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  • How can light sensor be enabled for control brightness and keyboard back-light automatically?

    - by Eng.amr19
    I have A Sony VAIO laptop F-series () Nvidia and it has light sensor. When I was using Windows, this light sensor controlled the brightness and the keyboard backlight automatically due to the surroundings state. But when using Ubuntu 12.04, it only controls the backlight without automatically adjusting the brightness. How can I enable light sensor to automatically adjustment the LCD brightness without losing the keyboard backlight adjustment due to surrounding state?

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  • Games at Work Part 1: Introduction to Gamification and Applications

    - by ultan o'broin
    Games Are Everywhere How many of you (will admit to) remember playing Pong? OK then, do you play Angry Birds on your phone during work hours? Thought about why we keep playing online, video, and mobile games and what this "gamification" business we're hearing about means for the enterprise applications user experience? In Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Jane McGonigal says that playing computer and online games now provides more rewards for people than their real lives do. Games offer intrinsic rewards and happiness to the players as they pursue more satisfying work and the success, social connection, and meaning that goes with it. Yep, Gran Turismo, Dungeons & Dragons, Guitar Hero, Mario Kart, Wii Boxing, and the rest are all forms of work it seems. Games are, in fact, work taken so seriously that governments now move to limit the impact of virtual gaming currencies on the real financial system. Anyone who spends hours harvesting crops on FarmVille realizes it’s hard work too. Yet games evoke a positive emotion in players who voluntarily stay engaged with games for hours, day after day. Some 183 million active gamers in the United States play on average 13 hours per week. Weekly, 5 million of those gamers play for longer than a working week (45 hours). So why not harness the work put into games to solve real-world problems? Or, in the case of our applications users, real-world work problems? What’s a Game? Jane explains that all games have four defining traits: a goal, rules, a feedback system, and voluntary participation. We need to look at what motivational ideas behind the dynamics of the game—what we call gamification—are appropriate for our users. Typically, these motivators are achievement, altruism, competition, reward, self-expression, and status). Common game techniques for leveraging these motivations include: Badging and avatars Points and awards Leader boards Progress charts Virtual currencies or goods Gifting and giving Challenges and quests Some technology commentators argue for a game layer on top of everything, but this layer is already part of our daily lives in many instances. We see gamification working around us already: the badging and kudos offered on My Oracle Support or other Oracle community forums, becoming a Dragon Slayer implementor of Atlassian applications, being made duke of your favorite coffee shop on Yelp, sharing your workout details with Nike+, or donating to Japanese earthquake relief through FarmVille, for example. And what does all this mean for the applications that you use in your work? Read on in part two...

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  • Adaptec 5805 not recognized after reboot

    - by Rakedko ShotGuns
    After rebooting the system, the controller is not recognized. It only works if the computer is shut down and turned off. I have recently updated the firmware to "Adaptec RAID 5805 Firmware Build 18948". How do I fix the problem? Configuration summary --------------------------- 1. Server name.....................raid_test Adaptec Storage Manager agent...7.31.00 (18856) Adaptec Storage Manager console.7.31.00 (18856) Number of controllers...........1 Operating system................Windows Configuration information for controller 1 ------------------------------------------------------- Type............................Controller Model...........................Adaptec 5805 Controller number...............1 Physical slot...................2 Installed memory size...........512 MB Serial number...................8C4510C6C9E Boot ROM........................5.2-0 (18948) Firmware........................5.2-0 (18948) Device driver...................5.2-0 (16119) Controller status...............Optimal Battery status..................Charging Battery temperature.............Normal Battery charge amount (%).......37 Estimated charge remaining......0 days, 16 hours, 12 minutes Background consistency check....Disabled Copy back.......................Disabled Controller temperature..........Normal (40C / 104F) Default logical drive task priority High Performance mode................Dynamic Number of logical devices.......1 Number of hot-spare drives......0 Number of ready drives..........0 Number of drive(s) assigned to MaxCache cache0 Maximum drives allowed for MaxCache cache8 MaxCache Read Cache Pool Size...0 GB NCQ status......................Enabled Stay awake status...............Disabled Internal drive spinup limit.....0 External drive spinup limit.....0 Phy 0...........................No device attached Phy 1...........................No device attached Phy 2...........................No device attached Phy 3...........................1.50 Gb/s Phy 4...........................No device attached Phy 5...........................No device attached Phy 6...........................No device attached Phy 7...........................No device attached Statistics version..............2.0 SSD Cache size..................0 Pages on fetch list.............0 Fetch list candidates...........0 Candidate replacements..........0 69319...........................31293 Logical device..................0 Logical device name............. RAID level......................Simple volume Data space......................148,916 GB Date created....................09/19/2012 Interface type..................Serial ATA State...........................Optimal Read-cache mode.................Enabled Preferred MaxCache read cache settingEnabled Actual MaxCache read cache setting Disabled Write-cache mode................Enabled (write-back) Write-cache setting.............Enabled (write-back) Partitioned.....................Yes Protected by hot spare..........No Bootable........................Yes Bad stripes.....................No Power Status....................Disabled Power State.....................Active Reduce RPM timer................Never Power off timer.................Never Verify timer....................Never Segment 0.......................Present: controller 1, connector 0, device 0, S/N 9RX3KZMT Overall host IOs................99075 Overall MB......................4411203 DRAM cache hits.................71929 SSD cache hits..................0 Uncached IOs....................29239 Overall disk failures...........0 DRAM cache full hits............71929 DRAM cache fetch / flush wait...0 DRAM cache hybrid reads.........3476 DRAM cache flushes..............-- Read hits.......................0 Write hits......................0 Valid Pages.....................0 Updates on writes...............0 Invalidations by large writes...0 Invalidations by R/W balance....0 Invalidations by replacement....0 Invalidations by other..........0 Page Fetches....................0 0...............................0 73..............................10822 8...............................3 46138...........................4916 27184...........................15226 20875...........................323 16982...........................1771 1563............................5317 1948............................2969 Serial attached SCSI ----------------------- Type............................Disk drive Vendor..........................Unknown Model...........................ST3160815AS Serial Number...................9RX3KZMT Firmware level..................3.AAD Reported channel................0 Reported SCSI device ID.........0 Interface type..................Serial ATA Size............................149,05 GB Negotiated transfer speed.......1.50 Gb/s State...........................Optimal S.M.A.R.T. error................No Write-cache mode................Write back Hardware errors.................0 Medium errors...................0 Parity errors...................0 Link failures...................0 Aborted commands................0 S.M.A.R.T. warnings.............0 Solid-state disk (non-spinning).false MaxCache cache capable..........false MaxCache cache assigned.........false NCQ status......................Enabled Phy 0...........................1.50 Gb/s Power State.....................Full rpm Supported power states..........Full rpm, Powered off 0x01............................113 0x03............................98 0x04............................99 0x05............................100 0x07............................83 0x09............................75 0x0A............................100 0x0C............................99 0xBB............................100 0xBD............................100 0xBE............................61 0xC2............................39 0xC3............................69 0xC5............................100 0xC6............................100 0xC7............................200 0xC8............................100 0xCA............................100 Aborted commands................0 Link failures...................0 Medium errors...................0 Parity errors...................0 Hardware errors.................0 SMART errors....................0 End of the configuration information for controller 1

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  • Innodb Queries Slow

    - by user105196
    I have redHat 5.3 (Tikanga) with Mysql 5.0.86 configued with RIAD 10 HW, I run an application inquiries from Mysql/InnoDB and MyIsam tables, the queries are super fast,but some quires on Innodb tables sometime slow down and took more than 1-3 seconds to run and these queries are simple and optimized, this problem occurred just on innodb tables in different time with random queries. Why is this happening only to Innodb tables? the below is the Innodb status and some Mysql variables: show innodb status\G ************* 1. row ************* Status: 120325 10:54:08 INNODB MONITOR OUTPUT Per second averages calculated from the last 19 seconds SEMAPHORES OS WAIT ARRAY INFO: reservation count 22943, signal count 22947 Mutex spin waits 0, rounds 561745, OS waits 7664 RW-shared spins 24427, OS waits 12201; RW-excl spins 1461, OS waits 1277 TRANSACTIONS Trx id counter 0 119069326 Purge done for trx's n:o < 0 119069326 undo n:o < 0 0 History list length 41 Total number of lock structs in row lock hash table 0 LIST OF TRANSACTIONS FOR EACH SESSION: ---TRANSACTION 0 0, not started, process no 29093, OS thread id 1166043456 MySQL thread id 703985, query id 5807220 localhost root show innodb status FILE I/O I/O thread 0 state: waiting for i/o request (insert buffer thread) I/O thread 1 state: waiting for i/o request (log thread) I/O thread 2 state: waiting for i/o request (read thread) I/O thread 3 state: waiting for i/o request (write thread) Pending normal aio reads: 0, aio writes: 0, ibuf aio reads: 0, log i/o's: 0, sync i/o's: 0 Pending flushes (fsync) log: 0; buffer pool: 0 132777 OS file reads, 689086 OS file writes, 252010 OS fsyncs 0.00 reads/s, 0 avg bytes/read, 0.00 writes/s, 0.00 fsyncs/s INSERT BUFFER AND ADAPTIVE HASH INDEX Ibuf: size 1, free list len 366, seg size 368, 62237 inserts, 62237 merged recs, 52881 merges Hash table size 8850487, used cells 3698960, node heap has 7061 buffer(s) 0.00 hash searches/s, 0.00 non-hash searches/s LOG Log sequence number 15 3415398745 Log flushed up to 15 3415398745 Last checkpoint at 15 3415398745 0 pending log writes, 0 pending chkp writes 218214 log i/o's done, 0.00 log i/o's/second BUFFER POOL AND MEMORY Total memory allocated 4798817080; in additional pool allocated 12342784 Buffer pool size 262144 Free buffers 101603 Database pages 153480 Modified db pages 0 Pending reads 0 Pending writes: LRU 0, flush list 0, single page 0 Pages read 151954, created 1526, written 494505 0.00 reads/s, 0.00 creates/s, 0.00 writes/s No buffer pool page gets since the last printout ROW OPERATIONS 0 queries inside InnoDB, 0 queries in queue 1 read views open inside InnoDB Main thread process no. 29093, id 1162049856, state: waiting for server activity Number of rows inserted 77675, updated 85439, deleted 0, read 14377072495 0.00 inserts/s, 0.00 updates/s, 0.00 deletes/s, 0.00 reads/s END OF INNODB MONITOR OUTPUT 1 row in set, 1 warning (0.02 sec) read_buffer_size = 128M sort_buffer_size = 256M tmp_table_size = 1024M innodb_additional_mem_pool_size = 20M innodb_log_file_size=10M innodb_lock_wait_timeout=100 innodb_buffer_pool_size=4G join_buffer_size = 128M key_buffer_size = 1G can any one help me ?

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  • Google I/O 2012 - YouTube API + Cloud Rendering = Happy Mobile Gamers

    Google I/O 2012 - YouTube API + Cloud Rendering = Happy Mobile Gamers Jarek Wilkiewicz, Danny Hermes YouTube is one of the top destinations for gamers. Many console developers already incorporate video recording and uploading directly into their titles, but uploading to YouTube from a mobile game presents a unique set of challenges. Come and learn how the YouTube API combined with cloud computing can help enable video uploads in your mobile game. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 100 0 ratings Time: 57:05 More in Science & Technology

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  • Recommendations or advice for shared computer control

    - by Telemachus
    Basic scenario: we are a school (overwhelmingly Mac, some Windows machines via BootCamp), and we are considering using DeepFreeze to guard the state of our shared machines. We have roughly 250 machines that are either shared laptops (which move around quite a bit) or common desktops in public spaces. Obviously, we spend a lot of time maintaining the machines and trying to reverse the inevitable drift as people make changes to the computers. We would like to control the integrity of the build we initially put onto the machines without handcuffing users and especially without using Mac's Parental Control software. (We've had nothing but bad experiences with it.) We've been testing DeepFreeze, and so far it's very impressive. But I'm curious to hear if people who have used DeepFreeze or any similar software have any advice or tips. To get things started, I will post my own pros and cons. Pros: The state of the machine is frozen in our chosen state. All changes made to the machine after that disappear upon restart. (This frozen state really appears to cover everything. I have yet to do something to a test machine that isn't instantly healed.) Tons of trivial but time-consuming maintenance is gone in an instant. Also, lots of not-so-trivial breakage should be avoided. There are good options, however, that allow you to create storage spaces either globally or per user. (Otherwise, stored files disappear upon reboot. For some machines, this is a good option itself. Simply warn people: save externally or else; this machine is a kiosk, not your storage space.) Cons: Anytime we actually need to make a change (upgrade basic software, add a printer or an airport permanently, add new software), the process is a bit more complex. Reboot into a special mode (thaw state), make changes, reboot back into frozen mode. If (when?) we forget this, we will end up making changes that disappear after the next reboot. Users will forget to save files correctly (in the right place or externally), and we will have loud, unpleasant conversations explaining that we can't recover the document they worked on all afternoon yesterday. The machine rebooted. The file is gone. These are my initial thoughts, but I would love to hear from other people who have experience with DeepFreeze or any similar software. What should we be careful about? Do the pros outweigh the cons? What gains or problems am I not seeing? Thanks.

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  • Problems with SAT Collision Detection

    - by DJ AzKai
    I'm doing a project in one of my modules for college in C++ with SFML and I was hoping someone may be able to help me. I'm using a vector of squares and triangles and I am using the SAT collision detection method to see if objects collide and to make the objects respond to the collision appropriately using the MTV(minimum translation vector) Below is my code: //from the main method int main(){ // Create the main window sf::RenderWindow App(sf::VideoMode(800, 600, 32), "SFML OpenGL"); // Create a clock for measuring time elapsed sf::Clock Clock; srand(time(0)); //prepare OpenGL surface for HSR glClearDepth(1.f); glClearColor(0.3f, 0.3f, 0.3f, 0.f); //background colour glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); //// Setup a perspective projection & Camera position glMatrixMode(GL_PROJECTION); glLoadIdentity(); //set up a 3D Perspective View volume //gluPerspective(90.f, 1.f, 1.f, 300.0f);//fov, aspect, zNear, zFar //set up a orthographic projection same size as window //this mease the vertex coordinates are in pixel space glOrtho(0,800,0,600,0,1); // use pixel coordinates // Finally, display rendered frame on screen vector<BouncingThing*> triangles; for(int i = 0; i < 10; i++) { //instantiate each triangle; triangles.push_back(new BouncingTriangle(Vector2f(rand() % 700, rand() % 500), 3)); } vector<BouncingThing*> boxes; for(int i = 0; i < 10; i++) { //instantiate each box; boxes.push_back(new BouncingBox(Vector2f(rand() % 700, rand() % 500), 4)); } CollisionDetection * b = new CollisionDetection(); // Start game loop while (App.isOpen()) { // Process events sf::Event Event; while (App.pollEvent(Event)) { // Close window : exit if (Event.type == sf::Event::Closed) App.close(); // Escape key : exit if ((Event.type == sf::Event::KeyPressed) && (Event.key.code == sf::Keyboard::Escape)) App.close(); } //Prepare for drawing // Clear color and depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Apply some transformations glMatrixMode(GL_MODELVIEW); glLoadIdentity(); for(int i = 0; i < 10; i++) { triangles[i]->draw(); boxes[i]->draw(); triangles[i]->update(Vector2f(800,600)); boxes[i]->draw(); boxes[i]->update(Vector2f(800,600)); } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(boxes[i]))); } } for(int j = 0; j < 10; j++) { for(int i = 0; i < 10; i++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { triangles[j]->setCollision(b->CheckCollision(*(triangles[j]),*(triangles[i]))); } } for(int i = 0; i < triangles.size(); i++) { for(int j = i + 1; j < triangles.size(); j ++) { boxes[j]->setCollision(b->CheckCollision(*(boxes[j]),*(boxes[i]))); } } App.display(); } return EXIT_SUCCESS; } (ignore this line) //from the BouncingThing.cpp BouncingThing::BouncingThing(Vector2f position, int noSides) : pos(position), pi(3.14), radius(3.14), nSides(noSides) { collided = false; if(nSides ==3) { Vector2f vert1 = Vector2f(-12.0f,-12.0f); Vector2f vert2 = Vector2f(0.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); } else if(nSides == 4) { Vector2f vert1 = Vector2f(-12.0f,12.0f); Vector2f vert2 = Vector2f(12.0f, 12.0f); Vector2f vert3 = Vector2f(12.0f,-12.0f); Vector2f vert4 = Vector2f(-12.0f, -12.0f); verts.push_back(vert1); verts.push_back(vert2); verts.push_back(vert3); verts.push_back(vert4); } velocity.x = ((rand() % 5 + 1) / 3) + 1; velocity.y = ((rand() % 5 + 1) / 3 ) +1; } void BouncingThing::update(Vector2f screenSize) { Transform t; t.rotate(0); for(int i=0;i< verts.size(); i++) { verts[i]=t.transformPoint(verts[i]); } if(pos.x >= screenSize.x || pos.x <= 0) { velocity.x *= -1; } if(pos.y >= screenSize.y || pos.y <= 0) { velocity.y *= -1; } if(collided) { //velocity.x *= -1; //velocity.y *= -1; collided = false; } pos += velocity; } void BouncingThing::setCollision(bool x){ collided = x; } void BouncingThing::draw() { glBegin(GL_POLYGON); glColor3f(0,1,0); for(int i = 0; i < verts.size(); i++) { glVertex2f(pos.x + verts[i].x,pos.y + verts[i].y); } glEnd(); } vector<Vector2f> BouncingThing::getNormals() { vector<Vector2f> normalVerts; if(nSides == 3) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); Vector2f ac = Vector2f((verts[2].x + pos.x) - (verts[0].x + pos.x), (verts[2].y + pos.y) - (verts[0].y + pos.y)); ac = flip(ac); ac.x *= -1; normalVerts.push_back(ac); return normalVerts; } if(nSides ==4) { Vector2f ab = Vector2f((verts[1].x + pos.x) - (verts[0].x + pos.x), (verts[1].y + pos.y) - (verts[0].y + pos.y)); ab = flip(ab); ab.x *= -1; normalVerts.push_back(ab); Vector2f bc = Vector2f((verts[2].x + pos.x) - (verts[1].x + pos.x), (verts[2].y + pos.y) - (verts[1].y + pos.y)); bc = flip(bc); bc.x *= -1; normalVerts.push_back(bc); return normalVerts; } } Vector2f BouncingThing::flip(Vector2f v){ float vyTemp = v.x; float vxTemp = v.y * -1; return Vector2f(vxTemp, vyTemp); } (Ignore this line) CollisionDetection::CollisionDetection() { } vector<float> CollisionDetection::bubbleSort(vector<float> w) { int temp; bool finished = false; while (!finished) { finished = true; for (int i = 0; i < w.size()-1; i++) { if (w[i] > w[i+1]) { temp = w[i]; w[i] = w[i+1]; w[i+1] = temp; finished=false; } } } return w; } class Vector{ public: //static int dp_count; static float dot(sf::Vector2f a,sf::Vector2f b){ //dp_count++; return a.x*b.x+a.y*b.y; } static float length(sf::Vector2f a){ return sqrt(a.x*a.x+a.y*a.y); } static Vector2f add(Vector2f a, Vector2f b) { return Vector2f(a.x + b.y, a.y + b.y); } static sf::Vector2f getNormal(sf::Vector2f a,sf::Vector2f b){ sf::Vector2f n; n=a-b; n/=Vector::length(n);//normalise float x=n.x; n.x=n.y; n.y=-x; return n; } }; bool CollisionDetection::CheckCollision(BouncingThing & x, BouncingThing & y) { vector<Vector2f> xVerts = x.getVerts(); vector<Vector2f> yVerts = y.getVerts(); vector<Vector2f> xNormals = x.getNormals(); vector<Vector2f> yNormals = y.getNormals(); int size; vector<float> xRange; vector<float> yRange; for(int j = 0; j < xNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(xNormals[j], Vector2f(xVerts[i].x, xVerts[i].x))); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(xNormals[j], Vector2f(yVerts[i].x , yVerts[i].y))); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } float x3 = Min(xRange[0], yRange[0]); float y3 = Max(xRange[xRange.size() - 1], yRange[yRange.size() - 1]); float length = Max(x3, y3) - Min(x3, y3); } for(int j = 0; j < yNormals.size(); j++) { Vector p; for(int i = 0; i < xVerts.size(); i++) { xRange.push_back(p.dot(yNormals[j], xVerts[i])); } for(int i = 0; i < yVerts.size(); i++) { yRange.push_back(p.dot(yNormals[j], yVerts[i])); } yRange = bubbleSort(yRange); xRange = bubbleSort(xRange); if(xRange[xRange.size() - 1] < yRange[0] || yRange[yRange.size() - 1] < xRange[0]) { return false; } } return true; } float CollisionDetection::Min(float min, float max) { if(max < min) { min = max; } else return min; } float CollisionDetection::Max(float min, float max) { if(min > max) { max = min; } else return min; } On the screen the objects will freeze for a small amount of time before moving off again. However the problem is is that when this happens there are no collisions actually happening and I would really love to find out where the flaw is in the code. If you need any more information/code please don't hesitate to ask and I'll reply as soon as possible Regards, AzKai

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  • Portland Silverlight User Group: WP7 &amp; XNA &ndash; I survived.

    - by George Clingerman
    Last night I gave a talk to the Portland Silverlight User Group. http://www.portlandsilverlight.net/Meetings/Details/15 And I survived (which you should have probably already figured out since you’re reading this post AND that’s what I titled it…) Really though it was a fantastic time and I had a lot of fun! I was a little nervous getting ready for it, but I’m always a little nervous getting ready for things. I had the game all written,  I knew the general flow for what the talk was going to be. I read over Scott Hanselman’s 11 Top Tips for a Successful Technical presentation (which has become something I do EVERY time I’m preparing for a talk). I gave myself a brief list of points I wanted to make sure I covered or worked into the talk. But then I was ready and I waited. I hate the waiting. It makes me nervous. Once I was up in front of the room though with my laptop open and some XNA code in front of me, my nerves go away. Then I’m ready. I know XNA, I love talking about XNA and I love sharing what I know and hearing questions that make me think. And hopefully that came through while I was talking. I had a freaking blast. The swag went quickly (and I was even able to hand out some XNA 2.0 books that have been around forever!) and the pizza was been gobbled down. I started the talk at about 6:10 and managed to cover a very brief intro to programming against the game loop (it’s a different concept and one that seems to trip a lot of people up getting started with game development) and then rolled into making a basic 2D game for Windows Phone 7 using XNA. And I finished the whole thing before 8:30. Wahoo! I’m planning on posting the source code and assets on my site so those should be coming soon. And to make things even better, they recorded the whole thing on video so everyone will get to see me pretend I can speak! Just wait till you hear the new song I wrote for this talk…

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  • Help identify the pattern for reacting on updates

    - by Mike
    There's an entity that gets updated from external sources. Update events are at random intervals. And the entity has to be processed once updated. Multiple updates may be multiplexed. In other words there's a need for the most current state of entity to be processed. There's a point of no-return during processing where the current state (and the state is consistent i.e. no partial update is made) of entity is saved somewhere else and processing goes on independently of any arriving updates. Every consequent set of updates has to trigger processing i.e. system should not forget about updates. And for each entity there should be no more than one running processing (before the point of no-return) i.e. the entity state should not be processed more than once. So what I'm looking for is a pattern to cancel current processing before the point of no return or abandon processing results if an update arrives. The main challenge is to minimize race conditions and maintain integrity. The entity sits mainly in database with some files on disk. And the system is in .NET with web-services and message queues. What comes to my mind is a database queue-like table. An arriving update inserts row in that table and the processing is launched. The processing gathers necessary data before the point of no-return and once it reaches this barrier it looks into the queue table and checks whether there're more recent updates for the entity. If there are new updates the processing simply shuts down and its data is discarded. Otherwise the processing data is persisted and it goes beyond the point of no-return. Though it looks like a solution to me it is not quite elegant and I believe this scenario may be supported by some sort of middleware. If I would use message queues for this then there's a need to access the queue API in the point of no-return to check for the existence of new messages. And this approach also lacks elegance. Is there a name for this pattern and an existing solution?

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  • Nagios core Event Handler not working

    - by sivashanmugam
    Nagios Event Handler is not triggering when the service is taking more time to response or down. My configuration in below nagios.cfg enable_event_handlers=1 localhost.cfg define service { use generic-service host_name Server service_description test-server servicegroups test-service check_command check-service is_volatile 0 check_period 24x7 max_check_attempts 4 normal_check_interval 2 retry_check_interval 2 contact_groups testcontacts notification_period 24x7 notification_options w,u,c,r notifications_enabled 1 event_handler_enabled 1 event_handler recheck-service } command.cfg define command{ command_name recheck-service command_line /usr/local/nagios/libexec/alert.sh $SERVICESTATE$ $SERVICESTATETYPE$ $SERVICEATTEMPT$ } alert.sh file !/bin/sh set -x case "$1" in OK) # The service just came back up, so don't do anything... ;; WARNING) # We don't really care about warning states, since the service is probably still running... ;; UNKNOWN) # We don't know what might be causing an unknown error, so don't do anything... ;; CRITICAL) Aha! The HTTP service appears to have a problem - perhaps we should restart the server... Is this a "soft" or a "hard" state? case "$2" in We're in a "soft" state, meaning that Nagios is in the middle of retrying the check before it turns into a "hard" state and contacts get notified... SOFT) # What check attempt are we on? We don't want to restart the web server on the first check, because it may just be a fluke! case "$3" in Wait until the check has been tried 3 times before restarting the web server. If the check fails on the 4th time (after we restart the web server), the state type will turn to "hard" and contacts will be notified of the problem. Hopefully this will restart the web server successfully, so the 4th check will result in a "soft" recovery. If that happens no one gets notified because we fixed the problem! 3) echo -n "Going To Ping the Virtual Machine (3rd soft critical state)..." # Call the init script to restart the HTTPD server myresult=`/usr/local/nagios/libexec/check_http xyz.com -t 100 | grep 'time'| awk '{print $10}'` echo "Your Service Is taking the following time Delay" "$myresult Seconds" |mail -s "WARNING : Service Taken More Time To Response" [email protected] ;; esac ;; # The HTTP service somehow managed to turn into a hard error without getting fixed. # It should have been restarted by the code above, but for some reason it didn't. # Let's give it one last try, shall we? # Note: Contacts have already been notified of a problem with the service at this

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  • Ubuntu 12.04 x64 LTS VPN Server not changing IP

    - by user288778
    I used this guide http://silverlinux.blogspot.co.uk/2012/05/how-to-pptp-vpn-on-ubuntu-1204-pptpd.html and it worked fine. I'm able to connect but the problem is, that my IP being changed to "localip" not "remote ip". This is what I get from tail -f /var/log/syslog [code] June 6 00:09:19 instant5860 NetworkManager[1456]: Unmanaged Device found; state CONNECTED forced (see http://bugs.launchpad.net/bugs/191889) June 6 00:09:19 instant5860 NetworkManager[1456]: Marking connection 'Wired connection 1' invalid. June 6 00:09:19 instant5860 NetworkManager[1456]: Activation (eth1) failed. June 6 00:09:19 instant5860 NetworkManager[1456]: Activation (eth1) Stage 4 of 5 (IPv4 Configure Timeout) complete. June 6 00:09:19 instant5860 NetworkManager[1456]: (eth1): device state change: failed - disconnected (reason 'none') [120 30 0] June 6 00:09:19 instant5860 NetworkManager[1456]: (eth1): deactivating device (reason 'none') [0] June 6 00:09:19 instant5860 NetworkManager[1456]: Unmanaged Device found; state CONNECTED forced. June----- avahi-daemon[440]: Withdrawing address record for fe80......... on eth1 Jun------avahi-daemon[440]: Leaving mDNS multicast group on interface eth1. IPv6 with address fe80..... Jun------avahi-daemon[440]: Interface eth1.IPv6 no longer relevant for mDNS. Jun------avahi-daemon[440]: Joining mDNS multicast group on interface eth1.IPv6 with address fe80.... Jun------avahi-daemon[440]: New relevant interface eth1.IPv6 for mDNS Jun------avahi-daemon[440]: Registering new address record for fe80..... on eth1.*. Jun - snmpd[1172]: error on subcontainer 'ia_addr' insert (-1) dbusp382]: [syste] Activating service name='org.freedesktop.PackageKit' (using servicehelper) AptDaemon: INFO: Initializing daemon AptDaemon.PackageKit: INFO: Initializing PackageKit compat layer dbus[382]: [system] Successfu;;y activated service 'org.freedesktop.PackageKit' AptDaemon.PackageKit: INFO: Initializing PackageKit transaction AptDaemon.Worker: INFO: Simulating trans: /org/debian/apt/transaction/233beca013a0473ea34d9dea805af5df AptDaemon.Worker: INFO: Processing transaction /org/debian/apt... AptDaemon.PackageKit: INFO: Get updates() AptDaemon.Worker: INFO: Finished snmpd[1172]: error on subcontainer pptpd[23611]: CTRL: Client 82.33.... control connection started pptpd[23611]: CTRL: Starting call (launching pppd, opening GRE) pptpd[23611]: pppd 2.4.5 started by root uid 0 pptpd[23611]: Using interface ppp0 pptpd[23611]: Connect ppp0 <-- /dev/pts/1 NetworkManager[1456]: SCPlugin - Ifupdown: device added (path: /sys/devices/virtual/net/ppp0, iface: ppp0) NetworkManager[1456]:SCPlugin - Ifupdown: device added (path: /sys/devices/virtual/net/ppp0, iface: ppp0): no ifupdown configuration found. pptpd[23612]: peer from calling number 82... authorized. kernel: [2918261.416923] init: ufw pre-start process (23613) terminated with status 1 dhclient: DHCPDISCOVER on eth1 to 255.255.255.255 port 67 interval 7 CTRL: Ignored a SET LING info packet with real ACCMs! local IP address:109.0.121.197 remote IP address: 109.0.84.56 dhclient: DHCPDISCOVER on eth1 to 255.255.255.255 port 67 interval 13 NetworkManager[1456]: (eth1): DHCPv4 request timed out. NetworkManager[1456]: (eth1): canceled DHCP transaction, DHCP client pid 23280 NetworkManager[1456]: Activation (eth1) Stage 4 of 5 (IPv4 Configure Timeout) scheduled... NetworkManager[1456]: Activation (eth1) Stage 4 of 5 (IPv4 Configure Timeout) started... NetworkManager[1456]: (eth1): device state change: ip-config - failed (reason 'ip-config-unavailable') [70 120 5[ NetworkManager[1456]: Unmanaged 'ia_addr' insert (-1)[/code]

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  • Animation Color [on hold]

    - by user2425429
    I'm having problems in my java program for animation. I'm trying to draw a hexagon with a shape similar to that of a trapezoid. Then, I'm making it move to the right for a certain amount of time (DEMO_TIME). Animation and ScreenManager are "API" classes, and AnimationTest1 is a demo. In my test program, it runs with a black screen and white stroke color. I'd like to know why this happened and how to fix it. I'm a beginner, so I apologize for this question being stupid to all you game programmers. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • TCP port are filtered in VirtualBox

    - by iUngi
    I'm running Ubuntu using VirtualBox to test a server application, but I couldn't get it work the communication. I used nmap to check whether the port is open or not: nmap -T4 -n vbip -p 30000 Host is up (0.00061s latency). PORT STATE SERVICE 30000/tcp filtered unknown when I'm checking the port inside the VirtualBox, than the port is open Host is up (0.00061s latency). PORT STATE SERVICE 30000/tcp open unknown I'm using bridge connection, does the VB filter the ports?

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  • zfs raidz1-0 corrupted data, all disks are online

    - by gkcr2d2
    My zfs pool "datas" is unavailable but all my disks are online. Do you know how the problem can be fixed? root@oxygen:~# zpool status pool: datas state: UNAVAIL scan: none requested config: NAME STATE READ WRITE CKSUM datas UNAVAIL 0 0 0 insufficient replicas raidz1-0 UNAVAIL 0 0 0 corrupted data scsi-SATA_ST3000DM001-9YN_W1F0LBVX ONLINE 0 0 0 scsi-SATA_ST3000DM001-9YN_W1F0KYX9 ONLINE 0 0 0 scsi-SATA_ST3000DM001-9YN_W1F0LCC8 ONLINE 0 0 0 scsi-SATA_ST3000DM001-9YN_W1F0LBXZ ONLINE 0 0 0

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  • Creating an object that is ready to be used & unset properties - with IoC

    - by GetFuzzy
    I have a question regarding the specifics of object creation and the usage of properties. A best practice is to put all the properties into a state such that the object is useful when its created. Object constructors help ensure that required dependencies are created. I've found myself following a pattern lately, and then questioning its appropriateness. The pattern looks like this... public class ThingProcesser { public List<Thing> CalculatedThings { get; set; } public ThingProcesser() { CalculatedThings = new List<Thing>(); } public double FindCertainThing() { CheckForException(); foreach (var thing in CalculatedThings) { //do some stuff with things... } } public double FindOtherThing() { CheckForException(); foreach (var thing in CalculatedThings) { //do some stuff with things... } } private void CheckForException() { if (CalculatedThings.Count < 2) throw new InvalidOperationException("Calculated things must have more than 2 items"); } } The list of items is not being changed, just looked through by the methods. There are several methods on the class, and to avoid having to pass the list of things to each function as a method parameter, I set it once on the class. While this works, does it violate the principle of least astonishment? Since starting to use IoC I find myself not sticking things into the constructor, to avoid having to use a factory pattern. For example, I can argue with myself and say well the ThingProcessor really needs a List to work, so the object should be constructed like this. public class ThingProcesser { public List<Thing> CalculatedThings { get; set; } public ThingProcesser(List<Thing> calculatedThings) { CalculatedThings = calculatedThings; } } However, if I did this, it would complicate things for IoC, and this scenario hardly seems appropriate for something like the factory pattern. So in summary, are there some good guidelines for when something should be part of the object state, vs. passed as a method parameter? When using IoC, is the factory pattern the best way to deal with objects that need created with state? If something has to be passed to multiple methods in a class, does that render it a good candidate to be part of the objects state?

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  • zfs raidz1-0 corrupted data, all disk are online

    - by gkcr2d2
    my zfs pool "datas" is unavailable but all my disk are online, Do you know how the problem can be fixed? Thank you for your help. root@oxygen:~# zpool status pool: datas state: UNAVAIL scan: none requested config: NAME STATE READ WRITE CKSUM datas UNAVAIL 0 0 0 insufficient replicas raidz1-0 UNAVAIL 0 0 0 corrupted data scsi-SATA_ST3000DM001-9YN_W1F0LBVX ONLINE 0 0 0 scsi-SATA_ST3000DM001-9YN_W1F0KYX9 ONLINE 0 0 0 scsi-SATA_ST3000DM001-9YN_W1F0LCC8 ONLINE 0 0 0 scsi-SATA_ST3000DM001-9YN_W1F0LBXZ ONLINE 0 0 0

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  • wierd keyboard problem

    - by Sebastian
    just installed ubuntu on a acer extensa 5620 laptop. The keyboard works fine except when i want to type things that require me to use ctrl+alt+(any key), i can't use ctrl+alt+(any key) in any program, I can open terminal with ctrl+alt+t tho... and ctrl+(any key) and alt+(any key) seems to work. Also I just installed the game Heroes of Newerth and neither alt or ctrl key seems to work in the game. Any answer would be appreciated!

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  • My apps in the Windows 8 Store

    - by nmarun
    I have four apps in the Windows 8 store now. Logo Name Available since Description Knight’s Tour Nov 7 2012 Game – How many moves you can make with your Knight on a board alternatives To Oct 9 2012 App – Alternatives to a specified software on various platforms with different licenses Cows N Bulls Sept 7 2012 Game – Guess the four-letter word chosen by the computer Howzzat Book Aug 27 2012 App – Get ratings for a book from various sites all in one place...(read more)

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  • core.* files eating up server space (~50MB)

    - by skytreader
    I'm renting server space from someone and, upon logging in my control panel after quite sometime, noticed an abnormal spike (~50MB) in the disk usage. Upon investigating, I found a lot of core.* files scattered around my public_html directory. Each one is more than 5MB in size but no more than 6MB. The * part is all numbers (in programming regex, that should be core\.\d+). I downloaded one and checked the contents. There was a lot of balderdash characters (NUL mostly, but also a scattering of ETB, ETX, STX) but there's this block of readable text which says: This text is part of the internal format of your mail folder, and is not a real message. It is created automatically by the mail system software. If deleted, important folder data will be lost, and it will be re-created with the data reset to initial values. Pretty self-explanatory. A few blocks above the text are some more readable messages that look like logs but is sandwiched in between non printable characters. I've extracted some below. Scan not valid for mh mailboxes Bogus character 0x%x in news state Can't rewrite news state %.80s Error closing backup news state %.80s No state for newsgroup %.80s found Now, a few concerns: Am I under attack? The messages seem to be about my webmail but I don't use my personal webmail that much---only for a vanity email address and an inbox for an outdated comments system. However, lately, I seem to notice a spike in the spam for my vanity mail. (Note: the comments system is covered by a captcha but every now and then some get through. My vanity email has a spam filter but it isn't as good as I'd like). Next, if this is a feature, can I turn it off? Is it advisable to? I've only 150MB so you see why I'm fretting over a 50MB spike. Some final details: my only server-side scripts are in PHP. The directory which accumulated the most number of these core files is the one containing the Wordpress-managed subdomain of my site. I manage my server through CPanel. Lastly, I decided to delete this files and after some checking nothing seems amiss in my websites nor in my mail. They are indeed the ones responsible for the ~50MB spike as my disk space usage is back to expected.

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  • Iterator

    Imagine that you are game developer. Your game is war stategy. Army has complicated structure: it consists with Hero and three Groups. When King gives decree to treat all soldiers (Hero is also soldier) you want to iterate through all soldiers and call treat() method on each soldier instance. How ca

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  • Low FPS in some games, but hardware not fully used

    - by Mario De Schaepmeester
    I just did a little funny experiment in the game/sim "Train Simulator 2013". I normally have good FPS in it (around 30) at full settings. What I did was make a really, really long train so that the calculations the sim needed to make were enormous (the sim is quite realistic, it takes all things into account like speed/acceleration, G-forces, comfort levels, possible wheel slip and many more, and most of those things on each carriage seperately). This resulted in only 14FPS as reported by the game, but it felt more like 8FPS or so. I have a Logitech G15 keyboard which has an LCD, and it allows me to monitor CPU/RAM and video card load on it. The strange thing is, all CPU cores were busy, but the total load was only about 60% maximum at all times. The video card was only on 30% load (possibly an important note, the memory was full, which is however not unusual for the game in question). The RAM had plenty of room and there weren't many operations as it didn't grow or shrink much. I just have the feeling that the game would run smoother if it used more of my hardware power. Why is it not doing so? I had the same in another game, The Elder Scrolls: Morrowind when using more than 100 mods (that all use scripting) and a few high res texture mods, + a full-on graphics improvement program. The engine is very old (2003), and so I thought this might be the cause (not being optimised for multithreading). I had thought of possible causes, like: The operating system doesn't let the games use all the resources. It doesn't make use of multi-threading appropriately. To eliminate the former, I tried a CPU stress tool and that got 100% CPU juice as I let it run, so the OS is not the problem. I gave its thread the "higher" priority though. My actual question In both games, I did things the engine was not really built to do or support. Can those games' framerate be limited cause of their own engine not being able to cope? What is the real reason and more importantly, can I help it? And in any case, could something actually be wrong with my hardware? It's all reasonably new, a couple of months, and I (almost) never experience any other trouble. Modern and much more demanding games work absolutely fine. Specs CPU: AMD Phenom II 965 X4 @ 3.4gHz RAM: 8GB of DDR3 RAM Video: MSI GTX560 (nVidia chip) with 1GB of GDDR5 memory OS: Windows 7 Ultimate 64 bit Nothing overclocked.

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  • Disable XF86Back and XF86Forward (browser back/forward on Lenovo Thinkpad)

    - by Nicolas Raoul
    My Thinkpad R500 has back/forward keys just about the direction keys, so on Firefox I keep losing entered text, accidentally. How to disable these back/forward keys? Excerpt from xev: KeyPress event, serial 29, synthetic NO, window 0x5e00001, root 0xbc, subw 0x0, time 2375874, (1279,794), root:(1285,881), state 0x10, keycode 166 (keysym 0x1008ff26, XF86Back), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False KeyPress event, serial 32, synthetic NO, window 0x5e00001, root 0xbc, subw 0x0, time 2377115, (1279,794), root:(1285,881), state 0x10, keycode 167 (keysym 0x1008ff27, XF86Forward), same_screen YES, XLookupString gives 0 bytes: XmbLookupString gives 0 bytes: XFilterEvent returns: False

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  • so disappointed at ubuntu 12.04 [closed]

    - by Min
    it's been almost a month I've installed ubuntu I can't afford windows cd anymore it is my fault that I didn't dual boot it but, it doesn't make sense in that I can't use my own graphic card in my own computer because certain company doesn't support the driver card for the OS it is seemingly ridiculous that I can't even run a simple 2d game or not even a flash game with this OS a video of 480 and up doesn't run for closely a month I've tried my best to run everything my computer spec provides, but nothing works. not even sound quality

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

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