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  • Delay index build until SQL Server table load is complete with SSIS

    - by Mattew
    I have a large table that I am updating. Is it possible to disable index updates on the destination table until the load is complete? It seems like a waste for it to be constantly updating the index with each commit. I can just drop and recreate the index before and after the load, I just want to know if there is a quick way to configure that in the OLEDB or SQL Server destination. Server is Windows Server 2003 Datacenter Edition, running SQL Server 2008 Standard Edition with SSIS.

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  • Software/hardware to build video streaming server?

    - by Sasha Yanovets
    I am looking for a video streaming server solution, something like online TV server, with ability to make live broadcasts in the internet. What software could you recommend for that? What kind of hardware it should run on, should be there anything special? I am looking for a solution that could be scaled up to at least 1000 simultaneous users online with good resolution of video. I think it is good to have general answer on what direction to choose. But here more details on my specific case: I just looking for a solution almost from scratch. We have some video content that we've produced, but it is not delivered over internet yet. We do not tied to any particular vendor for now. We want to make 24 hours of steaming three 8 hour blocks with change of content every day. We want the ability to make regular live broadcasts. I guess we will need to have several options of streaming quality (low ~56 kb/s mid ~273 kb/s). Some terms just foreign to me (like play-truncation rate), if you could point out what parameters we should avare of, it would be great. Uplink to the internet is to be determined. We plan to start from something and scale up on the way. If you are already have some kind of media streaming server, just describe its configuration here (hardware, OS, software), peak number of concurrent users it serves. I think it could help people approaching this task.

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  • Build and migrated to software raid (mdadm) on GPT disk, now can't assemble array

    - by John H
    mdadm, gpt issues, unrecognized partitions. Simplified question: How do I get mdadm to recognize GPT partitions? I have been attempting to convert/copy my Ubuntu 11.10 OS from a single drive to software raid 1. I have done similar in the past, but in this case, I was adding in a drive that has been configured for GPT and I tried to work with that without fully looking into the implications. Currently, I have a non-booting mdadm RAID 1 array of /dev/md127 (the OS assigned that and it keeps picking up). I am booting off of live USB keys, currently System Rescue CD from sysresccd. While gdisk and parted can see all the partitions, most of the OS utilities do not, including mdadm. My main goal is just to make the raid array accessible so I can get pull the data and start fresh (without using GPT). /dev/md127 /dev/sda /dev/sda1 <- GPT type partition /dev/sda1 <- exists within the GPT part, member of md127 /dev/sda2 <- exists within the GPT part, empty /dev/sdb /dev/sdb1 <- GPT type partition /dev/sdb1 <- exists within the GPT part, member of md127 History: POINT A: The original OS was install on sda (actually /dev/sda6). I used a the Ubuntu live usb to add sdb. I got warning from fdisk about GPT so I used gdisk to create a raid partition (sdb1) and mdadm to create a raid1 mirror with a missing drive. I had many issues getting this working (including being unable to get grub to install) but I eventually got it to boot using grub on sda and /dev/md127 off of sdb. So at point A, I had copied my OS from sda6 to md127 on sdb. I then booted into a rescue mode and attempted to get a bootloader onto sdb, which failed. I then discovered my mistake: I had installed the raid onto sdb instead of sdb1, essentially overwriting the sdb1 partition. POINT B: I now had two copies of my data- one on md127/sdb, and one on sda. I destroyed data on sda and created a new GPT table on sda. I then created sda1 for the raid array, and sda2 for a scratch partition. I added sda1 into the raid array and let it rebuild. md127 now covered /dev/sdb and /dev/sda1 as fully active and synced. POINT C: I rebooted onto linux rescue again and was still able to access the raid array. I then removed /dev/sdb from the array and created /dev/sdb1 for the raid. I added sdb1 to the array and let it sync. I was able to mount and access /dev/md127 without issues. Once it completed, both /dev/sda1 and /dev/sdb1 were GPT partitions and actively syncing. POINT D (current): I rebooted again to test if the array would boot and grub failed to load. I booted off of my live thumb drive and found that I can no longer assemble the raid array. mdadm doesn't see the required partitions. -- root@freshdesk /root % uname -a Linux freshdesk 3.0.24-std251-amd64 #2 SMP Sat Mar 17 12:08:55 UTC 2012 x86_64 AMD Athlon(tm) II X4 645 Processor AuthenticAMD GNU/Linux === /proc/partitions and parted look good: root@freshdesk /root % cat /proc/partitions major minor #blocks name 7 0 301788 loop0 8 0 976762584 sda 8 1 732579840 sda1 8 2 244181703 sda2 8 16 732574584 sdb 8 17 732573543 sdb1 8 32 7876607 sdc 8 33 7873349 sdc1 (parted) print all Model: ATA ST31000528AS (scsi) Disk /dev/sda: 1000GB Sector size (logical/physical): 512B/512B Partition Table: gpt Number Start End Size File system Name Flags 1 1049kB 750GB 750GB ext4 2 750GB 1000GB 250GB Linux/Windows data Model: ATA SAMSUNG HD753LJ (scsi) Disk /dev/sdb: 750GB Sector size (logical/physical): 512B/512B Partition Table: gpt Number Start End Size File system Name Flags 1 1049kB 750GB 750GB ext4 Linux RAID raid Model: SanDisk SanDisk Cruzer (scsi) Disk /dev/sdc: 8066MB Sector size (logical/physical): 512B/512B Partition Table: msdos Number Start End Size Type File system Flags 1 31.7kB 8062MB 8062MB primary fat32 boot, lba === # no sda2, and I double the sdb1 is the one shown in parted root@freshdesk /root % blkid /dev/loop0: TYPE="squashfs" /dev/sda1: UUID="75dd6c2d-f0a8-4302-9da4-792cc7d72355" TYPE="ext4" /dev/sdc1: LABEL="PENDRIVE" UUID="1102-3720" TYPE="vfat" /dev/sdb1: UUID="2dd89f15-65bb-ff88-e368-bf24bd0fce41" TYPE="linux_raid_member" root@freshdesk /root % mdadm -E /dev/sda1 mdadm: No md superblock detected on /dev/sda1. # this is probably a result of me attempting to force the array up, putting superblocks on the GPT partition root@freshdesk /root % mdadm -E /dev/sdb1 /dev/sdb1: Magic : a92b4efc Version : 0.90.00 UUID : 2dd89f15:65bbff88:e368bf24:bd0fce41 Creation Time : Fri Mar 30 19:25:30 2012 Raid Level : raid1 Used Dev Size : 732568320 (698.63 GiB 750.15 GB) Array Size : 732568320 (698.63 GiB 750.15 GB) Raid Devices : 2 Total Devices : 2 Preferred Minor : 127 Update Time : Sat Mar 31 12:39:38 2012 State : clean Active Devices : 1 Working Devices : 2 Failed Devices : 1 Spare Devices : 1 Checksum : a7d038b3 - correct Events : 20195 Number Major Minor RaidDevice State this 2 8 17 2 spare /dev/sdb1 0 0 8 1 0 active sync /dev/sda1 1 1 0 0 1 faulty removed 2 2 8 17 2 spare /dev/sdb1 === root@freshdesk /root % mdadm -A /dev/md127 /dev/sda1 /dev/sdb1 mdadm: no recogniseable superblock on /dev/sda1 mdadm: /dev/sda1 has no superblock - assembly aborted root@freshdesk /root % mdadm -A /dev/md127 /dev/sdb1 mdadm: cannot open device /dev/sdb1: Device or resource busy mdadm: /dev/sdb1 has no superblock - assembly aborted

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  • I want to build an debian apt site for local LAN updates

    - by user73504
    Hi, I have downloaded all debian's DVD disks, and I have set up apache httpd service. I combined all dvd disk 's file, but I found the .gpg file I need and I can't create it. it looks like source's signature file. so when I set my /etc/apt/sources.list file as follow: deb http://192.168.1.102/apt/debian squeeze main contrib it noticed me the gpg files verilied faild. so I want to know , how to create gpg file, and do I need some other work except put DVD's file to the apache's htdocs path?

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  • Can I build a laptop from scratch?

    - by Ciaran
    I've been looking at this as the same approach as building a desktop computer from scratch but I've never really come across the core things. Can I buy a laptop "case"? Can I buy a motherboard/PSU to fit that case? Can I choose a CPU fan? What are my battery options? Obviously taking into consideration the case. Why isn't this as easy as putting together a desktop computer? Shouldn't there be standards such as ATX? If they exist, what are they?

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  • CPU temperatures high on new build after gaming

    - by Reznor
    My friend had a problem with his computer a while back. His games were crashing, even within the menus. He was stumped as to what the problem was, so I posted on here requesting help. He found out the day later, when his computer would start up but wouldn't display anything on the screen. His video card must have came screwed up. So, he got a replacement. Now, there's a new problem. His temperatures, which were acceptable before, are now insanely high. His GPU temperature runs 70-80c, which is understandable considering he's running his games maxed out, but the real problem here is his processor and motherboard temperatures. All four of his cores are running at 88-90c after coming out of a game. His motherboard temperature was also 70c at one point. In terms of cooling, his case should definitely be adequate. He has an Antec Twelve Hundred. He's using stock fans. The cable management in his case is very good; better than average. He's using the stock heatsink with the processor too, but note, it was fine before the replacement, so it isn't like there's some inherent problem. He has checked the case too. Everything's fine! No cables in the way. The heatsink is seated properly. He turned his case fans up to high, as well, but the temperatures are persisting. Could the processor be overheating due to running games maxed out? Any ideas?

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  • Which twitter client can synchronize unread tweets?

    - by Tom Burger
    Right now I'm forced to read all the tweets in a single client on a single device (TweetDeck on my Android phone). If I would switch to another device and/or client, I would need to search for the last unread tweet, which is sometimes complicated (too many tweets). So, the question: Is there a client who can keep the status (read/unread) on tweets across multiple devices? My target systems would be now Android and MS Windows, but also Linux might be handy.

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  • Workstation 7 build 203739 - Capture Movie Mouse Pointer Not Visible

    - by BMIVM
    Hi, I have noticed that whenever I create a Capture Movie, the movie is fine but the mouse pointer is not visible at all. The clicks are on buttons file menus are executed but is hard for a viewer of the capturre movie session to follow the recording smoothly. This was not a problem in previous versions of WorkStation. Is this a bug or is there a setting I can set to see the mouse pointer? Note: VM Tools are installed, Host is Vista Ultimate Edtion SP1, x64 and the guest is a Win XP SP2. Thanks in advance for your help.

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  • Forcibly Uninstalling Eclipse 3.5 Plugins

    - by Chris S
    How do you forcibly uninstall Eclipse 3.5 plugins without using Eclipse? I made the mistake of installing Google's Android SDK, and now when I try to check for updates via the "Check For Updates" or "Install New Software", some Android process runs, consumes all my CPU, takes up 3 gigs of memory, and crashes Eclipse. I can't even get to the uninstall dialog before Google's plugin kills everything.

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  • Software/hardware to build video streaming server?

    - by Sasha Yanovets
    I am looking for a video streaming server solution, something like online TV server, with ability to make live broadcasts in the internet. What software could you recommend for that? What kind of hardware it should run on, should be there anything special? I am looking for a solution that could be scaled up to at least 1000 simultaneous users online with good resolution of video. I think it is good to have general answer on what direction to choose. But here more details on my specific case: I just looking for a solution almost from scratch. We have some video content that we've produced, but it is not delivered over internet yet. We do not tied to any particular vendor for now. We want to make 24 hours of steaming three 8 hour blocks with change of content every day. We want the ability to make regular live broadcasts. I guess we will need to have several options of streaming quality (low ~56 kb/s mid ~273 kb/s). Some terms just foreign to me (like play-truncation rate), if you could point out what parameters we should avare of, it would be great. Uplink to the internet is to be determined. We plan to start from something and scale up on the way. If you are already have some kind of media streaming server, just describe its configuration here (hardware, OS, software), peak number of concurrent users it serves. I think it could help people approaching this task.

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  • Is there any way to shut up my ATI HD 5770?

    - by slpsys
    So to preface, I basically built Jeff's machine; I already had some of the components, including (scarily enough) the exact same case1. I've been buying bits and pieces over the past few months, which coincided perfectly with his recent post about three monitors, though not being a gamer outright, I opted for the second-from-the-bottom option. After finally plopping all the pieces lovingly into the case this evening, I turn it on...and it sounds like four professional grade hair-driers. Some quick regression analysis determined that with the video card out, the running machine sounded no louder than our house's vents. Basically, my last desktop build included a $45-at-the-time graphics card, and it's been Macbook Pros and workstations since then, so I have zero idea whether I'll just be able to tune the fan speed later on. Will I be able to get this thing to quiet down every time I'm not playing Modern Warfare 2 at maximum framerate, or should I just send this thing back now, and get the quietest card in my pricerange? 1 One thing of note is that I do not have noise-absorbing foam in the case, as is pictured in the article. I'm only mentioning that because I suspect it could drop the overall output a few decibels, but obviously not that many.

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  • Is there a chroot build script somewhere?

    - by Nils
    I am about to develop a little script to gather information for a chroot-jail. In my case this looks (at the first glance) pretty simple: The application has a clean rpm-install and did install almost all files into a sub-directory of /opt. My idea is: Do a find of all binaries Check their library-dependencies Record the results into a list Do a rsync of that list into the chroot-target-directory before startup of the application Now I wonder - ist there any script around that already does such a job (perl/bash/python)? So far I found only specialized solutions for single applications (like sftp-chroot). Update I see three close-votes for the reason "off topic". This is a question that arose because I have to install that ancient piece of software on a server at work. So if you still feel this is off-topic - leave a comment...

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  • VMware Workstation 7 build 203739 - Capture Movie Mouse Pointer Not Visible

    - by BMIVM
    Hi, I have noticed that whenever I create a Capture Movie, the movie is fine but the mouse pointer is not visible at all. The clicks are on buttons file menus are executed but is hard for a viewer of the capturre movie session to follow the recording smoothly. This was not a problem in previous versions of WorkStation. Is this a bug or is there a setting I can set to see the mouse pointer? Note: VM Tools are installed, Host is Vista Ultimate Edtion SP1, x64 and the guest is a Win XP SP2. Thanks in advance for your help.

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  • Which twitter client can synchronize unread tweets?

    - by Tom Burger
    Right now I'm forced to read all the tweets in a single client on a single device (TweetDeck on my Android phone). If I would switch to another device and/or client, I would need to search for the last unread tweet, which is sometimes complicated (too many tweets). So, the question: Is there a client who can keep the status (read/unread) on tweets across multiple devices? My target systems would be now Android and MS Windows, but also Linux might be handy.

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  • how to build network across buildings ?

    - by Omie
    Hi ! I need some help in building a network between hundreds of computers spread across multiple buildings of my college. Yes, I'll be doing this as a part of my college project. Please see this image, it will give you enough idea of what I'm trying to achieve. http://i.imgur.com/rOohx.png All the computers in all buildings should be able to connect server. Once network is up, there will be a set of services over intranet and network use will be moderate. well, say there will be an email server and a http server. My point is, I cannot afford much of performance loss. It feels easy to connect computers inside 1 building to each other, however, I'm clueless as to how to connect all of them to server. I mean, just 1 cable won't be enough to connect 1 building to server, right ? How should I go with it ? I am not expecting detailed configuration. Just heads up will do :) Thanks

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  • Trying to build a history of popular laptop models

    - by John
    A requirement on a software project is it should run on typical business laptops up to X years old. However while given a specific model number I can normally find out when it was sold, I can't find data to do the reverse... for a given year I want to see what model numbers were released/discontinued. We're talking big-name, popular models like Dell Latitude/Precision/Vostro, Thinkpads, HP, etc. The data for any model is out there but getting a timeline is proving hard. Sites like Dell are (unsurprisingly) geared around current products, and even Wikipedia isn't proving very reliable. You'd think this data must have been collated by manufacturers or enthusiasts, surely?

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  • Bluetooth DUN Tethering fails

    - by tacone
    I have an HTC Desire HD, with Android Froyo (2.2) and PDANet installed. I am using Ubuntu 10.10. I cannot tether it over Bluetooth either with Network Manager or BlueMan. (note, I installed Blueman only after failing with NetWork manager, and I even tried the last version from the PPA). With both my device is discovered, paired, setup. But connecting always fail. Network manager says it cannot get the details of my device Blueman says Connection Refused (111) Here are some relevant entries from syslog. Mar 11 22:13:00 tacone-macbook bluetoothd[2242]: Bluetooth deamon 4.69 Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: Starting SDP server Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: Starting experimental netlink support Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: Failed to find Bluetooth netlink family Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: Failed to init netlink plugin Mar 11 22:13:00 tacone-macbook kernel: [ 158.284357] Bluetooth: L2CAP ver 2.14 Mar 11 22:13:00 tacone-macbook kernel: [ 158.284361] Bluetooth: L2CAP socket layer initialized Mar 11 22:13:00 tacone-macbook kernel: [ 158.446781] Bluetooth: BNEP (Ethernet Emulation) ver 1.3 Mar 11 22:13:00 tacone-macbook kernel: [ 158.446784] Bluetooth: BNEP filters: protocol multicast Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: HCI dev 0 registered Mar 11 22:13:00 tacone-macbook kernel: [ 158.569481] Bluetooth: SCO (Voice Link) ver 0.6 Mar 11 22:13:00 tacone-macbook kernel: [ 158.569484] Bluetooth: SCO socket layer initialized Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: HCI dev 0 up Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: Starting security manager 0 Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: ioctl(HCIUNBLOCKADDR): Invalid argument (22) Mar 11 22:13:00 tacone-macbook kernel: [ 158.818600] Bluetooth: RFCOMM TTY layer initialized Mar 11 22:13:00 tacone-macbook kernel: [ 158.818607] Bluetooth: RFCOMM socket layer initialized Mar 11 22:13:00 tacone-macbook kernel: [ 158.818610] Bluetooth: RFCOMM ver 1.11 Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: probe failed with driver input-headset for device /org/bluez/2242/hci0/dev_F8_DB_7F_AF_6B_EE Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: Adapter /org/bluez/2242/hci0 has been enabled Mar 11 22:13:00 tacone-macbook pulseaudio[1757]: bluetooth-util.c: Error from ListDevices reply: org.freedesktop.DBus.Error.AccessDenied Mar 11 22:13:00 tacone-macbook NetworkManager[1247]: <warn> bluez error getting adapter properties: Rejected send message, 1 matched rules; type="method_call", sender=":1.4" (uid=0 pid=1247 comm="NetworkManager) interface="org.bluez.Adapter" member="GetProperties" error name="(unset)" requested_reply=0 destination="org.bluez" (uid=0 pid=2242 comm="/usr/sbin/bluetoothd)) Mar 11 22:13:00 tacone-macbook bluetoothd[2243]: return_link_keys (sba=00:23:6C:B5:03:6F, dba=00:23:6C:C0:F1:B0) Mar 11 22:13:00 tacone-macbook pulseaudio[1757]: bluetooth-util.c: Error from GetProperties reply: org.freedesktop.DBus.Error.AccessDenied Mar 11 22:15:02 tacone-macbook bluetoothd[2243]: Discovery session 0x2262d7c0 with :1.45 activated Mar 11 22:15:15 tacone-macbook bluetoothd[2243]: Stopping discovery Mar 11 22:15:15 tacone-macbook pulseaudio[1757]: bluetooth-util.c: Error from GetProperties reply: org.freedesktop.DBus.Error.AccessDenied Mar 11 22:15:16 tacone-macbook bluetoothd[2243]: link_key_request (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE) Mar 11 22:15:16 tacone-macbook bluetoothd[2243]: io_capa_request (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE) Mar 11 22:15:17 tacone-macbook bluetoothd[2243]: io_capa_response (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE) Mar 11 22:15:18 tacone-macbook bluetoothd[2243]: Stopping discovery Mar 11 22:15:28 tacone-macbook bluetoothd[2243]: link_key_notify (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE, type=5) Mar 11 22:15:28 tacone-macbook kernel: [ 306.585725] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:15:28 tacone-macbook kernel: [ 306.630757] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:15:28 tacone-macbook bluetoothd[2243]: Authentication requested Mar 11 22:15:28 tacone-macbook bluetoothd[2243]: link_key_request (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE) Mar 11 22:15:28 tacone-macbook kernel: [ 306.784829] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:15:28 tacone-macbook kernel: [ 306.857861] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:15:29 tacone-macbook bluetoothd[2243]: probe failed with driver input-headset for device /org/bluez/2242/hci0/dev_F8_DB_7F_AF_6B_EE Mar 11 22:15:29 tacone-macbook pulseaudio[1757]: bluetooth-util.c: Error from GetProperties reply: org.freedesktop.DBus.Error.AccessDenied Mar 11 22:15:29 tacone-macbook pulseaudio[1757]: last message repeated 8 times Mar 11 22:15:29 tacone-macbook bluetoothd[2243]: Stopping discovery Mar 11 22:15:30 tacone-macbook modem-manager: (tty/rfcomm0): could not get port's parent device Mar 11 22:15:30 tacone-macbook modem-manager: (rfcomm0) opening serial device... Mar 11 22:15:30 tacone-macbook modem-manager: (rfcomm0): probe requested by plugin 'Generic' Mar 11 22:15:43 tacone-macbook modem-manager: (rfcomm0) closing serial device... Mar 11 22:15:43 tacone-macbook modem-manager: (rfcomm0) opening serial device... Mar 11 22:15:49 tacone-macbook modem-manager: (rfcomm0) closing serial device... Mar 11 22:16:15 tacone-macbook modem-manager: (tty/rfcomm0): could not get port's parent device Mar 11 22:16:19 tacone-macbook kernel: [ 357.375108] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:16:24 tacone-macbook bluetoothd[2243]: link_key_request (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE) Mar 11 22:16:24 tacone-macbook kernel: [ 362.169506] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:16:24 tacone-macbook kernel: [ 362.215529] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:16:24 tacone-macbook bluetoothd[2243]: link_key_request (sba=00:23:6C:B5:03:6F, dba=F8:DB:7F:AF:6B:EE) Mar 11 22:16:24 tacone-macbook kernel: [ 362.281559] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:16:24 tacone-macbook kernel: [ 362.330588] l2cap_recv_acldata: Unexpected continuation frame (len 0) Mar 11 22:16:24 tacone-macbook modem-manager: (tty/rfcomm0): could not get port's parent device Any help ? PS: tethering via USB or WiFi is not an option, I need to do it over Bluetooth.

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  • How to label a cuboid?

    - by usha
    Hi this is how my 3dcuboid looks, I have attached the complete code. I want to label this cuboid using different names across sides, how is this possible using opengl on android? public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • Collision Error

    - by Manji
    I am having trouble with collision detection part of the game. I am using touch events to fire the gun as you will see in the video. Note, the android icon is a temporary graphic for the bullets When ever the user touches (represented by clicks in the video)the bullet appears and kills random sprites. As you can see it never touches the sprites it kills or kill the sprites it does touch. My Question is How do I fix it, so that the sprite dies when the bullet hits it? Collision Code snippet: //Handles Collision private void CheckCollisions(){ synchronized(mSurfaceHolder){ for (int i = sprites.size() - 1; i >= 0; i--){ Sprite sprite = sprites.get(i); if(sprite.isCollision(bullet)){ sprites.remove(sprite); mScore++; if(sprites.size() == 0){ mLevel = mLevel +1; currentLevel++; initLevel(); } break; } } } } Sprite Class Code Snippet: //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public boolean isCollision(Beam other) { // TODO Auto-generated method stub if(this.left>other.right || other.left<other.right)return false; if(this.bottom>other.top || other.bottom<other.top)return false; return true; } EDIT 1: Sprite Class: public class Sprite { // direction = 0 up, 1 left, 2 down, 3 right, // animation = 3 back, 1 left, 0 front, 2 right int[] DIRECTION_TO_ANIMATION_MAP = { 3, 1, 0, 2 }; private static final int BMP_ROWS = 4; private static final int BMP_COLUMNS = 3; private static final int MAX_SPEED = 5; private HitmanView gameView; private Bitmap bmp; private int x; private int y; private int xSpeed; private int ySpeed; private int currentFrame = 0; private int width; private int height; //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public Sprite(HitmanView gameView, Bitmap bmp) { this.width = bmp.getWidth() / BMP_COLUMNS; this.height = bmp.getHeight() / BMP_ROWS; this.gameView = gameView; this.bmp = bmp; Random rnd = new Random(); x = rnd.nextInt(gameView.getWidth() - width); y = rnd.nextInt(gameView.getHeight() - height); xSpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; ySpeed = rnd.nextInt(MAX_SPEED * 2) - MAX_SPEED; } private void update() { if (x >= gameView.getWidth() - width - xSpeed || x + xSpeed <= 0) { xSpeed = -xSpeed; } x = x + xSpeed; if (y >= gameView.getHeight() - height - ySpeed || y + ySpeed <= 0) { ySpeed = -ySpeed; } y = y + ySpeed; currentFrame = ++currentFrame % BMP_COLUMNS; } public void onDraw(Canvas canvas) { update(); int srcX = currentFrame * width; int srcY = getAnimationRow() * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bmp, src, dst, null); } private int getAnimationRow() { double dirDouble = (Math.atan2(xSpeed, ySpeed) / (Math.PI / 2) + 2); int direction = (int) Math.round(dirDouble) % BMP_ROWS; return DIRECTION_TO_ANIMATION_MAP[direction]; } public boolean isCollision(float x2, float y2){ return x2 > x && x2 < x + width && y2 > y && y2 < y + height; } public boolean isCollision(Beam other) { // TODO Auto-generated method stub if(this.left>other.right || other.left<other.right)return false; if(this.bottom>other.top || other.bottom<other.top)return false; return true; } } Bullet Class: public class Bullet { int mX; int mY; private Bitmap mBitmap; //bounding box left<right and top>bottom int left ; int right ; int top ; int bottom ; public Bullet (Bitmap mBitmap){ this.mBitmap = mBitmap; } public void draw(Canvas canvas, int mX, int mY) { this.mX = mX; this.mY = mY; canvas.drawBitmap(mBitmap, mX, mY, null); } }

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  • how to label a cuboid using open gl?

    - by usha
    hi this is how my 3dcuboid looks ,i have attached complete code , i want to label this cuboid using different name across sides how is it possible using opengl in android...plz help me out public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

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  • CSS hover behavior inconsistent on desktop/mobile devices [migrated]

    - by tbart
    I have a strange problem: This page looks good on desktop browsers, but the hovering effect does not seem to work correctly on at least my CM7 Android 2.3.7 device. I know hovering is not supposed to work on touch displays as it does with a mouse, but I'd like to have touch feedback, i.e. the highlight color should show once the user has tapped a menu item. This does work when the link is just a href="#" but it does not when it is a real link. I tried all sorts of stuff as you can see, to no avail. If you go back in the browser history after having tapped a real link, the item is highlighted, so the browser understands the CSS I am throwing at it. However, the javascript alert makes it clear that it only seems to interpret the link opening action and does not care about the color changing stuff. Weird that is. Workarounds welcome, preferable without javascript, but if it has to be JS, then go ahead! either go here: http://orpheus.co.at/hoverprob and Use the source, Luke! or see it here in all its glory: <html> <head> <meta name="viewport" content="width=320"> <style> #nav, #nav ul { width: 100%; float: left; list-style: none; line-height: 1; background: #fff; font-weight: bold; padding: 0; margin: 0 0 5px 0; } #nav a { display: block; color: #001834; text-decoration: none; padding: 5px 7px; } #nav li { float: left; padding: 0; width: 33%; } #nav li ul { position: absolute; left: -9999px; height: auto; margin: 0; opacity: .95; width: 100%; } #nav li a { text-align: center; height: 20px; line-height: 20px; } #nav li ul li a { text-align: left; } #nav li ul li { float: none; /* width: 316px; */ width: 100%; } #nav li:hover ul ul, #nav li:hover ul ul ul, #nav li.sfhover ul ul, #nav li.sfhover ul ul ul { left: -9999px; } #nav li:hover ul, #nav li li:hover ul, #nav li li li:hover ul, #nav li.sfhover ul, #nav li li.sfhover ul, #nav li li li.sfhover ul { left: 0; } #nav li.educate { background: #FFF0B8; /* background: #FF0000; */ /* border-radius: 5px; */ border: 5px; } #nav li.educate:hover { background: #FFCE00; /* border-radius: 5px; */ } </style> </head> <body> <div id="mobMenu"> <ul id="nav" class="nav"> <li class="educate"><a href="#">menu</a> <ul class="educate"> <li class="educate"><a href="#">href=&quot#&quot;, works</a></li> <!--(+emtpy onmouseover for iPose devices)--> <li class="educate"><a onmouseover="" href="index.html">does not work, real link</a></li> <li class="educate" id="bla"><a onmousedown="document.getElementById('bla').style.backgroundColor='Blue'; alert('Done');document.location='index.html';" href="#">JS, not interpreted in corr order</a></li> </ul> </li> </div> </body>

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  • Build problems when adding `__str__` method to Boost Python C++ class

    - by Rickard
    I have started to play around with boost python a bit and ran into a problem. I tried to expose a C++ class to python which posed no problems. But I can't seem to manage to implement the __str__ functionality for the class without getting build errors I don't understand. I'm using boost 1_42 prebuild by boostpro. I build the library using cmake and the vs2010 compiler. I have a very simple setup. The header-file (tutorial.h) looks like the following: #include <iostream> namespace TestBoostPython{ class TestClass { private: double m_x; public: TestClass(double x); double Get_x() const; void Set_x(double x); }; std::ostream &operator<<(std::ostream &ostr, const TestClass &ts); }; and the corresponding cpp-file looks like: #include <boost/python.hpp> #include "tutorial.h" using namespace TestBoostPython; TestClass::TestClass(double x) { m_x = x; } double TestClass::Get_x() const { return m_x; } void TestClass::Set_x(double x) { m_x = x; } std::ostream &operator<<(std::ostream &ostr, TestClass &ts) { ostr << ts.Get_x() << "\n"; return ostr; } BOOST_PYTHON_MODULE(testme) { using namespace boost::python; class_<TestClass>("TestClass", init<double>()) .add_property("x", &TestClass::Get_x, &TestClass::Set_x) .def(str(self)) ; } The CMakeLists.txt looks like the following: CMAKE_MINIMUM_REQUIRED(VERSION 2.8) project (testme) FIND_PACKAGE( Boost REQUIRED ) FIND_PACKAGE( Boost COMPONENTS python REQUIRED ) FIND_PACKAGE( PythonLibs REQUIRED ) set(Boost_USE_STATIC_LIBS OFF) set(Boost_USE_MULTITHREAD ON) INCLUDE_DIRECTORIES(${Boost_INCLUDE_DIRS}) INCLUDE_DIRECTORIES ( ${PYTHON_INCLUDE_PATH} ) add_library(testme SHARED tutorial.cpp) target_link_libraries(testme ${Boost_PYTHON_LIBRARY}) target_link_libraries(testme ${PYTHON_LIBRARY} The build error I get is the following: Compiling... tutorial.cpp C:\Program Files (x86)\boost\boost_1_42\boost/python/def_visitor.hpp(31) : error C2780: 'void boost::python::api::object_operators::visit(ClassT &,const char *,const boost::python::detail::def_helper &) const' : expects 3 arguments - 1 provided with [ U=boost::python::api::object ] C:\Program Files (x86)\boost\boost_1_42\boost/python/object_core.hpp(203) : see declaration of 'boost::python::api::object_operators::visit' with [ U=boost::python::api::object ] C:\Program Files (x86)\boost\boost_1_42\boost/python/def_visitor.hpp(67) : see reference to function template instantiation 'void boost::python::def_visitor_access::visit,classT>(const V &,classT &)' being compiled with [ DerivedVisitor=boost::python::api::object, classT=boost::python::class_, V=boost::python::def_visitor ] C:\Program Files (x86)\boost\boost_1_42\boost/python/class.hpp(225) : see reference to function template instantiation 'void boost::python::def_visitor::visit>(classT &) const' being compiled with [ DerivedVisitor=boost::python::api::object, W=TestBoostPython::TestClass, classT=boost::python::class_ ] .\tutorial.cpp(29) : see reference to function template instantiation 'boost::python::class_ &boost::python::class_::def(const boost::python::def_visitor &)' being compiled with [ W=TestBoostPython::TestClass, U=boost::python::api::object, DerivedVisitor=boost::python::api::object ] Does anyone have any idea on what went wrrong? If I remove the .def(str(self)) part from the wrapper code, everything compiles fine and the class is usable from python. I'd be very greatful for assistance. Thank you, Rickard

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  • How to manage maintenance/bug-fix branches in Subversion when setup projects need to be built?

    - by Mike Spross
    We have a suite of related products written in VB6, with some C# and VB.NET projects, and all the source is kept in a single Subversion repository. We haven't been using branches in Subversion (although we do tag releases now), and simply do all development in trunk, creating new releases when the trunk is stable enough. This causes no end of grief when we release a new version, issues are found with it, and we have already begun working on new features or major changes to the trunk. In the past, we would address this in one of two ways, depending on the severity of the issues and how stable we thought the trunk was: Hurry to stabilize the trunk, fix the issues, and then release a maintenance update based on the HEAD revision, but this had the side effect of releases that fixed the bugs but introduced new issues because of half-finished features or bugfixes that were in trunk. Make customers wait until the next official release, which is usually a few months. We want to change our policies to better deal with this situation. I was considering creating a "maintenance branch" in Subversion whenever I tag an official release. Then, new development would continue in trunk, and I can periodically merge specific fixes from trunk into the maintenance branch, and create a maintenance release when enough fixes are accumulated, while we continue to work on the next major update in parallel. I know we could also have a more stable trunk and create a branch for new updates instead, but keeping current development in trunk seems simpler to me. The major problem is that while we can easily branch the source code from a release tag and recompile it to get the binaries for that release, I'm not sure how to handle the setup and installer projects. We use QSetup to create all of our setup programs, and right now when we need to modify a setup project, we just edit the project file in-place (all the setup projects and any dependencies that we don't compile ourselves are stored on a separate server, and we make sure to always compile the setup projects on that machine only). However, since we may add or remove files to the setup as our code changes, there is no guarantee that today's setup projects will work with yesterday's source code. I was going to put all the QSetup projects in Subversion to deal with this, but I see some problems with this approach. I want the creation of setup programs to be as automated as possible, and at the very least, I want a separate build machine where I can build the release that I want (grabbing the code from Subversion first), grab the setup project for that release from Subversion, recompile the setup, and then copy the setup to another place on the network for QA testing and eventual release to customers. However, when someone needs to change a setup project (to add a new dependency that trunk now requires or to make other changes), there is a problem. If they treat it like a source file and check it out on their own machine to edit it, they won't be able to add files to the project unless they first copy the files they need to add to the build machine (so they are available to other developers), then copy all the other dependencies from the build machine to their machine, making sure to match the folder structure exactly. The issue here is that QSetup uses absolute paths for any files added to a setup project. However, this means installing a bunch of setup dependencies onto development machines, which seems messy (and which could destabilize the development environment if someone accidentally runs the setup project on their machine). Also, how do we manage third-party dependencies? For example, if the current maintenance branch used MSXML 3.0 and the trunk now requires MSXML 4.0, we can't go back and create a maintenance release if we have already replaced the MSXML library on the build machine with the latest version (assuming both versions have the same filename). The only solution I can think is to either put all the third-party dependencies in Subversion along with the source code, or to make sure we put different library versions in separate folders (i.e. C:\Setup\Dependencies\MSXML\v3.0 and C:\Setup\Dependencies\MSXML\v4.0). Is one way "better" or more common than the other? Are there any best practices for dealing with this situation? Basically, if we release v2.0 of our software, we want to be able to release v2.0.1, v2.0.2, and v.2.0.3 while we work on v2.1, but the whole setup/installation project and setup dependency issue is making this more complicated than the typical "just create a branch in Subversion and recompile as needed" answer.

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