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  • How to implement turn-based game engine?

    - by Dvole
    Let's imagine game like Heroes of Might and Magic, or Master of Orion, or your turn-based game of choice. What is the game logic behind making next turn? Are there any materials or books to read about the topic? To be specific, let's imagine game loop: void eventsHandler(); //something that responds to input void gameLogic(); //something that decides whats going to be output on the screen void render(); //this function outputs stuff on screen All those are getting called say 60 times a second. But how turn-based enters here? I might imagine that in gameLogic() there is a function like endTurn() that happens when a player clicks that button, but how do I handle it all? Need insights.

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  • Organizations &amp; Architecture UNISA Studies &ndash; Chap 7

    - by MarkPearl
    Learning Outcomes Name different device categories Discuss the functions and structure of I/.O modules Describe the principles of Programmed I/O Describe the principles of Interrupt-driven I/O Describe the principles of DMA Discuss the evolution characteristic of I/O channels Describe different types of I/O interface Explain the principles of point-to-point and multipoint configurations Discuss the way in which a FireWire serial bus functions Discuss the principles of InfiniBand architecture External Devices An external device attaches to the computer by a link to an I/O module. The link is used to exchange control, status, and data between the I/O module and the external device. External devices can be classified into 3 categories… Human readable – e.g. video display Machine readable – e.g. magnetic disk Communications – e.g. wifi card I/O Modules An I/O module has two major functions… Interface to the processor and memory via the system bus or central switch Interface to one or more peripheral devices by tailored data links Module Functions The major functions or requirements for an I/O module fall into the following categories… Control and timing Processor communication Device communication Data buffering Error detection I/O function includes a control and timing requirement, to coordinate the flow of traffic between internal resources and external devices. Processor communication involves the following… Command decoding Data Status reporting Address recognition The I/O device must be able to perform device communication. This communication involves commands, status information, and data. An essential task of an I/O module is data buffering due to the relative slow speeds of most external devices. An I/O module is often responsible for error detection and for subsequently reporting errors to the processor. I/O Module Structure An I/O module functions to allow the processor to view a wide range of devices in a simple minded way. The I/O module may hide the details of timing, formats, and the electro mechanics of an external device so that the processor can function in terms of simple reads and write commands. An I/O channel/processor is an I/O module that takes on most of the detailed processing burden, presenting a high-level interface to the processor. There are 3 techniques are possible for I/O operations Programmed I/O Interrupt[t I/O DMA Access Programmed I/O When a processor is executing a program and encounters an instruction relating to I/O it executes that instruction by issuing a command to the appropriate I/O module. With programmed I/O, the I/O module will perform the requested action and then set the appropriate bits in the I/O status register. The I/O module takes no further actions to alert the processor. I/O Commands To execute an I/O related instruction, the processor issues an address, specifying the particular I/O module and external device, and an I/O command. There are four types of I/O commands that an I/O module may receive when it is addressed by a processor… Control – used to activate a peripheral and tell it what to do Test – Used to test various status conditions associated with an I/O module and its peripherals Read – Causes the I/O module to obtain an item of data from the peripheral and place it in an internal buffer Write – Causes the I/O module to take an item of data form the data bus and subsequently transmit that data item to the peripheral The main disadvantage of this technique is it is a time consuming process that keeps the processor busy needlessly I/O Instructions With programmed I/O there is a close correspondence between the I/O related instructions that the processor fetches from memory and the I/O commands that the processor issues to an I/O module to execute the instructions. Typically there will be many I/O devices connected through I/O modules to the system – each device is given a unique identifier or address – when the processor issues an I/O command, the command contains the address of the address of the desired device, thus each I/O module must interpret the address lines to determine if the command is for itself. When the processor, main memory and I/O share a common bus, two modes of addressing are possible… Memory mapped I/O Isolated I/O (for a detailed explanation read page 245 of book) The advantage of memory mapped I/O over isolated I/O is that it has a large repertoire of instructions that can be used, allowing more efficient programming. The disadvantage of memory mapped I/O over isolated I/O is that valuable memory address space is sued up. Interrupts driven I/O Interrupt driven I/O works as follows… The processor issues an I/O command to a module and then goes on to do some other useful work The I/O module will then interrupts the processor to request service when is is ready to exchange data with the processor The processor then executes the data transfer and then resumes its former processing Interrupt Processing The occurrence of an interrupt triggers a number of events, both in the processor hardware and in software. When an I/O device completes an I/O operations the following sequence of hardware events occurs… The device issues an interrupt signal to the processor The processor finishes execution of the current instruction before responding to the interrupt The processor tests for an interrupt – determines that there is one – and sends an acknowledgement signal to the device that issues the interrupt. The acknowledgement allows the device to remove its interrupt signal The processor now needs to prepare to transfer control to the interrupt routine. To begin, it needs to save information needed to resume the current program at the point of interrupt. The minimum information required is the status of the processor and the location of the next instruction to be executed. The processor now loads the program counter with the entry location of the interrupt-handling program that will respond to this interrupt. It also saves the values of the process registers because the Interrupt operation may modify these The interrupt handler processes the interrupt – this includes examination of status information relating to the I/O operation or other event that caused an interrupt When interrupt processing is complete, the saved register values are retrieved from the stack and restored to the registers Finally, the PSW and program counter values from the stack are restored. Design Issues Two design issues arise in implementing interrupt I/O Because there will be multiple I/O modules, how does the processor determine which device issued the interrupt? If multiple interrupts have occurred, how does the processor decide which one to process? Addressing device recognition, 4 general categories of techniques are in common use… Multiple interrupt lines Software poll Daisy chain Bus arbitration For a detailed explanation of these approaches read page 250 of the textbook. Interrupt driven I/O while more efficient than simple programmed I/O still requires the active intervention of the processor to transfer data between memory and an I/O module, and any data transfer must traverse a path through the processor. Thus is suffers from two inherent drawbacks… The I/O transfer rate is limited by the speed with which the processor can test and service a device The processor is tied up in managing an I/O transfer; a number of instructions must be executed for each I/O transfer Direct Memory Access When large volumes of data are to be moved, an efficient technique is direct memory access (DMA) DMA Function DMA involves an additional module on the system bus. The DMA module is capable of mimicking the processor and taking over control of the system from the processor. It needs to do this to transfer data to and from memory over the system bus. DMA must the bus only when the processor does not need it, or it must force the processor to suspend operation temporarily (most common – referred to as cycle stealing). When the processor wishes to read or write a block of data, it issues a command to the DMA module by sending to the DMA module the following information… Whether a read or write is requested using the read or write control line between the processor and the DMA module The address of the I/O device involved, communicated on the data lines The starting location in memory to read from or write to, communicated on the data lines and stored by the DMA module in its address register The number of words to be read or written, communicated via the data lines and stored in the data count register The processor then continues with other work, it delegates the I/O operation to the DMA module which transfers the entire block of data, one word at a time, directly to or from memory without going through the processor. When the transfer is complete, the DMA module sends an interrupt signal to the processor, this the processor is involved only at the beginning and end of the transfer. I/O Channels and Processors Characteristics of I/O Channels As one proceeds along the evolutionary path, more and more of the I/O function is performed without CPU involvement. The I/O channel represents an extension of the DMA concept. An I/O channel ahs the ability to execute I/O instructions, which gives it complete control over I/O operations. In a computer system with such devices, the CPU does not execute I/O instructions – such instructions are stored in main memory to be executed by a special purpose processor in the I/O channel itself. Two types of I/O channels are common A selector channel controls multiple high-speed devices. A multiplexor channel can handle I/O with multiple characters as fast as possible to multiple devices. The external interface: FireWire and InfiniBand Types of Interfaces One major characteristic of the interface is whether it is serial or parallel parallel interface – there are multiple lines connecting the I/O module and the peripheral, and multiple bits are transferred simultaneously serial interface – there is only one line used to transmit data, and bits must be transmitted one at a time With new generation serial interfaces, parallel interfaces are becoming less common. In either case, the I/O module must engage in a dialogue with the peripheral. In general terms the dialog may look as follows… The I/O module sends a control signal requesting permission to send data The peripheral acknowledges the request The I/O module transfers data The peripheral acknowledges receipt of data For a detailed explanation of FireWire and InfiniBand technology read page 264 – 270 of the textbook

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  • Networking gampeplay - Sending controller inputs vs. sending game actions

    - by liortal
    I'm reading about techniques for implementing game networking. Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across the network, to be fed into the remote game's loop for processing. This seems a bit odd to me and i'd like to know what are the benefits of using such a method? To me, it seems that controller input is merely a way to gather data to be fed into the game, which in turn determines how to translate these into specific game actions. Why would i want to send the control data and not the game actions themselves?

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  • Arch Linux with an nginx/django setup refuses to display ANYTHING

    - by Holland
    I'm on Amazon Ec2, with an Arch Linux server. While I truly am loving it, I'm having the issue of actually getting nginx to display anything. Everytime I try to throw my hostname into the browser, the browser states that it's not available for some reason - almost as if the host doesn't even exist. One thing I'd like to know is, how can I get this up and running? Is there a specific arch linux configuration I have to do to make it web accessible? I have port 80 open, as well as port 22. I've tried using gunicorn, python-flup, and nginx. Nginx Config user http; worker_processes 1; #error_log logs/error.log; #error_log logs/error.log notice; #error_log logs/error.log info; pid logs/nginx.pid; events { worker_connections 1024; } http { include mime.types; default_type application/octet-stream; log_format main '$remote_addr - $remote_user [$time_local] "$request" ' '$status $body_bytes_sent "$http_referer" ' '"$http_user_agent" "$http_x_forwarded_for"'; access_log logs/access.log main; sendfile on; #tcp_nopush on; #keepalive_timeout 0; keepalive_timeout 65; #gzip on; server { listen 80; server_name _; access_log /var/log/nginx/access.log; error_log /var/log/nginx/error.log; #charset koi8-r; location ^~ /media/ { root /path/to/media; } location ^~ /admin-media/ { root /usr/lib/python2.7/site-packages/django/contrib/admin/media; } location / { root /path/to/root/; fastcgi_pass 127.0.0.1:8080; fastcgi_param SERVER_NAME $server_name; fastcgi_param SERVER_PORT $server_port; fastcgi_param SERVER_PROTOCOL $server_protocol; fastcgi_param PATH_INFO $fastcgi_script_name; fastcgi_param REQUEST_METHOD $request_method; fastcgi_param QUERY_STRING $query_string; fastcgi_param CONTENT_TYPE $content_type; fastcgi_param CONTENT_LENGTH $content_length; fastcgi_pass_header Authorization; fastcgi_intercept_errors off; fastcgi_index index.html; index index.htm index.html; } error_page 500 502 503 504 /50x.html; location = /50x.html { root /etc/nginx/html/50x.html; } } # server { # listen 80; # server_name localhost; #charset koi8-r; #access_log logs/host.access.log main; # location / { # root html; # index index.html index.htm; # } #error_page 404 /404.html; # redirect server error pages to the static page /50x.html # #error_page 500 502 503 504 /50x.html; #location = /50x.html { root html; #} # proxy the PHP scripts to Apache listening on 127.0.0.1:80 # #location ~ \.php$ { # proxy_pass http://127.0.0.1; #} # pass the PHP scripts to FastCGI server listening on 127.0.0.1:9000 # #location ~ \.php$ { # root html; # fastcgi_pass 127.0.0.1:9000; # fastcgi_index index.php; # fastcgi_param SCRIPT_FILENAME /scripts$fastcgi_script_name; # include fastcgi_params; #} # deny access to .htaccess files, if Apache's document root # concurs with nginx's one # #location ~ /\.ht { # deny all; #} #} # another virtual host using mix of IP-, name-, and port-based configuration # #server { # listen 8000; # listen somename:8080; # server_name somename alias another.alias; # location / { # root html; # index index.html index.htm; # } #} # HTTPS server # #server { # listen 443; # server_name localhost; # ssl on; # ssl_certificate cert.pem; # ssl_certificate_key cert.key; # ssl_session_timeout 5m; # ssl_protocols SSLv2 SSLv3 TLSv1; # ssl_ciphers HIGH:!aNULL:!MD5; # ssl_prefer_server_ciphers on; # location / { # root html; # index index.html index.htm; # } #} } I can't quite tell if it's a server issue or a configuration issue: I've followed so many guides now I can't even count them all. The thing is that Django itself is working fine, and my permissions to the document root of the where the site files are stored is 777. Ontop of that, I have a git repo which works perfectly fine, and django, python, and runfcgi all start without issues. The same goes for gunicorn, when I do a gunicorn_django -b 0.0.0.0:8000 in my document root. Here is my output from that: 2012-04-15 05:17:37 [3124] [INFO] Starting gunicorn 0.14.2 2012-04-15 05:17:37 [3124] [INFO] Listening at: http://0.0.0.0:8081 (3124) 2012-04-15 05:17:37 [3124] [INFO] Using worker: sync 2012-04-15 05:17:37 [3127] [INFO] Booting worker with pid: 3127 As far as I know, everything seems fine, as well as error.log and access.log for nginx. The access log is completely blank, for that matter. I just feel lost here; what would be a step in the right direction to bebugging an issue such as this?

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  • Rendering skybox in first person shooter

    - by brainydexter
    I am trying to get a skybox rendered correctly in my first person shooter game. I have the skybox cube rendering using GL_TEXTURE_CUBE_MAP. I author the cube with extents of -1 and 1 along X,Y and Z. However, I can't wrap my head around the camera transformations that I need to apply to get it right. My render loop looks something like this: mp_Camera-ApplyTransform() :: Takes the current player transformation and inverts it and pushes that on the modelview stack. Draw GameObjects Draw Skybox DrawSkybox does the following: glEnable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_FALSE); // draw the cube here with extents glDisable(GL_TEXTURE_CUBE_MAP); glDepthMask(GL_TRUE); Do I need to translate the skybox by the translation of the camera ? (btw, that didn't help either) EDIT: I forgot to mention: It looks like a small cube with unit extents. Also, I can strafe in/out of the cube. Screenshot:

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  • A Closable jQuery Plug-in

    - by Rick Strahl
    In my client side development I deal a lot with content that pops over the main page. Be it data entry ‘windows’ or dialogs or simple pop up notes. In most cases this behavior goes with draggable windows, but sometimes it’s also useful to have closable behavior on static page content that the user can choose to hide or otherwise make invisible or fade out. Here’s a small jQuery plug-in that provides .closable() behavior to most elements by using either an image that is provided or – more appropriately by using a CSS class to define the picture box layout. /* * * Closable * * Makes selected DOM elements closable by making them * invisible when close icon is clicked * * Version 1.01 * @requires jQuery v1.3 or later * * Copyright (c) 2007-2010 Rick Strahl * http://www.west-wind.com/ * * Licensed under the MIT license: * http://www.opensource.org/licenses/mit-license.php Support CSS: .closebox { position: absolute; right: 4px; top: 4px; background-image: url(images/close.gif); background-repeat: no-repeat; width: 14px; height: 14px; cursor: pointer; opacity: 0.60; filter: alpha(opacity="80"); } .closebox:hover { opacity: 0.95; filter: alpha(opacity="100"); } Options: * handle Element to place closebox into (like say a header). Use if main element and closebox container are two different elements. * closeHandler Function called when the close box is clicked. Return true to close the box return false to keep it visible. * cssClass The CSS class to apply to the close box DIV or IMG tag. * imageUrl Allows you to specify an explicit IMG url that displays the close icon. If used bypasses CSS image styling. * fadeOut Optional provide fadeOut speed. Default no fade out occurs */ (function ($) { $.fn.closable = function (options) { var opt = { handle: null, closeHandler: null, cssClass: "closebox", imageUrl: null, fadeOut: null }; $.extend(opt, options); return this.each(function (i) { var el = $(this); var pos = el.css("position"); if (!pos || pos == "static") el.css("position", "relative"); var h = opt.handle ? $(opt.handle).css({ position: "relative" }) : el; var div = opt.imageUrl ? $("<img>").attr("src", opt.imageUrl).css("cursor", "pointer") : $("<div>"); div.addClass(opt.cssClass) .click(function (e) { if (opt.closeHandler) if (!opt.closeHandler.call(this, e)) return; if (opt.fadeOut) $(el).fadeOut(opt.fadeOut); else $(el).hide(); }); if (opt.imageUrl) div.css("background-image", "none"); h.append(div); }); } })(jQuery); The plugin can be applied against any selector that is a container (typically a div tag). The close image or close box is provided typically by way of a CssClass - .closebox by default – which supplies the image as part of the CSS styling. The default styling for the box looks something like this: .closebox { position: absolute; right: 4px; top: 4px; background-image: url(images/close.gif); background-repeat: no-repeat; width: 14px; height: 14px; cursor: pointer; opacity: 0.60; filter: alpha(opacity="80"); } .closebox:hover { opacity: 0.95; filter: alpha(opacity="100"); } Alternately you can also supply an image URL which overrides the background image in the style sheet. I use this plug-in mostly on pop up windows that can be closed, but it’s also quite handy for remove/delete behavior in list displays like this: you can find this sample here to look to play along: http://www.west-wind.com/WestwindWebToolkit/Samples/Ajax/AmazonBooks/BooksAdmin.aspx For closable windows it’s nice to have something reusable because in my client framework there are lots of different kinds of windows that can be created: Draggables, Modal Dialogs, HoverPanels etc. and they all use the client .closable plug-in to provide the closable operation in the same way with a few options. Plug-ins are great for this sort of thing because they can also be aggregated and so different components can pick and choose the behavior they want. The window here is a draggable, that’s closable and has shadow behavior and the server control can simply generate the appropriate plug-ins to apply to the main <div> tag: $().ready(function() { $('#ctl00_MainContent_panEditBook') .closable({ handle: $('#divEditBook_Header') }) .draggable({ dragDelay: 100, handle: '#divEditBook_Header' }) .shadow({ opacity: 0.25, offset: 6 }); }) The window is using the default .closebox style and has its handle set to the header bar (Book Information). The window is just closable to go away so no event handler is applied. Actually I cheated – the actual page’s .closable is a bit more ugly in the sample as it uses an image from a resources file: .closable({ imageUrl: '/WestWindWebToolkit/Samples/WebResource.axd?d=TooLongAndNastyToPrint', handle: $('#divEditBook_Header')}) so you can see how to apply a custom image, which in this case is generated by the server control wrapping the client DragPanel. More interesting maybe is to apply the .closable behavior to list scenarios. For example, each of the individual items in the list display also are .closable using this plug-in. Rather than having to define each item with Html for an image, event handler and link, when the client template is rendered the closable behavior is attached to the list. Here I’m using client-templating and the code that this is done with looks like this: function loadBooks() { showProgress(); // Clear the content $("#divBookListWrapper").empty(); var filter = $("#" + scriptVars.lstFiltersId).val(); Proxy.GetBooks(filter, function(books) { $(books).each(function(i) { updateBook(this); showProgress(true); }); }, onPageError); } function updateBook(book,highlight) { // try to retrieve the single item in the list by tag attribute id var item = $(".bookitem[tag=" +book.Pk +"]"); // grab and evaluate the template var html = parseTemplate(template, book); var newItem = $(html) .attr("tag", book.Pk.toString()) .click(function() { var pk = $(this).attr("tag"); editBook(this, parseInt(pk)); }) .closable({ closeHandler: function(e) { removeBook(this, e); }, imageUrl: "../../images/remove.gif" }); if (item.length > 0) item.after(newItem).remove(); else newItem.appendTo($("#divBookListWrapper")); if (highlight) { newItem .addClass("pulse") .effect("bounce", { distance: 15, times: 3 }, 400); setTimeout(function() { newItem.removeClass("pulse"); }, 1200); } } Here the closable behavior is applied to each of the items along with an event handler, which is nice and easy compared to having to embed the right HTML and click handling into each item in the list individually via markup. Ideally though (and these posts make me realize this often a little late) I probably should set up a custom cssClass to handle the rendering – maybe a CSS class called .removebox that only changes the image from the default box image. This example also hooks up an event handler that is fired in response to the close. In the list I need to know when the remove button is clicked so I can fire of a service call to the server to actually remove the item from the database. The handler code can also return false; to indicate that the window should not be closed optionally. Returning true will close the window. You can find more information about the .closable class behavior and options here: .closable Documentation Plug-ins make Server Control JavaScript much easier I find this plug-in immensely useful especial as part of server control code, because it simplifies the code that has to be generated server side tremendously. This is true of plug-ins in general which make it so much easier to create simple server code that only generates plug-in options, rather than full blocks of JavaScript code.  For example, here’s the relevant code from the DragPanel server control which generates the .closable() behavior: if (this.Closable && !string.IsNullOrEmpty(DragHandleID) ) { string imageUrl = this.CloseBoxImage; if (imageUrl == "WebResource" ) imageUrl = ScriptProxy.GetWebResourceUrl(this, this.GetType(), ControlResources.CLOSE_ICON_RESOURCE); StringBuilder closableOptions = new StringBuilder("imageUrl: '" + imageUrl + "'"); if (!string.IsNullOrEmpty(this.DragHandleID)) closableOptions.Append(",handle: $('#" + this.DragHandleID + "')"); if (!string.IsNullOrEmpty(this.ClientDialogHandler)) closableOptions.Append(",handler: " + this.ClientDialogHandler); if (this.FadeOnClose) closableOptions.Append(",fadeOut: 'slow'"); startupScript.Append(@" .closable({ " + closableOptions + "})"); } The same sort of block is then used for .draggable and .shadow which simply sets options. Compared to the code I used to have in pre-jQuery versions of my JavaScript toolkit this is a walk in the park. In those days there was a bunch of JS generation which was ugly to say the least. I know a lot of folks frown on using server controls, especially the UI is client centric as the example is. However, I do feel that server controls can greatly simplify the process of getting the right behavior attached more easily and with the help of IntelliSense. Often the script markup is easier is especially if you are dealing with complex, multiple plug-in associations that often express more easily with property values on a control. Regardless of whether server controls are your thing or not this plug-in can be useful in many scenarios. Even in simple client-only scenarios using a plug-in with a few simple parameters is nicer and more consistent than creating the HTML markup over and over again. I hope some of you find this even a small bit as useful as I have. Related Links Download jquery.closable West Wind Web Toolkit jQuery Plug-ins © Rick Strahl, West Wind Technologies, 2005-2010Posted in jQuery   ASP.NET  JavaScript  

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  • How can I become more agile?

    - by dough
    The definition of an agile approach I've adopted is: working to reduce feedback loops, everywhere. I'd describe my Personal Development Process (PDP) as "not very agile" or "not agile enough"! I've adopted TDD, automated building, and time-boxing (using the Pomodoro Technique) as part of my PDP. I find these practices really help me get feedback, review my direction, and catch yak shaving earlier! However, what still escapes me is the ability to reduce feedback time in the ultimate feedback loop; regularly getting working software in front of the end user. Aside from team-oriented practices, what can I do to personally become more agile?

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  • Using a portable USB monitor in Ubuntu 13.04 (AOC e1649Fwu - DisplayLink)

    Having access to a little bit of IT hardware extravaganza isn't that easy here in Mauritius for exactly two reasons - either it is simply not available or it is expensive like nowhere. Well, by chance I came across an advert by a local hardware supplier and their offer of the week caught my attention - a portable USB monitor. Sounds cool, and the specs are okay as well. It's completely driven via USB 2.0, has a light weight, the dimensions would fit into my laptop bag and the resolution of 1366 x 768 pixels is okay for a second screen. Long story, short ending: I called them and only got to understand that they are out of stock - how convenient! Well, as usual I left some contact details and got the regular 'We call you back' answer. Surprisingly, I didn't receive a phone call as promised and after starting to complain via social media networks they finally came back to me with new units available - and *drum-roll* still the same price tag as promoted (and free delivery on top as one of their employees lives in Flic en Flac). Guess, it was a no-brainer to get at least one unit to fool around with. In worst case it might end up as image frame on the shelf or so... The usual suspects... Ubuntu first! Of course, the packing mentions only Windows or Mac OS as supported operating systems and without hesitation at all, I hooked up the device on my main machine running on Ubuntu 13.04. Result: Blackout... Hm, actually not the situation I was looking for but okay can't be too difficult to get this piece of hardware up and running. Following the output of syslogd (or dmesg if you prefer) the device has been recognised successfully but we got stuck in the initialisation phase. Oct 12 08:17:23 iospc2 kernel: [69818.689137] usb 2-4: new high-speed USB device number 5 using ehci-pciOct 12 08:17:23 iospc2 kernel: [69818.800306] usb 2-4: device descriptor read/64, error -32Oct 12 08:17:24 iospc2 kernel: [69819.043620] usb 2-4: New USB device found, idVendor=17e9, idProduct=4107Oct 12 08:17:24 iospc2 kernel: [69819.043630] usb 2-4: New USB device strings: Mfr=1, Product=2, SerialNumber=3Oct 12 08:17:24 iospc2 kernel: [69819.043636] usb 2-4: Product: e1649FwuOct 12 08:17:24 iospc2 kernel: [69819.043642] usb 2-4: Manufacturer: DisplayLinkOct 12 08:17:24 iospc2 kernel: [69819.043647] usb 2-4: SerialNumber: FJBD7HA000778Oct 12 08:17:24 iospc2 kernel: [69819.046073] hid-generic 0003:17E9:4107.0008: hiddev0,hidraw5: USB HID v1.10 Device [DisplayLink e1649Fwu] on usb-0000:00:1d.7-4/input1Oct 12 08:17:24 iospc2 mtp-probe: checking bus 2, device 5: "/sys/devices/pci0000:00/0000:00:1d.7/usb2/2-4"Oct 12 08:17:24 iospc2 mtp-probe: bus: 2, device: 5 was not an MTP deviceOct 12 08:17:30 iospc2 kernel: [69825.411220] [drm] vendor descriptor length:17 data:17 5f 01 00 15 05 00 01 03 00 04Oct 12 08:17:30 iospc2 kernel: [69825.498778] udl 2-4:1.0: fb1: udldrmfb frame buffer deviceOct 12 08:17:30 iospc2 kernel: [69825.498786] [drm] Initialized udl 0.0.1 20120220 on minor 1Oct 12 08:17:30 iospc2 kernel: [69825.498909] usbcore: registered new interface driver udl The device has been recognised as USB device without any question and it is listed properly: # lsusb...Bus 002 Device 005: ID 17e9:4107 DisplayLink ... A quick and dirty research on the net gave me some hints towards the udlfb framebuffer device for USB DisplayLink devices. By default this kernel module is blacklisted $ less /etc/modprobe.d/blacklist-framebuffer.conf | grep udl#blacklist udlblacklist udlfb and it is recommended to load it manually. So, unloading the whole udl stack and giving udlfb a shot: Oct 12 08:22:31 iospc2 kernel: [70126.642809] usbcore: registered new interface driver udlfb But still no reaction on the external display which supposedly should have been on and green. Display okay? Test run on Windows Just to be on the safe side and to exclude any hardware related defects or whatsoever - you never know what happened during delivery. I moved the display to a new position on the opposite side of my laptop, installed the display drivers first in Windows Vista (I know, I know...) as recommended in the manual, and then finally hooked it up on that machine. Tada! Display has been recognised correctly and I have a proper choice between cloning and extending my desktop. Testing whether the display is working properly - using Windows Vista Okay, good to know that there is nothing wrong on the hardware side just software... Back to Ubuntu - Kernel too old Some more research on Google and various hits recommend that the original displaylink driver has been merged into the recent kernel development and one should manually upgrade the kernel image (and both header) packages for Ubuntu. At least kernel 3.9 or higher would be necessary, and so I went out to this URL: http://kernel.ubuntu.com/~kernel-ppa/mainline/ and I downloaded all the good stuff from the v3.9-raring directory. The installation itself is easy going via dpkg: $ sudo dpkg -i linux-image-3.9.0-030900-generic_3.9.0-030900.201304291257_amd64.deb$ sudo dpkg -i linux-headers-3.9.0-030900_3.9.0-030900.201304291257_all.deb$ sudo dpkg -i linux-headers-3.9.0-030900-generic_3.9.0-030900.201304291257_amd64.deb As with any kernel upgrades it is necessary to restart the system in order to use the new one. Said and done: $ uname -r3.9.0-030900-generic And now connecting the external display gives me the following output in /var/log/syslog: Oct 12 17:51:36 iospc2 kernel: [ 2314.984293] usb 2-4: new high-speed USB device number 6 using ehci-pciOct 12 17:51:36 iospc2 kernel: [ 2315.096257] usb 2-4: device descriptor read/64, error -32Oct 12 17:51:36 iospc2 kernel: [ 2315.337105] usb 2-4: New USB device found, idVendor=17e9, idProduct=4107Oct 12 17:51:36 iospc2 kernel: [ 2315.337115] usb 2-4: New USB device strings: Mfr=1, Product=2, SerialNumber=3Oct 12 17:51:36 iospc2 kernel: [ 2315.337122] usb 2-4: Product: e1649FwuOct 12 17:51:36 iospc2 kernel: [ 2315.337127] usb 2-4: Manufacturer: DisplayLinkOct 12 17:51:36 iospc2 kernel: [ 2315.337132] usb 2-4: SerialNumber: FJBD7HA000778Oct 12 17:51:36 iospc2 kernel: [ 2315.338292] udlfb: DisplayLink e1649Fwu - serial #FJBD7HA000778Oct 12 17:51:36 iospc2 kernel: [ 2315.338299] udlfb: vid_17e9&pid_4107&rev_0129 driver's dlfb_data struct at ffff880117e59000Oct 12 17:51:36 iospc2 kernel: [ 2315.338303] udlfb: console enable=1Oct 12 17:51:36 iospc2 kernel: [ 2315.338306] udlfb: fb_defio enable=1Oct 12 17:51:36 iospc2 kernel: [ 2315.338309] udlfb: shadow enable=1Oct 12 17:51:36 iospc2 kernel: [ 2315.338468] udlfb: vendor descriptor length:17 data:17 5f 01 0015 05 00 01 03 00 04Oct 12 17:51:36 iospc2 kernel: [ 2315.338473] udlfb: DL chip limited to 1500000 pixel modesOct 12 17:51:36 iospc2 kernel: [ 2315.338565] udlfb: allocated 4 65024 byte urbsOct 12 17:51:36 iospc2 kernel: [ 2315.343592] hid-generic 0003:17E9:4107.0009: hiddev0,hidraw5: USB HID v1.10 Device [DisplayLink e1649Fwu] on usb-0000:00:1d.7-4/input1Oct 12 17:51:36 iospc2 mtp-probe: checking bus 2, device 6: "/sys/devices/pci0000:00/0000:00:1d.7/usb2/2-4"Oct 12 17:51:36 iospc2 mtp-probe: bus: 2, device: 6 was not an MTP deviceOct 12 17:51:36 iospc2 kernel: [ 2315.426583] udlfb: 1366x768 @ 59 Hz valid modeOct 12 17:51:36 iospc2 kernel: [ 2315.426589] udlfb: Reallocating framebuffer. Addresses will change!Oct 12 17:51:36 iospc2 kernel: [ 2315.428338] udlfb: 1366x768 @ 59 Hz valid modeOct 12 17:51:36 iospc2 kernel: [ 2315.428343] udlfb: set_par mode 1366x768Oct 12 17:51:36 iospc2 kernel: [ 2315.430620] udlfb: DisplayLink USB device /dev/fb1 attached. 1366x768 resolution. Using 4104K framebuffer memory Okay, that's looks more promising but still only blackout on the external screen... And yes, due to my previous modifications I swapped the blacklisted kernel modules: $ less /etc/modprobe.d/blacklist-framebuffer.conf | grep udlblacklist udl#blacklist udlfb Silly me! Okay, back to the original situation in which udl is allowed and udlfb blacklisted. Now, the logging looks similar to this and the screen shows those maroon-brown and azure-blue horizontal bars as described on other online resources. Oct 15 21:27:23 iospc2 kernel: [80934.308238] usb 2-4: new high-speed USB device number 5 using ehci-pciOct 15 21:27:23 iospc2 kernel: [80934.420244] usb 2-4: device descriptor read/64, error -32Oct 15 21:27:24 iospc2 kernel: [80934.660822] usb 2-4: New USB device found, idVendor=17e9, idProduct=4107Oct 15 21:27:24 iospc2 kernel: [80934.660832] usb 2-4: New USB device strings: Mfr=1, Product=2, SerialNumber=3Oct 15 21:27:24 iospc2 kernel: [80934.660838] usb 2-4: Product: e1649FwuOct 15 21:27:24 iospc2 kernel: [80934.660844] usb 2-4: Manufacturer: DisplayLinkOct 15 21:27:24 iospc2 kernel: [80934.660850] usb 2-4: SerialNumber: FJBD7HA000778Oct 15 21:27:24 iospc2 kernel: [80934.663391] hid-generic 0003:17E9:4107.0008: hiddev0,hidraw5: USB HID v1.10 Device [DisplayLink e1649Fwu] on usb-0000:00:1d.7-4/input1Oct 15 21:27:24 iospc2 mtp-probe: checking bus 2, device 5: "/sys/devices/pci0000:00/0000:00:1d.7/usb2/2-4"Oct 15 21:27:24 iospc2 mtp-probe: bus: 2, device: 5 was not an MTP deviceOct 15 21:27:25 iospc2 kernel: [80935.742407] [drm] vendor descriptor length:17 data:17 5f 01 00 15 05 00 01 03 00 04Oct 15 21:27:25 iospc2 kernel: [80935.834403] udl 2-4:1.0: fb1: udldrmfb frame buffer deviceOct 15 21:27:25 iospc2 kernel: [80935.834416] [drm] Initialized udl 0.0.1 20120220 on minor 1Oct 15 21:27:25 iospc2 kernel: [80935.836389] usbcore: registered new interface driver udlOct 15 21:27:25 iospc2 kernel: [80936.021458] [drm] write mode info 153 Next, it's time to enable the display for our needs... This can be done either via UI or console, just as you'd prefer it. Adding the external USB display under Linux isn't an issue after all... Settings Manager => Display Personally, I like the console. With the help of xrandr we get the screen identifier first $ xrandrScreen 0: minimum 320 x 200, current 3200 x 1080, maximum 32767 x 32767LVDS1 connected 1280x800+0+0 (normal left inverted right x axis y axis) 331mm x 207mm...DVI-0 connected 1366x768+0+0 (normal left inverted right x axis y axis) 344mm x 193mm   1366x768       60.0*+ and then give it the usual shot with auto-configuration. Let the system decide what's best for your hardware... $ xrandr --output DVI-0 --off$ xrandr --output DVI-0 --auto And there we go... Cloned output of main display: New kernel, new display... The external USB display works out-of-the-box with a Linux kernel > 3.9.0. Despite of a good number of resources it is absolutely not necessary to create a Device or Screen section in one of Xorg.conf files. This information belongs to the past and is not valid on kernel 3.9 or higher. Same hardware but Windows 8 Of course, I wanted to know how the latest incarnation from Redmond would handle the new hardware... Flawless! Most interesting aspect here: I did not use the driver installation medium on purpose. And I was right... not too long afterwards a dialog with the EULA of DisplayLink appeared on the main screen. And after confirmation of same it took some more seconds and the external USB monitor was ready to rumble. Well, and not only that one... but see for yourself. This time Windows 8 was the easiest solution after all. Resume I can highly recommend this type of hardware to anyone asking me. Although, it's dimensions are 15.6" it is actually lighter than my Samsung Galaxy Tab 10.1 and it still fits into my laptop bag without any issues. From now on... no more single screen while developing software on the road!

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  • Why would GLCapabilities.setHardwareAccelerated(true/false) have no effect on performance?

    - by Luke
    I've got a JOGL application in which I am rendering 1 million textures (all the same texture) and 1 million lines between those textures. Basically it's a ball-and-stick graph. I am storing the vertices in a vertex array on the card and referencing them via index arrays, which are also stored on the card. Each pass through the draw loop I am basically doing this: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_LINES, <size>, GL.GL_UNSIGNED_INT, 0); I noticed that the JOGL library is pegging one of my CPU cores. Every frame, the run method internal to the library is taking quite long. I'm not sure why this is happening since I have called setHardwareAccelerated(true) on the GLCapabilities used to create my canvas. What's more interesting is that I changed it to setHardwareAccelerated(false) and there was no impact on the performance at all. Is it possible that my code is not using hardware rendering even when it is set to true? Is there any way to check? EDIT: As suggested, I have tested breaking my calls up into smaller chunks. I have tried using glDrawRangeElements and respecting the limits that it requests. All of these simply resulted in the same pegged CPU usage and worse framerates. I have also narrowed the problem down to a simpler example where I just render 4 million textures (no lines). The draw loop then just doing this: gl.glEnableClientState(GL.GL_VERTEX_ARRAY); gl.glEnableClientState(GL.GL_INDEX_ARRAY); gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); <... Camera and transform related code ...> gl.glEnableVertexAttribArray(0); gl.glEnable(GL.GL_TEXTURE_2D); gl.glAlphaFunc(GL.GL_GREATER, ALPHA_TEST_LIMIT); gl.glEnable(GL.GL_ALPHA_TEST); <... Bind texture ...> gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glDrawElements(GL.GL_POINTS, <size>, GL.GL_UNSIGNED_INT, 0); gl.glDisable(GL.GL_TEXTURE_2D); gl.glDisable(GL.GL_ALPHA_TEST); gl.glDisableVertexAttribArray(0); gl.glFlush(); Where the first buffer contains 12 million floats (the x,y,z coords of the 4 million textures) and the second (element) buffer contains 4 million integers. In this simple example it is simply the integers 0 through 3999999. I really want to know what is being done in software that is pegging my CPU, and how I can make it stop (if I can). My buffers are generated by the following code: gl.glBindBuffer(GL.GL_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_FLOAT, <buffer>, GL.GL_STATIC_DRAW); gl.glVertexAttribPointer(0, 3, GL.GL_FLOAT, false, 0, 0); and: gl.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, <buffer id>); gl.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, <size> * BufferUtil.SIZEOF_INT, <buffer>, GL.GL_STATIC_DRAW); ADDITIONAL INFO: Here is my initialization code: gl.setSwapInterval(1); //Also tried 0 gl.glShadeModel(GL.GL_SMOOTH); gl.glClearDepth(1.0f); gl.glEnable(GL.GL_DEPTH_TEST); gl.glDepthFunc(GL.GL_LESS); gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_FASTEST); gl.glPointParameterfv(GL.GL_POINT_DISTANCE_ATTENUATION, POINT_DISTANCE_ATTENUATION, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MIN, MIN_POINT_SIZE, 0); gl.glPointParameterfv(GL.GL_POINT_SIZE_MAX, MAX_POINT_SIZE, 0); gl.glPointSize(POINT_SIZE); gl.glTexEnvf(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); gl.glEnable(GL.GL_POINT_SPRITE); gl.glClearColor(clearColor.getX(), clearColor.getY(), clearColor.getZ(), 0.0f); Also, I'm not sure if this helps or not, but when I drag the entire graph off the screen, the FPS shoots back up and the CPU usage falls to 0%. This seems obvious and intuitive to me, but I thought that might give a hint to someone else.

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  • How do you deal with intentionally bad code?

    - by mafutrct
    There are many stories about intentionally bad code, not only on TDWTF but also on SO. Typical cases include: Having a useless time-wasting construct (e.g. an empty loop counting to some huge value) so programmers can easily "speed up" the application by removing it when they are tasked to. Providing intentionally misleading, wrong or no documentation to generate expensive support requests. Readily generating errors, or worse, generating even though everything worked fine, locking up the application so an expensive support call is required to unlock. These points display a more or less malicious attitude (even though sometimes by accident), especially the first point occurs rather often. How should one deal with such constructs? Ignore the issue, or just remove the offending code? Notify their manager, or speak to the person who introduced the "feature"?

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  • CodePlex Daily Summary for Thursday, August 14, 2014

    CodePlex Daily Summary for Thursday, August 14, 2014Popular ReleasesWordMat: WordMat for Mac: WordMat for Mac has a few limitations compared to the Windows version - Graph is not supported (Gnuplot, GeoGebra and Excel works) - Units are not supported yet (Coming up) The Mac version is yet as tested as the windows version.Awake: Awake v1.4.0 (Stand-Alone-Exe): Awake is a tool, that resides in system tray and prevents the computer from entering the idle state, thus successfully preventing it from entering sleep/hibernation/the lock screen. It does not change any system settings, therefore it does not require administrative privileges. This tool is designed for those who cannot change the timings in their power settings, because of some corporate policy.Node.js Tools for Visual Studio: Latest dev build: An intermediate release with the latest changes and bug fixes.HP OneView PowerShell Library: HP OneView PowerShell Library 1.10.1193: Branch to HP OneView 1.10 Release. NOTE: This library version does not support older appliance versions. Fixed New-HPOVProfile to check for Firmware and BIOS management for supported platforms. Would erroneously error when neither -firmware or -bios were passed. Fixed Remove-HPOV* cmdlets which did not handle -force switch parameter correctly Fixed New-HPOVUplinkSet and New-HPOVNetwork Fixed Download-File where HTTP stream compression was not handled, resulting in incorrectly writt...Linq 4 Javascript: Version 2.3: Minor Changes Made In Queryable - don't check for collection length with >=. Use === (In The Next Method) TypeScript Change Only - Remove collection source and other inherit properties from all the chainables. Also in typescript add private - public to all properties. This should cleanup the typescript namespace a bit TypeScript Change Only - Change return type of ToDictionary to TKey, T instead of T, TKey Changed the unit test to Typescript so I can test how the caller experience is in...NeoLua (Lua for .net dynamic language runtime): NeoLua-0.8.17: Fix: table.insert Fix: table auto convert Fix: Runtime-functions were defined as private it should be internal. Fix: min,max MichaelSenko release.Azure Maching Learning Excel Add-In: Beta: Download the zip file and extract into your local directory. Then watch the video tutorials for installation steps.MFCMAPI: August 2014 Release: Build: 15.0.0.1042 Full release notes at SGriffin's blog. If you just want to run the MFCMAPI or MrMAPI, get the executables. If you want to debug them, get the symbol files and the source. The 64 bit builds will only work on a machine with Outlook 2010/2013 64 bit installed. All other machines should use the 32 bit builds, regardless of the operating system. Facebook BadgeOooPlayer: 1.1: Added: Support for speex, TAK and OptimFrog files Added: An option to not to load cover art Added: Smaller package size Fixed: Unable to drag&drop audio files to playlist Updated: FLAC, WacPack and Opus playback libraries Updated: ID3v1 and ID3v2 tag librariesEWSEditor: EwsEditor 1.10 Release: • Export and import of items as a full fidelity steam works - without proxy classes! - I used raw EWS POSTs. • Turned off word wrap for EWS request field in EWS POST windows. • Several windows with scrolling texts boxes were limiting content to 32k - I removed this restriction. • Split server timezone info off to separate menu item from the timezone info windows so that the timezone info window could be used without logging into a mailbox. • Lots of updates to the TimeZone window. • UserAgen...Python Tools for Visual Studio: 2.1 RC: Release notes for PTVS 2.1 RC We’re pleased to announce the release candidate for Python Tools for Visual Studio 2.1. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, editing, IntelliSense, interactive debugging, profiling, Microsoft Azure, IPython, and cross-platform debugging support. PTVS 2.1 RC is available for: Visual Studio Expre...Sense/Net ECM - Enterprise CMS: SenseNet 6.3.1 Community Edition: Sense/Net 6.3.1 Community EditionSense/Net 6.3.1 is an important step toward a more modular infrastructure, robustness and maintainability. With this release we finally introduce a packaging and a task management framework, and the Image Editor that will surely make the job of content editors more fun. Please review the changes and new features since Sense/Net 6.3 and give a feedback on our forum! Main new featuresSnAdmin (packaging framework) Task Management Image Editor OData REST A...Aspose for Apache POI: Missing Features of Apache POI SS - v 1.2: Release contain the Missing Features in Apache POI SS SDK in comparison with Aspose.Cells What's New ? Following Examples: Create Pivot Charts Detect Merged Cells Sort Data Printing Workbooks Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.MFCBDAINF: MFCBDAINF: Added recognition of TBS, Hauppauge, DVBWorld and FireDTV proprietary GUID'sFluffy: Fluffy 0.3.35.4: Change log: Text editorSKGL - Serial Key Generating Library: SKGL Extension Methods 4 (1.0.5.1): This library contains methods for: Time change check (make sure the time has not been changed on the client computer) Key Validation (this will use http://serialkeymanager.com/ to validate keys against the database) Key Activation (this will, depending on the settings, activate a key with a specific machine code) Key Activation Trial (allows you to update a key if it is a trial key) Get Machine Code (calculates a machine code given any hash function) Get Eight Byte Hash (returns an...Touchmote: Touchmote 1.0 beta 13: Changes Less GPU usage Works together with other Xbox 360 controls Bug fixesModern UI for WPF: Modern UI 1.0.6: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. BREAKING CHANGE LinkGroup.GroupName renamed to GroupKey NEW FEATURES Improved rendering on high DPI screens, including support for per-monitor DPI awareness available in Windows 8.1 (see also Per-monitor DPI awareness) New ModernProgressRing control with 8 builtin styles New LinkCommands.NavigateLink routed command New Visual Studio project templates 'Modern UI WPF App' and 'Modern UI W...ClosedXML - The easy way to OpenXML: ClosedXML 0.74.0: Multiple thread safe improvements including AdjustToContents XLHelper XLColor_Static IntergerExtensions.ToStringLookup Exception now thrown when saving a workbook with no sheets, instead of creating a corrupt workbook Fix for hyperlinks with non-ASCII Characters Added basic workbook protection Fix for error thrown, when a spreadsheet contained comments and images Fix to Trim function Fix Invalid operation Exception thrown when the formula functions MAX, MIN, and AVG referenc...SEToolbox: SEToolbox 01.042.019 Release 1: Added RadioAntenna broadcast name to ship name detail. Added two additional columns for Asteroid material generation for Asteroid Fields. Added Mass and Block number columns to main display. Added Ellipsis to some columns on main display to reduce name confusion. Added correct SE version number in file when saving. Re-added in reattaching Motor when drag/dropping or importing ships (KeenSH have added RotorEntityId back in after removing it months ago). Added option to export and r...New ProjectsAndroid PCM Audio Recording: Android PCM Audio Recording The source code records the PCM audio in android device.Azure Maching Learning Excel Add-In: The Azure ML Excel Add-In enables you to interact with Microsoft Azure Machine Learning WebServices through excel by adding the scoring endpoint as a function.bitboxx bbcontact: The bitboxx bbcontact module is a DNN module for providing a simple configurable contact form with easy setup and email notificationJD eSurvey Java Open Source Online Survey Application: JD eSurvey is an open source enterprise survey web application written in Java and based on the Spring Framework and Hibernate ORM developed by JD Software.Kobayashi Royale: A tactical space combat turn based game.OneApp Framework: Framework for building true cross platform application.Raspberry Pi Control Center: A GTK+ based Raspberry Pi Control Center. Made to be simple and fastSharePoint Farm's Logs Collector: Get Farm Logs from a centralized place. Sonar Snitch: Ferramenta para filtrar e monitorar aplicações no Sonar. Indica o quanto cada aplicação foi alterada em uma série de indicadores conhecidos.

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  • How to mount an ISO (or NRG) image and rip it as if it were a physical CD?

    - by Michael Robinson
    I have an ISO (created from an NRG with nrg2iso) backup of a beloved game from my youth: Dark Reign: Rise of the Shadowhand (1998). I with to relive those better times by listening to game's soundtrack. Is there a way for me to mount said ISO in such a way that I can rip the audio tracks into mp3 files? I ask because although I can successfully mount the ISO, ripit / abcde report no cd inserted. How I mounted the ISO: sudo mount -t iso9660 -o loop iso.iso /media/ISO Alternatively is there another way to recover audio from ISO / NRG images? Update: I was able to mount the NRG version of my backup in a way that ripit recognized using gCDEmu. ripit failed to rip, however, barfing on the first track - which is most definitely a data track. Is there a way to make ripit ignore the first track?

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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • SQL, moving million records from a database to other database [migrated]

    - by Ryoma
    I am a C# developer, I am not really good with SQL. I have a simple questions here. I need to move more than 50 millions records from a database to other database. I tried to use the import function in ms SQL, however it got stuck because the log was full (I got an error message The transaction log for database 'mydatabase' is full due to 'LOG_BACKUP'). The database recovery model was set to simple. My friend said that importing millions records using task-import data will cause the log to be massive and told me to use loop instead to transfer the data, does anyone know how and why? thanks in advance

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  • Vertex buffer acting strange? [on hold]

    - by Ryan Capote
    I'm having a strange problem, and I don't know what could be causing it. My current code is identical to how I've done this before. I'm trying to render a rectangle using VBO and orthographic projection.   My results:     What I expect: 3x3 rectangle in the top left corner   #include <stdio.h> #include <GL\glew.h> #include <GLFW\glfw3.h> #include "lodepng.h"   static const int FALSE = 0; static const int TRUE = 1;   static const char* VERT_SHADER =     "#version 330\n"       "layout(location=0) in vec4 VertexPosition; "     "layout(location=1) in vec2 UV;"     "uniform mat4 uProjectionMatrix;"     /*"out vec2 TexCoords;"*/       "void main(void) {"     "    gl_Position = uProjectionMatrix*VertexPosition;"     /*"    TexCoords = UV;"*/     "}";   static const char* FRAG_SHADER =     "#version 330\n"       /*"uniform sampler2D uDiffuseTexture;"     "uniform vec4 uColor;"     "in vec2 TexCoords;"*/     "out vec4 FragColor;"       "void main(void) {"    /* "    vec4 texel = texture2D(uDiffuseTexture, TexCoords);"     "    if(texel.a <= 0) {"     "         discard;"     "    }"     "    FragColor = texel;"*/     "    FragColor = vec4(1.f);"     "}";   static int g_running; static GLFWwindow *gl_window; static float gl_projectionMatrix[16];   /*     Structures */ typedef struct _Vertex {     float x, y, z, w;     float u, v; } Vertex;   typedef struct _Position {     float x, y; } Position;   typedef struct _Bitmap {     unsigned char *pixels;     unsigned int width, height; } Bitmap;   typedef struct _Texture {     GLuint id;     unsigned int width, height; } Texture;   typedef struct _VertexBuffer {     GLuint bufferObj, vertexArray; } VertexBuffer;   typedef struct _ShaderProgram {     GLuint vertexShader, fragmentShader, program; } ShaderProgram;   /*   http://en.wikipedia.org/wiki/Orthographic_projection */ void createOrthoProjection(float *projection, float width, float height, float far, float near)  {       const float left = 0;     const float right = width;     const float top = 0;     const float bottom = height;          projection[0] = 2.f / (right - left);     projection[1] = 0.f;     projection[2] = 0.f;     projection[3] = -(right+left) / (right-left);     projection[4] = 0.f;     projection[5] = 2.f / (top - bottom);     projection[6] = 0.f;     projection[7] = -(top + bottom) / (top - bottom);     projection[8] = 0.f;     projection[9] = 0.f;     projection[10] = -2.f / (far-near);     projection[11] = (far+near)/(far-near);     projection[12] = 0.f;     projection[13] = 0.f;     projection[14] = 0.f;     projection[15] = 1.f; }   /*     Textures */ void loadBitmap(const char *filename, Bitmap *bitmap, int *success) {     int error = lodepng_decode32_file(&bitmap->pixels, &bitmap->width, &bitmap->height, filename);       if (error != 0) {         printf("Failed to load bitmap. ");         printf(lodepng_error_text(error));         success = FALSE;         return;     } }   void destroyBitmap(Bitmap *bitmap) {     free(bitmap->pixels); }   void createTexture(Texture *texture, const Bitmap *bitmap) {     texture->id = 0;     glGenTextures(1, &texture->id);     glBindTexture(GL_TEXTURE_2D, texture);       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->width, bitmap->height, 0,              GL_RGBA, GL_UNSIGNED_BYTE, bitmap->pixels);       glBindTexture(GL_TEXTURE_2D, 0); }   void destroyTexture(Texture *texture) {     glDeleteTextures(1, &texture->id);     texture->id = 0; }   /*     Vertex Buffer */ void createVertexBuffer(VertexBuffer *vertexBuffer, Vertex *vertices) {     glGenBuffers(1, &vertexBuffer->bufferObj);     glGenVertexArrays(1, &vertexBuffer->vertexArray);     glBindVertexArray(vertexBuffer->vertexArray);       glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj);     glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * 6, (const GLvoid*)vertices, GL_STATIC_DRAW);       const unsigned int uvOffset = sizeof(float) * 4;       glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);     glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)uvOffset);       glEnableVertexAttribArray(0);     glEnableVertexAttribArray(1);       glBindBuffer(GL_ARRAY_BUFFER, 0);     glBindVertexArray(0); }   void destroyVertexBuffer(VertexBuffer *vertexBuffer) {     glDeleteBuffers(1, &vertexBuffer->bufferObj);     glDeleteVertexArrays(1, &vertexBuffer->vertexArray); }   void bindVertexBuffer(VertexBuffer *vertexBuffer) {     glBindVertexArray(vertexBuffer->vertexArray);     glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer->bufferObj); }   void drawVertexBufferMode(GLenum mode) {     glDrawArrays(mode, 0, 6); }   void drawVertexBuffer() {     drawVertexBufferMode(GL_TRIANGLES); }   void unbindVertexBuffer() {     glBindVertexArray(0);     glBindBuffer(GL_ARRAY_BUFFER, 0); }   /*     Shaders */ void compileShader(ShaderProgram *shaderProgram, const char *vertexSrc, const char *fragSrc) {     GLenum err;     shaderProgram->vertexShader = glCreateShader(GL_VERTEX_SHADER);     shaderProgram->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);       if (shaderProgram->vertexShader == 0) {         printf("Failed to create vertex shader.");         return;     }       if (shaderProgram->fragmentShader == 0) {         printf("Failed to create fragment shader.");         return;     }       glShaderSource(shaderProgram->vertexShader, 1, &vertexSrc, NULL);     glCompileShader(shaderProgram->vertexShader);     glGetShaderiv(shaderProgram->vertexShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile vertex shader.");         return;     }       glShaderSource(shaderProgram->fragmentShader, 1, &fragSrc, NULL);     glCompileShader(shaderProgram->fragmentShader);     glGetShaderiv(shaderProgram->fragmentShader, GL_COMPILE_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to compile fragment shader.");         return;     }       shaderProgram->program = glCreateProgram();     glAttachShader(shaderProgram->program, shaderProgram->vertexShader);     glAttachShader(shaderProgram->program, shaderProgram->fragmentShader);     glLinkProgram(shaderProgram->program);          glGetProgramiv(shaderProgram->program, GL_LINK_STATUS, &err);       if (err != GL_TRUE) {         printf("Failed to link shader.");         return;     } }   void destroyShader(ShaderProgram *shaderProgram) {     glDetachShader(shaderProgram->program, shaderProgram->vertexShader);     glDetachShader(shaderProgram->program, shaderProgram->fragmentShader);       glDeleteShader(shaderProgram->vertexShader);     glDeleteShader(shaderProgram->fragmentShader);       glDeleteProgram(shaderProgram->program); }   GLuint getUniformLocation(const char *name, ShaderProgram *program) {     GLuint result = 0;     result = glGetUniformLocation(program->program, name);       return result; }   void setUniformMatrix(float *matrix, const char *name, ShaderProgram *program) {     GLuint loc = getUniformLocation(name, program);       if (loc == -1) {         printf("Failed to get uniform location in setUniformMatrix.\n");         return;     }       glUniformMatrix4fv(loc, 1, GL_FALSE, matrix); }   /*     General functions */ static int isRunning() {     return g_running && !glfwWindowShouldClose(gl_window); }   static void initializeGLFW(GLFWwindow **window, int width, int height, int *success) {     if (!glfwInit()) {         printf("Failed it inialize GLFW.");         *success = FALSE;        return;     }          glfwWindowHint(GLFW_RESIZABLE, 0);     *window = glfwCreateWindow(width, height, "Alignments", NULL, NULL);          if (!*window) {         printf("Failed to create window.");         glfwTerminate();         *success = FALSE;         return;     }          glfwMakeContextCurrent(*window);       GLenum glewErr = glewInit();     if (glewErr != GLEW_OK) {         printf("Failed to initialize GLEW.");         printf(glewGetErrorString(glewErr));         *success = FALSE;         return;     }       glClearColor(0.f, 0.f, 0.f, 1.f);     glViewport(0, 0, width, height);     *success = TRUE; }   int main(int argc, char **argv) {          int err = FALSE;     initializeGLFW(&gl_window, 480, 320, &err);     glDisable(GL_DEPTH_TEST);     if (err == FALSE) {         return 1;     }          createOrthoProjection(gl_projectionMatrix, 480.f, 320.f, 0.f, 1.f);          g_running = TRUE;          ShaderProgram shader;     compileShader(&shader, VERT_SHADER, FRAG_SHADER);     glUseProgram(shader.program);     setUniformMatrix(&gl_projectionMatrix, "uProjectionMatrix", &shader);       Vertex rectangle[6];     VertexBuffer vbo;     rectangle[0] = (Vertex){0.f, 0.f, 0.f, 1.f, 0.f, 0.f}; // Top left     rectangle[1] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top right     rectangle[2] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[3] = (Vertex){3.f, 0.f, 0.f, 1.f, 1.f, 0.f}; // Top left     rectangle[4] = (Vertex){0.f, 3.f, 0.f, 1.f, 0.f, 1.f}; // Bottom left     rectangle[5] = (Vertex){3.f, 3.f, 0.f, 1.f, 1.f, 1.f}; // Bottom right       createVertexBuffer(&vbo, &rectangle);            bindVertexBuffer(&vbo);          while (isRunning()) {         glClear(GL_COLOR_BUFFER_BIT);         glfwPollEvents();                    drawVertexBuffer();                    glfwSwapBuffers(gl_window);     }          unbindVertexBuffer(&vbo);       glUseProgram(0);     destroyShader(&shader);     destroyVertexBuffer(&vbo);     glfwTerminate();     return 0; }

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  • What to do with input during movement?

    - by user1895420
    In a concept I'm working on, the player can move from one position in a grid to the next. Once movement starts it can't be changed and takes a predetermined amount of time to finish (about a quarter of a second). Even though their movement can't be altered, the player can still press keys (perhaps in anticipation of their next move). What do I do with this input? Possibilities i've thought of: Ignore all input during movement. Log all input and loop through them one by one once movement finishes. Log the first or last input and move when possible. I'm not really sure which is the most appropriate or most natural. Hence my question: What do I do with player-input during movement?

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  • Pathfinding library

    - by Shivan Dragon
    I'm an amateur game developer and somewhat amateur Java developer as well. I'm trying to find a way to have path finding for my game(s). I've first Googled for some existing Java libraries that have various path-finding implementations, but I've failed to find any. It seems to me that the only way to get pathfinding code is to use it via a game engine (like Unity). But I'd just like to have a library that I can use and make the game loop and other stuff on my own. Failing to find such a library I've tried implementing some algorithms myself. I've managed to make a running A* in Java, but for fancier stuff like D* I find it hard to do it by hand. So then, my question is, are there any Java libraries that contain at least some basic pathfinding algorithms implementations?

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  • Finding the contact point with SAT

    - by Kai
    The Separating Axis Theorem (SAT) makes it simple to determine the Minimum Translation Vector, i.e., the shortest vector that can separate two colliding objects. However, what I need is the vector that separates the objects along the vector that the penetrating object is moving (i.e. the contact point). I drew a picture to help clarify. There is one box, moving from the before to the after position. In its after position, it intersects the grey polygon. SAT can easily return the MTV, which is the red vector. I am looking to calculate the blue vector. My current solution performs a binary search between the before and after positions until the length of the blue vector is known to a certain threshold. It works but it's a very expensive calculation since the collision between shapes needs to be recalculated every loop. Is there a simpler and/or more efficient way to find the contact point vector?

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  • Xen DomU on DRBD device: barrier errors

    - by Halfgaar
    I'm testing setting up a Xen DomU with a DRBD storage for easy failover. Most of the time, immediatly after booting the DomU, I get an IO error: [ 3.153370] EXT3-fs (xvda2): using internal journal [ 3.277115] ip_tables: (C) 2000-2006 Netfilter Core Team [ 3.336014] nf_conntrack version 0.5.0 (3899 buckets, 15596 max) [ 3.515604] init: failsafe main process (397) killed by TERM signal [ 3.801589] blkfront: barrier: write xvda2 op failed [ 3.801597] blkfront: xvda2: barrier or flush: disabled [ 3.801611] end_request: I/O error, dev xvda2, sector 52171168 [ 3.801630] end_request: I/O error, dev xvda2, sector 52171168 [ 3.801642] Buffer I/O error on device xvda2, logical block 6521396 [ 3.801652] lost page write due to I/O error on xvda2 [ 3.801755] Aborting journal on device xvda2. [ 3.804415] EXT3-fs (xvda2): error: ext3_journal_start_sb: Detected aborted journal [ 3.804434] EXT3-fs (xvda2): error: remounting filesystem read-only [ 3.814754] journal commit I/O error [ 6.973831] init: udev-fallback-graphics main process (538) terminated with status 1 [ 6.992267] init: plymouth-splash main process (546) terminated with status 1 The manpage of drbdsetup says that LVM (which I use) doesn't support barriers (better known as tagged command queuing or native command queing), so I configured the drbd device not to use barriers. This can be seen in /proc/drbd (by "wo:f, meaning flush, the next method drbd chooses after barrier): 3: cs:Connected ro:Primary/Secondary ds:UpToDate/UpToDate C r---- ns:2160152 nr:520204 dw:2680344 dr:2678107 al:3549 bm:9183 lo:0 pe:0 ua:0 ap:0 ep:1 wo:f oos:0 And on the other host: 3: cs:Connected ro:Secondary/Primary ds:UpToDate/UpToDate C r---- ns:0 nr:2160152 dw:2160152 dr:0 al:0 bm:8052 lo:0 pe:0 ua:0 ap:0 ep:1 wo:f oos:0 I also enabled the option disable_sendpage, as per the drbd docs: cat /sys/module/drbd/parameters/disable_sendpage Y I also tried adding barriers=0 to fstab as mount option. Still it sometimes says: [ 58.603896] blkfront: barrier: write xvda2 op failed [ 58.603903] blkfront: xvda2: barrier or flush: disabled I don't even know if ext3 has a nobarrier option. And, because only one of my storage systems is battery backed, it would not be smart anyway. Why does it still compain about barriers when I disabled that? Both host are: Debian: 6.0.4 uname -a: Linux 2.6.32-5-xen-amd64 drbd: 8.3.7 Xen: 4.0.1 Guest: Ubuntu 12.04 LTS uname -a: Linux 3.2.0-24-generic pvops drbd resource: resource drbdvm { meta-disk internal; device /dev/drbd3; startup { # The timeout value when the last known state of the other side was available. 0 means infinite. wfc-timeout 0; # Timeout value when the last known state was disconnected. 0 means infinite. degr-wfc-timeout 180; } syncer { # This is recommended only for low-bandwidth lines, to only send those # blocks which really have changed. #csums-alg md5; # Set to about half your net speed rate 60M; # It seems that this option moved to the 'net' section in drbd 8.4. (later release than Debian has currently) verify-alg md5; } net { # The manpage says this is recommended only in pre-production (because of its performance), to determine # if your LAN card has a TCP checksum offloading bug. #data-integrity-alg md5; } disk { # Detach causes the device to work over-the-network-only after the # underlying disk fails. Detach is not default for historical reasons, but is # recommended by the docs. # However, the Debian defaults in drbd.conf suggest the machine will reboot in that event... on-io-error detach; # LVM doesn't support barriers, so disabling it. It will revert to flush. Check wo: in /proc/drbd. If you don't disable it, you get IO errors. no-disk-barrier; } on host1 { # universe is a VG disk /dev/universe/drbdvm-disk; address 10.0.0.1:7792; } on host2 { # universe is a VG disk /dev/universe/drbdvm-disk; address 10.0.0.2:7792; } } DomU cfg: bootloader = '/usr/lib/xen-default/bin/pygrub' vcpus = '2' memory = '512' # # Disk device(s). # root = '/dev/xvda2 ro' disk = [ 'phy:/dev/drbd3,xvda2,w', 'phy:/dev/universe/drbdvm-swap,xvda1,w', ] # # Hostname # name = 'drbdvm' # # Networking # # fake IP for posting vif = [ 'ip=1.2.3.4,mac=00:16:3E:22:A8:A7' ] # # Behaviour # on_poweroff = 'destroy' on_reboot = 'restart' on_crash = 'restart' In my test setup: the primary host's storage is 9650SE SATA-II RAID PCIe with battery. The secondary is software RAID1. Isn't DRBD+Xen widely used? With these problems, it's not going to work.

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  • How do I detect multiple sprite collisions when there are >10 sprites?

    - by yao jiang
    I making a small program to animate the astar algorithm. If you look at the image, there are lots of yellow cars moving around. Those can collide at any moment, could be just one or all of them could just stupidly crash into each other. How do I detect all of those collisions? How do I find out which specific car has crash into which other car? I understand that pygame has collision function, but it only detects one collision at a time and I'd have to specify which sprites. Right now I am just trying to iterate through each sprite to see if there is collision: for car1 in carlist: for car2 in carlist: collide(car1, car2); This can't be the proper way to do it, if the car list goes to a huge number, a double loop will be too slow.

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  • Limiting Audit Exposure and Managing Risk – Q&A and Follow-Up Conversation

    - by Tanu Sood
    Thanks to all who attended the live ISACA webcast on Limiting Audit Exposure and Managing Risk with Metrics-Driven Identity Analytics. We were really fortunate to have Don Sparks from ISACA moderate the webcast featuring Stuart Lincoln, Vice President, IT P&L Client Services, BNP Paribas, North America and Neil Gandhi, Principal Product Manager, Oracle Identity Analytics. Stuart’s insights given the team’s role in providing IT for P&L Client Services and his tremendous experience in identity management and establishing sustainable compliance programs were true value-add at yesterday’s webcast. And if you are a healthcare organization looking to solve your compliance and security challenges, we recommend you join us for a live webcast on Tuesday, November 29 at 10 am PT. The webcast will feature experts from Kaiser Permanente, PricewaterhouseCoopers and Oracle and the focus of the discussion will be around the compliance challenges a healthcare organization faces and best practices for tackling those. Here are the details: Healthcare IT News Webcast: Managing Risk and Enforcing Compliance in Healthcare with Identity Analytics Tuesday, November 29, 201110:00 a.m. PT / 1:00 p.m. ET Register Today The ISACA webcast replay is now available on-demand and the slides are also available for download. Since we didn’t have time to address all the questions we received during the live Q&A portion of the webcast, we have captured responses to the remaining questions here. Please continue to provide us your feedback and insights from your experience in deploying identity compliance solutions. Q. Can you please clarify the mechanism utilized to populate the Identity Warehouse from each individual application's access management function / files? A. Oracle Identity Analytics (OIA) supports direct imports from applications. Data collection is based on Extract, Transform and Load (ETL) that eliminates the need to write connectors to different applications. Oracle Identity Analytics’ import engine supports complex entitlement feeds saved as either text files or XML. The imports can be scheduled on a periodic basis or triggered as needed. If the applications are synchronized with a user provisioning solution like Oracle Identity Manager, Oracle Identity Analytics has a seamless integration to pull in data from Oracle Identity Manager. Q.  Can you provide a short summary of the new features in your latest release of Oracle Identity Analytics? A. Oracle recently announced availability of enhanced Oracle Identity Analytics. This release focused on easing the certification process by offering risk analytics driven certification, advanced certification screens, business centric views and significant improvement in performance including 3X faster data imports, 3X faster certification campaign generation and advanced auto-certification features, that  will allow organizations to improve user productivity by up to 80%. Closed-loop risk feedback and IT policy monitoring with Oracle Identity Manager, a leading user provisioning solution, allows for more accurate certification reviews. And, OIA's improved performance enables customers to scale compliance initiatives supporting millions of user entitlements across thousands of applications, whether on premise or in the cloud, without compromising speed or integrity. Q. Will ISACA grant a CPE credit for attending this ISACA-sponsored webinar today? A. From ISACA: Hello and thank you for your interest in the 2011 ISACA Webinar Program!  Unfortunately, there are no CPEs offered for this program, archived or live.  We will be looking into the feasibility of offering them in the future.  Q. Would you be able to use this to help manage licenses for software? That is to say - could it track software that is not used by a user, thus eliminating the software license? A. OIA’s integration with Oracle Identity Manager, a leading user provisioning solution, allows organizations to detect ghost accounts or unused accounts via account reconciliation. Based on company’s policies, this could trigger an automated workflow for account deletion or asking for further investigation. Closed-loop feedback between the two solutions would then allow visibility into the complete audit trail of when the account was detected, the action taken, by whom, when and the current status. Q. We have quarterly attestations and .xls mechanisms are not working. Once the identity data is correlated in Identity Analytics, do you then automate access certification? A. OIA’s identity warehouse analyzes and correlates identity data across various resources that allows OIA to determine a user’s risk profile, who the access review request should go to, along with all the relevant access details of the user. The access certification manager gets notification on what to review, when and the relevant data is presented in a business friendly screen. Based on the result of the access certification process, actions are triggered and results recorded and archived. Access review managers have visual risk indicators that also allow them to prioritize access certification tasks and efforts. Q. How does Oracle Identity Analytics work with Cloud Security? A. For enterprises looking to build their own cloud(s), Oracle offers a set of security services that cloud developers can leverage including Oracle Identity Analytics.  For enterprises looking to manage their compliance requirements but without hosting those in-house and instead having a hosting provider offer managed Identity Management services to the organizations, Oracle Identity Analytics can be leveraged much the same way as you’d in an on-premise (within the enterprise) environment. In fact, organizations today are leveraging Oracle Identity Analytics to manage identity compliance in both these ways. Q. Would you recommend this as a cost effective solution for a smaller organization with @ 2,500 users? A. The key return-on-investment (ROI) on Oracle Identity Analytics is derived from automating compliance processes thereby eliminating administrative overhead, minimizing errors, maintaining cost- and time-effective sustainable compliance processes and minimizing audit exposures and penalties.  Of course, there are other tangible benefits that are derived from an Oracle Identity Analytics implementation as outlined in the webcast. For a quantitative analysis of your requirements and potential ROI calculation, we recommend you refer to the Forrester Study on Total Economic Impact of Oracle Identity Analytics. For an in-person discussion, please email Richard Caldwell.

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  • PyGame QIX clone, filling areas

    - by astropanic
    I'm playing around with PyGame. Now I'm trying to implement a QIX clone. I have my game loop, and I can move the player (cursor) on the screen. In QIX, the movment of the player leaves a trace (tail) on the screen, creating a polyline. If the polyline with the screen boundaries creates a polygon, the area is filled. How I can accomplish this behaviour ? How store the tail in memory ? How to detect when it build a closed shape that should be filled ? I don't need an exact working solution, some pointers, algo names would be cool.

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  • .htaccess rewrite www to non-www and remove .html

    - by lester8891
    I need rewrite rules to redirect the following: http://www. to http:// /file.html to /file I've tried using a combination of these but each time it results in a redirect loop on one of the situations RewriteBase / RewriteRule ^(.*)\.html$ $1 [NC] RewriteCond %{HTTP_HOST} ^www.domain.co.uk [NC, L] RewriteRule ^(.*)$ http://domain.co.uk/$1 [R=301] I figure it's probably something to do with the flags but I don't know how to fix it. Just to be clear it needs to do all these situations: http://www.domain.co.uk to http://domain.co.uk http://www.domain.co.uk/file.html to http://domain.co.uk/file http://domain.co.uk to http://domain.co.uk http://domain.co.uk/file.html to http://domain.co.uk/file Thanks!

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  • OpenGL-ES: clearing the alpha of the FrameBufferObject

    - by MrDatabase
    This question is a follow-up to Texture artifacts on iPad How does one "clear the alpha of the render texture frameBufferObject"? I've searched around here, StackOverflow and various search engines but no luck. I've tried a few things... for example calling GlClear(GL_COLOR_BUFFER_BIT) at the beginning of my render loop... but it doesn't seem to make a difference. Any help is appreciated since I'm still new to OpenGL. Cheers! p.s. I read on SO and in Apple's documentation that GlClear should always be called at the beginning of the renderLoop. Agree? Disagree? Here's where I read this: http://stackoverflow.com/questions/2538662/how-does-glclear-improve-performance

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  • 8-Puzzle Solution executes infinitely [migrated]

    - by Ashwin
    I am looking for a solution to 8-puzzle problem using the A* Algorithm. I found this project on the internet. Please see the files - proj1 and EightPuzzle. The proj1 contains the entry point for the program(the main() function) and EightPuzzle describes a particular state of the puzzle. Each state is an object of the 8-puzzle. I feel that there is nothing wrong in the logic. But it loops forever for these two inputs that I have tried : {8,2,7,5,1,6,3,0,4} and {3,1,6,8,4,5,7,2,0}. Both of them are valid input states. What is wrong with the code? Note For better viewing copy the code in a Notepad++ or some other text editor(which has the capability to recognize java source file) because there are lot of comments in the code. Since A* requires a heuristic, they have provided the option of using manhattan distance and a heuristic that calculates the number of misplaced tiles. And to ensure that the best heuristic is executed first, they have implemented a PriorityQueue. The compareTo() function is implemented in the EightPuzzle class. The input to the program can be changed by changing the value of p1d in the main() function of proj1 class. The reason I am telling that there exists solution for the two my above inputs is because the applet here solves them. Please ensure that you select 8-puzzle from teh options in the applet. EDITI gave this input {0,5,7,6,8,1,2,4,3}. It took about 10 seconds and gave a result with 26 moves. But the applet gave a result with 24 moves in 0.0001 seconds with A*. For quick reference I have pasted the the two classes without the comments : EightPuzzle import java.util.*; public class EightPuzzle implements Comparable <Object> { int[] puzzle = new int[9]; int h_n= 0; int hueristic_type = 0; int g_n = 0; int f_n = 0; EightPuzzle parent = null; public EightPuzzle(int[] p, int h_type, int cost) { this.puzzle = p; this.hueristic_type = h_type; this.h_n = (h_type == 1) ? h1(p) : h2(p); this.g_n = cost; this.f_n = h_n + g_n; } public int getF_n() { return f_n; } public void setParent(EightPuzzle input) { this.parent = input; } public EightPuzzle getParent() { return this.parent; } public int inversions() { /* * Definition: For any other configuration besides the goal, * whenever a tile with a greater number on it precedes a * tile with a smaller number, the two tiles are said to be inverted */ int inversion = 0; for(int i = 0; i < this.puzzle.length; i++ ) { for(int j = 0; j < i; j++) { if(this.puzzle[i] != 0 && this.puzzle[j] != 0) { if(this.puzzle[i] < this.puzzle[j]) inversion++; } } } return inversion; } public int h1(int[] list) // h1 = the number of misplaced tiles { int gn = 0; for(int i = 0; i < list.length; i++) { if(list[i] != i && list[i] != 0) gn++; } return gn; } public LinkedList<EightPuzzle> getChildren() { LinkedList<EightPuzzle> children = new LinkedList<EightPuzzle>(); int loc = 0; int temparray[] = new int[this.puzzle.length]; EightPuzzle rightP, upP, downP, leftP; while(this.puzzle[loc] != 0) { loc++; } if(loc % 3 == 0){ temparray = this.puzzle.clone(); temparray[loc] = temparray[loc + 1]; temparray[loc + 1] = 0; rightP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); rightP.setParent(this); children.add(rightP); }else if(loc % 3 == 1){ //add one child swaps with right temparray = this.puzzle.clone(); temparray[loc] = temparray[loc + 1]; temparray[loc + 1] = 0; rightP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); rightP.setParent(this); children.add(rightP); //add one child swaps with left temparray = this.puzzle.clone(); temparray[loc] = temparray[loc - 1]; temparray[loc - 1] = 0; leftP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); leftP.setParent(this); children.add(leftP); }else if(loc % 3 == 2){ // add one child swaps with left temparray = this.puzzle.clone(); temparray[loc] = temparray[loc - 1]; temparray[loc - 1] = 0; leftP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); leftP.setParent(this); children.add(leftP); } if(loc / 3 == 0){ //add one child swaps with lower temparray = this.puzzle.clone(); temparray[loc] = temparray[loc + 3]; temparray[loc + 3] = 0; downP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); downP.setParent(this); children.add(downP); }else if(loc / 3 == 1 ){ //add one child, swap with upper temparray = this.puzzle.clone(); temparray[loc] = temparray[loc - 3]; temparray[loc - 3] = 0; upP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); upP.setParent(this); children.add(upP); //add one child, swap with lower temparray = this.puzzle.clone(); temparray[loc] = temparray[loc + 3]; temparray[loc + 3] = 0; downP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); downP.setParent(this); children.add(downP); }else if (loc / 3 == 2 ){ //add one child, swap with upper temparray = this.puzzle.clone(); temparray[loc] = temparray[loc - 3]; temparray[loc - 3] = 0; upP = new EightPuzzle(temparray, this.hueristic_type, this.g_n + 1); upP.setParent(this); children.add(upP); } return children; } public int h2(int[] list) // h2 = the sum of the distances of the tiles from their goal positions // for each item find its goal position // calculate how many positions it needs to move to get into that position { int gn = 0; int row = 0; int col = 0; for(int i = 0; i < list.length; i++) { if(list[i] != 0) { row = list[i] / 3; col = list[i] % 3; row = Math.abs(row - (i / 3)); col = Math.abs(col - (i % 3)); gn += row; gn += col; } } return gn; } public String toString() { String x = ""; for(int i = 0; i < this.puzzle.length; i++){ x += puzzle[i] + " "; if((i + 1) % 3 == 0) x += "\n"; } return x; } public int compareTo(Object input) { if (this.f_n < ((EightPuzzle) input).getF_n()) return -1; else if (this.f_n > ((EightPuzzle) input).getF_n()) return 1; return 0; } public boolean equals(EightPuzzle test){ if(this.f_n != test.getF_n()) return false; for(int i = 0 ; i < this.puzzle.length; i++) { if(this.puzzle[i] != test.puzzle[i]) return false; } return true; } public boolean mapEquals(EightPuzzle test){ for(int i = 0 ; i < this.puzzle.length; i++) { if(this.puzzle[i] != test.puzzle[i]) return false; } return true; } } proj1 import java.util.*; public class proj1 { /** * @param args */ public static void main(String[] args) { int[] p1d = {1, 4, 2, 3, 0, 5, 6, 7, 8}; int hueristic = 2; EightPuzzle start = new EightPuzzle(p1d, hueristic, 0); int[] win = { 0, 1, 2, 3, 4, 5, 6, 7, 8}; EightPuzzle goal = new EightPuzzle(win, hueristic, 0); astar(start, goal); } public static void astar(EightPuzzle start, EightPuzzle goal) { if(start.inversions() % 2 == 1) { System.out.println("Unsolvable"); return; } // function A*(start,goal) // closedset := the empty set // The set of nodes already evaluated. LinkedList<EightPuzzle> closedset = new LinkedList<EightPuzzle>(); // openset := set containing the initial node // The set of tentative nodes to be evaluated. priority queue PriorityQueue<EightPuzzle> openset = new PriorityQueue<EightPuzzle>(); openset.add(start); while(openset.size() > 0){ // x := the node in openset having the lowest f_score[] value EightPuzzle x = openset.peek(); // if x = goal if(x.mapEquals(goal)) { // return reconstruct_path(came_from, came_from[goal]) Stack<EightPuzzle> toDisplay = reconstruct(x); System.out.println("Printing solution... "); System.out.println(start.toString()); print(toDisplay); return; } // remove x from openset // add x to closedset closedset.add(openset.poll()); LinkedList <EightPuzzle> neighbor = x.getChildren(); // foreach y in neighbor_nodes(x) while(neighbor.size() > 0) { EightPuzzle y = neighbor.removeFirst(); // if y in closedset if(closedset.contains(y)){ // continue continue; } // tentative_g_score := g_score[x] + dist_between(x,y) // // if y not in openset if(!closedset.contains(y)){ // add y to openset openset.add(y); // } // } // } } public static void print(Stack<EightPuzzle> x) { while(!x.isEmpty()) { EightPuzzle temp = x.pop(); System.out.println(temp.toString()); } } public static Stack<EightPuzzle> reconstruct(EightPuzzle winner) { Stack<EightPuzzle> correctOutput = new Stack<EightPuzzle>(); while(winner.getParent() != null) { correctOutput.add(winner); winner = winner.getParent(); } return correctOutput; } }

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