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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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  • Drawing a line using openGL does not work

    - by vikasm
    I am a beginner in OpenGL and tried to write my first program to draw some points and a line. I can see that the window opens with white background but no line is drawn. I was expecting to see red colored (because glColor3f(1.0, 0.0, 0.0);) dots (pixels) and line. But nothing is seen. Here is my code. void init2D(float r, float g, float b) { glClearColor(r,g,b,0.0); glMatrixMode(GL_PROJECTION); gluOrtho2D(0.0, 200.0, 0.0, 150.0); } void display() { glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0, 0.0, 0.0); glBegin(GL_POINTS); for(int i = 0; i < 10; i++) { glVertex2i(10+5*i, 110); } glEnd(); //draw a line glBegin(GL_LINES); glVertex2i(10,10); glVertex2i(100,100); glEnd(); glFlush(); } int main(int argc, char** argv) { //Initialize Glut glutInit(&argc, argv); //setup some memory buffers for our display glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //set the window size glutInitWindowSize(500, 500); //create the window with the title 'points and lines' glutCreateWindow("Points and Lines"); init2D(0.0, 0.0, 0.0); glutDisplayFunc(display); glutMainLoop(); } I wanted to verify that the glcontext was opening properly and used this code: int main(int argc, char **argv) { glutInit(&argc, argv); //setup some memory buffers for our display glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //set the window size glutInitWindowSize(500, 500); //create the window with the title 'points and lines' glutCreateWindow("Points and Lines"); char *GL_version=(char *)glGetString(GL_VERSION); puts(GL_version); char *GL_vendor=(char *)glGetString(GL_VENDOR); puts(GL_vendor); char *GL_renderer=(char *)glGetString(GL_RENDERER); puts(GL_renderer); getchar(); return 0; } And the ouput I got was: 3.1.0 - Build 8.15.10.2345 Intel Intel(R) HD Graphics Family Can someone point out what I am doing wrong ? Thanks.

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  • Brute force algorithm implemented for sudoku solver in C [closed]

    - by 0cool
    This is my code that I have written in C.. It could solve certain level of problems but not the harder one.. I could not locate the error in it, Can you please find that.. # include <stdio.h> # include "sudoku.h" extern int sudoku[size][size]; extern int Arr[size][size]; int i, j, n; int BruteForceAlgorithm (void) { int val; for (i=0; i<size; i++) { for (j=0; j<size; j++) { if (sudoku[i][j]==0) { for (n=1; n<nmax; n++) { val = check (i,j,n); if ( val == 1) { sudoku[i][j]=n; // output(); break; } else if ( val == 0 && n == nmax-1 ) get_back(); } } } } } int get_back (void) { int p,q; int flag=0; for ( p=i; p>=0; p-- ) { for (q=j; q>=0; q-- ) { flag=0; if ( Arr[p][q]==0 && !( p==i && q==j) ) { if ( sudoku[p][q]== nmax-1 ) sudoku[p][q]=0; else { n = sudoku[p][q]; sudoku[p][q]=0; i = p; j = q; flag = 1; break; } } } if ( flag == 1) break; } } Code description: Sudoku.h has definitions related to sudoku solver. 1. size = 9 nmax = 10 2. check(i,j,n) returns 1 if a number "n" can be placed at (i,j) or else "0". What does this code do ? The code starts iterating from sudoku[0][0] to the end... if it finds a empty cell ( we take cell having "0" ), it starts checking for n=1 to n=9 which can be put in that.. as soon as a number can be put in that which is checked by check() it assigns it and breaks from loop and starts finding another empty cell. In case for a particular cell if it doesn't find "n" which can be assigned to sudoku cell.. it goes back to the previous empty cell and start iterating from where it stopped and assigns the next value and continues, Here comes the function get_back(). it iterates back..

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  • Why distant objects draw in front of close objects?

    - by cad
    I am rendering two cubes in the space using XNA 4.0 and the layering of objects only works from certain angles. Here is what I see from the front angle (everything ok) Here is what I see from behind This is my draw method. Cubes are drawn by serverManager and serverManager1 protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (_gameStateFSM.State) { case GameFSMState.GameStateFSM.INTROSCREEN: spriteBatch.Begin(); introscreen.Draw(spriteBatch); spriteBatch.End(); break; case GameFSMState.GameStateFSM.GAME: spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend); // Text screenMessagesManager.Draw(spriteBatch, firstPersonCamera.cameraPosition, fpsHelper.framesPerSecond); // Camera firstPersonCamera.Draw(); // Servers serverManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); serverManager1.Draw(GraphicsDevice, firstPersonCamera.viewMatrix, firstPersonCamera.projMatrix); // Room //roomManager.Draw(GraphicsDevice, firstPersonCamera.viewMatrix); spriteBatch.End(); break; case GameFSMState.GameStateFSM.EXITGAME: break; default: break; } base.Draw(gameTime); fpsHelper.IncrementFrameCounter(); } serverManager and serverManager1 are instances of the same class ServerManager that draws a cube. The draw method for ServerManager is: public void Draw(GraphicsDevice graphicsDevice, Matrix viewMatrix, Matrix projectionMatrix) { cubeEffect.World = Matrix.CreateTranslation(modelPosition); // Set the World matrix which defines the position of the cube cubeEffect.View = viewMatrix; // Set the View matrix which defines the camera and what it's looking at cubeEffect.Projection = projectionMatrix; // Enable textures on the Cube Effect. this is necessary to texture the model cubeEffect.TextureEnabled = true; cubeEffect.Texture = cubeTexture; // Enable some pretty lights cubeEffect.EnableDefaultLighting(); // apply the effect and render the cube foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes) { pass.Apply(); cubeToDraw.RenderToDevice(graphicsDevice); } } Obviously there is something I am doing wrong. Any hint of where to look? (Maybe z-buffer or occlusion tests?)

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  • Optionally Running SPSecurity.RunWithElevatedPrivileges with Delgates

    - by Damon Armstrong
    I was writing some SharePoint code today where I needed to give people the option of running some code with elevated permission.  When you run code in an elevated fashion it normally looks like this: SPSecurity.RunWithElevatedPrivileges(()=> {     //Code to run }); It wasn’t a lot of code so I was initially inclined to do something horrible like this: public void SomeMethod(bool runElevated) {     if(runElevated)     {         SPSecurity.RunWithElevatedPrivileges(()=>         {             //Code to run         });     }     else     {         //Copy of code to run     } } Easy enough, but I did not want to draw the ire of my coworkers for employing the CTRL+C CTRL+V design pattern.  Extracting the code into a whole new method would have been overkill because it was a pretty brief piece of code.  But then I thought, hey, wait, I’m basically just running a delegate, so why not define the delegate once and run it either in an elevated context or stand alone, which resulted in this version which I think is much cleaner because the code is only defined once and it didn’t require a bunch of extra lines of code to define a method: public void SomeMethod(bool runElevated) {     var code = new SPSecurity.CodeToRunElevated(()=>     {         //Code to run     });     if(runElevated)     {         SPSecurity.RunWithElevatedPermissions(code);         }     else     {         Code();     } }

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  • JGridView

    - by Geertjan
    JGrid was announced last week so I wanted to integrate it into a NetBeans Platform app. I.e., I'd like to use Nodes instead of the DefaultListModel that is supported natively, so that I can integrate with the Properties Window, for example: Here's how: import de.jgrid.JGrid; import java.beans.PropertyVetoException; import javax.swing.DefaultListModel; import javax.swing.JScrollPane; import javax.swing.event.ListSelectionEvent; import javax.swing.event.ListSelectionListener; import org.book.domain.Book; import org.openide.explorer.ExplorerManager; import org.openide.nodes.Node; import org.openide.util.Exceptions; public class JGridView extends JScrollPane { @Override public void addNotify() { super.addNotify(); final ExplorerManager em = ExplorerManager.find(this); if (em != null) { final JGrid grid = new JGrid(); Node root = em.getRootContext(); final Node[] nodes = root.getChildren().getNodes(); final Book[] books = new Book[nodes.length]; for (int i = 0; i < nodes.length; i++) { Node node = nodes[i]; books[i] = node.getLookup().lookup(Book.class); } grid.getCellRendererManager().setDefaultRenderer(new OpenLibraryGridRenderer()); grid.setModel(new DefaultListModel() { @Override public int getSize() { return books.length; } @Override public Object getElementAt(int i) { return books[i]; } }); grid.setUI(new BookshelfUI()); grid.getSelectionModel().addListSelectionListener(new ListSelectionListener() { @Override public void valueChanged(ListSelectionEvent e) { //Somehow compare the selected item //with the list of books and find a matching book: int selectedIndex = grid.getSelectedIndex(); for (int i = 0; i < nodes.length; i++) { String nodeName = books[i].getTitel(); if (String.valueOf(selectedIndex).equals(nodeName)) { try { em.setSelectedNodes(new Node[]{nodes[i]}); } catch (PropertyVetoException ex) { Exceptions.printStackTrace(ex); } } } } }); setViewportView(grid); } } } Above, you see references to OpenLibraryGridRenderer and BookshelfUI, both of which are part of the "JGrid-Bookshelf" sample in the JGrid download. The above is specific for Book objects, i.e., that's one of the samples that comes with the JGrid download. I need to make the above more general, so that any kind of object can be handled without requiring changes to the JGridView. Once you have the above, it's easy to integrate it into a TopComponent, just like any other NetBeans explorer view.

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  • Problem texturing with opengl

    - by Killrazor
    Hello! I'm having problems making a simple sprite rendering. I load 2 different textures. Then, I bind these textures and draw 2 squares, one with each texture. But only the texture of the first rendered object is drawn in both squares. Its like if I'd only use a texture or as if glBindTexture don't work properly. I know that GL is a state machine, but I think that you only need to change active texture with glBindTexture. I load texture with this method: bool CTexture::generate( utils::CImageBuff* img ) { assert(img); m_image = img; CHECKGL(glGenTextures(1,&m_textureID)); CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)); CHECKGL(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)); //CHECKGL(glTexImage2D(GL_TEXTURE_2D,0,img->getBpp(),img->getWitdh(),img->getHeight(),0,img->getFormat(),GL_UNSIGNED_BYTE,img->getImgData())); CHECKGL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img->getWitdh(), img->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getImgData())); return true; } And I bind textures with this function: void CTexture::bind() { CHECKGL(glBindTexture(GL_TEXTURE_2D,m_textureID)); } Also, I draw sprites with this method void CSprite2D::render() { CHECKGL(glLoadIdentity()); CHECKGL(glEnable(GL_TEXTURE_2D)); CHECKGL(glEnable(GL_BLEND)); CHECKGL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); m_texture->bind(); CHECKGL(glPushMatrix()); CHECKGL(glBegin(GL_QUADS)); CHECKGL(glTexCoord2f(m_textureAreaStart.s,m_textureAreaStart.t)); // 0,0 by default CHECKGL(glVertex3i(m_position.x,m_position.y,0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s,m_textureAreaStart.t)); // 1,0 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaEnd.s, m_textureAreaEnd.t)); // 1,1 by default CHECKGL(glVertex3i( m_position.x + m_dimensions.x, m_position.y + m_dimensions.y, 0)); CHECKGL(glTexCoord2f(m_textureAreaStart.s, m_textureAreaEnd.t)); // 0,1 by default CHECKGL(glVertex3i( m_position.x, m_position.y + m_dimensions.y,0)); CHECKGL(glPopMatrix()); CHECKGL(glDisable(GL_BLEND)); } Could you help me? All help is welcome. Thanks!!

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  • The term "interface" in C++

    - by Flexo
    Java makes a clear distinction between class and interface. (I believe C# does also, but I have no experience with it). When writing C++ however there is no language enforced distinction between class and interface. Consequently I've always viewed interface as a workaround for the lack of multiple inheritance in Java. Making such a distinction feels arbitrary and meaningless in C++. I've always tended to go with the "write things in the most obvious way" approach, so if in C++ I've got what might be called an interface in Java, e.g.: class Foo { public: virtual void doStuff() = 0; ~Foo() = 0; }; and I then decided that most implementers of Foo wanted to share some common functionality I would probably write: class Foo { public: virtual void doStuff() = 0; ~Foo() {} protected: // If it needs this to do its thing: int internalHelperThing(int); // Or if it doesn't need the this pointer: static int someOtherHelper(int); }; Which then makes this not an interface in the Java sense anymore. Instead C++ has two important concepts, related to the same underlying inheritance problem: virtual inhertiance Classes with no member variables can occupy no extra space when used as a base "Base class subobjects may have zero size" Reference Of those I try to avoid #1 wherever possible - it's rare to encounter a scenario where that genuinely is the "cleanest" design. #2 is however a subtle, but important difference between my understanding of the term "interface" and the C++ language features. As a result of this I currently (almost) never refer to things as "interfaces" in C++ and talk in terms of base classes and their sizes. I would say that in the context of C++ "interface" is a misnomer. It has come to my attention though that not many people make such a distinction. Do I stand to lose anything by allowing (e.g. protected) non-virtual functions to exist within an "interface" in C++? (My feeling is the exactly the opposite - a more natural location for shared code) Is the term "interface" meaningful in C++ - does it imply only pure virtual or would it be fair to call C++ classes with no member variables an interface still?

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  • Should the 12-String be in it's own class and why?

    - by MayNotBe
    This question is regarding a homework project in my first Java programming class (online program). The assignment is to create a "stringed instrument" class using (among other things) an array of String names representing instrument string names ("A", "E", etc). The idea for the 12-string is beyond the scope of the assignment (it doesn't have to be included at all) but now that I've thought of it, I want to figure out how to make it work. Part of me feels like the 12-String should have it's own class, but another part of me feels that it should be in the guitar class because it's a guitar. I suppose this will become clear as I progress but I thought I would see what kind of response I get here. Also, why would they ask for a String[] for the instrument string names? Seems like a char[] makes more sense. Thank you for any insight. Here's my code so far (it's a work in progress): public class Guitar { private int numberOfStrings = 6; private static int numberOfGuitars = 0; private String[] stringNotes = {"E", "A", "D", "G", "B", "A"}; private boolean tuned = false; private boolean playing = false; public Guitar(){ numberOfGuitars++; } public Guitar(boolean twelveString){ if(twelveString){ stringNotes[0] = "E, E"; stringNotes[1] = "A, A"; stringNotes[2] = "D, D"; stringNotes[3] = "G, G"; stringNotes[4] = "B, B"; stringNotes[5] = "E, E"; numberOfStrings = 12; } } public int getNumberOfStrings() { return numberOfStrings; } public void setNumberOfStrings(int strings) { if(strings == 12 || strings == 6) { if(strings == 12){ stringNotes[0] = "E, E"; stringNotes[1] = "A, A"; stringNotes[2] = "D, D"; stringNotes[3] = "G, G"; stringNotes[4] = "B, B"; stringNotes[5] = "E, E"; numberOfStrings = strings; } if(strings == 6) numberOfStrings = strings; }//if else System.out.println("***ERROR***Guitar can only have 6 or 12 strings***ERROR***"); } public void getStringNotes() { for(int i = 0; i < stringNotes.length; i++){ if(i == stringNotes.length - 1) System.out.println(stringNotes[i]); else System.out.print(stringNotes[i] + ", "); }//for }

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  • LWJGL: Camera distance from image plane?

    - by Rogem
    Let me paste some code before I ask the question... public static void createWindow(int[] args) { try { Display.setFullscreen(false); DisplayMode d[] = Display.getAvailableDisplayModes(); for (int i = 0; i < d.length; i++) { if (d[i].getWidth() == args[0] && d[i].getHeight() == args[1] && d[i].getBitsPerPixel() == 32) { displayMode = d[i]; break; } } Display.setDisplayMode(displayMode); Display.create(); } catch (Exception e) { e.printStackTrace(); System.exit(0); } } public static void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); } So, with the camera and screen setup out of the way, I can now ask the actual question: How do I know what the camera distance is from the image plane? I also would like to know what the angle between the image plane's center normal and a line drawn from the middle of one of the edges to the camera position is. This will be used to consequently draw a vector from the camera's position through the player's click-coordinates to determine the world coordinates they clicked (or could've clicked). Also, when I set the camera coordinates, do I set the coordinates of the camera or do I set the coordinates of the image plane? Thank you for your help. EDIT: So, I managed to solve how to calculate the distance of the camera... Here's the relevant code... private static float getScreenFOV(int dim) { if (dim == 0) { float dist = (float) Math.tan((Math.PI / 2 - Math.toRadians(FOV_Y))/2) * 0.5f; float FOV_X = 2 * (float) Math.atan(getScreenRatio() * 0.5f / dist); return FOV_X; } else if (dim == 1) { return FOV_Y; } return 0; } FOV_Y is the Field of View that one defines in gluPerspective (float fovy in javadoc). This seems to be (and would logically be) for the height of the screen. Now I just need to figure out how to calculate that vector.

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  • Should the 12-String be in it's own class and why? Java

    - by MayNotBe
    This is my first question here. I will amend it as instructed. This is regarding a homework project in my first Java programming class (online program). The assignment is to create a "stringed instrument" class using (among other things) an array of String names representing instrument string names ("A", "E", etc). The idea for the 12-string is beyond the scope of the assignment (it doesn't have to be included at all) but now that I've thought of it, I want to figure out how to make it work. Part of me feels like the 12-String should have it's own class, but another part of me feels that it should be in the guitar class because it's a guitar. I suppose this will become clear as I progress but I thought I would see what kind of response I get here. Also, why would they ask for a String[] for the instrument string names? Seems like a char[] makes more sense. Thank you for any insight. Here's my code so far (it's a work in progress): public class Guitar { private int numberOfStrings = 6; private static int numberOfGuitars = 0; private String[] stringNotes = {"E", "A", "D", "G", "B", "A"}; private boolean tuned = false; private boolean playing = false; public Guitar(){ numberOfGuitars++; } public Guitar(boolean twelveString){ if(twelveString){ stringNotes[0] = "E, E"; stringNotes[1] = "A, A"; stringNotes[2] = "D, D"; stringNotes[3] = "G, G"; stringNotes[4] = "B, B"; stringNotes[5] = "E, E"; numberOfStrings = 12; } } public int getNumberOfStrings() { return numberOfStrings; } public void setNumberOfStrings(int strings) { if(strings == 12 || strings == 6) { if(strings == 12){ stringNotes[0] = "E, E"; stringNotes[1] = "A, A"; stringNotes[2] = "D, D"; stringNotes[3] = "G, G"; stringNotes[4] = "B, B"; stringNotes[5] = "E, E"; numberOfStrings = strings; } if(strings == 6) numberOfStrings = strings; }//if else System.out.println("***ERROR***Guitar can only have 6 or 12 strings***ERROR***"); } public void getStringNotes() { for(int i = 0; i < stringNotes.length; i++){ if(i == stringNotes.length - 1) System.out.println(stringNotes[i]); else System.out.print(stringNotes[i] + ", "); }//for }

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  • Problem Loading a DLL (4 replies)

    I'm having some issues now that I can't see what I'm doing wrong. I'm Pinvoking a non WindowsAPI DLL (I mean, not a dll provided on windows). Pinvoking LoadLibrary, I can get a IntPtr to any WindowsAPI DLL, but never I can get a pointer to my DLL. The code I'm using is very simple, like this one: [DllImport(&quot;kernel32.dll&quot;, SetLastError true)] public static extern IntPtr LoadLibrary(); static void ...

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  • GDI (2 replies)

    Hallo, I have a small (hopefully) problem... I defined an user control that in the Paint overriden method does the following things: protected override void OnPaint( PaintEventArgs e ) { e.Graphics.Clear( BackColor ); e.Graphics.SmoothingMode SmoothingMode; e.Graphics.CompositingQuality CompositingQuality; e.Graphics.InterpolationMode InterpolationMode; e.Graphics.TextRenderingHint TextRenderingHi...

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  • DirectAccess client can't connect

    - by odd parity
    I've set up a DirectAccess server on Windows Server 2012 at my workplace. I'm using a Windows 8 Enterprise client to connect to it. It works fine over a mobile connection, but it fails when connecting from home. I've ruled out the firewall/router as the culprit as the issues persist when connecting the laptop directly to the cable modem. I'm not sure where to begin to debug this, does anyone have any pointers? Both Teredo and IPHTTPS interfaces are up (although as the server is behind a NAT and we only have 1 public IP I understand that IPHTTPS is the only protocol that will be used). The IPHTTPS tunnel also seems to be connected: netsh interface httpstunnel show interfaces Interface IPHTTPSInterface (Group Policy) Parameters ------------------------------------------------------------ Role : client URL : https://redacted:443/IPHTTPS Last Error Code : 0x0 Interface Status : IPHTTPS interface active however the DirectAccess link can't be activated - get-daconnectionstatus cycles between Status : Error Substatus : CouldNotContactDirectAccessServer and Status : Error Substatus : RemoteNetworkAuthenticationFailure Any suggestions on how to attack this are appreciated!

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  • How to build glibc 2.11.2 on RHEL5?

    - by netvope
    Using gcc-4.4.4 or 4.5.0, I'm unable to make glibc-2.11.2 on RHEL 5.5: .././scripts/mkinstalldirs /dev/shm/glibc-2.11.2-build/sunrpc/rpcsvc CPP='gcc -B/home/klaw/share/rhel5/ -E -x c-header' /dev/shm/glibc-2.11.2-build/elf/ld-linux-x86-64.so.2 --library-path /dev/shm/glibc-2.11.2-build:/dev/shm/glibc-2.11.2-build/math:/dev/shm/glibc-2.11.2-build/elf:/dev/shm/glibc-2.11.2-build/dlfcn:/dev/shm/glibc-2.11.2-build/nss:/dev/shm/glibc-2.11.2-build/nis:/dev/shm/glibc-2.11.2-build/rt:/dev/shm/glibc-2.11.2-build/resolv:/dev/shm/glibc-2.11.2-build/crypt:/dev/shm/glibc-2.11.2-build/nptl /dev/shm/glibc-2.11.2-build/sunrpc/rpcgen -Y ../scripts -c rpcsvc/bootparam_prot.x -o /dev/shm/glibc-2.11.2-build/sunrpc/xbootparam_prot.T Inconsistency detected by ld.so: dynamic-link.h: 209: elf_get_dynamic_info: Assertion `info[15] == ((void *)0)' failed! make[2]: *** [/dev/shm/glibc-2.11.2-build/sunrpc/xnlm_prot.stmp] Error 127 make[2]: Leaving directory `/dev/shm/glibc-2.11.2/sunrpc' make[1]: *** [sunrpc/others] Error 2 make[1]: Leaving directory `/dev/shm/glibc-2.11.2' make: *** [all] Error 2 The error comes from the ld.so made by glibc: $ elf/ld.so Inconsistency detected by ld.so: dynamic-link.h: 209: elf_get_dynamic_info: Assertion `info[15] == ((void *)0)' failed! $ I got similar error with glibc-2.11.1 (only the line number of dynamic-link.h is different). Any ideas how I can fix this? gcc-4.4.4 and 4.5.0 were compiled with: binutils-2.20.1 gmp-5.0.1 mpc-0.8.2 mpfr-2.4.2

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  • Troubleshooting PXE-E11: ARP Timeout error under VMware ESXi 4 and HPSA 7.8

    - by warren
    I am running HP Server Automation v7.8 in a lab environment on VMware ESXi, managed via vSphere 4. On the same host I have several small VMs for OS provisioning testing (512MB RAM, 10GB hdd, one NIC on the same vSwitch that HPSA is running on). DHCP is configured to hand-out addresses in the 192.168.10.151-200 range. On boot of the VM, it receives an IP (eg 192.168.10.198) within seconds. However, after it receives its IP, a PXE-E11: ARP Timeout error occurs in trying to boot from the DHCP server. I do not know if this is a HPSA-specific error, as I have seen reports of the PXE-E11 error on various forums. Proposed solutions I have seen so far (changing VLAN settings, for example) have not been applicable to my environment. Are there any pointers/troubleshooting steps that can be taken to resolve this?

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  • WebLogic embedded LDAP crashes

    - by Spiff
    Our production admin server (WebLogic 10.3.5 running on Solaris 10) crashes from time to time. Logs show tons of these errors (several each minute): <1-Jun-2012 2:28:34 o'clock AM EDT> <Critical> <EmbeddedLDAP> <BEA-000000> <java.lang.NullPointerException at weblogic.socket.DevPollSocketMuxer.cleanupSocket(DevPollSocketMuxer.java:150) at weblogic.socket.DevPollSocketMuxer.cancelIo(DevPollSocketMuxer.java:166) at weblogic.socket.SocketMuxer.deliverExceptionAndCleanup(SocketMuxer.java:836) at weblogic.socket.SocketMuxer.deliverEndOfStream(SocketMuxer.java:760) at weblogic.ldap.MuxableSocketLDAP$LDAPSocket.close(MuxableSocketLDAP.java:128) at com.octetstring.vde.Connection.close(Connection.java:166) at com.octetstring.vde.WorkThread.executeWorkQueueItem(WorkThread.java:89) at weblogic.ldap.LDAPExecuteRequest.run(LDAPExecuteRequest.java:50) at weblogic.work.SelfTuningWorkManagerImpl$WorkAdapterImpl.run(SelfTuningWorkManagerImpl.java:528) at weblogic.work.ExecuteThread.execute(ExecuteThread.java:209) at weblogic.work.ExecuteThread.run(ExecuteThread.java:178) Eventually, the admin server runs out of memory: <1-Jun-2012 12:29:59 o'clock PM EDT> <Error> <Kernel> <BEA-000802> <ExecuteRequest failed java.lang.OutOfMemoryError: GC overhead limit exceeded. One does not necessarily cause the other, but it seems like a pretty good fit. When inspecting the WebLogic code, we see this: void cleanupSocket(MuxableSocket paramMuxableSocket, SocketInfo paramSocketInfo) { this.sockRecords[paramSocketInfo.getFD()] = null; // DevPollSocketMuxer.java:150 super.cleanupSocket(paramMuxableSocket, paramSocketInfo); } protected void cancelIo(MuxableSocket paramMuxableSocket) { super.cancelIo(paramMuxableSocket); cleanupSocket(paramMuxableSocket, paramMuxableSocket.getSocketInfo()); // DevPollSocketMuxer.java:166 } So paramMuxableSocket.getSocketInfo() would be null. I'm at a loss for explaining this... Anyone have an idea? Thanks!

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  • Removing duplicate images (deduplication) - calculating "overlap" of images

    - by jotango
    Hello, I have a ton of product images on our file system. Our code removes 100% identical images (or does not allow them to be uploaded). However our sellers often upload items pictures which are very similar, but not exactly. They could have more whitespace, a worse quality (compression), a different size etc. Is there any way I can calculate the degree of overlap between two images, to flag ones for deletion? Kind of like a Levenshtein distance between two images... Any pointers would be very cool. Thanks!

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  • OS X not booting after upgrading LibXML2

    - by Federico
    I tried upgrading the version of LibXML2 in my machine to run some propietary software. Compiled as 32-bit (-arch i386) and restarted to see if it worked. Now when I try to boot I can only get into the spinning screen and it just sits there. Restarting in verbose mode (Cmd-V) does not show any error in the process, it just freezes after "AppleIntelCPUPowerManagement: initialization complete". I can't from any CD either (if I press c on startup it just spins the disk around and then stops in the same spinner screen). I've also reset the PRAM/NVRAM to discard any problems with that and it´s still not fixed. Any pointers of what might´ve gone wrong? (Latest gen MBP, running 10.6.3)

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  • Open vSwitch and Xen Private Networks

    - by Joe
    I've read about the possibilities of using Open vSwitch with Xen to route traffic between domUs on multiple physical hosts. I'd like to be able to group the multiple domUs I have spread out across multiple physical hosts into a number of private networks. However, I've found no documentation on how to integrate Open vSwitch with Xen (rather than XenServer) and am unsure how I should go about doing so and then creating the private networks described. As you might have gathered then - from research I think Open vSwitch can do what I need it to, but I just can't find anything giving me a push in the right direction of how to actually use it to do so! This may well be because Open vSwitch is quite new (version 1.0 released on May 17). Any pointers in the right direction would be much appreciated!

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  • Routing all Traffic through OpenVPN Tunnel

    - by Filip Ekberg
    I have installed OpenVPN server on Archlinux and am now using OpenVPN GUI on Windows 7, I can talk to other computers connected through the VPN but I have not yet figured out how to route all traffic through the tunnel. How do I do this? I figured I need to do it with route ( cmd command ) but I think i need some pointers here. I've followed the OpenVPN HowTo on the matter but that doesn't work, it simply doesn't push the "force the client to go through this gateway"-option. And changing from OpenVPN to a PPTP / IPSec alternative is not an option at the moment.

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  • Linode - Centos 5.5 -

    - by Marcus West
    Hi, I rather foolishly undertook to install a control panel on a Linode. I opted to use CentOs 5.5 (either ordinary or 64 bit) but I am like a monkey playing a reward game... I have some idea of what I am doing, but not enough.... In certain areas I am hopeless....do I install Webmin/virtualmin, or ISP Config..... ISP Config 2 or 3? I would employ someone to help, but how do i find the right person? Where can i learn the ropes on all this? There seems to be no systematic training, and even when I try to research college courses in the UK, I am none the wiser as to where I could go to learn how to run a Linux server..... Has anyone any pointers? Right now I am looking at th esecurity aspects of the server.....rkhunter , denyhosts etc... Any advice on installing and maintaining these things? Cheers marcus

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  • Changing default gateway on workstations connected to Windows Domain SBS server

    - by Gary B2312321321
    We have xp workstations connected onto a small business server acting as active directory/isa firewall/proxy (no dhcp). Is there a reason that after installing a 2nd firewall on the network (same subnet etc), that changing the default gateway on the workstations isnt sufficient to route inet traffic through the new firewall? A freshly setup linux box connects straight on to the alternate firewall with just ip, default gateway. dns settings. Will having ISA still active on the network confuse the process? Are there further config settings deeper down in windows that need attention? Any ideas pointers on this would be appreciated? Other info: Firewalls tried: Smoothwall and Ipcop; small ethernet netwoork 40 pcs; can ping to new firwalls from workstations; activating web proxy on new firewall and reconfiguring workstation browser works fine; Point of 2nd firewall is lack of some necessary features on ISA for a linux app; Would be nice to have some redundancy to though

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  • Unable to access VLAN host from VLAN interface in CentOS

    - by Amrit
    I am playing with VLAN (Virtual LAN) configuration on CentOS 6.4. I have 2 interfaces, eth0 and eth1. I have configured 2 VLAN interfaces eth0.20 and eth0.30 as #file: ifcfg-eth0.20 #------------- VLAN=yes DEVICE=eth0.20 TYPE=Ethernet ONBOOT=yes NM_CONTROLLED=no BOOTPROTO=static IPADDR=192.168.20.1 GATEWAY=192.168.20.1 NETMASK=255.255.255.0 USERCTL=no #file: ifcfg-eth0.30 #------------- VLAN=yes DEVICE=eth0.30 TYPE=Ethernet ONBOOT=yes NM_CONTROLLED=no BOOTPROTO=static IPADDR=192.168.30.1 GATEWAY=192.168.30.1 NETMASK=255.255.255.0 USERCTL=no Then connected a desktop to interface eth0 port using LAN cable and assigned 192.168.30.2/24 IP. When I try to ping 192.168.30.1 from 192.168.30.2 machine, It shows destination host unreachable. I am also not able to ping 192.168.130.2 from 192.168.30.1. However ping -I eth0 192.168.30.2 works fine. Any pointers?

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  • sqlsrv not showing up in my phpinfo

    - by sirg45
    I have just installed php 5.3 on windows server 2008 R2 running IIS7. phpinfo() is working fine. now I want to see if I have correctly installed the Microsoft Drivers for PHP for SQL Server. I downloaded from here: http://www.microsoft.com/downloads/en/details.aspx?FamilyID=80E44913-24B4-4113-8807-CAAE6CF2CA05#RelatedResources I have dropped the 2 dlls (php_pdo_sqlsrv_53_nts_vc9.dll and php_sqlsrv_53_nts_vc9.dll) into the PHP\ext folder and referenced them in the php.ini I restarted the server. But when I run phpinfo() I'm not seeing any reference to sqlsrv is that normal? or should there also be a section of phpinfo() dedicated to these sqlsrv extensions? Error logging is on but there are no errors coming up in the php-errors.log referring to sqlsrv. Both files php_pdo_sqlsrv_53_nts_vc9.dll and php_sqlsrv_53_nts_vc9.dll have been added (non thread safe version for IIS), php5.dll is present in the php install folder. Thanks for any pointers.

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