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  • UML class diagram - can aggregated object be part of two aggregated classes?

    - by user970696
    Some sources say that aggregation means that the class owns the object and shares reference. Lets assume an example where a company class holds a list of cars but departments of that company has list of cars used by them. class Department { list<Car> listOfCars; } class Company { list<Car> listOfCars; //initialization of the list } So in UML class diagram, I would do it like this. But I assume this is not allowed because it would imply that both company and department own the objects.. [COMPANY]<>------[CAR] [DEPARTMENT]<>---| //imagine this goes up to the car class

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  • Displaying text letter by letter

    - by Evi
    I am planing to Write a Text adventure and I don't know how to make the text draw letter by letter in any other way than changing the variable from h to he to hel to hell to hello That would be a terrible amount of work since there are tons of dialogue. Here is the source code so far { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D sampleBG; Texture2D TextBG; SpriteFont defaultfont; KeyboardState keyboardstate; public bool spacepress = false; public bool mspress = false; public int textheight = 425; public int rowspace = 40; public string namebox = "(null)"; public string Row1 = "(null)"; public string Row2 = "(null)"; public string Row3 = "(null)"; public string Row4 = "(null)"; public int Dialogue = 0; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; IsMouseVisible = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here sampleBG = Content.Load <Texture2D>("SampleBG"); defaultfont = Content.Load<SpriteFont>("SpriteFont1"); TextBG = Content.Load<Texture2D>("textbg"); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState keyboardstate = Keyboard.GetState(); MouseState mousestate = Mouse.GetState(); // Changes Dialgue by pressing Left Mouse Button or Space #region Dialogue changer if (mousestate.LeftButton == ButtonState.Pressed && mspress == false) { mspress = true; Dialogue = Dialogue + 1; } if (mousestate.LeftButton == ButtonState.Released && mspress == true) { mspress = false; } if (keyboardstate.IsKeyDown(Keys.Space) && spacepress == false) { spacepress = true; Dialogue = Dialogue + 1; } if (keyboardstate.IsKeyUp(Keys.Space) && spacepress == true) { spacepress = false; } #endregion // ------------------------------------------------------ // Dialgue Content #region Dialgue if (Dialogue == 1) { Row1 = "Input Text 1 Here."; Row2 = "Input Text 2 Here."; Row3 = "Input Text 3 Here."; Row4 = "Input Text 4 Here."; } if (Dialogue == 2) { Row1 = "Text 1"; Row2 = "Text 2"; Row3 = "Text 3"; Row4 = "Text 4"; } #endregion // ------------------------------------------------------ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); spriteBatch.Draw(sampleBG, new Rectangle(0, 0, 800, 600), Color.White); spriteBatch.Draw(TextBG, new Rectangle(0, 400, 800, 200), Color.White); spriteBatch.DrawString(defaultfont, Row1, new Vector2(10, (textheight + (rowspace * 0))), Color.Black); spriteBatch.DrawString(defaultfont, Row2, new Vector2(10, (textheight + (rowspace * 1))), Color.Black); spriteBatch.DrawString(defaultfont, Row3, new Vector2(10, (textheight + (rowspace * 2))), Color.Black); spriteBatch.DrawString(defaultfont, Row4, new Vector2(10, (textheight + (rowspace * 3))), Color.Black); spriteBatch.End(); base.Draw(gameTime); } } }

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  • MSR Issue on 12.1 Enterprise Controllers

    - by Owen Allen
    We've noticed a problem with MSR initialization and synchronization on Enterprise Controllers that are using Java 7u45. If you're running into the issue, these jobs fail with Java errors. Java 7u45 is bundled with Oracle Solaris 11.1 SRU 12, so if you're using that version or if you plan to use it, you should be aware of this issue. There's a simple fix. You can do the fix before upgrading to SRU 12, but you can't do it before you install the Enterprise Controller. First, log on to the Enterprise Controller system and stop the EC using the ecadm command. This command is in the /opt/SUNWxvmoc/bin directory on Oracle Solaris systems and in the /opt/sun/xvmoc/bin directory on Linux systems: ecadm stop -w Then run this command to fix the issue: cacaoadm set-param java-flags=`cacaoadm get-param -v java-flags -i oem-ec | sed 's/Xss256k/Xss384k/'` -i oem-ec And then restart the EC: ecadm start -w Once you apply this fix, you should be set.

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  • VLC unable to open MRL

    - by faizal
    I am trying to play a VCD using : /usr/bin/vlc vcd:// But i get the error below : VLC media player 2.1.4 Rincewind (revision 2.1.4-0-g2a072be) [0x14ec1c8] main interface error: no suitable interface module [0x1486118] main libvlc error: interface "globalhotkeys,none" initialization failed [0x1486118] main libvlc: Running vlc with the default interface. Use 'cvlc' to use vlc without interface. [0x7f815c0009b8] main input error: open of `vcd://' failed [0x7f815c0009b8] main input error: Your input can't be opened [0x7f815c0009b8] main input error: VLC is unable to open the MRL 'vcd://'. Check the log for details. Any way to resolve this ?

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  • How to draw textures on a model

    - by marc wellman
    The following code is a complete XNA 3.1 program almost unaltered to that code skeleton Visual Studio is creating when creating a new project. The only things I have changed are imported a .x model to the content folder of the VS solution. (the model is a simple square with a texture spanning over it - made in Google Sketchup and exported with several .x exporters) in the Load() method I am loading the .x model into the game. The Draw() method uses a BasicEffect to render the model. Except these three things I haven't added any code. Why does the model does not show the texture ? What can I do to make the texture visible ? This is the texture file (a standard SketchUp texture from the palette): And this is what my program looks like - as you can see: No texture! Find below the complete source code of the program AND the complete .x file: namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } Model newModel; /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: usse this.Content to load your game content here newModel = Content.Load<Model>(@"aau3d"); foreach (ModelMesh mesh in newModel.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { meshPart.Effect = new BasicEffect(this.GraphicsDevice, null); } } } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { if (newModel != null) { GraphicsDevice.Clear(Color.CornflowerBlue); Matrix[] transforms = new Matrix[newModel.Bones.Count]; newModel.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in newModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.TextureEnabled = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(new Vector3(0, 0, 0)); effect.View = Matrix.CreateLookAt(new Vector3(200, 1000, 200), Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), 0.75f, 1.0f, 10000.0f); } mesh.Draw(); } } base.Draw(gameTime); } } } This is the model I am using (.x): xof 0303txt 0032 // SketchUp 6 -> DirectX (c)2008 edecadoudal, supports: faces, normals and textures Material Default_Material{ 1.0;1.0;1.0;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; } Material _Groundcover_RiverRock_4inch_{ 0.568627450980392;0.494117647058824;0.427450980392157;1.0;; 3.2; 0.000000;0.000000;0.000000;; 0.000000;0.000000;0.000000;; TextureFilename { "aau3d.xGroundcover_RiverRock_4inch.jpg"; } } Mesh mesh_0{ 4; -81.6535;0.0000;74.8031;, -0.0000;0.0000;0.0000;, -81.6535;0.0000;0.0000;, -0.0000;0.0000;74.8031;; 2; 3;0,1,2, 3;1,0,3;; MeshMaterialList { 2; 2; 1, 1; { Default_Material } { _Groundcover_RiverRock_4inch_ } } MeshTextureCoords { 4; -2.1168,-3.4022; 1.0000,-0.0000; 1.0000,-3.4022; -2.1168,-0.0000;; } MeshNormals { 4; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000; 0.0000;1.0000;-0.0000;; 2; 3;0,1,2; 3;1,0,3;; } }

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  • GConf Error: No D-BUS daemon running?! How to reinstall or fix?

    - by v2r
    After installing Konquerer and restarting my laptop i got the following error while trying to open, edit or access files as root from within Terminal (which is existencial for me). root@linuxBox:/home/v2r# gnome-open /home/ (gnome-open:2686): GConf-WARNING **: Client failed to connect to the D-BUS daemon: //bin/dbus-launch terminated abnormally with the following error: No protocol specified Autolaunch error: X11 initialization failed. GConf Error: No D-BUS daemon running root@linuxBox:/home/v2r# No protocol specified Could not parse arguments: Cannot open display: Also it seems, that dbus is not installed properly anymore in /bin/ and /usr/bin/ See screenshot: How would i go about fixing this problem and thank you in advance?!!! Thank you for your answer SirCharlo! It does not resolve the problem at all. Please note, that it only happens while beeing root! root@linuxBox:/home/v2r# gnome-open /home/ (gnome-open:5170): GConf-WARNING **: Client failed to connect to the D-BUS daemon: Failed to connect to socket /tmp/dbus-2RdCUjrZ9k: Connection refused GConf Error: No D-BUS daemon running root@linuxBox:/home/v2r# No protocol specified Could not parse arguments: Cannot open display:

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  • How To Initialize Object Which May Be Used In Catch Clause?

    - by Onorio Catenacci
    I've seen this sort of pattern in code before: //pseudo C# code var exInfo = null; //Line A try { var p = SomeProperty; //Line B exInfo = new ExceptionMessage("The property was " + p); //Line C } catch(Exception ex) { exInfo.SomeOtherProperty = SomeOtherValue; //Line D } Usually the code is structured in this fashion because exInfo has to be visible outside of the try clause. The problem is that if an exception occurs on Line B, then exInfo will be null at Line D. The issue arises when something happens on Line B that must occur before exInfo is constructed. But if I set exInfo to a new Object at line A then memory may get leaked at Line C (due to "new"-ing the object there). Is there a better pattern for handling this sort of code? Is there a name for this sort of initialization pattern? By the way I know I could check for exInfo == null before line D but that seems a bit clumsy and I'm looking for a better approach.

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  • Hostapd to connect laptop to Android

    - by Kmegamind
    i am trying to set up my laptop as an access point for my Android to use WiFi, so i knew that ubuntu sets the network as Ad-Hoc which is not discoverable by android, So i tried the method explained here -which i found on many other websites- but when i run hostapd.conf this error appears : nl80211: Failed to set interface wlan0 into AP mode nl80211 driver initialization failed. ELOOP: remaining socket: sock=4 eloop_data=0x8e488f8 user_data=0x8e48ea0 handler=0x807c5e0 ELOOP: remaining socket: sock=6 eloop_data=0x8e4aca8 user_data=(nil) handler=0x8086770 this is how my hostapd.conf looks like : interface=wlan0 driver=nl80211 ssid=Any_SSID_name hw_mode=g channel=1 macaddr_acl=0 auth_algs=1 ignore_broadcast_ssid=0 wpa=2 wpa_passphrase=Any_password wpa_key_mgmt=WPA-PSK wpa_pairwise=TKIP rsn_pairwise=CCMP and this is my wireless card info : description: Wireless interface product: BCM43225 802.11b/g/n vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:05:00.0 logical name: wlan0 version: 01 serial: 78:e4:00:73:51:f1 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=brcmsmac driverversion=3.2.0-31-generic-pae firmware=N/A latency=0 link=no multicast=yes wireless=IEEE 802.11bgn resources: irq:17 memory:f0300000-f0303fff

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  • Dreamweaver 8 Not Starting on Ubuntu 10.04

    - by Morgan Green
    I've been trying to start Dreamweaver 8 in Wine with winetricks installed in Ubuntu 10.04LTS and it would simply show that it was loading and then stop, so I decided to try in the terminal to see what I would get and I recieve. wine Dreamweaver.exe err:module:attach_process_dlls "odbc32.dll" failed to initialize, aborting err:module:LdrInitializeThunk Main exe initialization for L"C:\\Program Files\\Macromedia\\Dreamweaver 8\\Dreamweaver.exe" failed, status c0000005 doxramos@doxramos-laptop:~/.wine/drive_c/Program Files/Macromedia/Dreamweaver 8$ odbc32.dll is installed within the libraries and is in my System32 Folder inside of Wine. Does anyone know what could cause this issue? Thanks in advance.

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  • Document Link about Database Features on Exadata

    - by Bandari Huang
    DBFS on Exadata Exadata MAA Best Practices Series - Using DBFS on Exadata  (Internal Only) Oracle® DatabaseSecureFiles and Large Objects Developer's Guide 11g Release 2 (11.2) E18294-01 Configuring a Database for DBFS on Oracle Database Machine [ID 1191144.1] Configuring DBFS on Oracle Database Machine [ID 1054431.1] Oracle Sun Database Machine Setup/Configuration Best Practices [ID 1274318.1] - Verify DBFS Instance Database Initialization Parameters    DBRM on Exadata Exadata MAA Best Practices Series - Benefits and use cases with Resource Manager, Instance Caging, IORM  (Internal Only) Oracle® Database Administrator's Guide 11g Release 2 (11.2) E25494-02    

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  • it is a good approach to implement dependency injection in a desktop app?

    - by luis_laurent
    Well, the thing is that I am just about to create a Desktop App (with .NET windows forms) And now I just wonder if it would be really a wise choise to use any IoC (StructureMap,Ninject,Spring .Net), I have used them before for Asp.Net web applications but what makes me doubt now is the fact that working with windows forms my business entities will persist when I navigate through tabs and unlike than web forms or mvc apps where it would be necesary to inject my business entity for every new request that is performed, I mean this because of the Asp.Net page life cycle where is performed the initialization and controls instantiation. Maybe I am misunderstanding the point of using an IoC, so please tell me what do you think would be a better choise?

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  • Need to Determine the Engine Status?

    - by user702295
    If you need to establish the status of the engine, begin with this SQL: select status, engine, engine_version,fore_column_name from dm.forecast_history The status of an engine run is stored in the FORECAST_HISTORY table, in the “status” field.  We can also find in that table the FORE_COLUMN_NAME field. This field includes the name of the column in SALES_DATA in which the relevant forecast is stored. Here are the possible statuses: -1, -2 : The engine failed in the initialization phase.  Which means, before the engine manager created the engines.  0 : The engine stopped in the optimization phase.  Which means, after the engines were created.  1: The engine finished the run successfully.  2: Forecast was never calculated for the relevant column that is mentioned in FORE_COLUMN_NAME.  

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  • How do I start Nautilus as root?

    - by Pho swan
    I got problem with nautilus in Ubuntu 12.04 LTS when i run command "gksu nautilus /" password ask box appear and I type my super-user password , than password box is disappear and nautilus is not open. . when i try to open nautilus via normal user in command box . "nautilus" the folder is open up. when i try in terminal ... $sudo nautilus I got following error $ sudo nautilus / ** (nautilus:8523): WARNING **: Command line `dbus-launch --autolaunch=2c8ce9b7da2257c2609b749700000007 --binary-syntax --close-stderr' exited with non-zero exit status 1: Autolaunch error: X11 initialization failed.\n Could not parse arguments: Cannot open display: how can i fix this error..

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  • Indexed Drawing in OpenGL not working

    - by user2050846
    I am trying to render 2 types of primitives- - points ( a Point Cloud ) - triangles ( a Mesh ) I am rendering points simply without any index arrays and they are getting rendered fine. To render the meshes I am using indexed drawing with the face list array having the indices of the vertices to be rendered as Triangles. Vertices and their corresponding vertex colors are stored in their corresponding buffers. But the indexed drawing command do not draw anything. The code is as follows- Main Display Function: void display() { simple->enable(); simple->bindUniform("MV",modelview); simple->bindUniform("P", projection); // rendering Point Cloud glBindVertexArray(vao); // Vertex buffer Point Cloud glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glEnableVertexAttribArray(0); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); // Color Buffer point Cloud glBindBuffer(GL_ARRAY_BUFFER,colorbuffer); glEnableVertexAttribArray(1); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,0); // Render Colored Point Cloud //glDrawArrays(GL_POINTS,0,model->vertexCount); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // ---------------- END---------------------// //// Floor Rendering glBindBuffer(GL_ARRAY_BUFFER,fl); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,(void *)48); glDrawArrays(GL_QUADS,0,4); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); // -----------------END---------------------// //Rendering the Meshes //////////// PART OF CODE THAT IS NOT DRAWING ANYTHING //////////////////// glBindVertexArray(vid); for(int i=0;i<NUM_MESHES;i++) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,(void *)(meshes[i]->vertexCount*sizeof(glm::vec3))); //glDrawArrays(GL_TRIANGLES,0,meshes[i]->vertexCount); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); //cout<<gluErrorString(glGetError()); glDrawElements(GL_TRIANGLES,meshes[i]->faceCount*3,GL_FLOAT,(void *)0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } glUseProgram(0); glutSwapBuffers(); glutPostRedisplay(); } Point Cloud Buffer Allocation Initialization: void initGLPointCloud() { glGenBuffers(1,&vertexbuffer); glGenBuffers(1,&colorbuffer); glGenBuffers(1,&fl); //Populates the position buffer glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->positions[0], GL_STATIC_DRAW); //Populates the color buffer glBindBuffer(GL_ARRAY_BUFFER, colorbuffer); glBufferData(GL_ARRAY_BUFFER, model->vertexCount * sizeof (glm::vec3), &model->colors[0], GL_STATIC_DRAW); model->FreeMemory(); // To free the not needed memory, as the data has been already // copied on graphic card, and wont be used again. glBindBuffer(GL_ARRAY_BUFFER,0); } Meshes Buffer Initialization: void initGLMeshes(int i) { glBindBuffer(GL_ARRAY_BUFFER,mVertex[i]); glBufferData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3)*2,NULL,GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER,0,meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->positions[0]); glBufferSubData(GL_ARRAY_BUFFER,meshes[i]->vertexCount*sizeof(glm::vec3),meshes[i]->vertexCount*sizeof(glm::vec3),&meshes[i]->colors[0]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,mFace[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER,meshes[i]->faceCount*sizeof(glm::vec3), &meshes[i]->faces[0],GL_STATIC_DRAW); meshes[i]->FreeMemory(); //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } Initialize the Rendering, load and create shader and calls the mesh and PCD initializers. void initRender() { simple= new GLSLShader("shaders/simple.vert","shaders/simple.frag"); //Point Cloud //Sets up VAO glGenVertexArrays(1, &vao); glBindVertexArray(vao); initGLPointCloud(); //floorData glBindBuffer(GL_ARRAY_BUFFER, fl); glBufferData(GL_ARRAY_BUFFER, sizeof(floorData), &floorData[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER,0); glBindVertexArray(0); //Meshes for(int i=0;i<NUM_MESHES;i++) { if(i==0) // SET up the new vertex array state for indexed Drawing { glGenVertexArrays(1, &vid); glBindVertexArray(vid); glGenBuffers(NUM_MESHES,mVertex); glGenBuffers(NUM_MESHES,mColor); glGenBuffers(NUM_MESHES,mFace); } initGLMeshes(i); } glEnable(GL_DEPTH_TEST); } Any help would be much appreciated, I have been breaking my head on this problem since 3 days, and still it is unsolved.

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  • What is the proper way to create a cross-fade effect? [closed]

    - by Starx
    When creating an image slider, using a cross fade is one of more popular effects. Various sliders use differing techniques to create such an effect. Two techniques I've found so far are: Use an overlay and underlay <div> and fade in and out each other's visibility. Create a <div> matching the exact size of the slider during initialization, play with its z-index property, and then fade each other. Is there a better way to create this effect?

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  • replacing kernel on non-booting ec2 instance

    - by TheToolBox
    So I had an amazon ec2 instance crash during the update to 14.04LTS. Frustratingly, it appears the kernel might be bad (or at least that's what the log below says to me, I could totally be wrong). I'm able to mount the volume to another, working server, chroot the broken volume, and sudo apt-get remove linux-headers-3.MOSTRECENT. Unfortunately though, when I try sudo update-grub, it comes back with /usr/sbin/grub-probe: error: cannot find a device for / (is /dev mounted?). What am I missing? Here's the log from the server's attempted bootup: [H[J Booting 'Ubuntu 14.04 LTS, memtest86+' root (hd0) Filesystem type is ext2fs, using whole disk kernel /boot/memtest86+.bin ============= Init TPM Front ================ Tpmfront:Error Unable to read device/vtpm/0/backend-id during tpmfront initialization! error = ENOENT Tpmfront:Info Shutting down tpmfront xc: error: panic: xc_dom_core.c:621: xc_dom_find_loader: no loader found: Invalid kernel xc_dom_parse_image returned -1 close(3) Error 9: Unknown boot failure Press any key to continue... Thanks in advance!

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  • How do you change brightness, color and sharpness from command line?

    - by YumYumYum
    I am controlling my PC with SSH and scripting. How can i change the brightness, color and sharpness from command line? Try 1: failed $ sudo redshift -t 5000:5000 -g .5 Cannot list GNOME panel applets. Initialization of gnome-clock failed. Trying next provider... Latitude and longitude must be set. Try 2: failed $ cat brightness 20 $ cat max_brightness 20 $ echo 1 | sudo tee /sys/class/backlight/acpi_video0/brightness 1 $ echo 20 | sudo tee /sys/class/backlight/acpi_video0/brightness Any alternative way to do? Follow up: http://jonls.dk/redshift/ [command] [1000K to 10000K] [effects 0.1 to 10.0] | | / / / ^ ^ ^ ^ ^ redshift -t 1000:1000 -l 0:0 -g .1; Dark redshift -t 1000:1000 -l 0.0 -g 5; Bright

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  • Transparent parts of texture are opaque black instead

    - by Aaron
    I render a sprite twice, one on top of the other. The sprites have transparent parts, so I should be able to see the bottom sprite under the top sprite. The transparent parts are black (the clear colour) and opaque instead though and the topmost sprite blocks the bottom sprite. My fragment shader is trivial: uniform sampler2D texture; varying vec2 f_texcoord; void main() { gl_FragColor = texture2D(texture, f_texcoord); } I have glEnable(GL_BLEND) and glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) in my initialization code. My texture comes from a PNG file that I load with libpng. I'm sure to use GL_RGBA when initializing the texture with glTexImage2D (otherwise the sprites look like noise).

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  • ec2 instance won't boot!

    - by TheToolBox
    So I had a server lose connection while updating to 14.04LTS. Foolishly, it ended up getting rebooted, and now I'm here. I disconnected the volume and mounted it on another system, chrooted it, and updated the kernel. Still no dice. Any idea what the problem could be? Thanks in advance! The instance log is below: ******************* BLKFRONT for device/vbd/2049 ********** backend at /local/domain/0/backend/vbd/3005/2049 Failed to read /local/domain/0/backend/vbd/3005/2049/feature-barrier. Failed to read /local/domain/0/backend/vbd/3005/2049/feature-flush-cache. 16777216 sectors of 512 bytes ************************** [H[J Booting 'Ubuntu 14.04 LTS, memtest86+' root (hd0) Filesystem type is ext2fs, using whole disk kernel /boot/memtest86+.bin ============= Init TPM Front ================ Tpmfront:Error Unable to read device/vtpm/0/backend-id during tpmfront initialization! error = ENOENT Tpmfront:Info Shutting down tpmfront xc: error: panic: xc_dom_core.c:621: xc_dom_find_loader: no loader found: Invalid kernel xc_dom_parse_image returned -1 close(3) Error 9: Unknown boot failure Press any key to continue...

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  • Could not write bytes: broken pipe - looking for log of removed packages

    - by user288987
    I have a dual boot system with 12.04 and windows 7. Ubuntu worked fine yesterday but this morning upon boot I get subject. Searched the forums and unsuccessful with recovery. I tried sudo gedit /var/log/apt/history.log to see the log of removed packages, but get the following... ** (gedit:976): WARNING **: Command line 'dbus-launch --autolaunch=2d7d18532e9953bc8a2b852e00000007 --binary-syntax --close-stderr' exited with non-zero exit status 1: Autolaunch error: X11 initialization failed.\n Cannot open display: Run 'gedit --help' to see a full list of available command line options. Anyone have any suggestions for a fix? Please let me know if you require any additional information. Thanks! Mark

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  • How to configure simple game AI setting with jtable

    - by Asgard
    I'm developing an application that has methods of this kind: attackIfIsFar(); protectIfIsNear(); helpAfterDeadOf(); helpBeforeAttackOf(); etc. The initialization of my application for n players is something like player1.attackIfIsFar(player2); player2.protectIfIsNear(player4); player3.helpAfterDeadOf(player1); player4.helpBeforeAttackOf(player3); etc. I don't know how to configure a jtable that that can allow me to set the equivalent of this code-block In others words I need simply a way to create a jtable with 3 column and n row, were I can set in the column 1 and 3, the player, and in the central column one of the available methods that each player on the column 1 must invoke on each player of column 3

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  • Is there any complications or side effects for changing final field access/visibility modifier from private to protected?

    - by Software Engeneering Learner
    I have a private final field in one class and then I want to address that field in a subclass. I want to change field access/visibility modifier from private to protected, so I don't have to call getField() method from subclass and I can instead address that field directly (which is more clear and cohessive). Will there be any side effects or complications if I change private to protected for a final field? UPDATE: from logical point of view, it's obvious that descendant should be able to directly access all predecessor fields, right? But there are certain constraints that are imposed on private final fields by JVM, like 100% initialization guarantee after construction phase(useful for concurrency) and so on. So I would like to know, by changing from private to protected, won't that or any other constraints be compromised?

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  • xUnit global setup / teardown [migrated]

    - by Codism
    I need to run some code before any test is executed and also some code after all tests are done. I thought there must be some attributes or marker interface to indicate the global initialization and termination code but couldn't find them. Alternatively, if I can invoke xUnit programmatically, I can also achieve what I want to do by the following code: ... Main(string[] args) { try { MyGlobalSetup(); RunAllTests(); // What goes into this method? } finally { MyGlobalTeardown(); } } Can anyone provide me some hint about how to declaratively or programmally run some global setup/teardown code? Thanks

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  • Ubuntu frozen on boot screen; boot repair fails due to X11 and gtk

    - by anandsun
    I have a year-old HP Pavilion dv6 with Intel i7 processors and graphics card. I had Windows 7 but last week I dual booted Ubuntu. It was working fine until today. I did the following things: Updated Gnome and installed Gnome tweak tool Uninstalled Chromium browser Uninstalled Google Chrome Moved jdk and jre folders from ~/ to /bin using sudo Moved Adobe folder from ~/ to /bin using sudo Then I restarted. Ubuntu froze for half an hour on the purple boot screen. Something I did must have broken it. So, I hit Ctrl + Alt + F1 and managed to log in through the command line. From there, I ran sudo apt-get update and sudo apt-get upgrade. I also updated grub. I also installed boot-repair. However, I cannot run boot-repair, because I keep getting the following errors: Autolaunch error: X11 initialization failed RuntimeError: Gtk couldn't be initialized.

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  • How to move a rectangle properly?

    - by bodycountPP
    I recently started to learn OpenGL. Right now I finished the first chapter of the "OpenGL SuperBible". There were two examples. The first had the complete code and showed how to draw a simple triangle. The second example is supposed to show how to move a rectangle using SpecialKeys. The only code provided for this example was the SpecialKeys method. I still tried to implement it but I had two problems. In the previous example I declared and instaciated vVerts in the SetupRC() method. Now as it is also used in the SpecialKeys() method, I moved the declaration and instantiation to the top of the code. Is this proper c++ practice? I copied the part where vertex positions are recalculated from the book, but I had to pick the vertices for the rectangle on my own. So now every time I press a key for the first time the rectangle's upper left vertex is moved to (-0,5:-0.5). This ok because of GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y But I also think that this is the reason why my rectangle is shifted in the beginning. After the first time a key was pressed everything works just fine. Here is my complete code I hope you can help me on those two points. GLBatch squareBatch; GLShaderManager shaderManager; //Load up a triangle GLfloat vVerts[] = {-0.5f,0.5f,0.0f, 0.5f,0.5f,0.0f, 0.5f,-0.5f,0.0f, -0.5f,-0.5f,0.0f}; //Window has changed size, or has just been created. //We need to use the window dimensions to set the viewport and the projection matrix. void ChangeSize(int w, int h) { glViewport(0,0,w,h); } //Called to draw the scene. void RenderScene(void) { //Clear the window with the current clearing color glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); GLfloat vRed[] = {1.0f,0.0f,0.0f,1.0f}; shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed); squareBatch.Draw(); //perform the buffer swap to display the back buffer glutSwapBuffers(); } //This function does any needed initialization on the rendering context. //This is the first opportunity to do any OpenGL related Tasks. void SetupRC() { //Blue Background glClearColor(0.0f,0.0f,1.0f,1.0f); shaderManager.InitializeStockShaders(); squareBatch.Begin(GL_QUADS,4); squareBatch.CopyVertexData3f(vVerts); squareBatch.End(); } //Respond to arrow keys by moving the camera frame of reference void SpecialKeys(int key,int x,int y) { GLfloat stepSize = 0.025f; GLfloat blockSize = 0.5f; GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y if(key == GLUT_KEY_UP) { blockY += stepSize; } if(key == GLUT_KEY_DOWN){blockY -= stepSize;} if(key == GLUT_KEY_LEFT){blockX -= stepSize;} if(key == GLUT_KEY_RIGHT){blockX += stepSize;} //Recalculate vertex positions vVerts[0] = blockX; vVerts[1] = blockY - blockSize*2; vVerts[3] = blockX + blockSize * 2; vVerts[4] = blockY - blockSize *2; vVerts[6] = blockX+blockSize*2; vVerts[7] = blockY; vVerts[9] = blockX; vVerts[10] = blockY; squareBatch.CopyVertexData3f(vVerts); glutPostRedisplay(); } //Main entry point for GLUT based programs int main(int argc, char** argv) { //Sets the working directory. Not really needed gltSetWorkingDirectory(argv[0]); //Passes along the command-line parameters and initializes the GLUT library. glutInit(&argc,argv); //Tells the GLUT library what type of display mode to use, when creating the window. //Double buffered window, RGBA-Color mode,depth-buffer as part of our display, stencil buffer also available glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL); //Window size glutInitWindowSize(800,600); glutCreateWindow("MoveRect"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); //initialize GLEW library GLenum err = glewInit(); //Check that nothing goes wrong with the driver initialization before we try and do any rendering. if(GLEW_OK != err) { fprintf(stderr,"Glew Error: %s\n",glewGetErrorString); return 1; } SetupRC(); glutMainLoop(); return 0; }

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