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  • How to convert my backup.cmd into something I can run in Linux?

    - by blade19899
    Back in the day when i was using windows(and a noob at everything IT) i liked batch scripting so much that i wrote a lot of them and one i am pretty proud of that is my backup.cmd(see below). I am pretty basic with the linux bash sudo/apt-get/sl/ls/locate/updatedb/etc... I don't really know the full power of the terminal. If you see the code below can i get it to work under (Ubuntu)linux :) by rewriting some of the windows code with the linux equivalent (btw:this works under xp/vista/7 | dutch/english) @echo off title back it up :home cls echo ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» echo º º echo º typ A/B for the options º echo º º echo ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹ echo º º echo º "A"=backup options º echo º º echo º "B"=HARDDISK Options º echo º º echo º º echo ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍŒ set /p selection=Choose: Goto %selection% :A cls echo ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» echo º º echo º typ 1 to start that backup º echo º º echo ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹ echo º º echo º "A"=backup options º echo º È1=Documents,Pictures,Music,Videos,Downloads º echo º º echo º "B"=HARDDISK Options º echo º º echo ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍŒ set /p selection=Choose: Goto %selection% :B cls echo ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» echo º º echo º typ HD to start the disk check º echo º º echo ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹ echo º º echo º "A"=backup options º echo º º echo º "B"=HARDDISK Options º echo º ÈHD=find and repair bad sectors º echo º º echo ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍŒ set /p selection=Choose: Goto %selection% :1 cls if exist "%userprofile%\desktop" (set desk=desktop) else (set desk=Bureaublad) if exist "%userprofile%\documents" (set docs=documents) else (set docs=mijn documenten) if exist "%userprofile%\pictures" (set pics=pictures) else (echo cant find %userprofile%\pictures) if exist "%userprofile%\music" (set mus=music) else (echo cant find %userprofile%\music) if exist "%userprofile%\Videos" (set vids=videos) else (echo cant find %userprofile%\videos) if exist "%userprofile%\Downloads" (set down=downloads) else (echo cant find %userprofile%\Downloads) cls echo. examples (D:\) (D:\Backup) (D:\Backup\18-4-2011) echo. echo. if there is no "D:\backup" folder then the folder will be created echo. set drive= set /p drive=storage: echo start>>backup.log echo Name:%username%>>backup.log echo Date:%date%>>backup.log echo Time:%time%>>backup.log echo ========================================%docs%===========================================>>backup.log echo %docs% echo Source:"%userprofile%\%docs%" echo Destination:"%drive%\%username%\%docs%" echo %time%>>backup.log xcopy "%userprofile%\%docs%" "%drive%\%username%\%docs%" /E /I>>Backup.log echo 20%% cls echo ========================================"%pics%"=========================================>>backup.log echo "%pics%" echo Source:"%userprofile%\%pics%" echo Destination:"%drive%\%username%\%pics%" echo %time%>>backup.log xcopy "%userprofile%\%pics%" "%drive%\%username%\%pics%" /E /I>>Backup.log echo 40%% cls echo ========================================"%mus%"=========================================>>backup.log echo "%mus%" echo Source:"%userprofile%\%mus%" echo Destination:"%drive%\%username%\%mus%" echo %time%>>backup.log xcopy "%userprofile%\%mus%" "%drive%\%username%\%mus%" /E /I>>Backup.log echo 60%% cls echo ========================================"%vids%"========================================>>backup.log echo %vids% echo Source:"%userprofile%\%vids%" echo Destination:"%drive%\%username%\%vids%" echo %time%>>backup.log xcopy "%userprofile%\%vids%" "%drive%\%username%\%vids%" /E /I>>Backup.log echo 80%% cls echo ========================================"%down%"========================================>>backup.log echo "%down%" echo Source:"%userprofile%\%down%" echo Destination:"%drive%\%username%\%down%" echo %time%>>backup.log xcopy "%userprofile%\%down%" "%drive%\%username%\%down%" /E /I>>Backup.log echo end>>backup.log echo %username% %date% %time%>>backup.log echo 100%% cls echo backup Compleet copy "backup.log" "%drive%\%username%" del "backup.log" pushd "%drive%\%username%" echo close backup.log to continue with backup script "backup.log" echo press any key to retun to the main menu pause>nul goto :home :HD echo finds and repairs bad sectors echo typ in harddisk letter (C: D: E:) set HD= set /p HD=Hard Disk: chkdsk %HD% /F /R /X pause goto :home

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  • How would I handle input with a Game Component?

    - by Aufziehvogel
    I am currently having problems from finding my way into the component-oriented XNA design. I read an overview over the general design pattern and googled a lot of XNA examples. However, they seem to be right on the opposite site. In the general design pattern, an object (my current player) is passed to InputComponent::update(Player). This means the class will know what to do and how this will affect the game (e.g. move person vs. scroll text in a menu). Yet, in XNA GameComponent::update(GameTime) is called automatically without a reference to the current player. The only XNA examples I found built some sort of higher-level Keyboard engine into the game component like this: class InputComponent: GameComponent { public void keyReleased(Keys); public void keyPressed(Keys); public bool keyDown(Keys); public void override update(GameTime gameTime) { // compare previous state with current state and // determine if released, pressed, down or nothing } } Some others went a bit further making it possible to use a Service Locator by a design like this: interface IInputComponent { public void downwardsMovement(Keys); public void upwardsMovement(Keys); public bool pausedGame(Keys); // determine which keys pressed and what that means // can be done for different inputs in different implementations public void override update(GameTime); } Yet, then I am wondering if it is possible to design an input class to resolve all possible situations. Like in a menu a mouse click can mean "click that button", but in game play it can mean "shoot that weapon". So if I am using such a modular design with game components for input, how much logic is to be put into the InputComponent / KeyboardComponent / GamepadComponent and where is the rest handled? What I had in mind, when I heard about Game Components and Service Locator in XNA was something like this: use Game Components to run the InputHandler automatically in the loop use Service Locator to be able to switch input at runtime (i.e. let player choose if he wants to use a gamepad or a keyboard; or which shall be player 1 and which player 2). However, now I cannot see how this can be done. First code example does not seem flexible enough, as on a game pad you could require some combination of buttons for something that is possible on keyboard with only one button or with the mouse) The second code example seems really hard to implement, because the InputComponent has to know in which context we are currently. Moreover, you could imagine your application to be multi-layered and let the key-stroke go through all layers to the bottom-layer which requires a different behaviour than the InputComponent would have guessed from the top-layer. The general design pattern with passing the Player to update() does not have a representation in XNA and I also cannot see how and where to decide which class should be passed to update(). At most time of course the player, but sometimes there could be menu items you have to or can click I see that the question in general is already dealt with here, but probably from a more elobate point-of-view. At least, I am not smart enough in game development to understand it. I am searching for a rather code-based example directly for XNA. And the answer there leaves (a noob like) me still alone in how the object that should receive the detected event is chosen. Like if I have a key-up event, should it go to the text box or to the player?

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  • 12.04 making BCM4313 card work with aircrack-ng?

    - by Charles Forest
    I'm a real Linux Noob, just started using it (this month) and until now i had no issues. now i'm trying to set-up aircrack-ng on my laptop, but it seems like it's using the worst card possible (or almost) there is a TON of tutorial on this card (seems to be hell to set-up) i have tryed some, but i ended up uninstalling my drivers, messing with my desktops, and ended by having no more "X" to close my windows (i have no clue how i ended there) i just re-installed my linux (took me 2 hours to setup everything again), but now i'm a bit "Scared" to try tutorials randomly again. Right now it says the driver is wl, wich is not the one i want (AFAIK it's not supported) i'm not sure what kind of informations are needed, but here's what i think could be usefull. lspci -knn 00:00.0 Host bridge [0600]: Intel Corporation 2nd Generation Core Processor Family DRAM Controller [8086:0104] (rev 09) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: agpgart-intel 00:01.0 PCI bridge [0604]: Intel Corporation Xeon E3-1200/2nd Generation Core Processor Family PCI Express Root Port [8086:0101] (rev 09) Kernel driver in use: pcieport Kernel modules: shpchp 00:02.0 VGA compatible controller [0300]: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller [8086:0116] (rev 09) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: i915 Kernel modules: i915 00:16.0 Communication controller [0780]: Intel Corporation 6 Series/C200 Series Chipset Family MEI Controller #1 [8086:1c3a] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: mei Kernel modules: mei 00:1a.0 USB controller [0c03]: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #2 [8086:1c2d] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: ehci_hcd 00:1b.0 Audio device [0403]: Intel Corporation 6 Series/C200 Series Chipset Family High Definition Audio Controller [8086:1c20] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel 00:1c.0 PCI bridge [0604]: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 1 [8086:1c10] (rev b4) Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.3 PCI bridge [0604]: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 4 [8086:1c16] (rev b4) Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.4 PCI bridge [0604]: Intel Corporation 6 Series/C200 Series Chipset Family PCI Express Root Port 5 [8086:1c18] (rev b4) Kernel driver in use: pcieport Kernel modules: shpchp 00:1d.0 USB controller [0c03]: Intel Corporation 6 Series/C200 Series Chipset Family USB Enhanced Host Controller #1 [8086:1c26] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: ehci_hcd 00:1f.0 ISA bridge [0601]: Intel Corporation HM65 Express Chipset Family LPC Controller [8086:1c49] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel modules: iTCO_wdt 00:1f.2 SATA controller [0106]: Intel Corporation 6 Series/C200 Series Chipset Family 6 port SATA AHCI Controller [8086:1c03] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: ahci 00:1f.3 SMBus [0c05]: Intel Corporation 6 Series/C200 Series Chipset Family SMBus Controller [8086:1c22] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel modules: i2c-i801 01:00.0 3D controller [0302]: NVIDIA Corporation GF108 [GeForce GT 540M] [10de:0df4] (rev a1) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: nouveau Kernel modules: nouveau, nvidiafb WIRELESS CARD 02:00.0 Network controller [0280]: Broadcom Corporation BCM4313 802.11b/g/n Wireless LAN Controller [14e4:4727] (rev 01) Subsystem: Wistron NeWeb Corp. Device [185f:051a] Kernel driver in use: wl Kernel modules: wl, bcma, brcmsmac REST... 03:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 06) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: r8169 Kernel modules: r8169 04:00.0 USB controller [0c03]: NEC Corporation uPD720200 USB 3.0 Host Controller [1033:0194] (rev 04) Subsystem: Samsung Electronics Co Ltd Device [144d:c0a5] Kernel driver in use: xhci_hcd Also, if i'm "screwed" with my hardware, just tell me.

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  • Libgdx 2D Game, Random generated World of random size, how to get mouse coordinates?

    - by Solom
    I'm a noob and English is not my mothertongue, so please bear with me! I'm generating a map for a Sidescroller out of a 2D-array. That is, the array holds different values and I create blocks based on that value. Now, my problem is to match mouse coordinates on screen with the actual block the mouse is pointing at. public class GameScreen implements Screen { private static final int WIDTH = 100; private static final int HEIGHT = 70; private OrthographicCamera camera; private Rectangle glViewport; private Spritebatch spriteBatch; private Map map; private Block block; ... @Override public void show() { camera = new OrthographicCamera(WIDTH, HEIGHT); camera.position.set(WIDTH/2, HEIGHT/2, 0); glViewport = new Rectangle(0, 0, WIDTH, HEIGHT); map = new Map(16384, 256); map.printTileMap(); // Debugging only spriteBatch = new SpriteBatch(); } @Override public void render(float delta) { // Clear previous frame Gdx.gl.glClearColor(1, 1, 1, 1 ); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); GL30 gl = Gdx.graphics.getGL30(); // gl.glViewport((int) glViewport.x, (int) glViewport.y, (int) glViewport.width, (int) glViewport.height); spriteBatch.setProjectionMatrix(camera.combined); camera.update(); spriteBatch.begin(); // Draw Map this.drawMap(); // spriteBatch.flush(); spriteBatch.end(); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { // Bounds check (y) if(camera.position.y + camera.viewportHeight < a)// || camera.position.y - camera.viewportHeight > a) break; for(int b = 0; b < map.getWidth(); b++) { // Bounds check (x) if(camera.position.x + camera.viewportWidth < b)// || camera.position.x > b) break; // Dynamic rendering via BlockManager int id = map.getTileMap()[a][b]; Block block = BlockManager.map.get(id); if(block != null) // Check if Air { block.setPosition(b, a); spriteBatch.draw(block.getTexture(), b, a, 1 ,1); } } } } As you can see, I don't use the viewport anywhere. Not sure if I need it somewhere down the road. So, the map is 16384 blocks wide. One block is 16 pixels in size. One of my naive approaches was this: if(Gdx.input.isButtonPressed(Input.Buttons.LEFT)) { Vector3 mousePos = new Vector3(); mousePos.set(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); System.out.println(Math.round(mousePos.x)); // *16); // Debugging // TODO: round // map.getTileMap()[mousePos.x][mousePos.y] = 2; // Draw at mouse position } I confused myself somewhere down the road I fear. What I want to do is, update the "block" (or rather the information in the Map/2D-Array) so that in the next render() there is another block. Basically drawing on the spriteBatch g So if anyone could point me in the right direction this would be highly appreciated. Thanks!

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  • Multithreading 2D gravity calculations

    - by Postman
    I'm building a space exploration game and I've currently started working on gravity ( In C# with XNA). The gravity still needs tweaking, but before I can do that, I need to address some performance issues with my physics calculations. This is using 100 objects, normally rendering 1000 of them with no physics calculations gets well over 300 FPS (which is my FPS cap), but any more than 10 or so objects brings the game (and the single thread it runs on) to its knees when doing physics calculations. I checked my thread usage and the first thread was killing itself from all the work, so I figured I just needed to do the physics calculation on another thread. However when I try to run the Gravity.cs class's Update method on another thread, even if Gravity's Update method has nothing in it, the game is still down to 2 FPS. Gravity.cs public void Update() { foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { Vector2 Force = new Vector2(); foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { if (e2.Key != e.Key) { float distance = Vector2.Distance(entityEngine.Entities[e.Key].Position, entityEngine.Entities[e2.Key].Position); if (distance > (entityEngine.Entities[e.Key].Texture.Width / 2 + entityEngine.Entities[e2.Key].Texture.Width / 2)) { double angle = Math.Atan2(entityEngine.Entities[e2.Key].Position.Y - entityEngine.Entities[e.Key].Position.Y, entityEngine.Entities[e2.Key].Position.X - entityEngine.Entities[e.Key].Position.X); float mult = 0.1f * (entityEngine.Entities[e.Key].Mass * entityEngine.Entities[e2.Key].Mass) / distance * distance; Vector2 VecForce = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)); VecForce.Normalize(); Force = Vector2.Add(Force, VecForce * mult); } } } entityEngine.Entities[e.Key].Position += Force; } } Yeah, I know. It's a nested foreach loop, but I don't know how else to do the gravity calculation, and this seems to work, it's just so intensive that it needs its own thread. (Even if someone knows a super efficient way to do these calculations, I'd still like to know how I COULD do it on multiple threads instead) EntityEngine.cs (manages an instance of Gravity.cs) public class EntityEngine { public Dictionary<string, Entity> Entities = new Dictionary<string, Entity>(); public Gravity gravity; private Thread T; public EntityEngine() { gravity = new Gravity(this); } public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { Entities[e.Key].Update(); } T = new Thread(new ThreadStart(gravity.Update)); T.IsBackground = true; T.Start(); } } EntityEngine is created in Game1.cs, and its Update() method is called within Game1.cs. I need my physics calculation in Gravity.cs to run every time the game updates, in a separate thread so that the calculation doesn't slow the game down to horribly low (0-2) FPS. How would I go about making this threading work? (any suggestions for an improved Planetary Gravity system are welcome if anyone has them) I'm also not looking for a lesson in why I shouldn't use threading or the dangers of using it incorrectly, I'm looking for a straight answer on how to do it. I've already spent an hour googling this very question with little results that I understood or were helpful. I don't mean to come off rude, but it always seems hard as a programming noob to get a straight meaningful answer, I usually rather get an answer so complex I'd easily be able to solve my issue if I understood it, or someone saying why I shouldn't do what I want to do and offering no alternatives (that are helpful). Thank you for the help!

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  • Framework for Everything - Where to begin? [Longer post]

    - by SquaredSoft
    Back story of this question, feel free to skip down for the specific question Hello, I've been very interested in the idea of abstract programming the last few years. I've made about 30 attempts at creating a piece of software that is capable of almost anything you throw at it. I've undertook some attempts at this that have taken upwards of a year, while getting close, never releasing it beyond my compiler. This has been something I've always tried wrapping my head around, and something is always missing. With the title, I'm sure you're assuming, "Yes of course you noob! You can't account for everything!" To which I have to reply, "Why not?" To give you some background into what I'm talking about, this all started with doing maybe a shade of gray hat SEO software. I found myself constantly having to create similar, but slightly different sets of code. I've gone through as many iterations of way to communicate on http as the universe has particles. "How many times am I going to have to write this multi-threaded class?" is something I found myself asking a lot. Sure, I could create a class library, and just work with that, but I always felt I could optimize what I had, which often was a large undertaking and typically involved frequent use of the CRTL+A keyboard shortcut, mixed with the delete button. It dawned on me that it was time to invest in a plugin system. This would allow me to simply add snippets of code. as time went on, and I could subversion stuff out, and distribute small chunks of code, rather than something that encompasses only a specific function or design. This comes with its own complexity, of course, and by the time I had finished the software scope for this addition, it hit me that I would want to add to everything in the software, not just a new http method, or automation code for a specific website. Great, we're getting more abstract. However, the software that I have in my mind comes down to a quite a few questions regarding its execution. I have to have some parameters to what I am going to do. After writing what the perfect software would do in my mind, I came up with this as a list of requirements: Should be able to use networking A "Macro" or "Expression system" which would allow people to do something like : =First(=ParseToList(=GetUrl("http://www.google.com?q=helloworld!"), Template.Google)) Multithreaded Able to add UI elements through some type of XML -- People can make their own addons etc. Can use third party API through the plugins, such as Microsoft CRM, Exchange, etc. This would allow the software to essentially be used for everything. Really, any task you wish to automate, in a simple way. Making the UI was as also extremely hard. How do you do all of this? Its very difficult. So my question: With so many attempts at this, I'm out of ideas how to successfully complete this. I have a very specific idea in my mind, but I keep failing to execute it. I'm a self taught programmer. I've been doing it for years, and work professionally in it, but I've never encountered something that would be as complex and in-depth as a system which essentially does everything. Where would you start? What are the best practices for design? How can I avoid constantly having to go back and optimize my software. What can I do to generalize this and draw everything out to completion. These are things I struggle with. P.s., I'm using c# as my main language. I feel like in this example, I might be hitting the outer limit of the language, although, I don't know if that is the case, or if I'm just a bad programmer. Thanks for your time.

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  • SDL Bullet Movement

    - by Code Assasssin
    I'm currently working on my first space shooter, and I'm in the process of making my ship shoot some bullets/lasers. Unfortunately, I'm having a hard time getting the bullets to fly vertically. I'm a total noob when it comes to this so you might have a hard time understanding my code :/ // Position Bullet Function projectilex = x + 17; projectiley = y + -20; if(keystates[SDLK_SPACE]) { alive = true; } And here's my show function if(alive) { if(frame == 2) { frame = 0; } apply_surface(projectilex,projectiley,ShootStuff,screen,&lazers[frame]); frame++; projectiley + 1; } I'm trying to get the bullet to fly vertically... and I have no clue how to do that. I've tried messing with the y coordinate but that makes things worse. The laser/bullet just follows the ship :( How would I get it to fire at the starting position and keep going in a vertical line without it following the ship? int main( int argc, char* args[] ) { Player p; Timer fps; bool quit = false; if( init() == false ) { return 1; } //Load the files if( load_files() == false ) { return 1; } clip[ 0 ].x = 0; clip[ 0 ].y = 0; clip[ 0 ].w = 30; clip[ 0 ].h = 36; clip[ 1 ].x = 31; clip[ 1 ].y = 0; clip[ 1 ].w = 39; clip[ 1 ].h = 36; clip[ 2 ].x = 71; clip[ 2 ].y = 0; clip[ 2 ].w = 29; clip[ 2 ].h = 36; lazers [ 0 ].x = 0; lazers [ 0 ].y = 0; lazers [ 0 ].w = 3; lazers [ 0 ].h = 9; lazers [ 1 ].x = 5; lazers [ 1 ].y = 0; lazers [ 1 ].w = 3; lazers [ 1 ].h = 7; while( quit == false ) { fps.start(); //While there's an event to handle while( SDL_PollEvent( &event ) ) { p.handle_input(); //If a key was pressed //If the user has Xed out the window if( event.type == SDL_QUIT ) { //Quit the program quit = true; } } //Scroll background bgX -= 8; //If the background has gone too far if( bgX <= -GameBackground->w ) { //Reset the offset bgX = 0; } p.move(); apply_surface( bgX, bgY,GameBackground, screen ); apply_surface( bgX + GameBackground->w, bgY, GameBackground, screen ); apply_surface(0,0, FullHealthBar,screen); p.shoot(); p.show(); //Apply the message //Update the screen if( SDL_Flip( screen ) == -1 ) { return 1; } SDL_Flip(GameBackground); if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND ) { SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() ); } } //Clean up clean_up(); return 0; }

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  • 12.10 unable to install or even run from Live CD with nVidia GTX 580

    - by user99056
    I've used Ubuntu in the past (set up as web server, etc over in Iraq), so I'm not a 100% Linux Noob, however, I'm running into a brick wall here. I've got a machine I built when I got back to the US earlier this year, running Windows 7 Ultimate on it, and I've now got some free time and would like to transition over to Ubuntu full time. I've searched around in the forums, and there seems to be an issue with the nVidia graphics cards, so I've tried going to the EVGA site to see if I could find a new BIOS update for it and had no luck, so I'm back searching the forums here again and decided to just go ahead and post my question. My apologies if this is covered in another post and I was just unable to find it. I've found a few 'similar' posts, but nothing as bad as my issue. With the history aside, here is the actual detailed issue: I purchased a new SSD (Intel 520 SSD), arrived today, and I disconnect my old Windows 7 SSD. I had pre downloaded the ubuntu-12.10-desktop-amd64 earlier today and burned it to DVD. Upon inserting the Live CD into the computer and booting up, everything was fine up to the 'Run From Live CD' or 'Install Ubuntu Now' buttons. As I was sure I wanted to go ahead and make the switch, I selected the 'Install Now' from the right hand side. CD Spins up, black window pops up, and then the errors started: date/time GPU Lockup date/time Failed to idle channel 1 date/time PFIFO - playlist update failed date/time Failed to idle channel 2 date/time PFIFO - playlist update failed Thinking it might correct itself, I let it run and it would swap over to a GUI Screen that was locked up with major blurring/etc, then back to the command line with the errors. Eventually it said something along the lines of 'unknown status' and switched back to the GUI and froze. So, that's when I tried to see if I could find a BIOS upgrade for the nVidia GTX580 cards, and had no luck. So I thought, why not try to just run it from the Live CD and see if I can at least get a look at it, maybe if I could get it running try to do some sort of install from there and fix the driver issue. I rebooted, brought up the Live CD, and this time chose the left option / run from the CD. It brought me all the way in to the desktop, I saw my drives, the other icons, could move the mouse, etc for about 30 seconds and then it locked up completely. I've tried this a couple of times and get the same results every time. Hardware: Intel i7-3930K CPU @ 3.2GHz (12 CPUs) / MSI MS-7760 Motherboard / 32GB RAM / 2 x EVGA (nVidia) GeForce GTX 580 (4GB Ram each) So the question is: Is there any way to install 12.10 if you can't even get the Live CD to run (for more than 30 seconds)? My current hardware configuration is both of the GTX 580 cards have an SLI jumper on them, and I have 2 monitors on each card. (Ubuntu info obviously only shows on the main monitor from the failed installation and the attempt at running the Live CD). Perhaps opening the machine back up and removing the SLI Jumper and removing the other 3 monitors (so it only would have 1 video card with one monitor on it) would actually allow me to get 12.10 installed, then I could work on an nVidia Video Driver fix for the GTX 580, and then possibly hook up the other video card and monitors? Or is this something that they are currently aware of and may update with a future release in the next few days/weeks? Any thoughts or suggestions would be greatly appreciated, as I can't even try to fix the issue (assuming it is the nVidia drivers) if I can't even get it to install at all.

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  • UNIX - mount: only root can do that

    - by Travesty3
    I need to allow a non-root user to mount/unmount a device. I am a total noob when it comes to UNIX, so please dumb it down for me. I've been looking all over teh interwebz to find an answer and it seems everyone is giving the same one, which is to modify /etc/fstab to include that device with the 'user' option (or 'users', tried both). Cool, well I did that and it still says "mount: only root can do that". Here are the contents of my fstab: # /etc/fstab: static file system information. # # Use 'vol_id --uuid' to print the universally unique identifier for a # device; this may be used with UUID= as a more robust way to name devices # that works even if disks are added and removed. See fstab(5). # # proc /proc proc defaults 0 0 # / was on /dev/mapper/minicc-root during installation UUID=1a69f02a-a049-4411-8c57-ff4ebd8bb933 / ext3 relatime,errors=remount-ro 0 1 # /boot was on /dev/sda5 during installation UUID=038498fe-1267-44c4-8788-e1354d71faf5 /boot ext2 relatime 0 2 # swap was on /dev/mapper/minicc-swap_1 during installation UUID=0bb583aa-84a8-43ef-98c4-c6cb25d20715 none swap sw 0 0 /dev/scd0 /media/cdrom0 udf,iso9660 user,noauto,exec,utf8 0 0 /dev/scd0 /media/floppy0 auto rw,user,noauto,exec,utf8 0 0 /dev/sdb1 /mnt/sdcard auto auto,user,rw,exec 0 0 My thumb drive partition shows up as /dev/sdb1. I'm pretty sure my fstab is set up OK, but everyone on the other posts seems to fail to mention how they actually call the 'mount' command once this entry is in the fstab file. I think this is where my problem may be. The command I use to mount the drive is: $ mount /dev/sdb1 /mnt/sdcard. /bin/mount is owned by root and is in the root group and has 4755 permissions. /bin/umount is owned by root and is in the root group and has 4755 permissions. /mnt/sdcard is owned by me and is in one of my groups and has 0755 permissions. My mount command works fine if I use sudo, but I need to be able to do this without sudo (need to be able to do it from a PHP script using shell_exec). Any suggestions? Sorry for making you read so much...just trying to get as much info in the initial post as possible to preemptively answer questions about configuration stuff. If I missed anything tho, ask away. Thanks! -Travis

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  • Uninstall php and nginx or fix setup

    - by jreed121
    First off, I'm a huge linux noob - sorry... I'm trying to setup nginx with php-fpm on debian and I'm pretty sure that I've completely screwed it up. nginx seems to be running fine because I can it it from a web browser and it load the stock "Welcome to nginx!" page. I'm not so sure about php-fpm though. When I try something like # restart php-fpm I get: bash: restart: command not found First off php-fpm some how got installed as php5-fpm when I do root@server:/etc/init.d# ls, which seems to contradict every tutorial and help doc I've read (supposed to be 'php-fpm'). I can restart it with this: service php5-fpm restart And just enter the package name 'php5-fpm' I get this: root@server:~# php5-fpm [17-Nov-2012 23:15:36] NOTICE: PHP message: PHP Warning: PHP Startup: Unable to load dynamic library '/usr/lib/php5/20100525/suhosin.so' - /usr/lib/php5/20100525/suhosin.so: cannot open shared object file: No such file or directory in Unknown on line 0 [17-Nov-2012 23:15:36] ERROR: An another FPM instance seems to already listen on /var/run/php5-fpm.sock [17-Nov-2012 23:15:36] ERROR: FPM initialization failed The root for nginx is /usr/share/nginx/html, when I try to navigate to a .php file in there with my web browser, it tries to download the file instead of interpret it. I would like this folder to be in my user's home directory ie: /home/administrator/www or /home/nginx/www. I know in order to do this I need to modify nginx.conf, but I find that configuration file difficult to understand. I suppose the fact that my .php scripts aren't being handled is my bigger problem anyways. When I try to see what running on port 9000 (php-fpm default port) with lsof -i :9000 it returns nothing - I guess indicating that it isn't listening. then I head over to vim /etc/php5/fpm/php-fpm.conf and there is no where to designate a port number. So should I just uninstall everything and start from scratch? If so, how do I clean it all up? Any suggestions for a tutorial once I'm ready to try again? Should I attempt to troubleshoot this mess? If so where should I start? Sorry guys, I'm feeling pretty stupid and lost right now. I'm not sure what my next steps are in trying to resolve this issue are. I realize that this is a horrible question for this type of Q&A site, but I'd really appreciate any guidance.

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  • Computer experiencing slowdowns and lockups despite low cpu useage

    - by user157145
    my setup i5-2300 nvidia gtx 550 ti 6 gigs ram 600 w ocz modular psu recently reformatted and already experiencing drastic slowdown as soon as windows comes up, including repeated lockups with multiple various programs reporting that they are not responsive, then recovering after 10-30 seconds. ive checked memory and hard drive both of which come out fine. despite my plethura of worthless antiviral software im forced to assume that my illicit downloading practices have lead me into some comp trouble that i cant seem to determine. i have used ccleaner, search and destroy and malware bytes, all of which have found nothing to indicate what is causing this massive slowdown. in addition according to my resource manager my computer is operating at a load of only 30-50 percent CPU useage and 60 ram useage but taking 5-10 seconds to load files and open folders, and repeated lockups of multiple programs, especially firefox which seems to go unresponsive every 2-3 minutes. any help would be appreciated, i used a program called OTL by old timer, but cant make any sense of the results i was given. any help or suggestions would be appreciated, thank you for taking the time to read this i have avast but it didnt even find anything when i had it do a full system scan, so im thinking its clueless(also nortons, avg, and ad-aware). i also have mse but it has yet to complete a full scan it takes so long (i left it on last night but when i woke up my computer had a problem and had to restart). my hard drive has 300 gigs out of 1tb open and i already used hd tune pro, which said my harddrive was fine and its not a ssd. also im a noob at comps and only have the hd that is currently inside the computer in addition im not sure if studdering is the issue im suffering. my problem is that during my typing of these responses firefox has gone "not responsive" at least 5 times, each for times of about 5-10 seconds. when i try to control alt delete to bring up windows task manager it took 20 seconds. essentially its that my computer goes super slow at bringing up anything, or taking any action whatsoever that opens a program or file and has repeated incidents where i cant even click on whatever im trying to do because it locks up. the confusing thing about these incidents is that its right after restarting where there are minimal programs running and the computer and memory load is light.

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  • Postfix issues sending mail to addresses under domain located on server

    - by iamthewit
    I recently installed virtualmin on my nice shiny new rackspace cloud. Everything went seemlessly but I've been having some issues getting emails to send properly. The problem seems to be that the server can not send mail to email addresses where the domain is owned by my server. For example, on my server I run multiple virtual domains, lets call this one test.com. When I run the mail command from shell (mail [email protected]) I get the following back from my maillog: Oct 6 14:55:18 test postfix/pickup[8737]: DC1131612CC: uid=0 from= Oct 6 14:55:18 test postfix/cleanup[8769]: DC1131612CC: [email protected] Oct 6 14:55:18 test postfix/qmgr[8738]: DC1131612CC: [email protected], size=353, nrcpt=1 (queue active) Oct 6 14:55:18 test postfix/error[8771]: DC1131612CC: [email protected], relay=none, delay=0, delays=0/0/0/0, dsn=5.0.0, status=bounced (User unknown in virtual alias table) Oct 6 14:55:18 test postfix/cleanup[8769]: DD07D1612D1: [email protected] Oct 6 14:55:18 test postfix/bounce[8772]: DC1131612CC: sender non-delivery notification: DD07D1612D1 Oct 6 14:55:18 test postfix/qmgr[8738]: DD07D1612D1: from=<, size=2268, nrcpt=1 (queue active) Oct 6 14:55:18 test postfix/qmgr[8738]: DC1131612CC: removed Oct 6 14:55:18 test postfix/local[8773]: DD07D1612D1: [email protected], relay=local, delay=0.03, delays=0/0/0/0.03, dsn=2.0.0, status=sent (delivered to command: /usr/bin/procmail-wrapper -o -a $DOMAIN -d $LOGNAME) Oct 6 14:55:18 test postfix/qmgr[8738]: DD07D1612D1: removed when I run mail [email protected] the message is sent and received perfectly fine. I'm a bit of a noob when it comes to servers, but I pick things up fairly quickly, so please excuse any incorrect terminology and my general noobiness. Any help would be greatly appreciated, I've been googling for quite a while but I haven't found a solution yet, I'll add a copy of my main.cf file in a response below cheers guys here is the reformatted postconf, do you want the reformatted main.cf file too, or is this enough? alias_database = hash:/etc/postfix/aliases alias_maps = hash:/etc/postfix/aliases broken_sasl_auth_clients = yes command_directory = /usr/sbin config_directory = /etc/postfix daemon_directory = /usr/libexec/postfix debug_peer_level = 2 home_mailbox = Maildir/ html_directory = no mailbox_command = /usr/bin/procmail-wrapper -o -a $DOMAIN -d $LOGNAME mailq_path = /usr/bin/mailq.postfix manpage_directory = /usr/share/man myhostname = server.test.com newaliases_path = /usr/bin/newaliases.postfix readme_directory = /usr/share/doc/postfix-2.3.3/README_FILES sample_directory = /usr/share/doc/postfix-2.3.3/samples sender_bcc_maps = hash:/etc/postfix/bcc sendmail_path = /usr/sbin/sendmail.postfix setgid_group = postdrop smtpd_recipient_restrictions = permit_mynetworks permit_sasl_authenticated reject_unauth_destination smtpd_sasl_auth_enable = yes smtpd_sasl_security_options = noanonymous unknown_local_recipient_reject_code = 550 virtual_alias_maps = hash:/etc/postfix/virtual

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  • Which hardware to VM ratio for Build-Server virtualization?

    - by Martin
    Let's start with saying that I'm a total noob wrt. to server virtualization. That is, I use VMs often during development, but they're simple desktop machine things for me. Now to my problem: We have two (physical) build servers, one master, one slave running Jenkins to do daily tasks and build (Visual C++ Builds) our release packages for our software. As such these machines are critical to our company, because we do lot's releases and without a controlled environment to create them, we can't ship fixes. (And currently there's no proper backup of these machines in place, because they do not hold any data as such - it just would be a major pain to setup them again should they go bust. (But setting up backup that I'd know would work in case of HW failure would even be more pain, so we have skipped that until now.)) Therefore (and for scaling purposes) we would like to go virtual with these machines. Outsourcing to the cloud is not an option, not at all, so we'll have to use on-premises hardware and VM hosts. Each Build-Server (master or slave) is a fully configured (installs, licenses, shares in case of the master, ...) Windows Server box. I would now ideally like to just convert the (two) existing physical nodes to VM images and run them. Later add more VM slave instances as clones of the existing ones. And here begin my questions: Should I go for one VM per one hardware-box or should I go for something where a single hardware runs multiple VMs? That would mean a single point of failure hardware wise and doesn't seem like a good idea ... or?? Since we're doing C++ compilation with Visual Studio, I assume that during a build the hardware (processor cores + disk) will be fully utilized, so going with more than one build-node per hardware doesn't seem to make much sense?? Wrt. to hardware options, does it make any difference which VM software we use (VMWare, MS, Virtualbox, ... ?) (We're using Windows exclusively for our builds.) Regarding budget: We have a normal small company (20 developers) budget for this. ;-) That is, if it's going to cost a few k$ it's going to cost. If it's free - the better. I strongly prefer solutions where there's no multi-k$ maintenance costs per year.

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  • Excel 2010: dynamic update of drop down list based upon datasource validation worksheet changes

    - by hornetbzz
    I have one worksheet for setting up the data sources of multiple data validation lists. in other words, I'm using this worksheet to provide drop down lists to multiple other worksheets. I need to dynamically update all worksheets upon any of a single or several changes on the data source worksheet. I may understand this should come with event macro over the entire workbook. My question is how to achieve this keeping the "OFFSET" formula across the whole workbook ? Thx To support my question, I put the piece of code that I'm trying to get it working : Provided the following informations : I'm using such a formula for a pseudo dynamic update of the drop down lists, for example : =OFFSET(MyDataSourceSheet!$O$2;0;0;COUNTA(MyDataSourceSheet!O:O)-1) I looked into the pearson book event chapter but I'm too noob for this. I understand this macro and implemented it successfully as a test with the drop down list on the same worksheet as the data source. My point is that I don't know how to deploy this over a complete workbook. Macro related to the datasource worksheet : Option Explicit Private Sub Worksheet_Change(ByVal Target As Range) ' Macro to update all worksheets with drop down list referenced upon ' this data source worksheet, base on ref names Dim cell As Range Dim isect As Range Dim vOldValue As Variant, vNewValue As Variant Dim dvLists(1 To 6) As String 'data validation area Dim OneValidationListName As Variant dvLists(1) = "mylist1" dvLists(2) = "mylist2" dvLists(3) = "mylist3" dvLists(4) = "mylist4" dvLists(5) = "mylist5" dvLists(6) = "mylist6" On Error GoTo errorHandler For Each OneValidationListName In dvLists 'Set isect = Application.Intersect(Target, ThisWorkbook.Names("STEP").RefersToRange) Set isect = Application.Intersect(Target, ThisWorkbook.Names(OneValidationListName).RefersToRange) ' If a change occured in the source data sheet If Not isect Is Nothing Then ' Prevent infinite loops Application.EnableEvents = False ' Get previous value of this cell With Target vNewValue = .Value Application.Undo vOldValue = .Value .Value = vNewValue End With ' LOCAL dropdown lists : For every cell with validation For Each cell In Me.UsedRange.SpecialCells(xlCellTypeAllValidation) With cell ' If it has list validation AND the validation formula matches AND the value is the old value If .Validation.Type = 3 And .Validation.Formula1 = "=" & OneValidationListName And .Value = vOldValue Then ' Debug ' MsgBox "Address: " & Target.Address ' Change the cell value cell.Value = vNewValue End If End With Next cell ' Call to other worksheets update macros Call Sheets(5).UpdateDropDownList(vOldValue, vNewValue) ' GoTo NowGetOut Application.EnableEvents = True End If Next OneValidationListName NowGetOut: Application.EnableEvents = True Exit Sub errorHandler: MsgBox "Err " & Err.Number & " : " & Err.Description Resume NowGetOut End Sub Macro UpdateDropDownList related to the destination worksheet : Sub UpdateDropDownList(Optional vOldValue As Variant, Optional vNewValue As Variant) ' Debug MsgBox "Received info for update : " & vNewValue ' For every cell with validation For Each cell In Me.UsedRange.SpecialCells(xlCellTypeAllValidation) With cell ' If it has list validation AND the validation formula matches AND the value is the old value ' If .Validation.Type = 3 And .Value = vOldValue Then If .Validation.Type = 3 And .Value = vOldValue Then ' Change the cell value cell.Value = vNewValue End If End With Next cell End Sub

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  • Initial Review - Mastering Unreal Technology I: Introduction to Level Design with Unreal Engine 3

    - by Matt Christian
    Recently I purchased 3 large volumes on using the Unreal 3 Engine to create levels and custom games.  This past weekend I cracked the spine of the first and started reading.  Here are my early impressions (I'm ~250 pages into it, with appendices it's about 900). Pros Interestingly, the book starts with an overview of the Unreal engines leading up to Unreal 3 (including Gears of War) and follows with some discussion on planning a mod and what goes into the game development process.  This is nice for an intro to the book and is much preferred rather than a simple chapter detailing what is on the included CD, how to install and setup UnrealEd, etc...  While the chapter on Unreal history and planning can be considered 'fluff', it's much less 'fluffy' than most books provide. I need to mention one thing here that is pretty crucial in the way I'm going to continue reviewing this book.  Most technical books like this are used as a shelf reference; as a thick volume you use for looking up techniques every now and again.  Even so, I prefer reading from cover to cover, including chapters I may already be knowledgable on (I'm sure this is typical for most people).  If there was a chapter on installing UnrealEd (the previously mentioned 'fluff'), I would probably force myself to read it, even though I've installed the game and engine multiple times on different systems. Chapter 3 is where we really get to the introduction piece of UnrealEd, creating your first basic level.  This large chapter details creating two small rooms, adding static meshes, adding lighting, creating and adding particle emitters, creating a door that animates with Unreal Matinee and Kismet, static meshes with physics, and other little additions to make your level look less beginner.  This really is a chapter that overviews the entire rest of the book, as each chapter following details the creation and intermediate usages of Static Meshes, Materials, Lighting, etc... One other very nice part to this book is the way the tutorials are setup.  Each tutorial builds off the previous and all are step-by-step.  If you haven't completed one yet, you can find all the starting files on the CD that comes with the book. Cons While the description of the overview chapter (Chapter 3) is fresh in your mind, let me start the cons by saying this chapter is setup extremely confusing for the noob.  At one point, you end up creating a door mesh and setting it up as a InteropMesh so that it is ready to be animated, only to switch to particles and spend a good portion of time working on a different piece of the level.  Yes, this is actually how I develop my levels (jumping back and forth), though it's very odd for a book to jump out of sequence. The next item might be a positive or a negative depending on your skill level with UnrealEd.  Most of the introduction to the editor layout is found in one of the Appendices instead of before Chapter 3.  For new readers, this might lead to confusion as Appendix A would typically be read between Chapter 2 and 3.  However, this is a positive for those with some experience in UnrealEd as they don't have to force themselves through a 'learn every editor button' chapter.  I'm listing this in the Cons section as the book is 'Introduction to...' and is probably going to be directed toward a lot of very beginner developers. Finally, there's a lack of general description to a lot of the underlying engine and what each piece in UnrealEd is or does.  Sometimes you'll be performing Tutorial after Tutorial with barely a paragraph in between describing ANY of what you've just done.  Tutorial 1.1 Step 6 says to press Button X, so you do.  But why?  This is in part a problem with the structure of the tutorials rather than the content of the book.  Since the tutorials are so focused on a step-by-step (or procedural) description of a process, you learn the process and not why you're doing that.  For example, you might learn how to size a material to a surface, but will only learn what buttons to press and not what each one does. This becomes extremely apparent in the chapter on Static Meshes as most of the chapter is spent in 3D Studio Max.  Since there are books on 3DSM and modelling, the book really only tells you the steps and says to go grab a book on modelling if you're really interested in 3DSM.  Again, I've learned the process to develop my own meshes in 3DSM, but I don't know the why behind the steps. Conclusion So far the book is very good though I would have a hard time recommending it to a complete beginner.  I would suggest anyone looking at this book (obviously including the other 2, more advanced volumes) to pick up a copy of UDK or Unreal 3 (available online or via download services such as Steam) and watch some online tutorials and play with it first.  You'll find plenty of online videos available that were created by the authors and may suit as a better introduction to the editor.

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  • JavaOne Afterglow by Simon Ritter

    - by JuergenKress
    Last week was the eighteenth JavaOne conference and I thought it would be a good idea to write up my thoughts about how things went. Firstly thanks to Yoshio Terada for the photos, I didn't bother bringing a camera with me so it's good to have some pictures to add to the words. Things kicked off full-throttle on Sunday.  We had the Java Champions and JUG leaders breakfast, which was a great way to meet up with a lot of familiar faces and start talking all things Java.  At midday the show really started with the Strategy and Technical Keynotes.  This was always going to be tougher job than some years because there was no big shiny ball to reveal to the audience.  With the Java EE 7 spec being finalised a few months ago and Java SE 8, Java ME 8 and JDK8 not due until the start of next year there was not going to be any big announcement.  I thought both keynotes worked really well each focusing on the things most important to Java developers: Strategy One of the things that is becoming more and more prominent in many companies marketing is the Internet of Things (IoT).  We've moved from the conventional desktop/laptop environment to much more mobile connected computing with smart phones and tablets.  The next wave of the internet is not just billions of people connected, but 10s or 100s of billions of devices connected to the network, all generating data and providing much more precise control of almost any process you can imagine.  This ties into the ideas of Big Data and Cloud Computing, but implementation is certainly not without its challenges.  As Peter Utzschneider explained it's about three Vs: Volume, Velocity and Value.  All these devices will create huge volumes of data at very high speed; to avoid being overloaded these devices will need some sort of processing capabilities that can filter the useful data from the redundant.  The raw data then needs to be turned into useful information that has value.  To make this happen will require applications on devices, at gateways and on the back-end servers, all very tightly integrated.  This is where Java plays a pivotal role, write once, run everywhere becomes essential, having nine million developers fluent in the language makes it the defacto lingua franca of IoT.  There will be lots more information on how this will become a reality, so watch this space. Technical How do we make the IoT a reality, technically?  Using the game of chess Mark Reinhold, with the help of people like John Ceccarelli, Jasper Potts and Richard Bair, showed what you could do.  Using Java EE on the back end, Java SE and JavaFX on the desktop and Java ME Embedded and JavaFX on devices they showed a complete end-to-end demo. This was really impressive, using 3D features from JavaFX 8 (that's included with JDK8) to make a 3D animated Duke chess board.  Jasper also unveiled the "DukePad" a home made tablet using a Raspberry Pi, touch screen and accelerometer. Although the Raspberry Pi doesn't have earth shattering CPU performance (about the same level as a mid 1990s Pentium), it does have really quite good GPU performance so the GUI works really well.  The plans are all open sourced and available here.  One small, but very significant announcement was that Java SE will now be included with the NOOB and Raspbian Linux distros provided by the Raspberry Pi foundation (these can be found here).  No more hassle having to download and install the JDK after you've flashed your SD card OS image.  The finale was the Raspberry Pi powered chess playing robot.  Really very, very cool.  I talked to Jasper about this and he told me each of the chess pieces had been 3D printed and then he had to use acetone to give them a glossy finish (not sure what his wife thought of him spending hours in the kitchen in a gas mask!)  The way the robot arm worked was very impressive as it did not have any positioning data (like a potentiometer connected to each motor), but relied purely on carefully calibrated timings to get the arm to the right place.  Having done things like this myself in the past I know how easy it is to find a small error gets magnified into very big mistakes. Here's some pictures from the keynote: The "Dukepad" architecture Nice clear perspex case so you can see the innards. The very nice 3D chess set.  Maya's obviously a great tool. Read the full article here. WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Simon Ritter,Java One,OOW,Oracle OpenWorld,WebLogic,WebLogic Community,Oracle,OPN,Jürgen Kress

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  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

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  • Nothing drawing on screen OpenGL with GLSL

    - by codemonkey
    I hate to be asking this kind of question here, but I am at a complete loss as to what is going wrong, so please bear with me. I am trying to render a single cube (voxel) in the center of the screen, through OpenGL with GLSL on Mac I begin by setting up everything using glut glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_ALPHA|GLUT_DOUBLE|GLUT_DEPTH); glutInitWindowSize(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); glutCreateWindow("Cubez-OSX"); glutReshapeFunc(reshape); glutDisplayFunc(render); glutIdleFunc(idle); _electricSheepEngine=new ElectricSheepEngine(DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT); _electricSheepEngine->initWorld(); glutMainLoop(); Then inside the engine init camera & projection matrices: cameraPosition=glm::vec3(2,2,2); cameraTarget=glm::vec3(0,0,0); cameraUp=glm::vec3(0,0,1); glm::vec3 cameraDirection=glm::normalize(cameraPosition-cameraTarget); cameraRight=glm::cross(cameraDirection, cameraUp); cameraRight.z=0; view=glm::lookAt(cameraPosition, cameraTarget, cameraUp); lensAngle=45.0f; aspectRatio=1.0*(windowWidth/windowHeight); nearClippingPlane=0.1f; farClippingPlane=100.0f; projection=glm::perspective(lensAngle, aspectRatio, nearClippingPlane, farClippingPlane); then init shaders and check compilation and bound attributes & uniforms to be correctly bound (my previous question) These are my two shaders, vertex: #version 120 attribute vec3 position; attribute vec3 inColor; uniform mat4 mvp; varying vec3 fragColor; void main(void){ fragColor = inColor; gl_Position = mvp * vec4(position, 1.0); } and fragment: #version 120 varying vec3 fragColor; void main(void) { gl_FragColor = vec4(fragColor,1.0); } init the cube: setPosition(glm::vec3(0,0,0)); struct voxelData data[]={ //front face {{-1.0, -1.0, 1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, 1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, 1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, 1.0}, {0.0, 1.0, 1.0}}, //back face {{-1.0, -1.0, -1.0}, {0.0, 0.0, 1.0}}, {{ 1.0, -1.0, -1.0}, {0.0, 1.0, 1.0}}, {{ 1.0, 1.0, -1.0}, {0.0, 0.0, 1.0}}, {{-1.0, 1.0, -1.0}, {0.0, 1.0, 1.0}} }; glGenBuffers(1, &modelVerticesBufferObject); glBindBuffer(GL_ARRAY_BUFFER, modelVerticesBufferObject); glBufferData(GL_ARRAY_BUFFER, sizeof(data), data, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); const GLubyte indices[] = { // Front 0, 1, 2, 2, 3, 0, // Back 4, 6, 5, 4, 7, 6, // Left 2, 7, 3, 7, 6, 2, // Right 0, 4, 1, 4, 1, 5, // Top 6, 2, 1, 1, 6, 5, // Bottom 0, 3, 7, 0, 7, 4 }; glGenBuffers(1, &modelFacesBufferObject); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelFacesBufferObject); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); and then the render call: glClearColor(0.52, 0.8, 0.97, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); //use the shader glUseProgram(shaderProgram); //enable attributes in program glEnableVertexAttribArray(shaderAttribute_position); glEnableVertexAttribArray(shaderAttribute_color); //model matrix using model position vector glm::mat4 mvp=projection*view*voxel->getModelMatrix(); glUniformMatrix4fv(shaderAttribute_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_position, // attribute 3, // number of elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements 0 // offset of first element ); glBindBuffer(GL_ARRAY_BUFFER, voxel->modelVerticesBufferObject); glVertexAttribPointer(shaderAttribute_color, // attribute 3, // number of colour elements per vertex, here (x,y) GL_FLOAT, // the type of each element GL_FALSE, // take our values as-is sizeof(struct voxelData), // coord every (sizeof) elements (GLvoid *)(offsetof(struct voxelData, color3D)) // offset of colour data ); //draw the model by going through its elements array glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, voxel->modelFacesBufferObject); int bufferSize; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &bufferSize); glDrawElements(GL_TRIANGLES, bufferSize/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); //close up the attribute in program, no more need glDisableVertexAttribArray(shaderAttribute_position); glDisableVertexAttribArray(shaderAttribute_color); but on screen all I get is the clear color :$ I generate my model matrix using: modelMatrix=glm::translate(glm::mat4(1.0), position); which in debug turns out to be for the position of (0,0,0): |1, 0, 0, 0| |0, 1, 0, 0| |0, 0, 1, 0| |0, 0, 0, 1| Sorry for such a question, I know it is annoying to look at someone's code, but I promise I have tried to debug around and figure it out as much as I can, and can't come to a solution Help a noob please? EDIT: Full source here, if anyone wants

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  • OpenGL 3 and the Radeon HD 4850x2

    - by rotard
    A while ago, I picked up a copy of the OpenGL SuperBible fifth edition and slowly and painfully started teaching myself OpenGL the 3.3 way, after having been used to the 1.0 way from school way back when. Making things more challenging, I am primarily a .NET developer, so I was working in Mono with the OpenTK OpenGL wrapper. On my laptop, I put together a program that let the user walk around a simple landscape using a couple shaders that implemented per-vertex coloring and lighting and texture mapping. Everything was working brilliantly until I ran the same program on my desktop. Disaster! Nothing would render! I have chopped my program down to the point where the camera sits near the origin, pointing at the origin, and renders a square (technically, a triangle fan). The quad renders perfectly on my laptop, coloring, lighting, texturing and all, but the desktop renders a small distorted non-square quadrilateral that is colored incorrectly, not affected by the lights, and not textured. I suspect the graphics card is at fault, because I get the same result whether I am booted into Ubuntu 10.10 or Win XP. I did find that if I pare the vertex shader down to ONLY outputting the positional data and the fragment shader to ONLY outputting a solid color (white) the quad renders correctly. But as SOON as I start passing in color data (whether or not I use it in the fragment shader) the output from the vertex shader is distorted again. The shaders follow. I left the pre-existing code in, but commented out so you can get an idea what I was trying to do. I'm a noob at glsl so the code could probably be a lot better. My laptop is an old lenovo T61p with a Centrino (Core 2) Duo and an nVidia Quadro graphics card running Ubuntu 10.10 My desktop has an i7 with a Radeon HD 4850 x2 (single card, dual GPU) from Saphire dual booting into Ubuntu 10.10 and Windows XP. The problem occurs in both XP and Ubuntu. Can anyone see something wrong that I am missing? What is "special" about my HD 4850x2? string vertexShaderSource = @" #version 330 precision highp float; uniform mat4 projection_matrix; uniform mat4 modelview_matrix; //uniform mat4 normal_matrix; //uniform mat4 cmv_matrix; //Camera modelview. Light sources are transformed by this matrix. //uniform vec3 ambient_color; //uniform vec3 diffuse_color; //uniform vec3 diffuse_direction; in vec4 in_position; in vec4 in_color; //in vec3 in_normal; //in vec3 in_tex_coords; out vec4 varyingColor; //out vec3 varyingTexCoords; void main(void) { //Get surface normal in eye coordinates //vec4 vEyeNormal = normal_matrix * vec4(in_normal, 0); //Get vertex position in eye coordinates //vec4 vPosition4 = modelview_matrix * vec4(in_position, 0); //vec3 vPosition3 = vPosition4.xyz / vPosition4.w; //Get vector to light source in eye coordinates //vec3 lightVecNormalized = normalize(diffuse_direction); //vec3 vLightDir = normalize((cmv_matrix * vec4(lightVecNormalized, 0)).xyz); //Dot product gives us diffuse intensity //float diff = max(0.0, dot(vEyeNormal.xyz, vLightDir.xyz)); //Multiply intensity by diffuse color, force alpha to 1.0 //varyingColor.xyz = in_color * diff * diffuse_color.xyz; varyingColor = in_color; //varyingTexCoords = in_tex_coords; gl_Position = projection_matrix * modelview_matrix * in_position; }"; string fragmentShaderSource = @" #version 330 //#extension GL_EXT_gpu_shader4 : enable precision highp float; //uniform sampler2DArray colorMap; //in vec4 varyingColor; //in vec3 varyingTexCoords; out vec4 out_frag_color; void main(void) { out_frag_color = vec4(1,1,1,1); //out_frag_color = varyingColor; //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, varyingTexCoords.st); //out_frag_color = vec4(varyingColor, 1) * texture(colorMap, vec3(varyingTexCoords.st, 0)); //out_frag_color = vec4(varyingColor, 1) * texture2DArray(colorMap, varyingTexCoords); }"; Note that in this code the color data is accepted but not actually used. The geometry is outputted the same (wrong) whether the fragment shader uses varyingColor or not. Only if I comment out the line varyingColor = in_color; does the geometry output correctly. Originally the shaders took in vec3 inputs, I only modified them to take vec4s while troubleshooting.

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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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  • ANTLR: using stringTemplate

    - by Kevin Won
    (I'm a Noob with Antlr)... I'm having difficulties getting my grammar with StringTemplates. Basically I'm trying to write a little DSL. I can get my grammar the way I want (it parses correctly), but I can't get the generation of the target code to work with templates. So here's a snippet of my grammar: grammar Pfig; options { output=template; language=CSharp2; } conf : globalName ; globalName : 'GlobalName:' ID -> localConf(name ={$ID.text}) ; I simplified it quite a bit just to get the essence across. Basically, when the lex/parse comes across `GlobalName: Foo' I want it to spit out text based on the StringTemplate called 'localConf'. Super straightforward. So now, let's fire up the parser in a test app and have it process an input file. // C# processing a file with the lex/parser. // the 'app.pfig' file just has one line that reads 'GlobalName: Bla' using (FileStream fs = File.OpenRead("c:\\app.pfig")) { PfigParser parser = new PfigParser(new CommonTokenStream( new PfigLexer(new ANTLRInputStream(fs)))); using (TextReader tr = File.OpenText("./Pfig.stg")) { parser.TemplateLib = new StringTemplateGroup(tr); } var parseResult = parser.conf(); string code = parseResult.Template.ToString(); // Fail: template is null } I can step through the parser code and see that it correctly identifies my text and applies the stringTemplate correctly. The problem is that since this 'globalName' rule is a subrule of 'conf' it doesn't get executed directly--the method just finds it and returns. But the calling 'Conf' method does not keep the return value from the subrule--it goes to thin air. This means that my resultant template on the last line is null. If I get rid of the 'conf' rule in my grammar and call 'globalName' directly, it will work (since it's the only rule on the stack). But I obviously want more than one rule. I've generated the parser in Java and it does the same thing: // antlr generated parser code public PfigParser.conf_return conf() // throws RecognitionException [1] { PfigParser.conf_return retval = new PfigParser.conf_return(); try { { PushFollow(FOLLOW_globalName_in_conf30); globalName(); // <- it calls globalName() but doesn't keep the return. state.followingStackPointer--; } retval.Stop = input.LT(-1); } // snip It's simple to see I don't get some basic concept with how the Template approach is supposed to work with Antlr. I'm quite sure this is my problem but I'm a loggerheads to know what I'm doing wrong... the examples I've seen don't really show real-world template emission of code.

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  • help with xml parsing using php

    - by fayer
    i've got following example xml: <entity id="1"> <name>computer</name> <type>category</type> <entities> <entity id="2"> <name>mac</name> <type>category</type> </entity> <entity id="3"> <name>linux</name> <type>category</type> <entities> <entity id="4"> <name>ubuntu</name> <type>category</type> </entity> <entity id="5"> <name>redhat</name> <type>category</type> <entities> <entity id="6"> <name>server</name> <type>category</type> </entity> <entity id="7"> <name>desktop</name> <type>category</type> </entity> </entities> </entity> </entities> </entity> </entities> </entity> if i've got an id, lets say 5. is it possible to retrieve the following: the name of the entity with the id=5 (redhat) ALL the child entities and their name and id (server/6 and desktop/7) all the parent entities and their name and id (computer/1, mac/2 and linux/3) im a noob on parsing xml. is this accomplished by xpath only or xquery/xpath? i would appreciate if someone could give me some example code to do this with simplexml. thanks!

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  • Flash -> ByteArray -> AMFPHP -> Invalid Image !??

    - by undefined
    Hi, Im loading images into Flash and using JPGEncoder to encode the image to a ByteArray and send this to AMF PHP which writes out the bytearray to a file. This all appears to work correctly and I can download the resulting file in Photoshop CS4 absolutely fine. When i try to open it from the desktop or open it back in Flash it doesnt work... Picasa my default image browser says "Invalid" Here is the code i use to write the bytearray to a file - $jpg = $GLOBALS["HTTP_RAW_POST_DATA"]; file_put_contents($filename, $jpg); That's it ... I use the NetConnection class to connect and call the service, do I need to say Im sending jpg data? I assumed that JPGEncoder took care of that. How can I validate the bytearray before writing the file? Do I need to set MIME type or something .. excuse the slightly noob questions, a little knowledge can be a dangerous thing. Thanks --------------------------------------- PART II ------------------------------------------ Here is some code - 1) load the image into Flash player item.load(); function _onImageDataLoaded(evt:Event):void { var tmpFileRef:FileReference=FileReference(evt.target); image_loader=new Loader ; image_loader.contentLoaderInfo.addEventListener(Event.COMPLETE, _onImageLoaded); image_loader.loadBytes(tmpFileRef.data); } function _onImageLoaded(evt:Event):void { bitmap=Bitmap(evt.target.content); bitmap.smoothing=true; if (bitmap.width>MAX_WIDTH||bitmap.height>MAX_HEIGHT) { resizeBitmap(bitmap); } uploadResizedImage(bitmap); } function resizeBitmap(target:Bitmap):void { if (target.height>target.width) { target.width=MAX_WIDTH; target.scaleY=target.scaleX; } else if (target.width >= target.height) { target.height=MAX_HEIGHT; target.scaleX=target.scaleY; } } function uploadResizedImage(target:Bitmap):void { var _bmd:BitmapData=new BitmapData(target.width,target.height); _bmd.draw(target, new Matrix(target.scaleX, 0, 0, target.scaleY)); var encoded_jpg:JPGEncoder=new JPGEncoder(90); var jpg_binary:ByteArray=encoded_jpg.encode(_bmd); _uploadService=new NetConnection(); _uploadService.objectEncoding=ObjectEncoding.AMF3 _uploadService.connect("http://.../amfphp/gateway.php"); _uploadService.call("UploadService.receiveByteArray",new Responder(success, error), jpg_binary, currentImageFilename); } Many thanks for you help

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  • Jruby Gems-in-a-jar issue

    - by antonio
    Hi all, I am trying to write some code in ruby (using jruby) to be compiled to java bytecode with jrubyc and deployed to a remote machine where it will be run on the JVM (no ruby available there). Everything works fine as long as I am happy to stick with the standard jruby library. As explained on the jruby website, I simply copy the jruby-complete.jar library to the remote machine and include it in the classpath at runtime. I fire my compiled script and it works: cool! The problems start when I need some other libraries (typically rubygems) to run my script. I am aware of cool stuff like rawr, -which I successfully tested- to put together all you need in a single package. However that is not the solution I am looking for: I will have many small scripts to run independently and I don't want each of them to grow to at least 10 MB just because I insanely include the jruby-complete.jar in each of them. What I would like is to compile a .jar for each of the libraries that I will need to use, put all of them in a common folder on the remote machine and include them at runtime in the classpath when I run my compiled jruby scripts on the JVM. This said, I tried to follow the instructions here: http://blog.nicksieger.com/articles/2009/01/10/jruby-1-1-6-gems-in-a-jar I tried exactly the example shown there, with the "chronic" gem. Going step by step: Install the gem locally: java -jar jruby-complete-1.1.6.jar -S gem install -i ./chronic chronic --no-rdoc --no-ri Package it into a jar: jar cf chronic.jar -C chronic . Write a two lines test script, saving it as testt.rb: require 'chronic' Chronic.parse('tomorrow') Compile with: jrubyc testt.rb Run the resulting java class testt.class with the following (having both jruby-complete.jar and chronic.jar in the same folder as the java class): java -cp .:/jruby-complete.jar:./chronic.jar testt I get the following error: Exception in thread "main" file:/Users/ave2/NetBeansProjects/jrubywatir/lib/jruby-complete.jar!/METAINF/jruby.home/lib/ruby/site_ruby/shared/builtin/core_ext/symbol.rb:1:in `const_missing': uninitialized constant Chronic (NameError) from testt.rb:2 ...internal jruby stack elided... from Module.const_missing(testt.rb:2) from (unknown).(unknown)(:1) I really don't understand what I am doing wrong, and I am totally stuck on this. I am a noob in Ruby, much more used to Python: don't miss a chance to convert an infidel! :-) Thanks.

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  • mysql error using Rails-- Please help

    - by Cypher
    Alright I am sry for the noob question but this has been driving me up a wall-especially because I got it to work yesterday and I can't remember what I did.... I am just trying to use mysql with rails with a mongrel server. I set up the server fine and can run rails applications that don't need mysql but when I create a project using (for example) rails -d mysql blog and then create some simple controller e.g. ruby script/generate Test then put this code in the controller... class TestController < ApplicationController def index render :text => 'WORK' end end then when I start the server up and open up localhost:3000/test I get the following error: = Booting Mongrel = Rails 2.3.5 application starting on http://0.0.0.0:3000 = Call with -d to detach = Ctrl-C to shutdown server /!\ FAILSAFE /!\ Mon May 10 20:15:06 -0500 2010 Status: 500 Internal Server Error Can't connect to MySQL server on 'localhost' (10061) C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/mysql_adapter.rb:589:in 'real_connect' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/mysql_adapter.rb:589:in 'connect' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/mysql_adapter.rb:203:in 'initialize' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/mysql_adapter.rb:75:in 'new' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/mysql_adapter.rb:75:in 'mysql_connection' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/abstract/connection_pool.rb:223:in 'send' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/abstract/connection_pool.rb:223:in 'new_connection' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/abstract/connection_pool.rb:245:in 'checkout_new_connection' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/abstract/connection_pool.rb:188:in 'checkout' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/abstract/connection_pool.rb:184:in 'loop' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/abstract/connection_pool.rb:184:in 'checkout' C:/Ruby/lib/ruby/1.8/monitor.rb:242:in 'synchronize' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/abstract/connection_pool.rb:183:in 'checkout' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/abstract/connection_pool.rb:98:in 'connection' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/abstract/connection_pool.rb:326:in 'retrieve_connection' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/abstract/connection_specification.rb:123:in 'retrieve_connection' C:/Ruby/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapter s/abstract/connection_specification.rb:115:in 'connection' etc... In the browser i get a 'We're sorry, but something went wrong' Does anyone know what I am doing wrong?

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