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  • Forwarding a subdomain to main domain using Godaddy.

    - by Ryan Hayes
    I have current blog, which was hosted on Tumblr at http://blog.ryanhayes.net. I'm moving it over to http://ryanhayes.net, and have all the 301 redirects set up for the blog entries to map to my new blog, which is hosted using Godaddy (domain included). When I try to set up a subdomain forward, I'm greeted with a nice 403 Forbidden response (as of this writing, you can see it at http://blog.ryanhayes.net. When I try to ping both the subdomain and domain, they point to the same IP address, so I know blog subdomain has at least switched over to point to the same content. I don't really understand why I would get a 403 Forbidden on the same content that I can see perfectly fine via another domain. Currently, I have a CNAME of blog pointing to @, which is how "www" is set up to forward, so I'm assuming it would do the same thing. My question is what is the proper way to set up my DNS to make the blog subdomain forward to my main domain (301) using the GoDaddy DNS manager? Bonus: What is the background on why I am getting a 403 error the current way? Forbidden You don't have permission to access / on this server. Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request. UPDATE 12/7/2010 Error on site has been fixed, you can no longer view it from my site.

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  • Enum.HasFlag

    - by Scott Dorman
    An enumerated type, also called an enumeration (or just an enum for short), is simply a way to create a numeric type restricted to a predetermined set of valid values with meaningful names for those values. While most enumerations represent discrete values, or well-known combinations of those values, sometimes you want to combine values in an arbitrary fashion. These enumerations are known as flags enumerations because the values represent flags which can be set or unset. To combine multiple enumeration values, you use the logical OR operator. For example, consider the following: public enum FileAccess { None = 0, Read = 1, Write = 2, }   class Program { static void Main(string[] args) { FileAccess access = FileAccess.Read | FileAccess.Write; Console.WriteLine(access); } } The output of this simple console application is: The value 3 is the numeric value associated with the combination of FileAccess.Read and FileAccess.Write. Clearly, this isn’t the best representation. What you really want is for the output to look like: To achieve this result, you simply add the Flags attribute to the enumeration. The Flags attribute changes how the string representation of the enumeration value is displayed when using the ToString() method. Although the .NET Framework does not require it, enumerations that will be used to represent flags should be decorated with the Flags attribute since it provides a clear indication of intent. One “problem” with Flags enumerations is determining when a particular flag is set. The code to do this isn’t particularly difficult, but unless you use it regularly it can be easy to forget. To test if the access variable has the FileAccess.Read flag set, you would use the following code: (access & FileAccess.Read) == FileAccess.Read Starting with .NET 4, a HasFlag static method has been added to the Enum class which allows you to easily perform these tests: access.HasFlag(FileAccess.Read) This method follows one of the “themes” for the .NET Framework 4, which is to simplify and reduce the amount of boilerplate code like this you must write. Technorati Tags: .NET,C# 4

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  • Algorithm for a lucky game [on hold]

    - by Ronnie
    Assume we have the following Keno(lottery type) game: From 80 numbers(from 1 to 80), 20 are being drawn. The players choose 1 or 2 or 3..... or 12 numbers to play(12 categories). If they choose for example 4 then they win if they predict correctly a certain amount of numbers(2,3 or 4) from the 4 they have played and lose if the predict only 1 or 0 numbers. They win X times their money accordingly to some predefined factor depending on how many numbers they predict from each category. The same with the other categories. And e.g 11 out of 11 gives 250000 times your money and 12 out of 12 gives 1000000 your money. So the company would want to avoid winnings so high. Every draw by the company is being made every 5 minutes and in each draw around 120000 (let's say) different predictions(Keno tickets) are being played. Let's assume 12000 are being played in category 10 and 12000 in category 11 and also 12000 in category 12. I'm wondering if there is an algorithm to allow the company that provides the game in the 5 minutes between the drawings, to find a 20 number set, in order to avoid any "12 out of 12" and "11 out of 11" and "11 out of 12" and "10 out of 11" and "10 out of 10" winning ticket. That means is there any algorithm, where in a time of less than 1 minute approximately(in todays hardware), to be able to find a 20 number set so that none of the 12000 12 and 11 and 10 number sets that the players played(in categories 10,11 and 12) contains any winning of "12 out of 12" and "11 out of 11" and "11 out of 12" and "10 out of 11" and "10 out of 10"? Or even better the generalization of the problem: What is the best algorithm(from a perspective of minimal time), to be able to find a Y number set from numbers 1 to Z(e.g Y=20, Z=80) so that none of the X sets of K-numbers that are being played(in category K) contains more than K-m numbers from the Y-set? (Note that for Y=K and m=1 there is a practical algorithm.)

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  • Filtering GridViewComboBoxColumn in RadGridView for WPF

    The GridViewComboBox column is used to display lookup data in user friendly manner. For our demo we bind RadGridView for WPF to a collection of custom Location objects. As you may notice – each location has a selectable Country field.  Here is the underlying ‘data model’: public class Location {  public int CountryID { get; set; }  public string CityName { get; set; } } public class Country {  public int ID { get; set; }  public string Name { get; set; } }   The location object contains the integer CountryID. Each CountryID corresponds to a certain country and with the help of GridViewComboBoxColumn we see some human readable country names instead of the underlying numeric IDs. Now The Problem: Unfortunately the filter control does not know that our Country IDs are associated with Country objects, so it displays the ...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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  • Oracle Solaris 11 ZFS Lab for Openworld 2012

    - by user12626122
    Preface This is the content from the Oracle Openworld 2012 ZFS lab. It was well attended - the feedback was that it was a little short - thats probably because in writing it I bacame very time-concious after the ASM/ACFS on Solaris extravaganza I ran last year which was almost too long for mortal man to finish in the 1 hour session. Enjoy. Table of Contents Exercise Z.1: ZFS Pools Exercise Z.2: ZFS File Systems Exercise Z.3: ZFS Compression Exercise Z.4: ZFS Deduplication Exercise Z.5: ZFS Encryption Exercise Z.6: Solaris 11 Shadow Migration Introduction This set of exercises is designed to briefly demonstrate new features in Solaris 11 ZFS file system: Deduplication, Encryption and Shadow Migration. Also included is the creation of zpools and zfs file systems - the basic building blocks of the technology, and also Compression which is the compliment of Deduplication. The exercises are just introductions - you are referred to the ZFS Adminstration Manual for further information. From Solaris 11 onward the online manual pages consist of zpool(1M) and zfs(1M) with further feature-specific information in zfs_allow(1M), zfs_encrypt(1M) and zfs_share(1M). The lab is easily carried out in a VirtualBox running Solaris 11 with 6 virtual 3 Gb disks to play with. Exercise Z.1: ZFS Pools Task: You have several disks to use for your new file system. Create a new zpool and a file system within it. Lab: You will check the status of existing zpools, create your own pool and expand it. Your Solaris 11 installation already has a root ZFS pool. It contains the root file system. Check this: root@solaris:~# zpool list NAME SIZE ALLOC FREE CAP DEDUP HEALTH ALTROOT rpool 15.9G 6.62G 9.25G 41% 1.00x ONLINE - root@solaris:~# zpool status pool: rpool state: ONLINE scan: none requested config: NAME STATE READ WRITE CKSUM rpool ONLINE 0 0 0 c3t0d0s0 ONLINE 0 0 0 errors: No known data errors Note the disk device the root pool is on - c3t0d0s0 Now you will create your own ZFS pool. First you will check what disks are available: root@solaris:~# echo | format Searching for disks...done AVAILABLE DISK SELECTIONS: 0. c3t0d0 <ATA-VBOX HARDDISK-1.0 cyl 2085 alt 2 hd 255 sec 63> /pci@0,0/pci8086,2829@d/disk@0,0 1. c3t2d0 <ATA-VBOX HARDDISK-1.0 cyl 1534 alt 2 hd 128 sec 32> /pci@0,0/pci8086,2829@d/disk@2,0 2. c3t3d0 <ATA-VBOX HARDDISK-1.0 cyl 1534 alt 2 hd 128 sec 32> /pci@0,0/pci8086,2829@d/disk@3,0 3. c3t4d0 <ATA-VBOX HARDDISK-1.0 cyl 1534 alt 2 hd 128 sec 32> /pci@0,0/pci8086,2829@d/disk@4,0 4. c3t5d0 <ATA-VBOX HARDDISK-1.0 cyl 1534 alt 2 hd 128 sec 32> /pci@0,0/pci8086,2829@d/disk@5,0 5. c3t6d0 <ATA-VBOX HARDDISK-1.0 cyl 1534 alt 2 hd 128 sec 32> /pci@0,0/pci8086,2829@d/disk@6,0 6. c3t7d0 <ATA-VBOX HARDDISK-1.0 cyl 1534 alt 2 hd 128 sec 32> /pci@0,0/pci8086,2829@d/disk@7,0 Specify disk (enter its number): Specify disk (enter its number): The root disk is numbered 0. The others are free for use. Try creating a simple pool and observe the error message: root@solaris:~# zpool create mypool c3t2d0 c3t3d0 'mypool' successfully created, but with no redundancy; failure of one device will cause loss of the pool So destroy that pool and create a mirrored pool instead: root@solaris:~# zpool destroy mypool root@solaris:~# zpool create mypool mirror c3t2d0 c3t3d0 root@solaris:~# zpool status mypool pool: mypool state: ONLINE scan: none requested config: NAME STATE READ WRITE CKSUM mypool ONLINE 0 0 0 mirror-0 ONLINE 0 0 0 c3t2d0 ONLINE 0 0 0 c3t3d0 ONLINE 0 0 0 errors: No known data errors Back to topExercise Z.2: ZFS File Systems Task: You have to create file systems for later exercises. You can see that when a pool is created, a file system of the same name is created: root@solaris:~# zfs list NAME USED AVAIL REFER MOUNTPOINT mypool 86.5K 2.94G 31K /mypool Create your filesystems and mountpoints as follows: root@solaris:~# zfs create -o mountpoint=/data1 mypool/mydata1 The -o option sets the mount point and automatically creates the necessary directory. root@solaris:~# zfs list mypool/mydata1 NAME USED AVAIL REFER MOUNTPOINT mypool/mydata1 31K 2.94G 31K /data1 Back to top Exercise Z.3: ZFS Compression Task:Try out different forms of compression available in ZFS Lab:Create 2nd filesystem with compression, fill both file systems with the same data, observe results You can see from the zfs(1) manual page that there are several types of compression available to you, set with the property=value syntax: compression=on | off | lzjb | gzip | gzip-N | zle Controls the compression algorithm used for this dataset. The lzjb compression algorithm is optimized for performance while providing decent data compression. Setting compression to on uses the lzjb compression algorithm. The gzip compression algorithm uses the same compression as the gzip(1) command. You can specify the gzip level by using the value gzip-N where N is an integer from 1 (fastest) to 9 (best compression ratio). Currently, gzip is equivalent to gzip-6 (which is also the default for gzip(1)). Create a second filesystem with compression turned on. Note how you set and get your values separately: root@solaris:~# zfs create -o mountpoint=/data2 mypool/mydata2 root@solaris:~# zfs set compression=gzip-9 mypool/mydata2 root@solaris:~# zfs get compression mypool/mydata1 NAME PROPERTY VALUE SOURCE mypool/mydata1 compression off default root@solaris:~# zfs get compression mypool/mydata2 NAME PROPERTY VALUE SOURCE mypool/mydata2 compression gzip-9 local Now you can copy the contents of /usr/lib into both your normal and compressing filesystem and observe the results. Don't forget the dot or period (".") in the find(1) command below: root@solaris:~# cd /usr/lib root@solaris:/usr/lib# find . -print | cpio -pdv /data1 root@solaris:/usr/lib# find . -print | cpio -pdv /data2 The copy into the compressing file system takes longer - as it has to perform the compression but the results show the effect: root@solaris:/usr/lib# zfs list NAME USED AVAIL REFER MOUNTPOINT mypool 1.35G 1.59G 31K /mypool mypool/mydata1 1.01G 1.59G 1.01G /data1 mypool/mydata2 341M 1.59G 341M /data2 Note that the available space in the pool is shared amongst the file systems. This behavior can be modified using quotas and reservations which are not covered in this lab but are covered extensively in the ZFS Administrators Guide. Back to top Exercise Z.4: ZFS Deduplication The deduplication property is used to remove redundant data from a ZFS file system. With the property enabled duplicate data blocks are removed synchronously. The result is that only unique data is stored and common componenents are shared. Task:See how to implement deduplication and its effects Lab: You will create a ZFS file system with deduplication turned on and see if it reduces the amount of physical storage needed when we again fill it with a copy of /usr/lib. root@solaris:/usr/lib# zfs destroy mypool/mydata2 root@solaris:/usr/lib# zfs set dedup=on mypool/mydata1 root@solaris:/usr/lib# rm -rf /data1/* root@solaris:/usr/lib# mkdir /data1/2nd-copy root@solaris:/usr/lib# zfs list NAME USED AVAIL REFER MOUNTPOINT mypool 1.02M 2.94G 31K /mypool mypool/mydata1 43K 2.94G 43K /data1 root@solaris:/usr/lib# find . -print | cpio -pd /data1 2142768 blocks root@solaris:/usr/lib# zfs list NAME USED AVAIL REFER MOUNTPOINT mypool 1.02G 1.99G 31K /mypool mypool/mydata1 1.01G 1.99G 1.01G /data1 root@solaris:/usr/lib# find . -print | cpio -pd /data1/2nd-copy 2142768 blocks root@solaris:/usr/lib#zfs list NAME USED AVAIL REFER MOUNTPOINT mypool 1.99G 1.96G 31K /mypool mypool/mydata1 1.98G 1.96G 1.98G /data1 You could go on creating copies for quite a while...but you get the idea. Note that deduplication and compression can be combined: the compression acts on metadata. Deduplication works across file systems in a pool and there is a zpool-wide property dedupratio: root@solaris:/usr/lib# zpool get dedupratio mypool NAME PROPERTY VALUE SOURCE mypool dedupratio 4.30x - Deduplication can also be checked using "zpool list": root@solaris:/usr/lib# zpool list NAME SIZE ALLOC FREE CAP DEDUP HEALTH ALTROOT mypool 2.98G 1001M 2.01G 32% 4.30x ONLINE - rpool 15.9G 6.66G 9.21G 41% 1.00x ONLINE - Before moving on to the next topic, destroy that dataset and free up some space: root@solaris:~# zfs destroy mypool/mydata1 Back to top Exercise Z.5: ZFS Encryption Task: Encrypt sensitive data. Lab: Explore basic ZFS encryption. This lab only covers the basics of ZFS Encryption. In particular it does not cover various aspects of key management. Please see the ZFS Adminastrion Manual and the zfs_encrypt(1M) manual page for more detail on this functionality. Back to top root@solaris:~# zfs create -o encryption=on mypool/data2 Enter passphrase for 'mypool/data2': ******** Enter again: ******** root@solaris:~# Creation of a descendent dataset shows that encryption is inherited from the parent: root@solaris:~# zfs create mypool/data2/data3 root@solaris:~# zfs get -r encryption,keysource,keystatus,checksum mypool/data2 NAME PROPERTY VALUE SOURCE mypool/data2 encryption on local mypool/data2 keysource passphrase,prompt local mypool/data2 keystatus available - mypool/data2 checksum sha256-mac local mypool/data2/data3 encryption on inherited from mypool/data2 mypool/data2/data3 keysource passphrase,prompt inherited from mypool/data2 mypool/data2/data3 keystatus available - mypool/data2/data3 checksum sha256-mac inherited from mypool/data2 You will find the online manual page zfs_encrypt(1M) contains examples. In particular, if time permits during this lab session you may wish to explore the changing of a key using "zfs key -c mypool/data2". Exercise Z.6: Shadow Migration Shadow Migration allows you to migrate data from an old file system to a new file system while simultaneously allowing access and modification to the new file system during the process. You can use Shadow Migration to migrate a local or remote UFS or ZFS file system to a local file system. Task: You wish to migrate data from one file system (UFS, ZFS, VxFS) to ZFS while mainaining access to it. Lab: Create the infrastructure for shadow migration and transfer one file system into another. First create the file system you want to migrate root@solaris:~# zpool create oldstuff c3t4d0 root@solaris:~# zfs create oldstuff/forgotten Then populate it with some files: root@solaris:~# cd /var/adm root@solaris:/var/adm# find . -print | cpio -pdv /oldstuff/forgotten You need the shadow-migration package installed: root@solaris:~# pkg install shadow-migration Packages to install: 1 Create boot environment: No Create backup boot environment: No Services to change: 1 DOWNLOAD PKGS FILES XFER (MB) Completed 1/1 14/14 0.2/0.2 PHASE ACTIONS Install Phase 39/39 PHASE ITEMS Package State Update Phase 1/1 Image State Update Phase 2/2 You then enable the shadowd service: root@solaris:~# svcadm enable shadowd root@solaris:~# svcs shadowd STATE STIME FMRI online 7:16:09 svc:/system/filesystem/shadowd:default Set the filesystem to be migrated to read-only root@solaris:~# zfs set readonly=on oldstuff/forgotten Create a new zfs file system with the shadow property set to the file system to be migrated: root@solaris:~# zfs create -o shadow=file:///oldstuff/forgotten mypool/remembered Use the shadowstat(1M) command to see the progress of the migration: root@solaris:~# shadowstat EST BYTES BYTES ELAPSED DATASET XFRD LEFT ERRORS TIME mypool/remembered 92.5M - - 00:00:59 mypool/remembered 99.1M 302M - 00:01:09 mypool/remembered 109M 260M - 00:01:19 mypool/remembered 133M 304M - 00:01:29 mypool/remembered 149M 339M - 00:01:39 mypool/remembered 156M 86.4M - 00:01:49 mypool/remembered 156M 8E 29 (completed) Note that if you had created /mypool/remembered as encrypted, this would be the preferred method of encrypting existing data. Similarly for compressing or deduplicating existing data. The procedure for migrating a file system over NFS is similar - see the ZFS Administration manual. That concludes this lab session.

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  • Gesture Detector not firing

    - by Tyler
    So I'm trying to create a input class that implements a InputHandler & GestureListener in order to support both Android & Desktop. The problem is that not all the methods are being called properly. Here is the input class definition & a couple of the methods: public class InputHandler implements GestureListener, InputProcessor{ ... public InputHandler(OrthographicCamera camera, Map m, Player play, Vector2 maxPos) { ... @Override public boolean zoom(float originalDistance, float currentDistance) { //this.zoom = true; this.zoomRatio = originalDistance / currentDistance; cam.zoom = cam.zoom * zoomRatio; Gdx.app.log("GestureDetector", "Zoom - ratio: " + zoomRatio); return true; } @Override public boolean touchDown(int x, int y, int pointerNum, int button) { booleanConditions[TOUCH_EVENT] = true; this.inputButton = button; this.inputFingerNum = pointerNum; this.lastTouchEventLoc.set(x,y); this.currentCursorPos.set(x,y); if(pointerNum == 1) { //this.fingerOne = true; this.fOnePosition.set(x, y); } else if(pointerNum == 2) { //this.fingerTwo = true; this.fTwoPosition.set(x,y); } Gdx.app.log("GestureDetector", "touch down at " + x + ", " + y + ", pointer: " + pointerNum); return true; } The touchDown event always occurs but I can never trigger Zoom (or pan among others...). The following is where I register and create the input handler in the "Game Screen". public class GameScreen implements Screen { ... this.inputHandler = new InputHandler(this.cam, this.map, this.player, this.map.maxCamPos); Gdx.input.setInputProcessor(this.inputHandler); Anyone have any ideas why zoom, pan, etc... are not triggering? Thanks!

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  • SharpDx: using maximized RenderForm

    - by ceiling cat
    I'm trying to learn DirectX via SharpDX, very new to this. What I want to do is be able to draw 2D shapes for a game I'm trying to make. So I started with the demo "MiniRect" that came with SharpDX. Since I want my game to be full-screen, I changed the RenderForm to be maximized (using WindowState) and set the FromBorderStyle to None. I noticed that even if the form is set to maximized, it's size is always 800 by 600. In my renderloop, if I specify the location for the rectangle has 400 by 300, it is drawn in the middle of the screen. If I try to set the location via mouse-click (using the RenderForm's MouseClick event, there is always an offset present between where the mouse was clicked and where the drawing shows up. My system DPI is set to the standard (96) so there shouldn't be any scaling. But it looks like there is a scaling factor of about 2.4 If it's not the DPI settings, does anyone have any idea what this be related to? The problem doesnt happen if the RenderForm is not maximized. Is there another way to be drawing full-screen using SharpDX? Thanks

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  • Is it a "pattern smell" to put getters like "FullName" or "FormattedPhoneNumber" in your model?

    - by DanM
    I'm working on an ASP.NET MVC app, and I've been getting into the habit of putting what seem like helpful and convenient getters into my model/entity classes. For example: public class Member { public int Id { get; set; } public string FirstName { get; set; } public string LastName { get; set; } public string PhoneNumber { get; set; } public string FullName { get { return FirstName + " " + LastName; } } public string FormattedPhoneNumber { get { return "(" + PhoneNumber.Substring(0, 3) + ") " + PhoneNumber.Substring(3, 3) + "-" + PhoneNumber.Substring(6); } } } I'm wondering people think about the FullName and FormattedPhoneNumber getters. They make it very easy to create standardized data formats throughout the app, and they seem to save a lot of repeated code, but it could definitely be argued that data format is something that should be handled in mapping from model to view-model. In fact, I was originally applying these data formats in my service layer where I do my mapping, but it was becoming a burden to constantly have to write formatters then apply them in many different places. E.g., I use "Full Name" in most views, and having to type something like model.FullName = MappingUtilities.GetFullName(entity.FirstName, entity.LastName); all over the place seemed a lot less elegant than just typing model.FullName = entity.FullName (or, if you use something like AutoMapper, potentially not typing anything at all). So, where do you draw the line when it comes to data formatting. Is it "okay" to do data formatting in your model or is that a "pattern smell"? Note: I definitely do not have any html in my model. I use html helpers for that. I'm strictly talking about formatting or combining data (and especially data that is frequently used).

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  • java UnitilsException: Executed scripts table "PUBLIC"."DBMAINTAIN_SCRIPTS" doesn't exist yet or is invalid [closed]

    - by Philippe
    I want use Unitils for testing my JAVA program, i have following error message "UnitilsException: Executed scripts table "PUBLIC"."DBMAINTAIN_SCRIPTS" doesn't exist yet or is invalid" My table is into an DDL file, and table is not created Could you says me if dataSetStructureGenerator.xsd.dirName=src/test/resources/dataset-schema properties is still active in unitils 3.3 ? My EMPLOYEE table is not created and DBMAINTAIN_SCRIPTS not created too Where is my mistake ? My DDL file SET REFERENTIAL_INTEGRITY FALSE; SET DATABASE COLLATION "French"; SET SCHEMA PUBLIC; CREATE TABLE DBMAINTAIN_SCRIPTS (FILE_NAME VARCHAR2(150), FILE_LAST_MODIFIED_AT INTEGER, CHECKSUM VARCHAR2(50), EXECUTED_AT VARCHAR2(20), SUCCEEDED INTEGER); CREATE TABLE EMPLOYEES(ID IDENTITY NOT NULL,NAME VARCHAR(20),TITLE VARCHAR(20),SALARY DOUBLE,NI INTEGER NOT NULL) My unitils properties file # comments documenting these unitils configuration properties removed for # brevity. look for commenting in unitils-default.properties in the root of the # unitils jar if needed. unitils.modules=database,dbunit,easymock,inject unitils.module.hibernate.enabled=false unitils.module.spring.enabled=false # these placeholders are set in avaje.properties #gere la configuration DBUNIT database.driverClassName=org.hsqldb.jdbcDriver database.url=jdbc:hsqldb:mem:unitils-example database.schemaNames=PUBLIC database.userName=SA database.password= database.dialect=hsqldb # unitils will construct the test database using the ddl file found in this # directory dbMaintainer.fileScriptSource.scripts.location=src/main/resources updateDataBaseSchema.enabled=true sequenceUpdater.sequencevalue.lowestacceptable=100 dataSetStructureGenerator.xsd.dirName=src/test/resources/dataset-schema #dbMaintainer.autoCreateExecutedScriptsTable property to true

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  • Should one always know what an API is doing just by looking at the code?

    - by markmnl
    Recently I have been developing my own API and with that invested interest in API design I have been keenly interested how I can improve my API design. One aspect that has come up a couple times is (not by users of my API but in my observing discussion about the topic): one should know just by looking at the code calling the API what it is doing. For example see this discussion on GitHub for the discourse repo, it goes something like: foo.update_pinned(true, true); Just by looking at the code (without knowing the parameter names, documentation etc.) one cannot guess what it is going to do - what does the 2nd argument mean? The suggested improvement is to have something like: foo.pin() foo.unpin() foo.pin_globally() And that clears things up (the 2nd arg was whether to pin foo globally, I am guessing), and I agree in this case the later would certainly be an improvement. However I believe there can be instances where methods to set different but logically related state would be better exposed as one method call rather than separate ones, even though you would not know what it is doing just by looking at the code. (So you would have to resort to looking at the parameter names and documentation to find out - which personally I would always do no matter what if I am unfamiliar with an API). For example I expose one method SetVisibility(bool, string, bool) on a FalconPeer and I acknowledge just looking at the line: falconPeer.SetVisibility(true, "aerw3", true); You would have no idea what it is doing. It is setting 3 different values that control the "visibility" of the falconPeer in the logical sense: accept join requests, only with password and reply to discovery requests. Splitting this out into 3 method calls could lead to a user of the API to set one aspect of "visibility" forgetting to set others that I force them to think about by only exposing the one method to set all aspects of "visibility". Furthermore when the user wants to change one aspect they almost always will want to change another aspect and can now do so in one call.

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  • Web Sites All Start When Debugging a Web Site - Visual Studio 2010

    - by Daniel Lackey
    I wanted to blog about this because it was an annoyance to me and I couldn't figure out why for quite some time. Have you ever tried debugging one web application in your solution but when you do, all other web sites in your solution build and then start up their respective Visual Studio Development Server? It's not a major problem, but it adds time to waiting for what you are actually trying to debug to start up. After digging through Visual Studio 2010 settings, I finally found the option to turn it off. It is called Always Start When Debugging and is located in the Properties pane for the web project (click on the project .proj file in Visual Studio IDE). This is set to True by default each time you create a new Web Application project. Setting this to false will solve your problems. You will need to set this to false for all web applications in your solution as shown below: In addition, you can set properties on which port the development server uses each time it debugs. This is helpful if you want the port to stay the same for testing purposes. In contrast, you can set it to use a dynamic port each time so if you have a co-worker that is debugging it on a different session on the same server, you won't run into any problems with using the same port. The machine won't allow you to debug two sessions on the same port. Pretty basic stuff but it seemed like a really quirky setting to me.

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  • Debugging the NetBeans Platform

    - by Geertjan
    Once you've set up the NetBeans Platform sources as your NetBeans Platform, you're able to debug the NetBeans Platform itself. That's an occasional question (certainly not a frequent question) on the mailing list and in NetBeans Platform courses: "Is it possible to debug the NetBeans Platform?" Well, here's how: Firstly, set up the NetBeans Platform sources as your NetBeans Platform. Now, open into NetBeans IDE the NetBeans module where you'd like to place a breakpoint. That in itself is the hardest part of this task. I.e., you know you want to debug the NetBeans Platform, but have no idea where to place your breakpoint. One way to figure that out, from 7.1 onwards, is to take a visual snapshot of the NetBeans Platform and then analyze that snapshot in NetBeans IDE. To do this, right-click a module that you've set as using the NetBeans Platform sources as your NetBeans Platform and then choose Debug. The application, i.e., the NetBeans Platform, including your custom module, starts up and you'll see this, i.e., NetBeans IDE in debug mode together with your NetBeans Platform application:Notice there's a new toolbar button (new in NetBeans IDE 7.1) that resembles an orange camera. Click that button and the IDE creates a visual snapshot of the running application, which in this case is the NetBeans Platform. When you click components in the visual snapshot, the Navigator and Properties window display information about the related GUI component: By clicking the above components, you can end up identifying the component you'd like to debug and even the module where it is found. Open that module. Set a breakpoint on the line of interest. Right-click the module again and choose Debug. A debug session starts and when the breakpoint is hit, the Debugger in the IDE will open and there you can step through the NetBeans Platform sources.

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  • Databases and the CI server

    - by mlk
    I have a CI server (Hudson) which merrily builds, runs unit tests and deploys to the development environment but I'd now like to get it running the integration tests. The integration tests will hit a database and that database will be consistently being changed to contain the data relevant to the test in question. This however leads to a problem - how do I make sure the database is not being splatted with data for one test and then that data being override by a second project before the first set of tests complete? I am current using the "hope" method, which is not working out too badly at the moment, but mostly due to the fact that we only have a small number of integration tests set up on CI. As I see it I have the following options: Test-local (in memory) databases I'm not sure if any in-memory databases handle all the scaryness of Oracles triggers and packages etc, and anything less I don't feel would be a worth while test. CI Executor-local databasesA fair amount of work would be needed to set this up and keep 'em up to date, but defiantly an option (most of the work is already done to keep the current CI database up-to-date). Single "integration test" executorLikely the easiest to implement, but would mean the integration tests could fall quite far behind. Locking the database (or set of tables) I'm sure I've missed some ways (please add them). How do you run database-based integration tests on the CI server? What issues have you had and what method do you recommend? (Note: While I use Hudson, I'm happy to accept answers for any CI server, the ideas I'm sure will be portable, even if the details are not). Cheers,      Mlk

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  • Webmaster Tools, www and no-www, duplicate content and subdomains

    - by Jay
    I have not come to any conclusive answers on the following after many hours of research on many websites to the specific issue that I am trying to figure out. My company has two websites a main one at www.example.com and one at subdomain.example.com which is a subdomain of the first and is our self hosted blog. The way Google sees these with the www or no-www (called naked for now on) is that each of these actually are different when the www or naked version is used/not used in the front of the domain. I completely understand this. It is also advised that both should be set up in the Google Webmaster Tools, which I have done. Correct me if I am wrong on that in regard to having both set up. Now the way it appears is that we can set a preferred domain up in Webmaster Tools only at the root domain level. The subdomain can not have this and actually says the following "Restricted to root level domains only". So it appears that the domain should follow what the root domain says which on our preferred one says to display the www.example.com. and not the naked version. That is one issue I have in that one displays one way and the other displays another. Is it that we have the wrong redirects in place for the subdomain? Another question is does this have any affect on SEO in regards to duplicate content on the web in how we have set this up?

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  • Forwarding a subdomain to main domain using Godaddy

    - by Ryan Hayes
    I have current blog, which was hosted on Tumblr at http://blog.ryanhayes.net. I'm moving it over to http://ryanhayes.net, and have all the 301 redirects set up for the blog entries to map to my new blog, which is hosted using Godaddy (domain included). When I try to set up a subdomain forward, I'm greeted with a nice 403 Forbidden response (as of this writing, you can see it at http://blog.ryanhayes.net. When I try to ping both the subdomain and domain, they point to the same IP address, so I know blog subdomain has at least switched over to point to the same content. I don't really understand why I would get a 403 Forbidden on the same content that I can see perfectly fine via another domain. Currently, I have a CNAME of blog pointing to @, which is how "www" is set up to forward, so I'm assuming it would do the same thing. My question is what is the proper way to set up my DNS to make the blog subdomain forward to my main domain (301) using the GoDaddy DNS manager? Bonus: What is the background on why I am getting a 403 error the current way? Forbidden You don't have permission to access / on this server. Additionally, a 403 Forbidden error was encountered while trying to use an ErrorDocument to handle the request. UPDATE 12/7/2010 Error on site has been fixed, you can no longer view it from my site.

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  • Maintaining State in Mud Engine

    - by Johnathon Sullinger
    I am currently working on a Mud Engine and have started implementing my state engine. One of the things that has me troubled is maintaining different states at once. For instance, lets say that the user has started a tutorial, which requires specific input. If the user types "help" I want to switch in to a help state, so they can get the help they need, then return them to the original state once exiting the help. my state system uses a State Manager to manage the state per user: public class StateManager { /// <summary> /// Gets the current state. /// </summary> public IState CurrentState { get; private set; } /// <summary> /// Gets the states available for use. /// </summary> /// <value> public List<IState> States { get; private set; } /// <summary> /// Gets the commands available. /// </summary> public List<ICommand> Commands { get; private set; } /// <summary> /// Gets the mob that this manager controls the state of. /// </summary> public IMob Mob { get; private set; } public void Initialize(IMob mob, IState initialState = null) { this.Mob = mob; if (initialState != null) { this.SwitchState(initialState); } } /// <summary> /// Performs the command. /// </summary> /// <param name="message">The message.</param> public void PerformCommand(IMessage message) { if (this.CurrentState != null) { ICommand command = this.CurrentState.GetCommand(message); if (command is NoOpCommand) { // NoOperation commands indicate that the current state is not finished yet. this.CurrentState.Render(this.Mob); } else if (command != null) { command.Execute(this.Mob); } else if (command == null) { new InvalidCommand().Execute(this.Mob); } } } /// <summary> /// Switches the state. /// </summary> /// <param name="state">The state.</param> public void SwitchState(IState state) { if (this.CurrentState != null) { this.CurrentState.Cleanup(); } this.CurrentState = state; if (state != null) { this.CurrentState.Render(this.Mob); } } } Each of the different states that the user can be in, is a Type implementing IState. public interface IState { /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="player">The player to render to</param> void Render(IMob mob); /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <returns></returns> ICommand GetCommand(IMessage command); /// <summary> /// Cleanups this instance during a state change. /// </summary> void Cleanup(); } Example state: public class ConnectState : IState { /// <summary> /// The connected player /// </summary> private IMob connectedPlayer; public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; var game = mob.Game as IGame; // It is not guaranteed that mob.Game will implement IServer. We are only guaranteed that it will implement IGame. if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } //Output the game information mob.Send(new InformationalMessage(game.Name)); mob.Send(new InformationalMessage(game.Description)); mob.Send(new InformationalMessage(string.Empty)); //blank line //Output the server MOTD information mob.Send(new InformationalMessage(string.Join("\n", server.MessageOfTheDay))); mob.Send(new InformationalMessage(string.Empty)); //blank line mob.StateManager.SwitchState(new LoginState()); } /// <summary> /// Gets the command. /// </summary> /// <param name="message">The message.</param> /// <returns>Returns no operation required.</returns> public Commands.ICommand GetCommand(IMessage message) { return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // We have nothing to clean up. return; } } With the way that I have my FSM set up at the moment, the user can only ever have one state at a time. I read a few different posts on here about state management but nothing regarding keeping a stack history. I thought about using a Stack collection, and just pushing new states on to the stack then popping them off as the user moves out from one. It seems like it would work, but I'm not sure if it is the best approach to take. I'm looking for recommendations on this. I'm currently swapping state from within the individual states themselves as well which I'm on the fence about if it makes sense to do there or not. The user enters a command, the StateManager passes the command to the current State and lets it determine if it needs it (like passing in a password after entering a user name), if the state doesn't need any further commands, it returns null. If it does need to continue doing work, it returns a No Operation to let the state manager know that the state still requires further input from the user. If null is returned, the state manager will then go find the appropriate state for the command entered by the user. Example state requiring additional input from the user public class LoginState : IState { /// <summary> /// The connected player /// </summary> private IPlayer connectedPlayer; private enum CurrentState { FetchUserName, FetchPassword, InvalidUser, } private CurrentState currentState; /// <summary> /// Renders the current state to the players terminal. /// </summary> /// <param name="mob"></param> /// <exception cref="System.NullReferenceException"> /// ConnectState can only be used with a player object implementing IPlayer /// or /// LoginState can only be set to a player object that is part of a server. /// </exception> public void Render(IMob mob) { if (!(mob is IPlayer)) { throw new NullReferenceException("ConnectState can only be used with a player object implementing IPlayer"); } //Store a reference for the GetCommand() method to use. this.connectedPlayer = mob as IPlayer; var server = mob.Game as IServer; // Register to receive new input from the user. mob.ReceivedMessage += connectedPlayer_ReceivedMessage; if (server == null) { throw new NullReferenceException("LoginState can only be set to a player object that is part of a server."); } this.currentState = CurrentState.FetchUserName; switch (this.currentState) { case CurrentState.FetchUserName: mob.Send(new InputMessage("Please enter your user name")); break; case CurrentState.FetchPassword: mob.Send(new InputMessage("Please enter your password")); break; case CurrentState.InvalidUser: mob.Send(new InformationalMessage("Invalid username/password specified.")); this.currentState = CurrentState.FetchUserName; mob.Send(new InputMessage("Please enter your user name")); break; } } /// <summary> /// Receives the players input. /// </summary> /// <param name="sender">The sender.</param> /// <param name="e">The e.</param> void connectedPlayer_ReceivedMessage(object sender, IMessage e) { // Be good memory citizens and clean ourself up after receiving a message. // Not doing this results in duplicate events being registered and memory leaks. this.connectedPlayer.ReceivedMessage -= connectedPlayer_ReceivedMessage; ICommand command = this.GetCommand(e); } /// <summary> /// Gets the Command that the player entered and preps it for execution. /// </summary> /// <param name="command"></param> /// <returns>Returns the ICommand specified.</returns> public Commands.ICommand GetCommand(IMessage command) { if (this.currentState == CurrentState.FetchUserName) { this.connectedPlayer.Name = command.Message; this.currentState = CurrentState.FetchPassword; } else if (this.currentState == CurrentState.FetchPassword) { // find user } return new NoOpCommand(); } /// <summary> /// Cleanups this instance during a state change. /// </summary> public void Cleanup() { // If we have a player instance, we clean up the registered event. if (this.connectedPlayer != null) { this.connectedPlayer.ReceivedMessage -= this.connectedPlayer_ReceivedMessage; } } Maybe my entire FSM isn't wired up in the best way, but I would appreciate input on what would be the best to maintain a stack of state in a MUD game engine, and if my states should be allowed to receive the input from the user or not to check what command was entered before allowing the state manager to switch states. Thanks in advance.

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  • Avoiding the Anaemic Domain - How to decide what single responsibility a class has

    - by thecapsaicinkid
    Even after reading a bunch I'm still falling into the same trap. I have a class, usually an enity. I need to implement more than one, similar operations on this type. It feels wrong to (seemingly arbitrarily) choose one of these operations to belong inside the entity and push the others out to a separate class; I end up pushing all operations to service classes and am left with an anaemic domain. As a crude example, imagine the typical Employee class with numeric properties to hold how many paid days the employee is entitled to for both sickness and holiday and a collection of days taken for each. public class Employee { public int PaidHolidayAllowance { get; set; } public int PaidSicknessAllowance { get; set; } public IEnumerable<Holiday> Holidays { get; set; } public IEnumerable<SickDays> SickDays { get; set; } } I want two operations, one to calculate remaining holiday, another for remaining paid sick days. It seems strange to include say, CalculateRemaingHoliday() in the Employee class and bump CalculateRemainingPaidSick() to some PaidSicknessCalculator class. I would end up with a PaidSicknessCalculator and a RemainingHolidayCalculator and the anaemic Employee entity as seen above. The other alternative would be to put both operations in the Employee class and kick Single Responsibility to the curb. That doesn't make for particularly maintainable code. I suppose the Employee class should have some initialisation/validation logic (not accepting negative alowances etc.) So maybe I just stick to basic initialisation and validation in the entities themselves and be happy with my separate calculator classes. Or maybe I should be asking myself if Anaemic Domain is actually causing me some tangible problems with my code.

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  • Deferred rendering with both Clockwise and CounterClockwise culling

    - by user1423893
    I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling. I have a problem with Clockwise culled objects that are supposed to represent hollow that display their inside faces only. The image below shows a CounterClockwise culled object (left) Clockwise culled object (right). The Clockwise culled object faces display what would be displayed on the CounterClockwise face. How can I get the lighting to light the inner faces for Clockwise culled objects and continue lighting the outer CounterClockwise faces as normal? My lighting method is below private void DeferredLighting(GameTime gameTime) { // Set the render target for the lights game.GraphicsDevice.SetRenderTarget(lightMap); // Clear the render target to (0, 0, 0, 0) game.GraphicsDevice.Clear(Color.Transparent); // Set the render states game.GraphicsDevice.BlendState = BlendState.Additive; game.GraphicsDevice.DepthStencilState = DepthStencilState.None; game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; // Set sampler state to Point as the Surface type requires it in XNA 4.0 game.GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp; // Set the camera properties for all lights BaseLight.SetCameraProperties(game.ActiveCamera); // Draw the lights int numLights = lights.Count; for (int i = 0; i < numLights; ++i) { if (lights[i].Diffuse.W > 0f) { lights[i].Render(gameTime, ref normalMap, ref depthMap, ref sgrMap); } } // Resolve the render target game.GraphicsDevice.SetRenderTarget(null); } I have tried adjusting the render states but no combination works for both objects.

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  • Why is Samba Access from Windows So Slow?

    - by swalker2001
    I have set up a file server using Ubuntu 12.04 Server. The purpose is to serve several network drives to Windows users that have heretofore been served by numerous NAS drives. I have Samba set up with one share defined so far. I can connect to it fine from my test Windows 7 and Windows XP machines. When I do a directory listing on the share from Windows, it can take up to two minutes to get all the files listed--would have taken about 1.5 seconds when I was using the Buffalo NAS. Sometimes it times out with no response at all. I have used the default smb.conf and simply added the following for the share I have set up so far: [engineering] comment = Ubuntu File Server Share path = /networkdriveshares/engineering browsable = yes guest ok = yes read only = no create mask = 0755 I have tried changing the workgroup setting to the Active Domain name our Windows computer use but didn't notice any difference. The only other change I made to the default smb.conf was adding in the recommended socket settings: SO_RCVBUF=8192 SO_SNDBUF=8192 socket options = TCP_NODELAY Lots of information about slow Samba shares online but I have tried all of the solutions I have found and none have made a lick of difference. If there is no solution, is there a better way to set up a file server to be used by Windows clients?

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  • What causes critical glib errors (when coding using messaging menu)?

    - by fluteflute
    If I run the python code below (almost entirely from this useful blog post) then I get three identical nasty looking error messages in the terminal. What might be causing them? I note the number (5857 in the example below) changes slightly on each run. What does this number signify? Is it a memory location or something similar? (messaging-menu.py:5857): GLib-GIO-CRITICAL **: g_dbus_method_invocation_return_dbus_error: assertion `error_name != NULL && g_dbus_is_name (error_name)' failed (messaging-menu.py:5857): GLib-GIO-CRITICAL **: g_dbus_method_invocation_return_dbus_error: assertion `error_name != NULL && g_dbus_is_name (error_name)' failed (messaging-menu.py:5857): GLib-GIO-CRITICAL **: g_dbus_method_invocation_return_dbus_error: assertion `error_name != NULL && g_dbus_is_name (error_name)' failed I'm running this on Natty, I should probably find out if I get the same errors in 10.10 though... import gtk def show_window_function(x, y): print x print y # get the indicate module, which does all the work import indicate # Create a server item mm = indicate.indicate_server_ref_default() # If someone clicks your server item in the MM, fire the server-display signal mm.connect("server-display", show_window_function) # Set the type of messages that your item uses. It's not at all clear which types # you're allowed to use, here. mm.set_type("message.im") # You must specify a .desktop file: this is where the MM gets the name of your # app from. mm.set_desktop_file("/usr/share/applications/nautilus.desktop") # Show the item in the MM. mm.show() # Create a source item mm_source = indicate.Indicator() # Again, it's not clear which subtypes you are allowed to use here. mm_source.set_property("subtype", "im") # "Sender" is the text that appears in the source item in the MM mm_source.set_property("sender", "Unread") # If someone clicks this source item in the MM, fire the user-display signal mm_source.connect("user-display", show_window_function) # Light up the messaging menu so that people know something has changed mm_source.set_property("draw-attention", "true") # Set the count of messages in this source. mm_source.set_property("count", "15") # If you prefer, you can set the time of the last message from this source, # rather than the count. (You can't set both.) This means that instead of a # message count, the MM will show "2m" or similar for the time since this # message arrived. # mm_source.set_property_time("time", time.time()) mm_source.show() gtk.main()

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  • Enabling support of EUS and Fusion Apps in OUD

    - by Sylvain Duloutre
    Since the 11gR2 release, OUD supports Enterprise User Security (EUS) for database authentication and also Fusion Apps. I'll plan to blog on that soon. Meanwhile, the R2 OUD graphical setup does not let you configure both EUS and FusionApps support at the same time. However, it can be done manually using the dsconfig command line. The simplest way to proceed is to select EUS from the setup tool, then manually add support for Fusion Apps using dsconfig using the commands below: - create a FA workflow element with eusWfe as next element: dsconfig create-workflow-element \           --set enabled:true \           --set next-workflow-element:Eus0 \           --type fa \           --element-name faWfe - modify the workflow so that it starts from your FA workflow element instead of Eus: dsconfig set-workflow-prop \           --workflow-name userRoot0 \           --set workflow-element:faWfe  Note: the configuration changes may slightly differ in case multiple databases/suffixes are configured on OUD.

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  • Track user through Google Universal Analytics

    - by raygo
    I want to track a user from my site, give an id to Google Analytics and later be able to see which pages that id visited and for how long did that id view the pages. I've tried custom variables with the classic analytics. I tried enabling the User-ID feature in the Universal Analytics. Neither of these have given me what I want yet. Is there any way to accomplish this with Universal Analytics? UPDATE This is a sample code with a user whose id is 2. I try to set the userid in different ways to see if at least in one way it shows. <script> (function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){ (i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o), m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m) })(window,document,'script','//www.google-analytics.com/analytics.js','ga'); ga('create', 'UA-XXXXXXX-1', 'domain.com', { 'userId': '2' }); ga('set', '&uid', '2'); // Set the user ID using signed-in user_id. var dimensionValue = '2'; ga('set', 'dimension1', dimensionValue); ga('send', 'pageview'); </script>

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • Update Your NetBeans Plugin's "Supported NetBeans Versions" In The Next Two Weeks!

    - by Geertjan
    For each NetBeans plugin uploaded to the NetBeans Plugin Portal, the registration page starts like this: Note how the "Supported NetBeans Versions" field is empty, i.e., no checkbox is checked, for the plugin above. As you can also see, there is a red asterisk next to this field, which means it is mandatory. It is mandatory for the latest version of the NetBeans Plugin Portal, while it wasn't mandatory before, so that several plugins were registered without their supported version being set. Therefore, since the version is now mandatory, anyone who doesn't want their plugin to be hidden for the rest of this year, and removed on 1 January 2013 if no one complains about their absence, needs to go to their plugin's registration page and set a NetBeans Version. E-mails have been sent to plugin developers of unversioned plugins already, over the last weeks. Currently there are 91 plugins that still need to have their NetBeans Version set. Probably at least 1/3 of those are my own plugins, so this is as much a reminder to myself as anyone else! Whether or not you have received an e-mail asking you to set a NetBeans Version for your plugins, please take a quick look anyway and maybe this is a good opportunity to update other information relating to your plugin. You (and I) have two weeks: on Monday 16 April, any NetBeans plugin in the Plugin Portal without a NetBeans Version will be hidden. And then removed, at the start of next year, if no one complains.

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  • Expanding existing DVCS Wiki

    - by A Lion
    A portion of my job is to maintain technical documentation for a rapidly expanding manufacturing company. Because it is only a portion of my job and the company's product line is expanding so quickly, I can't stay on top of the documentation. As a result, I've been yearning for an information management system with a handful of specific features. I've found many products that have a subset, but none that have all the features I'm looking for. I'm at the point of picking an existing product and expanding it to cover my desired feature set, however, this will be a pet project and I will be learning the underlying language as I go. So, the main question is which existing product will be the easiest to expand to cover the full feature set and has a relatively easy to learn language? Alternatively, have I missed another existing program that will cover the feature set or should be in my list of "close, but not quite there"? Feature Set web interface based on a distributed version control system (e.g., git) easy to edit by logged in novices (e.g. wiki, multimarkdown) outputs in more traditional formats (e.g., doc, odt, pdf) edits held in queue until editor/engineer/manager approves them (e.g., MS Word editing) [this is the really big elephant in list - suggestions on where to start appreciated] edits held in queue specifically for engineer approval [extra limb of the elephant in the list] well-supported in the open source community Closest, but not quite there ikiwiki - http://ikiwiki.info (php) lots of awesome functionality and extensions, including easy to edit and based on DVCS lacks a review/forward for review queue appears to be well-supported within the OSS community gitit - http://gitit.net/ (haskell) easy to edit and based on DVCS lots of outputs in traditional formats a great web-based gui diff interface lacks a review/forward for review queue appears to be primarily maintained by one individual

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