camera.MoveRight(); } } } Camera.Restrain(); if(marvin.GetRectangle().X>Main.graphics.PreferredBackBufferWidth-marvin.GetRectangle().Width) { MoveLeft(2); } if(marvin.GetRectangle().X<0) { MoveRight(2); } And Here Is My Player Jumping/Falling Code which may cause some conflicts with the vertical camera movement. if (!jumping) { if(!TileEngine.TopOfTileCollidingWith(footBounds)) { MoveDown(5); } else { if(marvin.GetRectangle().Y != TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) { float difference = (TileEngine.LastPlatformStoodOnTop()-marvin.GetRectangle().Height) - (marvin.GetRectangle().Y); marvin.SetRectangle(marvin.GetRectangle().X,(int)(marvin.GetRectangle().Y+difference)); armR.SetRectangle(armR.GetRectangle().X,(int)(armR.GetRectangle().Y+difference)); armL.SetRectangle(armL.GetRectangle().X,(int)(armL.GetRectangle().Y+difference)); eyeL.SetRectangle(eyeL.GetRectangle().X,(int)(eyeL.GetRectangle().Y+difference)); eyeR.SetRectangle(eyeR.GetRectangle().X,(int)(eyeR.GetRectangle().Y+difference)); } } } if (Main.currentKeyState.IsKeyDown(Keys.Up) && Main.previousKeyState.IsKeyUp(Keys.Up) && TileEngine.TopOfTileCollidingWith(footBounds)) { jumping = true; } if(jumping) { if(TileEngine.LastPlatformStoodOnTop()>0 && (TileEngine.LastPlatformStoodOnTop() - footBounds.Bottom)<120) { MoveUp(5); } else { jumping = false; } } All player code I have tried for vertical movements has failed, or caused weird results (like falling through platforms), and most have been a variation on the method I described above, hence I have not included it. I would really appreciate some help implementing a simple vertical scrolling into this game, Thanks.

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  • Controlling soft errors and false alarms in SSIS

    - by Jim Giercyk
    If you are like me, you dread the 3AM wake-up call.  I would say that the majority of the pages I get are false alarms.  The alerts that require action often require me to open an SSIS package, see where the trouble is and try to identify the offending data.  That can be very time-consuming and can take quite a chunk out of my beauty sleep.  For those reasons, I have developed a simple error handling scenario for SSIS which allows me to rest a little easier.  Let me first say, this is a high level discussion; getting into the nuts and bolts of creating each shape is outside the scope of this document, but if you have an average understanding of SSIS, you should have no problem following along. In the Data Flow above you can see that there is a caution triangle.  For the purpose of this discussion I am creating a truncation error to demonstrate the process, so this is to be expected.  The first thing we need to do is to redirect the error output.  Double-clicking on the Query shape presents us with the properties window for the input.  Simply set the columns that you want to redirect to Redirect Row in the dropdown box and hit Apply. Without going into a dissertation on error handling, I will just note that you can decide which errors you want to redirect on Error and on Truncation.  Therefore, to override this process for a column or condition, simply do not redirect that column or condition. The next thing we want to do is to add some information about the error; specifically, the name of the package which encountered the error and which step in the package wrote the record to the error table.  REMEMBER: If you redirect the error output, your package will not fail, so you will not know where the error record was created without some additional information.    I added 3 columns to my error record; Severity, Package Name and Step Name.  Severity is just a free-form column that you can use to note whether an error is fatal, whether the package is part of a test job and should be ignored, etc.  Package Name and Step Name are system variables. In my package I have created a truncation situation, where the firstname column is 50 characters in the input, but only 4 characters in the output.  Some records will pass without truncation, others will be sent to the error output.  However, the package will not fail. We can see that of the 14 input rows, 8 were redirected to the error table. This information can be used by another step or another scheduled process or triggered to determine whether an error should be sent.  It can also be used as a historical record of the errors that are encountered over time.  There are other system variables that might make more sense in your infrastructure, so try different things.  Date and time seem like something you would want in your output for example.  In summary, we have redirected the error output from an input, added derived columns with information about the errors, and inserted the information and the offending data into an error table.  The error table information can be used by another step or process to determine, based on the error information, what level alert must be sent.  This will eliminate false alarms, and give you a head start when a genuine error occurs.

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  • Arcball Problems with UDK

    - by opdude
    I'm trying to re-create an arcball example from a Nehe, where an object can be rotated in a more realistic way while floating in the air (in my game the object is attached to the player at a distance like for example the Physics Gun) however I'm having trouble getting this to work with UDK. I have created an LGArcBall which follows the example from Nehe and I've compared outputs from this with the example code. I think where my problem lies is what I do to the Quaternion that is returned from the LGArcBall. Currently I am taking the returned Quaternion converting it to a rotation matrix. Getting the product of the last rotation (set when the object is first clicked) and then returning that into a Rotator and setting that to the objects rotation. If you could point me in the right direction that would be great, my code can be found below. class LGArcBall extends Object; var Quat StartRotation; var Vector StartVector; var float AdjustWidth, AdjustHeight, Epsilon; function SetBounds(float NewWidth, float NewHeight) { AdjustWidth = 1.0f / ((NewWidth - 1.0f) * 0.5f); AdjustHeight = 1.0f / ((NewHeight - 1.0f) * 0.5f); } function StartDrag(Vector2D startPoint, Quat rotation) { StartVector = MapToSphere(startPoint); } function Quat Update(Vector2D currentPoint) { local Vector currentVector, perp; local Quat newRot; //Map the new point to the sphere currentVector = MapToSphere(currentPoint); //Compute the vector perpendicular to the start and current perp = startVector cross currentVector; //Make sure our length is larger than Epsilon if (VSize(perp) > Epsilon) { //Return the perpendicular vector as the transform newRot.X = perp.X; newRot.Y = perp.Y; newRot.Z = perp.Z; //In the quaternion values, w is cosine (theta / 2), where //theta is the rotation angle newRot.W = startVector dot currentVector; } else { //The two vectors coincide, so return an identity transform newRot.X = 0.0f; newRot.Y = 0.0f; newRot.Z = 0.0f; newRot.W = 0.0f; } return newRot; } function Vector MapToSphere(Vector2D point) { local float x, y, length, norm; local Vector result; //Transform the mouse coords to [-1..1] //and inverse the Y coord x = (point.X * AdjustWidth) - 1.0f; y = 1.0f - (point.Y * AdjustHeight); length = (x * x) + (y * y); //If the point is mapped outside of the sphere //( length > radius squared) if (length > 1.0f) { norm = 1.0f / Sqrt(length); //Return the "normalized" vector, a point on the sphere result.X = x * norm; result.Y = y * norm; result.Z = 0.0f; } else //It's inside of the sphere { //Return a vector to the point mapped inside the sphere //sqrt(radius squared - length) result.X = x; result.Y = y; result.Z = Sqrt(1.0f - length); } return result; } DefaultProperties { Epsilon = 0.000001f } I'm then attempting to rotate that object when the mouse is dragged, with the following update code in my PlayerController. //Get Mouse Position MousePosition.X = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.X; MousePosition.Y = LGMouseInterfacePlayerInput(PlayerInput).MousePosition.Y; newQuat = ArcBall.Update(MousePosition); rotMatrix = MakeRotationMatrix(QuatToRotator(newQuat)); rotMatrix = rotMatrix * LastRot; LGMoveableActor(movingPawn.CurrentUseableObject).SetPhysics(EPhysics.PHYS_Rotating); LGMoveableActor(movingPawn.CurrentUseableObject).SetRotation(MatrixGetRotator(rotMatrix));

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  • No Wireless Networks, BCM4313 [duplicate]

    - by TalonPlz
    This question already has an answer here: How to Install Broadcom Wireless Drivers (BCM43xx) 38 answers Just bought this little Asus 10 inch laptop that came with Ubuntu 12.04. Everything at my home was fine: Wireless identified and connected. As soon as I went to my girlfriend's house the trouble started. I couldn't connect to wireless (authentication... times out and asks for authentication) I started doing internet searching, tried a few solutions posted on line using terminal commands. No solutions. I decided to upgraded to 12.10-13.04 and that left me with a worse problem: I can no longer see ANY networks what so ever. Wireless card is ON, with out a doubt. Wired connection works. I have been fumbling with driver versions to no .avail, and have no idea which driver I am currently running I have a vague idea of what terminal lines to run: lshw: resources: irq:17 memory:f7d00000-f7dfffff *-network description: Wireless interface product: BCM4313 802.11b/g/n Wireless LAN Controller vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:02:00.0 logical name: eth2 version: 01 serial: dc:85:de:56:c4:ea width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=wl0 driverversion=6.20.155.1 (r326264) latency=0 multicast=yes wireless=IEEE 802.11abg resources: irq:17 memory:f7d00000-f7d03fff iwconfig: eth1 no wireless extensions. eth2 IEEE 802.11abg ESSID:off/any Mode:Managed Access Point: Not-Associated Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off lo no wireless extensions. I am new and excited to start my Ubuntu and Linux life and this is only the first of my few hic cups i am sure! :) Thanks all UPDATE: Report from 2nd answer talon@Black1015E:~$ sudo apt-get remove --purge bcmwl-kernel-source [sudo] password for talon: Reading package lists... Done Building dependency tree Reading state information... Done Package 'bcmwl-kernel-source' is not installed, so not removed 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded. talon@Black1015E:~$ wget http://us.archive.ubuntu.com/ubuntu/pool/restricted/b/bcmwl/bcmwl-kernel-source_5.100.82.112+bdcom-0ubuntu3_amd64.deb --2013-10-22 18:50:32-- http://us.archive.ubuntu.com/ubuntu/pool/restricted/b/bcmwl/bcmwl-kernel-source_5.100.82.112+bdcom-0ubuntu3_amd64.deb Resolving us.archive.ubuntu.com (us.archive.ubuntu.com)... 2001:67c:1562::15, 2001:67c:1562::13, 2001:67c:1562::14, ... Connecting to us.archive.ubuntu.com (us.archive.ubuntu.com)|2001:67c:1562::15|:80... connected. HTTP request sent, awaiting response... 200 OK Length: 1181334 (1.1M) [application/x-debian-package] Saving to: ‘bcmwl-kernel-source_5.100.82.112+bdcom-0ubuntu3_amd64.deb’ 100%[======================================>] 1,181,334 3.37MB/s in 0.3s 2013-10-22 18:50:33 (3.37 MB/s) - ‘bcmwl-kernel-source_5.100.82.112+bdcom-0ubuntu3_amd64.deb’ saved [1181334/1181334] talon@Black1015E:~$ arvh No command 'arvh' found, did you mean: Command 'arch' from package 'coreutils' (main) arvh: command not found talon@Black1015E:~$ arch x86_64 talon@Black1015E:~$ sudo dpkg -i bcmwl*.deb Selecting previously unselected package bcmwl-kernel-source. (Reading database ... 171895 files and directories currently installed.) Unpacking bcmwl-kernel-source (from bcmwl-kernel-source_5.100.82.112+bdcom-0ubuntu3_amd64.deb) ... Setting up bcmwl-kernel-source (5.100.82.112+bdcom-0ubuntu3) ... Loading new bcmwl-5.100.82.112+bdcom DKMS files... First Installation: checking all kernels... Building only for 3.8.0-32-generic Building for architecture x86_64 Building initial module for 3.8.0-32-generic Done. wl: Running module version sanity check. - Original module - No original module exists within this kernel - Installation - Installing to /lib/modules/3.8.0-32-generic/updates/dkms/ depmod........ DKMS: install completed. Error: Module b43 is not currently loaded Error: Module b43legacy is not currently loaded Error: Module ssb is not currently loaded Error: Module bcm43xx is not currently loaded Error: Module brcm80211 is not currently loaded Error: Module brcmfmac is not currently loaded update-initramfs: deferring update (trigger activated) Processing triggers for initramfs-tools ... update-initramfs: Generating /boot/initrd.img-3.8.0-32-generic rebooting now

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  • PowerShell and SMO – be careful how you iterate

    - by Fatherjack
    I’ve yet to have a totally smooth experience with PowerShell and it was late on Friday when I crashed into this problem. I haven’t investigated if this is a generally well understood circumstance and if it is then I apologise for repeating everything. Scenario: I wanted to scan a number of server for many properties, including existing logins and to identify which accounts are bestowed with sysadmin privileges. A great task to pass to PowerShell, so with a heavy heart I started up PowerShellISE and started typing. The script doesn’t come easily to me but I follow the logic of SMO and the properties and methods available with the language so it seemed something I should be able to master. Version #1 of my script. And the results it returns when executed against my home laptop server. These results looked good and for a long time I was concerned with other parts of the script, for all intents and purposes quite happy that this was an accurate assessment of the server. Let’s just review my logic for each step of the code at the top. Lines 1 to 7 just set up our variables and write out the header message Line 8 our first loop, to go through each login on the server Line 10 an inner loop that will assess each role name that each login has been assigned Line 11 a test to see if each role has the name ‘sysadmin’ Line 13 write out the login name with a bright format as it is a sysadmin login Line 17 write out the login name with no formatting It is quite possible that here someone with more PowerShell experience than me will be shouting at their screen pointing at the error I made but to me this made total sense. Until I altered the code, I altered lines 6 and 7 of code above to be: $c = $Svr.Logins.Count write-host “There are $c Logins on the server” This changed my output to look like this: This started alarm bells ringing – there are clearly not 13 logins listed So, let’s see where things are going wrong, edit the script so it looks like this. I’ve highlighted the changes to make Running this code shows me these results Our $n variable should count up by one for each login returned and We are clearly missing some logins. I referenced this list back to Management Studio for my server and see the Logins as below, where there are clearly 13 logins. We see a Login called Annette in SSMS but not in the script results so I opened that up and looked at its properties and it’s server roles in particular. The account has only public access to the server. Inspection of the other logins that the PowerShell script misses out show they too are only members of the public role. Right now I can’t work out whether there is a good reason for this and if it should be expected behaviour or not. Please spend a few minutes to leave a comment if you have an opinion or theory for this. How to get the full list of logins. Clearly I needed to get a full list of the logins so set about reviewing my code to see if there was a better way to iterate through the roles for each login. This is the code that I came up with and I think it is doing everything that I need it to. It gives me the expected results like this: So it seems that the ListMembers() method is the trouble maker in my first versions of the code. I would have expected that ListMembers should return Logins that are only members of the public role, certainly Technet makes no reference to it being left out in it’s Login.ListMembers details. Suffice to say, it’s a lesson learned and I will approach using it with caution in future circumstances.

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  • Drivers for Atheros AR928X?

    - by Pato7
    I am new in Ubuntu and I had a big trouble with wifi. My ubuntu 12.10 doesn't detect my wifi card and I can't toggle the "activate wireless" option on the tasks bar (it is grey). I searched for drivers to make it work, but nothing worked for me. Can anyone give me a hand? Many thanks in advanced! lspci output 00:00.0 Host bridge: Intel Corporation Mobile 4 Series Chipset Memory Controller Hub (rev 07) 00:01.0 PCI bridge: Intel Corporation Mobile 4 Series Chipset PCI Express Graphics Port (rev 07) 00:1a.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #4 (rev 03) 00:1a.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #5 (rev 03) 00:1a.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #6 (rev 03) 00:1a.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #2 (rev 03) 00:1b.0 Audio device: Intel Corporation 82801I (ICH9 Family) HD Audio Controller (rev 03) 00:1c.0 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 1 (rev 03) 00:1c.1 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 2 (rev 03) 00:1c.2 PCI bridge: Intel Corporation 82801I (ICH9 Family) PCI Express Port 3 (rev 03) 00:1d.0 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #1 (rev 03) 00:1d.1 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #2 (rev 03) 00:1d.2 USB controller: Intel Corporation 82801I (ICH9 Family) USB UHCI Controller #3 (rev 03) 00:1d.7 USB controller: Intel Corporation 82801I (ICH9 Family) USB2 EHCI Controller #1 (rev 03) 00:1e.0 PCI bridge: Intel Corporation 82801 Mobile PCI Bridge (rev 93) 00:1f.0 ISA bridge: Intel Corporation ICH9M LPC Interface Controller (rev 03) 00:1f.2 SATA controller: Intel Corporation 82801IBM/IEM (ICH9M/ICH9M-E) 4 port SATA Controller [AHCI mode] (rev 03) 00:1f.3 SMBus: Intel Corporation 82801I (ICH9 Family) SMBus Controller (rev 03) 01:00.0 VGA compatible controller: Advanced Micro Devices [AMD] nee ATI RV710 [Mobility Radeon HD 4500/5100 Series] 01:00.1 Audio device: Advanced Micro Devices [AMD] nee ATI RV710/730 HDMI Audio [Radeon HD 4000 series] 02:00.0 Ethernet controller: Marvell Technology Group Ltd. 88E8057 PCI-E Gigabit Ethernet Controller (rev 10) 03:00.0 Network controller: Atheros Communications Inc. AR928X Wireless Network Adapter (PCI-Express) (rev 01) 0c:03.0 FireWire (IEEE 1394): Ricoh Co Ltd R5C832 IEEE 1394 Controller (rev 05) 0c:03.1 SD Host controller: Ricoh Co Ltd R5C822 SD/SDIO/MMC/MS/MSPro Host Adapter (rev 22) 0c:03.2 System peripheral: Ricoh Co Ltd R5C592 Memory Stick Bus Host Adapter (rev 12) lshw -c network output *-network descripción: Ethernet interface producto: 88E8057 PCI-E Gigabit Ethernet Controller fabricante: Marvell Technology Group Ltd. id físico: 0 información del bus: pci@0000:02:00.0 nombre lógico: eth0 versión: 10 serie: 00:24:be:83:b2:4f tamaño: 100Mbit/s capacidad: 1Gbit/s anchura: 64 bits reloj: 33MHz capacidades: pm msi pciexpress bus_master cap_list rom ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuración: autonegotiation=on broadcast=yes driver=sky2 driverversion=1.30 duplex=full ip=192.168.1.123 latency=0 link=yes multicast=yes port=twisted pair speed=100Mbit/s recursos: irq:45 memoria:d3520000-d3523fff ioport:c000(size=256) memoria:d3500000-d351ffff *-network DESACTIVADO descripción: Interfaz inalámbrica producto: AR928X Wireless Network Adapter (PCI-Express) fabricante: Atheros Communications Inc. id físico: 0 información del bus: pci@0000:03:00.0 nombre lógico: wlan0 versión: 01 serie: 2c:81:58:e6:b6:03 anchura: 64 bits reloj: 33MHz capacidades: pm msi pciexpress msix bus_master cap_list ethernet physical wireless configuración: broadcast=yes driver=ath9k driverversion=3.5.0-18-generic firmware=N/A latency=0 link=no multicast=yes wireless=IEEE 802.11bgn recursos: irq:17 memoria:d2100000-d210ffff rfkill list all output 0: phy0: Wireless LAN Soft blocked: yes Hard blocked: yes 1: sony-wifi: Wireless LAN Soft blocked: yes Hard blocked: no

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  • Why Apple’s New SDK Limitation is So Offensive

    - by TStewartDev
    I am not an Apple fanboy, nor have I ever been. However, I have owned a Mac, an iPod, and an iPhone in my lifetime, and for more than a decade, I have defended Apple against the untruths that the haters so enjoy spewing. I encouraged my wife to buy a MacBook when she needed a new laptop two years ago, and I often recommend them to my friends and relatives. I have proudly and happily used my first generation iPhone for nearly three years. Now, for the first time in well over ten years, I find myself ready to swear off Apple and encourage everyone I know to do the same. I was disappointed when Apple wouldn't allow native apps, but I still bought the iPhone. I've stomached their ambiguous app approval process even though it's apparent that Steve may just reject your app because he doesn't like you or feels threatened by you (I'm still lamenting the rejection of the Google Voice app). But, as a developer, I can no longer tolerate Apple's terms and the kind of totalitarian control they indicate Apple wants. In case you are not already familiar, Apple has dictated in their OS 4.0 SDK license agreement (the now infamous Section 3.3.1) that all apps developed for the iPhone must be coded in C, C++, or Objective C, and moreover, that using any cross-compiling platforms is a violation of the agreement. For those of you who aren't developers, let me try to illustrate why this angers those of us who are. Imagine you're a professional writer. You've had articles published in some journals and magazines, and you've got a couple popular books out there, too. You've got an idea for a new book, and so you take it to your publisher. Your publisher agrees that it's a good idea. "But," says the publisher, "we want to hold our books to a tighter standard so that our readers get the experience we want them to have. Therefore, from now on, all our writers may only use words from this list of the 10,000 most common English words. Furthermore, if you cite any other works or quote anyone, they must comply with that same list, or you'll have to rewrite the entire work as well in case our readers want to look up your citation." What do you do? If your work is a children's book, this probably isn't a big deal to you. If it's an autobiography, textbook, or even a novel, though, you're going to have a lot of trouble describing your content with only common words. It's going to take you longer to complete your book, too, since you'll be looking up less common words frequently to see if you can use them. You could always go to another publisher, but this one has the best ability to distribute your book. The next largest distributor can only do a quarter as much. You could abandon the project altogether, but then everyone loses. Isn't this a silly scenario? Who would put such a limitation on writers? Yet this is very much what Apple is doing. They are using their dominant position in the market to coerce developers to write their apps exclusively for the iPhone OS by making it too expensive to write for multiple platforms. It is at least a threefold attack, striking at Adobe who is set to release a compiler that lets Flash source be compiled to iPhone binaries; striking at Google whose Android platform stands the best chance at the moment of providing serious competition to the iPhone; and reinforcing their own strong position by keeping popular apps exclusively to iPhone. And while developers are already very upset about this, the sad fact is that most of us will cave and give in to Apple because consumers don't know any better. They will continue to buy Apple's toy forcing developers to play Apple's maniacal game in order to make any money, at least until Steve Jobs decides he doesn't like them or he intends to release a competing application (bye-bye OpenFeint). Apple has been kept in check on the desktop front by a very dominant Microsoft, but I'm afraid that their success with iPods, iTunes, and iPhones has created a monster that we may have to bear until it is slain by an anti-trust suit or dies with the retirement of Steve Jobs.

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