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  • Monitor your Hard Drive’s Health with Acronis Drive Monitor

    - by Matthew Guay
    Are you worried that your computer’s hard drive could die without any warning?  Here’s how you can keep tabs on it and get the first warning signs of potential problems before you actually lose your critical data. Hard drive failures are one of the most common ways people lose important data from their computers.  As more of our memories and important documents are stored digitally, a hard drive failure can mean the loss of years of work.  Acronis Drive Monitor helps you avert these disasters by warning you at the first signs your hard drive may be having trouble.  It monitors many indicators, including heat, read/write errors, total lifespan, and more. It then notifies you via a taskbar popup or email that problems have been detected.  This early warning lets you know ahead of time that you may need to purchase a new hard drive and migrate your data before it’s too late. Getting Started Head over to the Acronis site to download Drive Monitor (link below).  You’ll need to enter your name and email, and then you can download this free tool. Also, note that the download page may ask if you want to include a trial of their for-pay backup program.  If you wish to simply install the Drive Monitor utility, click Continue without adding. Run the installer when the download is finished.  Follow the prompts and install as normal. Once it’s installed, you can quickly get an overview of your hard drives’ health.  Note that it shows 3 categories: Disk problems, Acronis backup, and Critical Events.  On our computer, we had Seagate DiskWizard, an image backup utility based on Acronis Backup, installed, and Acronis detected it. Drive Monitor stays running in your tray even when the application window is closed.  It will keep monitoring your hard drives, and will alert you if there’s a problem. Find Detailed Information About Your Hard Drives Acronis’ simple interface lets you quickly see an overview of how the drives on your computer are performing.  If you’d like more information, click the link under the description.  Here we see that one of our drives have overheated, so click Show disks to get more information. Now you can select each of your drives and see more information about them.  From the Disk overview tab that opens by default, we see that our drive is being monitored, has been running for a total of 368 days, and that it’s health is good.  However, it is running at 113F, which is over the recommended max of 107F.   The S.M.A.R.T. parameters tab gives us more detailed information about our drive.  Most users wouldn’t know what an accepted value would be, so it also shows the status.  If the value is within the accepted parameters, it will report OK; otherwise, it will show that has a problem in this area. One very interesting piece of information we can see is the total number of Power-On Hours, Start/Stop Count, and Power Cycle Count.  These could be useful indicators to check if you’re considering purchasing a second hand computer.  Simply load this program, and you’ll get a better view of how long it’s been in use. Finally, the Events tab shows each time the program gave a warning.  We can see that our drive, which had been acting flaky already, is routinely overheating even when our other hard drive was running in normal temperature ranges. Monitor Acronis Backups And Critical Errors In addition to monitoring critical stats of your hard drives, Acronis Drive Monitor also keeps up with the status of your backup software and critical events reported by Windows.  You can access these from the front page, or via the links on the left hand sidebar.  If you have any edition of any Acronis Backup product installed, it will show that it was detected.  Note that it can only monitor the backup status of the newest versions of Acronis Backup and True Image. If no Acronis backup software was installed, it will show a warning that the drive may be unprotected and will give you a link to download Acronis backup software.   If you have another backup utility installed that you wish to monitor yourself, click Configure backup monitoring, and then disable monitoring on the drives you’re monitoring yourself. Finally, you can view any detected Critical events from the Critical events tab on the left. Get Emailed When There’s a Problem One of Drive Monitor’s best features is the ability to send you an email whenever there’s a problem.  Since this program can run on any version of Windows, including the Server and Home Server editions, you can use this feature to stay on top of your hard drives’ health even when you’re not nearby.  To set this up, click Options in the top left corner. Select Alerts on the left, and then click the Change settings link to setup your email account. Enter the email address which you wish to receive alerts, and a name for the program.  Then, enter the outgoing mail server settings for your email.  If you have a Gmail account, enter the following information: Outgoing mail server (SMTP): smtp.gmail.com Port: 587 Username and Password: Your gmail address and password Check the Use encryption box, and then select TLS from the encryption options.   It will now send a test message to your email account, so check and make sure it sent ok. Now you can choose to have the program automatically email you when warnings and critical alerts appear, and also to have it send regular disk status reports.   Conclusion Whether you’ve got a brand new hard drive or one that’s seen better days, knowing the real health of your it is one of the best ways to be prepared before disaster strikes.  It’s no substitute for regular backups, but can help you avert problems.  Acronis Drive Monitor is a nice tool for this, and although we wish it wasn’t so centered around their backup offerings, we still found it a nice tool. Link Download Acronis Drive Monitor (registration required) Similar Articles Productive Geek Tips Quick Tip: Change Monitor Timeout From Command LineAnalyze and Manage Hard Drive Space with WinDirStatMonitor CPU, Memory, and Disk IO In Windows 7 with Taskbar MetersDefrag Multiple Hard Drives At Once In WindowsFind Your Missing USB Drive on Windows XP TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Windows 7’s WordPad is Actually Good Greate Image Viewing and Management with Zoner Photo Studio Free Windows Media Player Plus! – Cool WMP Enhancer Get Your Team’s World Cup Schedule In Google Calendar Backup Drivers With Driver Magician TubeSort: YouTube Playlist Organizer

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  • CodePlex Daily Summary for Sunday, April 04, 2010

    CodePlex Daily Summary for Sunday, April 04, 2010New ProjectsAcervo 2 - Gerenciador de coleções: Acervo 2 is a web application developed in ASP.NET 3.5 with Entity Framework, Coolite UI web controls and MySQL database that helps to catalog and ...AssemblyInfo Editor: AssemblyInfo Editor is a small Visual Studio 2010 extension I developed for my personal use mainly for automatically incrementing AssemblyVersion a...CommLine: It's a Command Line Interpreter. At the moment, it's a beta version, so I wait for developers that wanna help meFlowgraph Viewer: The flowgraph viewer enables users to view, build and share flowgraphs for the Crysis-franchise. It's built on Silverlight4, using MEF and Mvvmlight.Hash Calculator: WPF Windows 7 program to compute SHA1 & MD5 hash functions.MediaRSS library for .NET: This is a small set of libraries that allow you to create, read, and write MediaRSS files. By leveraging the syndication model object in .NET this...MEF Visualizer Tool: Helps to see what is going on inside the CompositionContainerone framework for developing asp.net project more elegent、flexible、and testable: if you are familiar with jsf、cdi、scoped javabean and work under asp.net, you may want to support aop and max flexibility and testability , all of ...Picasa Manager: A Silverlight Out Of Browser Application that Helps you manage your PicasaWeb albums in the easyest way possible.SharePhone: Windows Phone 7 library for connecting to SharePoint 2007/2010. Lets you work with SPWeb, SPList, reading/writing strong typed list items, user ...Silverlight Resource Extension: Silverlight Resource Extension. Extension silverlight project for use ResX resources and localize satellite dll.Silverlight Streamgraph: Streamgraph component for SilverlightTFTP Server: Managed TFTP server implementation, written in C#. Supports: - IPv4 and IPv6 - correct retry behavior. - TFTP options: block size, transfer size, a...Virtual UserGroup Video Helpers: This is a project that holds all the tools used by the C4MVC Virtual Usergroup. Tools written in C# and Powershell to automate, Live Meeting, Expr...xBlog: xBlog is a project to build a simple and extensible Blog Engine based on xml and linqXmlCodeEditor: XmlCodeEditor is a Silverlight 4 control based on RichTextControl that creates coloring and intellisense similar to the one in Visual Studio for ed...Zinc Launcher: Zinc Launcher is a simple Windows Media Center plugin that launches Zinc and attempts to manage the windows as seamlessly as possible. In addition ...New ReleasesAcervo 2 - Gerenciador de coleções: Acervo 2 - v1.0: Arquivos para implantação do sistema Acervo2 Aplicação web Web service Smart ClientAssemblyInfo Editor: Beta 1: Initial release of Assembly Info Editor. At this point, it is feature-complete and is relatively stable. There are undoubtedly some bugs to work o...Box2D.XNA: Box2D.XNA r70 Source Code and Solution: This version is synced to changeset 44697. This represents our official port of the C Box2D up to r70 on the Google Code project. With this versi...Boxee Launcher: Boxee Launcher Release 1.0.1.2: Will now stop Media Center playback before launching BoxeeBoxee Launcher: Boxee Launcher Release 1.0.1.3: Added a background window that attempts to display over the desktop and taskbar, and below Boxee and Media Center so that the desktop and taskbar a...CommLine: Beta Version 0.1: First Beta Of the AppCommLine: Source v0.1 Beta: Source Code C of 0.1 beta versionEncrypted Notes: Encrypted Notes 1.6.2: This is the latest version of Encrypted Notes (1.6.2), with general changes and improved randomness for the key generator. It has an installer that...Hash Calculator: HashCalculator: HashCalculator 1.0Hash Calculator: HashCalculator Source code: HashCalculator 1.0Hulu Launcher: Hulu Launcher 1.0.1.3: Added a background window that attempts to display over the desktop and taskbar, and below Hulu and Media Center so that the desktop and taskbar ar...Hulu Launcher: Hulu Launcher Release 1.0.1.2: Hulu Launcher will now stop playback in Media Center before launching Hulu Desktop.Innovative Games: 4.3 - Sprite Effects: Source code download for chapter 4.3 - "Sprite Effects"MediaRSS library for .NET: 0.1: Alpha release. Majority of MediaRSS spec is supported. A small set of unit test / sample code are included. A lightly tested CustomFormatter object...MEF Visualizer Tool: MEF Visualizer Tool 0.1: Help to see what going on in side CompositionContainer Container = new CompositionContainer( new AggregateCatalog( ...Ncqrs Framework - A CQRS framework for .NET: Ncqrs with sample application: This is the first release of the Ncqrs Framework. It contains the Ncqrs source code and a runnable sample application. All the code in this release...Rubik Cube's 3D Silverlight 3.0 Animated Solution: Rubik Cube 3D with Animated Solution: This project is a realization of Silverlight 3.0 Rubik Cube 3D with Animated Solution. The Solution is available for 3x3x3 cube, other features are...Scrabler: scrabler release 0.6.2.5: fixed a bug that werent executed some scriptsSharePhone: SharePhone: Initial release with basic functionality: Open SharePoint webs and subwebs Retrieve lists on SPWeb objects Read metadata/properties on lists ...SharePhone: SharePhone v.1.0.1: Fixed a bug that prevented saving list items to SharePointSharePoint Labs: SPLab4001A-FRA-Level100: SPLab4001A-FRA-Level100 This SharePoint Lab will teach you the first best practice you should apply when writing code with the SharePoint API. Lab ...Silverlight Resource Extension: ResourceExtension (alpha): Alpha version is not stable. Only for review.Silverlight Streamgraph: Port from processing.org: A port from the processing.org streamgraph. Code-heavy with very little XAML involved at this point.Theocratic Ministry School System: TMSS - Ver 1.1.1: What’s New! Added Menu Options 2010 Schedule Access 2007 Runtime There are still many uncompleted items so this is still a conceptual release....Theocratic Ministry School System: TMSS - Ver 1.1.2: Fixed the Schedule Import. Need needs to be tested. Click import button and make sure you can get the 2010 Schedule from the internet.thinktecture Starter STS (Community Edition): StarterSTS v1.0 RTW: Version 1.0 RTWTribe.Cache: Tribe.Cache Alpha - 0.2.0.0: Tribe.Cache Alpha - 0.2.0.0 - Now has sliding and absolute expiration on cache entries. Functional Alpha Release - But do not use in productionTwitterVB - A .NET Twitter Library: TwitterVB-2.3.1: This is mostly a minor release that adds br.st URL shortening to the menu (API key from http://br.st required)Virtu: Virtu 0.8.1: Source Requirements.NET Framework 3.5 with Service Pack 1 Visual Studio 2008 with Service Pack 1, or Visual C# 2008 Express Edition with Service Pa...Visual Studio DSite: Advanced C++ Calculator: An advanced visual c 2008 calculator that can do all your basic operations, plus some advanced mathematical functions. Source Code Only.xnaWebcam: xnaWebcam 0.3: xnaWebcam 0.3 Version 0.3: -ResolutionSet: 400x300 (Default), 800x600, 1024x720 -Settings Window got Icon -Settings Window Changes -DevConsole.cs ...Most Popular ProjectsRawrWBFS ManagerMicrosoft SQL Server Product Samples: DatabaseASP.NET Ajax LibrarySilverlight ToolkitAJAX Control ToolkitWindows Presentation Foundation (WPF)ASP.NETMicrosoft SQL Server Community & SamplesDotNetNuke® Community EditionMost Active ProjectsGraffiti CMSnopCommerce. Open Source online shop e-commerce solution.RawrFacebook Developer ToolkitjQuery Library for SharePoint Web ServicesLINQ to TwitterBlogEngine.NETN2 CMSBase Class LibrariesFarseer Physics Engine

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  • Start a Mapping or Process Flow from OWB Browser

    - by Dong Ruirong
    Basically, we start a Mapping or Process Flow from Oracle Warehouse Builder (OWB) Design Client. But actually we can also start a Mapping or Process Flow from OWB Browser. This paper will introduce the Start Report first and then introduce how to start/rerun a Mapping or Process Flow from OWB Browser. Start Report Start Report is used to start an execution of a Mapping or Process Flow. So there are two kinds of Start Report: Mapping Start Report (See Figure 1) and Process Flow Start Report (See Figure 2). Start Report shows the Mapping or Process Flow identification properties, including latest deployment and latest execution, lists all execution parameters for the Mapping or Process Flow, which were specified by the latest deployment, and assigns parameter default values from the latest deployment specification. You can do a couple of things from Start Report: Sort execution parameters on name, category. Table 1 lists all parameters of a Mapping. Table 2 lists all parameters of a Process Flow. Change values of any input parameter where permitted. For some parameters, selection lists are provided. For example, Mapping’s parameter Audit Level has a selection list. Reset all parameter settings to their default values. Apply basic validation to parameter values before starting an execution. Start the Mapping or Process Flow, which means it is executed immediately. Navigate to Deployment Report for latest deployment details of the Mapping or Process Flow. Navigate to Execution Job Report for latest execution of current Mapping or Process Flow Link to on-link help Warehouse Report Page, Deployment Report, Execution Report, Execution Schedule Report and Execution Summary Report. Figure 1 Mapping Start Report Table 1 Execution Parameters and default values for a Mapping Category Name Mode Input Value System Audit Level In Error Details System Bulk Size In 1000 System Commit Frequency In 1000 System EXECUTE_RESUME_TASK In FALSE System FORCE_RESUME_OPTION In FALSE System Max No of Errors In 50 System NUMBER_OF_TIMES_TO_RETRY In 2 System Operating Mode In Set Based Fail Over to Row Based System PARALLEL_LEVEL In 0 System Procedure Name In main System Purge Group In WB Figure 2 Process Flow Start Report Table 2 Execution Parameters and default values for a Process Flow Category Name Mode Input Value System EVAL_LOCATION In   System Item Key In-Out   System Item Type In PFPKG_1 Start a Mapping or Process Flow To navigate to Start Report, it’s better to login OWB Browser with Control Center option; if not, after logging in OWB Browser, go to Control Center first. Then you can follow the ways introduced in this section to navigate to Start Report. One more thing you need to pay attention to is that you are not allowed to deploy any Mappings and Process Flows from OWB Browser as it’s not supported. So it’s necessary to deploy the Mappings and Process Flows first before starting them from OWB Browser. If you have deployed a Mapping or Process Flow but have not started it, please navigate from Object Summary Report or Deployment Schedule Report to Start Report. 1. Navigating from Object Summary Report to Start Report Open the Object Summary Report to see all deployed Mappings and Process Flows. Click the Mapping Name or Process Flow Name link to see its Deployment Report. Select the Start link in the Available Reports tab for the given Mapping or Process Flow to display a Start Report for the Mapping or Process Flow. The execution parameters have the default deployment-time settings. Change any of the input parameter values as required. Click Start Execution button to execute the Mapping or Process Flow. 2. Navigating from Deployment Schedule Report to Start Report Open the Deployment Schedule Report to see deployment details of Mapping and Process Flow. Expand the project trees to find the deployed Mappings and Process Flows. Click the Mapping Name or Process Flow Name link to see its Deployment Report. Select the Start link in the Available Reports tab for the given Mapping or Process Flow to display a Start Report for the Mapping or Process Flow. The execution parameters have the default deployment-time settings. Change any of the input parameter values as required. Click Start Execution button to execute the Mapping or Process Flow. Re-run a Mapping or Process Flow If you have executed a Mapping or Process Flow, you can navigate from Object Summary Report, Deployment Schedule Report, Execution Summary Report or Execution Schedule Report to Start Report. 1. Navigating from the Execution Summary Report to Start Report Open the Execution Summary Report to see all execution jobs including Mapping jobs and Process Flow jobs. Click on the Mapping Name or Process Flow Name to see its Execution Report. Select the Start link in the Available Reports tab for the given Mapping or Process Flow to display a Start Report for the Mapping or Process Flow. The execution parameters have the default deployment-time settings. Change any of the input parameter values as required. Click Start Execution button to execute the Mapping or Process Flow. 2. Navigating from the Execution Schedule Report to Start Report Open the Execution Schedule Report to see list of all executions of Mapping and Process Flow. Click on the Mapping Name or Process Flow Name to see its Execution Report. Select the Start link in the Available Reports tab for the given Mapping or Process Flow to display a Start Report for the Mapping or Process Flow. The execution parameters have the default deployment-time settings. Change any of the input parameter values as required. Click Start Execution button to execute the Mapping or Process Flow. If the execution of a Mapping or Process Flow is successful, you will see this message from the Start Report: Start Execution request successful. (See Figure 3) Figure 3 Execution Result You can also confirm the execution of the Mapping or Process Flow by referring to Execution Report of the current Mapping or Process Flow by clicking the link in the Available Reports tab for the given Mapping or Process Flow. One new record of execution job details is added to Execution Report of the Mapping or Process Flow which shows the details of the execution such as Start Time, Elapsed Time, Status, the number of records selected, inserted, updated, deleted etc.

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  • Robotic Arm &ndash; Hardware

    - by Szymon Kobalczyk
    This is first in series of articles about project I've been building  in my spare time since last Summer. Actually it all began when I was researching a topic of modeling human motion kinematics in order to create gesture recognition library for Kinect. This ties heavily into motion theory of robotic manipulators so I also glanced at some designs of robotic arms. Somehow I stumbled upon this cool looking open source robotic arm: It was featured on Thingiverse and published by user jjshortcut (Jan-Jaap). Since for some time I got hooked on toying with microcontrollers, robots and other electronics, I decided to give it a try and build it myself. In this post I will describe the hardware build of the arm and in later posts I will be writing about the software to control it. Another reason to build the arm myself was the cost factor. Even small commercial robotic arms are quite expensive – products from Lynxmotion and Dagu look great but both cost around USD $300 (actually there is one cheap arm available but it looks more like a toy to me). In comparison this design is quite cheap. It uses seven hobby grade servos and even the cheapest ones should work fine. The structure is build from a set of laser cut parts connected with few metal spacers (15mm and 47mm) and lots of M3 screws. Other than that you’d only need a microcontroller board to drive the servos. So in total it comes a lot cheaper to build it yourself than buy an of the shelf robotic arm. Oh, and if you don’t like this one there are few more robotic arm projects at Thingiverse (including one by oomlout). Laser cut parts Some time ago I’ve build another robot using laser cut parts so I knew the process already. You can grab the design files in both DXF and EPS format from Thingiverse, and there are also 3D models of each part in STL. Actually the design is split into a second project for the mini servo gripper (there is also a standard servo version available but it won’t fit this arm).  I wanted to make some small adjustments, layout, and add measurements to the parts before sending it for cutting. I’ve looked at some free 2D CAD programs, and finally did all this work using QCad 3 Beta with worked great for me (I also tried LibreCAD but it didn’t work that well). All parts are cut from 4 mm thick material. Because I was worried that acrylic is too fragile and might break, I also ordered another set cut from plywood. In the end I build it from plywood because it was easier to glue (I was told acrylic requires a special glue). Btw. I found a great laser cutter service in Kraków and highly recommend it (www.ebbox.com.pl). It cost me only USD $26 for both sets ($16 acrylic + $10 plywood). Metal parts I bought all the M3 screws and nuts at local hardware store. Make sure to look for nylon lock (nyloc) nuts for the gripper because otherwise it unscrews and comes apart quickly. I couldn’t find local store with metal spacers and had to order them online (you’d need 11 x 47mm and 3 x 15mm). I think I paid less than USD $10 for all metal parts. Servos This arm uses five standards size servos to drive the arm itself, and two micro servos are used on the gripper. Author of the project used Modelcraft RS-2 Servo and Modelcraft ES-05 HT Servo. I had two Futaba S3001 servos laying around, and ordered additional TowerPro SG-5010 standard size servos and TowerPro SG90 micro servos. However it turned out that the SG90 won’t fit in the gripper so I had to replace it with a slightly smaller E-Sky EK2-0508 micro servo. Later it also turned out that Futaba servos make some strange noise while working so I swapped one with TowerPro SG-5010 which has higher torque (8kg / cm). I’ve also bought three servo extension cables. All servos cost me USD $45. Assembly The build process is not difficult but you need to think carefully about order of assembling it. You can do the base and upper arm first. Because two servos in the base are close together you need to put first with one piece of lower arm already connected before you put the second servo. Then you connect the upper arm and finally put the second piece of lower arm to hold it together. Gripper and base require some gluing so think it through too. Make sure to look closely at all the photos on Thingiverse (also other people copies) and read additional posts on jjshortcust’s blog: My mini servo grippers and completed robotic arm  Multiply the robotic arm and electronics Here is also Rob’s copy cut from aluminum My assembled arm looks like this – I think it turned out really nice: Servo controller board The last piece of hardware I needed was an electronic board that would take command from PC and drive all seven servos. I could probably use Arduino for this task, and in fact there are several Arduino servo shields available (for example from Adafruit or Renbotics).  However one problem is that most support only up to six servos, and second that their accuracy is limited by Arduino’s timer frequency. So instead I looked for dedicated servo controller and found a series of Maestro boards from Pololu. I picked the Pololu Mini Maestro 12-Channel USB Servo Controller. It has many nice features including native USB connection, high resolution pulses (0.25µs) with no jitter, built-in speed and acceleration control, and even scripting capability. Another cool feature is that besides servo control, each channel can be configured as either general input or output. So far I’m using seven channels so I still have five available to connect some sensors (for example distance sensor mounted on gripper might be useful). And last but important factor was that they have SDK in .NET – what more I could wish for! The board itself is very small – half of the size of Tic-Tac box. I picked one for about USD $35 in this store. Perhaps another good alternative would be the Phidgets Advanced Servo 8-Motor – but it is significantly more expensive at USD $87.30. The Maestro Controller Driver and Software package includes Maestro Control Center program with lets you immediately configure the board. For each servo I first figured out their move range and set the min/max limits. I played with setting the speed an acceleration values as well. Big issue for me was that there are two servos that control position of lower arm (shoulder joint), and both have to be moved at the same time. This is where the scripting feature of Pololu board turned out very helpful. I wrote a script that synchronizes position of second servo with first one – so now I only need to move one servo and other will follow automatically. This turned out tricky because I couldn’t find simple offset mapping of the move range for each servo – I had to divide it into several sub-ranges and map each individually. The scripting language is bit assembler-like but gets the job done. And there is even a runtime debugging and stack view available. Altogether I’m very happy with the Pololu Mini Maestro Servo Controller, and with this final piece I completed the build and was able to move my arm from the Meastro Control program.   The total cost of my robotic arm was: $10 laser cut parts $10 metal parts $45 servos $35 servo controller ----------------------- $100 total So here you have all the information about the hardware. In next post I’ll start talking about the software that I wrote in Microsoft Robotics Developer Studio 4. Stay tuned!

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  • Using the HTML5 &lt;input type=&quot;file&quot; multiple=&quot;multiple&quot;&gt; Tag in ASP.NET

    - by Rick Strahl
    Per HTML5 spec the <input type="file" /> tag allows for multiple files to be picked from a single File upload button. This is actually a very subtle change that's very useful as it makes it much easier to send multiple files to the server without using complex uploader controls. Please understand though, that even though you can send multiple files using the <input type="file" /> tag, the process of how those files are sent hasn't really changed - there's still no progress information or other hooks that allow you to automatically make for a nicer upload experience without additional libraries or code. For that you will still need some sort of library (I'll post an example in my next blog post using plUpload). All the new features allow for is to make it easier to select multiple images from disk in one operation. Where you might have required many file upload controls before to upload several files, one File control can potentially do the job. How it works To create a file input box that allows with multiple file support you can simply do:<form method="post" enctype="multipart/form-data"> <label>Upload Images:</label> <input type="file" multiple="multiple" name="File1" id="File1" accept="image/*" /> <hr /> <input type="submit" id="btnUpload" value="Upload Images" /> </form> Now when the file open dialog pops up - depending on the browser and whether the browser supports it - you can pick multiple files. Here I'm using Firefox using the thumbnail preview I can easily pick images to upload on a form: Note that I can select multiple images in the dialog all of which get stored in the file textbox. The UI for this can be different in some browsers. For example Chrome displays 3 files selected as text next to the Browse… button when I choose three rather than showing any files in the textbox. Most other browsers display the standard file input box and display the multiple filenames as a comma delimited list in the textbox. Note that you can also specify the accept attribute in the <input> tag, which specifies a mime-type to specify what type of content to allow.Here I'm only allowing images (image/*) and the browser complies by just showing me image files to display. Likewise I could use text/* for all text formats registered on the machine or text/xml to only show XML files (which would include xml,xst,xsd etc.). Capturing Files on the Server with ASP.NET When you upload files to an ASP.NET server there are a couple of things to be aware of. When multiple files are uploaded from a single file control, they are assigned the same name. In other words if I select 3 files to upload on the File1 control shown above I get three file form variables named File1. This means I can't easily retrieve files by their name:HttpPostedFileBase file = Request.Files["File1"]; because there will be multiple files for a given name. The above only selects the first file. Instead you can only reliably retrieve files by their index. Below is an example I use in app to capture a number of images uploaded and store them into a database using a business object and EF 4.2.for (int i = 0; i < Request.Files.Count; i++) { HttpPostedFileBase file = Request.Files[i]; if (file.ContentLength == 0) continue; if (file.ContentLength > App.Configuration.MaxImageUploadSize) { ErrorDisplay.ShowError("File " + file.FileName + " is too large. Max upload size is: " + App.Configuration.MaxImageUploadSize); return View("UploadClassic",model); } var image = new ClassifiedsBusiness.Image(); var ms = new MemoryStream(16498); file.InputStream.CopyTo(ms); image.Entered = DateTime.Now; image.EntryId = model.Entry.Id; image.ContentType = "image/jpeg"; image.ImageData = ms.ToArray(); ms.Seek(0, SeekOrigin.Begin); // resize image if necessary and turn into jpeg Bitmap bmp = Imaging.ResizeImage(ms.ToArray(), App.Configuration.MaxImageWidth, App.Configuration.MaxImageHeight); ms.Close(); ms = new MemoryStream(); bmp.Save(ms,ImageFormat.Jpeg); image.ImageData = ms.ToArray(); bmp.Dispose(); ms.Close(); model.Entry.Images.Add(image); } This works great and also allows you to capture input from multiple input controls if you are dealing with browsers that don't support multiple file selections in the file upload control. The important thing here is that I iterate over the files by index, rather than using a foreach loop over the Request.Files collection. The files collection returns key name strings, rather than the actual files (who thought that was good idea at Microsoft?), and so that isn't going to work since you end up getting multiple keys with the same name. Instead a plain for loop has to be used to loop over all files. Another Option in ASP.NET MVC If you're using ASP.NET MVC you can use the code above as well, but you have yet another option to capture multiple uploaded files by using a parameter for your post action method.public ActionResult Save(HttpPostedFileBase[] file1) { foreach (var file in file1) { if (file.ContentLength < 0) continue; // do something with the file }} Note that in order for this to work you have to specify each posted file variable individually in the parameter list. This works great if you have a single file upload to deal with. You can also pass this in addition to your main model to separate out a ViewModel and a set of uploaded files:public ActionResult Edit(EntryViewModel model,HttpPostedFileBase[] uploadedFile) You can also make the uploaded files part of the ViewModel itself - just make sure you use the appropriate naming for the variable name in the HTML document (since there's Html.FileFor() extension). Browser Support You knew this was coming, right? The feature is really nice, but unfortunately not supported universally yet. Once again Internet Explorer is the problem: No shipping version of Internet Explorer supports multiple file uploads. IE10 supposedly will, but even IE9 does not. All other major browsers - Chrome, Firefox, Safari and Opera - support multi-file uploads in their latest versions. So how can you handle this? If you need to provide multiple file uploads you can simply add multiple file selection boxes and let people either select multiple files with a single upload file box or use multiples. Alternately you can do some browser detection and if IE is used simply show the extra file upload boxes. It's not ideal, but either one of these approaches makes life easier for folks that use a decent browser and leaves you with a functional interface for those that don't. Here's a UI I recently built as an alternate uploader with multiple file upload buttons: I say this is my 'alternate' uploader - for my primary uploader I continue to use an add-in solution. Specifically I use plUpload and I'll discuss how that's implemented in my next post. Although I think that plUpload (and many of the other packaged JavaScript upload solutions) are a better choice especially for large uploads, for simple one file uploads input boxes work well enough. The advantage of this solution is that it's very easy to handle on the server side. Any of the JavaScript controls require special handling for uploads which I'll also discuss in my next post.© Rick Strahl, West Wind Technologies, 2005-2012Posted in HTML5  ASP.NET  MVC   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • MySQL – Scalability on Amazon RDS: Scale out to multiple RDS instances

    - by Pinal Dave
    Today, I’d like to discuss getting better MySQL scalability on Amazon RDS. The question of the day: “What can you do when a MySQL database needs to scale write-intensive workloads beyond the capabilities of the largest available machine on Amazon RDS?” Let’s take a look. In a typical EC2/RDS set-up, users connect to app servers from their mobile devices and tablets, computers, browsers, etc.  Then app servers connect to an RDS instance (web/cloud services) and in some cases they might leverage some read-only replicas.   Figure 1. A typical RDS instance is a single-instance database, with read replicas.  This is not very good at handling high write-based throughput. As your application becomes more popular you can expect an increasing number of users, more transactions, and more accumulated data.  User interactions can become more challenging as the application adds more sophisticated capabilities. The result of all this positive activity: your MySQL database will inevitably begin to experience scalability pressures. What can you do? Broadly speaking, there are four options available to improve MySQL scalability on RDS. 1. Larger RDS Instances – If you’re not already using the maximum available RDS instance, you can always scale up – to larger hardware.  Bigger CPUs, more compute power, more memory et cetera. But the largest available RDS instance is still limited.  And they get expensive. “High-Memory Quadruple Extra Large DB Instance”: 68 GB of memory 26 ECUs (8 virtual cores with 3.25 ECUs each) 64-bit platform High I/O Capacity Provisioned IOPS Optimized: 1000Mbps 2. Provisioned IOPs – You can get provisioned IOPs and higher throughput on the I/O level. However, there is a hard limit with a maximum instance size and maximum number of provisioned IOPs you can buy from Amazon and you simply cannot scale beyond these hardware specifications. 3. Leverage Read Replicas – If your application permits, you can leverage read replicas to offload some reads from the master databases. But there are a limited number of replicas you can utilize and Amazon generally requires some modifications to your existing application. And read-replicas don’t help with write-intensive applications. 4. Multiple Database Instances – Amazon offers a fourth option: “You can implement partitioning,thereby spreading your data across multiple database Instances” (Link) However, Amazon does not offer any guidance or facilities to help you with this. “Multiple database instances” is not an RDS feature.  And Amazon doesn’t explain how to implement this idea. In fact, when asked, this is the response on an Amazon forum: Q: Is there any documents that describe the partition DB across multiple RDS? I need to use DB with more 1TB but exist a limitation during the create process, but I read in the any FAQ that you need to partition database, but I don’t find any documents that describe it. A: “DB partitioning/sharding is not an official feature of Amazon RDS or MySQL, but a technique to scale out database by using multiple database instances. The appropriate way to split data depends on the characteristics of the application or data set. Therefore, there is no concrete and specific guidance.” So now what? The answer is to scale out with ScaleBase. Amazon RDS with ScaleBase: What you get – MySQL Scalability! ScaleBase is specifically designed to scale out a single MySQL RDS instance into multiple MySQL instances. Critically, this is accomplished with no changes to your application code.  Your application continues to “see” one database.   ScaleBase does all the work of managing and enforcing an optimized data distribution policy to create multiple MySQL instances. With ScaleBase, data distribution, transactions, concurrency control, and two-phase commit are all 100% transparent and 100% ACID-compliant, so applications, services and tooling continue to interact with your distributed RDS as if it were a single MySQL instance. The result: now you can cost-effectively leverage multiple MySQL RDS instance to scale out write-intensive workloads to an unlimited number of users, transactions, and data. Amazon RDS with ScaleBase: What you keep – Everything! And how does this change your Amazon environment? 1. Keep your application, unchanged – There is no change your application development life-cycle at all.  You still use your existing development tools, frameworks and libraries.  Application quality assurance and testing cycles stay the same. And, critically, you stay with an ACID-compliant MySQL environment. 2. Keep your RDS value-added services – The value-added services that you rely on are all still available. Amazon will continue to handle database maintenance and updates for you. You can still leverage High Availability via Multi A-Z.  And, if it benefits youra application throughput, you can still use read replicas. 3. Keep your RDS administration – Finally the RDS monitoring and provisioning tools you rely on still work as they did before. With your one large MySQL instance, now split into multiple instances, you can actually use less expensive, smallersmaller available RDS hardware and continue to see better database performance. Conclusion Amazon RDS is a tremendous service, but it doesn’t offer solutions to scale beyond a single MySQL instance. Larger RDS instances get more expensive.  And when you max-out on the available hardware, you’re stuck.  Amazon recommends scaling out your single instance into multiple instances for transaction-intensive apps, but offers no services or guidance to help you. This is where ScaleBase comes in to save the day. It gives you a simple and effective way to create multiple MySQL RDS instances, while removing all the complexities typically caused by “DIY” sharding andwith no changes to your applications . With ScaleBase you continue to leverage the AWS/RDS ecosystem: commodity hardware and value added services like read replicas, multi A-Z, maintenance/updates and administration with monitoring tools and provisioning. SCALEBASE ON AMAZON If you’re curious to try ScaleBase on Amazon, it can be found here – Download NOW. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: MySQL, PostADay, SQL, SQL Authority, SQL Optimization, SQL Performance, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • DHCPv6: Provide IPv6 information in your local network

    Even though IPv6 might not be that important within your local network it might be good to get yourself into shape, and be able to provide some details of your infrastructure automatically to your network clients. This is the second article in a series on IPv6 configuration: Configure IPv6 on your Linux system DHCPv6: Provide IPv6 information in your local network Enabling DNS for IPv6 infrastructure Accessing your web server via IPv6 Piece of advice: This is based on my findings on the internet while reading other people's helpful articles and going through a couple of man-pages on my local system. IPv6 addresses for everyone (in your network) Okay, after setting up the configuration of your local system, it might be interesting to enable all your machines in your network to use IPv6. There are two options to solve this kind of requirement... Either you're busy like a bee and you go around to configure each and every system manually, or you're more the lazy and effective type of network administrator and you prefer to work with Dynamic Host Configuration Protocol (DHCP). Obviously, I'm of the second type. Enabling dynamic IPv6 address assignments can be done with a new or an existing instance of a DHCPd. In case of Ubuntu-based installation this might be isc-dhcp-server. The isc-dhcp-server allows address pooling for IP and IPv6 within the same package, you just have to run to independent daemons for each protocol version. First, check whether isc-dhcp-server is already installed and maybe running your machine like so: $ service isc-dhcp-server6 status In case, that the service is unknown, you have to install it like so: $ sudo apt-get install isc-dhcp-server Please bear in mind that there is no designated installation package for IPv6. Okay, next you have to create a separate configuration file for IPv6 address pooling and network parameters called /etc/dhcp/dhcpd6.conf. This file is not automatically provided by the package, compared to IPv4. Again, use your favourite editor and put the following lines: $ sudo nano /etc/dhcp/dhcpd6.conf authoritative;default-lease-time 14400; max-lease-time 86400;log-facility local7;subnet6 2001:db8:bad:a55::/64 {    option dhcp6.name-servers 2001:4860:4860::8888, 2001:4860:4860::8844;    option dhcp6.domain-search "ios.mu";    range6 2001:db8:bad:a55::100 2001:db8:bad:a55::199;    range6 2001:db8:bad:a55::/64 temporary;} Next, save the file and start the daemon as a foreground process to see whether it is going to listen to requests or not, like so: $ sudo /usr/sbin/dhcpd -6 -d -cf /etc/dhcp/dhcpd6.conf eth0 The parameters are explained quickly as -6 we want to run as a DHCPv6 server, -d we are sending log messages to the standard error descriptor (so you should monitor your /var/log/syslog file, too), and we explicitely want to use our newly created configuration file (-cf). You might also use the command switch -t to test the configuration file prior to running the server. In my case, I ended up with a couple of complaints by the server, especially reporting that the necessary lease file wouldn't exist. So, ensure that the lease file for your IPv6 address assignments is present: $ sudo touch /var/lib/dhcp/dhcpd6.leases$ sudo chown dhcpd:dhcpd /var/lib/dhcp/dhcpd6.leases Now, you should be good to go. Stop your foreground process and try to run the DHCPv6 server as a service on your system: $ sudo service isc-dhcp-server6 startisc-dhcp-server6 start/running, process 15883 Check your log file /var/log/syslog for any kind of problems. Refer to the man-pages of isc-dhcp-server and you might check out Chapter 22.6 of Peter Bieringer's IPv6 Howto. The instructions regarding DHCPv6 on the Ubuntu Wiki are not as complete as expected and it might not be as helpful as this article or Peter's HOWTO. But see for yourself. Does the client get an IPv6 address? Running a DHCPv6 server on your local network surely comes in handy but it has to work properly. The following paragraphs describe briefly how to check the IPv6 configuration of your clients, Linux - ifconfig or ip command First, you have enable IPv6 on your Linux by specifying the necessary directives in the /etc/network/interfaces file, like so: $ sudo nano /etc/network/interfaces iface eth1 inet6 dhcp Note: Your network device might be eth0 - please don't just copy my configuration lines. Then, either restart your network subsystem, or enable the device manually using the dhclient command with IPv6 switch, like so: $ sudo dhclient -6 You would either use the ifconfig or (if installed) the ip command to check the configuration of your network device like so: $ sudo ifconfig eth1eth1      Link encap:Ethernet  HWaddr 00:1d:09:5d:8d:98            inet addr:192.168.160.147  Bcast:192.168.160.255  Mask:255.255.255.0          inet6 addr: 2001:db8:bad:a55::193/64 Scope:Global          inet6 addr: fe80::21d:9ff:fe5d:8d98/64 Scope:Link          UP BROADCAST RUNNING MULTICAST  MTU:1500  Metric:1 Looks good, the client has an IPv6 assignment. Now, let's see whether DNS information has been provided, too. $ less /etc/resolv.conf # Dynamic resolv.conf(5) file for glibc resolver(3) generated by resolvconf(8)#     DO NOT EDIT THIS FILE BY HAND -- YOUR CHANGES WILL BE OVERWRITTENnameserver 2001:4860:4860::8888nameserver 2001:4860:4860::8844nameserver 192.168.1.2nameserver 127.0.1.1search ios.mu Nicely done. Windows - netsh Per description on TechNet the netsh is defined as following: "Netsh is a command-line scripting utility that allows you to, either locally or remotely, display or modify the network configuration of a computer that is currently running. Netsh also provides a scripting feature that allows you to run a group of commands in batch mode against a specified computer. Netsh can also save a configuration script in a text file for archival purposes or to help you configure other servers." And even though TechNet states that it applies to Windows Server (only), it is also available on Windows client operating systems, like Vista, Windows 7 and Windows 8. In order to get or even set information related to IPv6 protocol, we have to switch the netsh interface context prior to our queries. Open a command prompt in Windows and run the following statements: C:\Users\joki>netshnetsh>interface ipv6netsh interface ipv6>show interfaces Select the device index from the Idx column to get more details about the IPv6 address and DNS server information (here: I'm going to use my WiFi device with device index 11), like so: netsh interface ipv6>show address 11 Okay, address information has been provided. Now, let's check the details about DNS and resolving host names: netsh interface ipv6> show dnsservers 11 Okay, that looks good already. Our Windows client has a valid IPv6 address lease with lifetime information and details about the configured DNS servers. Talking about DNS server... Your clients should be able to connect to your network servers via IPv6 using hostnames instead of IPv6 addresses. Please read on about how to enable a local named with IPv6.

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  • SQL SERVER – SSMS: Disk Usage Report

    - by Pinal Dave
    Let us start with humor!  I think we the series on various reports, we come to a logical point. We covered all the reports at server level. This means the reports we saw were targeted towards activities that are related to instance level operations. These are mostly like how a doctor diagnoses a patient. At this point I am reminded of a dialog which I read somewhere: Patient: Doc, It hurts when I touch my head. Doc: Ok, go on. What else have you experienced? Patient: It hurts even when I touch my eye, it hurts when I touch my arms, it even hurts when I touch my feet, etc. Doc: Hmmm … Patient: I feel it hurts when I touch anywhere in my body. Doc: Ahh … now I get it. You need a plaster to your finger John. Sometimes the server level gives an indicator to what is happening in the system, but we need to get to the root cause for a specific database. So, this is the first blog in series where we would start discussing about database level reports. To launch database level reports, expand selected server in Object Explorer, expand the Databases folder, and then right-click any database for which we want to look at reports. From the menu, select Reports, then Standard Reports, and then any of database level reports. In this blog, we would talk about four “disk” reports because they are similar: Disk Usage Disk Usage by Top Tables Disk Usage by Table Disk Usage by Partition Disk Usage This report shows multiple information about the database. Let us discuss them one by one.  We have divided the output into 5 different sections. Section 1 shows the high level summary of the database. It shows the space used by database files (mdf and ldf). Under the hood, the report uses, various DMVs and DBCC Commands, it is using sys.data_spaces and DBCC SHOWFILESTATS. Section 2 and 3 are pie charts. One for data file allocation and another for the transaction log file. Pie chart for “Data Files Space Usage (%)” shows space consumed data, indexes, allocated to the SQL Server database, and unallocated space which is allocated to the SQL Server database but not yet filled with anything. “Transaction Log Space Usage (%)” used DBCC SQLPERF (LOGSPACE) and shows how much empty space we have in the physical transaction log file. Section 4 shows the data from Default Trace and looks at Event IDs 92, 93, 94, 95 which are for “Data File Auto Grow”, “Log File Auto Grow”, “Data File Auto Shrink” and “Log File Auto Shrink” respectively. Here is an expanded view for that section. If default trace is not enabled, then this section would be replaced by the message “Trace Log is disabled” as highlighted below. Section 5 of the report uses DBCC SHOWFILESTATS to get information. Here is the enhanced version of that section. This shows the physical layout of the file. In case you have In-Memory Objects in the database (from SQL Server 2014), then report would show information about those as well. Here is the screenshot taken for a different database, which has In-Memory table. I have highlighted new things which are only shown for in-memory database. The new sections which are highlighted above are using sys.dm_db_xtp_checkpoint_files, sys.database_files and sys.data_spaces. The new type for in-memory OLTP is ‘FX’ in sys.data_space. The next set of reports is targeted to get information about a table and its storage. These reports can answer questions like: Which is the biggest table in the database? How many rows we have in table? Is there any table which has a lot of reserved space but its unused? Which partition of the table is having more data? Disk Usage by Top Tables This report provides detailed data on the utilization of disk space by top 1000 tables within the Database. The report does not provide data for memory optimized tables. Disk Usage by Table This report is same as earlier report with few difference. First Report shows only 1000 rows First Report does order by values in DMV sys.dm_db_partition_stats whereas second one does it based on name of the table. Both of the reports have interactive sort facility. We can click on any column header and change the sorting order of data. Disk Usage by Partition This report shows the distribution of the data in table based on partition in the table. This is so similar to previous output with the partition details now. Here is the query taken from profiler. SELECT row_number() OVER (ORDER BY a1.used_page_count DESC, a1.index_id) AS row_number ,      (dense_rank() OVER (ORDER BY a5.name, a2.name))%2 AS l1 ,      a1.OBJECT_ID ,      a5.name AS [schema] ,       a2.name ,       a1.index_id ,       a3.name AS index_name ,       a3.type_desc ,       a1.partition_number ,       a1.used_page_count * 8 AS total_used_pages ,       a1.reserved_page_count * 8 AS total_reserved_pages ,       a1.row_count FROM sys.dm_db_partition_stats a1 INNER JOIN sys.all_objects a2  ON ( a1.OBJECT_ID = a2.OBJECT_ID) AND a1.OBJECT_ID NOT IN (SELECT OBJECT_ID FROM sys.tables WHERE is_memory_optimized = 1) INNER JOIN sys.schemas a5 ON (a5.schema_id = a2.schema_id) LEFT OUTER JOIN  sys.indexes a3  ON ( (a1.OBJECT_ID = a3.OBJECT_ID) AND (a1.index_id = a3.index_id) ) WHERE (SELECT MAX(DISTINCT partition_number) FROM sys.dm_db_partition_stats a4 WHERE (a4.OBJECT_ID = a1.OBJECT_ID)) >= 1 AND a2.TYPE <> N'S' AND  a2.TYPE <> N'IT' ORDER BY a5.name ASC, a2.name ASC, a1.index_id, a1.used_page_count DESC, a1.partition_number Using all of the above reports, you should be able to get the usage of database files and also space used by tables. I think this is too much disk information for a single blog and I hope you have used them in the past to get data. Do let me know if you found anything interesting using these reports in your environments. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL Tagged: SQL Reports

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  • Service Broker, not ETL

    - by jamiet
    I have been very quiet on this blog of late and one reason for that is I have been very busy on a client project that I would like to talk about a little here. The client that I have been working for has a website that runs on a distributed architecture utilising a messaging infrastructure for communication between different endpoints. My brief was to build a system that could consume these messages and produce analytical information in near-real-time. More specifically I basically had to deliver a data warehouse however it was the real-time aspect of the project that really intrigued me. This real-time requirement meant that using an Extract transformation, Load (ETL) tool was out of the question and so I had no choice but to write T-SQL code (i.e. stored-procedures) to process the incoming messages and load the data into the data warehouse. This concerned me though – I had no way to control the rate at which data would arrive into the system yet we were going to have end-users querying the system at the same time that those messages were arriving; the potential for contention in such a scenario was pretty high and and was something I wanted to minimise as much as possible. Moreover I did not want the processing of data inside the data warehouse to have any impact on the customer-facing website. As you have probably guessed from the title of this blog post this is where Service Broker stepped in! For those that have not heard of it Service Broker is a queuing technology that has been built into SQL Server since SQL Server 2005. It provides a number of features however the one that was of interest to me was the fact that it facilitates asynchronous data processing which, in layman’s terms, means the ability to process some data without requiring the system that supplied the data having to wait for the response. That was a crucial feature because on this project the customer-facing website (in effect an OLTP system) would be calling one of our stored procedures with each message – we did not want to cause the OLTP system to wait on us every time we processed one of those messages. This asynchronous nature also helps to alleviate the contention problem because the asynchronous processing activity is handled just like any other task in the database engine and hence can wait on another task (such as an end-user query). Service Broker it was then! The stored procedure called by the OLTP system would simply put the message onto a queue and we would use a feature called activation to pick each message off the queue in turn and process it into the warehouse. At the time of writing the system is not yet up to full capacity but so far everything seems to be working OK (touch wood) and crucially our users are seeing data in near-real-time. By near-real-time I am talking about latencies of a few minutes at most and to someone like me who is used to building systems that have overnight latencies that is a huge step forward! So then, am I advocating that you all go out and dump your ETL tools? Of course not, no! What this project has taught me though is that in certain scenarios there may be better ways to implement a data warehouse system then the traditional “load data in overnight” approach that we are all used to. Moreover I have really enjoyed getting to grips with a new technology and even if you don’t want to use Service Broker you might want to consider asynchronous messaging architectures for your BI/data warehousing solutions in the future. This has been a very high level overview of my use of Service Broker and I have deliberately left out much of the minutiae of what has been a very challenging implementation. Nonetheless I hope I have caused you to reflect upon your own approaches to BI and question whether other approaches may be more tenable. All comments and questions gratefully received! Lastly, if you have never used Service Broker before and want to kick the tyres I have provided below a very simple “Service Broker Hello World” script that will create all of the objects required to facilitate Service Broker communications and then send the message “Hello World” from one place to anther! This doesn’t represent a “proper” implementation per se because it doesn’t close down down conversation objects (which you should always do in a real-world scenario) but its enough to demonstrate the capabilities! @Jamiet ----------------------------------------------------------------------------------------------- /*This is a basic Service Broker Hello World app. Have fun! -Jamie */ USE MASTER GO CREATE DATABASE SBTest GO --Turn Service Broker on! ALTER DATABASE SBTest SET ENABLE_BROKER GO USE SBTest GO -- 1) we need to create a message type. Note that our message type is -- very simple and allowed any type of content CREATE MESSAGE TYPE HelloMessage VALIDATION = NONE GO -- 2) Once the message type has been created, we need to create a contract -- that specifies who can send what types of messages CREATE CONTRACT HelloContract (HelloMessage SENT BY INITIATOR) GO --We can query the metadata of the objects we just created SELECT * FROM   sys.service_message_types WHERE name = 'HelloMessage'; SELECT * FROM   sys.service_contracts WHERE name = 'HelloContract'; SELECT * FROM   sys.service_contract_message_usages WHERE  service_contract_id IN (SELECT service_contract_id FROM sys.service_contracts WHERE name = 'HelloContract') AND        message_type_id IN (SELECT message_type_id FROM sys.service_message_types WHERE name = 'HelloMessage'); -- 3) The communication is between two endpoints. Thus, we need two queues to -- hold messages CREATE QUEUE SenderQueue CREATE QUEUE ReceiverQueue GO --more querying metatda SELECT * FROM sys.service_queues WHERE name IN ('SenderQueue','ReceiverQueue'); --we can also select from the queues as if they were tables SELECT * FROM SenderQueue   SELECT * FROM ReceiverQueue   -- 4) Create the required services and bind them to be above created queues CREATE SERVICE Sender   ON QUEUE SenderQueue CREATE SERVICE Receiver   ON QUEUE ReceiverQueue (HelloContract) GO --more querying metadata SELECT * FROM sys.services WHERE name IN ('Receiver','Sender'); -- 5) At this point, we can begin the conversation between the two services by -- sending messages DECLARE @conversationHandle UNIQUEIDENTIFIER DECLARE @message NVARCHAR(100) BEGIN   BEGIN TRANSACTION;   BEGIN DIALOG @conversationHandle         FROM SERVICE Sender         TO SERVICE 'Receiver'         ON CONTRACT HelloContract WITH ENCRYPTION=OFF   -- Send a message on the conversation   SET @message = N'Hello, World';   SEND  ON CONVERSATION @conversationHandle         MESSAGE TYPE HelloMessage (@message)   COMMIT TRANSACTION END GO --check contents of queues SELECT * FROM SenderQueue   SELECT * FROM ReceiverQueue   GO -- Receive a message from the queue RECEIVE CONVERT(NVARCHAR(MAX), message_body) AS MESSAGE FROM ReceiverQueue GO --If no messages were received and/or you can't see anything on the queues you may wish to check the following for clues: SELECT * FROM sys.transmission_queue -- Cleanup DROP SERVICE Sender DROP SERVICE Receiver DROP QUEUE SenderQueue DROP QUEUE ReceiverQueue DROP CONTRACT HelloContract DROP MESSAGE TYPE HelloMessage GO USE MASTER GO DROP DATABASE SBTest GO

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  • Reg Gets a Job at Red Gate (and what happens behind the scenes)

    - by red(at)work
    Mr Reg Gater works at one of Cambridge’s many high-tech companies. He doesn’t love his job, but he puts up with it because... well, it could be worse. Every day he drives to work around the Red Gate roundabout, wondering what his boss is going to blame him for today, and wondering if there could be a better job out there for him. By late morning he already feels like handing his notice in. He got the hacky look from his boss for being 5 minutes late, and then they ran out of tea. Again. He goes to the local sandwich shop for lunch, and picks up a Red Gate job menu and a Book of Red Gate while he’s waiting for his order. That night, he goes along to Cambridge Geek Nights and sees some very enthusiastic Red Gaters talking about the work they do; it sounds interesting and, of all things, fun. He takes a quick look at the job vacancies on the Red Gate website, and an hour later realises he’s still there – looking at videos, photos and people profiles. He especially likes the Red Gate’s Got Talent page, and is very impressed with Simon Johnson’s marathon time. He thinks that he’d quite like to work with such awesome people. It just so happens that Red Gate recently decided that they wanted to hire another hot shot team member. Behind the scenes, the wheels were set in motion: the recruitment team met with the hiring manager to understand exactly what they’re looking for, and to decide what interview tests to do, who will do the interviews, and to kick-start any interview training those people might need. Next up, a job description and job advert were written, and the job was put on the market. Reg applies, and his CV lands in the Recruitment team’s inbox and they open it up with eager anticipation that Reg could be the next awesome new starter. He looks good, and in a jiffy they’ve arranged an interview. Reg arrives for his interview, and is greeted by a smiley receptionist. She offers him a selection of drinks and he feels instantly relaxed. A couple of interviews and an assessment later, he gets a job offer. We make his day and he makes ours by accepting, and becoming one of the 60 new starters so far this year. Behind the scenes, things start moving all over again. The HR team arranges for a “Welcome” goodie box to be whisked out to him, prepares his contract, sends an email to Information Services (Or IS for short - we’ll come back to them), keeps in touch with Reg to make sure he knows what to expect on his first day, and of course asks him to fill in the all-important wiki questionnaire so his new colleagues can start to get to know him before he even joins. Meanwhile, the IS team see an email in SupportWorks from HR. They see that Reg will be starting in the sales team in a few days’ time, and they know exactly what to do. They pull out a new machine, and within minutes have used their automated deployment software to install every piece of software that a new recruit could ever need. They also check with Reg’s new manager to see if he has any special requirements that they could help with. Reg starts and is amazed to find a fully configured machine sitting on his desk, complete with stationery and all the other tools he’ll need to do his job. He feels even more cared for after he gets a workstation assessment, and realises he’d be comfier with an ergonomic keyboard and a footstool. They arrive minutes later, just like that. His manager starts him off on his induction and sales training. Along with job-specific training, he’ll also have a buddy to help him find his feet, and loads of pre-arranged demos and introductions. Reg settles in nicely, and is great at his job. He enjoys the canteen, and regularly eats one of the 40,000 meals provided each year. He gets used to the selection of teas that are available, develops a taste for champagne launch parties, and has his fair share of the 25,000 cups of coffee downed at Red Gate towers each year. He goes along to some Feel Good Fund events, and donates a little something to charity in exchange for a turn on the chocolate fountain. He’s looking a little scruffy, so he decides to get his hair cut in between meetings, just in time for the Red Gate birthday company photo. Reg starts a new project: identifying existing customers to up-sell to new bundles. He talks with the web team to generate lists of qualifying customers who haven’t recently been sent marketing emails, and sends emails out, using a new in-house developed tool to schedule follow-up calls in CRM for the same group. The customer responds, saying they’d like to upgrade but are having a licensing problem – Reg sends the issue to Support, and it gets routed to the web team. The team identifies a workaround, and the bug gets scheduled into the next maintenance release in a fortnight’s time (hey; they got lucky). With all the new stuff Reg is working on, he realises that he’d be way more efficient if he had a third monitor. He speaks to IS and they get him one - no argument. He also needs a test machine and then some extra memory. Done. He then thinks he needs an iPad, and goes to ask for one. He gets told to stop pushing his luck. Some time later, Reg’s wife has a baby, so Reg gets 2 weeks of paid paternity leave and a bunch of flowers sent to his house. He signs up to the childcare scheme so that he doesn’t have to pay National Insurance on the first £243 of his childcare. The accounts team makes it all happen seamlessly, as they did with his Give As You Earn payments, which come out of his wages and go straight to his favorite charity. Reg’s sales career is going well. He’s grateful for the help that he gets from the product support team. How do they answer all those 900-ish support calls so effortlessly each month? He’s impressed with the patches that are sent out to customers who find “interesting behavior” in their tools, and to the customers who just must have that new feature. A little later in his career at Red Gate, Reg decides that he’d like to learn about management. He goes on some management training specially customised for Red Gate, joins the Management Book Club, and gets together with other new managers to brainstorm how to get the most out of one to one meetings with his team. Reg decides to go for a game of Foosball to celebrate his good fortune with his team, and has to wait for Finance to finish. While he’s waiting, he reflects on the wonderful time he’s had at Red Gate. He can’t put his finger on what it is exactly, but he knows he’s on to a good thing. All of the stuff that happened to Reg didn’t just happen magically. We’ve got teams of people working relentlessly behind the scenes to make sure that everyone here is comfortable, safe, well fed and caffeinated to the max.

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  • J2EE Applications, SPARC T4, Solaris Containers, and Resource Pools

    - by user12620111
    I've obtained a substantial performance improvement on a SPARC T4-2 Server running a J2EE Application Server Cluster by deploying the cluster members into Oracle Solaris Containers and binding those containers to cores of the SPARC T4 Processor. This is not a surprising result, in fact, it is consistent with other results that are available on the Internet. See the "references", below, for some examples. Nonetheless, here is a summary of my configuration and results. (1.0) Before deploying a J2EE Application Server Cluster into a virtualized environment, many decisions need to be made. I'm not claiming that all of the decisions that I have a made will work well for every environment. In fact, I'm not even claiming that all of the decisions are the best possible for my environment. I'm only claiming that of the small sample of configurations that I've tested, this is the one that is working best for me. Here are some of the decisions that needed to be made: (1.1) Which virtualization option? There are several virtualization options and isolation levels that are available. Options include: Hard partitions:  Dynamic Domains on Sun SPARC Enterprise M-Series Servers Hypervisor based virtualization such as Oracle VM Server for SPARC (LDOMs) on SPARC T-Series Servers OS Virtualization using Oracle Solaris Containers Resource management tools in the Oracle Solaris OS to control the amount of resources an application receives, such as CPU cycles, physical memory, and network bandwidth. Oracle Solaris Containers provide the right level of isolation and flexibility for my environment. To borrow some words from my friends in marketing, "The SPARC T4 processor leverages the unique, no-cost virtualization capabilities of Oracle Solaris Zones"  (1.2) How to associate Oracle Solaris Containers with resources? There are several options available to associate containers with resources, including (a) resource pool association (b) dedicated-cpu resources and (c) capped-cpu resources. I chose to create resource pools and associate them with the containers because I wanted explicit control over the cores and virtual processors.  (1.3) Cluster Topology? Is it best to deploy (a) multiple application servers on one node, (b) one application server on multiple nodes, or (c) multiple application servers on multiple nodes? After a few quick tests, it appears that one application server per Oracle Solaris Container is a good solution. (1.4) Number of cluster members to deploy? I chose to deploy four big 64-bit application servers. I would like go back a test many 32-bit application servers, but that is left for another day. (2.0) Configuration tested. (2.1) I was using a SPARC T4-2 Server which has 2 CPU and 128 virtual processors. To understand the physical layout of the hardware on Solaris 10, I used the OpenSolaris psrinfo perl script available at http://hub.opensolaris.org/bin/download/Community+Group+performance/files/psrinfo.pl: test# ./psrinfo.pl -pv The physical processor has 8 cores and 64 virtual processors (0-63) The core has 8 virtual processors (0-7)   The core has 8 virtual processors (8-15)   The core has 8 virtual processors (16-23)   The core has 8 virtual processors (24-31)   The core has 8 virtual processors (32-39)   The core has 8 virtual processors (40-47)   The core has 8 virtual processors (48-55)   The core has 8 virtual processors (56-63)     SPARC-T4 (chipid 0, clock 2848 MHz) The physical processor has 8 cores and 64 virtual processors (64-127)   The core has 8 virtual processors (64-71)   The core has 8 virtual processors (72-79)   The core has 8 virtual processors (80-87)   The core has 8 virtual processors (88-95)   The core has 8 virtual processors (96-103)   The core has 8 virtual processors (104-111)   The core has 8 virtual processors (112-119)   The core has 8 virtual processors (120-127)     SPARC-T4 (chipid 1, clock 2848 MHz) (2.2) The "before" test: without processor binding. I started with a 4-member cluster deployed into 4 Oracle Solaris Containers. Each container used a unique gigabit Ethernet port for HTTP traffic. The containers shared a 10 gigabit Ethernet port for JDBC traffic. (2.3) The "after" test: with processor binding. I ran one application server in the Global Zone and another application server in each of the three non-global zones (NGZ):  (3.0) Configuration steps. The following steps need to be repeated for all three Oracle Solaris Containers. (3.1) Stop AppServers from the BUI. (3.2) Stop the NGZ. test# ssh test-z2 init 5 (3.3) Enable resource pools: test# svcadm enable pools (3.4) Create the resource pool: test# poolcfg -dc 'create pool pool-test-z2' (3.5) Create the processor set: test# poolcfg -dc 'create pset pset-test-z2' (3.6) Specify the maximum number of CPU's that may be addd to the processor set: test# poolcfg -dc 'modify pset pset-test-z2 (uint pset.max=32)' (3.7) bash syntax to add Virtual CPUs to the processor set: test# (( i = 64 )); while (( i < 96 )); do poolcfg -dc "transfer to pset pset-test-z2 (cpu $i)"; (( i = i + 1 )) ; done (3.8) Associate the resource pool with the processor set: test# poolcfg -dc 'associate pool pool-test-z2 (pset pset-test-z2)' (3.9) Tell the zone to use the resource pool that has been created: test# zonecfg -z test-z1 set pool=pool-test-z2 (3.10) Boot the Oracle Solaris Container test# zoneadm -z test-z2 boot (3.11) Save the configuration to /etc/pooladm.conf test# pooladm -s (4.0) Results. Using the resource pools improves both throughput and response time: (5.0) References: System Administration Guide: Oracle Solaris Containers-Resource Management and Oracle Solaris Zones Capitalizing on large numbers of processors with WebSphere Portal on Solaris WebSphere Application Server and T5440 (Dileep Kumar's Weblog)  http://www.brendangregg.com/zones.html Reuters Market Data System, RMDS 6 Multiple Instances (Consolidated), Performance Test Results in Solaris, Containers/Zones Environment on Sun Blade X6270 by Amjad Khan, 2009.

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  • OpenGL font rendering

    - by DEElekgolo
    I am trying to make an openGL text rendering class using FreeType. I was originally following this code but it doesn't seem to work out for me. I get nothing reguardless of what parameters I put for Draw(). class Font { public: Font() { if (FT_Init_FreeType(&ftLibrary)) { printf("Could not initialize FreeType library\n"); return; } glGenBuffers(1,&iVerts); } bool Load(std::string sFont, unsigned int Size = 12.0f) { if (FT_New_Face(ftLibrary,sFont.c_str(),0,&ftFace)) { printf("Could not open font: %s\n",sFont.c_str()); return true; } iSize = Size; FT_Set_Pixel_Sizes(ftFace,0,(int)iSize); FT_GlyphSlot gGlyph = ftFace->glyph; //Generating the texture atlas. //Rather than some amazing rectangular packing method, I'm just going //to have one long strip of letters with the height being that of the font size. int width = 0; int height = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { printf("Error rendering letter %c for font %s.\n",i,sFont.c_str()); } width += gGlyph->bitmap.width; height += std::max(height,gGlyph->bitmap.rows); } //Generate the openGL texture glActiveTexture(GL_TEXTURE0); //if I texture exists then delete it. iTexture ? glDeleteBuffers(1,&iTexture):0; glGenTextures(1,&iTexture); glBindTexture(GL_TEXTURE_2D,iTexture); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glTexImage2D(GL_TEXTURE_2D,0,GL_ALPHA,width,height,0,GL_ALPHA,GL_UNSIGNED_BYTE,0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //load the glyphs and set the glyph data int x = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { //if it cant load the character continue; } //load the glyph map into the texture glTexSubImage2D(GL_TEXTURE_2D,0,x,0, gGlyph->bitmap.width, gGlyph->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, gGlyph->bitmap.buffer); //move the "pen" down the strip x += gGlyph->bitmap.width; chars[i].ax = (float)(gGlyph->advance.x >> 6); chars[i].ay = (float)(gGlyph->advance.y >> 6); chars[i].bw = (float)gGlyph->bitmap.width; chars[i].bh = (float)gGlyph->bitmap.rows; chars[i].bl = (float)gGlyph->bitmap_left; chars[i].bt = (float)gGlyph->bitmap_top; chars[i].tx = (float)x/width; } printf("Loaded font: %s\n",sFont.c_str()); return true; } void Draw(std::string sString,Vector2f vPos = Vector2f(0,0),Vector2f vScale = Vector2f(1,1)) { struct pPoint { pPoint() { x = y = s = t = 0; } pPoint(float a,float b,float c,float d) { x = a; y = b; s = c; t = d; } float x,y; float s,t; }; pPoint* cCoordinates = new pPoint[6*sString.length()]; int n = 0; for (const char *p = sString.c_str(); *p; p++) { float x2 = vPos.x() + chars[*p].bl * vScale.x(); float y2 = -vPos.y() - chars[*p].bt * vScale.y(); float w = chars[*p].bw * vScale.x(); float h = chars[*p].bh * vScale.y(); float x = vPos.x() + chars[*p].ax * vScale.x(); float y = vPos.y() + chars[*p].ay * vScale.y(); //skip characters with no pixels //still advances though if (!w || !h) { continue; } //triangle one cCoordinates[n++] = pPoint( x2 , -y2 , chars[*p].tx , 0); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2-h , chars[*p].tx + chars[*p].bw / w , chars[*p].bh / h); } glBindBuffer(GL_ARRAY_BUFFER,iVerts); glBindBuffer(GL_TEXTURE_2D,iTexture); //Vertices glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].x); //TexCoord 0 glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].s); glCullFace(GL_NONE); glBufferData(GL_ARRAY_BUFFER,6*sString.length(),cCoordinates,GL_DYNAMIC_DRAW); glDrawArrays(GL_TRIANGLES,0,n); glCullFace(GL_BACK); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_TEXTURE_2D,0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } ~Font() { glDeleteBuffers(1,&iVerts); glDeleteBuffers(1,&iTexture); } private: unsigned int iSize; //openGL texture atlas unsigned int iTexture; //openGL geometry buffer; unsigned int iVerts; FT_Library ftLibrary; FT_Face ftFace; struct Character { float ax,ay;//Advance float bw,bh;//bitmap size float bl,bt;//bitmap left and top float tx; } chars[128]; };

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  • How to configure TATA Photon+ EC1261 HUAWEI

    - by user3215
    I'm running ubuntu 10.04. I have a newly purchased TATA Photon+ Internet connection which supports Windows and Mac. On the Internet I found a article saying that it could be configured on Linux. I followed the steps to install it on Ubuntu from this link. I am still not able to get online, and need some help. Also, it is very slow, but I was told that I would see speeds up to 3.1MB. I dont have wvdial installed and cannot install it from apt as I'm not connected to internet Booting from windows I dowloaded "wvdial" .deb package and tried to install on ubuntu but it's ended with dependency problem. Automatically, don't know how, I got connected to internet only for once. Immediately I installed wvdial package after this I followed the tutorials(I could not browse and upload the files here) . From then it's showing that the device is connected in the network connections but no internet connection. Once I disable the device, it won't show as connected again and I'll have to restart my system. Sometimes the device itself not detected(wondering if there is any command to re-read the all devices). output of wvdialconf /etc/wvdial.cof: #wvdialconf /etc/wvdial.conf Editing `/etc/wvdial.conf'. Scanning your serial ports for a modem. ttyS0<*1>: ATQ0 V1 E1 -- failed with 2400 baud, next try: 9600 baud ttyS0<*1>: ATQ0 V1 E1 -- failed with 9600 baud, next try: 115200 baud ttyS0<*1>: ATQ0 V1 E1 -- and failed too at 115200, giving up. Modem Port Scan<*1>: S1 S2 S3 WvModem<*1>: Cannot get information for serial port. ttyUSB0<*1>: ATQ0 V1 E1 -- failed with 2400 baud, next try: 9600 baud ttyUSB0<*1>: ATQ0 V1 E1 -- failed with 9600 baud, next try: 9600 baud ttyUSB0<*1>: ATQ0 V1 E1 -- and failed too at 115200, giving up. WvModem<*1>: Cannot get information for serial port. ttyUSB1<*1>: ATQ0 V1 E1 -- failed with 2400 baud, next try: 9600 baud ttyUSB1<*1>: ATQ0 V1 E1 -- failed with 9600 baud, next try: 9600 baud ttyUSB1<*1>: ATQ0 V1 E1 -- and failed too at 115200, giving up. WvModem<*1>: Cannot get information for serial port. ttyUSB2<*1>: ATQ0 V1 E1 -- OK ttyUSB2<*1>: ATQ0 V1 E1 Z -- OK ttyUSB2<*1>: ATQ0 V1 E1 S0=0 -- OK ttyUSB2<*1>: ATQ0 V1 E1 S0=0 &C1 -- OK ttyUSB2<*1>: ATQ0 V1 E1 S0=0 &C1 &D2 -- OK ttyUSB2<*1>: ATQ0 V1 E1 S0=0 &C1 &D2 +FCLASS=0 -- OK ttyUSB2<*1>: Modem Identifier: ATI -- Manufacturer: +GMI: HUAWEI TECHNOLOGIES CO., LTD ttyUSB2<*1>: Speed 9600: AT -- OK ttyUSB2<*1>: Max speed is 9600; that should be safe. ttyUSB2<*1>: ATQ0 V1 E1 S0=0 &C1 &D2 +FCLASS=0 -- OK Found a modem on /dev/ttyUSB2. Modem configuration written to /etc/wvdial.conf. ttyUSB2<Info>: Speed 9600; init "ATQ0 V1 E1 S0=0 &C1 &D2 +FCLASS=0" output of wvdial: #wvdial --> WvDial: Internet dialer version 1.60 --> Cannot get information for serial port. --> Initializing modem. --> Sending: ATZ ATZ OK --> Sending: ATQ0 V1 E1 S0=0 &C1 &D2 +FCLASS=0 ATQ0 V1 E1 S0=0 &C1 &D2 +FCLASS=0 OK --> Sending: AT+CRM=1 AT+CRM=1 OK --> Modem initialized. --> Sending: ATDT#777 --> Waiting for carrier. ATDT#777 CONNECT --> Carrier detected. Starting PPP immediately. --> Starting pppd at Sat Oct 16 15:30:47 2010 --> Pid of pppd: 5681 --> Using interface ppp0 --> pppd: (u;[08]@s;[08]`{;[08] --> pppd: (u;[08]@s;[08]`{;[08] --> pppd: (u;[08]@s;[08]`{;[08] --> pppd: (u;[08]@s;[08]`{;[08] --> pppd: (u;[08]@s;[08]`{;[08] --> pppd: (u;[08]@s;[08]`{;[08] --> local IP address 14.96.147.104 --> pppd: (u;[08]@s;[08]`{;[08] --> remote IP address 172.29.161.223 --> pppd: (u;[08]@s;[08]`{;[08] --> primary DNS address 121.40.152.90 --> pppd: (u;[08]@s;[08]`{;[08] --> secondary DNS address 121.40.152.100 --> pppd: (u;[08]@s;[08]`{;[08] Output of log message /var/log/messages: Oct 16 15:29:44 avyakta-desktop pppd[5119]: secondary DNS address 121.242.190.180 Oct 16 15:29:58 desktop pppd[5119]: Terminating on signal 15 Oct 16 15:29:58 desktop pppd[5119]: Connect time 0.3 minutes. Oct 16 15:29:58 desktop pppd[5119]: Sent 0 bytes, received 177 bytes. Oct 16 15:29:58 desktop pppd[5119]: Connection terminated. Oct 16 15:30:47 desktop pppd[5681]: pppd 2.4.5 started by root, uid 0 Oct 16 15:30:47 desktop pppd[5681]: Using interface ppp0 Oct 16 15:30:47 desktop pppd[5681]: Connect: ppp0 <--> /dev/ttyUSB2 Oct 16 15:30:47 desktop pppd[5681]: CHAP authentication succeeded Oct 16 15:30:47 desktop pppd[5681]: CHAP authentication succeeded Oct 16 15:30:48 desktop pppd[5681]: local IP address 14.96.147.104 Oct 16 15:30:48 desktop pppd[5681]: remote IP address 172.29.161.223 Oct 16 15:30:48 desktop pppd[5681]: primary DNS address 121.40.152.90 Oct 16 15:30:48 desktop pppd[5681]: secondary DNS address 121.40.152.100 EDIT 1 : I tried the following sudo stop network-manager sudo killall modem-manager sudo /usr/sbin/modem-manager --debug > ~/mm.log 2>&1 & sudo /usr/sbin/NetworkManager --no-daemon > ~/nm.log 2>&1 & Output of mm.log: #vim ~/mm.log: ** Message: Loaded plugin Option High-Speed ** Message: Loaded plugin Option ** Message: Loaded plugin Huawei ** Message: Loaded plugin Longcheer ** Message: Loaded plugin AnyData ** Message: Loaded plugin ZTE ** Message: Loaded plugin Ericsson MBM ** Message: Loaded plugin Sierra ** Message: Loaded plugin Generic ** Message: Loaded plugin Gobi ** Message: Loaded plugin Novatel ** Message: Loaded plugin Nokia ** Message: Loaded plugin MotoC Output of nm.log: #vim ~/nm.log: NetworkManager: <info> starting... NetworkManager: <info> modem-manager is now available NetworkManager: SCPlugin-Ifupdown: init! NetworkManager: SCPlugin-Ifupdown: update_system_hostname NetworkManager: SCPluginIfupdown: guessed connection type (eth0) = 802-3-ethernet NetworkManager: SCPlugin-Ifupdown: update_connection_setting_from_if_block: name:eth0, type:802-3-ethernet, id:Ifupdown (eth0), uuid: 681b428f-beaf-8932-dce4-678ed5bae28e NetworkManager: SCPlugin-Ifupdown: addresses count: 1 NetworkManager: SCPlugin-Ifupdown: No dns-nameserver configured in /etc/network/interfaces NetworkManager: nm-ifupdown-connection.c.119 - invalid connection read from /etc/network/interfaces: (1) addresses NetworkManager: SCPluginIfupdown: management mode: unmanaged NetworkManager: SCPlugin-Ifupdown: devices added (path: /sys/devices/pci0000:00/0000:00:14.4/0000:02:02.0/net/eth1, iface: eth1) NetworkManager: SCPlugin-Ifupdown: device added (path: /sys/devices/pci0000:00/0000:00:14.4/0000:02:02.0/net/eth1, iface: eth1): no ifupdown configuration found. NetworkManager: SCPlugin-Ifupdown: devices added (path: /sys/devices/virtual/net/lo, iface: lo) @

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  • Visiting the Fire Station in Coromandel

    Hm, I just tried to remember how we actually came up with this cool idea... but it's already too blurred and it doesn't really matter after all. Anyway, if I remember correctly (IIRC), it happened during one of the Linux meetups at Mugg & Bean, Bagatelle where Ajay and I brought our children along and we had a brief conversation about how cool it would be to check out one of the fire stations here in Mauritius. We both thought that it would be a great experience and adventure for the little ones. An idea takes shape And there we go, down the usual routine these... having an idea, checking out the options and discussing who's doing what. Except this time, it was all up to Ajay, and he did a fantastic job. End of August, he told me that he got in touch with one of his friends which actually works as a fire fighter at the station in Coromandel and that there could be an option to come and visit them (soon). A couple of days later - Confirmed! Be there, and in time... What time? Anyway, doesn't really matter... Everything was settled and arranged. I asked the kids on Friday afternoon if they might be interested to see the fire engines and what a fire fighter is doing. Of course, they were all in! Getting up early on Sunday morning isn't really a regular exercise for all of us but everything went smooth and after a short breakfast it was time to leave. Where are we going? Are we there yet? Now, we are in Bambous. Why do you go this way? The kids were so much into it. Absolutely amazing to see their excitement. Are we there yet? Well, we went through the sugar cane fields towards Chebel and then down into the industrial zone at Coromandel. Honestly, I had a clue where the fire station is located but having Google Maps in reach that shouldn't be a problem in case that we might get lost. But my worries were washed away when our children guided us... "There! Over there are the fire engines! We have to turn left, dad." - No comment, the kids were right! As we were there a little bit too early, we parked the car and the kids started to explore the area and outskirts of the fire station. Some minutes later, as if we had placed an order a unit of two cars had to go out for an alarm and the kids could witness them leaving as closely as possible. Sirens on and wow!!! Ladder truck L32 - MAN truck with Rosenbauer built-up and equipment by Metz Taking the tour Ajay arrived shortly after that and guided us finally inside the station to meet with his pal. The three guys were absolutely well-prepared and showed us around in the hall, explaining that there two units out at the moment. But the ladder truck (with max. 32m expandable height) was still around we all got a great insight into the technique and equipment on the vehicle. It was amazing to see all three kids listening to Mambo as give some figures about the truck and how the fire fighters are actually it. The children and 'our' fire fighters of the day had great fun with the various fire engines Absolutely fantastic that the children were allowed to experience this - we had so much fun! Ajay's son brought two of his toy fire engines along, shared them with ours, and they all played very well together. As a parent it was really amazing to see them at such an ease. Enough theory Shortly afterwards the ladder truck was moved outside, got stabilised and ready to go for 'real-life' exercising. With the additional equipment of safety helmets, security belts and so on, we all got a first-hand impression about how it could be as a fire-fighter. Actually, I was totally amazed by the curiousity and excitement of my BWE. She was really into it and asked lots of interesting questions - in general but also technical. And while our fighters were busy with Ajay and family, I gave her some more details and explanations about the truck, the expandable ladder, the safety cage at the top and other equipment available. Safety first! No exceptions and always be prepared for the worst case... Also, the equipped has been checked prior to excuse - This is your life saver... Hooked up and ready to go... ...of course not too high. This is just a demonstration - and 32 meters above ground isn't for everyone. Well, after that it was me that had the asking looks on me, and I finally revealed to the local fire fighters that I was in the auxiliary fire brigade, more precisely in the hazard department, for more than 10 years. So not a professional fire fighter but at least a passionate and educated one as them. Inside the station Our fire fighters really took their time to explain their daily job to kids, provided them access to operation seat on the ladder truck and how the truck cabin is actually equipped with the different radios and so on. It was really a great time. Later on we had a brief tour through the building itself, and again all of our questions were answered. We had great fun and started to joke about bits and pieces. For me it was also very interesting to see the comparison between the fire station here in Mauritius and the ones I have been to back in Germany. Amazing to see them completely captivated in the play - the children had lots of fun! Also, that there are currently ten fire stations all over the island, plus two additional but private ones at the airport and at the harbour. The newest one is actually down in Black River on the west coast because the time from Quatre Bornes takes too long to have any chance of an effective alarm at all. IMHO, a very good decision as time is the most important factor in getting fire incidents under control. After all it was great experience for all of us, especially for the children to see and understand that their toy trucks are only copies of the real thing and that the job of a (professional) fire fighter is very important in our society. Don't forget that those guys run into the danger zone while you're trying to get away from it as much as possible. Another unit just came back from a grass fire - and shortly after they went out again. No time to rest, too much to do! Mauritian Fire Fighters now and (maybe) in the future... Thank you! It was an honour to be around! Thank you to Ajay for organising and arranging this Sunday morning event, and of course of Big Thank You to the three guys that took some time off to have us at the Fire Station in Coromandel and guide us through their daily job! And remember to call 115 in case of emergencies!

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  • DTracing TCP congestion control

    - by user12820842
    In a previous post, I showed how we can use DTrace to probe TCP receive and send window events. TCP receive and send windows are in effect both about flow-controlling how much data can be received - the receive window reflects how much data the local TCP is prepared to receive, while the send window simply reflects the size of the receive window of the peer TCP. Both then represent flow control as imposed by the receiver. However, consider that without the sender imposing flow control, and a slow link to a peer, TCP will simply fill up it's window with sent segments. Dealing with multiple TCP implementations filling their peer TCP's receive windows in this manner, busy intermediate routers may drop some of these segments, leading to timeout and retransmission, which may again lead to drops. This is termed congestion, and TCP has multiple congestion control strategies. We can see that in this example, we need to have some way of adjusting how much data we send depending on how quickly we receive acknowledgement - if we get ACKs quickly, we can safely send more segments, but if acknowledgements come slowly, we should proceed with more caution. More generally, we need to implement flow control on the send side also. Slow Start and Congestion Avoidance From RFC2581, let's examine the relevant variables: "The congestion window (cwnd) is a sender-side limit on the amount of data the sender can transmit into the network before receiving an acknowledgment (ACK). Another state variable, the slow start threshold (ssthresh), is used to determine whether the slow start or congestion avoidance algorithm is used to control data transmission" Slow start is used to probe the network's ability to handle transmission bursts both when a connection is first created and when retransmission timers fire. The latter case is important, as the fact that we have effectively lost TCP data acts as a motivator for re-probing how much data the network can handle from the sending TCP. The congestion window (cwnd) is initialized to a relatively small value, generally a low multiple of the sending maximum segment size. When slow start kicks in, we will only send that number of bytes before waiting for acknowledgement. When acknowledgements are received, the congestion window is increased in size until cwnd reaches the slow start threshold ssthresh value. For most congestion control algorithms the window increases exponentially under slow start, assuming we receive acknowledgements. We send 1 segment, receive an ACK, increase the cwnd by 1 MSS to 2*MSS, send 2 segments, receive 2 ACKs, increase the cwnd by 2*MSS to 4*MSS, send 4 segments etc. When the congestion window exceeds the slow start threshold, congestion avoidance is used instead of slow start. During congestion avoidance, the congestion window is generally updated by one MSS for each round-trip-time as opposed to each ACK, and so cwnd growth is linear instead of exponential (we may receive multiple ACKs within a single RTT). This continues until congestion is detected. If a retransmit timer fires, congestion is assumed and the ssthresh value is reset. It is reset to a fraction of the number of bytes outstanding (unacknowledged) in the network. At the same time the congestion window is reset to a single max segment size. Thus, we initiate slow start until we start receiving acknowledgements again, at which point we can eventually flip over to congestion avoidance when cwnd ssthresh. Congestion control algorithms differ most in how they handle the other indication of congestion - duplicate ACKs. A duplicate ACK is a strong indication that data has been lost, since they often come from a receiver explicitly asking for a retransmission. In some cases, a duplicate ACK may be generated at the receiver as a result of packets arriving out-of-order, so it is sensible to wait for multiple duplicate ACKs before assuming packet loss rather than out-of-order delivery. This is termed fast retransmit (i.e. retransmit without waiting for the retransmission timer to expire). Note that on Oracle Solaris 11, the congestion control method used can be customized. See here for more details. In general, 3 or more duplicate ACKs indicate packet loss and should trigger fast retransmit . It's best not to revert to slow start in this case, as the fact that the receiver knew it was missing data suggests it has received data with a higher sequence number, so we know traffic is still flowing. Falling back to slow start would be excessive therefore, so fast recovery is used instead. Observing slow start and congestion avoidance The following script counts TCP segments sent when under slow start (cwnd ssthresh). #!/usr/sbin/dtrace -s #pragma D option quiet tcp:::connect-request / start[args[1]-cs_cid] == 0/ { start[args[1]-cs_cid] = 1; } tcp:::send / start[args[1]-cs_cid] == 1 && args[3]-tcps_cwnd tcps_cwnd_ssthresh / { @c["Slow start", args[2]-ip_daddr, args[4]-tcp_dport] = count(); } tcp:::send / start[args[1]-cs_cid] == 1 && args[3]-tcps_cwnd args[3]-tcps_cwnd_ssthresh / { @c["Congestion avoidance", args[2]-ip_daddr, args[4]-tcp_dport] = count(); } As we can see the script only works on connections initiated since it is started (using the start[] associative array with the connection ID as index to set whether it's a new connection (start[cid] = 1). From there we simply differentiate send events where cwnd ssthresh (congestion avoidance). Here's the output taken when I accessed a YouTube video (where rport is 80) and from an FTP session where I put a large file onto a remote system. # dtrace -s tcp_slow_start.d ^C ALGORITHM RADDR RPORT #SEG Slow start 10.153.125.222 20 6 Slow start 138.3.237.7 80 14 Slow start 10.153.125.222 21 18 Congestion avoidance 10.153.125.222 20 1164 We see that in the case of the YouTube video, slow start was exclusively used. Most of the segments we sent in that case were likely ACKs. Compare this case - where 14 segments were sent using slow start - to the FTP case, where only 6 segments were sent before we switched to congestion avoidance for 1164 segments. In the case of the FTP session, the FTP data on port 20 was predominantly sent with congestion avoidance in operation, while the FTP session relied exclusively on slow start. For the default congestion control algorithm - "newreno" - on Solaris 11, slow start will increase the cwnd by 1 MSS for every acknowledgement received, and by 1 MSS for each RTT in congestion avoidance mode. Different pluggable congestion control algorithms operate slightly differently. For example "highspeed" will update the slow start cwnd by the number of bytes ACKed rather than the MSS. And to finish, here's a neat oneliner to visually display the distribution of congestion window values for all TCP connections to a given remote port using a quantization. In this example, only port 80 is in use and we see the majority of cwnd values for that port are in the 4096-8191 range. # dtrace -n 'tcp:::send { @q[args[4]-tcp_dport] = quantize(args[3]-tcps_cwnd); }' dtrace: description 'tcp:::send ' matched 10 probes ^C 80 value ------------- Distribution ------------- count -1 | 0 0 |@@@@@@ 5 1 | 0 2 | 0 4 | 0 8 | 0 16 | 0 32 | 0 64 | 0 128 | 0 256 | 0 512 | 0 1024 | 0 2048 |@@@@@@@@@ 8 4096 |@@@@@@@@@@@@@@@@@@@@@@@@@@ 23 8192 | 0

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • CodePlex Daily Summary for Saturday, June 16, 2012

    CodePlex Daily Summary for Saturday, June 16, 2012Popular ReleasesCosmos (C# Open Source Managed Operating System): Release 92560: Prerequisites Visual Studio 2010 - Any version including Express. Express users must also install Visual Studio 2010 Integrated Shell runtime VMWare - Cosmos can run on real hardware as well as other virtualization environments but our default debug setup is configured for VMWare. VMWare Player (Free). or Workstation VMWare VIX API 1.11AutoUpdaterdotNET : Autoupdate for VB.NET and C# Developer: AutoUpdater.NET 1.1: Release Notes *New feature added that allows user to select remind later interval.Sumzlib: API document: API documentMicrosoft SQL Server Product Samples: Database: AdventureWorks 2008 OLTP Script: Install AdventureWorks2008 OLTP database from script The AdventureWorks database can be created by running the instawdb.sql DDL script contained in the AdventureWorks 2008 OLTP Script.zip file. The instawdb.sql script depends on two path environment variables: SqlSamplesDatabasePath and SqlSamplesSourceDataPath. The SqlSamplesDatabasePath environment variable is set to the default Microsoft ® SQL Server 2008 path. You will need to change the SqlSamplesSourceDataPath environment variable to th...HigLabo: HigLabo_20120613: Bug fix HigLabo.Mail Decode header encoded by CP1252Jasc (just another script compressor): 1.3.1: Updated Ajax Minifier to 4.55.WipeTouch, a jQuery touch plugin: 1.2.0: Changes since 1.1.0: New: wipeMove event, triggered while moving the mouse/finger. New: added "source" to the result object. Bug fix: sometimes vertical wipe events would not trigger correctly. Bug fix: improved tapToClick handler. General code refactoring. Windows Phone 7 is not supported, yet! Its behaviour is completely broken and would require some special tricks to make it work. Maybe in the future...Phalanger - The PHP Language Compiler for the .NET Framework: 3.0.0.3026 (June 2012): Fixes: round( 0.0 ) local TimeZone name TimeZone search compiling multi-script-assemblies PhpString serialization DocDocument::loadHTMLFile() token_get_all() parse_url()BlackJumboDog: Ver5.6.4: 2012.06.13 Ver5.6.4  (1) Web???????、???POST??????????????????Yahoo! UI Library: YUI Compressor for .Net: Version 2.0.0.0 - Ferret: - Merging both 3.5 and 2.0 codebases to a single .NET 2.0 assembly. - MSBuild Task. - NAnt Task.Bumblebee: Version 0.3.1: Changed default config values to decent ones. Restricted visibility of Hive.fs to internal. Added some XML documentation. Added Array.shuffle utility. The dll is also available on NuGet My apologies, the initial source code referenced was missing one file which prevented it from building The source code contains two examples, one in C#, one in F#, illustrating the usage of the framework on the Travelling Salesman Problem: Source CodeSharePoint XSL Templates: SPXSLT 0.0.9: Added new template FixAmpersands. Fixed the contents of the MultiSelectValueCheck.xsl file, which was missing the stylesheet wrapper.ExcelFileEditor: .CS File: nothingBizTalk Scheduled Task Adapter: Release 4.0: Works with BizTalk Server 2010. Compiled in .NET Framework 4.0. In this new version are available small improvements compared to the current version (3.0). We can highlight the following improvements or changes: 24 hours support in “start time” property. Previous versions had an issue with setting the start time, as it shown 12 hours watch but no AM/PM. Daily scheduler review. Solved a small bug on Daily Properties: unable to switch between “Every day” and “on these days” Installation e...Weapsy - ASP.NET MVC CMS: 1.0.0 RC: - Upgrade to Entity Framework 4.3.1 - Added AutoMapper custom version (by nopCommerce Team) - Added missed model properties and localization resources of Plugin Definitions - Minor changes - Fixed some bugsXenta Framework - extensible enterprise n-tier application framework: Xenta Framework 1.8.0 Beta: Catalog and Publication reviews and ratings Store language packs in data base Improve reporting system Improve Import/Export system A lot of WebAdmin app UI improvements Initial implementation of the WebForum app DB indexes Improve and simplify architecture Less abstractions Modernize architecture Improve, simplify and unify API Simplify and improve testing A lot of new unit tests Codebase refactoring and ReSharpering Utilize Castle Windsor Utilize NHibernate ORM ...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.55: Properly handle IE extension to CSS3 grammar that allows for multiple parameters to functional pseudo-class selectors. add new switch -braces:(new|same) that affects where opening braces are placed in multi-line output. The default, "new" puts them on their own new line; "same" outputs them at the end of the previous line. add new optional values to the -inline switch: -inline:(force|noforce), which can be combined with the existing boolean value via comma-separators; value "force" (which...Microsoft Media Platform: Player Framework: MMP Player Framework 2.7 (Silverlight and WP7): Additional DownloadsSMFv2.7 Full Installer (MSI) - This will install everything you need in order to develop your own SMF player application, including the IIS Smooth Streaming Client. It only includes the assemblies. If you want the source code please follow the link above. Smooth Streaming Sample Player - This is a pre-built player that includes support for IIS Smooth Streaming. You can configure the player to playback your content by simplying editing a configuration file - no need to co...Liberty: v3.2.1.0 Release 10th June 2012: Change Log -Added -Liberty is now digitally signed! If the certificate on Liberty.exe is missing, invalid, or does not state that it was developed by "Xbox Chaos, Open Source Developer," your copy of Liberty may have been altered in some (possibly malicious) way. -Reach Mass biped max health and shield changer -Fixed -H3/ODST Fixed all of the glitches that users kept reporting (also reverted the changes made in 3.2.0.2) -Reach Made some tag names clearer and more consistent between m...Media Companion: Media Companion 3.503b: It has been a while, so it's about time we release another build! Major effort has been for fixing trailer downloads, plus a little bit of work for episode guide tag in TV show NFOs.New Projects.NinJa (dotNinja): An extensive JavaScript Framework revolving around principles found in .NET and aiming to integrate full Intellisense support. bab-rizg: solve unemployment problemBizTalk Multi-part Message Attachments Zipper Pipeline Component: This pipeline component replaces all attachments of a multi-part message, in a send pipeline, for its zipped equivalent.Boggle.Net: A basic implementation of Boggle for WPF.CFScript: CFScript is an ANT-like scripting system for Compact Framework. Tasks like copying files, setting registry values o install CAB files can be done with CFScript.Diablo3: Diablo3Dygraphs.NET: Dygraphs.NETDynamics CRM plugin for nopCommerce: This plugins is a bridge between nopCommerce and Dynamics CRM. nms.gaming: Place holderProject Bright Star: Project Bright Star. Deal with it.RDFSharp: RDFSharp is a library designed to ease the development of .NET applications based on the RDF and Semantic Web data model.SlamCMS: An application framework that allows you to build content managed sites leveraging SharePoint 2010 for publishing with tools to query and manifest your data.test02: no

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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  • CodePlex Daily Summary for Thursday, September 06, 2012

    CodePlex Daily Summary for Thursday, September 06, 2012Popular Releasesmenu4web: menu4web 0.4.1 - javascript menu for web sites: This release is for those who believe that global variables are evil. menu4web has been wrapped into m4w singleton object. Added "Vertical Tabs" example which illustrates object notation.WinRT XAML Toolkit: WinRT XAML Toolkit - 1.2.1: WinRT XAML Toolkit based on the Windows 8 RTM SDK. Download the latest source from the SOURCE CODE page. For compiled version use NuGet. You can add it to your project in Visual Studio by going to View/Other Windows/Package Manager Console and entering: PM> Install-Package winrtxamltoolkit Features AsyncUI extensions Controls and control extensions Converters Debugging helpers Imaging IO helpers VisualTree helpers Samples Recent changes NOTE: Namespace changes DebugConsol...iPDC - Free Phasor Data Concentrator: iPDC-v1.3.1: iPDC suite version-1.3.1, Modifications and Bug Fixed (from v 1.3.0) New User Manual for iPDC-v1.3.1 available on websites. Bug resolved : PMU Simulator TCP connection error and hang connection for client (PDC). Now PMU Simulator (server) can communicate more than one PDCs (clients) over TCP and UDP parallely. PMU Simulator is now sending the exact data frames as mentioned in data rate by user. PMU Simulator data rate has been verified by iPDC database entries and PMU Connection Tes...Microsoft SQL Server Product Samples: Database: AdventureWorks OData Feed: The AdventureWorks OData service exposes resources based on specific SQL views. The SQL views are a limited subset of the AdventureWorks database that results in several consuming scenarios: CompanySales Documents ManufacturingInstructions ProductCatalog TerritorySalesDrilldown WorkOrderRouting How to install the sample You can consume the AdventureWorks OData feed from http://services.odata.org/AdventureWorksV3/AdventureWorks.svc. You can also consume the AdventureWorks OData fe...Desktop Google Reader: 1.4.6: Sorting feeds alphabetical is now optional (see preferences window)DotNetNuke® Community Edition CMS: 06.02.03: Major Highlights Fixed issue where mailto: links were not working when sending bulk email Fixed issue where uses did not see friendship relationships Problem is in 6.2, which does not show in the Versions Affected list above. Fixed the issue with cascade deletes in comments in CoreMessaging_Notification Fixed UI issue when using a date fields as a required profile property during user registration Fixed error when running the product in debug mode Fixed visibility issue when...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.65: Fixed null-reference error in the build task constructor.Active Forums for DotNetNuke CMS: Active Forums 5.0.0 RC: RC release of Active Forums 5.0.Droid Explorer: Droid Explorer 0.8.8.7 Beta: Bug in the display icon for apk's, will fix with next release Added fallback icon if unable to get the image/icon from the Cloud Service Removed some stale plugins that were either out dated or incomplete. Added handler for *.ab files for restoring backups Added plugin to create device backups Backups stored in %USERPROFILE%\Android Backups\%DEVICE_ID%\ Added custom folder icon for the android backups directory better error handling for installing an apk bug fixes for the Runn...BI System Monitor: v2.1: Data Audits report and supporting SQL, and SSIS package Environment Overview report enhancements, improving the appearance, addition of data audit finding indicators Note: SQL 2012 version coming soon.Hidden Capture (HC): Hidden Capture 1.1: Hidden Capture 1.1 by Mohsen E.Dawatgar http://Hidden-Capture.blogfa.comExt Spec: Ext Spec 0.2.1: Refined examples and improved distribution options.The Visual Guide for Building Team Foundation Server 2012 Environments: Version 1: --Nearforums - ASP.NET MVC forum engine: Nearforums v8.5: Version 8.5 of Nearforums, the ASP.NET MVC Forum Engine. New features include: Built-in search engine using Lucene.NET Flood control improvements Notifications improvements: sync option and mail body View Roadmap for more details webdeploy package sha1 checksum: 961aff884a9187b6e8a86d68913cdd31f8deaf83WiX Toolset: WiX Toolset v3.6: WiX Toolset v3.6 introduces the Burn bootstrapper/chaining engine and support for Visual Studio 2012 and .NET Framework 4.5. Other minor functionality includes: WixDependencyExtension supports dependency checking among MSI packages. WixFirewallExtension supports more features of Windows Firewall. WixTagExtension supports Software Id Tagging. WixUtilExtension now supports recursive directory deletion. Melt simplifies pure-WiX patching by extracting .msi package content and updating .w...Iveely Search Engine: Iveely Search Engine (0.2.0): ????ISE?0.1.0??,?????,ISE?0.2.0?????????,???????,????????20???follow?ISE,????,??ISE??????????,??????????,?????????,?????????0.2.0??????,??????????。 Iveely Search Engine ?0.2.0?????????“??????????”,??????,?????????,???????,???????????????????,????、????????????。???0.1.0????????????: 1. ??“????” ??。??????????,?????????,???????????????????。??:????????,????????????,??????????????????。??????。 2. ??“????”??。?0.1.0??????,???????,???????????????,?????????????,????????,?0.2.0?,???????...GmailDefaultMaker: GmailDefaultMaker 3.0.0.2: Add QQ Mail BugfixSmart Data Access layer: Smart Data access Layer Ver 3: In this version support executing inline query is added. Check Documentation section for detail.DotNetNuke® Form and List: 06.00.04: DotNetNuke Form and List 06.00.04 Don't forget to backup your installation before upgrade. Changes in 06.00.04 Fix: Sql Scripts for 6.003 missed object qualifiers within stored procedures Fix: added missing resource "cmdCancel.Text" in form.ascx.resx Changes in 06.00.03 Fix: MakeThumbnail was broken if the application pool was configured to .Net 4 Change: Data is now stored in nvarchar(max) instead of ntext Changes in 06.00.02 The scripts are now compatible with SQL Azure, tested in a ne...Coevery - Free CRM: Coevery 1.0.0.24: Add a sample database, and installation instructions.New ProjectsAny-Service: AnyService is a .net 4.0 Windows service shell. It hosts any windows application in non-gui mode to run as a service.BabyCloudDrives - the multi cloud drive desktop's application: wpf ????BLACK ORANGE: Download The HPAD TEXT EDITOR and use it Wisely.. CodePlex New Release Checker: CodePlex New Release Checker is a small library that makes it easy to add, "New Version Available!" functionality to your CodePlex project.Collect: ????????!CSVManager: CSV??CSV?????,????CSV??,??????Exam Project: My Exam Project. Computer Vision, C and OpenCV-FTP: Hey guys thanks for checking out my ftp!Haushaltsbuch: 1ModMaker.Lua: ModMaker.Lua is an open source .NET library that parses and executes Lua code.MyJabbr: MyJabbr netduinoscope: Design shield and software to use netduino as oscilloscopeNetSurveillance Web Application: Net Surveillance Web ApplicationNiconicoApiHelper: ????API?????????OStega: A simple library for encrypt text into an bmp or png image.OURORM: ormTFS Cloud Deployment Toolkit: The TFS Cloud Deployment Toolkit is a set of tools that integrate with TFS 2010 to help manage configuration and deployment to various remote environments.The Visual Guide for Building Team Foundation Server 2012 Environments: A step-by-step guide for building Team Foundation Server 2012 environments that include SharePoint Server 2010, SQL Server 2012, Windows Server 2012 and more!WinRT LineChart: An attempt at creating an usable LineChart for everyone to use in his/her own Windows 8 Apps

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  • CodePlex Daily Summary for Monday, August 11, 2014

    CodePlex Daily Summary for Monday, August 11, 2014Popular ReleasesSpace Engineers Server Manager: SESM V1.15: V1.15 - Updated Quartz library - Correct a bug in the new mod managment - Added a warning if you have backup enabled on a server but no static map configuredAspose for Apache POI: Missing Features of Apache POI SS - v 1.2: Release contain the Missing Features in Apache POI SS SDK in comparison with Aspose.Cells What's New ? Following Examples: Create Pivot Charts Detect Merged Cells Sort Data Printing Workbooks Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.AngularGo (SPA Project Template): AngularGo.VS2013.vsix: First ReleaseTouchmote: Touchmote 1.0 beta 13: Changes Less GPU usage Works together with other Xbox 360 controls Bug fixesPublic Key Infrastructure PowerShell module: PowerShell PKI Module v3.0: Important: I would like to hear more about what you are thinking about the project? I appreciate that you like it (2000 downloads over past 6 months), but may be you have to say something? What do you dislike in the module? Maybe you would love to see some new functionality? Tell, what you think! Installation guide:Use default installation path to install this module for current user only. To install this module for all users — enable "Install for all users" check-box in installation UI ...Modern UI for WPF: Modern UI 1.0.6: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. BREAKING CHANGE LinkGroup.GroupName renamed to GroupKey NEW FEATURES Improved rendering on high DPI screens, including support for per-monitor DPI awareness available in Windows 8.1 (see also Per-monitor DPI awareness) New ModernProgressRing control with 8 builtin styles New LinkCommands.NavigateLink routed command New Visual Studio project templates 'Modern UI WPF App' and 'Modern UI W...ClosedXML - The easy way to OpenXML: ClosedXML 0.74.0: Multiple thread safe improvements including AdjustToContents XLHelper XLColor_Static IntergerExtensions.ToStringLookup Exception now thrown when saving a workbook with no sheets, instead of creating a corrupt workbook Fix for hyperlinks with non-ASCII Characters Added basic workbook protection Fix for error thrown, when a spreadsheet contained comments and images Fix to Trim function Fix Invalid operation Exception thrown when the formula functions MAX, MIN, and AVG referenc...SEToolbox: SEToolbox 01.042.019 Release 1: Added RadioAntenna broadcast name to ship name detail. Added two additional columns for Asteroid material generation for Asteroid Fields. Added Mass and Block number columns to main display. Added Ellipsis to some columns on main display to reduce name confusion. Added correct SE version number in file when saving. Re-added in reattaching Motor when drag/dropping or importing ships (KeenSH have added RotorEntityId back in after removing it months ago). Added option to export and r...jQuery List DragSort: jQuery List DragSort 0.5.2: Fixed scrollContainer removing deprecated use of $.browser so should now work with latest version of jQuery. Added the ability to return false in dragEnd to revert sort order Project changes Added nuget package for dragsort https://www.nuget.org/packages/dragsort Converted repository from SVN to MercurialBraintree Client Library: Braintree 2.32.0: Allow credit card verification options to be passed outside of the nonce for PaymentMethod.create Allow billingaddress parameters and billingaddress_id to be passed outside of the nonce for PaymentMethod.create Add Subscriptions to paypal accounts Add PaymentMethod.update Add failonduplicatepaymentmethod option to PaymentMethod.create Add support for dispute webhooksThe Mario Kart 8 App: V1.0.2.1: First Codeplex release. WINDOWS INSTALLER ONLYAspose Java for Docx4j: Aspose.Words vs Docx4j - v 1.0: Release contain the Code Comparison for Features in Docx4j SDK and Aspose.Words What's New ?Following Examples: Accessing Document Properties Add Bookmarks Convert to Formats Delete Bookmarks Working with Comments Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.File System Security PowerShell Module: NTFSSecurity 2.4.1: Add-Access and Remove-Access now take multiple accoutsYourSqlDba: YourSqlDba 5.2.1.: This version improves alert message that comes a while after you install the script. First it says to get it from YourSqlDba.CodePlex.com If you don't want to update now, just-rerun the script from your installed version. To get actual version running just execute install.PrintVersionInfo. . You can go to source code / history and click on change set 72957 to see changes in the script.Manipulator: Manipulator: manipulatorXNB filetype plugin for Paint.NET: Paint.NET XNB plugin v0.4.0.0: CHANGELOG Reverted old incomplete changes. Updated library for compatibility with Paint .NET 4. Updated project to NET 4.5. Updated version to 0.4.0.0. INSTALLATION INSTRUCTIONS Extract the ZIP file to your Paint.NET\FileTypes folder.EdiFabric: Release 4.1: Changed MessageContextWix# (WixSharp) - managed interface for WiX: Release 1.0.0.0: Release 1.0.0.0 Custom UI Custom MSI Dialog Custom CLR Dialog External UIMath.NET Numerics: Math.NET Numerics v3.2.0: Linear Algebra: Vector.Map2 (map2 in F#), storage-optimized Linear Algebra: fix RemoveColumn/Row early index bound check (was not strict enough) Statistics: Entropy ~Jeff Mastry Interpolation: use Array.BinarySearch instead of local implementation ~Candy Chiu Resources: fix a corrupted exception message string Portable Build: support .Net 4.0 as well by using profile 328 instead of 344. .Net 3.5: F# extensions now support .Net 3.5 as well .Net 3.5: NuGet package now contains pro...babelua: 1.6.5.1: V1.6.5.1 - 2014.8.7New feature: Formatting code; Stability improvement: fix a bug that pop up error "System.Net.WebResponse EndGetResponse";New ProjectsDouDou: a little project.Dynamic MVC: Dynamically generate views from your model objects for a data centric MVC application.EasyDb - Simple Data Access: EasyDb is a simple library for data access that allows you to write less code.ExpressToAbroad: just go!!!!!Full Silverlight Web Video/Voice Conferencing: The Goal of this project is to provide complete Open Source (Voice/Video Chatting Client/Server) Modules Using SilverlightGaia: Gaia is an app for Windows plataform, Gaia is like Siri and Google Now or Betty but Gaia use only text commands.pxctest: pxctestSTACS: Career Management System for MIT by Team "STACS"StrongWorld: StrongWorld.WebSuiteXevas Tools: Xevas is a professional coders group of 'Nimbuzz'. We make all tools for worldwide users of nimbuzz at free of cost.????????: ????????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ???????????????: ????????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ??????????????: ????????????????: ????????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ??????????????: ???????????????: ???????????????: ??????????????: ??????????????: ??????????????: ????????????????: ?????????

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  • Per-pixel displacement mapping GLSL

    - by Chris
    Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade Demo (http://www.slideshare.net/icastano/cascades-demo-secrets) starting at Slide 82. At the moment I am completly stuck with following problem: When I am far away the displacement seems to work. But as more I move closer to my surface, the texture gets bent in x-axis and somehow it looks like there is a little bent in general in one direction. EDIT: I added a video: click I added some screen to illustrate the problem: Well I tried lots of things already and I am starting to get a bit frustrated as my ideas run out. I added my full VS and FS code: VS: #version 400 layout(location = 0) in vec3 IN_VS_Position; layout(location = 1) in vec3 IN_VS_Normal; layout(location = 2) in vec2 IN_VS_Texcoord; layout(location = 3) in vec3 IN_VS_Tangent; layout(location = 4) in vec3 IN_VS_BiTangent; uniform vec3 uLightPos; uniform vec3 uCameraDirection; uniform mat4 uViewProjection; uniform mat4 uModel; uniform mat4 uView; uniform mat3 uNormalMatrix; out vec2 IN_FS_Texcoord; out vec3 IN_FS_CameraDir_Tangent; out vec3 IN_FS_LightDir_Tangent; void main( void ) { IN_FS_Texcoord = IN_VS_Texcoord; vec4 posObject = uModel * vec4(IN_VS_Position, 1.0); vec3 normalObject = (uModel * vec4(IN_VS_Normal, 0.0)).xyz; vec3 tangentObject = (uModel * vec4(IN_VS_Tangent, 0.0)).xyz; //vec3 binormalObject = (uModel * vec4(IN_VS_BiTangent, 0.0)).xyz; vec3 binormalObject = normalize(cross(tangentObject, normalObject)); // uCameraDirection is the camera position, just bad named vec3 fvViewDirection = normalize( uCameraDirection - posObject.xyz); vec3 fvLightDirection = normalize( uLightPos.xyz - posObject.xyz ); IN_FS_CameraDir_Tangent.x = dot( tangentObject, fvViewDirection ); IN_FS_CameraDir_Tangent.y = dot( binormalObject, fvViewDirection ); IN_FS_CameraDir_Tangent.z = dot( normalObject, fvViewDirection ); IN_FS_LightDir_Tangent.x = dot( tangentObject, fvLightDirection ); IN_FS_LightDir_Tangent.y = dot( binormalObject, fvLightDirection ); IN_FS_LightDir_Tangent.z = dot( normalObject, fvLightDirection ); gl_Position = (uViewProjection*uModel) * vec4(IN_VS_Position, 1.0); } The VS just builds the TBN matrix, from incoming normal, tangent and binormal in world space. Calculates the light and eye direction in worldspace. And finally transforms the light and eye direction into tangent space. FS: #version 400 // uniforms uniform Light { vec4 fvDiffuse; vec4 fvAmbient; vec4 fvSpecular; }; uniform Material { vec4 diffuse; vec4 ambient; vec4 specular; vec4 emissive; float fSpecularPower; float shininessStrength; }; uniform sampler2D colorSampler; uniform sampler2D normalMapSampler; uniform sampler2D heightMapSampler; in vec2 IN_FS_Texcoord; in vec3 IN_FS_CameraDir_Tangent; in vec3 IN_FS_LightDir_Tangent; out vec4 color; vec2 TraceRay(in float height, in vec2 coords, in vec3 dir, in float mipmap){ vec2 NewCoords = coords; vec2 dUV = - dir.xy * height * 0.08; float SearchHeight = 1.0; float prev_hits = 0.0; float hit_h = 0.0; for(int i=0;i<10;i++){ SearchHeight -= 0.1; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = coords + dUV * (1.0-hit_h) * 10.0f - dUV; vec2 Temp = NewCoords; SearchHeight = hit_h+0.1; float Start = SearchHeight; dUV *= 0.2; prev_hits = 0.0; hit_h = 0.0; for(int i=0;i<5;i++){ SearchHeight -= 0.02; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = Temp + dUV * (Start - hit_h) * 50.0f; return NewCoords; } void main( void ) { vec3 fvLightDirection = normalize( IN_FS_LightDir_Tangent ); vec3 fvViewDirection = normalize( IN_FS_CameraDir_Tangent ); float mipmap = 0; vec2 NewCoord = TraceRay(0.1,IN_FS_Texcoord,fvViewDirection,mipmap); //vec2 ddx = dFdx(NewCoord); //vec2 ddy = dFdy(NewCoord); vec3 BumpMapNormal = textureLod(normalMapSampler, NewCoord.xy, mipmap).xyz; BumpMapNormal = normalize(2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0)); vec3 fvNormal = BumpMapNormal; float fNDotL = dot( fvNormal, fvLightDirection ); vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) ); vec4 fvBaseColor = textureLod( colorSampler, NewCoord.xy,mipmap); vec4 fvTotalAmbient = fvAmbient * fvBaseColor; vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor; vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) ); color = ( fvTotalAmbient + (fvTotalDiffuse + fvTotalSpecular) ); } The FS implements the displacement technique in TraceRay method, while always using mipmap level 0. Most of the code is from NVIDIA sample and another paper I found on the web, so I guess there cannot be much wrong in here. At the end it uses the modified UV coords for getting the displaced normal from the normal map and the color from the color map. I looking forward for some ideas. Thanks in advance! Edit: Here is the code loading the heightmap: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, mImageData); glGenerateMipmap(GL_TEXTURE_2D); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); Maybe something wrong in here?

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  • Keypress detection wont work after seemingly unrelated code change

    - by LukeZaz
    I'm trying to have the Enter key cause a new 'map' to generate for my game, but for whatever reason after implementing full-screen in it the input check won't work anymore. I tried removing the new code and only pressing one key at a time, but it still won't work. Here's the check code and the method it uses, along with the newMap method: public class Game1 : Microsoft.Xna.Framework.Game { // ... protected override void Update(GameTime gameTime) { // ... // Check if Enter was pressed - if so, generate a new map if (CheckInput(Keys.Enter, 1)) { blocks = newMap(map, blocks, console); } // ... } // Method: Checks if a key is/was pressed public bool CheckInput(Keys key, int checkType) { // Get current keyboard state KeyboardState newState = Keyboard.GetState(); bool retType = false; // Return type if (checkType == 0) { // Check Type: Is key currently down? if (newState.IsKeyDown(key)) { retType = true; } else { retType = false; } } else if (checkType == 1) { // Check Type: Was the key pressed? if (newState.IsKeyDown(key)) { if (!oldState.IsKeyDown(key)) { // Key was just pressed retType = true; } else { // Key was already pressed, return false retType = false; } } } // Save keyboard state oldState = newState; // Return result if (retType == true) { return true; } else { return false; } } // Method: Generate a new map public List<Block> newMap(Map map, List<Block> blockList, Console console) { // Create new map block coordinates List<Vector2> positions = new List<Vector2>(); positions = map.generateMap(console); // Clear list and reallocate memory previously used up by it blockList.Clear(); blockList.TrimExcess(); // Add new blocks to the list using positions created by generateMap() foreach (Vector2 pos in positions) { blockList.Add(new Block() { Position = pos, Texture = dirtTex }); } // Return modified list return blockList; } // ... } and the generateMap code: // Generate a list of Vector2 positions for blocks public List<Vector2> generateMap(Console console, int method = 0) { ScreenTileWidth = gDevice.Viewport.Width / 16; ScreenTileHeight = gDevice.Viewport.Height / 16; maxHeight = gDevice.Viewport.Height; List<Vector2> blockLocations = new List<Vector2>(); if (useScreenSize == true) { Width = ScreenTileWidth; Height = ScreenTileHeight; } else { maxHeight = Height; } int startHeight = -500; // For debugging purposes, the startHeight is set to an // hopefully-unreachable value - if it returns this, something is wrong // Methods of land generation /// <summary> /// Third version land generation /// Generates a base land height as the second version does /// but also generates a 'max change' value which determines how much /// the land can raise or lower by which it now does by a random amount /// during generation /// </summary> if (method == 0) { // Get the land height startHeight = rnd.Next(1, maxHeight); int maxChange = rnd.Next(1, 5); // Amount ground will raise/lower by int curHeight = startHeight; for (int w = 0; w < Width; w++) { // Run a chance to lower/raise ground level int changeBy = rnd.Next(1, maxChange); int doChange = rnd.Next(0, 3); if (doChange == 1 && !(curHeight <= (1 + maxChange))) { curHeight = curHeight - changeBy; } else if (doChange == 2 && !(curHeight >= (29 - maxChange))) { curHeight = curHeight + changeBy; } for (int h = curHeight; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; blockLocations.Add(new Vector2(x, y)); } } console.newMsg("[INFO] Cur, height change maximum: " + maxChange.ToString()); } /// <summary> /// Second version land generator /// Generates a solid mass of land starting at a random height /// derived from either screen height or provided height value /// </summary> else if (method == 1) { // Get the land height startHeight = rnd.Next(0, 30); for (int w = 0; w < Width; w++) { for (int h = startHeight; h < ScreenTileHeight; h++) { // Location variables float x = w * 16; float y = h * 16; // Add a tile at set location blockLocations.Add(new Vector2(x, y)); } } } /// <summary> /// First version land generator /// Generates land completely randomly either across screen or /// in a box set by Width and Height values /// </summary> else { // For each tile in the map... for (int w = 0; w < Width; w++) { for (int h = 0; h < Height; h++) { // Location variables float x = w * 16; float y = h * 16; // ...decide whether or not to place a tile... if (rnd.Next(0, 2) == 1) { // ...and if so, add a tile at that location. blockLocations.Add(new Vector2(x, y)); } } } } console.newMsg("[INFO] Cur, base height: " + startHeight.ToString()); return blockLocations; } I never touched any of the above code for this when it broke - changing keys won't seem to fix it. Despite this, I have camera movement set inside another Game1 method that uses WASD and works perfectly. All I did was add a few lines of code here: private int BackBufferWidth = 1280; // Added these variables private int BackBufferHeight = 800; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = BackBufferWidth; // and this graphics.PreferredBackBufferHeight = BackBufferHeight; // this Content.RootDirectory = "Content"; this.graphics.IsFullScreen = true; // and this } When I try adding a console line to be printed in the event the key is pressed, it seems that the If is never even triggered despite the correct key being pressed.

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  • Ubuntu 12.04 + Wifi not working

    - by user171154
    i'm having problems connecting over wireless. At the moment, I'm using wicd. It seems to get stuck on "Verifying AP association...". Without wicd I can get the connection up and ping the Net - but if I take eth0 down (ifconfig eth0 down), my wireless goes away too (same result if I unplug the wire instead). wicd is the only way I can bring eth0 back (which is the main reason I'm using it) - ifconfig eth0 and/or ifup eth0 do not re-enable the connection (I just discovered it leaves out the gateway. Adding the gateway back in re-enables the connection including wifi; I didn't want to delete the info about wicd above in case it gives someone an idea.) Doing it manually, despite the errors (which it would be nice to also resolve) - allows me to ping the outside world: ifup wlan0 ioctl[SIOCSIWENCODEEXT]: Invalid argument ioctl[SIOCSIWENCODEEXT]: Invalid argument ssh stop/waiting ssh start/running, process 17336 ping -I wlan0 -c 4 8.8.8.8 PING 8.8.8.8 (8.8.8.8) from 192.168.0.12 wlan0: 56(84) bytes of data. 64 bytes from 8.8.8.8: icmp_req=1 ttl=43 time=48.8 ms 64 bytes from 8.8.8.8: icmp_req=2 ttl=43 time=47.9 ms 64 bytes from 8.8.8.8: icmp_req=3 ttl=43 time=48.7 ms 64 bytes from 8.8.8.8: icmp_req=4 ttl=43 time=53.2 ms --- 8.8.8.8 ping statistics --- 4 packets transmitted, 4 received, 0% packet loss, time 3003ms rtt min/avg/max/mdev = 47.975/49.711/53.235/2.063 ms # iwconfig lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:"TPLINK" Mode:Managed Frequency:2.427 GHz Access Point: 64:66:xx:xx:xx:22 Bit Rate=108 Mb/s Tx-Power=27 dBm Retry long limit:7 RTS thr:off Fragment thr:off Encryption key:off Power Management:off Link Quality=70/70 Signal level=-39 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:3 Missed beacon:0 bus info: pci@0000:03:00.0 logical name: wlan0 version: 01 serial: f0:7d:68:c1:b4:13 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.2.0-67-generic-pae firmware=N/A latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:17 memory:dfbf0000-dfbfffff ip route default via 192.168.0.1 dev eth0 default via 192.168.0.1 dev wlan0 metric 100 169.254.0.0/16 dev wlan0 scope link metric 1000 192.168.0.0/24 dev eth0 proto kernel scope link src 192.168.0.102 192.168.0.0/24 dev wlan0 proto kernel scope link src 192.168.0.12 (For the record, I have no idea what the 169.254.0.0 address is doing there.) uname -a 3.2.0-67-generic-pae #101-Ubuntu SMP Tue Jul 15 18:04:54 UTC 2014 i686 i686 i386 GNU/Linux lshw -C network *-network description: Ethernet interface product: NetXtreme BCM5751 Gigabit Ethernet PCI Express vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:02:00.0 logical name: eth0 version: 01 serial: 00:11:11:59:fc:09 size: 100Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm vpd msi pciexpress bus_master cap_list ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=tg3 driverversion=3.121 duplex=full firmware=5751-v3.23a ip=192.168.0.102 latency=0 link=yes multicast=yes port=twisted pair speed=100Mbit/s resources: irq:16 memory:dfcf0000-dfcfffff *-network description: Wireless interface product: AR5418 Wireless Network Adapter [AR5008E 802.11(a)bgn] (PCI-Express) vendor: Qualcomm Atheros physical id: 0 /etc/network/interfaces # interfaces(5) file used by ifup(8) and ifdown(8) auto lo iface lo inet loopback source /etc/network/interfaces.eth0 source /etc/network/interfaces.wlan0 /etc/network/interfaces.eth0 #Main Interface auto eth0 iface eth0 inet static address 192.168.0.102 netmask 255.255.255.0 gateway 192.168.0.1 /etc/network/interfaces.wlan0 auto wlan0 iface wlan0 inet static address 192.168.0.12 gateway 192.168.0.1 dns-nameservers 192.168.0.1 8.8.8.8 netmask 255.255.255.0 wpa-driver wext wpa-ssid TPLINK wpa-ap-scan 1 wpa-proto RSN wpa-pairwise CCMP wpa-group CCMP wpa-key-mgmt WPA-PSK wpa-psk dca1badb5fd4e9axxx4xxdaaxxfa91xx610bxx6a7d57ef67af9809dxx6af42e39 /etc/wpa_supplicant.conf ctrl_interface=/var/run/wpa_supplicant network={ ssid="TPLINK" psk="my password" key_mgmt=WPA-PSK proto=RSN pairwise=CCMP group=CCMP } ifdown eth0 ifdown: interface eth0 not configured ifconfig eth0 Link encap:Ethernet HWaddr 00:11:xx:xx:xx:09 inet addr:192.168.0.102 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::211:11ff:fe59:fc09/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:213690 errors:0 dropped:0 overruns:0 frame:0 TX packets:155266 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:220057808 (220.0 MB) TX bytes:21137696 (21.1 MB) Interrupt:16 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:196412 errors:0 dropped:0 overruns:0 frame:0 TX packets:196412 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:153270697 (153.2 MB) TX bytes:153270697 (153.2 MB) wlan0 Link encap:Ethernet HWaddr f0:7d:xx:xx:xx:13 inet addr:192.168.0.12 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::f27d:68ff:fec1:b413/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:11335 errors:0 dropped:0 overruns:0 frame:0 TX packets:7287 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:2563290 (2.5 MB) TX bytes:855746 (855.7 KB) ifconfig eth0 down ifconfig eth0 Link encap:Ethernet HWaddr 00:xx:xx:xx:xx:09 inet addr:192.168.0.102 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::211:11ff:fe59:fc09/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:2 errors:0 dropped:0 overruns:0 frame:0 TX packets:1 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:192 (192.0 B) TX bytes:94 (94.0 B) Interrupt:16 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:196418 errors:0 dropped:0 overruns:0 frame:0 TX packets:196418 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:153270871 (153.2 MB) TX bytes:153270871 (153.2 MB) wlan0 Link encap:Ethernet HWaddr f0:7d:xx:xx:xx:13 inet addr:192.168.0.12 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::f27d:68ff:fec1:b413/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:11359 errors:0 dropped:0 overruns:0 frame:0 TX packets:7293 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:2565482 (2.5 MB) TX bytes:856363 (856.3 KB) ip route default via 192.168.0.1 dev wlan0 metric 100 169.254.0.0/16 dev wlan0 scope link metric 1000 192.168.0.0/24 dev wlan0 proto kernel scope link src 192.168.0.12 192.168.0.0/24 dev eth0 proto kernel scope link src 192.168.0.102 ping -I wlan0 -c 4 8.8.8.8 PING 8.8.8.8 (8.8.8.8) from 192.168.0.12 wlan0: 56(84) bytes of data. --- 8.8.8.8 ping statistics --- 4 packets transmitted, 0 received, 100% packet loss, time 3024ms ping -I eth0 -c 3 router PING router (192.168.0.1) from 192.168.0.102 eth0: 56(84) bytes of data. --- router ping statistics --- 3 packets transmitted, 0 received, 100% packet loss, time 2015ms ping -I wlan0 -c 3 router PING router (192.168.0.1) from 192.168.0.12 wlan0: 56(84) bytes of data. --- router ping statistics --- 3 packets transmitted, 0 received, 100% packet loss, time 2014ms Let me know if you need more info. Thank you in advance.

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  • How to follow object on CatmullRomSplines at constant speed (e.g. train and train carriage)?

    - by Simon
    I have a CatmullRomSpline, and using the very good example at https://github.com/libgdx/libgdx/wiki/Path-interface-%26-Splines I have my object moving at an even pace over the spline. Using a simple train and carriage example, I now want to have the carriage follow the train at the same speed as the train (not jolting along as it does with my code below). This leads into my main questions: How can I make the carriage have the same constant speed as the train and make it non jerky (it has something to do with the derivative I think, I don't understand how that part works)? Why do I need to divide by the line length to convert to metres per second, and is that correct? It wasn't done in the linked examples? I have used the example I linked to above, and modified for my specific example: private void process(CatmullRomSpline catmullRomSpline) { // Render path with precision of 1000 points renderPath(catmullRomSpline, 1000); float length = catmullRomSpline.approxLength(catmullRomSpline.spanCount * 1000); // Render the "train" Vector2 trainDerivative = new Vector2(); Vector2 trainLocation = new Vector2(); catmullRomSpline.derivativeAt(trainDerivative, current); // For some reason need to divide by length to convert from pixel speed to metres per second but I do not // really understand why I need it, it wasn't done in the examples??????? current += (Gdx.graphics.getDeltaTime() * speed / length) / trainDerivative.len(); catmullRomSpline.valueAt(trainLocation, current); renderCircleAtLocation(trainLocation); if (current >= 1) { current -= 1; } // Render the "carriage" Vector2 carriageLocation = new Vector2(); float carriagePercentageCovered = (((current * length) - 1f) / length); // I would like it to follow at 1 metre behind carriagePercentageCovered = Math.max(carriagePercentageCovered, 0); catmullRomSpline.valueAt(carriageLocation, carriagePercentageCovered); renderCircleAtLocation(carriageLocation); } private void renderPath(CatmullRomSpline catmullRomSpline, int k) { // catMulPoints would normally be cached when initialising, but for sake of example... Vector2[] catMulPoints = new Vector2[k]; for (int i = 0; i < k; ++i) { catMulPoints[i] = new Vector2(); catmullRomSpline.valueAt(catMulPoints[i], ((float) i) / ((float) k - 1)); } SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Line); SHAPE_RENDERER.setColor(Color.NAVY); for (int i = 0; i < k - 1; ++i) { SHAPE_RENDERER.line((Vector2) catMulPoints[i], (Vector2) catMulPoints[i + 1]); } SHAPE_RENDERER.end(); } private void renderCircleAtLocation(Vector2 location) { SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Filled); SHAPE_RENDERER.setColor(Color.YELLOW); SHAPE_RENDERER.circle(location.x, location.y, .5f); SHAPE_RENDERER.end(); } To create a decent sized CatmullRomSpline for testing this out: Vector2[] controlPoints = makeControlPointsArray(); CatmullRomSpline myCatmull = new CatmullRomSpline(controlPoints, false); .... private Vector2[] makeControlPointsArray() { Vector2[] pointsArray = new Vector2[78]; pointsArray[0] = new Vector2(1.681817f, 10.379999f); pointsArray[1] = new Vector2(2.045455f, 10.379999f); pointsArray[2] = new Vector2(2.663636f, 10.479999f); pointsArray[3] = new Vector2(3.027272f, 10.700000f); pointsArray[4] = new Vector2(3.663636f, 10.939999f); pointsArray[5] = new Vector2(4.245455f, 10.899999f); pointsArray[6] = new Vector2(4.736363f, 10.720000f); pointsArray[7] = new Vector2(4.754545f, 10.339999f); pointsArray[8] = new Vector2(4.518181f, 9.860000f); pointsArray[9] = new Vector2(3.790908f, 9.340000f); pointsArray[10] = new Vector2(3.172727f, 8.739999f); pointsArray[11] = new Vector2(3.300000f, 8.340000f); pointsArray[12] = new Vector2(3.700000f, 8.159999f); pointsArray[13] = new Vector2(4.227272f, 8.520000f); pointsArray[14] = new Vector2(4.681818f, 8.819999f); pointsArray[15] = new Vector2(5.081817f, 9.200000f); pointsArray[16] = new Vector2(5.463636f, 9.460000f); pointsArray[17] = new Vector2(5.972727f, 9.300000f); pointsArray[18] = new Vector2(6.063636f, 8.780000f); pointsArray[19] = new Vector2(6.027272f, 8.259999f); pointsArray[20] = new Vector2(5.700000f, 7.739999f); pointsArray[21] = new Vector2(5.300000f, 7.440000f); pointsArray[22] = new Vector2(4.645454f, 7.179999f); pointsArray[23] = new Vector2(4.136363f, 6.940000f); pointsArray[24] = new Vector2(3.427272f, 6.720000f); pointsArray[25] = new Vector2(2.572727f, 6.559999f); pointsArray[26] = new Vector2(1.900000f, 7.100000f); pointsArray[27] = new Vector2(2.336362f, 7.440000f); pointsArray[28] = new Vector2(2.590908f, 7.940000f); pointsArray[29] = new Vector2(2.318181f, 8.500000f); pointsArray[30] = new Vector2(1.663636f, 8.599999f); pointsArray[31] = new Vector2(1.209090f, 8.299999f); pointsArray[32] = new Vector2(1.118181f, 7.700000f); pointsArray[33] = new Vector2(1.045455f, 6.880000f); pointsArray[34] = new Vector2(1.154545f, 6.100000f); pointsArray[35] = new Vector2(1.281817f, 5.580000f); pointsArray[36] = new Vector2(1.700000f, 5.320000f); pointsArray[37] = new Vector2(2.190908f, 5.199999f); pointsArray[38] = new Vector2(2.900000f, 5.100000f); pointsArray[39] = new Vector2(3.700000f, 5.100000f); pointsArray[40] = new Vector2(4.372727f, 5.220000f); pointsArray[41] = new Vector2(4.827272f, 5.220000f); pointsArray[42] = new Vector2(5.463636f, 5.160000f); pointsArray[43] = new Vector2(5.554545f, 4.700000f); pointsArray[44] = new Vector2(5.245453f, 4.340000f); pointsArray[45] = new Vector2(4.445455f, 4.280000f); pointsArray[46] = new Vector2(3.609091f, 4.260000f); pointsArray[47] = new Vector2(2.718181f, 4.160000f); pointsArray[48] = new Vector2(1.990908f, 4.140000f); pointsArray[49] = new Vector2(1.427272f, 3.980000f); pointsArray[50] = new Vector2(1.609090f, 3.580000f); pointsArray[51] = new Vector2(2.136363f, 3.440000f); pointsArray[52] = new Vector2(3.227272f, 3.280000f); pointsArray[53] = new Vector2(3.972727f, 3.340000f); pointsArray[54] = new Vector2(5.027272f, 3.360000f); pointsArray[55] = new Vector2(5.718181f, 3.460000f); pointsArray[56] = new Vector2(6.100000f, 4.240000f); pointsArray[57] = new Vector2(6.209091f, 4.500000f); pointsArray[58] = new Vector2(6.118181f, 5.320000f); pointsArray[59] = new Vector2(5.772727f, 5.920000f); pointsArray[60] = new Vector2(4.881817f, 6.140000f); pointsArray[61] = new Vector2(5.318181f, 6.580000f); pointsArray[62] = new Vector2(6.263636f, 7.020000f); pointsArray[63] = new Vector2(6.645453f, 7.420000f); pointsArray[64] = new Vector2(6.681817f, 8.179999f); pointsArray[65] = new Vector2(6.627272f, 9.080000f); pointsArray[66] = new Vector2(6.572727f, 9.699999f); pointsArray[67] = new Vector2(6.263636f, 10.820000f); pointsArray[68] = new Vector2(5.754546f, 11.479999f); pointsArray[69] = new Vector2(4.536363f, 11.599998f); pointsArray[70] = new Vector2(3.572727f, 11.700000f); pointsArray[71] = new Vector2(2.809090f, 11.660000f); pointsArray[72] = new Vector2(1.445455f, 11.559999f); pointsArray[73] = new Vector2(0.936363f, 11.280000f); pointsArray[74] = new Vector2(0.754545f, 10.879999f); pointsArray[75] = new Vector2(0.700000f, 9.939999f); pointsArray[76] = new Vector2(0.918181f, 9.620000f); pointsArray[77] = new Vector2(1.463636f, 9.600000f); return pointsArray; } Disclaimer: My math is very rusty, so please explain in lay mans terms....

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  • Struct Method for Loops Problem

    - by Annalyne
    I have tried numerous times how to make a do-while loop using the float constructor for my code but it seems it does not work properly as I wanted. For summary, I am making a TBRPG in C++ and I encountered few problems. But before that, let me post my code. #include <iostream> #include <string> #include <ctime> #include <cstdlib> using namespace std; int char_level = 1; //the starting level of the character. string town; //town string town_name; //the name of the town the character is in. string charname; //holds the character's name upon the start of the game int gems = 0; //holds the value of the games the character has. const int MAX_ITEMS = 15; //max items the character can carry string inventory [MAX_ITEMS]; //the inventory of the character in game int itemnum = 0; //number of items that the character has. bool GameOver = false; //boolean intended for the game over scr. string monsterTroop [] = {"Slime", "Zombie", "Imp", "Sahaguin, Hounds, Vampire"}; //monster name float monsterTroopHealth [] = {5.0f, 10.0f, 15.0f, 20.0f, 25.0f}; // the health of the monsters int monLifeBox; //life carrier of the game's enemy troops int enemNumber; //enemy number //inventory[itemnum++] = "Sword"; class RPG_Game_Enemy { public: void enemyAppear () { srand(time(0)); enemNumber = 1+(rand()%3); if (enemNumber == 1) cout << monsterTroop[1]; //monster troop 1 else if (enemNumber == 2) cout << monsterTroop[2]; //monster troop 2 else if (enemNumber == 3) cout << monsterTroop[3]; //monster troop 3 else if (enemNumber == 4) cout << monsterTroop[4]; //monster troop 4 } void enemDefeat () { cout << "The foe has been defeated. You are victorious." << endl; } void enemyDies() { //if the enemy dies: //collapse declaration cout << "The foe vanished and you are victorious!" << endl; } }; class RPG_Scene_Battle { public: RPG_Scene_Battle(float ini_health) : health (ini_health){}; float getHealth() { return health; } void setHealth(float rpg_val){ health = rpg_val;}; private: float health; }; //---------------------------------------------------------------// // Conduct Damage for the Scene Battle's Damage //---------------------------------------------------------------// float conductDamage(RPG_Scene_Battle rpg_tr, float damage) { rpg_tr.setHealth(rpg_tr.getHealth() - damage); return rpg_tr.getHealth(); }; // ------------------------------------------------------------- // void RPG_Scene_DisplayItem () { cout << "Items: \n"; for (int i=0; i < itemnum; ++i) cout << inventory[i] <<endl; }; In this code I have so far, the problem I have is the battle scene. For example, the player battles a Ghost with 10 HP, when I use a do while loop to subtract the HP of the character and the enemy, it only deducts once in the do while. Some people said I should use a struct, but I have no idea how to make it. Is there a way someone can display a code how to implement it on my game? Edit: I made the do-while by far like this: do RPG_Scene_Battle (player, 20.0f); RPG_Scene_Battle (enemy, 10.0f); cout << "Battle starts!" <<endl; cout << "You used a blade skill and deducted 2 hit points to the enemy!" conductDamage (enemy, 2.0f); while (enemy!=0) also, I made something like this: #include <iostream> using namespace std; int gems = 0; class Entity { public: Entity(float startingHealth) : health(startingHealth){}; // initialize health float getHealth(){return health;} void setHealth(float value){ health = value;}; private: float health; }; float subtractHealthFrom(Entity& ent, float damage) { ent.setHealth(ent.getHealth() - damage); return ent.getHealth(); }; int main () { Entity character(10.0f); Entity enemy(10.0f); cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; cout << "Hero Life: "; cout << subtractHealthFrom(character, 2.0f) <<endl; cout << "Monster Life: "; cout << subtractHealthFrom(enemy, 2.0f) <<endl; }; Struct method, they say, should solve this problem. How can I continously deduct hp from the enemy? Whenever I deduct something, it would return to its original value -_-

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