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  • Capistrano Error

    - by Casey van den Bergh
    I'm Running CentOS 5 32 bit version. This is my deploy.rb file on my local computer: #======================== #CONFIG #======================== set :application, "aeripets" set :scm, :git set :git_enable_submodules, 1 set :repository, "[email protected]:aeripets.git" set :branch, "master" set :ssh_options, { :forward_agent => true } set :stage, :production set :user, "root" set :use_sudo, false set :runner, "root" set :deploy_to, "/var/www/#{application}" set :app_server, :passenger set :domain, "aeripets.co.za" #======================== #ROLES #======================== role :app, domain role :web, domain role :db, domain, :primary => true #======================== #CUSTOM #======================== namespace :deploy do task :start, :roles => :app do run "touch #{current_release}/tmp/restart.txt" end task :stop, :roles => :app do # Do nothing. end desc "Restart Application" task :restart, :roles => :app do run "touch #{current_release}/tmp/restart.txt" end end And this the error I get on my local computer when I try to cap deploy. executing deploy' * executingdeploy:update' ** transaction: start * executing deploy:update_code' executing locally: "git ls-remote [email protected]:aeripets.git master" command finished in 1297ms * executing "git clone -q [email protected]:aeripets.git /var/www/seripets/releases/20111126013705 && cd /var/www/seripets/releases/20111126013705 && git checkout -q -b deploy 32ac552f57511b3ae9be1d58aec54d81f78f8376 && git submodule -q init && git submodule -q sync && export GIT_RECURSIVE=$([ ! \"git --version\" \\< \"git version 1.6.5\" ] && echo --recursive) && git submodule -q update --init $GIT_RECURSIVE && (echo 32ac552f57511b3ae9be1d58aec54d81f78f8376 > /var/www/seripets/releases/20111126013705/REVISION)" servers: ["aeripets.co.za"] Password: [aeripets.co.za] executing command ** [aeripets.co.za :: err] sh: git: command not found command finished in 224ms *** [deploy:update_code] rolling back * executing "rm -rf /var/www/seripets/releases/20111126013705; true" servers: ["aeripets.co.za"] [aeripets.co.za] executing command command finished in 238ms failed: "sh -c 'git clone -q [email protected]:aeripets.git /var/www/seripets/releases/20111126013705 && cd /var/www/seripets/releases/20111126013705 && git checkout -q -b deploy 32ac552f57511b3ae9be1d58aec54d81f78f8376 && git submodule -q init && git submodule -q sync && export GIT_RECURSIVE=$([ ! \"git --version`\" \< \"git version 1.6.5\" ] && echo --recursive) && git submodule -q update --init $GIT_RECURSIVE && (echo 32ac552f57511b3ae9be1d58aec54d81f78f8376 /var/www/seripets/releases/20111126013705/REVISION)'" on aeripets.co.za

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  • Implicit conversion causes stack overflow

    - by user44242
    The following code snippet worked perfectly, then after some code changes in different files, I've started getting stack overflows resulting from recursive invocation of the implicit conversion. Has this ever happened to anyone, and if so what's the fix. implicit def comparable2ordered[A <: Comparable[_]](x: A): Ordered[A] = new Ordered[A] with Proxy { val self = x def compare(y: A): Int = { self.compareTo(y) } }

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  • cf3 Can't stat ... in files.copyfrom promise

    - by Xerxes
    On the client: # cf-agent -KIv ... cf3 -> Handling file existence constraints on /etc/cfengine3 cf3 -> Copy file /etc/cfengine3 from /srv/cfengine/sysconf/server/inputs check cf3 No existing connection to 172.31.69.83 is established... cf3 Set cfengine port number to 5308 = 5308 cf3 -> Connect to 172.31.69.83 = 172.31.69.83 on port 5308 cf3 LastSaw host 172.31.69.83 now cf3 Loaded /var/lib/cfengine3/ppkeys/root-172.31.69.83.pub cf3 .....................[.h.a.i.l.]................................. cf3 Strong authentication of server=172.31.69.83 connection confirmed cf3 Server returned error: Unspecified server refusal (see verbose server output) cf3 Can't stat /srv/cfengine/sysconf/server/inputs in files.copyfrom promise cf3 ?> defining promise result class Cfengine_Inputs_Updated_Failed .... cf3 ......................................................... cf3 Promise handle: cf3 Promise made by: [cf-agent.cf ] FAILED 172.31.69.83:///srv/cfengine/sysconf/server/inputs -> localhost:///etc/cfengine3 However, on the server (172.31.69.83), there's no reason why it can't stat the directory: cyrus:/srv/cfengine/sysconf/server# ls -l /srv/cfengine/sysconf/server/inputs total 52 -rw-r--r-- 1 root root 2142 Sep 6 21:54 cf-agent.cf -rw-r--r-- 1 root root 831 Sep 6 18:31 cf-execd.cf -rw-r--r-- 1 root root 4517 Sep 6 21:44 cf-serverd.cf -rw-r--r-- 1 root root 3082 Sep 6 21:44 dns.cf -rw-r--r-- 1 root root 2028 Sep 6 15:12 failsafe.cf -rw-r--r-- 1 root root 5966 Sep 6 21:44 ldap-masters.cf -rw-r--r-- 1 root root 4380 Sep 6 18:31 ldap-security.cf -rw-r--r-- 1 root root 2735 Sep 6 08:21 lib-core.cf -rw-r--r-- 1 root root 1506 Sep 6 21:45 lib-utils.cf -rw-r--r-- 1 root root 2635 Sep 6 20:27 lib-vars.cf -rw-r--r-- 1 root root 2057 Sep 3 17:46 nss.cf -rw-r--r-- 1 root root 1472 Sep 6 18:31 packages.cf -rw-r--r-- 1 root root 1257 Sep 6 18:01 pam-security.cf -rw-r--r-- 1 root root 4019 Sep 6 19:32 promises.cf -rw-r--r-- 1 root root 2808 Sep 3 17:22 site.cf -rw-r--r-- 1 root root 1670 Sep 6 18:31 sudo-security.cf -rw-r--r-- 1 root root 831 Sep 6 18:31 sys-security.cf -rw-r--r-- 1 root root 890 Sep 6 18:31 sys-users.cf cyrus:/srv/cfengine/sysconf/server# I don't see anything interesting server side either when running: /usr/sbin/cf-serverd -d4 --verbose --no-fork And the following does not have any complaints: /usr/sbin/cf-promises -v Any ideas? I'm running cfengine3 on debian, v3.0.5+dfsg-1 - and the cf-agent.cf file is as follows: bundle agent Update { files: linux:: "${cf3.path[inputs]}" action => immediate, move_obstructions => "true", depth_search => Recursive, copy_from => MirrorFrom( "${cf3.host[server]}", "${cf3.path[scm-inputs]}", "true", "0400" ), classes => DefineSoftClass("Cfengine_Inputs_Updated") ; "${cf3.path[sbin]}" comment => "Setting cf3 client sbin scripts: ${cf3.path[sbin]}/", action => immediate, depth_search => Recursive, copy_from => MirrorFrom( "${cf3.host[server]}", "${cf3.path[scm-cnt-scripts]}", "false", "0555" ) ; reports: Cfengine_Inputs_Updated:: "[cf-agent.cf ] Services:CFAgent:Inputs:Updated"; Cfengine_Inputs_Updated_Failed:: "[cf-agent.cf ] FAILED ${cf3.host[server]}://${cf3.path[scm-inputs]} -> localhost://${cf3.path[inputs]}"; } I lie, there is something interesting with a little more debugging... AccessControl(/srv/cfengine/sysconf/server/inputs) AccessControl, match(/srv/cfengine/sysconf/server/inputs,client.com.au) encrypt request=1 Examining rule in access list (/srv/cfengine/sysconf/server/inputs,/home/cfengine)? cf3 Host client.com.au denied access to /srv/cfengine/sysconf/server/inputs Unappending Host client.com.au denied access to /srv/cfengine/sysconf/server/inputs cf3 Access control in sync Unappending Access control in sync Transaction Send[t 59][Packed text] Attempting to send 67 bytes SendSocketStream, sent 67 cf3 From (host=client.com.au,user=root,ip=172.31.69.3) Unappending From (host=client.com.au,user=root,ip=172.31.69.3) cf3 REFUSAL of request from connecting host: (SYNCH 1283777156 STAT /srv/cfengine/sysconf/server/inputs) Unappending REFUSAL of request from connecting host: (SYNCH 1283777156 STAT /srv/cfengine/sysconf/server/inputs) RecvSocketStream(8) cf3 -> Accepting a connection I'll keep looking.

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  • Sliding collision response

    - by dbostream
    I have been reading plenty of tutorials about sliding collision responses yet I am not able to implement it properly in my project. What I want to do is make a puck slide along the rounded corner boards of a hockey rink. In my latest attempt the puck does slide along the boards but there are some strange velocity behaviors. First of all the puck slows down a lot pretty much right away and then it slides for awhile and stops before exiting the corner. Even if I double the speed I get a similar behavior and the puck does not make it out of the corner. I used some ideas from this document http://www.peroxide.dk/papers/collision/collision.pdf. This is what I have: Update method called from the game loop when it is time to update the puck (I removed some irrelevant parts). I use two states (current, previous) which are used to interpolate the position during rendering. public override void Update(double fixedTimeStep) { /* Acceleration is set to 0 for now. */ Acceleration.Zero(); PreviousState = CurrentState; _collisionRecursionDepth = 0; CurrentState.Position = SlidingCollision(CurrentState.Position, CurrentState.Velocity * fixedTimeStep + 0.5 * Acceleration * fixedTimeStep * fixedTimeStep); /* Should not this be affected by a sliding collision? and not only the position. */ CurrentState.Velocity = CurrentState.Velocity + Acceleration * fixedTimeStep; Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private Vector2 SlidingCollision(Vector2 position, Vector2 velocity) { if(_collisionRecursionDepth > 5) return position; bool collisionFound = false; Vector2 futurePosition = position + velocity; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ if(!collisionFound) return futurePosition; /* If no collision was detected it is safe to move to the future position. */ /* It is not exactly the intersection point, but slightly before. */ Vector2 newPosition = intersectionPoint; /* oldVelocity is set to the distance from the newPosition(intersection point) to the position it had moved to had it not collided. */ Vector2 oldVelocity = futurePosition - newPosition; /* Project the distance left to move along the intersection normal. */ Vector2 newVelocity = oldVelocity - intersectionPointNormal * oldVelocity.DotProduct(intersectionPointNormal); if(newVelocity.LengthSq() < 0.001) return newPosition; /* If almost no speed, no need to continue. */ _collisionRecursionDepth++; return SlidingCollision(newPosition, newVelocity); } What am I doing wrong with the velocity? I have been staring at this for very long so I have gone blind. I have tried different values of recursion depth but it does not seem to make it better. Let me know if you need more information. I appreciate any help. EDIT: A combination of Patrick Hughes' and teodron's answers solved the velocity problem (I think), thanks a lot! This is the new code: I decided to use a separate recursion method now too since I don't want to recalculate the acceleration in each recursion. public override void Update(double fixedTimeStep) { Acceleration.Zero();// = CalculateAcceleration(fixedTimeStep); PreviousState = new MovingEntityState(CurrentState.Position, CurrentState.Velocity); CurrentState = SlidingCollision(CurrentState, fixedTimeStep); Heading = Vector2.NormalizeRet(CurrentState.Velocity); } private MovingEntityState SlidingCollision(MovingEntityState state, double timeStep) { bool collisionFound = false; /* Calculate the next position given no detected collision. */ Vector2 futurePosition = state.Position + state.Velocity * timeStep; Vector2 intersectionPoint = new Vector2(); Vector2 intersectionPointNormal = new Vector2(); /* I did not include the collision detection code, if a collision is detected the intersection point and normal in that point is returned. */ /* If no collision was detected it is safe to move to the future position. */ if (!collisionFound) return new MovingEntityState(futurePosition, state.Velocity); /* Set new position to the intersection point (slightly before). */ Vector2 newPosition = intersectionPoint; /* Project the new velocity along the intersection normal. */ Vector2 newVelocity = state.Velocity - 1.90 * intersectionPointNormal * state.Velocity.DotProduct(intersectionPointNormal); /* Calculate the time of collision. */ double timeOfCollision = Math.Sqrt((newPosition - state.Position).LengthSq() / (futurePosition - state.Position).LengthSq()); /* Calculate new time step, remaining time of full step after the collision * current time step. */ double newTimeStep = timeStep * (1 - timeOfCollision); return SlidingCollision(new MovingEntityState(newPosition, newVelocity), newTimeStep); } Even though the code above seems to slide the puck correctly please have a look at it. I have a few questions, if I don't multiply by 1.90 in the newVelocity calculation it doesn't work (I get a stack overflow when the puck enters the corner because the timeStep decreases very slowly - a collision is found early in every recursion), why is that? what does 1.90 really do and why 1.90? Also I have a new problem, the puck does not move parallell to the short side after exiting the curve; to be more exact it moves outside the rink (I am not checking for any collisions with the short side at the moment). When I perform the collision detection I first check that the puck is in the correct quadrant. For example bottom-right corner is quadrant four i.e. circleCenter.X < puck.X && circleCenter.Y puck.Y is this a problem? or should the short side of the rink be the one to make the puck go parallell to it and not the last collision in the corner? EDIT2: This is the code I use for collision detection, maybe it has something to do with the fact that I can't make the puck slide (-1.0) but only reflect (-2.0): /* Point is the current position (not the predicted one) and quadrant is 4 for the bottom-right corner for example. */ if (GeometryHelper.PointInCircleQuadrant(circleCenter, circleRadius, state.Position, quadrant)) { /* The line is: from = state.Position, to = futurePosition. So a collision is detected when from is inside the circle and to is outside. */ if (GeometryHelper.LineCircleIntersection2d(state.Position, futurePosition, circleCenter, circleRadius, intersectionPoint, quadrant)) { collisionFound = true; /* Set the intersection point to slightly before the real intersection point (I read somewhere this was good to do because of floting point precision, not sure exactly how much though). */ intersectionPoint = intersectionPoint - Vector2.NormalizeRet(state.Velocity) * 0.001; /* Normal at the intersection point. */ intersectionPointNormal = Vector2.NormalizeRet(circleCenter - intersectionPoint) } } When I set the intersection point, if I for example use 0.1 instead of 0.001 the puck travels further before it gets stuck, but for all values I have tried (including 0 - the real intersection point) it gets stuck somewhere (but I necessarily not get a stack overflow). Can something in this part be the cause of my problem? I can see why I get the stack overflow when using -1.0 when calculating the new velocity vector; but not how to solve it. I traced the time steps used in the recursion (initial time step is always 1/60 ~ 0.01666): Recursion depth Time step next recursive call [Start recursion, time step ~ 0.016666] 0 0,000985806527246773 [No collision, stop recursion] [Start recursion, time step ~ 0.016666] 0 0,0149596704364629 1 0,0144883449376379 2 0,0143155612984837 3 0,014224925727213 4 0,0141673917461608 5 0,0141265435314026 6 0,0140953966184117 7 0,0140704653746625 ...and so on. As you can see the collision is detected early in every recursive call which means the next time step decreases very slowly thus the recursion depth gets very big - stack overflow.

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  • Pathfinding results in false path costs that are too high

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • Having trouble with pathfinding

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • Django forms, inheritance and order of form fields

    - by Hannson
    I'm using Django forms in my website and would like to control the order of the fields. Here's how I define my forms: class edit_form(forms.Form): summary = forms.CharField() description = forms.CharField(widget=forms.TextArea) class create_form(edit_form): name = forms.CharField() The name is immutable and should only be listed when the entity is created. I use inheritance to add consistency and DRY principles. What happens which is not erroneous, in fact totally expected, is that the name field is listed last in the view/html but I'd like the name field to be on top of summary and description. I do realize that I could easily fix it by copying summary and description into create_form and loose the inheritance but I'd like to know if this is possible. Why? Imagine you've got 100 fields in edit_form and have to add 10 fields on the top in create_form - copying and maintaining the two forms wouldn't look so sexy then. (This is not my case, I'm just making up an example) So, how can I override this behavior? Edit: Apparently there's no proper way to do this without going through nasty hacks (fiddling with .field attribute). The .field attribute is a SortedDict (one of Django's internal datastructures) which doesn't provide any way to reorder key:value pairs. It does how-ever provide a way to insert items at a given index but that would move the items from the class members and into the constructor. This method would work, but make the code less readable. The only other way I see fit is to modify the framework itself which is less-than-optimal in most situations. In short the code would become something like this: class edit_form(forms.Form): summary = forms.CharField() description = forms.CharField(widget=forms.TextArea) class create_form(edit_form): def __init__(self,*args,**kwargs): forms.Form.__init__(self,*args,**kwargs) self.fields.insert(0,'name',forms.CharField()) That shut me up :)

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  • Unit testing opaque structure based C API

    - by Nicolas Goy
    I have a library I wrote with API based on opaque structures. Using opaque structures has a lot of benefits and I am very happy with it. Now that my API are stable in term of specifications, I'd like to write a complete battery of unit test to ensure a solid base before releasing it. My concern is simple, how do you unit test API based on opaque structures where the main goal is to hide the internal logic? For example, let's take a very simple object, an array with a very simple test: WSArray a = WSArrayCreate(); int foo = 5; WSArrayAppendValue(a, &foo); int *bar = WSArrayGetValueAtIndex(a, 0); if(&foo != bar) printf("Eroneous value returned\n"); else printf("Good value returned\n"); WSRelease(a); Of course, this tests some facts, like the array actually acts as wanted with 1 value, but when I write unit tests, at least in C, I usualy compare the memory footprint of my datastructures with a known state. In my example, I don't know if some internal state of the array is broken. How would you handle that? I'd really like to avoid adding codes in the implementation files only for unit testings, I really emphasis loose coupling of modules, and injecting unit tests into the implementation would seem rather invasive to me. My first thought was to include the implementation file into my unit test, linking my unit test statically to my library. For example: #include <WS/WS.h> #include <WS/Collection/Array.c> static void TestArray(void) { WSArray a = WSArrayCreate(); /* Structure members are available because we included Array.c */ printf("%d\n", a->count); } Is that a good idea? Of course, the unit tests won't benefit from encapsulation, but they are here to ensure it's actually working.

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  • How do I create a graph from this datastructure?

    - by Shawn Mclean
    I took this data structure from this A* tutorial: public interface IHasNeighbours<N> { IEnumerable<N> Neighbours { get; } } public class Path<TNode> : IEnumerable<TNode> { public TNode LastStep { get; private set; } public Path<TNode> PreviousSteps { get; private set; } public double TotalCost { get; private set; } private Path(TNode lastStep, Path<TNode> previousSteps, double totalCost) { LastStep = lastStep; PreviousSteps = previousSteps; TotalCost = totalCost; } public Path(TNode start) : this(start, null, 0) { } public Path<TNode> AddStep(TNode step, double stepCost) { return new Path<TNode>(step, this, TotalCost + stepCost); } public IEnumerator<TNode> GetEnumerator() { for (Path<TNode> p = this; p != null; p = p.PreviousSteps) yield return p.LastStep; } IEnumerator IEnumerable.GetEnumerator() { return this.GetEnumerator(); } } I have no idea how to create a simple graph with. How do I add something like the following undirected graph using C#: Basically I'd like to know how to connect nodes. I have my own datastructures that I can already determine the neighbors and the distance. I'd now like to convert that into this posted datastructure so I can run it through the AStar algorithm. I was seeking something more like: Path<EdgeNode> startGraphNode = new Path<EdgeNode>(tempStartNode); startGraphNode.AddNeighbor(someOtherNode, distance);

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  • ERROR: Attempted to read or write protected memory. This is often an indication that other memory is corrupt

    - by SPSamL
    I get this error after having edited a few pages in SharePoint 2010. I have to do an IISReset on both front ends to get this to resolve. I don't know how to fix it or even what else to supply here, but please let me know as the resets now happen several times per day. Log Name: Application Source: ASP.NET 2.0.50727.0 Date: 1/26/2011 11:12:48 AM Event ID: 1309 Task Category: Web Event Level: Warning Keywords: Classic User: N/A Computer: PINTSPSFE02.samcstl.org Description: Event code: 3005 Event message: An unhandled exception has occurred. Event time: 1/26/2011 11:12:48 AM Event time (UTC): 1/26/2011 5:12:48 PM Event ID: c52fb336b7f147a3913fff3617a99d57 Event sequence: 4965 Event occurrence: 2178 Event detail code: 0 Application information: Application domain: /LM/W3SVC/1449762715/ROOT-2-129405348166941887 Trust level: WSS_Minimal Application Virtual Path: / Application Path: C:\inetpub\wwwroot\wss\VirtualDirectories\80\ Machine name: PINTSPSFE02 Process information: Process ID: 5928 Process name: w3wp.exe Account name: SAMC\MossAppPool Exception information: Exception type: AccessViolationException Exception message: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Request information: Request URL: http://mosscluster/Pages/Home.aspx Request path: /Pages/Home.aspx User host address: 10.3.60.26 User: SAMC\BARNMD Is authenticated: True Authentication Type: NTLM Thread account name: SAMC\MossAppPool Thread information: Thread ID: 110 Thread account name: SAMC\MossAppPool Is impersonating: False Stack trace: at Microsoft.Office.Server.ObjectCache.SPCache.MossObjectCache_Tracked.Delete(String key, Boolean recursive, DeletionReason reason) at Microsoft.Office.Server.ObjectCache.SPCache.MossObjectCache_Tracked.Get(String key) at Microsoft.Office.Server.ObjectCache.SPCache.Get(String objectTypeName, String id) at Microsoft.Office.Server.Administration.UserProfileServiceProxy.GetPartitionPropertiesCache(Guid applicationID) at Microsoft.Office.Server.Administration.UserProfileApplicationProxy.get_PartitionPropertiesCache() at Microsoft.Office.Server.Administration.UserProfileApplicationProxy.DataCache.get_PartitionProperties() at Microsoft.Office.Server.Administration.UserProfileApplicationProxy.GetMySitePortalUrl(SPUrlZone zone, Guid partitionID) at Microsoft.Office.Server.Administration.UserProfileApplicationProxy.GetMySitePortalUrl(SPUrlZone zone, SPServiceContext serviceContext) at Microsoft.Office.Server.WebControls.MyLinksRibbon.EnsureMySiteUrls() at Microsoft.Office.Server.WebControls.MyLinksRibbon.get_PortalMySiteUrlAvailable() at Microsoft.Office.Server.WebControls.MyLinksRibbon.OnLoad(EventArgs e) at System.Web.UI.Control.LoadRecursive() at System.Web.UI.Control.LoadRecursive() at System.Web.UI.Control.LoadRecursive() at System.Web.UI.Control.LoadRecursive() at System.Web.UI.Control.LoadRecursive() at System.Web.UI.Control.LoadRecursive() at System.Web.UI.Page.ProcessRequestMain(Boolean includeStagesBeforeAsyncPoint, Boolean includeStagesAfterAsyncPoint) Custom event details: Event Xml: <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> <System> <Provider Name="ASP.NET 2.0.50727.0" /> <EventID Qualifiers="32768">1309</EventID> <Level>3</Level> <Task>3</Task> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2011-01-26T17:12:48.000000000Z" /> <EventRecordID>35834</EventRecordID> <Channel>Application</Channel> <Computer>PINTSPSFE02.samcstl.org</Computer> <Security /> </System> <EventData> <Data>3005</Data> <Data>An unhandled exception has occurred.</Data> <Data>1/26/2011 11:12:48 AM</Data> <Data>1/26/2011 5:12:48 PM</Data> <Data>c52fb336b7f147a3913fff3617a99d57</Data> <Data>4965</Data> <Data>2178</Data> <Data>0</Data> <Data>/LM/W3SVC/1449762715/ROOT-2-129405348166941887</Data> <Data>WSS_Minimal</Data> <Data>/</Data> <Data>C:\inetpub\wwwroot\wss\VirtualDirectories\80\</Data> <Data>PINTSPSFE02</Data> <Data> </Data> <Data>5928</Data> <Data>w3wp.exe</Data> <Data>SAMC\MossAppPool</Data> <Data>AccessViolationException</Data> <Data></Data> <Data>http://mosscluster/Pages/Home.aspx</Data> <Data>/Pages/Home.aspx</Data> <Data>10.3.60.26</Data> <Data>SAMC\BARNMD</Data> <Data>True</Data> <Data>NTLM</Data> <Data>SAMC\MossAppPool</Data> <Data>110</Data> <Data>SAMC\MossAppPool</Data> <Data>False</Data> <Data> at Microsoft.Office.Server.ObjectCache.SPCache.MossObjectCache_Tracked.Delete(String key, Boolean recursive, DeletionReason reason) at Microsoft.Office.Server.ObjectCache.SPCache.MossObjectCache_Tracked.Get(String key) at Microsoft.Office.Server.ObjectCache.SPCache.Get(String objectTypeName, String id) at Microsoft.Office.Server.Administration.UserProfileServiceProxy.GetPartitionPropertiesCache(Guid applicationID) at Microsoft.Office.Server.Administration.UserProfileApplicationProxy.get_PartitionPropertiesCache() at Microsoft.Office.Server.Administration.UserProfileApplicationProxy.DataCache.get_PartitionProperties() at Microsoft.Office.Server.Administration.UserProfileApplicationProxy.GetMySitePortalUrl(SPUrlZone zone, Guid partitionID) at Microsoft.Office.Server.Administration.UserProfileApplicationProxy.GetMySitePortalUrl(SPUrlZone zone, SPServiceContext serviceContext) at Microsoft.Office.Server.WebControls.MyLinksRibbon.EnsureMySiteUrls() at Microsoft.Office.Server.WebControls.MyLinksRibbon.get_PortalMySiteUrlAvailable() at Microsoft.Office.Server.WebControls.MyLinksRibbon.OnLoad(EventArgs e) at System.Web.UI.Control.LoadRecursive() at System.Web.UI.Control.LoadRecursive() at System.Web.UI.Control.LoadRecursive() at System.Web.UI.Control.LoadRecursive() at System.Web.UI.Control.LoadRecursive() at System.Web.UI.Control.LoadRecursive() at System.Web.UI.Page.ProcessRequestMain(Boolean includeStagesBeforeAsyncPoint, Boolean includeStagesAfterAsyncPoint) </Data> </EventData> </Event>

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  • Get-ADGroupMember returns nothing while being completed successfully

    - by Volodymyr
    I've tried to list all of the members of one of the groups in AD, but nothing is returned, although the command is completed successfully. It neither works with group DN specified, instead of sAMAccountName. Get-ADGroupMember "sAMAccountName" -Recursive | select name See output below: The following message appears if one views Members from dsa.msc --------------------------- Active Directory Domain Services --------------------------- Some of the object names cannot be shown in their user-friendly form. This can happen if the object is from an external domain and that domain is not available to translate the object's name. --------------------------- OK --------------------------- Can this be a reason for powershell not returning results? Any thoughts? UPD: this doesn't seem to be permissions issue, since dsquery does return group members.

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  • Subversion error: Repository moved permanently to please relocate

    - by Bart S.
    I've set up subversion and apache on my server. If I browse to it through my webbrowser it works fine (http://svn.host.com/reposname). However, if I do a checkout on my machine I get the following error: Command: Checkout from http://svn.host.com/reposname, revision HEAD, Fully recursive, Externals included Error: Repository moved permanently to 'http://svn.host.com/reposname/'; please relocate I checked apache's error log, but it doesn't say anything. My repositories are stored under: /var/www/svn/repos/ My website is stored under: /var/www/vhosts/x/... Here's the conf file for the subdomain: <Location /> Options +indexes DAV svn SVNParentPath /var/www/svn/repos/ AuthType Basic AuthName "Authorization Realm" AuthUserFile /var/www/svn/auth/svn.htpasswd Require valid-user </Location> Authentication works fine. Does anyone know what might be causing this?

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  • proxy pass for activeMQ

    - by user1172482
    I have a apache server that I'm trying to use for proxy access my activeMQ admin page. I am able to load the inital landing page properly, but I can't seem to load any of the sub-pages (Queues, Connections, etc.). My proxypass rules on the apache server are the following: ProxyPass /foo http://10.5.124.108:8161/admin ProxyPassReverse /foo http://10.5.124.108:8161/admin The activeMQ installation included a activemq-httpd.conf file in /etc/httpd/conf.d/. Proxy connections there are enabled: ProxyRequests On ProxyVia On <Proxy *> Allow from all Order allow,deny </Proxy> ProxyPass /admin http://localhost:8161/admin ProxyPassReverse /admin http://localhost:8161/admin ProxyPass /message http://localhost:8161/admin/send ProxyPassReverse /message http://localhost:8161/admin/send From what I've read the proxypass rules should be recursive (the rule for /foo should also work for /foo/bar). Is there something else that I'm missing here that's preventing me from accessing pages beyond the initial admin landing page?

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  • How to allow wget to overwrite files

    - by Gnanam
    Using wget command, how do I allow/instruct to overwrite my local file everytime, irrespective of how many times I invoke. Let's say, I want to download a file from the location: http://server/folder/file1.html Here, whenever I say wget http://server/folder/file1.html, I want this file1.html to be overwritten in my local system irrespective of the time it is changed, already downloaded, etc. My intention/use case here is that when I call wget, I'm very sure that I want to replace/overwrite the existing file. I've tried out the following options, but each option is intended/meant for some other purpose. -nc = --no-clobber -N = Turn on time-stamping -r = Turn on recursive retrieving

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  • Mapping drives on MacOSX (Leopard/Snow Leopard) permanently inside LAN

    - by Shyam
    Hi, How do I "map" shared folders on a Mac, permanently? With map, I do not mean 'connect', but permanently add it to the system so it exists after reboot. Since workstations tend to shutdown, I wonder also the symptoms and cures in case that happens. In Linux, this can be done using the fstab file, but I noticed that volumes are mounted in a different structure than Linux. I need this to backup some workstations, doing a recursive job over a single directory, that should contain the shared folders. I use Terminal to access the main system, so by preference, the solution would be nice that works within a bash shell vs GUI. I can access all folders in Finder. Thanks!

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  • Launchd execute command when folder contents modified or changed.

    - by ThomasReggi
    For the past two days i've been trying to get a launchd plist to execute a script "program" when the contents of a folder on my desktop contents have modified or changed. I've gone through tons of configuration settings and have tried the Users/me/Desktop/folderinquestion and Users/me/Desktop/folderinquestion (with and without trailing slash). The script executes only when something is added or removed but it doesn't recognize when files are updated and subdirectories. launchd is really my last hope to getting this to working i've already exausted folder actions, and bash scripts, uninstallable linux methods etc. I have used Lingon to create my plists and have followed this youtube tutorial. Any help would be greatly appreciated. This is what I have right now, and like I said does not work when folder is modified or changed IDEA: Thinking about creating two separate plists that reference each other one plist can watch a folder for additions and subtractions and when one occurs it can create another plist that watches every file in the folder, this could also be recursive and count in for subdirectories.

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  • Install VLC 2.0.7 in CentOS 6.4?

    - by raaz
    I am keep failing in the installation process I have tried. I have started process as follows. yum install gcc dbus-glib-devel* lua-devel* libcddb wget http://download.videolan.org/pub/videolan/vlc/2.0.7/vlc-2.0.7.tar.xz tar -xf vlc-2.0.7.tar.xz && cd vlc-2.0.7 ./configure in the configure I am getting the error as follows configure: WARNING: No package 'libcddb' found: CDDB access disabled. checking for Linux DVB version 5... yes checking for DVBPSI... no checking gme/gme.h usability... no checking gme/gme.h presence... no checking for gme/gme.h... no checking for SID... no configure: WARNING: No package 'libsidplay2' found (required for sid). checking for OGG... no configure: WARNING: Library ogg >= 1.0 needed for ogg was not found checking for MUX_OGG... no configure: WARNING: Library ogg >= 1.0 needed for mux_ogg was not found checking for SHOUT... no configure: WARNING: Library shout >= 2.1 needed for shout was not found checking ebml/EbmlVersion.h usability... no checking ebml/EbmlVersion.h presence... no checking for ebml/EbmlVersion.h... no checking for LIBMODPLUG... no configure: WARNING: No package 'libmodplug' found No package 'libmodplug' found. checking mpc/mpcdec.h usability... no checking mpc/mpcdec.h presence... no checking for mpc/mpcdec.h... no checking mpcdec/mpcdec.h usability... no checking mpcdec/mpcdec.h presence... no checking for mpcdec/mpcdec.h... no checking for libcrystalhd/libcrystalhd_if.h... no checking mad.h usability... no checking mad.h presence... no checking for mad.h... no configure: error: Could not find libmad on your system: you may get it from http://www.underbit.com/products/mad/. Alternatively you can use --disable-mad to disable the mad plugin. [root@localhost vlc-2.0.7]# So I went to libmad http location and downloaded it and while doing make it gave me the errors.There are no errors at ./configure with libmad but make not going through. [root@localhost libmad-0.15.0b]# make (sed -e '1s|.*|/*|' -e '1b' -e '$s|.*| */|' -e '$b' \ -e 's/^.*/ *&/' ./COPYRIGHT; echo; \ echo "# ifdef __cplusplus"; \ echo 'extern "C" {'; \ echo "# endif"; echo; \ if [ ".-DFPM_INTEL" != "." ]; then \ echo ".-DFPM_INTEL" | sed -e 's|^\.-D|# define |'; echo; \ fi; \ sed -ne 's/^# *define *\(HAVE_.*_ASM\).*/# define \1/p' \ config.h; echo; \ sed -ne 's/^# *define *OPT_\(SPEED\|ACCURACY\).*/# define OPT_\1/p' \ config.h; echo; \ sed -ne 's/^# *define *\(SIZEOF_.*\)/# define \1/p' \ config.h; echo; \ for header in version.h fixed.h bit.h timer.h stream.h frame.h synth.h decoder.h; do \ echo; \ sed -n -f ./mad.h.sed ./$header; \ done; echo; \ echo "# ifdef __cplusplus"; \ echo '}'; \ echo "# endif") >mad.h make all-recursive make[1]: Entering directory `/home/raja/Downloads/libmad-0.15.0b' make[2]: Entering directory `/home/raja/Downloads/libmad-0.15.0b' if /bin/sh ./libtool --mode=compile gcc -DHAVE_CONFIG_H -I. -I. -I. -DFPM_INTEL -DASO_ZEROCHECK -Wall -march=i486 -g -O -fforce-mem -fforce-addr -fthread-jumps -fcse-follow-jumps -fcse-skip-blocks -fexpensive-optimizations -fregmove -fschedule-insns2 -fstrength-reduce -MT version.lo -MD -MP -MF ".deps/version.Tpo" \ -c -o version.lo `test -f 'version.c' || echo './'`version.c; \ then mv -f ".deps/version.Tpo" ".deps/version.Plo"; \ else rm -f ".deps/version.Tpo"; exit 1; \ fi mkdir .libs gcc -DHAVE_CONFIG_H -I. -I. -I. -DFPM_INTEL -DASO_ZEROCHECK -Wall -march=i486 -g -O -fforce-mem -fforce-addr -fthread-jumps -fcse-follow-jumps -fcse-skip-blocks -fexpensive-optimizations -fregmove -fschedule-insns2 -fstrength-reduce -MT version.lo -MD -MP -MF .deps/version.Tpo -c version.c -fPIC -DPIC -o .libs/version.lo cc1: error: unrecognized command line option "-fforce-mem" make[2]: *** [version.lo] Error 1 make[2]: Leaving directory `/home/raja/Downloads/libmad-0.15.0b' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/raja/Downloads/libmad-0.15.0b' make: *** [all] Error 2 how can i resolve the issue and install VLC in my Centos ? I am using CentOS 6.4 . Thank you.

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  • Wget - if / else download condition?

    - by Kai
    I want wget to prefer a certain filetype over another, if the files have the same basename. For example: if foo.ogg available, don't download foo.mp3 the way i use wget so far to crawl/automatically download (if anyone is interested): wget -Dfoo.com -I /folder/ -r -l 1 -nc -A.ogg,.mp3 -i http://www.foo.com/folder/ but this, of course, gets me .mp3 AND .ogg files. It often also gets me image files like .png which i didn't want in the first place, and discards them afterwards. Any Ideas? (Syntax-Explanation: -D: download only from this Domain -I: download only from this subfolder of Domain -r: recursive (follow links and directory structure) -l 1: follow only 1 link deep -nc: no clobber = download only if file doesn't exist -A: accept/download only all *.ogg and *.mp3 (discard necessary html-files) -i: download-url/starting point)

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  • Caching DNS server (bind9.2) CPU usage is so so so high.

    - by Gk
    Hi, I have a caching-only dns server which get ~3k queries per second. Here is specs: Xeon dual-core 2,8GHz 4GB of RAM Centos 5x (kernel 2.6.18-164.15.1.el5PAE) bind 9.4.2 rndc status: recursive clients: 666/4900/5000 About 300 new queries (not in cache) per second. Bind always uses 100% on one core on single-thread config. After I recompiled it to multi-thread, it uses nearly 200% on two core :( No iowait, only sys and user. I searched around but didn't see any info about how bind use CPU. Why does it become bottleneck? One more thing, here is RAM usage: cat /proc/meminfo MemTotal: 4147876 kB MemFree: 1863972 kB Buffers: 143632 kB Cached: 372792 kB SwapCached: 0 kB Active: 1916804 kB Inactive: 276056 kB I've set max-cache-size to 0 to make sure bind can use as much RAM as it want, but it always stop at ~2GB. Since every second we got not cached queries so theoretically RAM must be exhausted but it wasn't. Do you have any idea? TIA, -Gk

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  • Run script when POST data is sent to Apache

    - by Nathan Adams
    Among my several years of running servers there seems to be a pattern with most spam activity. My question/idea is that is there a way to tell Apache to run a script when POST data is detected? What I would want to do is perform a reverse DNS lookup on the client's IP address, and then perform a DNS lookup on the hostname in the PTR record. Afterwards, perform some checks, excuse the pseudo-code: if PTR does not exist: deny POST request if IP of PTR hostname = client's IP Allow POST request else deny POST request Though I don't care about GET requests, even though they can be just as malicious, this idea is targeted towards spam comments which use POST data to send the comment data to the web server. In order to make sure there isn't much of a time delay, I would run my own recursive DNS server. Please do note, this isn't meant to be a sliver bullet to spam, but it should decrease the volume. Possible or impossible?

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