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  • 2D game - Missile shooting problem on Android

    - by Niksa
    Hello, I have to make a tank that sits still but moves his turret and shoots missiles. As this is my first Android application ever and I haven't done any game development either, I've come across a few problems... Now, I did the tank and the moving turret once I read the Android tutorial for the LunarLander sample code. So this code is based on the LunarLander code. But I'm having trouble doing the missile firing then SPACE button is being pressed. private void doDraw(Canvas canvas) { canvas.drawBitmap(backgroundImage, 0, 0, null); // draws the tank canvas.drawBitmap(tank, x_tank, y_tank, new Paint()); // draws and rotates the tank turret canvas.rotate((float) mHeading, (float) x_turret + mTurretWidth, y_turret); canvas.drawBitmap(turret, x_turret, y_turret, new Paint()); // draws the grenade that is a regular circle from ShapeDrawable class bullet.setBounds(x_bullet, y_bullet, x_bullet + width, y_bullet + height); bullet.draw(canvas); } UPDATE GAME method private void updateGame() throws InterruptedException { long now = System.currentTimeMillis(); if (mLastTime > now) return; double elapsed = (now - mLastTime) / 1000.0; mLastTime = now; // dUP and dDown, rotates the turret from 0 to 75 degrees. if (dUp) mHeading += 1 * (PHYS_SLEW_SEC * elapsed); if (mHeading >= 75) mHeading = 75; if (dDown) mHeading += (-1) * (PHYS_SLEW_SEC * elapsed); if (mHeading < 0) mHeading = 0; if (dSpace){ // missile Logic, a straight trajectorie for now x_bullet -= 1; y_bullet -= 1; //doesn't work, has to be updated every pixel or what? } boolean doKeyDown(int keyCode, KeyEvent msg) { boolean handled = false; synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_SPACE){ dSpace = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_UP){ dUp = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN){ dDown = true; handled = true; } return handled; } } } a method run that runs the game... public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) updateGame(); doDraw(c); } } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } So the question would be, how do I make that the bullet is fired on a single SPACE key press from the turret to the end of the screen? Could you help me out here, I seem to be in the dark here... Thanks, Niksa

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  • Opengl-es picking object

    - by lacas
    I saw a lot of picking code opengl-es, but nothing worked. Can someone give me what am I missing? My code is (from tutorials/forums) Vec3 far = Camera.getPosition(); Vec3 near = Shared.opengl().getPickingRay(ev.getX(), ev.getY(), 0); Vec3 direction = far.sub(near); direction.normalize(); Log.e("direction", direction.x+" "+direction.y+" "+direction.z); Ray mouseRay = new Ray(near, direction); for (int n=0; n<ObjectFactory.objects.size(); n++) { if (ObjectFactory.objects.get(n)!=null) { IObject obj = ObjectFactory.objects.get(n); float discriminant, b; float radius=0.1f; b = -mouseRay.getOrigin().dot(mouseRay.getDirection()); discriminant = b * b - mouseRay.getOrigin().dot(mouseRay.getOrigin()) + radius*radius; discriminant = FloatMath.sqrt(discriminant); double x1 = b - discriminant; double x2 = b + discriminant; Log.e("asd", obj.getName() + " "+discriminant+" "+x1+" "+x2); } } my camera vectors: //cam Vec3 position =new Vec3(-obj.getPosX()+x, obj.getPosZ()-0.3f, obj.getPosY()+z); Vec3 direction =new Vec3(-obj.getPosX(), obj.getPosZ(), obj.getPosY()); Vec3 up =new Vec3(0.0f, -1.0f, 0.0f); Camera.set(position, direction, up); and my picking code: public Vec3 getPickingRay(float mouseX, float mouseY, float mouseZ) { int[] viewport = getViewport(); float[] modelview = getModelView(); float[] projection = getProjection(); float winX, winY; float[] position = new float[4]; winX = (float)mouseX; winY = (float)Shared.screen.width - (float)mouseY; GLU.gluUnProject(winX, winY, mouseZ, modelview, 0, projection, 0, viewport, 0, position, 0); return new Vec3(position[0], position[1], position[2]); } My camera moving all the time in 3d space. and my actors/modells moving too. my camera is following one actor/modell and the user can move the camera on a circle on this model. How can I change the above code to working?

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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • Multi-Part Map Troubleshooting

    - by Michael Stephenson
    Scenario I came across a nice little one with multi-part maps the other day. I had an orchestration where I needed to combine 4 input messages into one output message like in the below table:   Input Messages Output Messages Company Details Member Details Event Message Member Search Member Import   I thought my orchestration was working fine but for some reason when I was trying to send my message it had no content under the root node like below <ns0:ImportMemberChange xmlns:ns0="http://---------------/"></ns0:ImportMemberChange>   My map is displayed in the below picture. I knew that the member search message may not have any elements under it but its root element would always exist. The rest of the messages were expected to be fully populated. I tried a number of different things and testing my map outside of the orchestration it always worked fine. The Eureka Moment The eureka moment came when I was looking at the xslt produced by the map. Even though I'd tried swapping the order of the messages in the input of the map you can see in the below picture that the first part of the processing of the message (with the red circle around it) is doing a for-each over the GetCompanyDetailsResult element within the GetCompanyDetailsResponse message. This is because the processing is driven by the output message format and the first element to output is the OrganisationID which comes from the GetCompanyDetailsResponse message. At this point I could focus my attention on this message as the xslt shows that if this xpath statement doesn’t return the an element from the GetCompanyDetailsResponse message then the whole body of the output message will not be produced and the output from the map would look like the message I was getting. <ns0:ImportMemberChange xmlns:ns0="http://---------------/"></ns0:ImportMemberChange> I was quickly able to prove this in my map test which proved this was a likely candidate for the problem. I revisited the orchestration focusing on the creation of the GetCompanyDetailsResponse message and there was actually a bug in the orchestration which resulted in the message being incorrectly created, once this was fixed everything worked as expected. Conclusion Originally I thought it was a problem with the map itself, and looking online there wasn’t really much in the way of content around troubleshooting for multi-part map problems so I thought I'd write this up. I guess technically it isn't a multi-part map problem, but I spend a good couple of hours the other day thinking it was.

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  • Why Java's JMF doesn't work in Linux?

    - by Visruth CV
    I got to do some image processing program in java using Linux. I chose to use the JMF for my camera (a webcam) access. But my program is not able to access the camera. But, the jmf works well in Windows. I downloaded jmf from oracle.com and I tried to install it in 'Ubuntu 10.10-the Maverick-released in October 2010 and supported until April 2012'. The downloaded file was a .bin file. I got the below output (last part of the output) when I tried the command provided by oracle /bin/sh ./jmf-2_1_1e-linux-i586.bin. For inquiries please contact: Sun Microsystems, Inc. 4150 Network Circle, Santa Clara, California 95054. LFI# 129621/Form ID#011801 Do you agree to the above license terms? [yes or no] yes Permit recording from an applet? (see readme.html) [yes or no] yes Permit writing local files from an applet? (recommend no, see readme.html) [yes or no] yes Unpacking... tail: cannot open `+309' for reading: No such file or directory Extracting... ./install.sfx.4140: 1: cannot open ==: No such file ./install.sfx.4140: 1: ==: not found ./install.sfx.4140: 3: Syntax error: ")" unexpected chmod: cannot access `JMF-2.1.1e/bin/jmstudio': No such file or directory chmod: cannot access `JMF-2.1.1e/bin/jmfregistry': No such file or directory chmod: cannot access `JMF-2.1.1e/bin/jmfinit': No such file or directory ./jmf-2_1_1e-linux-i586.bin: 305: JMF-2.1.1e/bin/jmfinit: not found /bin/cp: cannot stat `JMF-2.1.1e/lib/jmf.properties': No such file or directory Done. When try the same command again, getting nothing in the terminal (console). visruth@laptop:~/Desktop/mobileapps$ /bin/sh ./jmf-2_1_1e-linux-i586.bin visruth@laptop:~/Desktop/mobileapps$ Now, I'm not sure that whether it is properly installed or not.Whatever, I'm not getting camera access in my programme. I checked out the driver of the camera, it is available in the os itself I think because other softwares are able to access the camera (web cam). I tried it on both desktop and laptop, but no effect... Is there any solution for the problem?

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  • How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • Drawing flaming letters in 3D with OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What I want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to create a path along which I should add many particle emitters that will be emitting flame particles? I understand the concept for 2D, but for 3D are the particles always supposed to be facing the user? Something else I'm worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time, and each of these elements will have many particle emitters. More detailed explanation: I have a path of points, which is my model. Imagine a dotted letter "S" for example. I want make the "S" be on fire. The "S" is just an example it can be a circle, triangle, a line, pretty much any path described by my set of points. For achieving this fire effect I thought about using particles. So I am using a program called "Particle Designer" to create a fire style particle emitter. This emitter looks perfect on 2D on the iphone screen dimensions. So then I thought that I could probably draw an S or any other figure if i place many particle emitters next to each other following the path described. To move from the 2D version to the 3D version I thought about, scaling the emitter (with a scale matrix multiplication in its model matrix) and then moving it to a point in my 3D world. I did this and it works. So now I have 1 particle emitter in the 3D world. My question is, is this how you would achieve a flaming letter? Is this too inefficient if i expect to have many flaming paths on my world? Am i supposed to rotate the particle's quad so that its always looking at the user? (the last one is because i noticed that if u look at it from the side the particles start to flatten out)

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  • (Android) How are OpenGL ES 1 framebuffers and textures sized?

    - by jens
    I am trying to draw to a texture using a framebuffer using OpenGL ES 1.1 on Android, Java. Afterwords I want to overlay this texture full-screen over my game. In theory, this works like a charm, but somehow the coordinates are off. For testing I drew something at (0,0) with width and height 200, and it partly is off-screen. This is how I create the framebuffer: fb = new int[1]; depthRb = new int[1]; renderTex = new int[1]; gl11ep.glGenFramebuffersOES(1, fb, 0); gl11ep.glGenRenderbuffersOES(1, depthRb, 0); // the depth buffer gl.glGenTextures(1, renderTex, 0);// generate texture gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer(); gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_LUMINANCE, texW, texH, 0, GL10.GL_LUMINANCE, GL10.GL_UNSIGNED_BYTE, texBuffer); gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, GL11ExtensionPack.GL_DEPTH_COMPONENT16, texW, texH); Before I draw, I do this: gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]); gl.glClearColor(0f, 0f, 0f, 0f); // specify texture as color attachment gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0); // attach render buffer as depth buffer gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES, GL11ExtensionPack.GL_RENDERBUFFER_OES, depthRb[0]); I set texW = 1024 and texH = 512. When rendering this texture fullscreen, with a lightmask (size 200x200) placed at (0, 0) and (texW/2, texH/2). You can see that it seems like the coordinate system doesnt start at (0,0) as that light overlaps the screen and the images are not drawn as squares (my lightcone-texture is a circle, not an ellipse). So, how is the coordinate system of this offscreen-drawn texture defined? Thanks

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  • Windows 7 wont boot from any boot loader except for 'Windows Boot Manager' after partition resize

    - by user2468327
    I have a triple boot system on a single SSD. OSX, Windows 7, and Ubuntu. I use Chimera (basically another version of Chameleon) as my boot loader. Usually I can boot all 3 without any issue, but after using GParted to make my Ubuntu partition 2 Gigs larger, Windows 7 throws me an error when trying to boot to it from either Chimera or Grub. The error is consistently: 0xc000000e "cant find \Boot\BCD" (slightly paraphrased). However, I can still get into Windows by selecting "Windows Boot Manager" from the boot options in my bios. I've already tried several known fixes for similar issues, including bootrec /rebuildbcd (and variations), and BootRec.exe/fixMBR + BootRec.exe/fixBoot. Ive also tried Chkdsk. At best this has made it so Windows 7 boots on it's own by default (making me have to reinstall Chimera and change back my boot settings in the bios). At worst this made it so Windows wont boot period. Now I'm back full circle where I started. A detail that might be useful is that bootrec /rebuildbcd says that the number of found Windows installations is 0. How do I get it back so I can boot Win7 through another boot loader so I don't have to manually select it in the bios? Preferably without a reinstall.

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  • Toshiba Portege M400 screen rotation not working under Windows 7 x64

    - by Christi
    I have installed Windows 7 on my Toshiba Portege M400. This in itself was relatively tricky.* However, the button utilities aren't quite working for me. One of the buttons tries to launch the Toshiba Assist program, which doesn't appear to be available under Windows 7 for the M400, but this I can live without. More important is that the screen won't rotate as it is supposed to when you hold the "cancel" (X in a circle) button on the bezel. The PC is set to run "C:\Program Files (x860\Toshiba\Toshiba Rotation Utility\phtrot.exe". There is a "trot.exe" file in the same directory (the former appears to be to cause slightly different behaviour when rotation is done by press and hold). Neither of these programs rotates the screen either by using the buttons or from the command line. The screen is rotating normally when switching from tablet to laptop mode, so there does not appear to be an inherent problem with rotation. I'd just like to be able to use the buttons on the side of the screen to change the screen orientation. Windows XP used to have a "setrot" utility to do this, but that seems to have gone in Windows 7 Thanks for your help. *Just in case anyone comes looking for how to do this, you need to extract driver files from http://cdgenp01.csd.toshiba.com/content/support/downloads/util_raid_os2007252a.exe, which does not seem to be listed among the available files for the m400. This executable contains the SATA interface drivers that will need to be loaded by the installer before it can see your hard disk drive. It needs to be unpacked and the files copied to a USB key which they can then be loaded from in the install process. The utilities etc. for installation post windows install are all available from the Toshiba USA support website.

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  • Menu command stuck on screen

    - by 280Z28
    For some reason, periodically when I select a menu command, the command label gets "stuck" on the screen and won't go away. I can close all open applications, including whichever one I was using when it got stuck, but it still won't go away. In the screenshot below, I opened an new instance of IE just to show how the label stays on top. The label was not created by this instance of IE. Edit with the source: The label that gets stuck is the first menu command I select in IE. If a label is already stuck, a new one does not get stuck (regardless of which instance(s) of IE are involved). Based on this knowledge, I now just open IE on my secondary monitor, carefully open the context menu so the Properties command is in the bottom corner, and click it. This is not a solution... The label never moves and is transparent to mouse input (if I click it, it's as if I clicked the item behind it). The label does not go away if I close all running applications. I haven't tried stopping services or closing system tray items like Live Mesh. The label does go away if I change the screen resolution and then change it back. Any ideas how I can stop this from happening? It's happened a half dozen times since yesterday and it's becoming quite disrupting to my work. Obviously I added the circle in MS Paint. That part isn't stuck. ;)

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  • Coffee spilled and went inside CPU...computer not starting

    - by Harpreet
    Today coffee got spilled over my table, and some of it (very less) reached the CPU placed under the table. I think little bit of it got inside the CPU through the front face of the CPU. As that happened the fan started running very fast and made noise. I tried to restart to see if it becomes fine, but the computer didn't start again. First it gave an error of "Alert! Air temperature sensor not detected" and didn't start. Next I tried again multiple times of starting the computer but then it gave some memory error. I was not able to start the computer. Incase there's a problem in hard disk or something related to memory, is there any way we can extract our work or data? I am scared if I am not able to extract my work in case some problem occurs like that. What options would I have? Help! EDIT: I have attached the photo here and you can see the area spilt in red circle. The hard drive electronics have been affected and internal speaker may also have been affected. Any advise on cleaning and if hard drive can work? EDIT 2: Are there any professional services offered to extract data from blemished hard disk, like this one, in case I am not able to run it personally?

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  • Some guest networking and VMware Tools functionality broken with Sprint SmartView on the host

    - by Mads
    Using VMware Workstation 6.5.3 on Vista 64-bit. I started having problems with VMware networking about 6 months ago after upgrades to Sprint SmartView. I did not have problems previously, but I don't know if that is because I was lucky. The main symptoms of the problem when SmartView is installed are: I can no longer drag files from the host to copy them to the guest. When they are dragged, the disallowed cursor (the circle with a slash) shows in the guest. If I try to enable shared folders in the guest while it is running, I will not be able to see the shared files and will be informed that networking is not working. I can still ping guests from the host and I can still access network services via NAT most of the time when connected via my USB broadband adapter. When I configure shared folders so they are "always enabled" (with a mapped drive), I can access files on the via the mapped folders. I can also copy the file on the host and then paste it in the guest, as was suggested in some other threads concerning drag-and-drop problems that I found. The VMware Tools icon is showing in all cases and I don't see any obvious errors in the host's event viewer. If I uninstall SmartView, the problems disappear. If SmartView (current version is 2.28.0082) is reinstalled I will experience the same problems. I have tried uninstalling/reinstalling VMware and SmartView in various ways but it appears tha these problems are consistent when SmartView is installed (not just when it is running or connected, but when it is present on the system). I'm wondering if this is a combination of software (WS 6.5.3, Vista64, and SmartView) that works for other people, which would indicate a problem that is peculiar to my configuration.

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  • Coffee spilled inside computer, damaged hard drive

    - by Harpreet
    Today coffee spilled over my table, and some of it (very less) reached the PC case placed under the table. I think little bit of it got inside the PC case through the front. As that happened the fan started running very fast and made noise. I tried to restart to see if it becomes fine, but the computer didn't start again. First it gave an error of "Alert! Air temperature sensor not detected" and didn't start. Next I tried again multiple times of starting the computer but then it gave some memory error. I was not able to start the computer. Incase there's a problem in hard disk or something related to memory, is there any way we can extract our work or data? I am scared if I am not able to extract my work in case some problem occurs like that. What options would I have? Help!! EDIT: I have attached the photo here and you can see the area spilt in red circle. The hard drive electronics have been affected and internal speaker may also have been affected. Any advise on cleaning and if hard drive can work? EDIT 2: Are there any professional services offered to extract data from blemished hard disk, like this one, in case I am not able to run it personally?

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  • Boot sequence unlike reboot

    - by samgoody
    When I turn on the computer it acts very differently than when I reboot it. [WinXP Pro, Intel Core2 6600, 2.4GHZ, 2GB RAM, NVIDA GeForce] Boot: Monitor must be plugged into the motherboard or no image. Screen resolution 800x600. Changes to the resolution cause only the top half of the screen to be usable, and are lost when I shut down the computer. Desktop icons arranged in neat rows on left of desktop. Nothing of note in system tray In Device Manger - Display adapter: Intel(R) Q965/Q963 Express Chipset Family In Device Manger - Monitors, two monitors are listed Hibernate and standby work. Reboot: Monitor must be plugged into the graphics card or no image. Screen resolution - 1280x1024 Desktop icons arranged in the cute circle that I put them in. NVIDIA icon shows in system tray. In Device Manger - Display adapter: NVIDA GeForce 6200LE In Device Manger - Monitors, one monitor is listed Hibernate and standby do not work. When awakened after a hibernation it says: The system could not be restarted from its previous location because the restoration image is corrupt. Delete restoration data & proceed to system boot? Double reboot (inconsistent): Monitor must be plugged into the graphics card. Screen resolution - 1024x768 Odd icon shows in system tray whose tooltip says "Intel Graphics" For a while my morning ritual was to boot, wait, reboot using (alt+ctrl+del - ctrl+u - R), wait. Keeping the monitor plugged into the graphics card. But aside for the inefficiency of this method, I sometimes want to standby and can't. On the other hand, the computer is unusable when set to 800x600. Please help, anyone?

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  • Windows 7 won't boot from any bootloader except for Windows Boot Manager after partition resize

    - by user2468327
    I have a triple boot system on a single SSD: OSX, Windows 7, and Ubuntu. I use Chimera (basically another version of Chameleon) as my bootloader. Usually I can boot all 3 OSs without any issue, but after using GParted to make my Ubuntu partition 2 Gigs larger, Windows 7 throws me an error when trying to boot to it from either Chimera or Grub. The error is consistently: `0xc000000e can't find \Boot\BCD" (slightly paraphrased). However, I can still get into Windows by selecting Windows Boot Manager from the boot options in my BIOS. I've already tried several known fixes for similar issues, including bootrec /rebuildbcd (and variations), and BootRec.exe/fixMBR + BootRec.exe/fixBoot. I've also tried Chkdsk. At best this has made it so Windows 7 boots on its own by default (making me have to reinstall Chimera and change back my boot settings in the BIOS). At worst this made it so Windows won't boot period. Now I'm back full circle where I started. A detail that might be useful is that bootrec /rebuildbcd says that the number of found Windows installations is 0. I'm fairly certain that I don't have a hybrid MBR. Mainly because I have a UEFI BIOS, and with that, it appears each OS can support a GPT. So it would kind of pointless to have and deal with. I may be wrong though, I couldn't find any way of finding out for sure online. However, I know for sure that the version of Windows I have installed is the UEFI version, as well as every partition tool I've used to look at my boot drive tells me it's GPT. How do I get it back so I can boot Windows 7 through another bootloader so I don't have to manually select it in the BIOS? Preferably without a reinstall.

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  • Menu command stuck on screen

    - by 280Z28
    For some reason, periodically when I select a menu command, the command label gets "stuck" on the screen and won't go away. I can close all open applications, including whichever one I was using when it got stuck, but it still won't go away. In the screenshot below, I opened an new instance of IE just to show how the label stays on top. The label was not created by this instance of IE. Edit with the source: The label that gets stuck is the first menu command I select in IE. If a label is already stuck, a new one does not get stuck (regardless of which instance(s) of IE are involved). Based on this knowledge, I now just open IE on my secondary monitor, carefully open the context menu so the Properties command is in the bottom corner, and click it. This is not a solution... The label never moves and is transparent to mouse input (if I click it, it's as if I clicked the item behind it). The label does not go away if I close all running applications. I haven't tried stopping services or closing system tray items like Live Mesh. The label does go away if I change the screen resolution and then change it back. Any ideas how I can stop this from happening? It's happened a half dozen times since yesterday and it's becoming quite disrupting to my work. Obviously I added the circle in MS Paint. That part isn't stuck. ;)

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  • SVG doesn't work on subdomain - some browsers try to download rather than display

    - by John Catterfeld
    I have a site with a 'development' subdomain, which displays my SVG file exactly as intended. However when I copy it across to www, or any other subdomain (e.g. 'test') some browsers try to open the file in an external editor, therefore asking me to download the file rather than displaying it. For example: http://development.mysite.com/test.svg - works http://www.mysite.com/test.svg - doesn't work The SVG file: <?xml version="1.0" standalone="no"?> <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd"> <svg xmlns="http://www.w3.org/2000/svg" version="1.1"> <circle cx="100" cy="50" r="40" stroke="black" stroke-width="2" fill="red" /> </svg> This happens in Firefox, Chrome and Safari, however IE9 and above display the file as intended. It is a Windows hosting, and I have <mimeMap fileExtension=".svg" mimeType="image/svg+xml" /> in my web.config file My hunch is that there must be some setting on the server which I need my hosting company to make. Can anyone suggest what might cause this issue?

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  • Nginx , Apache , Mysql , Memcache with server 4G ram. How optimize to enought memory?

    - by TomSawyer
    i have 1 dedicated server with Nginx proxy for Apache. Memcache, mysql, 4G Ram. These day, my visitor on my site wasn't increased, but my server get overload always in some specified time. (9AM - 15PM) Ram in use is increased second by second to full. that's moment, my server will get overload. i have to kill all apache , mysql service and reboot it to get free memory. that's the circle. here is my ram in use at the moment 160(nginx) 220(apache) 512(memcache) 924(mysql) here's process number 4(nginx) 14(apache) 5(memcache) 20(mysql) and here's my my.cnf config. someone can help me to optimize it? [mysqld] datadir=/var/lib/mysql socket=/var/lib/mysql/mysql.sock user=mysql skip-locking skip-networking skip-name-resolve # enable log-slow-queries log-slow-queries = /var/log/mysql-slow-queries.log long_query_time=3 max_connections=200 wait_timeout=64 connect_timeout = 10 interactive_timeout = 25 thread_stack = 512K max_allowed_packet=16M table_cache=1500 read_buffer_size=4M join_buffer_size=4M sort_buffer_size=4M read_rnd_buffer_size = 4M max_heap_table_size=256M tmp_table_size=256M thread_cache=256 query_cache_type=1 query_cache_limit=4M query_cache_size=16M thread_concurrency=8 myisam_sort_buffer_size=128M # Disabling symbolic-links is recommended to prevent assorted security risks symbolic-links=0 [mysqldump] quick max_allowed_packet=16M [mysql] no-auto-rehash [isamchk] key_buffer=256M sort_buffer=256M read_buffer=64M write_buffer=64M [myisamchk] key_buffer=256M sort_buffer=256M read_buffer=64M write_buffer=64M [mysqlhotcopy] interactive-timeout [mysql.server] user=mysql basedir=/var/lib [mysqld_safe] log-error=/var/log/mysqld.log pid-file=/var/run/mysqld/mysqld.pid

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  • Is there a low carbon future for the retail industry?

    - by user801960
    Recently Oracle published a report in conjunction with The Future Laboratory and a global panel of experts to highlight the issue of energy use in modern industry and the serious need to reduce carbon emissions radically by 2050.  Emissions must be cut by 80-95% below the levels in 1990 – but what can the retail industry do to keep up with this? There are three key aspects to the retail industry where carbon emissions can be cut:  manufacturing, transport and IT.  Manufacturing Naturally, manufacturing is going to be a big area where businesses across all industries will be forced to make considerable savings in carbon emissions as well as other forms of pollution.  Many retailers of all sizes will use third party factories and will have little control over specific environmental impacts from the factory, but retailers can reduce environmental impact at the factories by managing orders more efficiently – better planning for stock requirements means economies of scale both in terms of finance and the environment. The John Lewis Partnership has made detailed commitments to reducing manufacturing and packaging waste on both its own-brand products and products it sources from third party suppliers. It aims to divert 95 percent of its operational waste from landfill by 2013, which is a huge logistics challenge.  The John Lewis Partnership’s website provides a large amount of information on its responsibilities towards the environment. Transport Similarly to manufacturing, tightening up on logistical planning for stock distribution will make savings on carbon emissions from haulage.  More accurate supply and demand analysis will mean less stock re-allocation after initial distribution, and better warehouse management will mean more efficient stock distribution.  UK grocery retailer Morrisons has introduced double-decked trailers to its haulage fleet and adjusted distribution logistics accordingly to reduce the number of kilometers travelled by the fleet.  Morrisons measures route planning efficiency in terms of cases moved per kilometre and has, over the last two years, increased the number of cases per kilometre by 12.7%.  See Morrisons Corporate Responsibility report for more information. IT IT infrastructure is often initially overlooked by businesses when considering environmental efficiency.  Datacentres and web servers often need to run 24/7 to handle both consumer orders and internal logistics, and this both requires a lot of energy and puts out a lot of heat.  Many businesses are lowering environmental impact by reducing IT system fragmentation in their offices, while an increasing number of businesses are outsourcing their datacenters to cloud-based services.  Using centralised datacenters reduces the power usage at smaller offices, while using cloud based services means the datacenters can be based in a more environmentally friendly location.  For example, Facebook is opening a massive datacentre in Sweden – close to the Arctic Circle – to reduce the need for artificial cooling methods.  In addition, moving to a cloud-based solution makes IT services more easily scaleable, reducing redundant IT systems that would still use energy.  In store, the UK’s Carbon Trust reports that on average, lighting accounts for 25% of a retailer’s electricity costs, and for grocery retailers, up to 50% of their electricity bill comes from refrigeration units.  On a smaller scale, retailers can invest in greener technologies in store and in their offices.  The report concludes that widely shared objectives of energy security, reduced emissions and continued economic growth are dependent on the development of a smart grid capable of delivering energy efficiency and demand response, as well as integrating renewable and variable sources of energy. The report is available to download from http://emeapressoffice.oracle.com/imagelibrary/detail.aspx?MediaDetailsID=1766I’d be interested to hear your thoughts on the report.   

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  • Improving performance of a particle system (OpenGL ES)

    - by Jason
    I'm in the process of implementing a simple particle system for a 2D mobile game (using OpenGL ES 2.0). It's working, but it's pretty slow. I start getting frame rate battering after about 400 particles, which I think is pretty low. Here's a summary of my approach: I start with point sprites (GL_POINTS) rendered in a batch just using a native float buffer (I'm in Java-land on Android, so that translates as a java.nio.FloatBuffer). On GL context init, the following are set: GLES20.glViewport(0, 0, width, height); GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GLES20.glEnable(GLES20.GL_CULL_FACE); GLES20.glDisable(GLES20.GL_DEPTH_TEST); Each draw frame sets the following: GLES20.glEnable(GLES20.GL_BLEND); GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA); And I bind a single texture: GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle); GLES20.glUniform1i(mUniformTextureHandle, 0); Which is just a simple circle with some blur (and hence some transparency) http://cl.ly/image/0K2V2p2L1H2x Then there are a bunch of glVertexAttribPointer calls: mBuffer.position(position); mGlEs20.glVertexAttribPointer(mAttributeRGBHandle, valsPerRGB, GLES20.GL_FLOAT, false, stride, mBuffer); ...4 more of these Then I'm drawing: GLES20.glUniformMatrix4fv(mUniformProjectionMatrixHandle, 1, false, Camera.mProjectionMatrix, 0); GLES20.glDrawArrays(GLES20.GL_POINTS, 0, drawCalls); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0); My vertex shader does have some computation in it, but given that they're point sprites (with only 2 coordinate values) I'm not sure this is the problem: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform mat4 u_ProjectionMatrix; attribute vec4 a_Position; attribute float a_PointSize; attribute vec3 a_RGB; attribute float a_Alpha; attribute float a_Burn; varying vec4 v_Color; void main() { vec3 v_FGC = a_RGB * a_Alpha; v_Color = vec4(v_FGC.x, v_FGC.y, v_FGC.z, a_Alpha * (1.0 - a_Burn)); gl_PointSize = a_PointSize; gl_Position = u_ProjectionMatrix * a_Position; } My fragment shader couldn't really be simpler: #ifdef GL_ES // Set the default precision to low. precision lowp float; #endif uniform sampler2D u_Texture; varying vec4 v_Color; void main() { gl_FragColor = texture2D(u_Texture, gl_PointCoord) * v_Color; } That's about it. I had read that transparent pixels in point sprites can cause issues, but surely not at only 400 points? I'm running on a fairly new device (12 month old Galaxy Nexus). My question is less about my approach (although I'm open to suggestion) but more about whether there are any specific OpenGL "no no's" that have leaked into my code. I'm sure there's GL master out there facepalming right now... I'd love to hear any critique.

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  • Stay on Schedule in Chrome with DayHiker

    - by Matthew Guay
    Do you keep your schedule and tasks in Google Calendar?  Here’s a handy extension for Google Chrome that can keep you on top of your appointments without having to open Google Calendar in another tab. Integrate Google Calendar with Chrome DayHiker is a handy extension for Google Chrome that can help you stay on schedule in your browser.  Desktop applications typically can keep you notified easier with popups or alerts, but webapps require you to visit them to view your information.  DayHiker takes the best of both, and can make your Google Calendar work more like a desktop application. To get started, open the DayHiker page from the Chrome Extensions Gallery (link below), and click Install.  Confirm you wish to install it at the prompt. Now you’ll have a new extension button in your Chrome toolbar.  Click the calendar icon to view your Google Calendar.  You’ll need to be signed into your Google account for your calendar to display; click the key icon to select your account if it doesn’t show your appointments automatically. If you’re signed into multiple Google accounts, such as your public Gmail and a Google Apps account, you can select the calendar you wish and click Continue. Now you can quickly see your upcoming appointments.  Simply hover over the icon to see your upcoming events.  Or, just glance at it to see if there are any appointments coming up, as the indicator icon will change colors to show how long you have until your next appointment. Click the icon to see more information about your appointments. Or, click the Add link to add a new appointment.  If you need to edit the appointment details, click Edit Details and the appointment will open in Google Calendar for you to edit. You can also view and manage your tasks in Google Calendar.  Click the checkmark icon, and then add or check-off tasks directly from the extension pane. You can also set an alarm clock in DayHiker.  Click the green circle icon, and then enter the time for the alarm to go off.  Strangely it will only chime if the extension pane is left open, so if you click anywhere else in the browser or even switch to another program it will not chime.   If you’d like to customize DayHiker’s settings, right-click on it and select Options, or select Options in the Chrome Extensions page.  Here you can customize your badges and the DayHiker icon, or enter a custom domain for your Google Apps Pro calendar.   Conclusion If you rely on Google Calendar to stay on top of your schedule, DayHiker can help you stay scheduled and know what’s coming up.  We wish DayHiker supported multiple calendars so we could combine our Google Apps calendars with our personal Google Calendar, but even still, it is a very useful tool.  Whether you’re a tightly scheduled person or just like to jot down to-dos and keep track of them, this extension will help you do this efficiently with familiar Google tools. Link Download DayHiker from the Chrome Extensions Gallery Similar Articles Productive Geek Tips Configure Disk Defragmenter Schedule in Windows 7 or VistaSchedule Updates for Windows Media CenterOpen Multiple Sites Without Reopening the Menus in FirefoxFind a Website’s Actual Location with Chrome FlagsSubscribe to RSS Feeds in Chrome with a Single Click TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips HippoRemote Pro 2.2 Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Dual Boot Ubuntu and Windows 7 What is HTML5? Default Programs Editor – One great tool for Setting Defaults Convert BMP, TIFF, PCX to Vector files with RasterVect Free Identify Fonts using WhatFontis.com Windows 7’s WordPad is Actually Good

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  • Tweaking Remote Control (In-Kernel LIRC)

    - by Geoff
    I've recently rebuilt my MythTV box using Mythbuntu 12.04, to take advantage of newer hardware (Ivy Bridge). On my previous build I used lirc to manage the remote, i.e. the mapping of key codes - keypresses - application keys; it was quite a journey to learn it all, and I ended up fairly comfortable with how it all worked. What I have: I have a cheap Chinavasion remote and USB dongle, which I've found several articles on; these largely revolve around working with XBMC (interesting, but I don't think directly applicable) and also around getting a Harmony remote to work (it's a Chinavasion CVSB-983 - very useful, since I needed this to get my Harmony 900 working). Mythbuntu 12.04 64-bit MythTV 0.25 (likely irrelevant) How it is right now When I plug this in, it 'just works'. Which is great, except that Ubuntu uses it natively, and prevents some of the button presses from getting through to Myth. For example, I can send a button from the remote that equates to Ctrl-Alt-A (which I assume Ubuntu isn't interested in), and then trap that in Mythfrontend, but the remote's Play button is caught by Ubuntu (which displays a large circle with a line though it, as there's no media player loaded). I understand that this is because lirc is merged into the kernel now, and I like that. What I've done so far: Found the device using lsusb: $ lsusb Bus 001 Device 004: ID 073a:2230 Chaplet Systems, Inc. infrared dongle for remote Found the event device number: $ cat /proc/bus/input/devices I: Bus=0003 Vendor=073a Product=2230 Version=0110 N: Name="HID 073a:2230" P: Phys=usb-0000:00:1a.0-1.2/input0 S: Sysfs=/devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.2/1-1.2:1.0/input/input5 U: Uniq= H: Handlers=sysrq kbd mouse1 event5 js0 B: PROP=0 B: EV=10001f B: KEY=4c37fff072ff32d bf54445600000000 ffffffffff 30c100b17c007 ffa67bfad951dfff febeffdfffefffff fffffffffffffffe B: REL=343 B: ABS=100030000 B: MSC=10 Tested the input with evtest (I pressed Play): $ sudo evtest /dev/input/event5 Input driver version is 1.0.1 Input device ID: bus 0x3 vendor 0x73a product 0x2230 version 0x110 Input device name: "HID 073a:2230" Supported events: Event type 0 (EV_SYN) Event type 1 (EV_KEY) Event code 1 (KEY_ESC) Event code 2 (KEY_1) Event code 3 (KEY_2) Event code 4 (KEY_3) Event code 5 (KEY_4) Event code 6 (KEY_5) Event code 7 (KEY_6) <------------snipped lots of 'Event code' lines------------> Testing ... (interrupt to exit) Event: time 1336435683.230656, -------------- SYN_REPORT ------------ Event: time 1336435683.246648, type 4 (EV_MSC), code 4 (MSC_SCAN), value c00cd Event: time 1336435683.246652, type 1 (EV_KEY), code 164 (KEY_PLAYPAUSE), value 0 Event: time 1336435683.246655, -------------- SYN_REPORT ------------ Tested showkey, again for the Play key: $ sudo showkey -s kb mode was RAW [ if you are trying this under X, it might not work since the X server is also reading /dev/console ] press any key (program terminates 10s after last keypress)... 0xe0 0x22 0xe0 0xa2 What I want: I'd like a way to scan the incoming button presses, if the above method isn't correct. I'd like to either remap each button press to something that Ubuntu/Unity will ignore, or even better pass the keypress directly to Myth (I suspect this later is only possible with lirc, but I could be wrong). I would really like to do this with the in-kernel drivers, i.e. without explicitly loading lirc; if that's the way the world is going, I'd rather find a way to map the current behaviour to what I want, rather than forcing the 'old' arrangement of loading lirc outside the kernel. Learning something new is also worthwhile! My guess: I'm assuming that this will require using setkeycodes, but have had trouble finding enough information to configure this. Any help greatly appreciated!

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  • Sprite animation in openGL - Some frames are being skipped

    - by Sid
    Earlier, I was facing problems on implementing sprite animation in openGL ES. Now its being sorted up. But the problem that i am facing now is that some of my frames are being skipped when a bullet(a circle) strikes on it. What I need : A sprite animation should stop at the last frame without skipping any frame. What I did : Collision Detection function and working properly. PS : Everything is working fine but i want to implement the animation in OPENGL ONLY. Canvas won't work in my case. ------------------------ EDIT----------------------- My sprite sheet. Consider the animation from Left to right and then from top to bottom Here is an image for a better understanding. My spritesheet ... class FragileSquare{ FloatBuffer fVertexBuffer, mTextureBuffer; ByteBuffer mColorBuff; ByteBuffer mIndexBuff; int[] textures = new int[1]; public boolean beingHitFromBall = false; int numberSprites = 20; int columnInt = 4; //number of columns as int float columnFloat = 4.0f; //number of columns as float float rowFloat = 5.0f; int oldIdx; public FragileSquare() { // TODO Auto-generated constructor stub float vertices [] = {-1.0f,1.0f, //byte index 0 1.0f, 1.0f, //byte index 1 //byte index 2 -1.0f, -1.0f, 1.0f,-1.0f}; //byte index 3 float textureCoord[] = { 0.0f,0.0f, 0.25f,0.0f, 0.0f,0.20f, 0.25f,0.20f }; byte indices[] = {0, 1, 2, 1, 2, 3 }; ByteBuffer byteBuffer = ByteBuffer.allocateDirect(4*2 * 4); // 4 vertices, 2 co-ordinates(x,y) 4 for converting in float byteBuffer.order(ByteOrder.nativeOrder()); fVertexBuffer = byteBuffer.asFloatBuffer(); fVertexBuffer.put(vertices); fVertexBuffer.position(0); ByteBuffer byteBuffer2 = ByteBuffer.allocateDirect(textureCoord.length * 4); byteBuffer2.order(ByteOrder.nativeOrder()); mTextureBuffer = byteBuffer2.asFloatBuffer(); mTextureBuffer.put(textureCoord); mTextureBuffer.position(0); } public void draw(GL10 gl){ gl.glFrontFace(GL11.GL_CW); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(1,GL10.GL_FLOAT, 0, fVertexBuffer); gl.glEnable(GL10.GL_TEXTURE_2D); if(MyRender.flag2==1){ /** Collision has taken place*/ int idx = oldIdx==(numberSprites-1) ? (numberSprites-1) : (int)((System.currentTimeMillis()%(200*numberSprites))/200); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glTranslatef((idx%columnInt)/columnFloat, (idx/columnInt)/rowFloat, 0); gl.glMatrixMode(GL10.GL_MODELVIEW); oldIdx = idx; } gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //4 gl.glTexCoordPointer(2, GL10.GL_FLOAT,0, mTextureBuffer); //5 gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); //7 gl.glFrontFace(GL11.GL_CCW); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_MODELVIEW); } public void loadFragileTexture(GL10 gl, Context context, int resource) { Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resource); gl.glGenTextures(1, textures, 0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); }

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  • Deploying an SSL Application to Windows Azure &ndash; The Dark Secret

    - by ToStringTheory
    When working on an application that had been in production for some time, but was about to have a shopping cart added to it, the necessity for SSL certificates came up.  When ordering the certificates through the vendor, the certificate signing request (CSR) was generated through the providers (http://register.com) web interface, and within a day, we had our certificate. At first, I thought that the certification process would be the hard part…  Little did I know that my fun was just beginning… The Problem I’ll be honest, I had never really secured a site before with SSL.  This was a learning experience for me in the first place, but little did I know that I would be learning more than the simple procedure.  I understood a bit about SSL already, the mechanisms in how it works – the secure handshake, CA’s, chains, etc…  What I didn’t realize was the importance of the CSR in the whole process.  Apparently, when the CSR is created, a public key is created at the same time, as well as a private key that is stored locally on the PC that generated the request.  When the certificate comes back and you import it back into IIS (assuming you used IIS to generate the CSR), all of the information is combined together and the SSL certificate is added into your store. Since at the time the certificate had been ordered for our site, the selection to use the online interface to generate the CSR was chosen, the certificate came back to us in 5 separate files: A root certificate – (*.crt file) An intermediate certifcate – (*.crt file) Another intermediate certificate – (*.crt file) The SSL certificate for our site – (*.crt file) The private key for our certificate – (*.key file) Well, in case you don’t know much about Windows Azure and SSL certificates, the first thing you should learn is that certificates can only be uploaded to Azure if they are in a PFX package – securable by a password.  Also, in the case of our SSL certificate, you need to include the Private Key with the file.  As you can see, we didn’t have a PFX file to upload. If you don’t get the simple PFX from your hosting provider, but rather the multiple files, you will soon find out that the process has turned from something that should be simple – to one that borders on a circle of hell… Probably between the fifth and seventh somewhere… The Solution The solution is to take the files that make up the certificates chain and key, and combine them into a file that can be imported into your local computers store, as well as uploaded to Windows Azure.  I can not take the credit for this information, as I simply researched a while before finding out how to do this. Download the OpenSSL for Windows toolkit (Win32 OpenSSL v1.0.1c) Install the OpenSSL for Windows toolkit Download and move all of your certificate files to an easily accessible location (you'll be pointing to them in the command prompt, so I put them in a subdirectory of the OpenSSL installation) Open a command prompt Navigate to the folder where you installed OpenSSL Run the following command: openssl pkcs12 -export –out {outcert.pfx} –inkey {keyfile.key}      –in {sslcert.crt} –certfile {ca1.crt} –certfile (ca2.crt) From this command, you will get a file, outcert.pfx, with the sum total of your ssl certificate (sslcert.crt), private key {keyfile.key}, and as many CA/chain files as you need {ca1.crt, ca2.crt}. Taking this file, you can then import it into your own IIS in one operation, instead of importing each certificate individually.  You can also upload the PFX to Azure, and once you add the SSL certificate links to the cloud project in Visual Studio, your good to go! Conclusion When I first looked around for a solution to this problem, there were not many places online that had the information that I was looking for.  While what I ended up having to do may seem obvious, it isn’t for everyone, and I hope that this can at least help one developer out there solve the problem without hours of work!

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