Search Results

Search found 61110 results on 2445 pages for 'generation time'.

Page 217/2445 | < Previous Page | 213 214 215 216 217 218 219 220 221 222 223 224  | Next Page >

  • FFMPEG Segfault Solutions

    - by Brentley_11
    I'm trying to convert a bunch of movies into h.264 mp4's using FFMPEG. These movies are sourced from various portable camcorders such as the Flip Mino HD and the Kodak ZI8. One issue I'm having with video from the ZI8 is it seems to be causing FFMPEG to segfault. Here is my command: ffmpeg -i 'XmasSailor720p60fps.MOV' -threads 2 -acodec libfaac -ab 96kb -vcodec libx264 -vpre hq -b 500kb -s 484x272 XmasSailor.mp4 Here is the output: FFmpeg version SVN-r20668, Copyright (c) 2000-2009 Fabrice Bellard, et al. built on Dec 2 2009 18:37:34 with gcc 4.2.4 (Ubuntu 4.2.4-1ubuntu4) configuration: --enable-libfaac --enable-libfaad --enable-libmp3lame --enable-libx264 --enable-gpl --enable-nonfree --enable-postproc --enable-pthreads --enable-shared libavutil 50. 5. 1 / 50. 5. 1 libavcodec 52.42. 0 / 52.42. 0 libavformat 52.39. 2 / 52.39. 2 libavdevice 52. 2. 0 / 52. 2. 0 libswscale 0. 7. 2 / 0. 7. 2 libpostproc 51. 2. 0 / 51. 2. 0 Seems stream 0 codec frame rate differs from container frame rate: 59.94 (60000/1001) -> 29.97 (30000/1001) Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'XmasSailor720p60fps.MOV': Duration: 00:00:05.37, start: 0.000000, bitrate: 12021 kb/s Stream #0.0(eng): Video: h264, yuv420p, 1280x720 [PAR 1:1 DAR 16:9], 11994 kb/s, 29.97 tbr, 90k tbn, 59.94 tbc Stream #0.1(eng): Audio: aac, 48000 Hz, stereo, s16, 128 kb/s Metadata major_brand : qt minor_version : 0 compatible_brands: qt comment : KODAK Zi8 Pocket Video Camera comment-eng : KODAK Zi8 Pocket Video Camera [libx264 @ 0x99e1020]using SAR=1/1 [libx264 @ 0x99e1020]using cpu capabilities: MMX2 SSE2Fast SSSE3 FastShuffle SSE4.1 Cache64 [libx264 @ 0x99e1020]profile High, level 2.1 Output #0, mp4, to 'XmasSailor.mp4': Stream #0.0(eng): Video: libx264, yuv420p, 484x272 [PAR 1:1 DAR 121:68], q=10-51, 500 kb/s, 30k tbn, 29.97 tbc Stream #0.1(eng): Audio: aac, 48000 Hz, stereo, s16, 96 kb/s Metadata comment : Encoded with the Statusfirm Video Transcoder Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop encoding [h264 @ 0x99de950]B picture before any references, skipping [h264 @ 0x99de950]decode_slice_header error [h264 @ 0x99de950]no frame! Error while decoding stream #0.0 [h264 @ 0x99de950]B picture before any references, skipping [h264 @ 0x99de950]decode_slice_header error [h264 @ 0x99de950]no frame! Error while decoding stream #0.0 frame= 20 fps= 0 q=13797729.0 size= 0kB time=0.66 bitrate= 0.6kbits/s frame= 39 fps= 37 q=13797729.0 size= 0kB time=1.30 bitrate= 0.3kbits/s frame= 48 fps= 30 q=33.0 size= 11kB time=0.10 bitrate= 903.0kbits/s frame= 58 fps= 27 q=31.0 size= 22kB time=0.43 bitrate= 421.0kbits/s frame= 67 fps= 25 q=29.0 size= 41kB time=0.73 bitrate= 462.6kbits/s frame= 75 fps= 23 q=29.0 size= 59kB time=1.00 bitrate= 486.7kbits/s frame= 83 fps= 22 q=29.0 size= 81kB time=1.27 bitrate= 521.9kbits/s frame= 90 fps= 21 q=29.0 size= 97kB time=1.50 bitrate= 530.1kbits/s frame= 98 fps= 20 q=29.0 size= 114kB time=1.77 bitrate= 526.9kbits/s frame= 106 fps= 20 q=29.0 size= 134kB time=2.04 bitrate= 537.7kbits/s frame= 114 fps= 19 q=29.0 size= 150kB time=2.30 bitrate= 533.7kbits/s frame= 122 fps= 19 q=29.0 size= 172kB time=2.57 bitrate= 547.8kbits/s frame= 130 fps= 19 q=29.0 size= 193kB time=2.84 bitrate= 557.5kbits/s frame= 136 fps= 18 q=29.0 size= 211kB time=3.04 bitrate= 570.0kbits/s frame= 144 fps= 18 q=29.0 size= 242kB time=3.30 bitrate= 599.5kbits/s frame= 152 fps= 17 q=30.0 size= 261kB time=3.57 bitrate= 598.6kbits/s frame= 157 fps= 15 q=-1.0 Lsize= 368kB time=5.21 bitrate= 579.3kbits/s video:302kB audio:61kB global headers:0kB muxing overhead 1.416371% [libx264 @ 0x99e1020]frame I:1 Avg QP:27.22 size: 8720 [libx264 @ 0x99e1020]frame P:48 Avg QP:25.15 size: 3759 [libx264 @ 0x99e1020]frame B:108 Avg QP:30.10 size: 1105 [libx264 @ 0x99e1020]consecutive B-frames: 0.6% 11.5% 28.8% 59.0% [libx264 @ 0x99e1020]mb I I16..4: 28.5% 47.6% 23.9% [libx264 @ 0x99e1020]mb P I16..4: 0.8% 1.3% 0.5% P16..4: 50.6% 17.7% 13.1% 0.0% 0.0% skip:15.9% [libx264 @ 0x99e1020]mb B I16..4: 0.2% 0.3% 0.1% B16..8: 44.0% 1.2% 2.6% direct: 5.1% skip:46.5% L0:45.5% L1:51.0% BI: 3.5% [libx264 @ 0x99e1020]final ratefactor: 23.51 [libx264 @ 0x99e1020]8x8 transform intra:49.9% inter:67.9% [libx264 @ 0x99e1020]direct mvs spatial:98.1% temporal:1.9% [libx264 @ 0x99e1020]coded y,uvDC,uvAC intra: 54.7% 76.1% 41.4% inter: 17.1% 24.4% 7.8% [libx264 @ 0x99e1020]i16 v,h,dc,p: 18% 52% 5% 25% [libx264 @ 0x99e1020]i8 v,h,dc,ddl,ddr,vr,hd,vl,hu: 12% 22% 9% 7% 10% 10% 9% 8% 13% [libx264 @ 0x99e1020]i4 v,h,dc,ddl,ddr,vr,hd,vl,hu: 13% 18% 8% 8% 10% 13% 10% 9% 12% [libx264 @ 0x99e1020]Weighted P-Frames: Y:10.4% [libx264 @ 0x99e1020]ref P L0: 60.2% 15.3% 11.0% 7.6% 5.2% 0.7% [libx264 @ 0x99e1020]ref B L0: 72.6% 15.6% 11.8% [libx264 @ 0x99e1020]kb/s:471.17 Segmentation fault I'm wondering if anyone else has ran into similar issues. I wasn't able to find anything helpful via Google. Another question I have is if anyone knows of a company that offers paid support for FFMPEG. Thank you for your time.

    Read the article

  • JCP Party at JavOne and other JCP events

    - by heathervc
    Don't miss all of these great opportunities to get involved with the JCP program at JavaOne next week. The details are listed below and listed on the JCP at JavaOne page  as well. Join us for the annual JCP community party on Tuesday evening, 2 October, to be held at the Infusion Lounge. Drop by starting at 6:30 pm to meet fellow Java Community members, JCP members and EC representatives, enjoy appetizers/beer, pick up a door prize, enter a raffle and congratulate the winners and nominees (newly updated nominee information available now) of the 10th annual awards in three categories: JCP Member of the Year, Outstanding Spec Lead, and Most Significant JSR. The day by day breakdown is as follows... Sunday 9/30/12JCP and OpenJDK: Using the JUGs' "Adopt" Programs in Your Group Session ID: UGF10434Location: Moscone West - 2002Date and Time: 9/30/12, 12:15 PM - 1:00 PMJCP Public Executive Committee Face-to-Face Meeting Open to Executive Committee Members and the Java Developer CommunityLocation: Clift Hotel, 495 Geary Street, San Francisco - Rita Room (downstairs from Lobby)Date and Time: 9/30/12, 2:00 PM - 3:30 PM; Agenda includes open Q&A, JCP.Next, EC Elections - no JavaOne pass required! Monday 10/1/12JCP in the OTN Java DEMOgrounds Location: Hilton Hotel Grand BallroomDate and Time: 10/1/12, 4:00 PM - 4:30 PMJCP.Next: Reinvigorating Java Standards Session ID: BOF6272Location: Hilton San Francisco - Plaza A/BDate and Time: 10/1/12, 4:30 PM - 5:15 PM101 Ways to Improve Java: Why Developer Participation Matters Session ID: BOF6283Location: Hilton San Francisco - Continental Ballroom 4Date and Time: 10/1/12, 5:30 PM - 6:15 PM Tuesday 10/2/12JCP in the OTN Java DEMOgrounds Location: Hilton Hotel Grand BallroomDate and Time: 10/2/12, 12:00 PM - 1:30 PMSpec Leads Meeting with the JCP PMO Location: Hilton San Francisco - Van Ness RoomDate and Time: 10/2/12, 3:00 PM - 4:00 PMCome learn how you benefit from the changesMeet the JCP Executive Committee Candidates Session ID: BOF6307Location: Hilton San Francisco - Golden Gate 3/4/5Date and Time: 10/2/12, 4:30 PM - 5:15 PMThe 10th Annual JCP Awards Presentation and Party Enjoy an evening with this year's JCP Award nominees and watch as we announce the winners -  no JavaOne pass required! Location: Infusion Lounge - 124 Ellis Street, San FranciscoDate and Time: 10/2/12, 6:30 PM - 9:00 PM Hope to see you there!

    Read the article

  • Oracle SOA Suite for healthcare integration Dashboard By Nitesh Jain

    - by JuergenKress
    Oracle SOA Suite Healthcare came up with a new way of monitoring where user can configure a dashboard and follow the dynamic runtime changes. Oracle SOA Suite for healthcare integration dashboards display information about the current health of the endpoints in a healthcare integration application. You can create and configure multiple dashboards as needed to monitor the status and volume metrics for the endpoints you have defined. The Dashboards reflects changes that occur in the runtime repository, such as purging runtime instance data, new messages processed, and new error messages. You can display data for various time periods, and you can manually refresh the data in real time or set the dashboard to automatically refresh at set intervals. Dashboard shows the following information: Status: The current status of the endpoint, such as Running, Idle, Disabled, or Errors. Messages Sent: The number of messages sent by the endpoint in the specified time period. Messages Received: The number of messages received by the endpoint in the specified time period. Errors: The number of messages with errors for the endpoint in the given time period. Last Sent: The date and time the last message was sent from the endpoint. Last Received: The date and time the last message was received from the endpoint. Last Error: The date and time of the last error for the endpoint. It also shows the detailed view of a specific Endpoint. The document type. The number of messages received per second. The total number of message processed in the specified time period. The average size of each message. For more information please visit Nitesh Jain blog SOA & BPM Partner Community For regular information on Oracle SOA Suite become a member in the SOA & BPM Partner Community for registration please visit  www.oracle.com/goto/emea/soa (OPN account required) If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Technorati Tags: SOA Suite,SOA heathcare,soa health,SOA Community,Oracle SOA,Oracle BPM,Community,OPN,Jürgen Kress

    Read the article

  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

    Read the article

  • How to solve 'Connection refused' errors in SSH connection?

    - by frbry
    I have an Ubuntu Server 10.10 32-bit in my home. I'm making SSH connections to it from my PC via Putty. The problem is, sometimes I'm able to login seamlessly. However, sometimes it gives me an error like this: Network error: Connection refused. Then, I dont't change anything, try to login a few times more, wait a while and try again. Sometimes I can log in, sometimes I cannot. It seems pretty random to me. What can I do to solve this? Edit: And Sometimes, Putty gives Network error: Software caused connection abort error after displaying login as: text. Here is the ping -t output: Pinging 192.168.2.254 with 32 bytes of data: Reply from 192.168.2.254: bytes=32 time=6ms TTL=64 Reply from 192.168.2.254: bytes=32 time=65ms TTL=6 Reply from 192.168.2.254: bytes=32 time=88ms TTL=6 Reply from 192.168.2.254: bytes=32 time=1ms TTL=64 Reply from 192.168.2.254: bytes=32 time=3ms TTL=64 Reply from 192.168.2.254: bytes=32 time=1ms TTL=64 Reply from 192.168.2.254: bytes=32 time=1ms TTL=64 Reply from 192.168.2.254: bytes=32 time=1ms TTL=64 Reply from 192.168.2.254: bytes=32 time=1ms TTL=64

    Read the article

  • Algorithm to figure out appointment times?

    - by Rachel
    I have a weird situation where a client would like a script that automatically sets up thousands of appointments over several days. The tricky part is the appointments are for a variety of US time zones, and I need to take the consumer's local time zone into account when generating appointment dates and times for each record. Appointment Rules: Appointments should be set from 8AM to 8PM Eastern Standard Time, with breaks from 12P-2P and 4P-6P. This leaves a total of 8 hours per day available for setting appointments. Appointments should be scheduled 5 minutes apart. 8 hours of 5-minute intervals means 96 appointments per day. There will be 5 users at a time handling appointments. 96 appointments per day multiplied by 5 users equals 480, so the maximum number of appointments that can be set per day is 480. Now the tricky requirement: Appointments are restricted to 8am to 8pm in the consumer's local time zone. This means that the earliest time allowed for each appointment is different depending on the consumer's time zone: Eastern: 8A Central: 9A Mountain: 10A Pacific: 11A Alaska: 12P Hawaii or Undefined: 2P Arizona: 10A or 11A based on current Daylight Savings Time Assuming a data set can be several thousand records, and each record will contain a timezone value, is there an algorithm I could use to determine a Date and Time for every record that matches the rules above?

    Read the article

  • Oracle SOA Suite for healthcare integration Dashboard

    - by Nitesh Jain
    Oracle SOA Suite Healthcare came up with a new way of monitoring where user can configure a dashboard and follow the dynamic runtime changes.Oracle SOA Suite for healthcare integration dashboards display information about the current health of the endpoints in a healthcare integration application. You can create and configure multiple dashboards as needed to monitor the status and volume metrics for the endpoints you have defined. The Dashboards reflects changes that occur in the runtime repository, such as purging runtime instance data, new messages processed, and new error messages. You can display data for various time periods, and you can manually refresh the data in real time or set the dashboard to automatically refresh at set intervals.Dashboard shows the following information: Status: The current status of the endpoint, such as Running, Idle, Disabled, or Errors. Messages Sent: The number of messages sent by the endpoint in the specified time period. Messages Received: The number of messages received by the endpoint in the specified time period. Errors: The number of messages with errors for the endpoint in the given time period. Last Sent: The date and time the last message was sent from the endpoint. Last Received: The date and time the last message was received from the endpoint. Last Error: The date and time of the last error for the endpoint.  It also shows the detailed view of a specific Endpoint The document type. The number of messages received per second. The total number of message processed in the specified time period. The average size of each message.

    Read the article

  • Where can work-at-home coders go to find other coders to real-time chat with and get support like they were on a large team at an established company?

    - by cypherblue
    I used to work in an office surrounded by a large team of programmers where we all used the same languages and had different expertises. Now that I am on my own forming a startup at home, my productivity is suffering because I miss having people I can talk to for specific help, inspiration and reality checks when working on a coding problem. I don't have access to business incubators or shared (co-working) office spaces for startups so I need to chat with people virtually. Where can I go for real-time chat with other programmers and developers (currently I'm looking for people developing for the web, javascript and python) for live debugging and problem-solving of the tasks I am working on? And what other resources can I use to get fellow programmer support?

    Read the article

  • Moved sitemaps to a different subdomain and losing search referrals around the same time. Red herring or correlation?

    - by er1234
    We started to lose search referral traffic around the same time that I moved some of our sitemaps to a subdomain. Could this have hurt us? I followed Google's steps to creating a sitemap under a different subdomain. The new sitemaps.foo.com subdomain is being crawled and indexed well. Both www.foo.com and sitemaps.foo.com have been verified in Google Webmaster Tools. They appear as distinct sites. Is this correct? I can't find a way in Webmaster Tools to say "Hey, sitemaps.foo.com is really owned by www.foo.com, so show them together and make sure to attribute sitemaps.foo urls to www.foo" Our www.foo.com/robots.txt Sitemap: http://www.foo.com/sitemap.xml Sitemap: http://sitemaps.foo.com/subdir/sitemap.xml.gz

    Read the article

  • Run-Time Check Failure #2 - Stack around the variable 'indices' was corrupted.

    - by numerical25
    well I think I know what the problem is. I am just having a hard time debugging it. I am working with the directx api and I am trying to generate a plane along the x and z axis according to a book I have. The problem is when I am creating my indices. I think I am setting values out of the bounds of the indices array. I am just having a hard time figuring out what I did wrong. I am unfamiliar with the this method of generating a plane. so its a little difficult for me. below is my code. Take emphasis on the indices loop. #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { VertexPos vertices[NUM_VERTSX * NUM_VERTSY]; for(int z=0; z < NUM_VERTSY; ++z) { for(int x = 0; x < NUM_VERTSX; ++x) { vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH; vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT; vertices[x + z * NUM_VERTSX].pos.y = 0.0f; vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f); } } DWORD indices[NUM_VERTSX * NUM_VERTSY]; int curIndex = 0; for(int z=0; z < NUM_ROWS; ++z) { for(int x = 0; x < NUM_COLS; ++x) { int curVertex = x + (z * NUM_VERTSX); indices[curIndex] = curVertex; indices[curIndex + 1] = curVertex + NUM_VERTSX; indices[curIndex + 2] = curVertex + 1; indices[curIndex + 3] = curVertex + 1; indices[curIndex + 4] = curVertex + NUM_VERTSX; indices[curIndex + 5] = curVertex + NUM_VERTSX + 1; curIndex += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

    Read the article

  • $(document).ready(function(){ executed every time on onclick event of Hyperlink?

    - by Photon Critical Fatal Error_
    In my code I'm creating a product list dynamically using PHP(see image) and the currosponding labels and image paths are stored into hidden fields(created dynamically using PHP) now on document.ready() method i set the first list item's imagepath to img's src and its remarks to label remarks using first hidden fields for remark and imagepath. and on listitem click i want to change it my function set these values to img and label rightly(checked using alerts) but when function ends it set the image src and remarks innertext to default that is set on document.ready() method now my question is can i prevent the document.ready() to be executed next time on javascript function call My View : As the images are reloaded so the page rendering is done again so the document.ready is called again and set these values again to default. Note : My page is not reloading any time only images and labels are being changed The listshown in image is just one group other group is also created dynamically . server side code in PHP <?php for($j=0;$j<count($productstr);$j++) { $valuerem = $productstr[$j]["pcode"]; $idrem = "rem".$j.$grp; $valueimg =$productstr[$j]["imgpath"]; $idimg = "img".$j.$grp; echo "<input type='hidden' value='$valuerem' id='$idrem' />" ; echo "<input type='hidden' value='$valueimg' id='$idimg' />" ; }?> <script> $(document).ready(function() { idrv < ? PHP echo $grp; ? > = 'rem0<?PHP echo $grp; ?>'; idmv < ? PHP echo $grp; ? > = 'img0<?PHP echo $grp; ?>'; $('#txt<?PHP echo $grp; ?>').text(document.getElementById(idrv < ? PHP echo $grp; ? ).value); alert($('#txt<?PHP echo $grp; ?>').text()); $('#img<?PHP echo $grp; ?>').attr('src', document.getElementById(idmv < ? PHP echo $grp; ? > ).value); alert($('#img<?PHP echo $grp; ?>').attr('src')); }); function Change(id) { idrv < ? PHP echo $grp; ? > = 'rem' + id; idmv < ? PHP echo $grp; ? > = 'img' + id; $('#txt<?PHP echo $grp; ?>').text(document.getElementById(idrv < ? PHP echo $grp; ? > ).value); alert($('#txt<?PHP echo $grp; ?>').text()); $('#img<?PHP echo $grp; ?>').attr('src', document.getElementById(idmv < ? PHP echo $grp; ? > ).value); alert($('#img<?PHP echo $grp; ?>').attr('src')); return true; }? </script> alerts are used just to test the values the code that are being generated at client browser <tr> <td width="220px" valign="top" align="left"> <input id="YN" type="hidden" value="true"> <input id="rem00" type="hidden" value="SPL FUNNEL 1"> <input id="img00" type="hidden" value="adminpanel/product_images/4f8e530154d74155.jpg"> <input id="rem10" type="hidden" value="SPL FUNNEL 2"> <input id="img10" type="hidden" value="adminpanel/product_images/4f8e53daf13e6156.jpg"> <input id="rem20" type="hidden" value="SPL FUNNEL 3"> <input id="img20" type="hidden" value="adminpanel/product_images/4f8e543100eaf157.jpg"> <input id="rem30" type="hidden" value="SPL FUNNEL 4"> <input id="img30" type="hidden" value="adminpanel/product_images/4f8e545a829e1158.jpg"> <script> $(document).ready(function() { idrv0 = 'rem00'; idmv0 = 'img00'; $('#txt0').text(document.getElementById(idrv0).value); alert($('#txt0').text()); $('#img0').attr('src', document.getElementById(idmv0).value); alert($('#img0').attr('src')); }); function Change(id) { $('#YN').val('false'); idrv0 = 'rem' + id; idmv0 = 'img' + id; $('#txt0').text(document.getElementById(idrv0).value); alert($('#txt0').text()); $('#img0').attr('src', document.getElementById(idmv0).value); alert($('#img0').attr('src')); return true; }? </script> <ul> <li> <a id="00" style="text-decoration: none; text-size: 1.1em; color: " onclick=" Change(this.id); alert($('#txt0').text()); alert($('#img0').attr('src'));"> SPL FUNNEL 1</a> </li> <li> <li> <li> </ul> </td> <td valign="bottom" align="left" colspan="2"> <td width="110px" valign="bottom" align="left" style="width: 180px"> </tr>

    Read the article

  • SAP se lance dans le Cloud Computing et présente la première application de sa nouvelle gamme « On-Demand »

    SAP se lance dans le Cloud Computing Et présente la première application de sa nouvelle génération d'applications « On-Demand » Cette année, la participation de SAP au très prestigieux salon CeBIT s'articule autour de la promotion de la nouvelle génération de ses solutions « On-Demand », alliant la puissance du Cloud Computing à la flexibilité du paiement à l'utilisation en mode SaaS. Pour répondre aux attentes des entreprises qui cherchent aujourd'hui à optimiser leurs processus business et les adapter à leurs métiers sans réinvestir dans leurs systèmes d'informations, SAP introduit une nouvelle gamme de solutions On-Demand, intégrée à la suite logicielle SAP Business Suite.

    Read the article

  • Where I Am Speaking Soon

    - by Tim Murphy
    Open XML and document generation has been my focus lately.  With that being the case I will be speaking on the subject in the near future at the following event. Chicago Code Camp – May 1 Chicago Architects Group – June 15 Lake Count .NET User Group – June 17 I hope to see you at one (or more) of these events. del.icio.us Tags: speaking,Office Open XML,OOXML,Document Generation

    Read the article

  • Download Irony .NET Compiler Construction Kit

    - by Editor
    Irony is a new-generation .NET compiler construction kit. It utilizes the full potential of c# 2.0 and .NET Framework to implement a completely new and streamlined technology of compiler construction. Unlike most existing yacc/lex-style solutions Irony does not employ any scanner or parser code generation from grammar specifications written in a specialized [...]

    Read the article

  • How can I show a texture in a separate window in an XNA game?

    - by John
    I'm playing around with random map generation and what I want to do is: Input a command to generate a random map. A texture will be created resembling the generation, each pixel resembling each tile. A new window will pop-up, without removing the original one, that will contain the texture. I know how to do this except for the last part. Would someone please tell me how to create a new window and draw a texture to this window?

    Read the article

  • CLR JIT Bugs Found During IKVM.NET Development

    "It is actually fairly common that people notice that things fail under retail but not debug and tend to blame code generation. While a code generation bug is possible, as a matter of statistics, it is not likely." -- Vance MorrisonDateCLRArchTypeDescription2010-06-12 v4 x64 Incorrect code Optimizer incorrectly propagates invariants.2010-06-04 v2, v4 x86 Crash ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • Thanks for Stopping by at Oracle Open World

    - by Etienne Remillon
    Thanks to hundreds of our customers and more specifically to our directory friends that came to Oracle Open World and meet with us at: One of our two OUD booth: Next Generation Directory in the Middleware demo-ground Optimized Solution for Oracle Unified Directory in the Hardware demo-ground Our well attended session on Next Generation Directory: Oracle Unified Directory One of our other gathering evens Was always a good opportunity to discuss your directory usages, expansion plan, expected evolutions and enhancements. Big thanks for making Oracle Open World 2012 a big event!

    Read the article

  • What is meant by 4 GL?

    - by Geek
    I came across the term 4GL(generation language) in reading about Oracle ADF Busniess components . I want to know what exactly is 4GL ? This is the actual quote from the book Oracle Fusion Guide: Oracle ADF Business Components is the business services layer of choice in Oracle Fusion application development. Compared to other persistence layers, ADF Business Components provides exceptional built-in business application functionality and maximally declarative experience that makes it a perfect match for those who seek an end-to-end fourth generation language (4GL) Java EE development architecture.

    Read the article

  • Multiple vulnerabilities in Wireshark

    - by RitwikGhoshal
    CVE DescriptionCVSSv2 Base ScoreComponentProduct and Resolution CVE-2012-4048 Improper Control of Generation of Code ('Code Injection') vulnerability 3.3 Wireshark Solaris 11 11/11 SRU 11.4 CVE-2012-4049 Improper Control of Generation of Code ('Code Injection') vulnerability 2.9 This notification describes vulnerabilities fixed in third-party components that are included in Oracle's product distributions.Information about vulnerabilities affecting Oracle products can be found on Oracle Critical Patch Updates and Security Alerts page.

    Read the article

  • Testez Windows Server 2012 avec Ikoula, l'hébergeur basé à Reims met à jour sa gamme de serveurs dédiés avec les Ivy Bridge d'Intel

    Testez Windows Server 2012 avec Ikoula L'hébergeur basé à Reims met à jour sa gamme de serveurs dédiés avec des processeurs Intel de dernière génération L'hébergeur Ikoula vient d'annoncer qu'il avait mis à jour ses serveurs dédiés avec des processeurs Ivy Bridge d'Intel de dernière génération, des mémoires RAM allant de 4 à 32 Go et des disques pouvant supporter jusqu'à 2 To de données. Cette rentrée est également celle de Windows Server, avec l'arrivée de la version 2012 de la déclinaison pour serveurs...

    Read the article

  • Javascript help fixing a working time ago date function to simply show seconds ago.

    - by Scarface
    Hey guys quick question, I am using a javascript function and it works except I can only make it say 0 seconds ago, when the time is under a minute. Can anyone quickly explain what I am doing wrong? function handleDate( timestamp ) { var n=new Date(), t, ago = " "; if( timestamp ) { t = Math.round( (n.getTime()/1000 - timestamp)/60 ); ago += handleSinceDateEndings( t, timestamp ); } else { ago += ""; } return ago; } function handleSinceDateEndings( t, original_timestamp ) { var ago = " ", date; if( t <= 1 ) { ago += t + " seconds ago"; } else if( t<60) { ago += t + " mins ago"; } else if( t>= 60 && t<= 120) { ago += Math.floor( t / 60 ) + " hour ago" } else if( t<1440 ) { //console.log(t) ago += Math.floor( t / 60 ) + " hours ago"; } else if( t< 2880) { ago += "1 day ago"; } else if( t > 2880 && t < 4320 ) { ago += "2 days ago"; } else { date = new Date( parseInt( original_timestamp )*1000 ) ago += months[ date.getMonth() ] + " " + date.getDate(); } return ago; } var months = ["January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December"];

    Read the article

  • How to Increase the time till a read timeout error occurs?

    - by Alex
    Hi all. I've written in PHP a script that takes a long time to execute [Image processing for thousands of pictures]. It's a meter of hours - maybe 5. After 15 minutes of processing, I get the error: ERROR The requested URL could not be retrieved The following error was encountered while trying to retrieve the URL: The URL which I clicked Read Timeout The system returned: [No Error] A Timeout occurred while waiting to read data from the network. The network or server may be down or congested. Please retry your request. Your cache administrator is webmaster. What I need is to enable that script to run for much longer. Now, here are all the technical info: I'm writing in PHP and using the Zend Framework. I'm using Firefox. The long script that is processed is done after clicking a link. Obviously, since the script is not over I see the web page on which the link was and the web browser writes "waiting for ...". After 15 minutes the error occurs. I tried to make changes to Firefox threw about:config but without any success. I don't know, but the changes might be needed somewhere else. So, any ideas? Thanks ahead.

    Read the article

  • Time to start returning IQueryable<T> instead of IList<T> to my Web UI / Web API Layer?

    - by JohnnyO
    I've got a multi-layer application that starts with the repository pattern for all data access and it returns IQueryable to the Services layer. The Services layer, which includes all of the business logic, returns IList to the Controllers (note: I'm using ASP.NET MVC for the UI layer). The benefit of returning IQueryable in the data access layer is that it allows my repositories to be extremely simple and the database queries to be deferred. However, I'm triggering the database queries in my services layer so that my unit tests is more reliable and I don't give flexibility to the Controllers to reshape my queries. However, I've recently encountered several situations where deferring the execution of queries down to the Controllers would have been significantly more performant because the Controllers had to do some projections on the data that was UI specific. Additionally, with the emergence of things like oData, I was starting to wonder if end points (e.g. web UI or web apis) should be working directly with IQueryable. What are your thoughts? Is it time to start returning IQueryable from the services layer to the UI layer? Or stick with IList? This thread here: http://stackoverflow.com/questions/718624/to-return-iqueryablet-or-not-return-iqueryablet seems to vouch for returning IList to the UI layers, but I was wondering if things are changing because of new emerging technologies and techniques.

    Read the article

  • Is There a Time at which to ignore IDisposable.Dispose?

    - by Mystagogue
    Certainly we should call Dipose() on IDisposable objects as soon as we don't need them (which is often merely the scope of a "using" statement). If we don't take that precaution then bad things, from subtle to show-stopping, might happen. But what about "the last moment" before process termination? If your IDisposables have not been explicitly disposed by that point in time, isn't it true that it no longer matters? I ask because unmanaged resources, beneath the CLR, are represented by kernel objects - and the win32 process termination will free all unmanaged resources / kernel objects anyway. Said differently, no resources will remain "leaked" after the process terminates (regardless if Dispose() was called on lingering IDisposables). Can anyone think of a case where process termination would still leave a leaked resource, simply because Dispose() was not explicitly called on one or more IDisposables? Please do not misunderstand this question: I am not trying to justify ignoring IDisposables. The question is just technical-theoretical. EDIT: And what about mono running on Linux? Is process termination there just as "reliable" at cleaning up unmanaged "leaks?"

    Read the article

  • How do I stop cpan from reconfiguring each time? + More

    - by Leonard
    I'm running on a Mac (version 10.6.3) and am struggling to understand what is going on with my Perl installation. I let the system do a copy from my previous mac, and I appear to have a second perl installed, which appears earlier in my path. I can't tell (or remember) if I might have installed it with fink, macports or CPAN or what. type -a cpan cpan is /opt/local/bin/cpan cpan is /usr/bin/cpan I'm seeing two oddities. (To start with!) When I run cpan, and let it configure in ~lcuff/.cpan, each time I run it, it wants to reconfigure, giving the message: Sorry, we have to rerun the configuration dialog for CPAN.pm due to some missing parameters... Also, when I try to install File::Find::Rule (so I can list my CPAN modules, per the FAQ) I end up with an error message that I can't decipher or Google a solution for: Use of inherited AUTOLOAD for non-method Digest::SHA::shaopen() is deprecated at /opt/local/lib/perl5/vendor_perl/5.8.9/darwin-2level/Digest/SHA.pm line 55. Catching error: "Can't locate auto/Digest/SHA/shaopen.al in \@INC (\@INC contains: /sw/lib/perl5 /sw/lib/perl5/darwin /opt/local/lib/perl5/site_perl/5.8.9/darwin-2level /opt/local/lib/perl5/site_perl/5.8.9 /opt/local/lib/perl5/site_perl /opt/local/lib/perl5/vendor_perl/5.8.9/darwin-2level /opt/local/lib/perl5/vendor_perl/5.8.9 /opt/local/lib/perl5/vendor_perl /opt/local/lib/perl5/5.8.9/darwin-2level /opt/local/lib/perl5/5.8.9 /Users/lcuff) at /opt/local/lib/perl5/vendor_perl/5.8.9/darwin-2level/Digest/SHA.pm line 55\cJ" at /opt/local/lib/perl5/5.8.9/CPAN.pm line 359 CPAN::shell() called at /opt/local/bin/cpan line 198

    Read the article

< Previous Page | 213 214 215 216 217 218 219 220 221 222 223 224  | Next Page >