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  • Android: Capturing the return of an activity.

    - by Chrispix
    I have a question regarding launching new activities. It boils down to this. I have 3 tabs on a view A) contains gMap activity B) camera activity C) some random text fields. Requirement is that the application runs in Portrait mode. All 3 tabs work as expected w/ the exception of the Camera Preview Surface (B). It is rotated 90 degrees. They only way to make it correct is to set the app to landscape which throws all my tabs around, and is pretty much unworkable. My solution is this : replace my camera activity with a regular activity that is empty w/ the exception of Intent i = new Intent(this,CameraActivity.class); startActivity(i); This launches my CameraActivity. And that works fine. I had to do a linear layout and include 3 images that look like real tabs, so I can try and mimic the operation of the tabs while rotating the screen to landscape and keep the visuals as portrait. The user can click one of the images(buttons) to display the next tab. This is my issue. It should exit my 'camera activity' returning to the 'blank activity' in a tab, where it should be interpreted to click the desiered tab from my image. The main thing is, when it returns, it returns to a blank (black) page under a tab (because it is 'empty'). How can I capture the return event back to the page that called the activity, and then see what action they performed? I can set an onclicklistener where I can respond to the fake tabs (images) being clicked to exit out of the camera activity. On exit, the tab should update so that is where you return. any Suggestions? Thanks,

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  • UIButton stops responding after going into landscape mode - iPhone

    - by casey
    I've been trying different things the last few days and I've run out of ideas so I'm looking for help. The situation is that I'm displaying my in-app purchasing store view after the user clicks a button. Button pressed, view is displayed. The store shows fine. Inside this view, I have a few labels with descriptions of the product, and then below them I have the price and a Buy button which triggers the in-app purchase. Problem is when I rotate the phone to landscape, that Buy button no longer responds, weird. Works fine in portrait. The behavior in landscape when the I touch the button is nothing. It doesn't appear to press down and be selected or anything, just not responding to my touches. But then when I rotate back to portrait or even upside down portrait, it works fine. Here is the rough structure of my view in IB, all the rotating and layout is setup in IB. I set the autoresizing in IB so that everything looks ok in landscape and the Buy button expands horizontally a little bit. The only layout manipulation I do in my code is after loading, I set the content size of the scroll view. File Owner with view set to the scrollView / scrollView ----/ view --------/ label --------/ label --------/ label --------/ label --------/ label --------/ label --------/ label --------/ label --------/ uibutton (Buy) After orientation changes I printed out the userInteractionEnabled property of the scrollView and the button, and they were both TRUE at all orientations. Ideas? Or maybe some other way of displaying a buy button that won't be nonfunctional? I've already begun a branch that plays with a toolbar and placing the buy button there, but I can't seem to get the bar to stay in place while scrolling.

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  • iphone - grouping UIImageViews x blocking elements

    - by Mike
    I have to rotate several UIImageViews around a specific center. To accomplish this I am using the famous trick of putting these views as subviews of a larger one and rotating that one. The problem is that these subviews have to detect touches, because each one has buttons on it. The hierarchy is like this LARGE_VIEW | |_____ imageView1 | |_________ button1 | |_________ button2 | |_________ button3 | |_____ imageView2 |_________ button4 |_________ button5 |_________ button6 etc So, to make buttons respond to tap, I had to make this; [LARGE_VIEW setUserInteractionEnabled:YES]; [imageView1 setUserInteractionEnabled:YES]; [imageView2 setUserInteractionEnabled:YES]; ImageView1 and 2 are two vertical rows of buttons on each side of the screen. The problem is that there's another view below LARGE_VIEW and this view is not receiving the taps, because LARGE_VIEW is intercepting them first. I don't need LARGE_VIEW to detect any taps except on the two areas where imageView 1 and 2 are. LARGE_VIEW must let pass taps on the area defined by this rect (52, 0, 768-2*52, 1024). ImageView1 and 2 have this size: 52 pixels wide and 1024 pixels high (iPad). ImageView1's rect is: (0, 0, 52, 1024) and ImageView2's rect is: (768-52, 0, 52, 1024) LARGE_VIEW must let pass taps on the area defined by this rect (52, 0, 768-2*52, 1024). How to solve that? I need LARGE_VIEW detect taps on each rect defined on my previous paragraph and pass these taps to its subviews and just let pass taps outside these rects to the app, so other views BELOW, can detect taps too. thanks.

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  • jquery show / hide div on click even in a slideshow?

    - by KnockKnockWhosThere
    Is it possible to combine a slideshow and show / hide div functionality? My html structure is below, and basically, I'm trying to get the tabs a links to open up the div with the corresponding class if a user clicks on it. If a user doesn't click on it, it should still just cycle through each image. So, if the images are rotating, and I click on <a class="t2"> then would open. The thing is, it's unknown how many divs / tabs there will be, but they'll always be named t{n}. <div id="tab-content"> <div class="t1">content</div> <div class="t2">lorem ipsum</div> <div class="t3">knock knock</div> </div> <div id="nav"> <div id="tabs"> <ul> <li class="t1"><a class="t1" href="#">tab 1</a></li> <li class="t2"><a class="t2" href="#">tab 2</a></li> <li class="t3"><a class="t3" href="#">tab 3</a></li> </ul> </div> </div>

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  • PHP : How to get specific data from array

    - by Giffary
    Hello! I try to use amazon API using PHP. If I use print_r($parsed_xml->Items->Item->ItemAttributes) it show me some result like SimpleXMLElement Object ( [Binding] = Electronics [Brand] = Canon [DisplaySize] = 2.5 [EAN] = 0013803113662 [Feature] = Array ( [0] = High-powered 20x wide-angle optical zoom with Optical Image Stabilizer [1] = Capture 720p HD movies with stereo sound; HDMI output connector for easy playback on your HDTV [2] = 2.5-inch Vari-Angle System LCD; improved Smart AUTO intelligently selects from 22 predefined shooting situations [3] = DIGIC 4 Image Processor; 12.1-megapixel resolution for poster-size, photo-quality prints [4] = Powered by AA batteries (included); capture images to SD/SDHC memory cards (not included) ) [FloppyDiskDriveDescription] = None [FormFactor] = Rotating [HasRedEyeReduction] = 1 [IsAutographed] = 0 [IsMemorabilia] = 0 [ItemDimensions] = SimpleXMLElement Object ( [Height] = 340 [Length] = 490 [Weight] = 124 [Width] = 350 ) [Label] = Canon [LensType] = Zoom lens [ListPrice] = SimpleXMLElement Object ( [Amount] = 60103 [CurrencyCode] = USD [FormattedPrice] = $601.03 ) [Manufacturer] = Canon [MaximumFocalLength] = 100 [MaximumResolution] = 12.1 [MinimumFocalLength] = 5 [Model] = SX20IS [MPN] = SX20IS [OpticalSensorResolution] = 12.1 [OpticalZoom] = 20 [PackageDimensions] = SimpleXMLElement Object ( [Height] = 460 [Length] = 900 [Weight] = 242 [Width] = 630 ) [PackageQuantity] = 1 [ProductGroup] = Photography [ProductTypeName] = CAMERA_DIGITAL [ProductTypeSubcategory] = point-and-shoot [Publisher] = Canon [Studio] = Canon [Title] = Canon PowerShot SX20IS 12.1MP Digital Camera with 20x Wide Angle Optical Image Stabilized Zoom and 2.5-inch Articulating LCD [UPC] = 013803113662 ) my goal is to get only Feature infomation and I try to use $feature = $parsed_xml->Items->Item->ItemAttributes->Feature it does'not work for me because it just show me the first feature only. How do i get all feature information? please help

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  • Handle BACK key event in child view

    - by Mick Byrne
    In my app, users can tap on image thumbnails to see a full size version. When the thumbnail is tapped a bunch of new views are created in code (i.e. no XML), appended at the end of the view hierarchy and some scaling and rotating transitions happen, then the full size, high res version of the image is displayed. Tapping on the full size image reverses the transitions and removes the new views from the view hierarchy. I want users to also be able to press the BACK key to reverse the image transitions. However, I can't seem to catch the KeyEvent. This is what I'm trying at the moment: // Set a click listener on the image to reverse everything frameView.setOnClickListener(new OnClickListener() { @Override public void onClick(View arg0) { zoomOut(); // This works fine } }); // Set the focus onto the frame and then set a key listener to catch the back buttons frameView.setFocusable(true); frameView.setFocusableInTouchMode(true); frameView.requestFocus(); frameView.setOnKeyListener(new OnKeyListener() { @Override public boolean onKey(View v, int keyCode, KeyEvent event) { // The code never even gets here !!! if(keyCode == KeyEvent.KEYCODE_BACK && event.getRepeatCount() == 0) { zoomOut(); return true; } return false; } });

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  • iPhone SDK: problem managing orientation with multiple view controllers.

    - by Tom
    I'm trying to build an iPhone application that has two subviews in the main window. Each view has its own UIViewController subclass associated with it. Also, within each controller's implementation, I've added the following method: -(BOOL)shouldAutorotateToInterfaceOrientation: (UIInterfaceOrientation)interfaceOrientation { return YES; } Thus, I would expect both of the views to respond to changes in orientation. However, this is not the case. Only the first view added to the app's main window responds to orientation. (If I swap the order the views are added, then only the other view responds. In other words, either will work--but only one at a time.) Why is this? Is it not possible to handle the orientation changes of more than one view? Thanks! EDIT: Someone else had this question, so I'm copying my solution here: I was able to address this issue by providing a root view and a root view controller with the method "shouldAutoRotate..." and adding my other views as subviews to the root view. The subviews inherit the auto-rotating behavior, and their associated view controllers shouldn't need to override "shouldAutoRotate..."

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  • Changing direction of rotation Pygame

    - by czl
    How would you change the direction of a rotating image/rect in Pygame? Applying positive and negative degree values works but it seems to only be able to rotate one direction throughout my window. Is there a way to ensure a change in direction of rotation? Perhaps change up rotation of a spinning image every 5 seconds, or if able to change the direction of the spin when hitting a X or Y axis. I've added some code below. It seems like switching movement directions is easy with rect.move_ip as long as I specify a speed and have location clause, it does what I want. Unfortunately rotation is't like that. Here I'l adding angles to make sure it spins, but no matter what I try, I'm unable to negate the rotation. def rotate_image(self): #rotate image orig_rect = self.image.get_rect() rot_image = pygame.transform.rotate(self.image, self.angle) rot_rect = orig_rect.copy() rot_rect.center = rot_image.get_rect().center rot_image = rot_image.subsurface(rot_rect).copy() return rot_image def render(self): self.screen.fill(self.bg_color) self.rect.move_ip(0,5) #Y axis movement at 5 px per frame self.angle += 5 #add 5 anglewhen the rect has not hit one of the window self.angle %= 360 if self.rect.left < 0 or self.rect.right > self.width: self.speed[0] = -self.speed[0] self.angle = -self.angle #tried to invert the angle self.angle -= 5 #trying to negate the angle rotation self.angle %= 360 self.screen.blit(self.rotate_image(),self.rect) pygame.display.flip() I would really like to know how to invert rotation of a image. You may provide your own examples.

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  • Maintaining Mouse Control in Embedded swfs (i.e. parent / child ) Flash cs4 AS3

    - by garydev
    Hello to all, I have an issue that is driving me nuts. I have an AS3 application that performs a calculation based upon user's input to determine a result. The purpose is to predict the results of a horse's coat color based on the genetics. The results are given in a 3d model swfs that are loaded into the "shell's" UILoader Component and they rotate. I have an example of this here: http://www.provideoshow.com/coatcalculator/coat_calculator.html As you can see this works fine with an "auto-rotate" feature. The problem is that my client wants the 3d models to be rotated by the user's mouse. I have the 3d models rotating with the mouse but they only work when they are stand alone swfs. They break when they are loaded into the shell. Some research informs me that the issue is in the stage properties and the parent not receiving them from the child. I've gotten some advice that I need to pass a reference to the shell's stage and preferably in the init function. This is the code I have in the child which is loaded as a class public function Main_master_withmouse() { if(stage) { _stage = stage; init(stage); } } protected function init(rootStage:Stage):void { if(rootStage) { _stage = rootStage; } else { _stage = this.stage; } sceneWidth = _stage.stageWidth createChildren(); startRendering(); } I can't figure out what to put in the parent to pass the reference to its stage. Any help is greatly appreciated. Thank you in advance

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  • Crop, Edit, and Print Photos in Windows 7 Media Center

    - by DigitalGeekery
    Windows Media Center is a nice application for managing and displaying your personal photos, but you may occasionally need to make some basic edits to your pictures. Today we’ll take a look at how to crop, edit, and print photos right from Windows 7 Media Center. From within the Picture Library in Windows Media Center, choose a photo to work with, right-click and select Picture Details. You can also access this option with a Media Center remote by clicking the “i” button. Note: You’ll notice you have the option to rotate the picture from this menu. It is also available on the next screen.  Rotate a picture Now you’ll see more options on the Picture Details screen. From here you can rotate, Print, or Touch Up, Delete, or Burn a CD/DVD. To rotate the picture, simple select Rotate. Note: If you want your photo saved with the new orientation, you’ll need to select Save from the Touch Up screen that we will look at later in the article.   Each click will rotate the picture 90 degrees clockwise. You’ll see the new orientation of the picture displayed on the Picture Details screen after you have clicked Rotate. Print a picture From the Picture Details screen, select Print. Click Print again. Media Center automatically prints to your default printer, so make sure your desired target printer is set as default. Crop and Edit Photos To edit or crop your photo, select Touch Up. Touch Up options includes, Crop, Contrast, and Red Eye removal. First, we’ll select the Crop button to crop our photo.   You will see a cropping area overlay appear on your photo. Select one of the buttons below to adjust the location, size, and orientation of the area to be cropped. When you’re happy with your selection, click Save. You’ll be prompted to confirm your save. Click Yes to permanently save your edits. You can also apply Contrast or Red Eye adjustments to your photos. There aren’t any advanced settings for these options. You merely toggle the Contrast or Red Eye on or off by selecting the option. Be sure to click Save before exiting to if you’ve made any changes you wish to permanently apply to the photos. This includes rotating the images. While this method is not likely to be replace your favorite image editing software, it does give you the ability to make basic edits and print photos directly from Windows Media Center. With a Media Center remote, you can even do all your edits from the comfort of your recliner. Similar Articles Productive Geek Tips Using Netflix Watchnow in Windows Vista Media Center (Gmedia)Schedule Updates for Windows Media CenterIntegrate Hulu Desktop and Windows Media Center in Windows 7Add Color Coding to Windows 7 Media Center Program GuideIntegrate Boxee with Media Center in Windows 7 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 DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Outlook Connector Upgrade Error Gadfly is a cool Twitter/Silverlight app Enable DreamScene in Windows 7 Microsoft’s “How Do I ?” Videos Home Networks – How do they look like & the problems they cause Check Your IMAP Mail Offline In Thunderbird

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  • Rotate a Video 90 degrees with VLC or Windows Live Movie Maker

    - by DigitalGeekery
    Have you ever captured video with your cell phone or camcorder only to discover when you play it back on your computer that the video is rotated 90 degrees? Or maybe you shot it that way on purpose because you preferred portrait style to a landscape view? Before you go straining your neck or flipping your monitor on it’s side to watch your video, we’ll show you a few easier methods. If you simply want to rotate the video while you watch it, we’ll show you how to accomplish that with VLC Media Player. If you want to convert the video so it is rotated permanently, we’ll show you how to do that with Windows Live Movie Maker and output your video as a WMV file. Rotate and Watch a Video in VLC Download, install, and run VLC Media Player. (See download link below)   Open your video file by going to Media  > Open File… and browsing for your file. Or, by just dragging and dropping your video onto the VLC player.   Choose Tools from the Menu bar and select Effects and Filters. On the Video Effects tab, tick the Transform checkbox and choose your degrees of rotation. The video is rotated counter-clockwise, so to rotate clockwise 90 degrees you’ll want to choose Rotate by 270 degrees.   Now you can enjoy your video the way it was intended to be viewed. Rotate and Convert the Video with Windows Live Movie Maker Starting with Windows 7, Windows Movie Maker no longer comes pre-installed with the OS. It’s now part of the Windows Live suite that is available as a separate, free download for Windows 7 and Vista. (Windows XP is not supported) You can find the link to our detailed instruction on how to install Windows Live at the end of the article. To add your video files to Windows Movie Maker, click on Add videos and photos on the Home tab, or drag and drop the video into the blank area on the right side of the application. Next, you’ll need to rotate the video. Staying on the Home tab, click on the Rotate right 90° or Rotate left 90°.   You’ll see your video is now oriented properly on the left.   To save and convert your video to WMV format, click the Movie Maker tab just to the left of the Home tab. Hover your cursor over Save movie, and then select your output settings. You also have the option to burn directly to DVD. Browse for a location to save it and rename the output file if you’d like. Click Save. You’ll be notified when the file is complete. Now you’ll have your video properly oriented in WMV file format.   These are two rather easy ways to accomplish rotating your video. Unfortunately, Windows Live Movie Maker doesn’t give you a lot of  options for output. If you want to output to a file, your only choice is WMV format or DVD. However, previous versions will also allow you to export to AVI. How-To Geek’s Install Windows Live Essentials In Windows 7 Article. Download Windows Live Download VLC Media Player Similar Articles Productive Geek Tips How to Make/Edit a movie with Windows Movie Maker in Windows VistaCreate and Author DVDs in Windows 7Family Fun: Share Photos with Photo Gallery and Windows Live SpacesInstall Windows Live Essentials In Windows 7Add Network Support to Windows Live MovieMaker 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 DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Awesome Lyrics Finder for Winamp & Windows Media Player Download Videos from Hulu Pixels invade Manhattan Convert PDF files to ePub to read on your iPad Hide Your Confidential Files Inside Images Get Wildlife Photography Tips at BBC’s PhotoMasterClasses

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  • How can I back up my ubuntu system?

    - by Eloff
    I'm sure there's a lot of questions on here similar to this, and I've been reading them, but I still feel this warrants a new question. I want nightly, incremental backups (full disk images would waste a lot of space - unless compressed somehow.) Preferably rotating or deleting old backups when running out of space or after a fixed number of backups. I want to be able to quickly and painlessly restore my system from these backups. This is my first time running ubuntu as my main development machine and I know from my experience with it as a server and in virtual machines that I regularly manage to make it unbootable or damage it to the point of being unable to rescue it. So how would you recommend I do this? There are so many options out there I really don't know where to start. There seems to be a vocal school of thought that it's sufficient to backup your home directory and the list of installed packages from the package manager. I've already installed lots of things from source, or outside of the package manager (development tools, ides, compilers, graphics drivers, etc.) So at the very least, if I do not back up the operating system itself I need to grab all config files, all program binaries, all created but required files, etc. I'd rather backup too much than too little - an ubuntu install is tiny anyway. Also this drastically reduces the restore time, which would cost me more in my time than the extra storage space. I tried using Deja Dup to backup the root partition, excluding some things like /mnt /media /dev /proc etc. Although many websites assured me you can backup a running linux system this way - that seems to be false as it complained that it could not backup the following files: /boot/System.map-3.0.0-17-generic /boot/System.map-3.2.0-22-generic /boot/vmcoreinfo-3.0.0-17-generic /boot/vmlinuz-3.0.0-17-generic /boot/vmlinuz-3.2.0-22-generic /etc/.pwd.lock /etc/NetworkManager/system-connections/LAN Connection /etc/apparmor.d/cache/lightdm-guest-session /etc/apparmor.d/cache/sbin.dhclient /etc/apparmor.d/cache/usr.bin.evince /etc/apparmor.d/cache/usr.lib.telepathy /etc/apparmor.d/cache/usr.sbin.cupsd /etc/apparmor.d/cache/usr.sbin.tcpdump /etc/apt/trustdb.gpg /etc/at.deny /etc/ati/inst_path_default /etc/ati/inst_path_override /etc/chatscripts /etc/cups/ssl /etc/cups/subscriptions.conf /etc/cups/subscriptions.conf.O /etc/default/cacerts /etc/fuse.conf /etc/group- /etc/gshadow /etc/gshadow- /etc/mtab.fuselock /etc/passwd- /etc/ppp/chap-secrets /etc/ppp/pap-secrets /etc/ppp/peers /etc/security/opasswd /etc/shadow /etc/shadow- /etc/ssl/private /etc/sudoers /etc/sudoers.d/README /etc/ufw/after.rules /etc/ufw/after6.rules /etc/ufw/before.rules /etc/ufw/before6.rules /lib/ufw/user.rules /lib/ufw/user6.rules /lost+found /root /run/crond.reboot /run/cups/certs /run/lightdm /run/lock/whoopsie/lock /run/udisks /var/backups/group.bak /var/backups/gshadow.bak /var/backups/passwd.bak /var/backups/shadow.bak /var/cache/apt/archives/lock /var/cache/cups/job.cache /var/cache/cups/job.cache.O /var/cache/cups/ppds.dat /var/cache/debconf/passwords.dat /var/cache/ldconfig /var/cache/lightdm/dmrc /var/crash/_usr_lib_x86_64-linux-gnu_colord_colord.102.crash /var/lib/apt/lists/lock /var/lib/dpkg/lock /var/lib/dpkg/triggers/Lock /var/lib/lightdm /var/lib/mlocate/mlocate.db /var/lib/polkit-1 /var/lib/sudo /var/lib/urandom/random-seed /var/lib/ureadahead/pack /var/lib/ureadahead/run.pack /var/log/btmp /var/log/installer/casper.log /var/log/installer/debug /var/log/installer/partman /var/log/installer/syslog /var/log/installer/version /var/log/lightdm/lightdm.log /var/log/lightdm/x-0-greeter.log /var/log/lightdm/x-0.log /var/log/speech-dispatcher /var/log/upstart/alsa-restore.log /var/log/upstart/alsa-restore.log.1.gz /var/log/upstart/console-setup.log /var/log/upstart/console-setup.log.1.gz /var/log/upstart/container-detect.log /var/log/upstart/container-detect.log.1.gz /var/log/upstart/hybrid-gfx.log /var/log/upstart/hybrid-gfx.log.1.gz /var/log/upstart/modemmanager.log /var/log/upstart/modemmanager.log.1.gz /var/log/upstart/module-init-tools.log /var/log/upstart/module-init-tools.log.1.gz /var/log/upstart/procps-static-network-up.log /var/log/upstart/procps-static-network-up.log.1.gz /var/log/upstart/procps-virtual-filesystems.log /var/log/upstart/procps-virtual-filesystems.log.1.gz /var/log/upstart/rsyslog.log /var/log/upstart/rsyslog.log.1.gz /var/log/upstart/ureadahead.log /var/log/upstart/ureadahead.log.1.gz /var/spool/anacron/cron.daily /var/spool/anacron/cron.monthly /var/spool/anacron/cron.weekly /var/spool/cron/atjobs /var/spool/cron/atspool /var/spool/cron/crontabs /var/spool/cups

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  • How do I implement a quaternion based camera?

    - by kudor gyozo
    I looked at several tutorials about this and when I thought I understood I tried to implement a quaternion based camera. The problem is it doesn't work correctly, after rotating for approx. 10 degrees it jumps back to -10 degrees. I have no idea what's wrong. I'm using openTK and it already has a quaternion class. I'm a noob at opengl, I'm doing this just for fun, and don't really understand quaternions, so probably I'm doing something stupid here. Here is some code: (Actually almost all the code except the methods that load and draw a vbo (it is taken from an OpenTK sample that demonstrates vbo-s)) I load a cube into a vbo and initialize the quaternion for the camera protected override void OnLoad(EventArgs e) { base.OnLoad(e); cameraPos = new Vector3(0, 0, 7); cameraRot = Quaternion.FromAxisAngle(new Vector3(0,0,-1), 0); GL.ClearColor(System.Drawing.Color.MidnightBlue); GL.Enable(EnableCap.DepthTest); vbo = LoadVBO(CubeVertices, CubeElements); } I load a perspective projection here. This is loaded at the beginning and every time I resize the window. protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, Width, Height); float aspect_ratio = Width / (float)Height; Matrix4 perpective = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 64); GL.MatrixMode(MatrixMode.Projection); GL.LoadMatrix(ref perpective); } Here I get the last rotation value and create a new quaternion that represents only the last rotation and multiply it with the camera quaternion. After this I transform this into axis-angle so that opengl can use it. (This is how I understood it from several online quaternion tutorials) protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); double speed = 1; double rx = 0, ry = 0; if (Keyboard[Key.A]) { ry = -speed * e.Time; } if (Keyboard[Key.D]) { ry = +speed * e.Time; } if (Keyboard[Key.W]) { rx = +speed * e.Time; } if (Keyboard[Key.S]) { rx = -speed * e.Time; } Quaternion tmpQuat = Quaternion.FromAxisAngle(new Vector3(0,1,0), (float)ry); cameraRot = tmpQuat * cameraRot; cameraRot.Normalize(); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); Vector3 axis; float angle; cameraRot.ToAxisAngle(out axis, out angle); GL.Rotate(angle, axis); GL.Translate(-cameraPos); Draw(vbo); SwapBuffers(); } Here are 2 images to explain better: I rotate a while and from this: it jumps into this Any help is appreciated. Update1: I add these to a streamwriter that writes into a file: sw.WriteLine("camerarot: X:{0} Y:{1} Z:{2} W:{3} L:{4}", cameraRot.X, cameraRot.Y, cameraRot.Z, cameraRot.W, cameraRot.Length); sw.WriteLine("ry: {0}", ry); The log is available here: http://www.pasteall.org/26133/text. At line 770 the cube jumps from right to left, when camerarot.Y changes signs. I don't know if this is normal. Update2 Here is the complete project.

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  • What's wrong with this turn to face algorithm?

    - by Chan
    I implement a torpedo object that chases a rotating planet. Specifically, it will turn toward the planet each update. Initially my implement was: void move() { vector3<float> to_target = target - get_position(); to_target.normalize(); position += (to_target * speed); } which works perfectly for torpedo that is a solid sphere. Now my torpedo is actually a model, which has a forward vector, so using this method looks odd because it doesn't actually turn toward but jump toward. So I revised it a bit to get, double get_rotation_angle(vector3<float> u, vector3<float> v) const { u.normalize(); v.normalize(); double cosine_theta = u.dot(v); // domain of arccosine is [-1, 1] if (cosine_theta > 1) { cosine_theta = 1; } if (cosine_theta < -1) { cosine_theta = -1; } return math3d::to_degree(acos(cosine_theta)); } vector3<float> get_rotation_axis(vector3<float> u, vector3<float> v) const { u.normalize(); v.normalize(); // fix linear case if (u == v || u == -v) { v[0] += 0.05; v[1] += 0.0; v[2] += 0.05; v.normalize(); } vector3<float> axis = u.cross(v); return axis.normal(); } void turn_to_face() { vector3<float> to_target = (target - position); vector3<float> axis = get_rotation_axis(get_forward(), to_target); double angle = get_rotation_angle(get_forward(), to_target); double distance = math3d::distance(position, target); gl_matrix_mode(GL_MODELVIEW); gl_push_matrix(); { gl_load_identity(); gl_translate_f(position.get_x(), position.get_y(), position.get_z()); gl_rotate_f(angle, axis.get_x(), axis.get_y(), axis.get_z()); gl_get_float_v(GL_MODELVIEW_MATRIX, OM); } gl_pop_matrix(); move(); } void move() { vector3<float> to_target = target - get_position(); to_target.normalize(); position += (get_forward() * speed); } The logic is simple, I find the rotation axis by cross product, the angle to rotate by dot product, then turn toward the target position each update. Unfortunately, it looks extremely odds since the rotation happens too fast that it always turns back and forth. The forward vector for torpedo is from the ModelView matrix, the third column A: MODELVIEW MATRIX -------------------------------------------------- R U A T -------------------------------------------------- 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 -------------------------------------------------- Any suggestion or idea would be greatly appreciated.

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  • Clever memory usage through the years

    - by Ben Emmett
    A friend and I were recently talking about the really clever tricks people have used to get the most out of memory. I thought I’d share my favorites, and would love to hear yours too! Interleaving on drum memory Back in the ye olde days before I’d been born (we’re talking the 50s / 60s here), working memory commonly took the form of rotating magnetic drums. These would spin at a constant speed, and a fixed head would read from memory when the correct part of the drum passed it by, a bit like a primitive platter disk. Because each revolution took a few milliseconds, programmers took to manually arranging information non-sequentially on the drum, timing when an instruction or memory address would need to be accessed, then spacing information accordingly around the edge of the drum, thus reducing the access delay. Similar techniques were still used on hard disks and floppy disks into the 90s, but have become irrelevant with modern disk technologies. The Hashlife algorithm Conway’s Game of Life has attracted numerous implementations over the years, but Bill Gosper’s Hashlife algorithm is particularly impressive. Taking advantage of the repetitive nature of many cellular automata, it uses a quadtree structure to store the hashes of pieces of the overall grid. Over time there are fewer and fewer new structures which need to be evaluated, so it starts to run faster with larger grids, drastically outperforming other algorithms both in terms of speed and the size of grid which can be simulated. The actual amount of memory used is huge, but it’s used in a clever way, so makes the list . Elite’s procedural generation Ok, so this isn’t exactly a memory optimization – more a storage optimization – but it gets an honorable mention anyway. When writing Elite, David Braben and Ian Bell wanted to build a rich world which gamers could explore, but their 22K memory was something of a limitation (for comparison that’s about the size of my avatar picture at the top of this page). They procedurally generated all the characteristics of the 2048 planets in their virtual universe, including the names, which were stitched together using a lookup table of parts of names. In fact the original plans were for 2^52 planets, but it was decided that that was probably too many. Oh, and they did that all in assembly language. Other games of the time used similar techniques too – The Sentinel’s landscape generation algorithm being another example. Modern Garbage Collectors Garbage collection in managed languages like Java and .NET ensures that most of the time, developers stop needing to care about how they use and clean up memory as the garbage collector handles it automatically. Achieving this without killing performance is a near-miraculous feet of software engineering. Much like when learning chemistry, you find that every time you think you understand how the garbage collector works, it turns out to be a mere simplification; that there are yet more complexities and heuristics to help it run efficiently. Of course introducing memory problems is still possible (and there are tools like our memory profiler to help if that happens to you) but they’re much, much rarer. A cautionary note In the examples above, there were good and well understood reasons for the optimizations, but cunningly optimized code has usually had to trade away readability and maintainability to achieve its gains. Trying to optimize memory usage without being pretty confident that there’s actually a problem is doing it wrong. So what have I missed? Tell me about the ingenious (or stupid) tricks you’ve seen people use. Ben

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  • OpenGl / C++ and some strange light problem on half board

    - by mlodziaszka
    I have some problem with lights in my opengl "game". I have board with is square (-50,50), (50, 50), (50, -50), (-50,-50) x and z since y doesn't matter at all. I tried to make something like flashlight its moving and rotating with camera (me), but when i try to rotate more then 90 degree to left or right it just give diffrend light: http://imageshack.us/photo/my-images/688/lightij.jpg/ (left is spotlight, right point light) There is also a point light in the middle, but its working strange(not like a pointlight) it shines only on half of the board from (-50,50), (50, 50), (50, 0), (-50,-0) x and y: Link to my repo where u can find game exe in download and full code in source: https://bitbucket.org/mlodziaszka/my_game All more fragments of light: float gl_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, gl_amb); glEnable(GL_LIGHTING); // Wlaczenie oswietlenia glShadeModel(GL_SMOOTH); // Wybor techniki cieniowania glEnable(GL_LIGHT0); // Wlaczenie 0-go zrodla swiatla glEnable(GL_LIGHT1); Cubes parametri: float m1_amb[] = { 1.0f, 0.0f, 0.0f, 1.0f }; float m1_dif[] = { 1.0f, 0.0f, 0.0f, 1.0f }; float m1_spe[] = { 1.0f, 0.0f, 0.0f, 1.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, m1_amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, m1_dif); glMaterialfv(GL_FRONT, GL_SPECULAR, m1_spe); glMaterialf(GL_FRONT, GL_SHININESS, 50.0f); Texture parametri: float m1_amb[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float m1_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float m1_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, m1_amb); glMaterialfv(GL_FRONT, GL_DIFFUSE, m1_dif); glMaterialfv(GL_FRONT, GL_SPECULAR, m1_spe); glMaterialf(GL_FRONT, GL_SHININESS, 0.0f); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); Light0: //with some magic sn't working anyway float l0_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; float l0_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l0_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l0_pos[] = { g_Camera.m_vPosition.x, g_Camera.m_vPosition.y, g_Camera.m_vPosition.z, 1.0f }; float temp = 0.0f, temp2 = 0.0f, temp3 = 0.0f; if(g_Camera.m_vView.z < g_Camera.m_vPosition.z) { temp = g_Camera.m_vView.x - g_Camera.m_vPosition.x; temp2 = g_Camera.m_vView.z - g_Camera.m_vPosition.z; } else { temp = g_Camera.m_vView.x - g_Camera.m_vPosition.x; temp2 = g_Camera.m_vView.z - g_Camera.m_vPosition.z; } float l0_pos1[] = {temp, 0.0f, temp2}; //float l0_pos1[] = {-1.0f, 0.0f, -1.0f}; glLightfv(GL_LIGHT0, GL_AMBIENT, l0_amb); glLightfv(GL_LIGHT0, GL_DIFFUSE, l0_dif); glLightfv(GL_LIGHT0, GL_SPECULAR, l0_spe); glLightfv(GL_LIGHT0, GL_POSITION, l0_pos); glLightf (GL_LIGHT0, GL_SPOT_CUTOFF, 15.0f); glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, l0_pos1); Light1: float l1_amb[] = { 0.2f, 0.2f, 0.2f, 1.0f }; float l1_dif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l1_spe[] = { 1.0f, 1.0f, 1.0f, 1.0f }; float l1_pos[] = { 0.0f, 0.0f, 0.0f, 1.0f }; glLightfv(GL_LIGHT1, GL_AMBIENT, l1_amb); glLightfv(GL_LIGHT1, GL_DIFFUSE, l1_dif); glLightfv(GL_LIGHT1, GL_SPECULAR, l1_spe); glLightfv(GL_LIGHT1, GL_POSITION, l1_pos); I know that way I made this very old, but for now i want to keep this like that. I wouldbe realy gratefull if someone can tell me what is wrong with my lights xD full code: link up ^^

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  • Rotation of viewplatform in Java3D

    - by user29163
    I have just started with Java3D programming. I thought I had built up some basic intuition about how the scene graph works, but something that should work, does not work. I made a simple program for rotating a pyramid around the y-axis. This was done just by adding a RotationInterpolator R to the TransformGroup above the pyramid. Then I thought hey, can I now remove the RotationInterpolator from this TransformGroup, then add it to the TransformGroup above my ViewPlatform leaf. This should work if I have understood how things work. Adding the RotationInterpolator to this TransformGroup, should make the children of this TransformGroup rotate, and the ViewingPlatform is a child of the TransformGroup. Any ideas on where my reasoning is flawed? Here is the code for setting up the universe, and the view branchgroup. import java.awt.*; import java.awt.event.*; import javax.media.j3d.*; import javax.vecmath.*; public class UniverseBuilder { // User-specified canvas Canvas3D canvas; // Scene graph elements to which the user may want access VirtualUniverse universe; Locale locale; TransformGroup vpTrans; View view; public UniverseBuilder(Canvas3D c) { this.canvas = c; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view = new View(); view.addCanvas3D(c); view.setPhysicalBody(body); view.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); Transform3D s = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 10.0f)); t.rotX(-Math.PI/4); s.set(new Vector3f(0.0f, 0.0f, 10.0f)); //forandre verdier her for å endre viewing position t.mul(s); ViewPlatform vp = new ViewPlatform(); vpTrans = new TransformGroup(t); vpTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); // Rotator stuff Transform3D yAxis = new Transform3D(); //yAxis.rotY(Math.PI/2); Alpha rotationAlpha = new Alpha( -1, Alpha.INCREASING_ENABLE, 0, 0,4000, 0, 0, 0, 0, 0); RotationInterpolator rotator = new RotationInterpolator( rotationAlpha, vpTrans, yAxis, 0.0f, (float) Math.PI*2.0f); RotationInterpolator rotator2 = new RotationInterpolator( rotationAlpha, vpTrans); BoundingSphere bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 1000.0); rotator.setSchedulingBounds(bounds); vpTrans.addChild(rotator); vpTrans.addChild(vp); vpRoot.addChild(vpTrans); view.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } public void addBranchGraph(BranchGroup bg) { locale.addBranchGraph(bg); } }

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  • Bounding Box Collision Glitching Problem (Pygame)

    - by Ericson Willians
    So far the "Bounding Box" method is the only one that I know. It's efficient enough to deal with simple games. Nevertheless, the game I'm developing is not that simple anymore and for that reason, I've made a simplified example of the problem. (It's worth noticing that I don't have rotating sprites on my game or anything like that. After showing the code, I'll explain better). Here's the whole code: from pygame import * DONE = False screen = display.set_mode((1024,768)) class Thing(): def __init__(self,x,y,w,h,s,c): self.x = x self.y = y self.w = w self.h = h self.s = s self.sur = Surface((64,48)) draw.rect(self.sur,c,(self.x,self.y,w,h),1) self.sur.fill(c) def draw(self): screen.blit(self.sur,(self.x,self.y)) def move(self,x): if key.get_pressed()[K_w] or key.get_pressed()[K_UP]: if x == 1: self.y -= self.s else: self.y += self.s if key.get_pressed()[K_s] or key.get_pressed()[K_DOWN]: if x == 1: self.y += self.s else: self.y -= self.s if key.get_pressed()[K_a] or key.get_pressed()[K_LEFT]: if x == 1: self.x -= self.s else: self.x += self.s if key.get_pressed()[K_d] or key.get_pressed()[K_RIGHT]: if x == 1: self.x += self.s else: self.x -= self.s def warp(self): if self.y < -48: self.y = 768 if self.y > 768 + 48: self.y = 0 if self.x < -64: self.x = 1024 + 64 if self.x > 1024 + 64: self.x = -64 r1 = Thing(0,0,64,48,1,(0,255,0)) r2 = Thing(6*64,6*48,64,48,1,(255,0,0)) while not DONE: screen.fill((0,0,0)) r2.draw() r1.draw() # If not intersecting, then moves, else, it moves in the opposite direction. if not ((((r1.x + r1.w) > (r2.x - r1.s)) and (r1.x < ((r2.x + r2.w) + r1.s))) and (((r1.y + r1.h) > (r2.y - r1.s)) and (r1.y < ((r2.y + r2.h) + r1.s)))): r1.move(1) else: r1.move(0) r1.warp() if key.get_pressed()[K_ESCAPE]: DONE = True for ev in event.get(): if ev.type == QUIT: DONE = True display.update() quit() The problem: In my actual game, the grid is fixed and each tile has 64 by 48 pixels. I know how to deal with collision perfectly if I moved by that size. Nevertheless, obviously, the player moves really fast. In the example, the collision is detected pretty well (Just as I see in many examples throughout the internet). The problem is that if I put the player to move WHEN IS NOT intersecting, then, when it touches the obstacle, it does not move anymore. Giving that problem, I began switching the directions, but then, when it touches and I press the opposite key, it "glitches through". My actual game has many walls, and the player will touch them many times, and I can't afford letting the player go through them. The code-problem illustrated: When the player goes towards the wall (Fine). When the player goes towards the wall and press the opposite direction. (It glitches through). Here is the logic I've designed before implementing it: I don't know any other method, and I really just want to have walls fixed in a grid, but move by 1 or 2 or 3 pixels (Slowly) and have perfect collision without glitching-possibilities. What do you suggest?

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  • How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they would swing! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :) EDIT In response to Cholesky's comment about warm starting the solver and Baumgarte: Oh right, I forgot to mention! I do save the contact history and the impulse determined in this time step to be used as initial guess in the next time step. As for the Baumgarte, here's what actually happens in the code. Collision is detected when the bodies' closest distance is less than SKIN, meaning they are actually still separated. If at this moment, I used the PGS solver without Baumgarte, restitution of 0 alone would be able to stop the bodies, separated by a distance of ~SKIN, in mid-air! So this isn't right, I want to have the bodies touching each other. So I turn on the Baumgarte, where its role is actually to pull the bodies together! Weird I know, a scheme intended to push the body apart becomes useful for the reverse. Also, I found that if I increase the number of iteration to 100, stacks become much more stable, though the program becomes so slow. UPDATE Since the stack swings left and right, could it be something is wrong with my friction model? Current friction constraint: relative_tangential_velocity = 0

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  • Power cycles on/off 3 times before booting properly from cold start, no other issues (New System)

    - by James
    Relevant Specs: Sapphire 5850, core i7 920, Seasonic x750 power supply, ECS X58B-A2 mobo. From a cold boot, meaning all power totally disconnected at the wall, the system will power on for less than a second and then power off completely. After two seconds of being powered off this will repeat and on the third "attempt" the computer will boot. To be very specific here is what happens: The power is turned on at the wall and on the psu, the orange stdby LED on the mobo is illuminated but the system is 'off'. I hit the power button on the case or on the mobo itself I hear the relay (?) in the psu closing The case light comes on and the mobo power light comes on. The fans start rotating. Immediately after this the I hear some relay click - the power lights extinguish, the fans stop, the stdby light remains on. Less than 2 seconds pass and the cycle repeats without any intervention from me. On the third attempt it boots normally and the machine runs perfectly. If I do a soft reboot or a full shutdown the computer starts normally the next time. It's only if I pull the power cord or flick the switch off on the PSU that I get the cycling again. Basically any time the stdby light on the mobo goes out. I have removed the graphics card and I get the same problem. I have removed the PSU, hotwired it to the ON position and verified voltages on all lines. The relay does not cycle when I do this. If I connect only the 24 pin ATX connector to the mobo and not the 8 pin ATX12V / CPU connector then I will not get the cycling, the fans run, the power light stays on, but obviously the system can't boot. Disconnecting all fans has no effect on the problem. My feeling it that it's something to do with the motherboard like a capacitor that's taking a long time to charge because it's leaking or something along those lines. But I can't imagine what could be 'wrong' with it and only manifest itself as a problem under these very specific circumstances. Any ideas? Thanks.

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  • Automatically Applying Security Updates for AWS Elastic Beanstalk

    - by Eric Anderson
    I've been a fan of Heroku since it's earliest days. But I like the fact that AWS Elastic Beanstalk gives you more control over the characteristics of the instances. One thing I love about Heroku is the fact that I can deploy an app and not worry about managing it. I am assuming Heroku is ensuring all OS security updates are timely applied. I just need to make sure my app is secure. My initial research on Beanstalk shows that although it builds and configures the instances for you, after that it moves to a more manual management process. Security updates won't automatically be applied to the instances. It seems there are two areas of concerns: New AMI releases - As new AMI releases hit it seems we would want to run the latest (presumably most secure). But my research seems to indicate you need to manually launch a new setup to see the latest AMI version and then create a new environment to use that new version. Is there a better automated way of rotating your instances into new AMI releases? In between releases there will be security updates released for packages. Seems we want to upgrade those as well. My research seems to indicate people install commands to occasionally run a yum update. But since new instances are created/destroyed based on usage it seems that the new instances would not always have the updates (i.e. the time between the instance creation and the first yum update). So occasionally you will have instances that aren't patched. And you are also going to have instances constantly patching themselves until the new AMI release is applied. My other concern is that perhaps these security updates haven't gone through Amazon's own review (like the AMI releases do) and it might break my app to automatically update them. I know Dreamhost once had a 12 hour outage because they were applying debian updates completely automatically without any review. I want to make sure the same thing doesn't happen to me. So my question is does Amazon provide a way to offer fully managed PaaS like Heroku? Or is AWS Elastic Beanstalk really more of just a install script and after that you are on your own (other than the monitoring and deployment tools they provide)?

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  • Critique My Backup and Storage Plan

    - by MetaHyperBolic
    My current storage (RAID-1 off of a hardware RAID card) and backup (a spare drive) solutions for my home network are inadequate. I have too much data scattered on various one-off drives. It is time to evolve. Backups seem simple enough, at least: lots of big drives. However, I am bewildered by the number of choices for small home storage. The Drobo S looks appealing. So does the ReadyNAS. I am not looking for bunches of shiny features, I'm mostly interested in reliability. I am not interested in building Yet Another PC to create a file server or doing something in the cloud, or whatever. I'm stupid, so I am keeping it simple. Requirements for Main Volume: Starting working space roughly 2TB, with options for growth up to 5TB RAID or something RAID-like with at least one parity drive eSATA II for speed during backups Ability to shut down gracefully when alerted of low power by a UPS Optional but Desirable: Will take 2TB drives now with options for the larger 3TB drives coming in 2010-2011 Optional but Desirable: : RAID-6 or something similar, with two parity drives Optional but Desirable: : Hot spare Ethernet connection not required, as the volume will be shared via the same machines which runs my home print server Backups: Backup performed via ROBOCOPY in mirror mode to an external hard drive via a eSATA II connection. Start with rotating between two external 2TB hard drives, will go up to six external 2TB drives. Start with a weekly backup, move to a bi-weekly backup as more drives are added. Move to 3TB drives as the size of my main volume increases. Backup drives will be stored on an off-site location. Hard drives: I plan on buying all of the same model, but different batches from different vendors. I found a "burn-in" utility with which I can pound away on the drives for a couple of weeks before adding them to the backup pool or the main volume. I estimate that I am looking at roughly $1,500 to start, once I start throwing in two TB drives for backup and four for storage. So, are there any obvious flaws in my plan? What have I overlooked? Any suggestions for the storage device for my main volume that fits my requirements? Or do I just keep it simple, 2 drives in RAID-1, then perform due diligence with my backups, accepting that I will have to buy a whole new unit when my data grows past 2TB?

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  • Operative systems on SD cards

    - by HisDudeness
    I was getting some wild ideas the last days, like putting some operative systems into SD cards rather than on my hard drive. I'll go further into details now and explain what lead me to consider this probably abominable decision. I am on a laptop (that means I have a native SD-card reader) which is currently running a cross-distro setup, with a bunch of Linux systems (placed in dedicated ext4 logical partitions into a huge extended one) regulated by an unique GRUB. Since today, my laptop haven't even seen any Windows system with binoculars. I was thinking about placing all the os part of my setup into a Secure Digital to save all my 500 Gb Hard Drive for documents, music, videos and so on, and being able to just remove the SD and boot my system into another computer too, as well as having the possibility of booting other systems into mine by just plugging in another SD, without having to keep it constantly placed in my PC. Also, in the remote case in the near future I just wanted to boot Windows 8 in it, I read it causes major boot incompatibility issues with other systems by needing a digital signature in order for them to start. By having it in a removable drive, I could just get rid of it when I'm needing him and switch its card with Linux one, and so not having any obstacles to their boot. Now, my questions are: I know unlikely traditional rotating disk drives, integrated circuits ones have a limited lifespan in terms of cluster rewriting. Is it an obstacle to that kind of usage? I mean, some Ultrabooks are using SSD now, is it the same issue, or there are some differences between Solid State Drives and Secure Digitals in that sense? Maybe having them to store system files which are in fixed positions (making the even-usage of cluster technology useless) constantly being re-read and updated and similar things just gets them soon unserviceable, do it? Second question: are all motherboards and BIOSes able to boot from SDs just like they are from USB pen drives (I mean, provided card reader is USB-connected, isn't it)? Or can't bootloaders like GRUB be installed on SDs working? If they can't, is it a solution installing GRUB to MBR and making boot option pointing to SD? Will it work? Are there any other problems to installing OSs on a Secure Digital?

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  • Google Chrome issues

    - by Ben Hooper
    I'm an avid user of Chrome and would defend it to the death but there is no denying that it has issues, and I've been experiencing a lot of them recently. Issues Stuck tabs Issue: Around 60% of the time (higher when the system has just started), when Chrome is launched, some or all of the pinned tabs and startup pages will get stuck in the counter-clockwise-rotating "contacting server" mode and never snap out of it. Fix: Quit and launch Chrome until they load properly (this really isn't good, as quitting and launching Chrome can and has cleared all pinned tabs). Extra Information: If you stop the loading and re-enter the URL then the page will load perfectly. The amount of pinned tabs or startup pages seems to be irrelevant, but I could be wrong.   "Downloaded/out of" Issue: Each item in the download bar has a downloaded status section, formatted as "downloaded/out of". Sometimes Chrome doesn't display the "out of" part.   Collapsed settings windows Issue: In Chrome version 19(ish)+, settings are configured via overlayed / popup windows. Sometimes, the window will open fully collapsed. Fix: Resize Chrome's window or open the developer tools. "Network Error" with large downloads Issue: Sometimes, when downloading large files (500MB+) Chrome will download the entire file, the download status will freeze (for example, "1 GB/1 GB") for a few minutes, report "Network error", and delete the .crdownload file. Extra Information: The same file from the same website on the same computer downloads perfectly in other browsers. The website and file type seem to be irrelevant.   Information: I've experienced some of these issues on my home PC and some on my work PC, both of which are Windows 7 Ultimate x64. The only things that link them are my Google account (all settings are synced). Updating Chrome hasn't worked. Most of these issues presented themselves around about version 17 and have continued right through to 21 (current). Uninstalling Chrome, deleting all data in %programFiles(x86)%\Google and %localAppData%\Google, and reinstalling hasn't worked. I have yet to see whether disabling all extensions would make a difference, but it's hard to diagnose as these issues don't occur 100% of the time.   In my case, I don't know if there's an actual solution. I'm just curious as to whether anyone else is having similar issues to those that I'm experiencing. At least then I'll know it's an issue with Chrome itself.

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  • Sarg report error

    - by amyassin
    I have a proxy server that runs Ubuntu Server 11.10, Squid 2.7.STABLE9. I installed sarg (version 2.3.1 Sep-18-2010) to generate reports using the ordinary apt-get install, and added a cron job to generate a report of the day every 5 minutes (that will overwrite the 5-minutes-older one): */5 * * * * /root/proxy_report.sh And the content of /root/proxy_report.sh is: #!/bin/bash /usr/bin/sarg -nd `date +"%d/%m/%Y"` > /dev/null 2>&1 And I added another cron job to generate a full report every hour at :32 (not to collide with the 5 minutes job): */32 * * * * /root/proxy_report_full.sh And the content of /root/proxy_report_full.sh is : #!/bin/bash /usr/bin/sarg -n > /dev/null 2>&1 And I added a small script to remove the yesterday full report (the full report that ends in yesterday that won't be overwritten by the new today full report) in /etc/rc.local to run at startup: /usr/bin/rm_yesterday.sh &>> /var/log/rm_yesterday Where /usr/bin/rm_yesterday.sh: #!/bin/bash find /var/www/sarg/ | grep `date -d Apr1 +"%Y%b%d"`-* | grep -v `date +"%Y%b%d"` | xargs rm -rf * Apr1 is the starting date of the proxy... ** I've placed it in /usr/bin to be mounted early at startup... That arrangement went OK for about a month and a half, except for one time I noticed some errors and reports wasn't generated, and fixed that by making an offset (the two minutes in 32 of the second cron job). However, it then started not to generate reports anymore. By manually trying to generate it it gives the following error: root@proxy-server:~# sarg -n SARG: getword_atoll loop detected after 3 bytes. SARG: Line="154 192.168.10.40 TCP_MISS/200 39 CONNECT www.google.com" SARG: Record="154 192.168.10.40 TCP_MISS/200 39 CONNECT www.google.com" SARG: searching for 'x2f' SARG: getword backtrace: SARG: 1:sarg() [0x8050a4a] SARG: 2:sarg() [0x8050c8b] SARG: 3:sarg() [0x804fc2e] SARG: 4:/lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x129113] SARG: 5:sarg() [0x80501c9] SARG: Maybe you have a broken date in your /var/log/squid/access.log file When I looked to /var/log/squid/ folder, I noticed that it contains some rotated logs: root@proxy-server:~# ls /var/log/squid/ access.log access.log.1 cache.log cache.log.1 store.log store.log.1 So maybe sarg installed logrotate with it? Or it comes with the standard Ubuntu? I don't remember I installed it manuallly. The question is: What could've gone wrong? Does it have something to do with rotating the log? How can I trace the error and start generating reports again?

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