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  • Ubuntu 12.04 won't shut down - stopping winbind daemon

    - by jan
    My Precise Pangolin sometimes won't shut down - the screen is black with text on it. Mostly last line says something like "stopping winbind deamon" (sometimes also virtualbox, which is above winbind daemon; edit: sometimes the last line says "running unattended updates") and it stays like this for about ten miutes. Then I usually hold the power button for 5s to shut it down. It's very unpredictable - sometimes the computer shuts down without problem and sometimes it hangs. I've tried many ways to shut it down: HW button, panel applet, sudo shutdown -h now, sudo poweroff, sudo halt, etc. even sudo reboot or restart from panel applet have this problem. Sometimes it works ok but every method named hung at least once on the same (damned) line. My specs: FUJITSU SIEMENS LIFEBOOK E8310, Intel Core2 Duo T7300 @ 2.00GHz, 3GB RAM, GPU: Mobile Intel(R) 965 Express Chipset Family Ubuntu 12.04.2 32bit, 3.5.0-41-generic kernel (but it did it on older kernels and 12.04.x systems too). Any ideas what should I try next? Thanks a lot! Jan

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  • Toolset agnostic build server and Silverlight projects

    - by Marko Apfel
    Problem Normally I try to have my continuous integration as most a possible toolset free to ensure that no local stuff could have an impact to my build. My Silverlight app references a special compile target in a folder outside my developer tree: <Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v10.0\WebApplications\Microsoft.WebApplication.targets" /> So I copied the stuff from this folder to a local one and changed the call to this target in my csproj: <Import Project="..\..\..\tools\WebApplications\Microsoft.WebApplication.targets" /> And now Visual Studio Conversion Wizard welcomes my with this: Solution Regardless of which line I write – this conversion comes back again and again, if the line has another form than <Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v10.0\WebApplications\Microsoft.WebApplication.targets" /> So it seems that there is no simple way to change this behaviour. Workaraound I must accept, that this line must be in the csproj and to run the build the toolset must be copied to the build server at the correct location. So go to your development machine where Visual Studio is installed and copy the folder “C:\Program Files (x86)\MSBuild\Microsoft\VisualStudio\v10.0\WebApplications” to your build server at the equivalent location.   Xmas wishes to Microsoft: Please provide technologies to let us developers bundle all needed stuff for a project in one developer tree. It should be possible that one checkout starts us up! No additional installations regardless whether it is a developing machine or dedicated build or continuous integration server. Silverlight is only one example, code analysis configurations could also be terrible and much more …

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  • Why blogger puts BR tags only when content served via RSS feed?

    - by tamashumi
    I have a problem with using my new blog RSS feed. I wrote a post (the first one) with some code examples formatted by SyntaxHighlighter. To paste a code sample I'm switching from WYSIWYG to HTML view and put the code inside pre tag like this (don't worry, h4 tag was opened a line above the screenshot area): The problem is that such pre tag, when later accessed via RSS feed contains br tags instead of new line characters. Below is screenshot of the adequate RSS source code: What's most important when accessed via www, the post html is formatted fine, no brs inside pre. I verified that by downloading the blog post with wget. So I believe this isn't SyntaxHighlighter issue nor any 'new line' formatting on blog post save. This is a real problem as I want aggregate my blog on employers blog and all formatting of code examples is broken because of that. The base question is: how to get rid of those unwanted brs served via RSS? What's strangest friend of mine also uses blogger for such aggregation and he has no such issue. I checked his RSS feed and there are no brs inside pre tags. We also compared settings of our blogs. However we have found no clue. The blog post RSS for the blog (just check source and search for string: pre class="brush) Mentioned friend's blog Last thing: I see content served from RSS is now also html encoded. If I remember well, it wasn't previously.

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  • Init.d script gets return code 1 when calling itself, how can I get output?

    - by Per
    My question is, how can I modify the script so that it will tell me what goes wrong? The scenario is this: I'm trying to get Sonatype Nexus to start as a service in Ubuntu 10.04, and it just will not work. (I'm not looking for help on how to run Nexus, but on how to get some useful output from a script) It works when invoking it with sudo /etc/init.d/nexus start but fails when using sudo service nexus start I have run the update-rc.d command on it, and done everything according to instructions. The nexus init.d-script has a point where it calls itself when it detects that it should run as another user ('nexus'): su -m $RUN_AS_USER -c "\"$REALPATH\" $2" which expands to su -m nexus -c '"/opt/nexus-2.0.2/bin/jsw/linux-x86-64/nexus" start' when adding the -x debug flag to the script. This command results in return code 1. It never executes - I've set -x debug flag on the script, placed echo commands with redirect to file at the start of script to trace, etc. I cannot get any output telling me why the command will not execute. I've tried appending redirect to file after the above script line, inside the quotes, outside, any way I could imagine. All info I can get is by inserting a line echo $? after the su line, which outputs '1'. Is there a way I can see what happens when the su command runs?

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  • XNA 4: RenderTarget2D textures getting transparent on fullscreen

    - by Shashwat
    I'm generating a Texture2D object using RenderTarget2D as in the following code public static Texture2D GetTextTexture(string text, Vector2 position, SpriteFont font, Color foreColor, Color backColor, Texture2D background=null) { int width = (int)font.MeasureString(text).X; int height = (int)font.MeasureString(text).Y; GraphicsDevice device = Settings.game.GraphicsDevice; SpriteBatch spriteBatch = Settings.game.spriteBatch; RenderTarget2D renderTarget = new RenderTarget2D(device, width, height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, device.PresentationParameters.MultiSampleCount, RenderTargetUsage.DiscardContents); device.SetRenderTarget(renderTarget); device.Clear(backColor); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque); if (background != null) spriteBatch.Draw(background, new Rectangle(0, 0, 70, 70), Color.White); spriteBatch.End(); spriteBatch.Begin(); spriteBatch.DrawString(font, text, position, foreColor, 0, new Vector2(0), 0.8f, SpriteEffects.None, 0); spriteBatch.End(); device.SetRenderTarget(null); ResetGraphicsDeviceSettings(); return (Texture2D)renderTarget; } It's working all fine. But when I ToggleFullScreen() (and vice-versa), the previous textures are getting transparent. However, the new textures after that are being generated correctly. What can be the reason for this?

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  • how to calculate intersection time and place of multiple moving arcs

    - by user20733
    I have rocks orbiting moons, moons orbiting planets, planets orbiting suns, and suns orbiting black holes, and the current system could have many many layers of orbitage. the position of any object is a function of time and relative to the object it orbits. (so far so good). now I want to know for a given 2 objects(A,B), a start time and a speed, how can I work out the when and where to go. I can work out where A and B is given a time. so i just need. 1: direction to travel in from A to B(remember B is moving(not in a straight line)) 2: Time to get to b in a straight line. travel must be in a straight line with the shortest possible distance. as an extension to this question, how will i know if its better to wait, EG is it faster to stay on object A and wait for a hour when the objects may be closer, than to set off from A to B at the start. Cheers, it hurt my brain.

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  • Informing GUI objects about screen size - Designing

    - by Mosquito
    I have a problem with designing classes for my game which I create. In my app, there is: class CGame which contains all the information about game itself, e.g. screen width, screen height, etc. In the main() function I create a pointer to CGame instance. class CGUIObject which includes fields specifying it's position and draw() method, which should know how to draw an object according to screen size. class CGUIManager which is a singleton and it includes a list of CGUIObject's. For each object in a list it just calls draw() method. For clarity's sake, I'll put some simple code: class CGame { int screenWidth; int screenHeight; }; class CGUIObject { CPoint position; void draw(); // this one needs to know what is a screen's width and height }; class CGUIManager // it's a singleton { vector<CGUIObject*> guiObjects; void drawObjects(); }; And the main.cpp: CGame* g; int main() { g = new CGame(); while(1) { CGUIManager::Instance().drawObjects(); } return 0; } Now the problem is, that each CGUIObject needs to know the screen size which is held by CGame, but I find it very dumb to include pointer to CGame instance in every object. Could anyone, please, tell me what would be the best approach to achieve this?

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  • CUDA 4.1 Particle Update

    - by N0xus
    I'm using CUDA 4.1 to parse in the update of my Particle system that I've made with DirectX 10. So far, my update method for the particle systems is 1 line of code within a for loop that makes each particle fall down the y axis to simulate a waterfall: m_particleList[i].positionY = m_particleList[i].positionY - (m_particleList[i].velocity * frameTime * 0.001f); In my .cu class I've created a struct which I copied from my particle class and is as follows: struct ParticleType { float positionX, positionY, positionZ; float red, green, blue; float velocity; bool active; }; Then I have an UpdateParticle method in the .cu as well. This encompass the 3 main parameters my particles need to update themselves based off the initial line of code. : __global__ void UpdateParticle(float* position, float* velocity, float frameTime) { } This is my first CUDA program and I'm at a loss to what to do next. I've tried to simply put the particleList line in the UpdateParticle method, but then the particles don't fall down as they should. I believe it is because I am not calling something that I need to in the class where the particle fall code use to be. Could someone please tell me what it is I am missing to get it working as it should? If I am doing this completely wrong in general, the please inform me as well.

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  • Creating movement path displays in a top-down 2d RTS

    - by nihohit
    My game is a top-down 2d RTS coded in C# using SFML's libraries. I want that during unit selection, a unit will display it's movement path on the map. Currently, after the path is computed as a list of directions ({left, up,down, down, down, left}, as an example), it's sent to the graphical component to create it's UI equivalent, and here I'm having some problems. current, these I've checked three ways to do it: compute the size of the image (in the example above it'll be a 3*2 rectangle) and create an invisible rectangle, and then go over the directions list and mark each spot with a visible point, so as to get a continous line. This system is slightly problematic because of the amount of large images that I need to save, but mostly because I have a lot of fine detail onscreen, and a continous line obstructs the view. again, compute the size of the image, but now create several (let's say 4) invisible images of that size, and then instead of a single continous line I'll switch between the four images, in each will appear only a fourth of the spots, in a way which creates a path animation. This is nicer on the eye, but here the memory demands, and the amount of time needed to compute each such image-loop is significant. Just create a list of single markers, each on a different spot on the path. This is very quick & easy on memory, but too sparse. Is there a simple or resource-light system to create path-animations?

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  • Why does the player fall down when in between platforms? Tile based platformer

    - by inzombiak
    I've been working on a 2D platformer and have gotten the collision working, except for one tiny problem. My games a tile based platformer and whenever the player is in between two tiles, he falls down. Here is my code, it's fire off using an ENTER_FRAME event. It's only for collision from the bottom for now. var i:int; var j:int; var platform:Platform; var playerX:int = player.x/20; var playerY:int = player.y/20; var xLoopStart:int = (player.x - player.width)/20; var yLoopStart:int = (player.y - player.height)/20; var xLoopEnd:int = (player.x + player.width)/20; var yLoopEnd:int = (player.y + player.height)/20; var vy:Number = player.vy/20; var hitDirection:String; for(i = yLoopStart; i <= yLoopEnd; i++) { for(j = xLoopStart; j <= xLoopStart; j++) { if(platforms[i*36 + j] != null && platforms[i*36 + j] != 0) { platform = platforms[i*36 + j]; if(player.hitTestObject(platform) && i >= playerY) { hitDirection = "bottom"; } } } } This isn't the final version, going to replace hitTest with something more reliable , but this is an interesting problem and I'd like to know whats happening. Is my code just slow? Would firing off the code with a TIMER event fix it? Any information would be great.

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  • JustCode Q1 SP1 &ndash;Typing Assistance Improvements

    Our goal is to make JustCodes typing assistance save keystrokes, without getting in your way. As such, typing assistance received quite a few changes for SP1.  It now works faster, and better than ever :)      Bracket Completion When you add an  open bracket at the beginning of a line, JustCode will now add the closing bracket for you at the end of the line, even if there is code. When you hit enter, the auto formatter will run.    Prevents Bracket Doubling The SP1 release now does its best to prevent you from doubling parenthesis, braces, and brackets. Instead of doubling up these items up, it will move your cursor outside the closing item.   Auto Format on Semi-Colon, and Close Bracket JustCode now automatically runs the auto formatter when you press semi-colon, or add a closing bracket at the end of a line.    Auto Completion of Singe & ...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • loading a heightmap as texture in shader

    - by wtherapy
    I have a height map of 256x256, containing, foreach cell, not only height as a normal float value ( not 0-1 ) and also 2 gradient values ( for X and Y ), also as normal float values ( not 0-1 ). I have uploaded the texture via normal texture loading: glEnable( GL_TEXTURE_2D ); glGenTextures( 1, &m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glBindTexture( GL_TEXTURE_2D , m_uglID ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB32F, unW + 1, unH + 1, 0, GL_RGB, GL_FLOAT, pvBytes ); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); DEBUG_OUTPUT("Err %x\n", glGetError()); as a parenthesis, the debug output is: Err 500 Err 0 Err 0 Err 0 Err 500 Err 500 Err 0 Err 0 pvBytes is a 256x256 array of typedef struct _tGradientHeightCell { float v; float px; float py; } TGradientHeightCell, *LPTGradientHeightCell; then, m_ugl_HeightMapTexture = glGetUniformLocation(m_uglProgram, "TexHeightMap"); I load it via: glEnable(GL_TEXTURE_2D ); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D , pTexture->GetID()); glUniform1i(m_ugl_HeightMapTexture, 0); in shader, I just access it: uniform sampler2D TexHeightMap; vec4 GetVertCellParameters( uint i, uint j ) { return texture( TexHeightMap, vec2( i, j ) ); } vec4 vH00 = GetVertCellParameters( i, j ); My problem is that, when passing negative values in one of the values in TGradientHeightCell ( v, px, py ), the texture is corrupted. I need the values to be passed exact as I have them in memory. Any help appreciated.

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  • Can't load model using ContentTypeReader

    - by Xaosthetic
    I'm writing a game where I want to use ContentTypeReader. While loading my model like this: terrain = Content.Load<Model>("Text/terrain"); I get following error: Error loading "Text\terrain". Cannot find ContentTypeReader AdventureGame.World.HeightMapInfoReader,AdventureGame,Version=1.0.0.0,Culture=neutral. I've read that this kind of error can be caused by space's in assembly name so i've already removed them all but exception still occurs. This is my content class: [ContentTypeWriter] public class HeightMapInfoWriter : ContentTypeWriter<HeightmapInfo> { protected override void Write(ContentWriter output, HeightmapInfo value) { output.Write(value.getTerrainScale); output.Write(value.getHeight.GetLength(0)); output.Write(value.getHeight.GetLength(1)); foreach (float height in value.getHeight) { output.Write(height); } } public override string GetRuntimeType(TargetPlatform targetPlatform) { return "AdventureGame.World.Heightmap,AdventureGame,Version=1.0.0.0,Culture=neutral"; } public override string GetRuntimeReader(TargetPlatform targetPlatform) { return "AdventureGame.World.HeightMapInfoReader,AdventureGame,Version=1.0.0.0,Culture=neutral"; } } Does anyone meed that kind of error before?

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  • Release Notes for 5/31/2012

    Here are the notes for this week’s release: Pull Requests We’ve moved the pull request creation UI from a modal dialog to a full page to make room for more context on what you’re sending with your pull request. In this week’s changes, you’ll see the list of commits; look for diffs to appear in the coming weeks. Corrected several issues where the line that had comments associated was not being properly differentiated in the code snippet previews on pull request discussions. Corrected an issue where pull request line comments would not appear to be associated with the proper line of code. Fixed an issue where accepting pull requests was not working properly. Bug Fixes Fixed an issue where code snippets could not be inserted using Opera. Fixed an issue where Internet Explorer displayed an error message when browsing the site using https. Fixed an issue where the CAPTCHA was not displaying properly on the Contact User page. Fixed an issue where paging was not working properly in the “Recent Release in Followed Projects” sections for logged in users. Other Updated the activity stream to no longer auto-load new items when scrolling down. Added an explicit download link at the end of the download countdown in case certain browsers/scenarios don’t automatically start downloading. Have ideas on how to improve CodePlex? Visit our ideas page! Vote for your favorite ideas or submit a new one. Got Twitter? Follow us and keep apprised of the latest releases and service status at @codeplex.

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  • How do I reset a lost password (using recovery mode requires me to type the password)?

    - by user16441
    I need to reset my password. I have followed these steps: How do I reset a lost Administrative(root) password? However, then I go to "root" or "netroot" recovery options, it tells me: Give root password for maintenance (or type Control-D to continue) Clearly, I do not know the root password. If I type Control-D, I return to the list of options. From this page I read: Under chapter 'The Other Way': 4. Highlight the line that begins kernel and press 'e' to edit But in the grub configuration file I have no line that starts with 'kernel'. Only: setparams 'Ubuntu...' recordfail set gxfpayload... insmod part_msdos insmod ext2 set root=... search --no-floppy... linux /boot/vmlinuz-2.6.38... initrd /boot/initrd.img-2.6.... Those are all lines in my grub. Which line should I edit? Or is there another way to reset my password?

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  • Can using div with width = 0px affect SEO? [closed]

    - by user989084
    Possible Duplicate: Does google always downrank pages with hidden texts Right now I'm working on my new website and I'm really concerned about SEO since the old version of my site(which is from a script that is unusable now) has PR of 4 and I want to lose it So here is my question There is a panel that has 4 tabs Each tabs has tag which has a href like "/box-page/tab/2" and when javascript is not activated it will go this page and shows the corresponding tab and if it's activated it will just make a simple animation to show the other tab There are four boxes(and for tabs) and since I needed to fix the height of the panel I had to use width: 0 for the rest of tabs to keep the height of the box the same as the longest one and inside these boxes(which have width: 0) there are some information that can be indexed by google So as you know google doesn't have javascript and it will go to /box-page/tab/2 and /box-page/tab/3 and ... in all of these pages the information is the same but with different box showing up in the page So here is my question Does google penalize using a div with width: 0px? And if not does it just ignore the content of the div with width 0?(Which is perfect for me ^^) Thanks

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  • Drawning with canvas - problem with sizing [closed]

    - by pioncz
    For example i made 2 canvas with size 500px x 500px and 100px x 100px to see how fillrect works and i found that canvas.fillrect doesnt takes px for arguments, and my question is: how to make pixels as arguments or how to count these arguments for pixels? This is example: <html xmlns="http://www.w3.org/1999/xhtml"> <head> <script type="text/javascript"> function draw() { var canvas = document.getElementById('myCanvas'); var ctx = canvas.getContext('2d'); ctx.fillStyle = '#00f'; ctx.fillRect (0, 0,100, 100); var canvas2 = document.getElementById('myCanvas2'); var ctx2 = canvas2.getContext('2d'); ctx2.fillStyle = '#0f0'; ctx2.fillRect (0, 0, 100, 100); } </script> </head> <body onLoad="draw();"> <canvas id="myCanvas" style="background:black;width:500px;height:500px;display:block;position:absolute;top:0px;left:0px;"> </canvas> <canvas id="myCanvas2" style="background:purple;width:100px;height:100px;display:block;position:absolute;top:0px;left:0px;"> </canvas> </body> </html>

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  • jqgrid setting cutom formatter to dynamic column collection

    - by user312249
    I am using jqgrid. We are building a dashboard functionality with jquery. Different application just have to register respective application page and dashboard will render that page.To achieve this we are using jqgrid as one of the jquery plugin. Following is my codeenter code here var ph = '#' + placeHolder; var _prevSort; $.ajax({ url: dataUrl, dataType: "json", async: true, success: function(json) { pager = $('#' + pager); if (json.showPager === "false") { pager = eval(json.showPager); } dataUrl += "&jqSession=true"; $(ph).jqGrid({ url: dataUrl, datatype: "json", sortclass: "grid_sort", colNames: JSON.parse(json.colNames), colModel: JSON.parse(json.colModel), forceFit: true, rowNum: json.rowNum, rowList: JSON.parse(json.rowList), pager: pager, sortname: json.sortName, caption: json.caption, viewrecords: true, viewsortcols: true, sortorder: json.sortOrder, footerrow: summaryFooter, userDataOnFooter: summaryFooter, jsonReader: { root: "rows", row: "row", repeatitems: false, id: json.sortName }, gridComplete: function() { if (showFooter) { $(ph).append("" + json.footerRow + ""); } if (json.additionalContent != null) { $("#" + xContID).html(json.additionalContent); } $("ui-icon-asc").append("IMG"); var _rows = $(".jqgrow"); if (json.rows.length 0) { for (var i = 1; i < _rows.length; i += 1) { _rows[i].attributes["class"].value = _rows[i].attributes["class"].value.replace(" ui-jqgrid-altrow", ""); if (i % 2 == 1) { _rows[i].attributes["class"].value += " ui-jqgrid-altrow"; } } var gMaxHeight = getGridMaxHeight(); var gHeight = ($(ph + " tr").length + 1) * ($($(".jqgrow") [0]).height()); if (gHeight <= gMaxHeight) { $(ph).parent().height(gHeight); } else { $(ph).parent().height(gMaxHeight); } } else { $(ph).prepend("" + gridNoDataMsg + ""); $(ph).parent().height(60); } }, onSortCol: function(index, iCol, sortorder) { dataUrl = dataUrl.replace("&jqSession=true", ""); $(ph).jqGrid().setGridParam({ url: dataUrl }).trigger("reloadGrid"); var colName = "#jqgh" + index; // $(_prevSort).parent().removeClass("ui-jqgrid-sorted"); // $(_prevSort).parent().addClass("ui-state-default"); // $(_colName).parent().addClass("ui-jqgrid-sorted"); // $(_colName).parent().removeClass("ui-state-default"); _prevSort = _colName; var _rows = $(".jqgrow"); for (var i = 1; i < _rows.length; i += 1) { _rows[i].attributes["class"].value = _rows[i].attributes["class"].value.replace(" ui-jqgrid-altrow", ""); if (i % 2 == 1) { _rows[i].attributes["class"].value += " ui-jqgrid-altrow"; } } } }).navGrid('#' + pager, { search: false, sort: false, edit: false, add: false, del: false, refresh: false }); // end of grid $("#" + loadid).empty(); gGridIds[gGridIds.length] = placeHolder; SetGridSizes(); }, error: function() { $("#" + loadid).html(loadingErr); } }); As you can see from the code i am getting column collection dynamically(Appication page which i am calling will give me JSON in the response and will have colNames collection in it. Evrything is working fine but, only issue is coming when we are trying to apply custom formatter to column. This issue comes only when we are dynamically assign "colModel" to jqgrid. Appreciate help Thanks in advance

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  • mouse to Three.js world coordinates during TrackballControls

    - by PanChan
    I know there are a lot of answers how to translate the mouse coordinates to the Three.js world coordinates (I prefere this one). But I have troubles on calculating when using TrackballControls. First what I expect to do: I want to add a zoom function to my scene. Not by the mouse wheel, the user should be able to draw a rectangular and by lifting the mouse button, the camera is zooming on this rectangular. I've implemented all and it works, but only when the user didn't rotate/zoom/pan with TrackballControls! If the camera was manipulated, I get wrong coordinates for my drawn rectangular. I really can't figure out why... I only know that it's an issue with TrackballControls, because without them, it works. Does anyone see my mistake? I'm sitting here for two days now and can't find it.... :( var onZoomPlaneMouseDown = function(event){ event.preventDefault(); var plane = document.getElementById("zoomPlane"); var innerPlane = document.getElementById("innerZoomPlane"); var mouseButton = event.keyCode || event.which; mouse.x = ( event.clientX / WIDTH ) * 2 - 1; mouse.y = - ( event.clientY / HEIGHT ) * 2 + 1; if(mouseButton === 1){ var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 ); projector.unprojectVector( vector, camera ); var dir = vector.sub( camera.position ).normalize(); var distance = - camera.position.z / dir.z; zoomPlaneUpperCorner = camera.position.clone().add( dir.multiplyScalar( distance ) ); innerPlane.style.display = "block"; innerPlane.style.top = event.clientY + "px"; innerPlane.style.left = event.clientX + "px"; } if(mouseButton === 3){ plane.style.display = "none"; innerPlane.style.display = "none"; } }; var onZoomPlaneMouseUp = function(event){ event.preventDefault(); var plane = document.getElementById("zoomPlane"); var innerPlane = document.getElementById("innerZoomPlane"); var mouseButton = event.keyCode || event.which; mouse.x = ( event.clientX / WIDTH ) * 2 - 1; mouse.y = - ( event.clientY / HEIGHT ) * 2 + 1; var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 ); projector.unprojectVector( vector, camera ); var dir = vector.sub( camera.position ).normalize(); var distance = - camera.position.z / dir.z; zoomPlaneLowerCorner = camera.position.clone().add( dir.multiplyScalar( distance ) ); if(mouseButton === 1){ plane.style.display = "none"; innerPlane.style.display = "none"; var center = new THREE.Vector3(); center.subVectors(zoomPlaneLowerCorner, zoomPlaneUpperCorner); center.multiplyScalar( 0.5 ); center.add(zoomPlaneUpperCorner); var rayDir = new THREE.Vector3(); rayDir.subVectors(center, camera.position ).normalize(); controls.target = center; var height = zoomPlaneUpperCorner.y - zoomPlaneLowerCorner.y; var distanceToCenter = camera.position.distanceTo(center); var minDist = (height / 2) / (Math.tan((camera.fov/2)*Math.PI/180)); camera.translateOnAxis(rayDir, (distanceToCenter - minDist)); } };

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  • Running multiple image manipulations in parallel causing OutOfMemory exception

    - by Tom
    I am working on a site where I need to be able to split and image around 4000x6000 into 4 parts (amongst many other tasks) and I need this to be as quick as possible for multiple users. My current code for doing this is var bitmaps = new RenderTargetBitmap[elements.Length]; using (var stream = blobService.Stream(key)) { BitmapImage bi = new BitmapImage(); bi.BeginInit(); bi.StreamSource = stream; bi.EndInit(); for (var i = 0; i < elements.Length; i++) { var element = elements[i]; TransformGroup transformGroup = new TransformGroup(); TranslateTransform translateTransform = new TranslateTransform(); translateTransform.X = -element.Left; translateTransform.Y = -element.Top; transformGroup.Children.Add(translateTransform); DrawingVisual vis = new DrawingVisual(); DrawingContext cont = vis.RenderOpen(); cont.PushTransform(transformGroup); cont.DrawImage(bi, new Rect(new Size(bi.PixelWidth, bi.PixelHeight))); cont.Close(); RenderTargetBitmap rtb = new RenderTargetBitmap(element.Width, element.Height, 96d, 96d, PixelFormats.Default); rtb.Render(vis); bitmaps[i] = rtb; } } for (var i = 0; i < bitmaps.Length; i++) { using (MemoryStream ms = new MemoryStream()) { PngBitmapEncoder encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(bitmaps[i])); encoder.Save(ms); var regionKey = WebPath.Variant(key, elements[i].Id); saveBlobService.Save("image/png", regionKey, ms); } } I am running multiple threads which take jobs off a queue. I am finding that if this part of code is hit by 4 threads at once I get an OutOfMemory exception. I can stop this happening by wrapping all the code above in a lock(obj) but this isn't ideal. I have tried wrapping just the first using block (where the file is read from disk and split) but I still get the out of memory exceptions (this part of the code executes quite quickly). I this normal considering the amount of memory this should be taking up? Are there any optimisations I could make? Can I increase the memory available? UPDATE: My new code as per Moozhe's help public static void GenerateRegions(this IBlobService blobService, string key, Element[] elements) { using (var stream = blobService.Stream(key)) { foreach (var element in elements) { stream.Position = 0; BitmapImage bi = new BitmapImage(); bi.BeginInit(); bi.SourceRect = new Int32Rect(element.Left, element.Top, element.Width, element.Height); bi.StreamSource = stream; bi.EndInit(); DrawingVisual vis = new DrawingVisual(); DrawingContext cont = vis.RenderOpen(); cont.DrawImage(bi, new Rect(new Size(element.Width, element.Height))); cont.Close(); RenderTargetBitmap rtb = new RenderTargetBitmap(element.Width, element.Height, 96d, 96d, PixelFormats.Default); rtb.Render(vis); using (MemoryStream ms = new MemoryStream()) { PngBitmapEncoder encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(rtb)); encoder.Save(ms); var regionKey = WebPath.Variant(key, element.Id); blobService.Save("image/png", regionKey, ms); } } } }

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  • Java Fx Data bind not working with File Read

    - by rjha94
    Hi I am using a very simple JavaFx client to upload files. I read the file in chunks of 1 MB (using Byte Buffer) and upload using multi part POST to a PHP script. I want to update the progress bar of my client to show progress after each chunk is uploaded. The calculations for upload progress look correct but the progress bar is not updated. I am using bind keyword. I am no JavaFx expert and I am hoping some one can point out my mistake. I am writing this client to fix the issues posted here (http://stackoverflow.com/questions/2447837/upload-1gb-files-using-chunking-in-php) /* * Main.fx * * Created on Mar 16, 2010, 1:58:32 PM */ package webgloo; import javafx.stage.Stage; import javafx.scene.Scene; import javafx.scene.layout.VBox; import javafx.geometry.VPos; import javafx.scene.control.Button; import javafx.scene.control.Label; import javafx.scene.layout.HBox; import javafx.scene.layout.LayoutInfo; import javafx.scene.text.Font; import javafx.scene.control.ProgressBar; import java.io.FileInputStream; /** * @author rajeev jha */ var totalBytes:Float = 1; var bytesWritten:Float = 0; var progressUpload:Float; var uploadURI = "http://www.test1.com/test/receiver.php"; var postMax = 1024000 ; function uploadFile(inputFile: java.io.File) { totalBytes = inputFile.length(); bytesWritten = 1; println("To-Upload - {totalBytes}"); var is = new FileInputStream(inputFile); var fc = is.getChannel(); //1 MB byte buffer var chunkCount = 0; var bb = java.nio.ByteBuffer.allocate(postMax); while(fc.read(bb) >= 0){ println("loop:start"); bb.flip(); var limit = bb.limit(); var bytes = GigaFileUploader.getBufferBytes(bb.array(), limit); var content = GigaFileUploader.createPostContent(inputFile.getName(), bytes); GigaFileUploader.upload(uploadURI, content); bytesWritten = bytesWritten + limit ; progressUpload = 1.0 * bytesWritten / totalBytes ; println("Progress is - {progressUpload}"); chunkCount++; bb.clear(); println("loop:end"); } } var label = Label { font: Font { size: 12 } text: bind "Uploaded - {bytesWritten * 100 / (totalBytes)}%" layoutInfo: LayoutInfo { vpos: VPos.CENTER maxWidth: 120 minWidth: 120 width: 120 height: 30 } } def jFileChooser = new javax.swing.JFileChooser(); jFileChooser.setApproveButtonText("Upload"); var button = Button { text: "Upload" layoutInfo: LayoutInfo { width: 100 height: 30 } action: function () { var outputFile = jFileChooser.showOpenDialog(null); if (outputFile == javax.swing.JFileChooser.APPROVE_OPTION) { uploadFile(jFileChooser.getSelectedFile()); } } } var hBox = HBox { spacing: 10 content: [label, button] } var progressBar = ProgressBar { progress: bind progressUpload layoutInfo: LayoutInfo { width: 240 height: 30 } } var vBox = VBox { spacing: 10 content: [hBox, progressBar] layoutX: 10 layoutY: 10 } Stage { title: "Upload File" width: 270 height: 120 scene: Scene { content: [vBox] } resizable: false }

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  • AT91SAM7X512's SPI peripheral gets disabled on write to SPI_TDR

    - by Dor
    My AT91SAM7X512's SPI peripheral gets disabled on the X time (X varies) that I write to SPI_TDR. As a result, the processor hangs on the while loop that checks the TDRE flag in SPI_SR. This while loop is located in the function SPI_Write() that belongs to the software package/library provided by ATMEL. The problem occurs arbitrarily - sometimes everything works OK and sometimes it fails on repeated attempts (attemp = downloading the same binary to the MCU and running the program). Configurations are (defined in the order of writing): SPI_MR: MSTR = 1 PS = 0 PCSDEC = 0 PCS = 0111 DLYBCS = 0 SPI_CSR[3]: CPOL = 0 NCPHA = 1 CSAAT = 0 BITS = 0000 SCBR = 20 DLYBS = 0 DLYBCT = 0 SPI_CR: SPIEN = 1 After setting the configurations, the code verifies that the SPI is enabled, by checking the SPIENS flag. I perform a transmission of bytes as follows: const short int dataSize = 5; // Filling array with random data unsigned char data[dataSize] = {0xA5, 0x34, 0x12, 0x00, 0xFF}; short int i = 0; volatile unsigned short dummyRead; SetCS3(); // NPCS3 == PIOA15 while(i-- < dataSize) { mySPI_Write(data[i]); while((AT91C_BASE_SPI0->SPI_SR & AT91C_SPI_TXEMPTY) == 0); dummyRead = SPI_Read(); // SPI_Read() from Atmel's library } ClearCS3(); /**********************************/ void mySPI_Write(unsigned char data) { while ((AT91C_BASE_SPI0->SPI_SR & AT91C_SPI_TXEMPTY) == 0); AT91C_BASE_SPI0->SPI_TDR = data; while ((AT91C_BASE_SPI0->SPI_SR & AT91C_SPI_TDRE) == 0); // <-- This is where // the processor hangs, because that the SPI peripheral is disabled // (SPIENS equals 0), which makes TDRE equal to 0 forever. } Questions: What's causing the SPI peripheral to become disabled on the write to SPI_TDR? Should I un-comment the line in SPI_Write() that reads the SPI_RDR register? Means, the 4th line in the following code: (The 4th line is originally marked as a comment) void SPI_Write(AT91S_SPI *spi, unsigned int npcs, unsigned short data) { // Discard contents of RDR register //volatile unsigned int discard = spi->SPI_RDR; /* Send data */ while ((spi->SPI_SR & AT91C_SPI_TXEMPTY) == 0); spi->SPI_TDR = data | SPI_PCS(npcs); while ((spi->SPI_SR & AT91C_SPI_TDRE) == 0); } Is there something wrong with the code above that transmits 5 bytes of data? Please note: The NPCS line num. 3 is a GPIO line (means, in PIO mode), and is not controlled by the SPI controller. I'm controlling this line by myself in the code, by de/asserting the ChipSelect#3 (NPCS3) pin when needed. The reason that I'm doing so is because that problems occurred while trying to let the SPI controller to control this pin. I didn't reset the SPI peripheral twice, because that the errata tells to reset it twice only if I perform a reset - which I don't do. Quoting the errata: If a software reset (SWRST in the SPI Control Register) is performed, the SPI may not work properly (the clock is enabled before the chip select.) Problem Fix/Workaround The SPI Control Register field, SWRST (Software Reset) needs to be written twice to be cor- rectly set. I noticed that sometimes, if I put a delay before the write to the SPI_TDR register (in SPI_Write()), then the code works perfectly and the communications succeeds. Useful links: AT91SAM7X Series Preliminary.pdf ATMEL software package/library spi.c from Atmel's library spi.h from Atmel's library An example of initializing the SPI and performing a transfer of 5 bytes is highly appreciated and helpful.

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  • CommandBinding broken in inner Custom Control when nesting two Custom Controls of the same type.

    - by Fredrik Eriksson
    I've done a Custom Control in form of a GroupBox but with an extra header which purpose is to hold a button or a stackpanel with buttons at the other side. I've added the a Dependency Property to hold the extra header and I've connected the customized template. Everything works fine until I put one of these controls in another one. Now the wierd stuff begins(at least in my eyes xP), the command binding in the inner control simply isn't set. I tried to use Snoop to gather some data, the see if the inherits is broken and when I clicked on the buttons which isn't doing what I want it to, boom, breakpoint triggered. So in some wierd way the Command isn't set until something that I don't know what it is, happens, which snoops triggers. I've also tried to put the buttons in the regular Header property and that works fine, but not with my own made. I could just switch places with them to make it like I want but now I'm curious to know where the problem lies... Now I wonder, what can I've missed? The control class: public class TwoHeaderedGroupBox : GroupBox { static TwoHeaderedGroupBox() { DefaultStyleKeyProperty.OverrideMetadata(typeof(TwoHeaderedGroupBox), new FrameworkPropertyMetadata(typeof(TwoHeaderedGroupBox))); } public static DependencyProperty HeaderTwoProperty = DependencyProperty.Register("HeaderTwo", typeof(object), typeof(TwoHeaderedGroupBox), new FrameworkPropertyMetadata()); public object HeaderTwo { get { return (object)GetValue(HeaderTwoProperty); } set { SetValue(HeaderTwoProperty, value);} } } And here is the Template (which by the way is created by blend from the beginning): <ControlTemplate TargetType="{x:Type Controls:TwoHeaderedGroupBox}"> <Grid SnapsToDevicePixels="true"> <Grid.ColumnDefinitions> <ColumnDefinition Width="6"/> <ColumnDefinition Width="Auto"/> <ColumnDefinition Width="*"/> <ColumnDefinition Width="6"/> </Grid.ColumnDefinitions> <Grid.RowDefinitions> <RowDefinition Height="Auto"/> <RowDefinition Height="Auto"/> <RowDefinition Height="*"/> <RowDefinition Height="6"/> </Grid.RowDefinitions> <Border BorderBrush="Transparent" BorderThickness="{TemplateBinding BorderThickness}" Background="{TemplateBinding Background}" Grid.ColumnSpan="4" Grid.Column="0" CornerRadius="4" Grid.Row="1" Grid.RowSpan="3"/> <Border x:Name="Header" Grid.Column="1" Padding="3,1,3,0" Grid.Row="0" Grid.RowSpan="2" VerticalAlignment="Center"> <ContentControl Content="{TemplateBinding Header}" SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}"/> </Border> <ContentPresenter Grid.ColumnSpan="2" Grid.Column="1" Margin="{TemplateBinding Padding}" Grid.Row="2" SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}"/> <Border BorderBrush="White" BorderThickness="{TemplateBinding BorderThickness}" Grid.ColumnSpan="4" CornerRadius="4" Grid.Row="1" Grid.RowSpan="3"> <Border.OpacityMask> <MultiBinding ConverterParameter="7" Converter="{StaticResource BorderGapMaskConverter}"> <Binding ElementName="Header" Path="ActualWidth"/> <Binding Path="ActualWidth" RelativeSource="{RelativeSource Self}"/> <Binding Path="ActualHeight" RelativeSource="{RelativeSource Self}"/> </MultiBinding> </Border.OpacityMask> <Border BorderBrush="{TemplateBinding BorderBrush}" BorderThickness="{TemplateBinding BorderThickness}" CornerRadius="3"> <Border BorderBrush="White" BorderThickness="{TemplateBinding BorderThickness}" CornerRadius="2"/> </Border> </Border> <Border x:Name="HeaderTwo" Grid.Column="2" Padding="3,5,3,5" Grid.Row="0" Grid.RowSpan="2" HorizontalAlignment="Right"> <ContentControl Content="{TemplateBinding HeaderTwo}" SnapsToDevicePixels="{TemplateBinding SnapsToDevicePixels}" DataContext="{TemplateBinding DataContext}"/> </Border> </Grid> </ControlTemplate>

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  • How do I center a UIImageView within a full-screen UIScrollView?

    - by Sebastian Celis
    In my application, I would like to present the user with a full-screen photo viewer much like the one used in the Photos app. This is just for a single photo and as such should be quite simple. I just want the user to be able to view this one photo with the ability to zoom and pan. I have most of it working. And, if I do not center my UIImageView, everything behaves perfectly. However, I really want the UIImageView to be centered on the screen when the image is sufficiently zoomed out. I do not want it stuck to the top-left corner of the scroll view. Once I attempt to center this view, my vertical scrollable area appears to be greater than it should be. As such, once I zoom in a little, I am able to scroll about 100 pixels past the top of the image. What am I doing wrong? @interface MyPhotoViewController : UIViewController <UIScrollViewDelegate> { UIImage* photo; UIImageView *imageView; } - (id)initWithPhoto:(UIImage *)aPhoto; @end @implementation MyPhotoViewController - (id)initWithPhoto:(UIImage *)aPhoto { if (self = [super init]) { photo = [aPhoto retain]; // Some 3.0 SDK code here to ensure this view has a full-screen // layout. } return self; } - (void)dealloc { [photo release]; [imageView release]; [super dealloc]; } - (void)loadView { // Set the main view of this UIViewController to be a UIScrollView. UIScrollView *scrollView = [[UIScrollView alloc] init]; [self setView:scrollView]; [scrollView release]; } - (void)viewDidLoad { [super viewDidLoad]; // Initialize the scroll view. CGSize photoSize = [photo size]; UIScrollView *scrollView = (UIScrollView *)[self view]; [scrollView setDelegate:self]; [scrollView setBackgroundColor:[UIColor blackColor]]; // Create the image view. We push the origin to (0, -44) to ensure // that this view displays behind the navigation bar. imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0, -44.0, photoSize.width, photoSize.height)]; [imageView setImage:photo]; [scrollView addSubview:imageView]; // Configure zooming. CGSize screenSize = [[UIScreen mainScreen] bounds].size; CGFloat widthRatio = screenSize.width / photoSize.width; CGFloat heightRatio = screenSize.height / photoSize.height; CGFloat initialZoom = (widthRatio > heightRatio) ? heightRatio : widthRatio; [scrollView setMaximumZoomScale:3.0]; [scrollView setMinimumZoomScale:initialZoom]; [scrollView setZoomScale:initialZoom]; [scrollView setBouncesZoom:YES]; [scrollView setContentSize:CGSizeMake(photoSize.width * initialZoom, photoSize.height * initialZoom)]; // Center the photo. Again we push the center point up by 44 pixels // to account for the translucent navigation bar. CGPoint scrollCenter = [scrollView center]; [imageView setCenter:CGPointMake(scrollCenter.x, scrollCenter.y - 44.0)]; } - (void)viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; [[[self navigationController] navigationBar] setBarStyle:UIBarStyleBlackTranslucent]; [[UIApplication sharedApplication] setStatusBarStyle:UIStatusBarStyleBlackTranslucent animated:YES]; } - (void)viewWillDisappear:(BOOL)animated { [super viewWillDisappear:animated]; [[[self navigationController] navigationBar] setBarStyle:UIBarStyleDefault]; [[UIApplication sharedApplication] setStatusBarStyle:UIStatusBarStyleDefault animated:YES]; } - (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { return imageView; } @end

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  • wmi not available for some time after reboot

    - by Alex Okrushko
    I'm having the problem with the WMI availability on logon. Right after reboot I open cmd and with python interpreter: >>> import wmi >>> c = wmi.WMI() >>> c.Win32_OperatingSystem() Traceback (most recent call last): File "<stdin>", line 1, in <module> File "C:\Python27\lib\site-packages\wmi.py", line 1147, in __getattr__ return getattr (self._namespace, attribute) File "C:\Python27\lib\site-packages\win32com\client\dynamic.py", line 516, in __getattr__ raise AttributeError("%s.%s" % (self._username_, attr)) AttributeError: winmgmts:.Win32_OperatingSystem >>> 5 minutes later I open another cmd and python interpreter: Python 2.7.3 (default, Apr 10 2012, 23:31:26) [MSC v.1500 32 bit (Intel)] on win 32 Type "help", "copyright", "credits" or "license" for more information. >>> import wmi >>> c = wmi.WMI() >>> c.Win32_OperatingSystem() [<_wmi_object: \\W520-ALEX-WIN7\root\cimv2:Win32_OperatingSystem=@>] >>> NOTE: the first cmd still keeps saying AttributeError even 5 minutes later. NOTE 2: if I logout and login wmi is available, so it is somehow effected by reboot with process explorer I check the environmental variables and they are the same for both cmds What could that be? Please help. UPDATE: Apparently the problem is connecting to the wbem services: >>> import win32com.client >>> win32com.client.Dispatch('WbemScripting.SWbemLocator') <COMObject WbemScripting.SWbemLocator> >>> wmi_service= win32com.client.Dispatch('WbemScripting.SWbemLocator') >>> wbem_service = wmi_service.ConnectServer('.','root/cimv2') >>> wbem_service <COMObject <unknown>> >>> items = wbem_service.ExecQuery('Select * from Win32_OperatingSystem') Traceback (most recent call last): File "<stdin>", line 1, in <module> File "<COMObject <unknown>>", line 3, in ExecQuery File "C:\Python27\lib\site-packages\win32com\client\dynamic.py", line 282, in _ApplyTypes_ result = self._oleobj_.InvokeTypes(*(dispid, LCID, wFlags, retType, argTypes ) + args) pywintypes.com_error: (-2147352567, 'Exception occurred.', (0, u'SWbemServicesEx ', u'Generic failure ', None, 0, -2147217407), None) >>> NOTE 3: wmic os always worked. NOTE 4: re-installing pywin32 package didn't help. Neither did Re-registering/re-compiling the WMI components and resetting of the WMI database (as recommended here) NOTE 5: my 4 Other laptops don't have this problem. Also wmiprov.log has: (Mon Oct 29 11:40:07 2012.248587) : *************************************** (Mon Oct 29 11:40:07 2012.248587) : Could not get pointer to binary resource for file: (Mon Oct 29 11:40:07 2012.248587) : C:\Windows\system32\drivers\ndis.sys[MofResourceName](Mon Oct 29 11:40:07 2012.248587) : (Mon Oct 29 11:40:07 2012.248587) : *************************************** (Mon Oct 29 11:40:07 2012.248587) : *************************************** (Mon Oct 29 11:40:07 2012.248587) : Could not get pointer to binary resource for file: (Mon Oct 29 11:40:07 2012.248587) : C:\Windows\system32\drivers\en-US\ndis.sys.mui[MofResourceName](Mon Oct 29 11:40:07 2012.248587) : (Mon Oct 29 11:40:07 2012.248587) : *************************************** (Mon Oct 29 11:40:07 2012.248603) : *************************************** (Mon Oct 29 11:40:07 2012.248603) : Could not get pointer to binary resource for file: (Mon Oct 29 11:40:07 2012.248603) : C:\Windows\system32\DRIVERS\wmiacpi.sys[MofResource](Mon Oct 29 11:40:07 2012.248603) : (Mon Oct 29 11:40:07 2012.248603) : *************************************** (Mon Oct 29 11:40:07 2012.248603) : *************************************** (Mon Oct 29 11:40:07 2012.248603) : Could not get pointer to binary resource for file: (Mon Oct 29 11:40:07 2012.248603) : C:\Windows\system32\DRIVERS\monitor.sys[MonitorWMI](Mon Oct 29 11:40:07 2012.248603) : (Mon Oct 29 11:40:07 2012.248603) : *************************************** NOTE 6: the WMIDiag tool report is at my dropbox

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