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  • Collision detection on a 2D hexagonal grid

    - by SundayMonday
    I'm making a casual grid-based 2D iPhone game using Cocos2D. The grid is a "staggered" hex-like grid consisting of uniformly sized and spaced discs. It looks something like this. I've stored the grid in a 2D array. Also I have a concept of "surrounding" grid cells. Namely the six grid cells surrounding a particular cell (except those on the boundries which can have less than six). Anyways I'm testing some collision detection and it's not working out as well as I had planned. Here's how I currently do collision detection for a moving disc that's approaching the stationary group of discs: Calculate ij-coordinates of grid cell closest to moving cell using moving cell's xy-position Get list of surrounding grid cells using ij-coordinates Examine the surrounding cells. If they're all empty then no collision If we have some non-empty surrounding cells then compare the distance between the disc centers to some minimum distance required for a collision If there's a collision then place the moving disc in grid cell ij So this works but not too well. I've considered a potentially simpler brute force approach where I just compare the moving disc to all stationary discs at each step of the game loop. This is probably feasible in terms of performance since the stationary disc count is 300 max. If not then some space-partitioning data structure could be used however that feels too complex. What are some common approaches and best practices to collision detection in a game like this?

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  • null pointers vs. Null Object Pattern

    - by GlenH7
    Attribution: This grew out of a related P.SE question My background is in C / C++, but I have worked a fair amount in Java and am currently coding C#. Because of my C background, checking passed and returned pointers is second-hand, but I acknowledge it biases my point of view. I recently saw mention of the Null Object Pattern where the idea is than an object is always returned. Normal case returns the expected, populated object and the error case returns empty object instead of a null pointer. The premise being that the calling function will always have some sort of object to access and therefore avoid null access memory violations. So what are the pros / cons of a null check versus using the Null Object Pattern? I can see cleaner calling code with the NOP, but I can also see where it would create hidden failures that don't otherwise get raised. I would rather have my application fail hard (aka an exception) while I'm developing it than have a silent mistake escape into the wild. Can't the Null Object Pattern have similar problems as not performing a null check? Many of the objects I have worked with hold objects or containers of their own. It seems like I would have to have a special case to guarantee all of the main object's containers had empty objects of their own. Seems like this could get ugly with multiple layers of nesting.

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  • Gnome trash on cifs mount random behaviour

    - by BobPenguin
    Hello everyone, I'm seeing some weird behaviour in Ubuntu 10.04. I have a cifs mount that's mounted by fstab as follows: //192.168.1.1/share /media/storage cifs_netdev,username=guest,password="",uid=1000,guid=100,file_mode=0777,dir_mode=0777 0 0 I can mount the share using: sudo mount -a my user can then access it, create and delete files. The deleted files appear in the gnome trash applet. A folder /media/storage/.Trash-1000 is created automatically. When I log out, restart the machine and log in, the cifs share is mounted but the trash applet is empty. If I unmount the share with sudo umount /media/share then remount with sudo mount -a the trash applet displays the contents of the .trash-1000 folder! It gets stranger...sometimes after umount then mount -a the trash is STILL empty, but another round of umount then mount -a fixes it. It seems like the trash applet is "forgetting" to scan the /media/storage mount point and is not always finding the .trash-1000 folder at that mount point. Even when the trash applet is not displaying any trash from /media/storage/.trash-1000 I can still delete things from the /media/storage and they're moved to the .trash-1000 folder. So I conclude there's a bug in the trash applet...anyone know how to fix it?

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  • WPF Applications &ndash; Handling the Unhandled

    - by David Totzke
    Instead of just letting your application crash, you can attach a method to the DispatcherUnhandledExceptionEventHandler and one to the AppDomain.Current.UnhandledException.  You wire these up in the code behind of your application which by default is App.xaml.cs.  You can log these errors or throw up a message Don Box and tell the user what happened.  Then you shut down the app gracefully.  You shut it down because something bad happened that you weren’t expecting and at this point there is no guarantee as to the state of the stack or memory or anything really.  All bets are off. If, on the other hand, the method for the UnhandledException is empty and the method for the DispatcherUnhandledEventHandler ends up in a call to a method called LogError() and the LogError() method is FUCKING EMPTY, and you just swallow the exceptions and keep on running, then, not so much.  I spent nearly a day trying to track down a bug that would have been obvious had something been logged or if it just crashed.  It’s my own fault I suppose.  I knew these were hooked up.  I just never suspected that there wouldn’t be any implementation at all.  Live and learn. Customs Man at Heathrow: Anything to declare, Sir? Jekyll and Hyde: Man has not evolved an inch from the slime that spawned him. Customs Man at Heathrow: Very Good, Sir. I tend to agree. Dave Just because I can…

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  • Make a controller a superclass in MVC design pattern

    - by Nikola
    I am really confused how to handle this. I have: model.Outsider model.SubContractor (which extends Outsider) Basically, Outsider would mean Supplier, but SubContractor is not a Supplier itself so I had to divide it somehow. I used to have model.Outsider (super class of the two bellow) model.Supplier model.SubContractor But Supplier didn't have any unique fields so I have removed it (Was this correct?) So, continuing, I have db layer which has: db.DBOutsider db.DBSubContractor (which again extends the top one) And I have no place to put my Supplier methods. I can do that in DBOutsider, but then DBSubContractor (which extends DBOutsider) would get unnecessary methods. Do I create a DBSupplier even though there is no such class in the model layer? Then again, going to controller layer. It is the same situation as db layer. I have OutsiderController and SubContractorController (which extends the first one) (is this correct in first place? to have an extended controller?). But I have no place to put the methods which are concerned with Supplier and if I put them in the OutsiderController the SubContractorController would recieve unneccessary methods. At the moment I am going for the extra DBSupplier and SupplierController classes, but I have no idea if this is the correct way. Basically what perplexes me is the "empty" Supplier. Since it is supposed to be an Outsider but has no extra methods or fields, should there be an empty class?

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  • need explanation on amortization in algorithm

    - by Pradeep
    I am a learning algorithm analysis and came across a analysis tool for understanding the running time of an algorithm with widely varying performance which is called as amortization. The autor quotes " An array with upper bound of n elements, with a fixed bound N, on it size. Operation clear takes O(n) time, since we should dereference all the elements in the array in order to really empty it. " The above statement is clear and valid. Now consider the next content: "Now consider a series of n operations on an initially empty array. if we take the worst case viewpoint, the running time is O(n^2), since the worst case of a sigle clear operation in the series is O(n) and there may be as many as O(n) clear operations in the series." From the above statement how is the time complexity O(n^2)? I did not understand the logic behind it. if 'n' operations are performed how is it O(n ^2)? Please explain what the autor is trying to convey..

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  • Kubuntu 11.04 bad experience, Gimp crashes and other bugs

    - by giowck
    I installed Kubuntu 11.04 64bit today. First let me expose some issues, this is not a rant, just some observations on Kubuntu 11.04 :) Flash doesn't work. The package "flashplugin-installer" was installed by rekonq. But still no flash. Additional Drivers (jockey-kde) doesn't show up automatically after first login. I tried to delete a large file (19,2 GB), an error appeared: "Please empty the trash first, no more space available" or something like that, but you know what? My trash was empty! (Then I found in Dolphin the settings to increment the max size of the trash). Amarok has no play/pause/forward/back buttons, only after changing settings to show those buttons on the top bar. GTK applications like ubuntu software center, inkscape... are in english, but my default language is "german". Only gimp allows to install the "de" language pack. The numblock turns off after each restart. In the KDE Control Center, the "remember last state" of numblock is set. But this is not working. I had some crashes: Nepomuk, Policy-kit, plasma-workspace and gimp. But now to the important stuff. I really need Gimp to work. After starting it, I get a crash: giowck@giowck-desktop:~$ gimp (gimp:1899): GLib-WARNING **: /build/buildd/glib2.0-2.28.6/./glib/goption.c:2132: ignoring no-arg, optional-arg or filename flags (8) on option of type 0 Speicherzugriffsfehler (in English: "Memory error") What can I do to run Gimp? Thanks

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  • Preview Chitika Premium Ads On Your Website Quickly

    - by Gopinath
    Google AdSense is an excellent option for publishers like us to monetize traffic. As Google AdSense allow only 3 ad units per page, we have good amount of space left empty on the blog. Why not we use this empty space to earn some revenue(make sure that you are not annoying your visitors with too many ads)? On Tech Dreams today we started experimenting with Chitika Premium Ads to displays advertisements for visitors landing on us through search engines. Chitika Premium Ads are displayed only to US visitors who finds our pages through search engines. Visitors from outside USA does not see these ads anywhere on our site. We being in India, how to preview the Chitika ads on our site? To preview Chitika ads add #chitikatest at the end of the url. For example to preview the ads on Tech Dreams I use the url http://techdreams.org/#chitikatest The above url displays default list of ads Chitika displays. But if you want to see preview of ads for a specific keyword you can append it at the end of the url. Here is another example http://www.techdreams.org/#chitikatest=ipad   Do You Know What The Word “Chitika” Means? What does Chitika mean? When Chitika co-founders, Venkat Kolluri and Alden DoRosario left Lycos in 2003 to start their own company, they sought a name that would suggest the speed with which its customers would be able to put up ads on their Web sites. Chitika, which means “snap of the fingers” in Telugu (a South Indian language), captured this sentiment and Chitika Inc. was born (via) This article titled,Preview Chitika Premium Ads On Your Website Quickly, was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Wrong package for Idle-python2.7?

    - by adelval
    I'm running python 2.7 in Ubuntu 3.10, and idle (idle-python2.7) has stopped working. Whenever I try to open a file in a editor window, it is blank, though the file does exist and is not empty/blank. Furthermore, it is not possible to close idle after this, except via a terminal kill command. Idle was working fine before. The problem appeared after I installed a number of things, including idlex, various scipy modules and mpmath, but after trying to repair it in several ways, it seems to be caused by Ubuntu's official idle package. I get this error in the terminal when trying to open a file in idle: Exception in Tkinter callback [...lines ommitted for brevity...] File "/usr/lib/python2.7/idlelib/IOBinding.py", line 129, in coding_spec for line in lst: NameError: global name 'lst' is not defined If you look at the code, it looks like an obvious bug: indeed lst is not defined in the function coding_spec. Furthermore, the source file IOBinding.py in http://fossies.org/dox/Python-2.7.5/IOBinding_8py_source.html is different and doesn't show the problem. Thinking that one of the recently packages had overwritten the file somehow, I've tried a number of things, including reinstalling all Python packages from synaptic, but the wrong IOBinding.py is still there. The reason I think the problem lies with the package itself is that I finally did sudo apt-get remove idle, verified that the idlelib directory was empty, and reinstalled with sudo apt-get install idle; but the wrong IOBinding.py file came back again. I can in fact make idle work again by simply replacing lst by str in the code, but to me that's clearly a no-no. I'm not to happy either about trying to replace just that file from the source python distribution, as other files may be wrong. I want to get the right files from the official package.

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  • What&rsquo;s in your wallet, er&hellip;Inbox?

    - by johndoucette
    Since my first UUCP operation in UNIX to deliver and receive an email, I have always been challenged to find the ultimate email organizer. About a year ago, I switched to a very simple process of managing email and have found the ultimate in organization. On the craziest of days with 250+ emails, I keep my inbox empty. Here is how I do it; First, start with the following folders in your mailbox; Inbox    Archive    FollowUp    Hold Of course, all inbound emails will start in the Inbox. As you work throughout the day, follow these steps to keep your inbox empty; Read the email. Are you responsible for any action? If you are and can do it immediately, then do it. If you need to do it later, move the email to the “FollowUp” folder If you are not responsible for any action, move it to the archive folder. Use Outlook’s search to find them when you need them. If you will need to reference the email later in the week or for a short term (week or two), then move the email to the “Hold” folder As your day progresses, frequently review the FollowUp folder and accomplish the task *Notes: If I am waiting for someone to do something for me, I keep it in the FollowUp folder. As I review the folder, I am constantly reminded that there is something I am waiting on – and can send a simple reminder by forwarding the original email. I sometimes send myself a “todo” email and park it in the FollowUp folder I like to know how many emails are in the folders so I set the “Show total number of items” property on the folder to show the amount of emails.

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  • Issue While uploading a image to share point 2010 picture library.

    - by Gino Abraham
    I was trying to upload a image to my picture library using sharepoint client object model. I Used the code from the below blog to upload a file to my picture library. http://blogs.msdn.com/b/sridhara/archive/2010/03/12/uploading-files-using-client-object-model-in-sharepoint-2010.aspx The image got uploaded sucessfully. But when we took the relative url to update in a different list, we were getting empty image symbol. After a lot of analysis we figured out that the issue was with the file we uploaded. An image file which is of jpeg quality was uploaded to an application with giff extension. Try this. Copy a JPG file from net and save it to your file system. Change the extension of the file from jpg to giff. When you change the file extension the image quality remains same but it will open in picture viewers. Upload the file to your picture library. Once uploaded you will get the file listed as thumbail in your picture library. Click on the thumbnail image it will open up a page showing a larger image with file details. Now click either on the image or the file name hyper link, it will open up an empty page with default no image symbol. I wasted a lot of time on this figuring out the issue, so thought of sharing here. Hope this helps some one.

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  • How do I create an encrypted file system inside a file?

    - by darent
    Recently i've found this interesting tutorial: http://flossstuff.wordpress.com/2011/08/07/using-a-file-as-a-storage-device/ It explains how to create an empty file, format it as ext4, and mount it as a device. I'd like to know if it can be created as an encrypted ext4 file system. I've tried using palimpsest (the disk utility found in System menu) to format the already created file system but it doesn't works as it detects the file system being used. If I try to unmount the file system, it won't work neither because it doesn't detect the device (since it's not a real device like a hardrive or a usb drive). So my question is, is there an option to create the file system encrypted from the begining? I've used these commands: Create an empty file 200Mb size: dd if=/dev/zero of=/path/to/file bs=1M count=200 Make it ext4: mkfs -t ext4 file Mount it in a folder inside my home: sudo mount -o loop file /path/to/mount_point Is there any way the mkfs command creates the ext4 encrypted asking for a decryption password? I'm planing to use this as a way to encrypt files inside Dropbox. Thanks for your time.

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  • JSCompress fails to compress my js file - why?

    - by Renso
    Issue: You use the online compression utility jscompress.com to compress your js file but it fails with an error. Why this may be happening and how to fix it. Possible causes: Apparently not using open and closing curly brackets in an IF statement would cause this. Well turns out this is not the case. Look at the following example and see if you can figure out what the issue is :-)   function SetupDeliveredVPRecontactNotes($item, id) {     var theData;     $.ajax({         data: { deliveredVPId: id },         url: $('#ajaxGetDeliveredVPRecontactNotesUrl').val(),         type: "GET",         async: false,         dataType: "html",         success: function(data, result) {             $item.empty();             var input = '<textarea class="recontactNote" rows="4" name="DeliveredVPRecontactNotes_' + id + '" id="DeliveredVPRecontactNotes_' + id + '" cols="115">' + data + '</textarea>';             $item.append(input);             theData = data;         },         error: function(XMLHttpRequest, textStatus, errorThrown) {             $item.empty();             alert("An error occurred: The operation to retrieve the DeliveredVP's Recontact Notes has failed");         }     });                  //ajax     return theData; }     Solution: The name of the method/function is the same as the message in the ALERT message when the spaces are removed: " DeliveredVP Recontact Notes" becomes " DeliveredVPRecontactNotes" and mathes that of the function. So I changed it to " DeliveredVP's Recontact Notes"

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  • Assigning valid moves on board game

    - by Kunal4536
    I am making a board game in unity 4.3 2d similar to checkers. I have added an empty object to all the points where player can move and added a box collider to each empty object.I attached a click to move script to each player token. Now I want to assign valid moves. e.g. as shown in picture... Players can only move on vertex of each square.Player can only move to adjacent vertex.Thus it can only move from red spot to yellow and cannot move to blue spot.There is another condition which is : if there is the token of another player at the yellow spot then the player cannot move to that spot. Instead it will have to go from red to green spot. How can I find the valid moves of the player by scripting. I have another problem with click to move. When I click all the objects move to that position.But I only want to move a single token. So what can i add to script to select a specific object and then click to move the specific object.Here is my script for click to move. var obj:Transform; private var hitPoint : Vector3; private var move: boolean = false; private var startTime:float; var speed = 1; function Update () { if(Input.GetKeyDown(KeyCode.Mouse0)) { var hit : RaycastHit; // no point storing this really var ray = Camera.main.ScreenPointToRay (Input.mousePosition); if (Physics.Raycast (ray, hit, 10000)) { hitPoint = hit.point; move = true; startTime = Time.time; } } if(move) { obj.position = Vector3.Lerp(obj.position, hitPoint, Time.deltaTime * speed); if(obj.position == hitPoint) { move = false; } } }`

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  • Sources of NetBeans Gradle Plugin

    - by Geertjan
    Here is where you can find the sources of the latest and greatest NetBeans Gradle plugin: http://java.net/projects/nb-api-samples/sources/api-samples/show/versions/7.1/misc/GradleSupport To use it, download the sources above, open the sources into the IDE (which must be 7.1.1 or above), then you'll have a NetBeans module. Right-click it to run the module into a new instance of NetBeans IDE. In the Options window's Miscellaneous tab, there's a Gradle subtab for setting the Gradle location. In the New File dialog, in the Other category, you'll find a template named "Empty Gradle file". Make sure to name it "build" and to put it in the root directory of the application (by leaving the Folder field empty, you're specifying it should be created in the root directory). You'll then be able to expand the build.gradle file: Double-click a task to run it. When you open the file, it opens in the Groovy editor, if the Groovy editor is installed. When you make changes in the file, the list of tasks, shown above, is automatically recreated. It's at a really early stage of development and it would be great if developers out there would be interested in adding more features to it.

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  • Bejeweled-like game, managing different gem/powerup behaviors?

    - by Wissam
    I thought I'd ask a question and look forward to some insight from this very compelling community. In a Bejeweled-like (Match 3) game, the standard behavior once a valid swap of two adjacent tiles is made is that the resulting matching tiles are destroyed, any tiles now sitting over empty spaces fall to the position above the next present-tile, and any void created above is filled with new tiles. In richer Match-3 games like Bejeweled, 4 in a row (as opposed to just 3) modifies this behavior such that the tile that was swapped is retained, turned into a "flaming" gem, it falls, and then the empty space above is filled. The next time that "flaming gem" is played it explodes and destroys the 8 perimeter tiles, triggers a different animation sequence (neighbors of those 8 tiles being destroyed look like they've been hit by a shockwave then they fall to their respective positions). Scoring is different, the triggered sounds are different, etc. There are even more elaborate behaviors for Match5, Match-cross-pattern, and many powerups that can be purchased, each which produces a more elaborate sequence of events, sounds, animations, scoring, etc... What is the best approach to developing all these different behaviors that respond to players' "move" and her current "performance" and that deviate from the standard sequence of events, scoring, animation, sounds etc, in such a way that we can always flexibly introduce a new "powerup" ? What we are doing now is hard-coding the events of each one, but the task is long and arduous and seems like the wrong approach especially since the game-designers and testers often offer (later) valuable insight on what works better in-game, which means that the code itself may have to be re-written even for minor changes in behavior (say, destroy only 7 neighboring tiles, instead of all 8 in an explosion). ANY pointers for good practices here would be highly appreciated.

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  • How to mount private network shares on login?

    - by bainorama
    I've read all the existing entries I could find on using pam_mount but none of them seem to work for me. I'm trying to automatically mount shares on my local NAS at user login time. The usernames and passwords on my NAS shares match my local user name and password, but there is no LDAP/AD server. My pam_mount.conf has the following: <volume fstype="cifs" server="bain-brain" path="movies" user="*" sgrp="bains" mountpoint="/home/%(USER)/movies" options="user=%(USER),dir_mode=0700,file_mode=700,nosuid,nodev" /> When I login, I see the following in /var/log/auth.log: Oct 13 10:21:26 bad-lattitude lightdm: pam_mount(misc.c:380): 29 20 0:20 / /home/alastairb/movies rw,nosuid,nodev,relatime - cifs //bain-brain/movies rw,sec=ntlm,unc=\\bain-brain\movies,username=alastairb,uid=1000,forceuid,gid=1000,forcegid,addr=10.1.1.12,file_mode=01274,dir_mode=0700,nounix,serverino,rsize=61440,wsize=65536,actimeo=1 The folder /home/alastairb/movies is present but empty (can't see the files which are on the NAS in the respective share folder). In Nautilus, the share is shown in the sidebar under "Computer", and clicking on this takes me to the correct folder, but again, its empty. Any ideas as to what I'm doing wrong?

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  • Is there any way to optimize my search blob program?

    - by Vicky
    I written this code to search the blob items (text files) on the basis of there content. For ex : if I search for "Good", then the files that contains "Good or good" word the name of that files should appear in search result. My code is working but i want to optimize it. class BlobSearch { public static int num = 1; static void Main(string[] args) { string accountName = "accountName"; string accessKey = "accesskey"; string azureConString = "DefaultEndpointsProtocol=https;AccountName=" + accountName + ";AccountKey=" + accessKey; string blob = "MyBlobContainer"; string searchText = string.Empty; Console.WriteLine("Type and enter to search : "); searchText = Console.ReadLine(); CloudStorageAccount account = CloudStorageAccount.Parse(azureConString); CloudBlobClient blobClient = account.CreateCloudBlobClient(); CloudBlobContainer blobContainer = blobClient.GetContainerReference(blob); blobContainer.FetchAttributes(); var blobItemList = blobContainer.ListBlobs(); GetBlobList(searchText, blobContainer, blobItemList); Console.ReadLine(); } private static async void GetBlobList(string searchText, CloudBlobContainer blobContainer, IEnumerable<IListBlobItem> blobItemList) { foreach (var item in blobItemList) { string line = string.Empty; CloudBlockBlob blockBlob = blobContainer.GetBlockBlobReference(item.Uri.ToString()); if (blockBlob.Name.Contains(".txt")) { await Search(searchText, blockBlob); } } } private async static Task Search(string searchText, CloudBlockBlob blockBlob) { string text = await blockBlob.DownloadTextAsync(); if (text.ToLower().IndexOf(searchText.ToLower()) != -1) { Console.WriteLine("Result : " + num + " => " + blockBlob.Name.Substring(blockBlob.Name.LastIndexOf('/') + 1)); num++; } } } I think blobContainer.ListBlobs(); is blocking code because search will not work until all the blob items loaded. Is there anyway to optimize it or anywhere else in my code. Thanks

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  • Where will the image be saved? [closed]

    - by Dummy Derp
    import java.awt.Dimension; import java.awt.Rectangle; import java.awt.Robot; import java.awt.Toolkit; import java.awt.image.BufferedImage; import javax.imageio.ImageIO; import java.io.File; ... public void captureScreen(String fileName) throws Exception { Dimension screenSize = Toolkit.getDefaultToolkit().getScreenSize(); Rectangle screenRectangle = new Rectangle(screenSize); Robot robot = new Robot(); BufferedImage image = robot.createScreenCapture(screenRectangle); ImageIO.write(image, "png", new File(fileName)); } ... Going over this code I found on the internet. I got everything except the part where file is created. In what format file name should be? Should it be C:/myFolder/myImage.png" or just myImage.png and where will it be saved? Here is what docs say: File public File(String pathname) Creates a new File instance by converting the given pathname string into an abstract pathname. If the given string is the empty string, then the result is the empty abstract pathname. Parameters: pathname - A pathname string Throws: NullPointerException - If the pathname argument is null

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  • Shader compile log depending on hardware

    - by dreta
    I'm done with the core of my graphics engine and I'm testing it on every platform I can get my hands on. Now, what I noticed is that different drivers return different shader and program compile log content. For example, on my friend's laptop if you successfuly compile a shader then the log is simply empty. However on my PC I get some useful information along with it. So if I compile a vertex shader, I'll get: Vertex shader was successfully compiled to run on hardware. Which isn't that impressive, but is what happens when I compile a program. On my friend's computer the log is empty, since the program compiles. However on my own computer I get: Vertex shader(s) linked, fragment shader(s) linked. Which is awesome, because I'm attaching a geometry shader with 0 (I have a geometry shader file with trash, so it doesn't compile and the pointer is set to 0), and the compiler just tells me which shaders linked. Now it got me thinking, if I was going to buy a graphics card, is there a way for me to get the information about whether or not I'll get this "extended" compile information? Maybe it's vendor specific? Now I don't expect an answer TBH, this seems a bit obscure, but maybe somebody has any experience with this and could post it.

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  • Can't mount my USB Drive

    - by user996056
    ~> sudo mount /dev/sdb1 /media/Disk Did not find any restart pages in $LogFile and it was not empty. The file system wasn't safely closed on Windows. Fixing. I have a USB Hard Disk and Windows can't detect it. So I tried to open it up on Ubuntu using gparted. Gparted detects the NTFS partition, so everything seems to be fine (note, though, that the total size of the files in this disk is over 1 TB). I tried to mount it using: sudo mount /dev/sdb1 /media/Disk But I got: Did not find any restart pages in $LogFile and it was not empty. The file system wasn't safely closed on Windows. Fixing. Then, the process just sits there blinking. Any ideas on how to fix it? It's taking forever ( 10 minutes), should I wait or cancel it and do something else? Thank you in advance.

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  • How to dual boot Ubuntu 12.10 and Windows XP sp3 on Dell Dimension 8250 desktop using 2 hard drives

    - by user106055
    I'd like instructions to dual boot Ubuntu 12.10 and Windows XP (sp3) on my desktop Dell Dimension 8250 (this is old and has 1.5 GB RAM which is maximum). I will be using 2 hard drives. Windows XP is already on a 120 GB drive and and Ubuntu 12.10 will go on a separate 80 GB hard drive. Both drives are IDE using a 80 conductor cable where the 40 pin blue connector connects to the motherboard. The middle connector is gray and is "normally" used for slave (device 1) and the black connector at the very end of the cable is meant for the master drive (device 0) or a single drive if only one is used. First, I do not wish the XP drive to have its boot modified by Ubuntu in any way. It should remain untouched...virgin. Let me know where the XP drive and the Ubuntu drive should be connected based upon the cable I've mentioned above, as well as jumper settings for both during the whole process. I'm just guessing, but should I remove the XP drive and put the empty Ubuntu drive in its place and install Ubuntu? By the way, I already have made the DVD ISO disk. For your information, the BIOS for this machine is version A03. When I tap F12 to get to the boot menu, I have the following choices: Normal (this will take me to a black screen with white type giving me the choice to boot to XP or to my external USB backup recovery drive) Diskette Drive Hard-Disk Drive c: IDE CD-ROM Drive (Note that if the CD Drive is empty, it will then go to the DVD drive) System Setup IDE Drive Diagnostics Boot to Utility Partition (This is Dell's various testing utilities) Thank you in advance for your help. Guy

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  • boost::asio::async_read_until problem

    - by user368831
    I'm trying to modify the echo server example from boost asio and I'm running into problem when I try to use boost::asio::async_read_until. Here's the code: #include <cstdlib> #include <iostream> #include <boost/bind.hpp> #include <boost/asio.hpp> using boost::asio::ip::tcp; class session { public: session(boost::asio::io_service& io_service) : socket_(io_service) { } tcp::socket& socket() { return socket_; } void start() { std::cout<<"starting"<<std::endl; boost::asio::async_read_until(socket_, boost::asio::buffer(data_, max_length), ' ', boost::bind(&session::handle_read, this, boost::asio::placeholders::error, boost::asio::placeholders::bytes_transferred)); } void handle_read(const boost::system::error_code& error, size_t bytes_transferred) { std::cout<<"handling read"<<std::endl; if (!error) { boost::asio::async_write(socket_, boost::asio::buffer(data_, bytes_transferred), boost::bind(&session::handle_write, this, boost::asio::placeholders::error)); } else { delete this; } } void handle_write(const boost::system::error_code& error) { if (!error) { /* socket_.async_read_some(boost::asio::buffer(data_, max_length), boost::bind(&session::handle_read, this, boost::asio::placeholders::error, boost::asio::placeholders::bytes_transferred)); */ } else { delete this; } } private: tcp::socket socket_; enum { max_length = 1024 }; char data_[max_length]; }; class server { public: server(boost::asio::io_service& io_service, short port) : io_service_(io_service), acceptor_(io_service, tcp::endpoint(tcp::v4(), port)) { session* new_session = new session(io_service_); acceptor_.async_accept(new_session->socket(), boost::bind(&server::handle_accept, this, new_session, boost::asio::placeholders::error)); } void handle_accept(session* new_session, const boost::system::error_code& error) { if (!error) { new_session->start(); new_session = new session(io_service_); acceptor_.async_accept(new_session->socket(), boost::bind(&server::handle_accept, this, new_session, boost::asio::placeholders::error)); } else { delete new_session; } } private: boost::asio::io_service& io_service_; tcp::acceptor acceptor_; }; int main(int argc, char* argv[]) { try { if (argc != 2) { std::cerr << "Usage: async_tcp_echo_server <port>\n"; return 1; } boost::asio::io_service io_service; using namespace std; // For atoi. server s(io_service, atoi(argv[1])); io_service.run(); } catch (std::exception& e) { std::cerr << "Exception: " << e.what() << "\n"; } return 0; } The problem is when I try to compile I get this weird error: server.cpp: In member function ‘void session::start()’: server.cpp:27: error: no matching function for call to ‘async_read_until(boost::asio::basic_stream_socket &, boost::asio::mutable_buffers_1, char, boost::_bi::bind_t, boost::_bi::list3, boost::arg<1 ()(), boost::arg<2 ()() )’ Can someone please explain what's going on? From what I can tell the arguments to async_read_until are correct. Thanks!

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  • Optimizing Jaro-Winkler algorithm

    - by Pentium10
    I have this code for Jaro-Winkler algorithm taken from this website. I need to run 150,000 times to get distance between differences. It takes a long time, as I run on an Android mobile device. Can it be optimized more? public class Jaro { /** * gets the similarity of the two strings using Jaro distance. * * @param string1 the first input string * @param string2 the second input string * @return a value between 0-1 of the similarity */ public float getSimilarity(final String string1, final String string2) { //get half the length of the string rounded up - (this is the distance used for acceptable transpositions) final int halflen = ((Math.min(string1.length(), string2.length())) / 2) + ((Math.min(string1.length(), string2.length())) % 2); //get common characters final StringBuffer common1 = getCommonCharacters(string1, string2, halflen); final StringBuffer common2 = getCommonCharacters(string2, string1, halflen); //check for zero in common if (common1.length() == 0 || common2.length() == 0) { return 0.0f; } //check for same length common strings returning 0.0f is not the same if (common1.length() != common2.length()) { return 0.0f; } //get the number of transpositions int transpositions = 0; int n=common1.length(); for (int i = 0; i < n; i++) { if (common1.charAt(i) != common2.charAt(i)) transpositions++; } transpositions /= 2.0f; //calculate jaro metric return (common1.length() / ((float) string1.length()) + common2.length() / ((float) string2.length()) + (common1.length() - transpositions) / ((float) common1.length())) / 3.0f; } /** * returns a string buffer of characters from string1 within string2 if they are of a given * distance seperation from the position in string1. * * @param string1 * @param string2 * @param distanceSep * @return a string buffer of characters from string1 within string2 if they are of a given * distance seperation from the position in string1 */ private static StringBuffer getCommonCharacters(final String string1, final String string2, final int distanceSep) { //create a return buffer of characters final StringBuffer returnCommons = new StringBuffer(); //create a copy of string2 for processing final StringBuffer copy = new StringBuffer(string2); //iterate over string1 int n=string1.length(); int m=string2.length(); for (int i = 0; i < n; i++) { final char ch = string1.charAt(i); //set boolean for quick loop exit if found boolean foundIt = false; //compare char with range of characters to either side for (int j = Math.max(0, i - distanceSep); !foundIt && j < Math.min(i + distanceSep, m - 1); j++) { //check if found if (copy.charAt(j) == ch) { foundIt = true; //append character found returnCommons.append(ch); //alter copied string2 for processing copy.setCharAt(j, (char)0); } } } return returnCommons; } } I mention that in the whole process I make just instance of the script, so only once jaro= new Jaro(); If you are going to test and need examples so not break the script, you will find it here, in another thread for python optimization.

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  • Is Multicast broken for Android 2.0.1 (currently on the DROID) or am I missing something?

    - by Gubatron
    This code works perfectly in Ubuntu, in Windows and MacOSX, it also works fine with a Nexus-One currently running firmware 2.1.1. I start sending and listening multicast datagrams, and all the computers and the Nexus-One will see each other perfectly. Then I run the same code on a Droid (Firmware 2.0.1), and everybody will get the packets sent by the Droid, but the droid will listen only to it's own packets. This is the run() method of a thread that's constantly listening on a Multicast group for incoming packets sent to that group. I'm running my tests on a local network where I have multicast support enabled in the router. My goal is to have devices meet each other as they come on line by broadcasting packages to a multicast group. public void run() { byte[] buffer = new byte[65535]; DatagramPacket dp = new DatagramPacket(buffer, buffer.length); try{ MulticastSocket ms = new MulticastSocket(_port); ms.setNetworkInterface(_ni); //non loopback network interface passed ms.joinGroup(_ia); //the multicast address, currently 224.0.1.16 Log.v(TAG,"Joined Group " + _ia); while (true) { ms.receive(dp); String s = new String(dp.getData(),0,dp.getLength()); Log.v(TAG,"Received Package on "+ _ni.getName() +": " + s); Message m = new Message(); Bundle b = new Bundle(); b.putString("event", "Listener ("+_ni.getName()+"): \"" + s + "\""); m.setData(b); dispatchMessage(m); //send to ui thread } } catch (SocketException se) { System.err.println(se); } catch (IOException ie) { System.err.println(ie); } } Over here, is the code that sends the Multicast Datagram out of every valid network interface available (that's not the loopback interface). public void sendPing() { MulticastSocket ms = null; try { ms = new MulticastSocket(_port); ms.setTimeToLive(TTL_GLOBAL); List<NetworkInterface> interfaces = getMulticastNonLoopbackNetworkInterfaces(); for (NetworkInterface iface : interfaces) { //skip loopback if (iface.getName().equals("lo")) continue; ms.setNetworkInterface(iface); _buffer = ("FW-"+ _name +" PING ("+iface.getName()+":"+iface.getInetAddresses().nextElement()+")").getBytes(); DatagramPacket dp = new DatagramPacket(_buffer, _buffer.length,_ia,_port); ms.send(dp); Log.v(TAG,"Announcer: Sent packet - " + new String(_buffer) + " from " + iface.getDisplayName()); } } catch (IOException e) { e.printStackTrace(); } catch (Exception e2) { e2.printStackTrace(); } } Update (April 2nd 2010) I found a way to have the Droid's network interface to communicate using Multicast! _wifiMulticastLock = ((WifiManager) context.getSystemService(Context.WIFI_SERVICE)).createMulticastLock("multicastLockNameHere"); _wifiMulticastLock.acquire(); Then when you're done... if (_wifiMulticastLock != null && _wifiMulticastLock.isHeld()) _wifiMulticastLock.release(); After I did this, the Droid started sending and receiving UDP Datagrams on a Multicast group. gubatron

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