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  • Incremental Statistics Maintenance – what statistics will be gathered after DML occurs on the table?

    - by Maria Colgan
    Incremental statistics maintenance was introduced in Oracle Database 11g to improve the performance of gathering statistics on large partitioned table. When incremental statistics maintenance is enabled for a partitioned table, oracle accurately generated global level  statistics by aggregating partition level statistics. As more people begin to adopt this functionality we have gotten more questions around how they expected incremental statistics to behave in a given scenario. For example, last week we got a question around what partitions should have statistics gathered on them after DML has occurred on the table? The person who asked the question assumed that statistics would only be gathered on partitions that had stale statistics (10% of the rows in the partition had changed). However, what they actually saw when they did a DBMS_STATS.GATHER_TABLE_STATS was all of the partitions that had been affected by the DML had statistics re-gathered on them. This is the expected behavior, incremental statistics maintenance is suppose to yield the same statistics as gathering table statistics from scratch, just faster. This means incremental statistics maintenance needs to gather statistics on any partition that will change the global or table level statistics. For instance, the min or max value for a column could change after just one row is inserted or updated in the table. It might easier to demonstrate this using an example. Let’s take the ORDERS2 table, which is partitioned by month on order_date.  We will begin by enabling incremental statistics for the table and gathering statistics on the table. After the statistics gather the last_analyzed date for the table and all of the partitions now show 13-Mar-12. And we now have the following column statistics for the ORDERS2 table. We can also confirm that we really did use incremental statistics by querying the dictionary table sys.HIST_HEAD$, which should have an entry for each column in the ORDERS2 table. So, now that we have established a good baseline, let’s move on to the DML. Information is loaded into the latest partition of the ORDERS2 table once a month. Existing orders maybe also be update to reflect changes in their status. Let’s assume the following transactions take place on the ORDERS2 table this month. After these transactions have occurred we need to re-gather statistic since the partition ORDERS_MAR_2012 now has rows in it and the number of distinct values and the maximum value for the STATUS column have also changed. Now if we look at the last_analyzed date for the table and the partitions, we will see that the global statistics and the statistics on the partitions where rows have changed due to the update (ORDERS_FEB_2012) and the data load (ORDERS_MAR_2012) have been updated. The column statistics also reflect the changes with the number of distinct values in the status column increase to reflect the update. So, incremental statistics maintenance will gather statistics on any partition, whose data has changed and that change will impact the global level statistics.

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  • BoundingBox created from mesh to origin, making it bigger

    - by Gunnar Södergren
    I'm working on a level-based survival game and I want to design my scenes in Maya and export them as a single model (with multiple meshes) into XNA. My problem is that when I try to create Bounding Boxes(for Collision purposes) for each of the meshes, the are calculated from origin to the far-end of the current mesh, so to speak. I'm thinking that it might have something to do with the position each mesh brings from Maya and that it's interpreted wrongly... or something. Here's the code for when I create the boxes: private static BoundingBox CreateBoundingBox(Model model, ModelMesh mesh) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); BoundingBox result = new BoundingBox(); foreach (ModelMeshPart meshPart in mesh.MeshParts) { BoundingBox? meshPartBoundingBox = GetBoundingBox(meshPart, boneTransforms[mesh.ParentBone.Index]); if (meshPartBoundingBox != null) result = BoundingBox.CreateMerged(result, meshPartBoundingBox.Value); } result = new BoundingBox(result.Min, result.Max); return result; } private static BoundingBox? GetBoundingBox(ModelMeshPart meshPart, Matrix transform) { if (meshPart.VertexBuffer == null) return null; Vector3[] positions = VertexElementExtractor.GetVertexElement(meshPart, VertexElementUsage.Position); if (positions == null) return null; Vector3[] transformedPositions = new Vector3[positions.Length]; Vector3.Transform(positions, ref transform, transformedPositions); for (int i = 0; i < transformedPositions.Length; i++) { Console.WriteLine(" " + transformedPositions[i]); } return BoundingBox.CreateFromPoints(transformedPositions); } public static class VertexElementExtractor { public static Vector3[] GetVertexElement(ModelMeshPart meshPart, VertexElementUsage usage) { VertexDeclaration vd = meshPart.VertexBuffer.VertexDeclaration; VertexElement[] elements = vd.GetVertexElements(); Func<VertexElement, bool> elementPredicate = ve => ve.VertexElementUsage == usage && ve.VertexElementFormat == VertexElementFormat.Vector3; if (!elements.Any(elementPredicate)) return null; VertexElement element = elements.First(elementPredicate); Vector3[] vertexData = new Vector3[meshPart.NumVertices]; meshPart.VertexBuffer.GetData((meshPart.VertexOffset * vd.VertexStride) + element.Offset, vertexData, 0, vertexData.Length, vd.VertexStride); return vertexData; } } Here's a link to the picture of the mesh(The model holds six meshes, but I'm only rendering one and it's bounding box to make it clearer: http://www.gsodergren.se/portfolio/wp-content/uploads/2011/10/Screen-shot-2011-10-24-at-1.16.37-AM.png The mesh that I'm refering to is the Cubelike one. The cylinder is a completely different model and not part of any bounding box calculation. I've double- (and tripple-)-checked that this mesh corresponds to this bounding box. Any thoughts on what I'm doing wrong?

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  • Using JDialog with Tabbed Pane to draw different pictures [migrated]

    - by Bryam Ulloa
    I am using NetBeans, and I have a class that extends to JDialog, inside that Dialog box I have created a Tabbed Pane. The Tabbed Pane contains 6 different tabs, with 6 different panels of course. What I want to do is when I click on the different tabs, a diagram is supposed to be drawn with the paint method. My question is how can I draw on the different panels with just one paint method in another class being called from the Dialog class? Here is my code for the Dialog class: package GUI; public class NewJDialog extends javax.swing.JDialog{ /** * Creates new form NewJDialog */ public NewJDialog(java.awt.Frame parent, boolean modal) { super(parent, modal); initComponents(); } /** * This method is called from within the constructor to initialize the form. * WARNING: Do NOT modify this code. The content of this method is always * regenerated by the Form Editor. */ @SuppressWarnings("unchecked") // <editor-fold defaultstate="collapsed" desc="Generated Code"> private void initComponents() { jTabbedPane1 = new javax.swing.JTabbedPane(); jPanel1 = new javax.swing.JPanel(); jPanel2 = new javax.swing.JPanel(); jPanel3 = new javax.swing.JPanel(); jPanel4 = new javax.swing.JPanel(); jPanel5 = new javax.swing.JPanel(); jPanel6 = new javax.swing.JPanel(); jPanel7 = new javax.swing.JPanel(); jLabel1 = new javax.swing.JLabel(); jLabel2 = new javax.swing.JLabel(); setDefaultCloseOperation(javax.swing.WindowConstants.DISPOSE_ON_CLOSE); javax.swing.GroupLayout jPanel1Layout = new javax.swing.GroupLayout(jPanel1); jPanel1.setLayout(jPanel1Layout); jPanel1Layout.setHorizontalGroup( jPanel1Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 466, Short.MAX_VALUE) ); jPanel1Layout.setVerticalGroup( jPanel1Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 242, Short.MAX_VALUE) ); jTabbedPane1.addTab("FCFS", jPanel1); javax.swing.GroupLayout jPanel2Layout = new javax.swing.GroupLayout(jPanel2); jPanel2.setLayout(jPanel2Layout); jPanel2Layout.setHorizontalGroup( jPanel2Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 466, Short.MAX_VALUE) ); jPanel2Layout.setVerticalGroup( jPanel2Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 242, Short.MAX_VALUE) ); jTabbedPane1.addTab("SSTF", jPanel2); javax.swing.GroupLayout jPanel3Layout = new javax.swing.GroupLayout(jPanel3); jPanel3.setLayout(jPanel3Layout); jPanel3Layout.setHorizontalGroup( jPanel3Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 466, Short.MAX_VALUE) ); jPanel3Layout.setVerticalGroup( jPanel3Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 242, Short.MAX_VALUE) ); jTabbedPane1.addTab("LOOK", jPanel3); javax.swing.GroupLayout jPanel4Layout = new javax.swing.GroupLayout(jPanel4); jPanel4.setLayout(jPanel4Layout); jPanel4Layout.setHorizontalGroup( jPanel4Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 466, Short.MAX_VALUE) ); jPanel4Layout.setVerticalGroup( jPanel4Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 242, Short.MAX_VALUE) ); jTabbedPane1.addTab("LOOK C", jPanel4); javax.swing.GroupLayout jPanel5Layout = new javax.swing.GroupLayout(jPanel5); jPanel5.setLayout(jPanel5Layout); jPanel5Layout.setHorizontalGroup( jPanel5Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 466, Short.MAX_VALUE) ); jPanel5Layout.setVerticalGroup( jPanel5Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 242, Short.MAX_VALUE) ); jTabbedPane1.addTab("SCAN", jPanel5); javax.swing.GroupLayout jPanel6Layout = new javax.swing.GroupLayout(jPanel6); jPanel6.setLayout(jPanel6Layout); jPanel6Layout.setHorizontalGroup( jPanel6Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 466, Short.MAX_VALUE) ); jPanel6Layout.setVerticalGroup( jPanel6Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGap(0, 242, Short.MAX_VALUE) ); jTabbedPane1.addTab("SCAN C", jPanel6); getContentPane().add(jTabbedPane1, java.awt.BorderLayout.CENTER); jLabel1.setText("Distancia:"); jLabel2.setText("___________"); javax.swing.GroupLayout jPanel7Layout = new javax.swing.GroupLayout(jPanel7); jPanel7.setLayout(jPanel7Layout); jPanel7Layout.setHorizontalGroup( jPanel7Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(jPanel7Layout.createSequentialGroup() .addGap(21, 21, 21) .addComponent(jLabel1) .addPreferredGap(javax.swing.LayoutStyle.ComponentPlacement.RELATED) .addComponent(jLabel2) .addContainerGap(331, Short.MAX_VALUE)) ); jPanel7Layout.setVerticalGroup( jPanel7Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.LEADING) .addGroup(jPanel7Layout.createSequentialGroup() .addContainerGap() .addGroup(jPanel7Layout.createParallelGroup(javax.swing.GroupLayout.Alignment.BASELINE) .addComponent(jLabel1) .addComponent(jLabel2)) .addContainerGap(15, Short.MAX_VALUE)) ); getContentPane().add(jPanel7, java.awt.BorderLayout.PAGE_START); pack(); }// </editor-fold> /** * @param args the command line arguments */ public static void main(String args[]) { /* Set the Nimbus look and feel */ //<editor-fold defaultstate="collapsed" desc=" Look and feel setting code (optional) "> /* If Nimbus (introduced in Java SE 6) is not available, stay with the default look and feel. * For details see http://download.oracle.com/javase/tutorial/uiswing/lookandfeel/plaf.html */ try { for (javax.swing.UIManager.LookAndFeelInfo info : javax.swing.UIManager.getInstalledLookAndFeels()) { if ("Nimbus".equals(info.getName())) { javax.swing.UIManager.setLookAndFeel(info.getClassName()); break; } } } catch (ClassNotFoundException ex) { java.util.logging.Logger.getLogger(NewJDialog.class.getName()).log(java.util.logging.Level.SEVERE, null, ex); } catch (InstantiationException ex) { java.util.logging.Logger.getLogger(NewJDialog.class.getName()).log(java.util.logging.Level.SEVERE, null, ex); } catch (IllegalAccessException ex) { java.util.logging.Logger.getLogger(NewJDialog.class.getName()).log(java.util.logging.Level.SEVERE, null, ex); } catch (javax.swing.UnsupportedLookAndFeelException ex) { java.util.logging.Logger.getLogger(NewJDialog.class.getName()).log(java.util.logging.Level.SEVERE, null, ex); } //</editor-fold> /* Create and display the dialog */ java.awt.EventQueue.invokeLater(new Runnable() { public void run() { NewJDialog dialog = new NewJDialog(new javax.swing.JFrame(), true); dialog.addWindowListener(new java.awt.event.WindowAdapter() { @Override public void windowClosing(java.awt.event.WindowEvent e) { System.exit(0); } }); dialog.setVisible(true); } }); } // Variables declaration - do not modify private javax.swing.JLabel jLabel1; private javax.swing.JLabel jLabel2; private javax.swing.JPanel jPanel1; private javax.swing.JPanel jPanel2; private javax.swing.JPanel jPanel3; private javax.swing.JPanel jPanel4; private javax.swing.JPanel jPanel5; private javax.swing.JPanel jPanel6; private javax.swing.JPanel jPanel7; private javax.swing.JTabbedPane jTabbedPane1; // End of variables declaration } This is another class that I have created for the paint method: package GUI; import java.awt.Graphics; import javax.swing.JPanel; /** * * @author TOSHIBA */ public class Lienzo { private int width = 5; private int height = 5; private int y = 5; private int x = 0; private int x1 = 0; public Graphics Draw(Graphics g, int[] pistas) { //Im not sure if this is the correct way to do it //The diagram gets drawn according to values from an array //The array is not always the same thats why I used the different Panels for (int i = 0; i < pistas.length; i++) { x = pistas[i]; x1 = pistas[i + 1]; g.drawOval(x, y, width, height); g.drawString(Integer.toString(x), x, y); g.drawLine(x, y, x1, y); } return g; } } I hope you guys understand what I am trying to do with my program.

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  • ASP.NET MVC 2 throws exception for ‘favicon.ico’

    - by nmarun
    I must be on fire or something – third blog in 2 days… awesome! Before I begin, in case you’re wondering, favicon.ico is the small image that appears to the left of your web address, once the page loads. In order to learn more about MVC or any thing for that matter, it’s better to look at the source itself. Since MVC is open source (at least some part of it is), I started looking at the source code that’s available for download. While doing so, I hit Steve Sanderson’s blog site where he explains in great detail the way to debug your app using ASP.NET MVC source code. For those who are not aware, Steve Sanderson’s book - Pro ASP.NET MVC Framework, is one of the best books to learn about MVC. Alrighty, I followed the article and I hit F5 to debug the default / unchanged MVC project. I put a breakpoint in the DefaultControllerFactory.cs, CreateController() method. To know a little more about this class and the method, read this. Sure enough, the control stopped at the breakpoint and I hit F5 again and the page rendered just fine. But then what’s this? The breakpoint was hit again, as if something else was being requested. I now hovered my mouse over the ‘controllerName’ parameter and it says – favicon.ico. This by itself was more than enough for me to raise my eye-brows, but what happened next just took the ground below my feet. Oh, oh, I’m sorry I’m just typing, no code, no image, so here are a couple of screen captures. The first one shows the request for the Home controller; I get ‘Home’ when I hover over the parameter: And here’s the one that shows the same for call for ‘favicon.ico’. So, I step through the code and when the control reaches line 91 – GetControllerInstance() method, I step in. This is when I had the ‘ground-losing’ experience. Wow, an exception is being thrown for this file and that too in RTM. For some reason MVC thinks, this as a controller and tries to run it through the MvcHandler and it hits this snag. So it seems like this will happen for any MVC 2 site and this did not happen for me in the previous version of MVC. Before I get to how to resolve it, here’s another way of reproducing this exception. Revert back all your changes that you did as mentioned in Steve’s blog above. Now, add a class to your MVC project and call it say, MyControllerFactory and let this inherit from DefaultControllerFactory class. (Read this for details on the DefaultControllerFactory class is and how it is used in a different context). Add an override for the CreateController() method and for the sake of this blog, just copy the same content from the DefaultControllerFactory class. The last step is to tell your MVC app to use the MyControllerFactory class instead of the default one. To do this, go to your Global.asax.cs file and add line 6 of the snippet below: 1: protected void Application_Start() 2: { 3: AreaRegistration.RegisterAllAreas(); 4:   5: RegisterRoutes(RouteTable.Routes); 6: ControllerBuilder.Current.SetControllerFactory(new MyControllerFactory()); 7: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Now, you’re ready to reproduce the issue. Just F5 the project and when you hit the overridden CreateController() method for the second time, this is what it looks like for me: And continuing further gives me the same exception. I believe this is something that MS should fix, as not having ‘favicon.ico’ file will be common for most of the applications. So I think the when you create an MVC project, line 6 should be added by default by Visual Studio itself: 1: public class MvcApplication : System.Web.HttpApplication 2: { 3: public static void RegisterRoutes(RouteCollection routes) 4: { 5: routes.IgnoreRoute("{resource}.axd/{*pathInfo}"); 6: routes.IgnoreRoute("favicon.ico"); 7:   8: routes.MapRoute( 9: "Default", // Route name 10: "{controller}/{action}/{id}", // URL with parameters 11: new { controller = "Home", action = "Index", id = UrlParameter.Optional } // Parameter defaults 12: ); 13: } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } There it is, that’s the solution to avoid the exception altogether. I tried this both IE8 and Firefox browsers and was able to successfully reproduce the error. Hope someone will look at this issue and find a fix. Just before I finish up, I found another ‘bug’, if you want to call it, with Visual Studio 2008. Remember how you could change what browser you want your application to run in by just right clicking on the .aspx file and choosing ‘Browse with…’? Seems like that’s missing when you’re working with an MVC project. In order to test the above bug in the other browser, I had to load a classic ASP.NET project, change the settings and then run my MVC project. Felt kinda ‘icky’, for lack of a better word.

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  • VLC will sometimes have issues displaying video in fullscreen. What could cause this? How would I troubleshoot the issue?

    - by George Marian
    Recently VLC has been having issues displaying video in fullscreen mode. AFAIK, nothing has changed with the video card drivers and it's certainly the same version of VLC. (/me shakes a fist at the repository maintainers) This has worked without issue in the past. In fact, I've had as many as 6 instances of VLC running, each playing a video. One was always fullscreen on my second monitor, while the others were tiled on my primary monitor. I was able to toggle any of the other 5 into fullscreen mode and the video displayed without issue. Lately, I've been having trouble running 2 instances in fullscreen mode. (Sometimes, even a single instance will not display the video in fullscreen.) VLC will continue to play the video, but in fullscreen mode I see nothing but a black screen. Sometimes, the video will display if I maximize the VLC window. Other times, I have to settle for a smaller sized window. I don't know if this is pertinent, but sometimes changing the min/max state of a Firefox window (Minefield, specifically) seemed to allow the troublesome instance to display the video in fullscreen mode. However, that did not prove to be a consistent workaround. Sometimes, it seemed that closing a Firefox window did the trick, though that isn't consistently successful either. (I futzed with Firefox, because with the crazy number of windows and tabs that I normally have open, it regularly hogs about 1 GB of RAM.) Another bit of funkiness that comes to mind is the fact that my secondary monitor is considered the primary on boot-up. I use xrandr to designate the real 1st monitor as primary after boot-up, as suggested by someone in a question I asked on the Unix & Linux SE site. Specs: Ubuntu 10.10 w/ Gnome and Compiz 8GB RAM AMD Phenom II 965 Black Edition Asus M4A79 Deluxe mobo XFX ATI Radeon HD 5750 w/ 1GB RAM VLC is configured to use the hardware overlay for video (as per the default setting) Does anyone have an idea what may cause this issue or how I may go about troubleshooting it? Update: Right now I have 2 instances of VLC playing, each in fullscreen mode on a separate monitor. This is what I see:

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  • How to replace the SharePoint date calendar control with more user friendly jQuery calendar control

    - by ybbest
    When you use the SharePoint date and time type for date of birth field, you will notice that the calendar control is extremely non-user-friendly. You can only navigate month by month as shown below. To resolve the issue, you can customize the list form page using SharePoint designer and replace the OOB calendar control with popular jQuery control. The solution works for both SharePoint 2010,2013 and office365. Here are the steps for how to achieve this. 1. Open SharePoint designer and create a New List Form called customNew and set as default form for the selected type. 2. Open style library in file explorer and copy jQuery and jQuery UI files into the style library in SharePoint site. You can download the jQuery and jQuery UI from the web and the content of the contactPersonCustomNewForm.js is as below. I use the dd/mm/yy format as my locale in Regional Settings is English(New Zealand). You need to change this if you live in another country with different date format $(document).ready(function() { $("img#ctl00_m_g_540b9a50_52dc_4400_a58d_1db99555fddf_ff41_ctl00_ctl00_DateTimeField_DateTimeFieldDateDatePickerImage").parent().hide(); $("img#ctl00_m_g_540b9a50_52dc_4400_a58d_1db99555fddf_ff41_ctl00_ctl00_DateTimeField_DateTimeFieldDateDatePickerImage").hide(); $("input#ctl00_m_g_540b9a50_52dc_4400_a58d_1db99555fddf_ff41_ctl00_ctl00_DateTimeField_DateTimeFieldDate").datepicker({ changeMonth:true, changeYear:true, showOn: "button", buttonImage: "/_layouts/images/calendar.gif", buttonImageOnly: true, defaultDate:"01/01/1970", yearRange: "c-20:c+20", dateFormat: "dd/mm/yy" }); }); In order to get the image and textbox selector above , you can open IE developer toolbar(click F12) and find the control ID as below: 3. Open SharePoint designer and edit the newly created New List Form customNew.aspx in advance mode. Then copy and paste the following links in the PlaceHolderAdditionalPageHead. <SharePoint:CssRegistration name="<%$SPUrl:~SiteCollection/Style Library/themes/ui-lightness/jquery-ui.css%>" runat="server"/> <SharePoint:ScriptLink language="javascript" name="~sitecollection/Style Library/jquery-1.10.2.js" Defer="false" runat="server"/> <SharePoint:ScriptLink language="javascript" name="~sitecollection/Style Library/jquery-ui-1.10.4.custom.min.js" Defer="false" runat="server"/> <SharePoint:ScriptLink language="javascript" name="~sitecollection/Style Library/contactPersonCustomNewForm.js" Defer="false" runat="server"/>   4. Now go to the list and click add, you will see the new calendar control as shown below

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  • Character Stats and Power

    - by Stephen Furlani
    I'm making an RPG game system and I'm having a hard time deciding on doing detailed or abstract character statistics. These statistics define the character's natural - not learned - abilities. For example: Mass Effect: 0 (None that I can see) X20 (Xtreme Dungeon Mastery): 1 "STAT" Diablo: 4 "Strength, Magic, Dexterity, Vitality" Pendragon: 5 "SIZ, STR, DEX, CON, APP" Dungeons & Dragons (3.x, 4e): 6 "Str, Dex, Con, Wis, Int, Cha" Fallout 3: 7 "S.P.E.C.I.A.L." RIFTS: 8 "IQ, ME, MA, PS, PP, PE, PB, Spd" Warhammer Fantasy Roleplay (1st ed?): 12-ish "WS, BS, S, T, Ag, Int, WP, Fel, A, Mag, IP, FP" HERO (5th ed): 14 "Str, Dex, Con, Body, Int, Ego, Pre, Com, PD, ED, Spd, Rec, END, STUN" The more stats, the more complex and detailed your character becomes. This comes with a trade-off however, because you usually only have limited resources to describe your character. D&D made this infamous with the whole min/max-ing thing where strong characters were typically not also smart. But also, a character with a high Str typically also has high Con, Defenses, Hit Points/Health. Without high numbers in all those other stats, they might as well not be strong since they wouldn't hold up well in hand-to-hand combat. So things like that force trade-offs within the category of strength. So my original (now rejected) idea was to force players into deciding between offensive and defensive stats: Might / Body Dexterity / Speed Wit / Wisdom Heart Soul But this left some stat's without "opposites" (or opposites that were easily defined). I'm leaning more towards the following: Body (Physical Prowess) Mind (Mental Prowess) Heart (Social Prowess) Soul (Spiritual Prowess) This will define a character with just 4 numbers. Everything else gets based off of these numbers, which means they're pretty important. There won't, however, be ways of describing characters who are fast, but not strong or smart, but absent minded. Instead of defining the character with these numbers, they'll be detailing their character by buying skills and powers like these: Quickness Add a +2 Bonus to Body Rolls when Dodging. for a character that wants to be faster, or the following for a big, tough character Body Building Add a +2 Bonus to Body Rolls when Lifting, Pushing, or Throwing objects. [EDIT - removed subjectiveness] So my actual questions is what are some pitfalls with a small stat list and a large amount of descriptive powers? Is this more difficult to port cross-platform (pen&paper, PC) for example? Are there examples of this being done well/poorly? Thanks,

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  • Unable to enable wireless on a Vostro 2520

    - by Joe
    I have a Vostro 2520 and not sure how to enable wireless on my machine. The details are given below, would appreciate any pointers to resolving this issue. lsmod returns Module Size Used by ath9k 132390 0 ath9k_common 14053 1 ath9k ath9k_hw 411151 2 ath9k,ath9k_common ath 24067 3 ath9k,ath9k_common,ath9k_hw b43 365785 0 mac80211 506816 2 ath9k,b43 cfg80211 205544 4 ath9k,ath,b43,mac80211 bcma 26696 1 b43 ssb 52752 1 b43 ndiswrapper 282628 0 ums_realtek 18248 0 usb_storage 49198 1 ums_realtek uas 18180 0 snd_hda_codec_hdmi 32474 1 snd_hda_codec_cirrus 24002 1 joydev 17693 0 parport_pc 32866 0 ppdev 17113 0 rfcomm 47604 0 bnep 18281 2 bluetooth 180104 10 rfcomm,bnep psmouse 97362 0 dell_wmi 12681 0 sparse_keymap 13890 1 dell_wmi snd_hda_intel 33773 3 snd_hda_codec 127706 3 snd_hda_codec_hdmi,snd_hda_codec_cirrus,snd_hda_intel snd_hwdep 13668 1 snd_hda_codec snd_pcm 97188 3 snd_hda_codec_hdmi,snd_hda_intel,snd_hda_codec snd_seq_midi 13324 0 snd_rawmidi 30748 1 snd_seq_midi snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61896 2 snd_seq_midi,snd_seq_midi_event snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq wmi 19256 1 dell_wmi snd 78855 16 snd_hda_codec_hdmi,snd_hda_codec_cirrus,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device mac_hid 13253 0 i915 473240 3 drm_kms_helper 46978 1 i915 uvcvideo 72627 0 drm 242038 4 i915,drm_kms_helper videodev 98259 1 uvcvideo soundcore 15091 1 snd dell_laptop 18119 0 dcdbas 14490 1 dell_laptop i2c_algo_bit 13423 1 i915 v4l2_compat_ioctl32 17128 1 videodev snd_page_alloc 18529 2 snd_hda_intel,snd_pcm video 19596 1 i915 serio_raw 13211 0 mei 41616 0 lp 17799 0 parport 46562 3 parport_pc,ppdev,lp r8169 62099 0 sudo lshw -class network *-network UNCLAIMED description: Network controller product: Broadcom Corporation vendor: Broadcom Corporation physical id: 0 bus info: pci@0000:07:00.0 version: 01 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list configuration: latency=0 resources: memory:f7c00000-f7c07fff *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:09:00.0 logical name: eth0 version: 07 serial: 78:45:c4:a3:aa:65 size: 100Mbit/s capacity: 1Gbit/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=full firmware=rtl8168e-3_0.0.4 03/27/12 ip=192.168.1.5 latency=0 link=yes multicast=yes port=MII speed=100Mbit/s resources: irq:41 ioport:e000(size=256) memory:f0004000-f0004fff memory:f0000000-f0003fff rfkill list all 0: dell-wifi: Wireless LAN Soft blocked: yes Hard blocked: yes 1: dell-bluetooth: Bluetooth Soft blocked: yes Hard blocked: yes Output of lspci > 00:00.0 Host bridge: Intel Corporation Ivy Bridge DRAM Controller (rev > 09) 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge > Graphics Controller (rev 09) 00:16.0 Communication controller: Intel > Corporation Panther Point MEI Controller #1 (rev 04) 00:1a.0 USB > controller: Intel Corporation Panther Point USB Enhanced Host > Controller #2 (rev 04) 00:1b.0 Audio device: Intel Corporation Panther > Point High Definition Audio Controller (rev 04) 00:1c.0 PCI bridge: > Intel Corporation Panther Point PCI Express Root Port 1 (rev c4) > 00:1c.3 PCI bridge: Intel Corporation Panther Point PCI Express Root > Port 4 (rev c4) 00:1c.5 PCI bridge: Intel Corporation Panther Point > PCI Express Root Port 6 (rev c4) 00:1d.0 USB controller: Intel > Corporation Panther Point USB Enhanced Host Controller #1 (rev 04) > 00:1f.0 ISA bridge: Intel Corporation Panther Point LPC Controller > (rev 04) 00:1f.2 SATA controller: Intel Corporation Panther Point 6 > port SATA Controller [AHCI mode] (rev 04) 00:1f.3 SMBus: Intel > Corporation Panther Point SMBus Controller (rev 04) 07:00.0 Network > controller: Broadcom Corporation Device 4365 (rev 01) 09:00.0 Ethernet > controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express > Gigabit Ethernet controller (rev 07) Output of lspci -v 0:00.0 Host bridge: Intel Corporation Ivy Bridge DRAM Controller (rev 09) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0 Capabilities: <access denied> Kernel driver in use: agpgart-intel 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge Graphics Controller (rev 09) (prog-if 00 [VGA controller]) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0, IRQ 43 Memory at f7800000 (64-bit, non-prefetchable) [size=4M] Memory at e0000000 (64-bit, prefetchable) [size=256M] I/O ports at f000 [size=64] Expansion ROM at <unassigned> [disabled] Capabilities: <access denied> Kernel driver in use: i915 Kernel modules: i915 00:16.0 Communication controller: Intel Corporation Panther Point MEI Controller #1 (rev 04) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0, IRQ 42 Memory at f7d0a000 (64-bit, non-prefetchable) [size=16] Capabilities: <access denied> Kernel driver in use: mei Kernel modules: mei 00:1a.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #2 (rev 04) (prog-if 20 [EHCI]) Subsystem: Dell Device 0558 Flags: bus master, medium devsel, latency 0, IRQ 16 Memory at f7d08000 (32-bit, non-prefetchable) [size=1K] Capabilities: <access denied> Kernel driver in use: ehci_hcd 00:1b.0 Audio device: Intel Corporation Panther Point High Definition Audio Controller (rev 04) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0, IRQ 44 Memory at f7d00000 (64-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel 00:1c.0 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 1 (rev c4) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=04, subordinate=04, sec-latency=0 Capabilities: <access denied> Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.3 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 4 (rev c4) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=07, subordinate=07, sec-latency=0 Memory behind bridge: f7c00000-f7cfffff Capabilities: <access denied> Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.5 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 6 (rev c4) (prog-if 00 [Normal decode]) Flags: bus master, fast devsel, latency 0 Bus: primary=00, secondary=09, subordinate=09, sec-latency=0 I/O behind bridge: 0000e000-0000efff Prefetchable memory behind bridge: 00000000f0000000-00000000f00fffff Capabilities: <access denied> Kernel driver in use: pcieport Kernel modules: shpchp 00:1d.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #1 (rev 04) (prog-if 20 [EHCI]) Subsystem: Dell Device 0558 Flags: bus master, medium devsel, latency 0, IRQ 23 Memory at f7d07000 (32-bit, non-prefetchable) [size=1K] Capabilities: <access denied> Kernel driver in use: ehci_hcd 00:1f.0 ISA bridge: Intel Corporation Panther Point LPC Controller (rev 04) Subsystem: Dell Device 0558 Flags: bus master, medium devsel, latency 0 Capabilities: <access denied> Kernel modules: iTCO_wdt 00:1f.2 SATA controller: Intel Corporation Panther Point 6 port SATA Controller [AHCI mode] (rev 04) (prog-if 01 [AHCI 1.0]) Subsystem: Dell Device 0558 Flags: bus master, 66MHz, medium devsel, latency 0, IRQ 40 I/O ports at f0b0 [size=8] I/O ports at f0a0 [size=4] I/O ports at f090 [size=8] I/O ports at f080 [size=4] I/O ports at f060 [size=32] Memory at f7d06000 (32-bit, non-prefetchable) [size=2K] Capabilities: <access denied> Kernel driver in use: ahci 00:1f.3 SMBus: Intel Corporation Panther Point SMBus Controller (rev 04) Subsystem: Dell Device 0558 Flags: medium devsel, IRQ 11 Memory at f7d05000 (64-bit, non-prefetchable) [size=256] I/O ports at f040 [size=32] Kernel modules: i2c-i801 07:00.0 Network controller: Broadcom Corporation Device 4365 (rev 01) Subsystem: Dell Device 0016 Flags: bus master, fast devsel, latency 0, IRQ 10 Memory at f7c00000 (64-bit, non-prefetchable) [size=32K] Capabilities: <access denied> 09:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller (rev 07) Subsystem: Dell Device 0558 Flags: bus master, fast devsel, latency 0, IRQ 41 I/O ports at e000 [size=256] Memory at f0004000 (64-bit, prefetchable) [size=4K] Memory at f0000000 (64-bit, prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: r8169 Kernel modules: r8169

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  • Measure load of ubuntu server

    - by user84471
    I have Ubuntu server and apache2 installed on it. I want to benchmark it using ab tool from another machine. I want to know how measure load of this program. In top is showing this: top - 06:02:19 up 3 min, 2 users, load average: 0.28, 0.26, 0.12 Tasks: 94 total, 2 running, 92 sleeping, 0 stopped, 0 zombie Cpu(s): 67.2%us, 5.5%sy, 0.0%ni, 26.3%id, 0.5%wa, 0.0%hi, 0.5%si, 0.0%st Mem: 499320k total, 342028k used, 157292k free, 42504k buffers Swap: 514044k total, 0k used, 514044k free, 71388k cached PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND 1521 www-data 20 0 49180 22m 4144 S 23 4.6 0:00.68 apache2 1520 www-data 20 0 49180 22m 4152 S 22 4.6 0:00.66 apache2 1124 www-data 20 0 49180 22m 4152 S 22 4.6 0:00.70 apache2 1519 www-data 20 0 49180 22m 4152 S 20 4.6 0:00.70 apache2 1525 www-data 20 0 49180 22m 4144 S 16 4.6 0:00.47 apache2 1123 www-data 20 0 49168 22m 4152 S 9 4.6 0:00.78 apache2 1125 www-data 20 0 49168 22m 4152 S 9 4.6 0:00.77 apache2 1126 www-data 20 0 49168 22m 4152 S 9 4.6 0:00.73 apache2 1127 www-data 20 0 49168 22m 4152 S 9 4.6 0:00.74 apache2 1523 www-data 20 0 42896 14m 3388 R 5 3.1 0:00.14 apache2 1038 whoopsie 20 0 24476 3720 2856 S 0 0.7 0:00.01 whoopsie 1089 root 20 0 34060 6988 3640 S 0 1.4 0:00.05 apache2 1338 ubuntu 20 0 2832 1192 944 S 0 0.2 0:00.30 top 1417 ubuntu 20 0 9652 1456 824 S 0 0.3 0:00.02 sshd 1 root 20 0 3540 1876 1248 S 0 0.4 0:00.83 init 2 root 20 0 0 0 0 S 0 0.0 0:00.00 kthreadd 3 root 20 0 0 0 0 S 0 0.0 0:00.03 ksoftirqd/0 4 root 20 0 0 0 0 S 0 0.0 0:00.00 kworker/0:0 5 root 20 0 0 0 0 S 0 0.0 0:00.48 kworker/u:0 6 root RT 0 0 0 0 S 0 0.0 0:00.00 migration/0 7 root RT 0 0 0 0 S 0 0.0 0:00.00 watchdog/0 8 root RT 0 0 0 0 S 0 0.0 0:00.00 migration/1 9 root 20 0 0 0 0 S 0 0.0 0:00.00 kworker/1:0 10 root 20 0 0 0 0 S 0 0.0 0:00.01 ksoftirqd/1 11 root 20 0 0 0 0 S 0 0.0 0:00.17 kworker/0:1 12 root RT 0 0 0 0 S 0 0.0 0:00.00 watchdog/1 13 root 0 -20 0 0 0 S 0 0.0 0:00.00 cpuset 14 root 0 -20 0 0 0 S 0 0.0 0:00.00 khelper 15 root 20 0 0 0 0 S 0 0.0 0:00.00 kdevtmpfs 16 root 0 -20 0 0 0 S 0 0.0 0:00.00 netns 17 root 20 0 0 0 0 S 0 0.0 0:00.32 kworker/u:1 18 root 20 0 0 0 0 S 0 0.0 0:00.00 sync_supers 19 root 20 0 0 0 0 S 0 0.0 0:00.00 bdi-default 20 root 0 -20 0 0 0 S 0 0.0 0:00.00 kintegrityd 21 root 0 -20 0 0 0 S 0 0.0 0:00.00 kblockd 22 root 0 -20 0 0 0 S 0 0.0 0:00.00 ata_sff 23 root 20 0 0 0 0 S 0 0.0 0:00.00 khubd So its difficult to do it without any script or program. How can I do this?

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  • Equal Gifts Algorithm Problem

    - by 7Aces
    Problem Link - http://opc.iarcs.org.in/index.php/problems/EQGIFTS It is Lavanya's birthday and several families have been invited for the birthday party. As is customary, all of them have brought gifts for Lavanya as well as her brother Nikhil. Since their friends are all of the erudite kind, everyone has brought a pair of books. Unfortunately, the gift givers did not clearly indicate which book in the pair is for Lavanya and which one is for Nikhil. Now it is up to their father to divide up these books between them. He has decided that from each of these pairs, one book will go to Lavanya and one to Nikhil. Moreover, since Nikhil is quite a keen observer of the value of gifts, the books have to be divided in such a manner that the total value of the books for Lavanya is as close as possible to total value of the books for Nikhil. Since Lavanya and Nikhil are kids, no book that has been gifted will have a value higher than 300 Rupees... For the problem, I couldn't think of anything except recursion. The code I wrote is given below. But the problem is that the code is time-inefficient and gives TLE (Time Limit Exceeded) for 9 out of 10 test cases! What would be a better approach to the problem? Code - #include<cstdio> #include<climits> #include<algorithm> using namespace std; int n,g[150][2]; int diff(int a,int b,int f) { ++f; if(f==n) { if(a>b) { return a-b; } else { return b-a; } } return min(diff(a+g[f][0],b+g[f][1],f),diff(a+g[f][1],b+g[f][0],f)); } int main() { int i; scanf("%d",&n); for(i=0;i<n;++i) { scanf("%d%d",&g[i][0],&g[i][1]); } printf("%d",diff(g[0][0],g[0][1],0)); } Note - It is just a practice question, & is not part of a competition.

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  • Where are my sub templates?

    - by Tim Dexter
    This one is for standalone/BIEE uses of Publisher. All the ERP/CRM/HCM folks are already catered for and can tuck into a nut cutlet and arugala salad. Sorry, I have just watched Food Inc and even if only half of it is true; Im still on a crusade in my house against mass produced food. Wake up World! If you have ventured into the world of sub templating, you'll be reaping some development benefit. In terms of shared report components and calculations they are very useful. Just exporting all of your report headers and footers to a single sub template can potentially save you hours and hours of work and make you look like a star. If someone in management gets it into their head that they would like Comic San Serif font rather than Arial in their report headers, its a 10 min job rather than 100 hours! What about the rest of the report content? I hear you cry. Its coming in 11g, full master template support. Your management wants bright blue borders with yellow backgrounds for all the tables in your reports, 5 minute job! Getting back to sub templates and my comment about all the ERP/CRM/HCM folks be catered for. In the standalone release there is no out of the box directory for you to drop your sub templates. Dropping them into the main report directory would make sense but they are not accessible there via a URL. An oversight on our part and something that will be addressed in 11g. Sub templates are now a first class citizen in the world of BIP, you can upload them and BIP will know what to do with them. But what do you do right now? The easiest place to put them where BIP can 'see' them is to create a directory under the xmlpserver install directory in the J2EE container e.g. $J2EE_HOME/xmlpserver/xmlpserver/subtemplates You can call it whatever you want but when the server is started up, that directory is accessible via a URL i.e. http://tdexter:9704/xmlpserver/subtemplates/mysub.rtf. You can therefore put it into the top of your main templates and call the sub template. <?import: http://tdexter:9704/xmlpserver/subtemplates/mysub.rtf?> Of course, you can drop them anywhere you want, they just need to be in a web server mountable directory. Enjoy the arugala!

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  • BizTalk 2009 - Creating a Custom Functoid Library

    - by StuartBrierley
    If you find that you have a need to created multiple Custom Functoids you may also choose to create a Custom Functoid Library - a single project containing many custom functoids.  As previsouly discussed, the Custom Functoid Wizard can be used to create a project with a new custom functoid inside.  But what if you want to extend this project to include more custom functoids and create your Custom Functoid Library?  First create a Custom Functoid Library project and your first Custom Functoid using the Custom Functoid Wizard. When you open your Custom Functoid Library project in Visual Studio you will see that it contains your custom functoid class file along with its resource file.  One of the items this resource file contains is the ID of the the custom functoid.  Each custom functoid needs a unique ID that is over 6000.  When creating a Custom Functoid Library I would first suggest that you delete the ID from this resource file and instead create a _FunctoidIDs class containing constants for each of your custom functoids.  In this way you can easily see which custom functoid IDs are assigned to which custom functoid and which ID is next in the sequence of availability: namespace MyCompany.BizTalk.Functoids.TestFunctoids {     class _FunctoidIDs     {         public const int TestFunctoid                       = 6001;     } } You will then need to update the base() function in your existing functoid class to reference these constant values rather than the current resource file. From:    int functoidID;    // This has to be a number greater than 6000    functoidID = System.Convert.ToInt32(resmgr.GetString("FunctoidId"));    this.ID = functoidID; To: this.ID = _FunctoidIDs.TestFunctoid; To create a new custom functoid you can copy the existing custom functoid, renaming the resultant class file as appropriate.  Once it is renamed you will need to change the Class name, ResourceName reference and Base function name in the class code to those of your new custom functoid.  You will also need to create a new constant value in the _FunctoidIDs class and update the ID reference in your code to match this.  Assuming that you need some different functionalty from your new  customfunctoid you will need to check or amend the following in your functoid class file: Min and Max connections Functoid Category Input and Output connection types The parameters and functionality of the Execute function To change the appearance of you new custom functoid you will need to check or amend the following in the functoid resource file: Name Description Tooltip Exception Icon You can change the String values by double clicking the resource file and amending the value fields in the string table. To amend the functoid icon you will need to create a 16x16 bitmap image.  Once you have saved this you are then ready to import it into the functoid resource file.  In Visual Studio change the resource view to images, right click the icon and choose import from file. You have now completed your new custom functoid and created a Custom Functoid Library.  You can test your new library of functoids by building the project, copying the resultant DLL to C:\Program Files\Microsoft BizTalk Server 2009\Developer Tools\Mapper Extensions and then resetting the toolbox in Visual Studio.

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  • How to load stacking chunks on the fly?

    - by Brettetete
    I'm currently working on an infinite world, mostly inspired by minecraft. A Chunk consists of 16x16x16 blocks. A block(cube) is 1x1x1. This runs very smoothly with a ViewRange of 12 Chunks (12x16) on my computer. Fine. When I change the Chunk height to 256 this becomes - obviously - incredible laggy. So what I basically want to do is stacking chunks. That means my world could be [8,16,8] Chunks large. The question is now how to generate chunks on the fly? At the moment I generate not existing chunks circular around my position (near to far). Since I don't stack chunks yet, this is not very complex. As important side note here: I also want to have biomes, with different min/max height. So in Biome Flatlands the highest layer with blocks would be 8 (8x16) - in Biome Mountains the highest layer with blocks would be 14 (14x16). Just as example. What I could do would be loading 1 Chunk above and below me for example. But here the problem would be, that transitions between different bioms could be larger than one chunk on y. My current chunk loading in action For the completeness here my current chunk loading "algorithm" private IEnumerator UpdateChunks(){ for (int i = 1; i < VIEW_RANGE; i += ChunkWidth) { float vr = i; for (float x = transform.position.x - vr; x < transform.position.x + vr; x += ChunkWidth) { for (float z = transform.position.z - vr; z < transform.position.z + vr; z += ChunkWidth) { _pos.Set(x, 0, z); // no y, yet _pos.x = Mathf.Floor(_pos.x/ChunkWidth)*ChunkWidth; _pos.z = Mathf.Floor(_pos.z/ChunkWidth)*ChunkWidth; Chunk chunk = Chunk.FindChunk(_pos); // If Chunk is already created, continue if (chunk != null) continue; // Create a new Chunk.. chunk = (Chunk) Instantiate(ChunkFab, _pos, Quaternion.identity); } } // Skip to next frame yield return 0; } }

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  • Pixel Shader Giving Black output

    - by Yashwinder
    I am coding in C# using Windows Forms and the SlimDX API to show the effect of a pixel shader. When I am setting the pixel shader, I am getting a black output screen but if I am not using the pixel shader then I am getting my image rendered on the screen. I have the following C# code using System; using System.Collections.Generic; using System.Linq; using System.Windows.Forms; using System.Runtime.InteropServices; using SlimDX.Direct3D9; using SlimDX; using SlimDX.Windows; using System.Drawing; using System.Threading; namespace WindowsFormsApplication1 { // Vertex structure. [StructLayout(LayoutKind.Sequential)] struct Vertex { public Vector3 Position; public float Tu; public float Tv; public static int SizeBytes { get { return Marshal.SizeOf(typeof(Vertex)); } } public static VertexFormat Format { get { return VertexFormat.Position | VertexFormat.Texture1; } } } static class Program { public static Device D3DDevice; // Direct3D device. public static VertexBuffer Vertices; // Vertex buffer object used to hold vertices. public static Texture Image; // Texture object to hold the image loaded from a file. public static int time; // Used for rotation caculations. public static float angle; // Angle of rottaion. public static Form1 Window =new Form1(); public static string filepath; static VertexShader vertexShader = null; static ConstantTable constantTable = null; static ImageInformation info; [STAThread] static void Main() { filepath = "C:\\Users\\Public\\Pictures\\Sample Pictures\\Garden.jpg"; info = new ImageInformation(); info = ImageInformation.FromFile(filepath); PresentParameters presentParams = new PresentParameters(); // Below are the required bare mininum, needed to initialize the D3D device. presentParams.BackBufferHeight = info.Height; // BackBufferHeight, set to the Window's height. presentParams.BackBufferWidth = info.Width+200; // BackBufferWidth, set to the Window's width. presentParams.Windowed =true; presentParams.DeviceWindowHandle = Window.panel2 .Handle; // DeviceWindowHandle, set to the Window's handle. // Create the device. D3DDevice = new Device(new Direct3D (), 0, DeviceType.Hardware, Window.Handle, CreateFlags.HardwareVertexProcessing, presentParams); // Create the vertex buffer and fill with the triangle vertices. (Non-indexed) // Remember 3 vetices for a triangle, 2 tris per quad = 6. Vertices = new VertexBuffer(D3DDevice, 6 * Vertex.SizeBytes, Usage.WriteOnly, VertexFormat.None, Pool.Managed); DataStream stream = Vertices.Lock(0, 0, LockFlags.None); stream.WriteRange(BuildVertexData()); Vertices.Unlock(); // Create the texture. Image = Texture.FromFile(D3DDevice,filepath ); // Turn off culling, so we see the front and back of the triangle D3DDevice.SetRenderState(RenderState.CullMode, Cull.None); // Turn off lighting D3DDevice.SetRenderState(RenderState.Lighting, false); ShaderBytecode sbcv = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\vertexShader.vs", "vs_main", "vs_1_1", ShaderFlags.None); constantTable = sbcv.ConstantTable; vertexShader = new VertexShader(D3DDevice, sbcv); ShaderBytecode sbc = ShaderBytecode.CompileFromFile("C:\\Users\\yashwinder singh\\Desktop\\pixelShader.txt", "ps_main", "ps_3_0", ShaderFlags.None); PixelShader ps = new PixelShader(D3DDevice, sbc); VertexDeclaration vertexDecl = new VertexDeclaration(D3DDevice, new[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.PositionTransformed, 0), new VertexElement(0, 12, DeclarationType.Float2 , DeclarationMethod.Default, DeclarationUsage.TextureCoordinate , 0), VertexElement.VertexDeclarationEnd }); Application.EnableVisualStyles(); MessagePump.Run(Window, () => { // Clear the backbuffer to a black color. D3DDevice.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); // Begin the scene. D3DDevice.BeginScene(); // Setup the world, view and projection matrices. //D3DDevice.VertexShader = vertexShader; //D3DDevice.PixelShader = ps; // Render the vertex buffer. D3DDevice.SetStreamSource(0, Vertices, 0, Vertex.SizeBytes); D3DDevice.VertexFormat = Vertex.Format; // Setup our texture. Using Textures introduces the texture stage states, // which govern how Textures get blended together (in the case of multiple // Textures) and lighting information. D3DDevice.SetTexture(0, Image); // Now drawing 2 triangles, for a quad. D3DDevice.DrawPrimitives(PrimitiveType.TriangleList , 0, 2); // End the scene. D3DDevice.EndScene(); // Present the backbuffer contents to the screen. D3DDevice.Present(); }); if (Image != null) Image.Dispose(); if (Vertices != null) Vertices.Dispose(); if (D3DDevice != null) D3DDevice.Dispose(); } private static Vertex[] BuildVertexData() { Vertex[] vertexData = new Vertex[6]; vertexData[0].Position = new Vector3(-1.0f, 1.0f, 0.0f); vertexData[0].Tu = 0.0f; vertexData[0].Tv = 0.0f; vertexData[1].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[1].Tu = 0.0f; vertexData[1].Tv = 1.0f; vertexData[2].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[2].Tu = 1.0f; vertexData[2].Tv = 0.0f; vertexData[3].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[3].Tu = 0.0f; vertexData[3].Tv = 1.0f; vertexData[4].Position = new Vector3(1.0f, -1.0f, 0.0f); vertexData[4].Tu = 1.0f; vertexData[4].Tv = 1.0f; vertexData[5].Position = new Vector3(1.0f, 1.0f, 0.0f); vertexData[5].Tu = 1.0f; vertexData[5].Tv = 0.0f; return vertexData; } } } And my pixel shader and vertex shader code are as following // Pixel shader input structure struct PS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Pixel shader output structure struct PS_OUTPUT { float4 Color : COLOR0; }; // Global variables sampler2D Tex0; // Name: Simple Pixel Shader // Type: Pixel shader // Desc: Fetch texture and blend with constant color // PS_OUTPUT ps_main( in PS_INPUT In ) { PS_OUTPUT Out; //create an output pixel Out.Color = tex2D(Tex0, In.Texture); //do a texture lookup Out.Color *= float4(0.9f, 0.8f, 0.0f, 1); //do a simple effect return Out; //return output pixel } // Vertex shader input structure struct VS_INPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Vertex shader output structure struct VS_OUTPUT { float4 Position : POSITION; float2 Texture : TEXCOORD0; }; // Global variables float4x4 WorldViewProj; // Name: Simple Vertex Shader // Type: Vertex shader // Desc: Vertex transformation and texture coord pass-through // VS_OUTPUT vs_main( in VS_INPUT In ) { VS_OUTPUT Out; //create an output vertex Out.Position = mul(In.Position, WorldViewProj); //apply vertex transformation Out.Texture = In.Texture; //copy original texcoords return Out; //return output vertex }

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  • SQL SERVER – What is SSAS Tabular Data model and Why to use it – Part 2

    - by Pinal Dave
    In my last article, I talked about the basics of tabular data model and why use it. Then I demonstrated step by step creation of a basic tabular model project. In this part I’m going to throw some light on how to create measures and analyses in excel. If you look at the tabular project closely, you will notice that we have not defined any measure yet. So, in the first step we will define the measure first.  Open the solution and select the column you want to define as a measure. Then, click on the summation icon on the toolbar. You will see the aggregated results at the bottom of that column. You have also other choices as well like average, min, max, count and distinct count. After creating the required measures, we need to analyze our data in excel. To do this, click on the excel icon in the upper left corner of the toolbar. This will open your analysis in excel. Notice the pivot table field list here. I have highlighted the measures that we created in the earlier step. Now, we can use these measures in our analysis Now, we have to put the required fields in their respective places as column labels, row labels, Values and Report filter for analysis. See below snapshot for details, it shows region wise sales on a yearly basis You can even apply filters on the above analysis by placing the slicer field in report filter. In our example, we will take an English product name as a filter. You can use the filter as depicted in the below snapshot. Optionally, you can also use the slider to filter data more interactively. Further to improve our analysis, we can insert pivot charts That’s all for this time, in my next post I’m going to show in detail about how to create hierarchies, perspectives, KPI’s  and many more features. Author: Namita Sharma, Senior Corporate Trainer at Koenig Solutions. Reference: Pinal Dave (http://blog.SQLAuthority.com)Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL Tagged: SSAS

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  • Wireless acting weird ubuntu 12.04 LTS

    - by Philip Yeldhos
    I'm kinda new here, so please bear with me. My wireless driver is acting very weird. It shows my router's name, but when it is connecting (after entering the correct password), the icon on the tray is like, refreshing every once in a second, while showing the animation that it is connecting. And after a few seconds, error message come up saying that wireless network is disconnected. I installed the drive through "additional drivers". What info do you need? Somebody please help. philip@philip-HP-Mini-110-3100:~$ sudo iwconfig lo no wireless extensions. eth1 IEEE 802.11 ESSID:"" Mode:Managed Frequency:2.472 GHz Access Point: Not-Associated Bit Rate:72 Mb/s Tx-Power:24 dBm Retry min limit:7 RTS thr:off Fragment thr:off Power Management:off Link Quality=5/5 Signal level=0 dBm Noise level=-96 dBm Rx invalid nwid:0 Rx invalid crypt:11 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:0 Missed beacon:0 eth0 no wireless extensions. here's what lspci -v gave me: 02:00.0 Network controller: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller (rev 01) Subsystem: Hewlett-Packard Company Device 1483 Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at 52000000 (64-bit, non-prefetchable) [size=16K] Capabilities: [40] Power Management version 3 Capabilities: [58] Vendor Specific Information: Len=78 <?> Capabilities: [48] MSI: Enable- Count=1/1 Maskable- 64bit+ Capabilities: [d0] Express Endpoint, MSI 00 Capabilities: [100] Advanced Error Reporting Capabilities: [13c] Virtual Channel Capabilities: [160] Device Serial Number 00-00-82-ff-ff-3f-e0-2a Capabilities: [16c] Power Budgeting <?> Kernel driver in use: wl Kernel modules: wl, bcma, brcmsmac okay, i removed the driver additional drivers gave me. now, this is what has happened: lsmod gave me: philip@philip-HP-Mini-110-3100:~$ lsmod | grep brc brcmsmac 540875 0 mac80211 436455 1 brcmsmac brcmutil 14675 1 brcmsmac cfg80211 178679 2 brcmsmac,mac80211 crc8 12781 1 brcmsmac cordic 12487 1 brcmsmac and iwconfig gave me: philip@philip-HP-Mini-110-3100:~$ iwconfig lo no wireless extensions. wlan0 IEEE 802.11bgn ESSID:off/any Mode:Managed Access Point: Not-Associated Tx-Power=19 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:off eth0 no wireless extensions. and lspci -v gave me: 02:00.0 Network controller: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller (rev 01) Subsystem: Hewlett-Packard Company Device 1483 Flags: bus master, fast devsel, latency 0, IRQ 17 Memory at 52000000 (64-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: brcmsmac Kernel modules: bcma, brcmsmac

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  • An update on using Rosetta Stone: Studio now isn't very useful and is not great value as an add-on option

    - by Greg Low
    I had a surprisingly large number of responses from my previous posting about learning Chinese. An update for those considering Rosetta Stone (www.rosettastone.com) for Chinese, Spanish or any other language that they offer:I had to renew my "Studio" subscription today and it's now a much worse deal than it was.It's now $75 for 6 months for Studio sessions. Online classes used to be 45 mins. Recently they reduced them to 20 mins. Given how often people have connection issues, etc. that 20 mins can disappear very quickly.They've also reduced the number you can attend. You used to be able to have 2 scheduled at any point in time. Now they limit you to 2 "group sessions" per month during the period. (You can pay for additional private sessions). The combination of these two changes now makes it much less useful. Two x 20 min sessions per month is an almost meaningless amount of practice. They also now automatically change you to auto-renew when you subscribe. They tell you where to remove this auto-renewal but the first 4 or 5 times that I went into that screen, no such option appeared. Later, an option did appear and I used it.Overall, things just aren't what they used to be at Rosetta Stone. It's now pretty hard to recommend the Studio option where it was a no-brainer before.FURTHER UPDATE: <sigh>Even after I renewed, I could not even connect to their "new" service. Although the system processed the renewal, it still tells me it's expired. My online chat person "Siva S" tells me that the problem is that I've purchased all 5 levels of the program. I can't wait till they explain to me how making an extra purchase from them stops me from logging on. Siva told me that they had "renewed" the program. I'd have to speak to Customer Care; they aren't available and then disconnected himself. Impressive (not).Their website is now full of issues too. It insists that my billing address is in the USA, even though it pretends to accept changes to it.Overall, it's gone from something that could be recommended (with some limitations) to now being an app to avoid. That's a pity as I liked much of it before.

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  • Arcball 3D camera - how to convert from camera to object coordinates

    - by user38873
    I have checked multiple threads before posting, but i havent been able to figure this one out. Ok so i have been following this tutorial, but im not using glm, ive been implementing everything up until now, like lookat etc. http://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Arcball So i can rotate with the click and drag of the mouse, but when i rotate 90º degrees around Y and then move the mouse upwards or donwwards, it rotates on the wrong axis, this problem is demonstrated on this part of the tutorial An extra trick is converting the rotation axis from camera coordinates to object coordinates. It's useful when the camera and object are placed differently. For instace, if you rotate the object by 90° on the Y axis ("turn its head" to the right), then perform a vertical move with your mouse, you make a rotation on the camera X axis, but it should become a rotation on the Z axis (plane barrel roll) for the object. By converting the axis in object coordinates, the rotation will respect that the user work in camera coordinates (WYSIWYG). To transform from camera to object coordinates, we take the inverse of the MV matrix (from the MVP matrix triplet). What i have to do acording to the tutorial is convert my axis_in_camera_coordinates to object coordinates, and the rotation is done well, but im confused on what matrix i use to do just that. The tutorial talks about converting the axis from camera to object coordinates by using the inverse of the MV. Then it shows these 3 lines of code witch i havent been able to understand. glm::mat3 camera2object = glm::inverse(glm::mat3(transforms[MODE_CAMERA]) * glm::mat3(mesh.object2world)); glm::vec3 axis_in_object_coord = camera2object * axis_in_camera_coord; So what do i aply to my calculated axis?, the inverse of what, i supose the inverse of the model view? So my question is how do you transform camera axis to object axis. Do i apply the inverse of the lookat matrix? My code: if (cur_mx != last_mx || cur_my != last_my) { va = get_arcball_vector(last_mx, last_my); vb = get_arcball_vector( cur_mx, cur_my); angle = acos(min(1.0f, dotProduct(va, vb)))*20; axis_in_camera_coord = crossProduct(va, vb); axis.x = axis_in_camera_coord[0]; axis.y = axis_in_camera_coord[1]; axis.z = axis_in_camera_coord[2]; axis.w = 1.0f; last_mx = cur_mx; last_my = cur_my; } Quaternion q = qFromAngleAxis(angle, axis); Matrix m; qGLMatrix(q,m); vi = mMultiply(m, vi); up = mMultiply(m, up); ViewMatrix = ogLookAt(vi.x, vi.y, vi.z,0,0,0,up.x,up.y,up.z);

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  • My vertex shader doesn't affect texture coords or diffuse info but works for position

    - by tina nyaa
    I am new to 3D and DirectX - in the past I have only used abstractions for 2D drawing. Over the past month I've been studying really hard and I'm trying to modify and adapt some of the shaders as part of my personal 'study project'. Below I have a shader, modified from one of the Microsoft samples. I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? // // Skinned Mesh Effect file // Copyright (c) 2000-2002 Microsoft Corporation. All rights reserved. // float4 lhtDir = {0.0f, 0.0f, -1.0f, 1.0f}; //light Direction float4 lightDiffuse = {0.6f, 0.6f, 0.6f, 1.0f}; // Light Diffuse float4 MaterialAmbient : MATERIALAMBIENT = {0.1f, 0.1f, 0.1f, 1.0f}; float4 MaterialDiffuse : MATERIALDIFFUSE = {0.8f, 0.8f, 0.8f, 1.0f}; // Matrix Pallette static const int MAX_MATRICES = 100; float4x3 mWorldMatrixArray[MAX_MATRICES] : WORLDMATRIXARRAY; float4x4 mViewProj : VIEWPROJECTION; /////////////////////////////////////////////////////// struct VS_INPUT { float4 Pos : POSITION; float4 BlendWeights : BLENDWEIGHT; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float3 Tex0 : TEXCOORD0; }; struct VS_OUTPUT { float4 Pos : POSITION; float4 Diffuse : COLOR; float2 Tex0 : TEXCOORD0; }; float3 Diffuse(float3 Normal) { float CosTheta; // N.L Clamped CosTheta = max(0.0f, dot(Normal, lhtDir.xyz)); // propogate scalar result to vector return (CosTheta); } VS_OUTPUT VShade(VS_INPUT i, uniform int NumBones) { VS_OUTPUT o; float3 Pos = 0.0f; float3 Normal = 0.0f; float LastWeight = 0.0f; // Compensate for lack of UBYTE4 on Geforce3 int4 IndexVector = D3DCOLORtoUBYTE4(i.BlendIndices); // cast the vectors to arrays for use in the for loop below float BlendWeightsArray[4] = (float[4])i.BlendWeights; int IndexArray[4] = (int[4])IndexVector; // calculate the pos/normal using the "normal" weights // and accumulate the weights to calculate the last weight for (int iBone = 0; iBone < NumBones-1; iBone++) { LastWeight = LastWeight + BlendWeightsArray[iBone]; Pos += mul(i.Pos, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; Normal += mul(i.Normal, mWorldMatrixArray[IndexArray[iBone]]) * BlendWeightsArray[iBone]; } LastWeight = 1.0f - LastWeight; // Now that we have the calculated weight, add in the final influence Pos += (mul(i.Pos, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); Normal += (mul(i.Normal, mWorldMatrixArray[IndexArray[NumBones-1]]) * LastWeight); // transform position from world space into view and then projection space //o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Pos = mul(float4(Pos.xyz, 1.0f), mViewProj); o.Diffuse.x = 0.0f; o.Diffuse.y = 0.0f; o.Diffuse.z = 0.0f; o.Diffuse.w = 0.0f; o.Tex0 = float2(0,0); return o; } technique t0 { pass p0 { VertexShader = compile vs_3_0 VShade(4); } } I am currently using the SlimDX .NET wrapper around DirectX, but the API is extremely similar: public void Draw() { var device = vertexBuffer.Device; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.White, 1.0f, 0); device.SetRenderState(RenderState.Lighting, true); device.SetRenderState(RenderState.DitherEnable, true); device.SetRenderState(RenderState.ZEnable, true); device.SetRenderState(RenderState.CullMode, Cull.Counterclockwise); device.SetRenderState(RenderState.NormalizeNormals, true); device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); device.SetTransform(TransformState.World, Matrix.Identity * Matrix.Translation(0, -50, 0)); device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(-200, 0, 0), Vector3.Zero, Vector3.UnitY)); device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); var material = new Material(); material.Ambient = material.Diffuse = material.Emissive = material.Specular = new Color4(Color.White); material.Power = 1f; device.SetStreamSource(0, vertexBuffer, 0, vertexSize); device.VertexDeclaration = vertexDeclaration; device.Indices = indexBuffer; device.Material = material; device.SetTexture(0, texture); var param = effect.GetParameter(null, "mWorldMatrixArray"); var boneWorldTransforms = bones.OrderedBones.OrderBy(x => x.Id).Select(x => x.CombinedTransformation).ToArray(); effect.SetValue(param, boneWorldTransforms); effect.SetValue(effect.GetParameter(null, "mViewProj"), Matrix.Identity);// Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)device.Viewport.Width / device.Viewport.Height, 10, 10000000)); effect.SetValue(effect.GetParameter(null, "MaterialDiffuse"), material.Diffuse); effect.SetValue(effect.GetParameter(null, "MaterialAmbient"), material.Ambient); effect.Technique = effect.GetTechnique(0); var passes = effect.Begin(FX.DoNotSaveState); for (var i = 0; i < passes; i++) { effect.BeginPass(i); device.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, skin.Vertices.Length, 0, skin.Indicies.Length / 3); effect.EndPass(); } effect.End(); } Again, I set diffuse and tex0 vertex shader outputs to zero, but my model still shows the full texture and lighting as if I hadn't changed the values from the vertex buffer. Changing the position of the model works, but nothing else. Why is this? Also, whatever I set in the bone transformation matrices doesn't seem to have an effect on my model. If I set every bone transformation to a zero matrix, the model still shows up as if nothing had happened, but changing the Pos field in shader output makes the model disappear. I don't understand why I'm getting this kind of behaviour. Thank you!

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  • MPEG-2 playback inconsistent

    - by DustByte
    Many years ago I gave up on Linux because video playback was choppy. Now I'm back, and video playback is still playing up... I have two MPEG files: good.mpg bad.mpg. Here is some information about the two files, using avprobe: My machine is Intel Core 2 Duo E8400 @ 3.00GHz x 2, 64-bit. I do not know what graphics card I have. I run Ubuntu 12.04. So far I have had no problems with YouTube and playback of various video files, including playback of the file good.mpg, included in the avprobe snapshot above. However, the file bad.mpg gives me headache! The file bad.mpg is produced by a respectable "Old-video-tapes-to-DVD" company. I converted over 10 Video-8 tapes to MPEG through them, and today I collected my hard drive containing the MPEG files. Unfortunately I have problem watching them! Here are some details: Using Totem Movie Player 3.0.1 works well for several seconds, then it gets choppy and the playback is not at all smooth. Also the player easily freezes for a while when trying to jump to another position in the file. Most strangely though, the total time is shown as 0:42 (42 seconds) instead of the true 00:39:11: The VLC media player is doing a better job. It shows the correct total length, but as soon as I jump in the video to a new position, it stalls. Playback also stalls after 30 seconds if I press play and leave it. Using Handbrake and choosing bad.mpg as the source, gives me: There is only one title to choose, and it is 6 min 53 seconds. I would have guessed the full 39 minutes of the video should have shown. Lastly, putting the file bad.mpg in Dropbox and viewing it on my iPad with the Dropbox app seems fine (disregard the lack of easy jumping forward due to real-time encoding when streaming it). My question is simple: What is going on?! Why do I have problem to play the MPEG-2 files I just paid good money for (the issue with bad.mpg applies to all files I had encoded)? Is it an issue with my particular Linux machine? The graphics card? But why has everything worked fine so far, and why does not the good.mpg file cause any problems?

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  • Arrive steering behavior

    - by dbostream
    I bought a book called Programming game AI by example and I am trying to implement the arrive steering behavior. The problem I am having is that my objects oscillate around the target position; after oscillating less and less for awhile they finally come to a stop at the target position. Does anyone have any idea why this oscillating behavior occur? Since the examples accompanying the book are written in C++ I had to rewrite the code into C#. Below is the relevant parts of the steering behavior: private enum Deceleration { Fast = 1, Normal = 2, Slow = 3 } public MovingEntity Entity { get; private set; } public Vector2 SteeringForce { get; private set; } public Vector2 Target { get; set; } public Vector2 Calculate() { SteeringForce.Zero(); SteeringForce = SumForces(); SteeringForce.Truncate(Entity.MaxForce); return SteeringForce; } private Vector2 SumForces() { Vector2 force = new Vector2(); if (Activated(BehaviorTypes.Arrive)) { force += Arrive(Target, Deceleration.Slow); if (!AccumulateForce(force)) return SteeringForce; } return SteeringForce; } private Vector2 Arrive(Vector2 target, Deceleration deceleration) { Vector2 toTarget = target - Entity.Position; double distance = toTarget.Length(); if (distance > 0) { //because Deceleration is enumerated as an int, this value is required //to provide fine tweaking of the deceleration.. double decelerationTweaker = 0.3; double speed = distance / ((double)deceleration * decelerationTweaker); speed = Math.Min(speed, Entity.MaxSpeed); Vector2 desiredVelocity = toTarget * speed / distance; return desiredVelocity - Entity.Velocity; } return new Vector2(); } private bool AccumulateForce(Vector2 forceToAdd) { double magnitudeRemaining = Entity.MaxForce - SteeringForce.Length(); if (magnitudeRemaining <= 0) return false; double magnitudeToAdd = forceToAdd.Length(); if (magnitudeToAdd > magnitudeRemaining) magnitudeToAdd = magnitudeRemaining; SteeringForce += Vector2.NormalizeRet(forceToAdd) * magnitudeToAdd; return true; } This is the update method of my objects: public void Update(double deltaTime) { Vector2 steeringForce = Steering.Calculate(); Vector2 acceleration = steeringForce / Mass; Velocity = Velocity + acceleration * deltaTime; Velocity.Truncate(MaxSpeed); Position = Position + Velocity * deltaTime; } If you want to see the problem with your own eyes you can download a minimal example here. Thanks in advance.

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  • Ubuntu 14.04 : Lost my sound randomly tried a few commands and I think I failed

    - by Marc-Antoine Théberge
    I lost my sound the other day and I tried to delete pulseaudio then reinstall, then I tried to delete it and install alsa, It did not work and I had to reinstall everything; overall bad idea... now I can't have any sound. Should I do a fresh install? I don't know how to boot an usb drive with GRUB... Here's my sysinfo System information report, generated by Sysinfo: 2014-05-28 05:45:58 http://sourceforge.net/projects/gsysinfo SYSTEM INFORMATION Running Ubuntu Linux, the Ubuntu 14.04 (trusty) release. GNOME: 3.8.4 (Ubuntu 2014-03-17) Kernel version: 3.13.0-27-generic (#50-Ubuntu SMP Thu May 15 18:08:16 UTC 2014) GCC: 4.8 (i686-linux-gnu) Xorg: 1.15.1 (16 April 2014 01:40:08PM) (16 April 2014 01:40:08PM) Hostname: mark-laptop Uptime: 0 days 11 h 43 min CPU INFORMATION GenuineIntel, Intel(R) Atom(TM) CPU N270 @ 1.60GHz Number of CPUs: 2 CPU clock currently at 1333.000 MHz with 512 KB cache Numbering: family(6) model(28) stepping(2) Bogomips: 3192.13 Flags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx constant_tsc arch_perfmon pebs bts aperfmperf pni dtes64 monitor ds_cpl est tm2 ssse3 xtpr pdcm movbe lahf_lm dtherm MEMORY INFORMATION Total memory: 2007 MB Total swap: 1953 MB STORAGE INFORMATION SCSI device - scsi0 Vendor: ATA Model: ST9160310AS HARDWARE INFORMATION MOTHERBOARD Host bridge Intel Corporation Mobile 945GSE Express Memory Controller Hub (rev 03) Subsystem: ASUSTeK Computer Inc. Device 8340 PCI bridge(s) Intel Corporation NM10/ICH7 Family PCI Express Port 1 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 2 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 4 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation 82801 Mobile PCI Bridge (rev e2) (prog-if 01 [Subtractive decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 1 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 2 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation NM10/ICH7 Family PCI Express Port 4 (rev 02) (prog-if 00 [Normal decode]) Intel Corporation 82801 Mobile PCI Bridge (rev e2) (prog-if 01 [Subtractive decode]) ISA bridge Intel Corporation 82801GBM (ICH7-M) LPC Interface Bridge (rev 02) Subsystem: ASUSTeK Computer Inc. Device 830f IDE interface Intel Corporation 82801GBM/GHM (ICH7-M Family) SATA Controller [IDE mode] (rev 02) (prog-if 80 [Master]) Subsystem: ASUSTeK Computer Inc. Device 830f GRAPHIC CARD VGA controller Intel Corporation Mobile 945GSE Express Integrated Graphics Controller (rev 03) (prog-if 00 [VGA controller]) Subsystem: ASUSTeK Computer Inc. Device 8340 SOUND CARD Multimedia controller Intel Corporation NM10/ICH7 Family High Definition Audio Controller (rev 02) Subsystem: ASUSTeK Computer Inc. Device 831a NETWORK Ethernet controller Qualcomm Atheros AR8121/AR8113/AR8114 Gigabit or Fast Ethernet (rev b0) Subsystem: ASUSTeK Computer Inc. Device 8324

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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • Cancelling Route Navigation in AngularJS Controllers

    - by dwahlin
    If you’re new to AngularJS check out my AngularJS in 60-ish Minutes video tutorial or download the free eBook. Also check out The AngularJS Magazine for up-to-date information on using AngularJS to build Single Page Applications (SPAs). Routing provides a nice way to associate views with controllers in AngularJS using a minimal amount of code. While a user is normally able to navigate directly to a specific route, there may be times when a user triggers a route change before they’ve finalized an important action such as saving data. In these types of situations you may want to cancel the route navigation and ask the user if they’d like to finish what they were doing so that their data isn’t lost. In this post I’ll talk about a technique that can be used to accomplish this type of routing task.   The $locationChangeStart Event When route navigation occurs in an AngularJS application a few events are raised. One is named $locationChangeStart and the other is named $routeChangeStart (there are other events as well). At the current time (version 1.2) the $routeChangeStart doesn’t provide a way to cancel route navigation, however, the $locationChangeStart event can be used to cancel navigation. If you dig into the AngularJS core script you’ll find the following code that shows how the $locationChangeStart event is raised as the $browser object’s onUrlChange() function is invoked:   $browser.onUrlChange(function (newUrl) { if ($location.absUrl() != newUrl) { if ($rootScope.$broadcast('$locationChangeStart', newUrl, $location.absUrl()).defaultPrevented) { $browser.url($location.absUrl()); return; } $rootScope.$evalAsync(function () { var oldUrl = $location.absUrl(); $location.$$parse(newUrl); afterLocationChange(oldUrl); }); if (!$rootScope.$$phase) $rootScope.$digest(); } }); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } The key part of the code is the call to $broadcast. This call broadcasts the $locationChangeStart event to all child scopes so that they can be notified before a location change is made. To handle the $locationChangeStart event you can use the $rootScope.on() function. For this example I’ve added a call to $on() into a function that is called immediately after the controller is invoked:   function init() { //initialize data here.. //Make sure they're warned if they made a change but didn't save it //Call to $on returns a "deregistration" function that can be called to //remove the listener (see routeChange() for an example of using it) onRouteChangeOff = $rootScope.$on('$locationChangeStart', routeChange); } This code listens for the $locationChangeStart event and calls routeChange() when it occurs. The value returned from calling $on is a “deregistration” function that can be called to detach from the event. In this case the deregistration function is named onRouteChangeOff (it’s accessible throughout the controller). You’ll see how the onRouteChangeOff function is used in just a moment.   Cancelling Route Navigation The routeChange() callback triggered by the $locationChangeStart event displays a modal dialog similar to the following to prompt the user:     Here’s the code for routeChange(): function routeChange(event, newUrl) { //Navigate to newUrl if the form isn't dirty if (!$scope.editForm.$dirty) return; var modalOptions = { closeButtonText: 'Cancel', actionButtonText: 'Ignore Changes', headerText: 'Unsaved Changes', bodyText: 'You have unsaved changes. Leave the page?' }; modalService.showModal({}, modalOptions).then(function (result) { if (result === 'ok') { onRouteChangeOff(); //Stop listening for location changes $location.path(newUrl); //Go to page they're interested in } }); //prevent navigation by default since we'll handle it //once the user selects a dialog option event.preventDefault(); return; } .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } Looking at the parameters of routeChange() you can see that it accepts an event object and the new route that the user is trying to navigate to. The event object is used to prevent navigation since we need to prompt the user before leaving the current view. Notice the call to event.preventDefault() at the end of the function. The modal dialog is shown by calling modalService.showModal() (see my previous post for more information about the custom modalService that acts as a wrapper around Angular UI Bootstrap’s $modal service). If the user selects “Ignore Changes” then their changes will be discarded and the application will navigate to the route they intended to go to originally. This is done by first detaching from the $locationChangeStart event by calling onRouteChangeOff() (recall that this is the function returned from the call to $on()) so that we don’t get stuck in a never ending cycle where the dialog continues to display when they click the “Ignore Changes” button. A call is then made to $location.path(newUrl) to handle navigating to the target view. If the user cancels the operation they’ll stay on the current view. Conclusion The key to canceling routes is understanding how to work with the $locationChangeStart event and cancelling it so that route navigation doesn’t occur. I’m hoping that in the future the same type of task can be done using the $routeChangeStart event but for now this code gets the job done. You can see this code in action in the Customer Manager application available on Github (specifically the customerEdit view). Learn more about the application here.

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  • Ubuntu Server Cannot Route to the Internet

    - by ejes
    I've been having this problem for weeks now, and I can't seem to figure out the problem. My server can route the local network and serves it well, however it cannot access the internet. It can't be the router because everything else on this lan can route through the router. I've even switched the ethernet port. Any help would be appreciated. I've tried all the usual places, anyway, here are the configs: root@uhs:~# uname -a Linux uhs 3.0.0-16-generic-pae #28-Ubuntu SMP Fri Jan 27 19:24:01 UTC 2012 i686 i686 i386 GNU/Linux root@uhs:~# cat /etc/network/interfaces # This file describes the network interfaces available on your system # and how to activate them. For more information, see interfaces(5). # The loopback network interface auto lo iface lo inet loopback # The primary network interface # auto eth1 # iface eth1 inet dhcp auto eth0 iface eth0 inet static address 192.168.0.3 netmask 255.255.255.0 broadcast 192.168.0.255 gateway 192.168.0.1 root@uhs:~# ping -c 4 192.168.0.1 PING 192.168.0.1 (192.168.0.1) 56(84) bytes of data. 64 bytes from 192.168.0.1: icmp_req=1 ttl=64 time=0.334 ms 64 bytes from 192.168.0.1: icmp_req=2 ttl=64 time=0.339 ms 64 bytes from 192.168.0.1: icmp_req=3 ttl=64 time=0.324 ms 64 bytes from 192.168.0.1: icmp_req=4 ttl=64 time=0.339 ms --- 192.168.0.1 ping statistics --- 4 packets transmitted, 4 received, 0% packet loss, time 2997ms rtt min/avg/max/mdev = 0.324/0.334/0.339/0.006 ms root@uhs:~# ping -c 4 209.85.145.103 PING 209.85.145.103 (209.85.145.103) 56(84) bytes of data. --- 209.85.145.103 ping statistics --- 4 packets transmitted, 0 received, 100% packet loss, time 3023ms root@uhs:~# ifconfig eth0 Link encap:Ethernet HWaddr 00:0c:6e:a0:92:6e inet addr:192.168.0.3 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::20c:6eff:fea0:926e/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:13131114 errors:0 dropped:0 overruns:0 frame:0 TX packets:10540297 errors:0 dropped:0 overruns:5 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3077922794 (3.0 GB) TX bytes:3827489734 (3.8 GB) Interrupt:10 Base address:0xa000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:7721 errors:0 dropped:0 overruns:0 frame:0 TX packets:7721 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:551950 (551.9 KB) TX bytes:551950 (551.9 KB) root@uhs:~# route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 192.168.0.1 0.0.0.0 UG 100 0 0 eth0 192.168.0.0 0.0.0.0 255.255.255.0 U 0 0 0 eth0 root@uhs:~# # PRETEND Traceroute root@uhs:~# for i in {1..30}; do ping -t $i -c 1 209.85.145.103; done | grep "Time to live exceeded" root@uhs:~#

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