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  • When writing tests for a Wordpress plugin, should i run them inside wordpress or in a normal browser?

    - by Nicola Peluchetti
    I have started using BDD for a wordpress plugin i'm working on and i'm rewriting the js codebase to do tests. I've encountered a few problems but i'm going steady now, i was wondering if i had the right approach, because i'm writing test that should pass in a normal browser environment and not inside wordpress. I choose to do this because i want my plugin to be totally indipendent from the wordpress environment, i'm using requirejs in a way that i don't expose any globals and i'm loading my version of jQuery that doesn't override the one that ships with Wordpress. In this way my plugin would work the same on every wordpress version and my code would not break if they cheange the jQuery version or someone use my plugin on an old wordpress version. I wonder if this is the right approach or if i should always test inside the environment i'm working in. Since wordpress implies some globals i had to write some function purely for testing purpose, like "get_ajax_url": function() { if( typeof window.ajaxurl === "undefined" ) { return "http://localhost/wordpress/wp-admin/admin-ajax.php"; } else { return window.ajaxurl; } }, but apart from that i got everything working right. What do you think?

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  • I'm doing 90% maintenance and 10% development, is this normal?

    - by TiredProgrammer
    I have just recently started my career as a web developer for a medium sized company. As soon as I started I got the task of expanding an existing application (badly coded, developed by multiple programmers over the years, handles the same tasks in different ways, zero structure) So after I had successfully extended this application with the requested functionality, they gave me the task to fully maintain the application. This was of course not a problem, or so I thought. But then I got to hear I wasn't allowed to improve the existing code and to only focus on bug fixes when a bug gets reported. From then on I have had 3 more projects just like the above, that I now also have to maintain. And I got 4 projects where I was allowed to create the application from scratch, and I have to maintain those as well. At this moment I'm slightly beginning to get crazy from the daily mails of users (read managers) for each application I have to maintain. They expect me to handle these mails directly while also working on 2 other new projects (and there are already 5 more projects lined up after those). The sad thing is I have yet to receive a bug report on anything that I have coded myself, for that I have only received the occasional lets do things 180 degrees different change requests. Anyway, is this normal? In my opinion I'm doing the work equivalent of a whole team of developers. Was I an idiot when I initially expected things to be different? I guess this post has turned into a big rant, but please tell me that this is not the same for every developer. P.S. My salary is almost equal if not lower then that of a cashier at a supermarket.

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  • Is it normal for GRUB to take some time (15+s) after I choose what to boot?

    - by zarnaik
    I had been planning to change the background of my bootloader for a while, and finally got to it. Now the black screen I get for quite some time was made clear. It is still GRUB, because the background image stays, while all of the text is gone. Then it just simply shows the Lubuntu loading screen for, usually, not more than 3 seconds. I run Lubuntu 12.10. My question is, is this normal behaviour or is something going wrong, causing GRUB to take longer? Here are the contents of my grub file located at /etc/default/ : # If you change this file, run 'update-grub' afterwards to update # /boot/grub/grub.cfg. # For full documentation of the options in this file, see: # info -f grub -n 'Simple configuration' GRUB_DEFAULT=0 #GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=5 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" GRUB_CMDLINE_LINUX="" GRUB_BACKGROUND="/usr/share/lubuntu/wallpapers/1210-Windmill_by_Ferran_Reyes.png" # Uncomment to enable BadRAM filtering, modify to suit your needs # This works with Linux (no patch required) and with any kernel that obtains # the memory map information from GRUB (GNU Mach, kernel of FreeBSD ...) #GRUB_BADRAM="0x01234567,0xfefefefe,0x89abcdef,0xefefefef" # Uncomment to disable graphical terminal (grub-pc only) #GRUB_TERMINAL=console # The resolution used on graphical terminal # note that you can use only modes which your graphic card supports via VBE # you can see them in real GRUB with the command `vbeinfo' #GRUB_GFXMODE=640x480 # Uncomment if you don't want GRUB to pass "root=UUID=xxx" parameter to Linux #GRUB_DISABLE_LINUX_UUID=true # Uncomment to disable generation of recovery mode menu entries #GRUB_DISABLE_RECOVERY="true" # Uncomment to get a beep at grub start #GRUB_INIT_TUNE="480 440 1" If you need any other information please tell me and I'll do my best to provide it. :)

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  • HDMI with Intel Mobile 4 Graphics Controller

    - by roel
    When connecting my TV over HDMI, it shows up in display settings and xrandr: Aspire1825PTZ:~$ lspci | grep VGA 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) Aspire1825PTZ:~$ xrandr Screen 0: minimum 320 x 200, current 1366 x 768, maximum 8192 x 8192 LVDS1 connected 1366x768+0+0 (normal left inverted right x axis y axis) 256mm x 144mm 1366x768 60.0*+ 1360x768 59.8 60.0 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 disconnected (normal left inverted right x axis y axis) HDMI1 connected (normal left inverted right x axis y axis) 720x576 50.0 720x480 59.9 DP1 disconnected (normal left inverted right x axis y axis) HDMI2 disconnected (normal left inverted right x axis y axis) DP2 disconnected (normal left inverted right x axis y axis) DP3 disconnected (normal left inverted right x axis y axis) TV1 disconnected (normal left inverted right x axis y axis) However, the resolution is way too low and the screen remains black. Everything works fine in Windows, but I'd rather not reboot just to watch a film... Could anyone help me please?

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  • Commandline Purge in AS11

    - by Dheeraj Kumar
    AS11 - B2B offering consists of numerous features that have been made available via commandline approach. Most of these are supplement to the already available User Interface based approach. One such is purging of runtime data. The commandline purge option enables the users to purge the runtime data, based on various criteria. This is an ANT based command, provides the flexibility to selectively set the criteria to purge the runtime data. Providing the command line option also enables the administrator to purge in bulk, without visiting the B2B UI, which can also be used for automation purpose By default archival is turned on for purge activity. As a pre-requisite, the respective folder needs to be configured in database with the proper permission. When no filename is provided for archived data, the sysdate will be considered for filename. Below are the various options to purge the runtime data Normal 0 Option ANT option   Message state -Dmsgstate   Date range -Dfromdate,  -Dtodate Format : dd/mm/yyyy hh:mm AM/PM Trading partner -Dtp   Direction -Ddirection   Message Type -Dmsgtype   Agreement Name -Dagreement   IdType/ value -Didtype,  -Didvalue   Archive -Darchive True/false By default true Archive file name -Darchivename File name (optional), will be used when archive is set to true. Normal 0 Note: When using -Darchivename the value must be a unique file name. An existing file name used with -Darchivename throws an exception v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Normal 0 Below are the few of ant commands and various options.   Purge based on date range and message state: Normal 0 ant -f ant-b2b-util.xml b2bpurge -Dmode=RT -Dfromdate="19/12/2009 1:04 AM" -Dtodate="19/12/2009 1:05 AM" -Dmsgstate=MSG_COMPLETE -Darchivename="filename.dmp"  Purge based on direction: Normal 0 ant -f ant-b2b-util.xml b2bpurge -Dmode=RT -Ddirection="OUTBOUND" Normal 0 Purge based on agreement Name: Normal 0 ant -f ant-b2b-util.xml b2bpurge -Dmode=RT -Dagreement="agreement_name" Normal 0 Purge based on Trading partner Name: Normal 0 ant -f ant-b2b-util.xml b2bpurge -Dmode=RT -Dtp=GlobalChips Normal 0 Purge based on Message State: Normal 0 ant -f ant-b2b-util.xml b2bpurge -Dmode=RT -Dmsgstate="MSG_COMPLETE" Normal 0 ant -f ant-b2b-util.xml b2bpurge -Dmode=RT -Ddirection="OUTBOUND" -Dmsgstate="MSG_COMPLETE"

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • Can send to individual users but not when they are in a global distribution list.

    - by Jake
    I am able to send email to individual users but when not when they are in a distribution group. When I do I get this report. The message could not be delivered because the recipient's destination email system is unknown or invalid. Please check the address and try again, or contact your system administrator to verify connectivity to the email system of the recipient. #5.3.1 However, like I said before I can select their name from the GAL and send mail that way. Their email address is exactly the same in both the GAL and distribution group. The only difference is these users have external email addresses. Windows Server 2003 Exchange Server 2003 Outlook 2007 and 2010.

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  • Unable to boot into 11.10 in normal (get a black screen) OR recovery (get just a flashing cursor, no cli)

    - by user1092284
    Okay, so I had a dual boot of Tango Studio (based on Ubuntu 10.04) and Windows XP. Yesterday I downloaded the .iso for Ubuntu 11.10 and attempted to install from a USB (my BIOS won't normally boot from USB but I had PLOP boot manager on a CD). I booted up Ubuntu from the USB and then from there formatted the partition with Tango on and installed Ubuntu 11.10. On booting up I came into Grub rescue mode. So I booted up from the USB again and used boot-repair to reinstall Grub. After this I would see the normal Grub menu, but on choosing Ubuntu I would come to a black screen. On choosing recovery mode it would begin starting normally with no obvious errors but instead of coming to a cli I would just get a blank screen with a flashing cursor on the top left, not accepting any input. I have since reformatted and reinstalled from a CD rather than USB and had the exact same problem. I used boot-repair again and the result is the same. Output of the most recent boot-repair is at http://paste.ubuntu.com/869805/ I have also tried editing the ubuntu grub entry and replacing quiet with text nomodeset as I saw in an answer to another question. This got me a bit further - I saw the purple ubuntu loading screen but still came to a blank screen after that. Anyway, in most of the other questions in which that is brought up the user is still able to boot into recovery, while I am not. Can anyone help? Thanks in advance, let me know if there's any more info I need to provide! EDIT FOR MORE INFO: I read something saying it's quiet splash that should be replaced with nomodeset. Earlier I had left splash in the line. So i tried it this way and it froze after displaying the following text: fsck from util-linux 2.19.1 mountall: Plymouth command failed mountall: Disconnected from Plymouth /dev/sda5:clean, 139359/1741488 files, 745830/6961125 blocks From a bit of googling it doesn't look like plymouth is essential, but I've checked and I do have the most current versions of mountall and plymouth installed so I don't know why there's a problem EDIT FOR MORE INFO AGAIN: I used dkpg --reconfigure plymouth cause I saw it mentioned in another forum and it still says plymouth command failed on boot

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  • Computationally simple Pseudo-Gaussian Distribution with varying mean and standard deviation?

    - by mstksg
    This picture from wikipedia has a nice example of the sort of functions I'd ideally like to generate http://en.wikipedia.org/wiki/File:Normal_Distribution_PDF.svg Right now I'm using the Irwin-Hall Distribution, which is more or less a Polynomial approximation of the Gaussian distribution...basically, you use uniform random number generator and iterate it x times, and take the average. The more iterations, the more like a Gaussian Distribution it is. It's pretty nice; however I'd like to be able to have one where I can vary the mean. For example, let's say I wanted a number between the range 0 and 10, but around 7. Like, the mean (if I repeated this function multiple times) would turn out to be 7, but the actual range is 0-10. Is there one I should look up, or should I work on doing some fancy maths with standard Gaussian Distributions?

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  • I'm having an issue to use GLshort for representing Vertex, and Normal.

    - by Xylopia
    As my project gets close to optimization stage, I notice that reducing Vertex Metadata could vastly improve the performance of 3D rendering. Eventually, I've dearly searched around and have found following advices from stackoverflow. Using GL_SHORT instead of GL_FLOAT in an OpenGL ES vertex array How do you represent a normal or texture coordinate using GLshorts? Advice on speeding up OpenGL ES 1.1 on the iPhone Simple experiments show that switching from "FLOAT" to "SHORT" for vertex and normal isn't tough, but what troubles me is when you're to scale back verticies to their original size (with glScalef), normals are multiplied by the reciprocal of the scale. Natural remedy for this is to multiply the normals w/ scale before you submit to GPU. Then, my short normals almost become 0, because the scale factor is usually smaller than 0. Duh! How do you use "short" for both vertex and normal at the same time? I've been trying this and that for about a full day, but I could only go for "float vertex w/ byte normal" or "short vertex w/ float normal" so far. Your help would be truly appreciated.

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  • An issue with tessellation a model with DirectX11

    - by Paul Ske
    I took the hardware tessellation tutorial from Rastertek and implemended texturing instead of color. This is great, so I wanted to implemended the same techique to a model inside my game editor and I noticed it doesn't draw anything. I compared the detailed tessellation from DirectX SDK sample. Inside the shader file - if I replace the HullInputType with PixelInputType it draws. So, I think because when I compiled the shaders inside the program it compiles VertexShader, PixelShader, HullShader then DomainShader. Isn't it suppose to be VertexShader, HullSHader, DomainShader then PixelShader or does it really not matter? I am just curious why wouldn't the model even be drawn when HullInputType but renders fine with PixelInputType. Shader Code: [code] cbuffer ConstantBuffer { float4x4 WVP; float4x4 World; // the rotation matrix float3 lightvec; // the light's vector float4 lightcol; // the light's color float4 ambientcol; // the ambient light's color bool isSelected; } cbuffer cameraBuffer { float3 cameraDirection; float padding; } cbuffer TessellationBuffer { float tessellationAmount; float3 padding2; } struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; Texture2D Texture; Texture2D NormalTexture; SamplerState ss { MinLOD = 5.0f; MipLODBias = 0.0f; }; struct HullOutputType { float3 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct HullInputType { float4 position : POSITION; float2 texcoord : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; }; struct VertexInputType { float4 position : POSITION; float2 texcoord : TEXCOORD; float3 normal : NORMAL; float3 tangent : TANGENT; uint uVertexID : SV_VERTEXID; }; struct PixelInputType { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; // texture coordinates float3 normal : NORMAL; float3 tangent : TANGENT; float4 color : COLOR; float3 viewDirection : TEXCOORD1; float4 depthBuffer : TEXTURE0; }; HullInputType VShader(VertexInputType input) { HullInputType output; output.position.w = 1.0f; output.position = mul(input.position,WVP); output.texcoord = input.texcoord; output.normal = input.normal; output.tangent = input.tangent; //output.normal = mul(normal,World); //output.tangent = mul(tangent,World); //output.color = output.color; //output.texcoord = texcoord; // set the texture coordinates, unmodified return output; } ConstantOutputType TexturePatchConstantFunction(InputPatch inputPatch,uint patchID : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("TexturePatchConstantFunction")] HullOutputType HShader(InputPatch patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; // Set the position for this control point as the output position. output.position = patch[pointId].position; // Set the input color as the output color. output.texcoord = patch[pointId].texcoord; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; return output; } [domain("tri")] PixelInputType DShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch patch) { float3 vertexPosition; float2 uvPosition; float4 worldposition; PixelInputType output; // Interpolate world space position with barycentric coordinates float3 vWorldPos = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; // Determine the position of the new vertex. vertexPosition = vWorldPos; // Calculate the position of the new vertex against the world, view, and projection matrices. output.position = mul(float4(vertexPosition, 1.0f),WVP); // Send the input color into the pixel shader. output.texcoord = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.normal = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.tangent = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; //output.depthBuffer = output.position; //output.depthBuffer.w = 1.0f; //worldposition = mul(output.position,WVP); //output.viewDirection = cameraDirection.xyz - worldposition.xyz; //output.viewDirection = normalize(output.viewDirection); return output; } [/code] Somethings are commented out but will be in place when fixed. I'm probably not connecting something correctly.

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  • How to make a normal user can install package with `pkg_add` on FreeBSD?

    - by Eonil
    How to make a normal user can install package with pkg_add on FreeBSD? pkg_add -r command fails with normal user with sudo. Downloading succeeds, but installation fails with this error message. Equal command executed successfully with root login. %sudo pkg_add -r apache22 Password: Error: Unable to get ftp://ftp.freebsd.org/pub/FreeBSD/ports/amd64/packages-8.1-release/Latest/apache22.tbz: Syntax error, command unrecognized pkg_add: unable to fetch 'ftp://ftp.freebsd.org/pub/FreeBSD/ports/amd64/packages-8.1-release/Latest/apache22.tbz' by URL % Assume my username as eonil. I added eonil ALL=(ALL) ALL code as next of root ALL=(ALL) ALL via visudo, and added the user to wheel group by pw usermod eonil -G wheel . But the user cannot install package with sudo pkg_add -r apache22. (not only the apache, any package.)

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  • ps ux on OSX shows user for ps command to be root? Is this normal?

    - by snies
    I am running OS X 10.6.1 . When i am logged in as a normal user of group staff and do a ps ux it lists my ps ux command as being run by root: snies 181 0.0 0.3 2774328 12500 ?? S 6:00PM 0:20.96 /System/Library... root 1673 0.0 0.0 2434788 508 s001 R+ 8:16AM 0:00.00 ps ux snies 177 0.0 0.0 2457208 984 ?? Ss 6:00PM 0:00.52 /sbin/launchd snies 1638 0.0 0.0 2435468 1064 s001 S 8:13AM 0:00.03 -bash Is this normal behaviour? And if so why? Please note that the user is not an Administrator account and is not able to sudo.

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  • Advantages of Terminal Server instead of normal client-Server installation?

    - by Sam
    What are the advantages of using a (Windows) Terminal Server and thin clients instead of using a normal Server and full clients? So far I've only really used normal servers and clients, but now customers ask about terminal Server, and I'd like to know pro's and con's of using them instead of an "old-fashioned" client-server network. Some things I can guess: easier administration (don't need to install/update office/stuff on 20 computers but only on the server). Easier backup (no need to backup client computers). And I'd guess it would be hard (impossible) to connect and use local (like USB) hardware with Terminal Server? What else are the reasons for or against switching to Terminal Server?

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  • Redirect some URL requests to CloudFront and the rest direct to the normal server?

    - by indiehacker
    Say I have two types of URL requests that must be handled by my REST API: http://query.restapi.com/image.png?apikey=abc123 http://query.restapi.com/2.0/<apiKey>/resource.json?from=umi.us_census00.state_geometry Is it possible to redirect only some URL requests for static images (ie., regex: *.png?.*) to take advantage of CloudFront's caching and have the rest of the requests go directly to the normal EC2 server (or at least take a speedier indirect route to the normal EC2 server?). Perhaps the added request time for the misses to CloudFront is irrelevant to worry about? Or perhaps my situation is not best to use for CloudFront? I understand I will need to make DNS change where the current URL requests having http://query.restapi.com/some.png?apikey=0123 get redirected to http://d1234.cloudfront.net/some.png, but I am hoping there is some way for just redirecting static .png requests to take advantage of CloudFront?

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  • How to create and administer multi-architecture PPAs?

    - by maxschlepzig
    I have a program that needs to be recompiled for every ubuntu version. Currently I am packaging it using Ubuntu's PPA just for the current distribution. Eventually, I have to provide packages for the previous ubuntu version. I am not sure how to accomplish this. How does the Ubuntu PPA build server works - does it just look at the distribution field in the most current changelog entry (in the debian/changelog file) to determine for what distribution the package should be build? The debian specification allows to add multiple distributions into the distribution field. But this does not seam to help me. Some ubuntu documents talk about encoding the distribution name into the version number (in the debian changelog file). But how does this work in practice? A new version of the program is available, then what? Do I add for each distribution a new changelog entry and the PPA buildserver builds automatically for each distribution new packages after dput'ing it up? Or does the PPA buildserver just looks at the first changelog entry?

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  • How do I get FEATURE_LEVEL_9_3 to work with shaders in Direct3D11?

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • How to calculate the normal of points on a 3D cubic Bézier curve given normals for its start and end points?

    - by Robert
    I'm trying to render a "3D ribbon" using a single 3D cubic Bézier curve to describe it (the width of the ribbon is some constant). The first and last control points have a normal vector associated with them (which are always perpendicular to the tangents at those points, and describe the surface normal of the ribbon at those points), and I'm trying to smoothly interpolate the normal vector over the course of the curve. For example, given a curve which forms the letter 'C', with the first and last control points both having surface normals pointing upwards, the ribbon should start flat, parallel to the ground, slowly turn, and then end flat again, facing the same way as the first control point. To do this "smoothly", it would have to face outwards half-way through the curve. At the moment (for this case), I've only been able to get all the surfaces facing upwards (and not outwards in the middle), which creates an ugly transition in the middle. It's quite hard to explain, I've attached some images below of this example with what it currently looks like (all surfaces facing upwards, sharp flip in the middle) and what it should look like (smooth transition, surfaces slowly rotate round). Silver faces represent the front, black faces the back. Incorrect, what it currently looks like: Correct, what it should look like: All I really need is to be able to calculate this "hybrid normal vector" for any point on the 3D cubic bézier curve, and I can generate the polygons no problem, but I can't work out how to get them to smoothly rotate round as depicted. Completely stuck as to how to proceed!

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  • How can I unmount a s3fs mount as a normal user?

    - by coteyr
    I use S3 a ton. I have over 40 or so buckets floating around between clients. I like the fact that I can list them in /etc/fstab and that they just work. For reference here is one of the buckets. coteyrnet /mnt/S3/coteyrnet fuse.s3fs _netdev,use_cache=/tmp,use_rrs=1,allow_other,noauto,users 0 0 It mounts fine, but I am having one heck of a time unmounting it. The first problem is: umount: /mnt/S3/coteyrnet mount disagrees with the fstab The relevant part of mtab is: s3fs /mnt/S3/coteyrnet fuse.s3fs rw,noexec,nosuid,nodev,allow_other,user=coteyr 0 0 In addition to that, if I sudo umount /mnt/S3/coteyrnet I always get umount: /mnt/S3/coteyrnet: device is busy. (In some cases useful info about processes that use the device is found by lsof(8) or fuser(1)) lsof | grep coteyrnet never returns anything of value, nor does fuser. My goal is to get user unmounting working. The inability to mount via sudo has been resolved. By using the "use_cache" setting the files were actually open, but not under the mount point. This is a caveat to that option. The mount point files are closed but the files were not yet transferred to S3. By waiting "a while" and trying again, sudo can unmount.

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  • Is an ACPI GPE storm normal in an Ubuntu session?

    - by Tinellus
    In a previous question (What is a an ACPI GPE storm?), I asked about ACPI GPE storm. Looking closer to my kern.log file in /var/log/, I notice that in every session at some point (usually withing 20' after startup) a GPE storm is triggered. When I open kern.log immediately after startup, I see that the 'GPE-storm' can be triggered by anything (a copy-action, the opening of an app like Firefox or Thunderbird, etc...). This worries me. Looking for other ACPI related events in kern.log, I find these error messages. I hope someone can give some advice: Jun 10 16:33:20 Guy-VAIO kernel: [ 0.724505] ACPI FADT declares the system doesn't support PCIe ASPM, so disable it Jun 10 16:33:20 Guy-VAIO kernel: [ 0.795205] [Firmware Bug]: ACPI: BIOS _OSI(Linux) query ignored Jun 10 16:33:20 Guy-VAIO kernel: [ 1.024009] ACPI: Deprecated procfs I/F for battery is loaded, please retry with CONFIG_ACPI_PROCFS_POWER cleared Jun 10 16:33:20 Guy-VAIO kernel: [ 23.140259] [Firmware Bug]: ACPI(VGA) defines _DOD but not _DOS There's also a video driver message that worries me, don't know if it's related though: Jun 10 16:33:20 Guy-VAIO kernel: [ 23.162154] fglrx: module license 'Proprietary. (C) 2002 - ATI Technologies, Starnberg, GERMANY' taints kernel. Jun 10 16:33:20 Guy-VAIO kernel: [ 23.162158] Disabling lock debugging due to kernel taint As mentioned in my previous question, I'm experiencing frequent (several times /d) application crashes, that seem random, with apport messages being sent, and less frequent (once a week or so) complete system freezes where the system becomes unresponsive to keyboard, mouse or touchpad input and the only solution is a hard reboot (press start button) My questions: what about the Firmware Bugs in ACPI? how and where do I have to 'clear CONFIG_ACPI_PROCFS_POWER'? what does it mean when fglrx 'taints the kernel', is it serious and what could I do about it? Ubuntu 12.04, 64-bit, 3.2.0-25-generic Kernel, Intel® Core™ i5-2430M CPU @ 2.40GHz × 4 Thanks

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  • Download Speed is 0.12 Mbps when tested with servers in U.S, but it is 0.76 Mbps when tested with local servers, normal? [closed]

    - by Graviton
    Feeling that my ISP is cheating my money ( My subscription package is 1 Mbps), I did a speed test on my internet connection using www.speedtest.net. I tried to test the connection speed on two servers, one local ( Malaysia), another in U.S. I found that while the upload speed remain constant, but the download speed is different; 0.76 Mbps for servers in Malaysia, and 0.12 Mbps for servers in U.S. I called the ISP, and they blamed it on the intercontinental signal lost. But how can it be that the speed differs by that much? If it really differs by that much than we should always take a grain of salt of what is advertised as the broadband speed because the advertised speed is not the speed we are getting. No?

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  • What would a database look like if it were normalized to be completely abstracted? lets call it Max(n) normal form

    - by Doug Chamberlain
    edit: By simplest form i was not implying that it would be easy to understand. For instance, developing in low level assembly language is the simplest way to can develop code, but it is far from the easiest. Essentially, what I am asking is in math you can simplify a fraction to a point where it can no longer be simplfied. Can the same be true for a database and what would a database look like in its simplest, form?

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