Search Results

Search found 10366 results on 415 pages for 'const char pointer'.

Page 377/415 | < Previous Page | 373 374 375 376 377 378 379 380 381 382 383 384  | Next Page >

  • Libnoise producing completely random noise

    - by Doodlemeat
    I am using libnoise in C++ taken and I have some problems with getting coherent noise. I mean, the noise produced now are completely random and it doesn't look like a noise. Here's a to the image produced by my game. I am diving the map into several chunks, but I can't seem to find any problem doing that since libnoise supports tileable noise. The code can be found below. Every chunk is 8x8 tiles large. Every tile is 64x64 pixels. I am also providing a link to download the entire project. It was made in Visual Studio 2013. Download link This is the code for generating a chunk Chunk *World::loadChunk(sf::Vector2i pPosition) { sf::Vector2i chunkPos = pPosition; pPosition.x *= mChunkTileSize.x; pPosition.y *= mChunkTileSize.y; sf::FloatRect bounds(static_cast<sf::Vector2f>(pPosition), sf::Vector2f(static_cast<float>(mChunkTileSize.x), static_cast<float>(mChunkTileSize.y))); utils::NoiseMap heightMap; utils::NoiseMapBuilderPlane heightMapBuilder; heightMapBuilder.SetSourceModule(mNoiseModule); heightMapBuilder.SetDestNoiseMap(heightMap); heightMapBuilder.SetDestSize(mChunkTileSize.x, mChunkTileSize.y); heightMapBuilder.SetBounds(bounds.left, bounds.left + bounds.width - 1, bounds.top, bounds.top + bounds.height - 1); heightMapBuilder.Build(); Chunk *chunk = new Chunk(this); chunk->setPosition(chunkPos); chunk->buildChunk(&heightMap); chunk->setTexture(&mTileset); mChunks.push_back(chunk); return chunk; } This is the code for building the chunk void Chunk::buildChunk(utils::NoiseMap *pHeightMap) { // Resize the tiles space mTiles.resize(pHeightMap->GetWidth()); for (int x = 0; x < mTiles.size(); x++) { mTiles[x].resize(pHeightMap->GetHeight()); } // Set vertices type and size mVertices.setPrimitiveType(sf::Quads); mVertices.resize(pHeightMap->GetWidth() * pHeightMap->GetWidth() * 4); // Get the offset position of all tiles position sf::Vector2i tileSize = mWorld->getTileSize(); sf::Vector2i chunkSize = mWorld->getChunkSize(); sf::Vector2f offsetPositon = sf::Vector2f(mPosition); offsetPositon.x *= chunkSize.x; offsetPositon.y *= chunkSize.y; // Build tiles for (int x = 0; x < mTiles.size(); x++) { for (int y = 0; y < mTiles[x].size(); y++) { // Sometimes libnoise can return a value over 1.0, better be sure to cap the top and bottom.. float heightValue = pHeightMap->GetValue(x, y); if (heightValue > 1.f) heightValue = 1.f; if (heightValue < -1.f) heightValue = -1.f; // Instantiate a new Tile object with the noise value, this doesn't do anything yet.. mTiles[x][y] = new Tile(this, pHeightMap->GetValue(x, y)); // Get a pointer to the current tile's quad sf::Vertex *quad = &mVertices[(y + x * pHeightMap->GetWidth()) * 4]; quad[0].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + y * tileSize.y); quad[1].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + y * tileSize.y); quad[2].position = sf::Vector2f(offsetPositon.x + (x + 1) * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); quad[3].position = sf::Vector2f(offsetPositon.x + x * tileSize.x, offsetPositon.y + (y + 1) * tileSize.y); // find out which type of tile to render, atm only air or stone TileStop *tilestop = mWorld->getTileStopAt(heightValue); sf::Vector2i texturePos = tilestop->getTexturePosition(); // define its 4 texture coordinates quad[0].texCoords = sf::Vector2f(texturePos.x, texturePos.y); quad[1].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y); quad[2].texCoords = sf::Vector2f(texturePos.x + 64, texturePos.y + 64); quad[3].texCoords = sf::Vector2f(texturePos.x, texturePos.y + 64); } } } All the code that uses libnoise in some way are World.cpp, World.h and Chunk.cpp, Chunk.h in the project.

    Read the article

  • Part 8: How to name EBS Customizations

    - by volker.eckardt(at)oracle.com
    You might wonder why I am discussing this here. The reason is simple: nearly every project has a bit different naming conventions, which makes a the life always a bit complicated (for developers, but also setup responsible, and also for consultants).  Although we always create a document to describe the technical object naming conventions, I have rarely seen a dedicated document  with functional naming conventions. To be precisely, from my stand point, there should always be one global naming definition for an implementation! Let me discuss some related questions: What is the best convention for the customization reference? How to name database objects (tables, packages etc.)? How to name functional objects like Value Sets, Concurrent Programs, etc. How to separate customizations from standard objects best? What is the best convention for the customization reference? The customization reference is the key you use to reference your customization from other lists, from the project plan etc. Usually it is something like XXHU_CONV_22 (HU=customer abbreviation, CONV=Conversion object #22) or XXFA_DEPRN_RPT_02 (FA=Fixed Assets, DEPRN=Short object group, here depreciation, RPT=Report, 02=2nd report in this area) As this is just a reference (not an object name yet), I would prefer the second option. XX=Customization, FA=Main EBS Module linked (you may have sometimes more, but FA is the main) DEPRN_RPT=Short name to specify the customization 02=a unique number Important here is that the HU isn’t used, because XX is enough to mark a custom object, and the 3rd+4th char can be used by the EBS module short name. How to name database objects (tables, packages etc.)? I was leading different developer teams, and I know that one common way is it to take the Customization reference and add more chars behind to classify the object (like _V for view and _T1 for triggers etc.). The only concern I have with this approach is the reusability. If you name your view XXFA_DEPRN_RPT_02_V, no one will by choice reuse this nice view, as it seams to be specific for this CEMLI. My suggestion is rather to name the view XXFA_DEPRN_PERIODS_V and allow herewith reusability for other CEMLIs (although the view will be deployed primarily with CEMLI package XXFA_DEPRN_RPT_02). (check also one of the following Blogs where I will talk about deployment.) How to name Value Sets, Concurrent Programs, etc. For Value Sets I would go with the same convention as for database objects, starting with XX<Module> …. For Concurrent Programs the situation is a bit different. This “object” is seen and used by a lot of users, and they will search for. In many projects it is common to start again with the company short name, or with XX. My proposal would differ. If you have created your own report and you name it “XX: Invoice Report”, the user has to remember that this report does not start with “I”, it starts with X. Would you like typing an X if you are looking for an Invoice report? No, you wouldn’t! So my advise would be to name it:   “Invoice Report (XXAP)”. Still we know it is custom (because of the XXAP), but the end user will type the key “i” to get it (and will see similar reports starting also with “i”). I hope that the general schema behind has now become obvious. How to separate customizations from standard objects best? I would not have this section here if the naming would not play an important role. Unfortunately, we can not always link a custom application to our own object, therefore the naming is really important. In the file system structure we use our $XXyy_TOP, in JAVA_TOP it is perhaps also “xx” in front. But in the database itself? Although there are different concepts in place, still many implementations are using the standard “apps” approach, means custom objects are stored in the apps schema (which should not cause any trouble). Final advise: review the naming conventions regularly, once a month. You may have to add more! And, publish them! To summarize: Technical and functional customized objects should always follow a naming convention. This naming convention should be project wide, and only one place shall be used to maintain (like in a Wiki). If the name is for the end user, rather put a customization identifier at the end; if it is an internal name, start with XX…

    Read the article

  • Existential CAML - does an item exist?

    - by PointsToShare
    © 2011 By: Dov Trietsch. All rights reserved More CAML and existence. In “SharePoint List Issues” and “Passing the CAML thru the EY of the NEEDL we saw how to use CAML to return a subset of a list and also how to check the existence of lists, fields, defaults, and values.   Here is a general function that may be used to get a subset of a list by comparing a “text” type field to a given value.  The function is pretty smart. It can be used to check existence or to return a collection of items that may be further processed. It handles non existing fields and replaces them with the ubiquitous “Title”, but only once!  /// Build an SPQuery that returns a selected set of columns from a List /// titleField must be a "Text" type field /// When the titleField parameter is empty ("") "Title" is assumed /// When the title parameter is empty ("") All is assumed /// When the columnNames parameter is null, the query returns all the fields /// When the rowLimit parameter is 0, the query return all the items. /// with a non-zero, the query returns at most rowLimits /// /// usage: to check if an item titled "Blah" exists in your list, do: /// colNames = {"Title"} /// col = GetListItemColumnByTitle(myList, "", "Blah", colNames, 1) /// Check the col.Count. if > 0 the item exists and is in the collection private static SPListItemCollection GetListItemColumnByTitle(SPList list, string titleField, string title, string[] columnNames, uint rowLimit) {   try   {     char QT = Convert.ToChar((int)34);     SPQuery query = new SPQuery();     if (title != "")     {       string tf = titleField;       if (titleField == "") tf = "Title";       tf = CAMLThisName(list, tf, "Title");        StringBuilder titleQuery = new StringBuilder  ("<Where><Eq><FieldRef Name=");       titleQuery.Append(QT);       titleQuery.Append(tf);       titleQuery.Append(QT);       titleQuery.Append("/><Value Type=");       titleQuery.Append(QT);       titleQuery.Append("Text");       titleQuery.Append(QT);       titleQuery.Append(">");       titleQuery.Append(title);       titleQuery.Append("</Value></Eq></Where>");       query.Query = titleQuery.ToString();     }     if (columnNames.Length != 0)     {       StringBuilder sb = new StringBuilder("");       bool TitleAlreadyIncluded = false;       foreach (string columnName in columnNames)       {         string tst = CAMLThisName(list, columnName, "Title");         //Allow Title only once         if (tst != "Title" || !TitleAlreadyIncluded)         {           sb.Append("<FieldRef Name=");           sb.Append(QT);           sb.Append(tst);           sb.Append(QT);           sb.Append("/>");           if (tst == "Title") TitleAlreadyIncluded = true;         }       }       query.ViewFields = sb.ToString();     }     if (rowLimit > 0)     {        query.RowLimit = rowLimit;     }     SPListItemCollection col = list.GetItems(query);     return col;   }   catch (Exception ex)   {     //Console.WriteLine("GetListItemColumnByTitle" + ex.ToString());     //sw.WriteLine("GetListItemColumnByTitle" + ex.ToString());     return null;   } } Here I called it for a list in which “Author” (it is the internal name for “Created”) and “Blah” do not exist. The list of column names is:  string[] columnNames = {"Test Column1", "Title", "Author", "Allow Multiple Ratings", "Blah"};  So if I use this call, I get all the items for which “01-STD MIL_some” has the value of 1. the fields returned are: “Test Column1”, “Title”, and “Allow Multiple Ratings”. Because “Title” was already included and the default for non exixsting is “Title”, it was not replicated for the 2 non-existing fields.  SPListItemCollection col = GetListItemColumnByTitle(masterList, "01-STD MIL_some", "1", columnNames, 0); The following call checks if there are any items where “01-STD MIL_some” has the value of “1”. Note that I limited the number of returned items to 1.  SPListItemCollection col = GetListItemColumnByTitle(masterList, "01-STD MIL_some", "1", columnNames, 1); The code also uses the CAMLThisName function that checks for an existence of a field and returns its InternalName. This is yet another useful function that I use again and again.  /// <summary> /// return a fields internal name (CAMLName)  /// or the "default" name that you passed. /// To check existence pass "" or some funny name like "mud in your eye" /// </summary> public static string CAMLThisName(SPList list, string name, string def) {   String CAMLName = def;   SPField fld = GetFieldByName(list, name);   if (fld != null)   {      CAMLName = fld.InternalName;   }   return CAMLName; } That’s all folks?!

    Read the article

  • implementation of text editor in shell programming

    - by Arka Ghosh
    i have made a text editor in C. when i am changing the extension of that file from .c to .sh and compiling the file in the terminal,some error is shown,like for the global variables an external error is shown,and for the functions i have declared errors are shown there also.please help me to solve this. I am sending my code.. include include include int i,j,ec,fg,ec2; char fn[20],e,c,d; FILE *fp1,*fp2,fp; void Create(); void Append(); void Delete(); void Display(); int main() { do { printf("\n\t\t** TEXT EDITOR *"); printf("\n\n\tMENU:\n\t..\n "); printf("\n\t1.CREATE\n\t2.DISPLAY\n\t3.APPEND\n\t4.DELETE\n\t5.EXIT\n"); printf("\n\tEnter your choice: "); scanf("%d",&ec); switch(ec) { case 1: Create(); break; case 2: Display(); break; case 3: Append(); break; case 4: Delete(); break; case 5: exit(1); } }while(1); } void Create() { fp1=fopen("temp.txt","w"); printf("\n\tEnter the text and press '.' to save\n\n\t"); while(1) { c=getchar(); fputc(c,fp1); if(c == '.') { fclose(fp1); printf("\n\tEnter then new filename: "); scanf("%s",fn); fp1=fopen("temp.txt","r"); fp2=fopen(fn,"w"); while(!feof(fp1)) { c=getc(fp1); putc(c,fp2); } fclose(fp2); break; }} } void Display() { printf("\n\tEnter the file name: "); scanf("%s",fn); fp1=fopen(fn,"r"); if(fp1==NULL) { printf("\n\tFile not found!"); goto end1; } while(!feof(fp1)) { c=getc(fp1); printf("%c",c); } end1: fclose(fp1); printf("\n\n\tPress any key to continue.."); } void Delete() { printf("\n\tEnter the file name: "); scanf("%s",fn); fp1=fopen(fn,"r"); if(fp1==NULL) { printf("\n\tFile not found!"); goto end2; } fclose(fp1); if(remove(fn)==0) { printf("\n\n\tFile has been deleted successfully!"); goto end2; } else printf("\n\tError!\n"); end2: printf("\n\n\tPress any key to continue.."); getchar(); } void Append() { printf("\n\tEnter the file name: "); scanf("%s",fn); fp1=fopen(fn,"r"); if(fp1==NULL) { printf("\n\tFile not found!"); goto end3; } while(!feof(fp1)) { c=getc(fp1); printf("%c",c); } fclose(fp1); printf("\n\tType the text and press 'Ctrl+s' to append.\n"); fp1=fopen(fn,"a"); while(1) { c=getchar(); if(c==19) goto end3; if(c==13) { d='\n'; fputc(d,fp1); } else { fputc(c,fp1); } } end3: fclose(fp1); }

    Read the article

  • OpenGL 3.x Assimp trouble implementing phong shading (normals?)

    - by Defcronyke
    I'm having trouble getting phong shading to look right. I'm pretty sure there's something wrong with either my OpenGL calls, or the way I'm loading my normals, but I guess it could be something else since 3D graphics and Assimp are both still very new to me. When trying to load .obj/.mtl files, the problems I'm seeing are: The models seem to be lit too intensely (less phong-style and more completely washed out, too bright). Faces that are lit seem to be lit equally all over (with the exception of a specular highlight showing only when the light source position is moved to be practically right on top of the model) Because of problems 1 and 2, spheres look very wrong: picture of sphere And things with larger faces look (less-noticeably) wrong too: picture of cube I could be wrong, but to me this doesn't look like proper phong shading. Here's the code that I think might be relevant (I can post more if necessary): file: assimpRenderer.cpp #include "assimpRenderer.hpp" namespace def { assimpRenderer::assimpRenderer(std::string modelFilename, float modelScale) { initSFML(); initOpenGL(); if (assImport(modelFilename)) // if modelFile loaded successfully { initScene(); mainLoop(modelScale); shutdownScene(); } shutdownOpenGL(); shutdownSFML(); } assimpRenderer::~assimpRenderer() { } void assimpRenderer::initSFML() { windowWidth = 800; windowHeight = 600; settings.majorVersion = 3; settings.minorVersion = 3; app = NULL; shader = NULL; app = new sf::Window(sf::VideoMode(windowWidth,windowHeight,32), "OpenGL 3.x Window", sf::Style::Default, settings); app->setFramerateLimit(240); app->setActive(); return; } void assimpRenderer::shutdownSFML() { delete app; return; } void assimpRenderer::initOpenGL() { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ std::cerr << "Error: " << glewGetErrorString(err) << std::endl; } // check the OpenGL context version that's currently in use int glVersion[2] = {-1, -1}; glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]); // get the OpenGL Major version glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]); // get the OpenGL Minor version std::cout << "Using OpenGL Version: " << glVersion[0] << "." << glVersion[1] << std::endl; return; } void assimpRenderer::shutdownOpenGL() { return; } void assimpRenderer::initScene() { // allocate heap space for VAOs, VBOs, and IBOs vaoID = new GLuint[scene->mNumMeshes]; vboID = new GLuint[scene->mNumMeshes*2]; iboID = new GLuint[scene->mNumMeshes]; glClearColor(0.4f, 0.6f, 0.9f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); shader = new Shader("shader.vert", "shader.frag"); projectionMatrix = glm::perspective(60.0f, (float)windowWidth / (float)windowHeight, 0.1f, 100.0f); rot = 0.0f; rotSpeed = 50.0f; faceIndex = 0; colorArrayA = NULL; colorArrayD = NULL; colorArrayS = NULL; normalArray = NULL; genVAOs(); return; } void assimpRenderer::shutdownScene() { delete [] iboID; delete [] vboID; delete [] vaoID; delete shader; } void assimpRenderer::renderScene(float modelScale) { sf::Time elapsedTime = clock.getElapsedTime(); clock.restart(); if (rot > 360.0f) rot = 0.0f; rot += rotSpeed * elapsedTime.asSeconds(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -3.0f, -10.0f)); // move back a bit modelMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(modelScale)); // scale model modelMatrix = glm::rotate(modelMatrix, rot, glm::vec3(0, 1, 0)); //modelMatrix = glm::rotate(modelMatrix, 25.0f, glm::vec3(0, 1, 0)); glm::vec3 lightPosition( 0.0f, -100.0f, 0.0f ); float lightPositionArray[3]; lightPositionArray[0] = lightPosition[0]; lightPositionArray[1] = lightPosition[1]; lightPositionArray[2] = lightPosition[2]; shader->bind(); int projectionMatrixLocation = glGetUniformLocation(shader->id(), "projectionMatrix"); int viewMatrixLocation = glGetUniformLocation(shader->id(), "viewMatrix"); int modelMatrixLocation = glGetUniformLocation(shader->id(), "modelMatrix"); int ambientLocation = glGetUniformLocation(shader->id(), "ambientColor"); int diffuseLocation = glGetUniformLocation(shader->id(), "diffuseColor"); int specularLocation = glGetUniformLocation(shader->id(), "specularColor"); int lightPositionLocation = glGetUniformLocation(shader->id(), "lightPosition"); int normalMatrixLocation = glGetUniformLocation(shader->id(), "normalMatrix"); glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix[0][0]); glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, &viewMatrix[0][0]); glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &modelMatrix[0][0]); glUniform3fv(lightPositionLocation, 1, lightPositionArray); for (unsigned int i = 0; i < scene->mNumMeshes; i++) { colorArrayA = new float[3]; colorArrayD = new float[3]; colorArrayS = new float[3]; material = scene->mMaterials[scene->mNumMaterials-1]; normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glUniformMatrix3fv(normalMatrixLocation, 1, GL_FALSE, normalArray); aiColor3D ambient(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_AMBIENT, ambient); aiColor3D diffuse(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse); aiColor3D specular(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_SPECULAR, specular); colorArrayA[0] = ambient.r; colorArrayA[1] = ambient.g; colorArrayA[2] = ambient.b; colorArrayD[0] = diffuse.r; colorArrayD[1] = diffuse.g; colorArrayD[2] = diffuse.b; colorArrayS[0] = specular.r; colorArrayS[1] = specular.g; colorArrayS[2] = specular.b; // bind color for each mesh glUniform3fv(ambientLocation, 1, colorArrayA); glUniform3fv(diffuseLocation, 1, colorArrayD); glUniform3fv(specularLocation, 1, colorArrayS); // render all meshes glBindVertexArray(vaoID[i]); // bind our VAO glDrawElements(GL_TRIANGLES, scene->mMeshes[i]->mNumFaces*3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // unbind our VAO delete [] normalArray; delete [] colorArrayA; delete [] colorArrayD; delete [] colorArrayS; } shader->unbind(); app->display(); return; } void assimpRenderer::handleEvents() { sf::Event event; while (app->pollEvent(event)) { if (event.type == sf::Event::Closed) { app->close(); } if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)) { app->close(); } if (event.type == sf::Event::Resized) { glViewport(0, 0, event.size.width, event.size.height); } } return; } void assimpRenderer::mainLoop(float modelScale) { while (app->isOpen()) { renderScene(modelScale); handleEvents(); } } bool assimpRenderer::assImport(const std::string& pFile) { // read the file with some example postprocessing scene = importer.ReadFile(pFile, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); // if the import failed, report it if (!scene) { std::cerr << "Error: " << importer.GetErrorString() << std::endl; return false; } return true; } void assimpRenderer::genVAOs() { int vboIndex = 0; for (unsigned int i = 0; i < scene->mNumMeshes; i++, vboIndex+=2) { mesh = scene->mMeshes[i]; indexArray = new unsigned int[mesh->mNumFaces * sizeof(unsigned int) * 3]; // convert assimp faces format to array faceIndex = 0; for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; std::memcpy(&indexArray[faceIndex], face->mIndices, sizeof(float) * 3); faceIndex += 3; } // generate VAO glGenVertexArrays(1, &vaoID[i]); glBindVertexArray(vaoID[i]); // generate IBO for faces glGenBuffers(1, &iboID[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * mesh->mNumFaces * 3, indexArray, GL_STATIC_DRAW); // generate VBO for vertices if (mesh->HasPositions()) { glGenBuffers(1, &vboID[vboIndex]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, mesh->mVertices, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)0); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); } // generate VBO for normals if (mesh->HasNormals()) { normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glGenBuffers(1, &vboID[vboIndex+1]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex+1]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, normalArray, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)1); glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0); delete [] normalArray; } // tex coord stuff goes here // unbind buffers glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); delete [] indexArray; } vboIndex = 0; return; } } file: shader.vert #version 150 core in vec3 in_Position; in vec3 in_Normal; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; uniform vec3 lightPosition; uniform mat3 normalMatrix; smooth out vec3 vVaryingNormal; smooth out vec3 vVaryingLightDir; void main() { // derive MVP and MV matrices mat4 modelViewProjectionMatrix = projectionMatrix * viewMatrix * modelMatrix; mat4 modelViewMatrix = viewMatrix * modelMatrix; // get surface normal in eye coordinates vVaryingNormal = normalMatrix * in_Normal; // get vertex position in eye coordinates vec4 vPosition4 = modelViewMatrix * vec4(in_Position, 1.0); vec3 vPosition3 = vPosition4.xyz / vPosition4.w; // get vector to light source vVaryingLightDir = normalize(lightPosition - vPosition3); // Set the position of the current vertex gl_Position = modelViewProjectionMatrix * vec4(in_Position, 1.0); } file: shader.frag #version 150 core out vec4 out_Color; uniform vec3 ambientColor; uniform vec3 diffuseColor; uniform vec3 specularColor; smooth in vec3 vVaryingNormal; smooth in vec3 vVaryingLightDir; void main() { // dot product gives us diffuse intensity float diff = max(0.0, dot(normalize(vVaryingNormal), normalize(vVaryingLightDir))); // multiply intensity by diffuse color, force alpha to 1.0 out_Color = vec4(diff * diffuseColor, 1.0); // add in ambient light out_Color += vec4(ambientColor, 1.0); // specular light vec3 vReflection = normalize(reflect(-normalize(vVaryingLightDir), normalize(vVaryingNormal))); float spec = max(0.0, dot(normalize(vVaryingNormal), vReflection)); if (diff != 0) { float fSpec = pow(spec, 128.0); // Set the output color of our current pixel out_Color.rgb += vec3(fSpec, fSpec, fSpec); } } I know it's a lot to look through, but I'm putting most of the code up so as not to assume where the problem is. Thanks in advance to anyone who has some time to help me pinpoint the problem(s)! I've been trying to sort it out for two days now and I'm not getting anywhere on my own.

    Read the article

  • Documentation Changes in Solaris 11.1

    - by alanc
    One of the first places you can see Solaris 11.1 changes are in the docs, which have now been posted in the Solaris 11.1 Library on docs.oracle.com. I spent a good deal of time reviewing documentation for this release, and thought some would be interesting to blog about, but didn't review all the changes (not by a long shot), and am not going to cover all the changes here, so there's plenty left for you to discover on your own. Just comparing the Solaris 11.1 Library list of docs against the Solaris 11 list will show a lot of reorganization and refactoring of the doc set, especially in the system administration guides. Hopefully the new break down will make it easier to get straight to the sections you need when a task is at hand. Packaging System Unfortunately, the excellent in-depth guide for how to build packages for the new Image Packaging System (IPS) in Solaris 11 wasn't done in time to make the initial Solaris 11 doc set. An interim version was published shortly after release, in PDF form on the OTN IPS page. For Solaris 11.1 it was included in the doc set, as Packaging and Delivering Software With the Image Packaging System in Oracle Solaris 11.1, so should be easier to find, and easier to share links to specific pages the HTML version. Beyond just how to build a package, it includes details on how Solaris is packaged, and how package updates work, which may be useful to all system administrators who deal with Solaris 11 upgrades & installations. The Adding and Updating Oracle Solaris 11.1 Software Packages was also extended, including new sections on Relaxing Version Constraints Specified by Incorporations and Locking Packages to a Specified Version that may be of interest to those who want to keep the Solaris 11 versions of certain packages when they upgrade, such as the couple of packages that had functionality removed by an (unusual for an update release) End of Feature process in the 11.1 release. Also added in this release is a document containing the lists of all the packages in each of the major package groups in Solaris 11.1 (solaris-desktop, solaris-large-server, and solaris-small-server). While you can simply get the contents of those groups from the package repository, either via the web interface or the pkg command line, the documentation puts them in handy tables for easier side-by-side comparison, or viewing the lists before you've installed the system to pick which one you want to initially install. X Window System We've not had good X11 coverage in the online Solaris docs in a while, mostly relying on the man pages, and upstream X.Org docs. In this release, we've integrated some X coverage into the Solaris 11.1 Desktop Adminstrator's Guide, including sections on installing fonts for fontconfig or legacy X11 clients, X server configuration, and setting up remote access via X11 or VNC. Of course we continue to work on improving the docs, including a lot of contributions to the upstream docs all OS'es share (more about that another time). Security One of the things Oracle likes to do for its products is to publish security guides for administrators & developers to know how to build systems that meet their security needs. For Solaris, we started this with Solaris 11, providing a guide for sysadmins to find where the security relevant configuration options were documented. The Solaris 11.1 Security Guidelines extend this to cover new security features, such as Address Space Layout Randomization (ASLR) and Read-Only Zones, as well as adding additional guidelines for existing features, such as how to limit the size of tmpfs filesystems, to avoid users driving the system into swap thrashing situations. For developers, the corresponding document is the Developer's Guide to Oracle Solaris 11 Security, which has been the source for years for documentation of security-relevant Solaris API's such as PAM, GSS-API, and the Solaris Cryptographic Framework. For Solaris 11.1, a new appendix was added to start providing Secure Coding Guidelines for Developers, leveraging the CERT Secure Coding Standards and OWASP guidelines to provide the base recommendations for common programming languages and their standard API's. Solaris specific secure programming guidance was added via links to other documentation in the product doc set. In parallel, we updated the Solaris C Libary Functions security considerations list with details of Solaris 11 enhancements such as FD_CLOEXEC flags, additional *at() functions, and new stdio functions such as asprintf() and getline(). A number of code examples throughout the Solaris 11.1 doc set were updated to follow these recommendations, changing unbounded strcpy() calls to strlcpy(), sprintf() to snprintf(), etc. so that developers following our examples start out with safer code. The Writing Device Drivers guide even had the appendix updated to list which of these utility functions, like snprintf() and strlcpy(), are now available via the Kernel DDI. Little Things Of course all the big new features got documented, and some major efforts were put into refactoring and renovation, but there were also a lot of smaller things that got fixed as well in the nearly a year between the Solaris 11 and 11.1 doc releases - again too many to list here, but a random sampling of the ones I know about & found interesting or useful: The Privileges section of the DTrace Guide now gives users a pointer to find out how to set up DTrace privileges for non-global zones and what limitations are in place there. A new section on Recommended iSCSI Configuration Practices was added to the iSCSI configuration section when it moved into the SAN Configuration and Multipathing administration guide. The Managing System Power Services section contains an expanded explanation of the various tunables for power management in Solaris 11.1. The sample dcmd sources in /usr/demo/mdb were updated to include ::help output, so that developers like myself who follow the examples don't forget to include it (until a helpful code reviewer pointed it out while reviewing the mdb module changes for Xorg 1.12). The README file in that directory was updated to show the correct paths for installing both kernel & userspace modules, including the 64-bit variants.

    Read the article

  • Right Hand Column Does Not Align Properly in IE6/7/8

    - by Kalpesh Vasta
    Hi Guys, I'm new to this but here goes. I have been developing this website http://www.panelmaster.co.uk and i have managed to solve the majority of design problems but one! If you take a look at the site in IE the right column seems to drop down and is not aligned with the right and centre column. This problem only occurs in IE as upon testing i found it was fine in firefox and safari. I have provided below the CSS for the website. I would appreciate if you guys can help me with the problem. Thanks in advance. :) ========================== body { margin: 0; padding: 0; line-height: 1.5em; font-family: Tahoma, Geneva, sans-serif; font-size: 12px; color: #666; background-image: url(images/templatemo_body_top.jpg); background-color: #90857c; background-repeat: repeat-x; background-position: top; text-align: left; } a:link, a:visited { color: #073475; text-decoration: none; font-weight: normal; } a:active, a:hover { color: #073475; text-decoration: underline; } h3 { color: #1e7da9; font-size: 16px; font-weight: bold; } h2 { color: #1e7da9; font-size: 16px; font-weight: bold; } h1 { color: #696969; font-size: 20px; font-weight: bold; } p { margin: 0px; padding: 0px; } img { margin: 0px; padding: 0px; border: none; } .cleaner { clear: both; width: 100%; height: 0px; font-size: 0px; } .cleaner_h30 { clear: both; width:100%; height: 30px; } .cleaner_h40 { clear: both; width:100%; height: 40px; } .float_l { float: left; } .float_r { float: right; } .margin_r20 { margin-right: 20px; } #templatemo_body_wrapper { width: 100%; background: url(images/templatemo_body_bottom.png) repeat-x bottom center; } #templatemo_wrapper { width: 970px; padding: 0 10px; margin: 0 auto; background: url(images/templatemo_wrapper_top.jpg) no-repeat top center; } /* header */ #templatemo_header { clear: both; width: 890px; height: 60px; padding: 20px 40px } #templatemo_header #site_title { float: left; padding-top: 15px; } #site_title a { font-size: 24px; color: #FFFFFF; font-weight: bold; text-decoration: none; } #site_title a:hover { font-weight: bold; text-decoration: none; } #site_title a span { display: block; margin-top: 5px; font-size: 14px; color: #fff; font-weight: bold; letter-spacing: 2px; } /* end of header */ /* menu */ #templatemo_menu { clear: both; width: 970px; height: 80px; background: url(images/templatemo_menubar.png) no-repeat; } #search_box { width: 990px; height: 35px; text-align: right; } #search_box form { margin: 0; padding: 5px 40px; } #search_box #input_field { height: 20px; width: 300px; color: #000000; font-size: 12px; font-variant: normal; line-height: normal; border: 1px solid #CCCCCC; background: #FFFFFF; } #search_box #submit_btn { height: 24px; width: 100px; cursor: pointer; font-size: 12px; text-align: center; vertical-align: bottom; white-space: pre; outline: none; color:#666666; border: 1px solid #CCCCCC; background: #FFFFFF; } #templatemo_menu ul { width: 890px; height: 35px; margin: 0; padding: 7px 40px; list-style: none; } #templatemo_menu ul li { padding: 0px; margin: 0px; display: inline; } #templatemo_menu ul li a { float: left; display: block; margin-right: 40px; font-size: 13px; text-decoration: none; color: #fff; font-weight: normal; outline: none; } #templatemo_menu ul li a:hover, #templatemo_menu ul .current { color: #162127; } /* end of menu */ /* contetnt */ #templatemo_content_wrapper { clear: both; padding: 0px 0; } #templatemo_content { float: left; margin-left: 10px; width: 550px; } #banner { margin: 0 0 10px 0; } #templatemo_content #content_top { width: 550px; height: 20px; background: url(images/templatemo_content_top.png) no-repeat; } #templatemo_content #content_bottom { width: 550px; height: 20px; background: url(images/templatemo_content_bottom.png) no-repeat; } #templatemo_content #content_middle { width: 510px; padding: 5px 20px 0px 20px; background: url(images/templatemo_content_middle.png) repeat-y; } #content_middle p { text-align: justify; } .templatemo_sidebar_wrapper { width: 200px; } .templatemo_sidebar { width: 197px; padding-right: 3px; background: url(images/templatemo_sidebar_middle.png) repeat-y; } .templatemo_sidebar_top { width: 200px; height: 20px; background: url(images/templatemo_sidebar_top.png) no-repeat; } .templatemo_sidebar_bottom { width: 200px; height: 20px; background: url(images/templatemo_sidebar_bottom.png) no-repeat; } .templatemo_sidebar .sidebar_box { clear: both; padding-bottom: 20px; } .sidebar_box1 { padding: 15px; } .sidebar_box h2 { color: #2d84ad; font-size: 16px; padding-left: 25px; font-weight: bold; margin: 0 0 10px 10px; background: url(images/templatemo_sidebar_h1.jpg) left center no-repeat; } .sidebar_box .sidebar_box_content { padding: 15px; background: url(images/templatemo_sidebar_box_top.png) top repeat-x; } .sidebar_box img { border: 1px solid #999; margin-bottom: 5px; } .sidebar_box .discount { margin: 5px 0 0 0; font-weight: bold; } .sidebar_box .discount span { color: #C00; } .left_sidebar_box .discount a { font-weight: bold; color: #000; } .sidebar_box .categories_list { margin: 0; padding: 0; list-style: none; } .categories_list li { padding: 0; margin: 0; } .categories_list li a { display: block; color: #201f1c; padding: 5px 0 5px 20px; background: url(images/list.png) center left no-repeat; } .categories_list li a:hover { color: #439ac3; text-decoration: none; } .news_box { clear: both; margin-bottom: 5px; padding-bottom: 5px; border-bottom: 1px solid #999; } .news_box h4 { padding: 2px 0; margin: 0; } .news_box h4 a { font-size: 12px; font-weight: normal; color: #1893f2; } #newsletter_box label { display: block; margin-bottom: 10px; } #newsletter_box .input_field { height: 20px; width: 155px; padding: 0 5px; margin-bottom: 10px; color: #000000; font-size: 12px; font-variant: normal; line-height: normal; } #newsletter_box .submit_btn { float: right; height: 30px; width: 80px; margin: 0px; padding: 3px 0 15px 0; cursor: pointer; font-size: 12px; text-align: center; vertical-align: bottom; white-space: pre; outline: none; } .product_box { float: left; width: 223px; padding: 10px; margin-bottom: 20px; border: 1px solid #CCC; text-align: center; } .product_box img { margin-bottom: 10px; } .product_box h3 { color: #2a2522; font-size: 12px; margin: 0 0 10px; } .product_box p { margin-bottom: 10px; } .product_box p span { color: #cf5902; font-size: 14px; font-weight: bold; } .product_box .detail { float: right; } .product_box .addtocard { float: left; font-weight: bold; padding-right: 20px; background: url(images/templatemo_shopping_cart.png) bottom right no-repeat; } /* end of content */ /* footer */ #templatemo_footer_wrapper { background: url(images/templatemo_footer.png) repeat-x; } #templatemo_footer { width: 910px; height: 85px; padding: 50px 40px 30px 40px; margin: 0 auto; text-align: center; color: #a9a098; } #templatemo_footer a { color: #d7d1cc; font-weight: normal; } #templatemo_footer a:hover { text-decoration: none; color: #FFFF33; } #templatemo_footer .footer_menu { margin: 0 0 30px 0; padding: 0px; list-style: none; } .footer_menu li { margin: 0px; padding: 0 20px; display: inline; border-right: 1px solid #d7d1cc; } .footer_menu li a { color: #d7d1cc; } .footer_menu .last_menu { border: none; } /* end of footer */ /*twitter*/ #twitter_div {border-top: 0px;} #twitter_div a {color: #0000ff !important;} #twitter_update_list {margin-left: -1em !important; margin-bottom: 0px !important;} #twitter_update_list li {list-style-type: none; padding-right: 5px; } #twitter_update_list li a {color: #0000ff; padding-right: 5px;} #twitter_div {border-bottom: 0px; padding-bottom: 10px; padding-top:6px; padding-right: 5px;} #twitter_div a, #twitter_update_list li a {text-decoration: none !important;} #twitter_div a:hover, #twitter_update_list li a:hover {text-decoration:underline !important;}

    Read the article

  • UIView with IrrlichtScene - iOS

    - by user1459024
    i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : UIViewController { IBOutlet UILabel *errorLabel; } @end WWSViewController.mm #import "WWSViewController.h" #include "../../ressources/irrlicht/include/irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; @interface WWSViewController () @end @implementation WWSViewController -(void)awakeFromNib { errorLabel = [[UILabel alloc] init]; errorLabel.text = @""; IrrlichtDevice *device = createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16, false, false, false, 0); /* Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); /* Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); /* We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We check the return value of getMesh() to become aware of loading problems and other errors. Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("/Users/dbocksteger/Desktop/test/media/sydney.md2"); if (!mesh) { device->drop(); if (!errorLabel) { errorLabel = [[UILabel alloc] init]; } errorLabel.text = @"Konnte Mesh nicht laden."; return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); /* To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("/Users/dbocksteger/Desktop/test/media/sydney.bmp") ); } /* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); /* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window). */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } /* After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. */ device->drop(); } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end Sadly the result is just a black View in the Simulator. :( Hope here is anyone who can explain me how i draw the scene in a UIView. Furthermore I'm getting this Error: Could not load sprite bank because the file does not exist: #DefaultFont How can i fix it ?

    Read the article

  • Adjusting server-side tickrate dynamically

    - by Stuart Blackler
    I know nothing of game development/this site, so I apologise if this is completely foobar. Today I experimented with building a small game loop for a network game (think MW3, CSGO etc). I was wondering why they do not build in automatic rate adjustment based on server performance? Would it affect the client that much if the client knew this frame is based on this tickrate? Has anyone attempted this before? Here is what my noobish C++ brain came up with earlier. It will improve the tickrate if it has been stable for x ticks. If it "lags", the tickrate will be reduced down by y amount: // GameEngine.cpp : Defines the entry point for the console application. // #ifdef WIN32 #include <Windows.h> #else #include <sys/time.h> #include <ctime> #endif #include<iostream> #include <dos.h> #include "stdafx.h" using namespace std; UINT64 GetTimeInMs() { #ifdef WIN32 /* Windows */ FILETIME ft; LARGE_INTEGER li; /* Get the amount of 100 nano seconds intervals elapsed since January 1, 1601 (UTC) and copy it * to a LARGE_INTEGER structure. */ GetSystemTimeAsFileTime(&ft); li.LowPart = ft.dwLowDateTime; li.HighPart = ft.dwHighDateTime; UINT64 ret = li.QuadPart; ret -= 116444736000000000LL; /* Convert from file time to UNIX epoch time. */ ret /= 10000; /* From 100 nano seconds (10^-7) to 1 millisecond (10^-3) intervals */ return ret; #else /* Linux */ struct timeval tv; gettimeofday(&tv, NULL); uint64 ret = tv.tv_usec; /* Convert from micro seconds (10^-6) to milliseconds (10^-3) */ ret /= 1000; /* Adds the seconds (10^0) after converting them to milliseconds (10^-3) */ ret += (tv.tv_sec * 1000); return ret; #endif } int _tmain(int argc, _TCHAR* argv[]) { int sv_tickrate_max = 1000; // The maximum amount of ticks per second int sv_tickrate_min = 100; // The minimum amount of ticks per second int sv_tickrate_adjust = 10; // How much to de/increment the tickrate by int sv_tickrate_stable_before_increment = 1000; // How many stable ticks before we increase the tickrate again int sys_tickrate_current = sv_tickrate_max; // Always start at the highest possible tickrate for the best performance int counter_stable_ticks = 0; // How many ticks we have not lagged for UINT64 __startTime = GetTimeInMs(); int ticks = 100000; while(ticks > 0) { int maxTimeInMs = 1000 / sys_tickrate_current; UINT64 _startTime = GetTimeInMs(); // Long code here... cout << "."; UINT64 _timeTaken = GetTimeInMs() - _startTime; if(_timeTaken < maxTimeInMs) { Sleep(maxTimeInMs - _timeTaken); counter_stable_ticks++; if(counter_stable_ticks >= sv_tickrate_stable_before_increment) { // reset the stable # ticks counter counter_stable_ticks = 0; // make sure that we don't go over the maximum tickrate if(sys_tickrate_current + sv_tickrate_adjust <= sv_tickrate_max) { sys_tickrate_current += sv_tickrate_adjust; // let me know in console #DEBUG cout << endl << "Improving tickrate. New tickrate: " << sys_tickrate_current << endl; } } } else if(_timeTaken > maxTimeInMs) { cout << endl; if((sys_tickrate_current - sv_tickrate_adjust) > sv_tickrate_min) { sys_tickrate_current -= sv_tickrate_adjust; } else { if(sys_tickrate_current == sv_tickrate_min) { cout << "Please reduce sv_tickrate_min..." << endl; } else{ sys_tickrate_current = sv_tickrate_min; } } // let me know in console #DEBUG cout << "The server has lag. Reduced tickrate to: " << sys_tickrate_current << endl; } ticks--; } UINT64 __timeTaken = GetTimeInMs() - __startTime; cout << endl << endl << "Total time in ms: " << __timeTaken; cout << endl << "Ending tickrate: " << sys_tickrate_current; char test; cin >> test; return 0; }

    Read the article

  • k-d tree implementation [closed]

    - by user466441
    when i run my code and debugged,i got this error - this 0x00093584 {_Myproxy=0x00000000 _Mynextiter=0x00000000 } std::_Iterator_base12 * const - _Myproxy 0x00000000 {_Mycont=??? _Myfirstiter=??? } std::_Container_proxy * _Mycont CXX0017: Error: symbol "" not found _Myfirstiter CXX0030: Error: expression cannot be evaluated + _Mynextiter 0x00000000 {_Myproxy=??? _Mynextiter=??? } std::_Iterator_base12 * but i dont know what does it means,code is this #include<iostream> #include<vector> #include<algorithm> using namespace std; struct point { float x,y; }; vector<point>pointleft(4); vector<point>pointright(4); //we are going to implement two comparison function for x and y coordinates,we need it in calculation of median (we should sort vector //by x or y according to depth informaton,is depth even or odd. bool sortby_X(point &a,point &b) { return a.x<b.x; } bool sortby_Y(point &a,point &b) { return a.y<b.y; } //so i am going to implement to median finding algorithm,one for finding median by x and another find median by y point medianx(vector<point>points) { point temp; sort(points.begin(),points.end(),sortby_X); temp=points[(points.size()/2)]; return temp; } point mediany(vector<point>points) { point temp; sort(points.begin(),points.end(),sortby_Y); temp=points[(points.size()/2)]; return temp; } //now construct basic tree structure struct Tree { float x,y; Tree(point a) { x=a.x; y=a.y; } Tree *left; Tree *right; }; Tree * build_kd( Tree *root,vector<point>points,int depth) { point temp; if(points.size()==1)// that point is as a leaf { if(root==NULL) root=new Tree(points[0]); return root; } if(depth%2==0) { temp=medianx(points); root=new Tree(temp); for(int i=0;i<points.size();i++) { if (points[i].x<temp.x) pointleft[i]=points[i]; else pointright[i]=points[i]; } } else { temp=mediany(points); root=new Tree(temp); for(int i=0;i<points.size();i++) { if(points[i].y<temp.y) pointleft[i]=points[i]; else pointright[i]=points[i]; } } return build_kd(root->left,pointleft,depth+1); return build_kd(root->right,pointright,depth+1); } void print(Tree *root) { while(root!=NULL) { cout<<root->x<<" " <<root->y; print(root->left); print(root->right); } } int main() { int depth=0; Tree *root=NULL; vector<point>points(4); float x,y; int n=4; for(int i=0;i<n;i++) { cin>>x>>y; points[i].x=x; points[i].y=y; } root=build_kd(root,points,depth); print(root); return 0; } i am trying ti implement in c++ this pseudo code tuple function build_kd_tree(int depth, set points): if points contains only one point: return that point as a leaf. if depth is even: Calculate the median x-value. Create a set of points (pointsLeft) that have x-values less than the median. Create a set of points (pointsRight) that have x-values greater than or equal to the median. else: Calculate the median y-value. Create a set of points (pointsLeft) that have y-values less than the median. Create a set of points (pointsRight) that have y-values greater than or equal to the median. treeLeft = build_kd_tree(depth + 1, pointsLeft) treeRight = build_kd_tree(depth + 1, pointsRight) return(median, treeLeft, treeRight) please help me what this error means?

    Read the article

  • rotate player based off of joystick

    - by pengume
    Hey everyone I have this game that i am making in android and I have a touch screen joystick that moves the player around based on the joysticks position. I cant figure out how to also get the player to rotate at the same angle of the joystick. so when the joystick is to the left the players bitmap is rotated to the left as well. Maybe someone here has some sample code I could look at here is the joysticks class that I am using. `public class GameControls implements OnTouchListener { public float initx = DroidzActivity.screenWidth - 45; //255; // 320 og 425 public float inity = DroidzActivity.screenHeight - 45;//425; // 480 og 267 public Point _touchingPoint = new Point( DroidzActivity.screenWidth - 45, DroidzActivity.screenHeight - 45); public Point _pointerPosition = new Point(DroidzActivity.screenWidth - 100, DroidzActivity.screenHeight - 100); // ogx 220 ogy 150 private Boolean _dragging = false; private boolean attackMode = false; @Override public boolean onTouch(View v, MotionEvent event) { update(event); return true; } private MotionEvent lastEvent; public boolean ControlDragged; private static double angle; public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } // drag drop if (event.getAction() == MotionEvent.ACTION_DOWN) { if ((int) event.getX() > 0 && (int) event.getX() < 50 && (int) event.getY() > DroidzActivity.screenHeight - 160 && (int) event.getY() < DroidzActivity.screenHeight - 0) { setAttackMode(true); } else { _dragging = true; } } else if (event.getAction() == MotionEvent.ACTION_UP) { if(isAttackMode()){ setAttackMode(false); } _dragging = false; } if (_dragging) { ControlDragged = true; // get the pos _touchingPoint.x = (int) event.getX(); _touchingPoint.y = (int) event.getY(); // Log.d("GameControls", "x = " + _touchingPoint.x + " y = " //+ _touchingPoint.y); // bound to a box if (_touchingPoint.x < DroidzActivity.screenWidth - 75) { // og 400 _touchingPoint.x = DroidzActivity.screenWidth - 75; } if (_touchingPoint.x > DroidzActivity.screenWidth - 15) {// og 450 _touchingPoint.x = DroidzActivity.screenWidth - 15; } if (_touchingPoint.y < DroidzActivity.screenHeight - 75) {// og 240 _touchingPoint.y = DroidzActivity.screenHeight - 75; } if (_touchingPoint.y > DroidzActivity.screenHeight - 15) {// og 290 _touchingPoint.y = DroidzActivity.screenHeight - 15; } // get the angle setAngle(Math.atan2(_touchingPoint.y - inity, _touchingPoint.x - initx) / (Math.PI / 180)); // Move the ninja in proportion to how far // the joystick is dragged from its center _pointerPosition.y += Math.sin(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // og 180 70 _pointerPosition.x += Math.cos(getAngle() * (Math.PI / 180)) * (_touchingPoint.x / 70); // make the pointer go thru if (_pointerPosition.x > DroidzActivity.screenWidth) { _pointerPosition.x = 0; } if (_pointerPosition.x < 0) { _pointerPosition.x = DroidzActivity.screenWidth; } if (_pointerPosition.y > DroidzActivity.screenHeight) { _pointerPosition.y = 0; } if (_pointerPosition.y < 0) { _pointerPosition.y = DroidzActivity.screenHeight; } } else if (!_dragging) { ControlDragged = false; // Snap back to center when the joystick is released _touchingPoint.x = (int) initx; _touchingPoint.y = (int) inity; // shaft.alpha = 0; } } public void setAttackMode(boolean attackMode) { this.attackMode = attackMode; } public boolean isAttackMode() { return attackMode; } public void setAngle(double angle) { this.angle = angle; } public static double getAngle() { return angle; } }` I should also note that the player has animations based on when he is moving or attacking. EDIT: I got the angle and am rotating the sprite around in the correct angle however it rotates on the wrong spot. My sprite is one giant bitmap that gets cut into four pieces and only one shown at a time to animate walking. here is the code I am using to rotate him right now. ` public void draw(Canvas canvas,int pointerX, int pointerY) { Matrix m; if (setRotation){ // canvas.save(); m = new Matrix(); m.reset(); // spriteWidth and spriteHeight are for just the current frame showed //m.setTranslate(spriteWidth / 2, spriteHeight / 2); //get and set rotation for ninja based off of joystick m.preRotate((float) GameControls.getRotation()); //create the rotated bitmap flipedSprite = Bitmap.createBitmap(bitmap , 0, 0,bitmap.getWidth(),bitmap.getHeight() , m, true); //set new bitmap to rotated ninja setBitmap(flipedSprite); setRotation = false; // canvas.restore(); Log.d("Ninja View", "angle of rotation= " +(float) GameControls.getRotation()); } ` And then the draw method // create the destination rectangle for the ninjas current animation frame // pointerX and pointerY are from the joystick moving the ninja around destRect = new Rect(pointerX, pointerY, pointerX + spriteWidth, pointerY + spriteHeight); canvas.drawBitmap(bitmap, getSourceRect(), destRect, null);

    Read the article

  • LINQ and ArcObjects

    - by Marko Apfel
    Motivation LINQ (language integrated query) is a component of the Microsoft. NET Framework since version 3.5. It allows a SQL-like query to various data sources such as SQL, XML etc. Like SQL also LINQ to SQL provides a declarative notation of problem solving – i.e. you don’t need describe in detail how a task could be solved, you describe what to be solved at all. This frees the developer from error-prone iterator constructs. Ideally, of course, would be to access features with this way. Then this construct is conceivable: var largeFeatures = from feature in features where (feature.GetValue("SHAPE_Area").ToDouble() > 3000) select feature; or its equivalent as a lambda expression: var largeFeatures = features.Where(feature => (feature.GetValue("SHAPE_Area").ToDouble() > 3000)); This requires an appropriate provider, which manages the corresponding iterator logic. This is easier than you might think at first sight - you have to deliver only the desired entities as IEnumerable<IFeature>. LINQ automatically establishes a state machine in the background, whose execution is delayed (deferred execution) - when you are really request entities (foreach, Count (), ToList (), ..) an instantiation processing takes place, although it was already created at a completely different place. Especially in multiple iteration through entities in the first debuggings you are rubbing your eyes when the execution pointer jumps magically back in the iterator logic. Realization A very concise logic for constructing IEnumerable<IFeature> can be achieved by running through a IFeatureCursor. You return each feature via yield. For an easier usage I have put the logic in an extension method Getfeatures() for IFeatureClass: public static IEnumerable<IFeature> GetFeatures(this IFeatureClass featureClass, IQueryFilter queryFilter, RecyclingPolicy policy) { IFeatureCursor featureCursor = featureClass.Search(queryFilter, RecyclingPolicy.Recycle == policy); IFeature feature; while (null != (feature = featureCursor.NextFeature())) { yield return feature; } //this is skipped in unit tests with cursor-mock if (Marshal.IsComObject(featureCursor)) { Marshal.ReleaseComObject(featureCursor); } } So you can now easily generate the IEnumerable<IFeature>: IEnumerable<IFeature> features = _featureClass.GetFeatures(RecyclingPolicy.DoNotRecycle); You have to be careful with the recycling cursor. After a delayed execution in the same context it is not a good idea to re-iterated on the features. In this case only the content of the last (recycled) features is provided and all the features are the same in the second set. Therefore, this expression would be critical: largeFeatures.ToList(). ForEach(feature => Debug.WriteLine(feature.OID)); because ToList() iterates once through the list and so the the cursor was once moved through the features. So the extension method ForEach() always delivers the same feature. In such situations, you must not use a recycling cursor. Repeated executions of ForEach() is not a problem, because for every time the state machine is re-instantiated and thus the cursor runs again - that's the magic already mentioned above. Perspective Now you can also go one step further and realize your own implementation for the interface IEnumerable<IFeature>. This requires that only the method and property to access the enumerator have to be programmed. In the enumerator himself in the Reset() method you organize the re-executing of the search. This could be archived with an appropriate delegate in the constructor: new FeatureEnumerator<IFeatureclass>(_featureClass, featureClass => featureClass.Search(_filter, isRecyclingCursor)); which is called in Reset(): public void Reset() { _featureCursor = _resetCursor(_t); } In this manner, enumerators for completely different scenarios could be implemented, which are used on the client side completely identical like described above. Thus cursors, selection sets, etc. merge into a single matter and the reusability of code is increasing immensely. On top of that in automated unit tests an IEnumerable could be mocked very easily - a major step towards better software quality. Conclusion Nevertheless, caution should be exercised with these constructs in performance-relevant queries. Because of managing a state machine in the background, a lot of overhead is created. The processing costs additional time - about 20 to 100 percent. In addition, working without a recycling cursor is fast a performance gap. However declarative LINQ code is much more elegant, flawless and easy to maintain than manually iterating, compare and establish a list of results. The code size is reduced according to experience an average of 75 to 90 percent! So I like to wait a few milliseconds longer. As so often it has to be balanced between maintainability and performance - which for me is gaining in priority maintainability. In times of multi-core processors, the processing time of most business processes is anyway not dominated by code execution but by waiting for user input. Demo source code The source code for this prototype with several unit tests, you can download here: https://github.com/esride-apf/Linq2ArcObjects. .

    Read the article

  • Joining on NULLs

    - by Dave Ballantyne
    A problem I see on a fairly regular basis is that of dealing with NULL values.  Specifically here, where we are joining two tables on two columns, one of which is ‘optional’ ie is nullable.  So something like this: i.e. Lookup where all the columns are equal, even when NULL.   NULL’s are a tricky thing to initially wrap your mind around.  Statements like “NULL is not equal to NULL and neither is it not not equal to NULL, it’s NULL” can cause a serious brain freeze and leave you a gibbering wreck and needing your mummy. Before we plod on, time to setup some data to demo against. Create table #SourceTable ( Id integer not null, SubId integer null, AnotherCol char(255) not null ) go create unique clustered index idxSourceTable on #SourceTable(id,subID) go with cteNums as ( select top(1000) number from master..spt_values where type ='P' ) insert into #SourceTable select Num1.number,nullif(Num2.number,0),'SomeJunk' from cteNums num1 cross join cteNums num2 go Create table #LookupTable ( Id integer not null, SubID integer null ) go insert into #LookupTable Select top(100) id,subid from #SourceTable where subid is not null order by newid() go insert into #LookupTable Select top(3) id,subid from #SourceTable where subid is null order by newid() If that has run correctly, you will have 1 million rows in #SourceTable and 103 rows in #LookupTable.  We now want to join one to the other. First attempt – Lets just join select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and #LookupTable.SubID = #SourceTable.SubID OK, that’s a fail.  We had 100 rows back,  we didn’t correctly account for the 3 rows that have null values.  Remember NULL <> NULL and the join clause specifies SUBID=SUBID, which for those rows is not true. Second attempt – Lets deal with those pesky NULLS select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and isnull(#LookupTable.SubID,0) = isnull(#SourceTable.SubID,0) OK, that’s the right result, well done and 99.9% of the time that is where its left. It is a relatively trivial CPU overhead to wrap ISNULL around both columns and compare that result, so no problems.  But, although that’s true, this a relational database we are using here, not a procedural language.  SQL is a declarative language, we are making a request to the engine to get the results we want.  How we ask for them can make a ton of difference. Lets look at the plan for our second attempt, specifically the clustered index seek on the #SourceTable   There are 2 predicates. The ‘seek predicate’ and ‘predicate’.  The ‘seek predicate’ describes how SQLServer has been able to use an Index.  Here, it has been able to navigate the index to resolve where ID=ID.  So far so good, but what about the ‘predicate’ (aka residual probe) ? This is a row-by-row operation.  For each row found in the index matching the Seek Predicate, the leaf level nodes have been scanned and tested using this logical condition.  In this example [Expr1007] is the result of the IsNull operation on #LookupTable and that is tested for equality with the IsNull operation on #SourceTable.  This residual probe is quite a high overhead, if we can express our statement slightly differently to take full advantage of the index and make the test part of the ‘Seek Predicate’. Third attempt – X is null and Y is null So, lets state the query in a slightly manner: select * from #SourceTable join #LookupTable on #LookupTable.id = #SourceTable.id and ( #LookupTable.SubID = #SourceTable.SubID or (#LookupTable.SubID is null and #SourceTable.SubId is null) ) So its slightly wordier and may not be as clear in its intent to the human reader, that is what comments are for, but the key point is that it is now clearer to the query optimizer what our intention is. Let look at the plan for that query, again specifically the index seek operation on #SourceTable No ‘predicate’, just a ‘Seek Predicate’ against the index to resolve both ID and SubID.  A subtle difference that can be easily overlooked.  But has it made a difference to the performance ? Well, yes , a perhaps surprisingly high one. Clever query optimizer well done. If you are using a scalar function on a column, you a pretty much guaranteeing that a residual probe will be used.  By re-wording the query you may well be able to avoid this and use the index completely to resolve lookups. In-terms of performance and scalability your system will be in a much better position if you can.

    Read the article

  • Navigation in a #WP7 application with MVVM Light

    - by Laurent Bugnion
    In MVVM applications, it can be a bit of a challenge to send instructions to the view (for example a page) from a viewmodel. Thankfully, we have good tools at our disposal to help with that. In his excellent series “MVVM Light Toolkit soup to nuts”, Jesse Liberty proposes one approach using the MVVM Light messaging infrastructure. While this works fine, I would like to show here another approach using what I call a “view service”, i.e. an abstracted service that is invoked from the viewmodel, and implemented on the view. Multiple kinds of view services In fact, I use view services quite often, and even started standardizing them for the Windows Phone 7 applications I work on. If there is interest, I will be happy to show other such view services, for example Animation services, responsible to start/stop animations on the view. Dialog service, in charge of displaying messages to the user and gathering feedback. Navigation service, in charge of navigating to a given page directly from the viewmodel. In this article, I will concentrate on the navigation service. The INavigationService interface In most WP7 apps, the navigation service is used in quite a straightforward way. We want to: Navigate to a given URI. Go back. Be notified when a navigation is taking place, and be able to cancel. The INavigationService interface is quite simple indeed: public interface INavigationService { event NavigatingCancelEventHandler Navigating; void NavigateTo(Uri pageUri); void GoBack(); } Obviously, this interface can be extended if necessary, but in most of the apps I worked on, I found that this covers my needs. The NavigationService class It is possible to nicely pack the navigation service into its own class. To do this, we need to remember that all the PhoneApplicationPage instances use the same instance of the navigation service, exposed through their NavigationService property. In fact, in a WP7 application, it is the main frame (RootFrame, of type PhoneApplicationFrame) that is responsible for this task. So, our implementation of the NavigationService class can leverage this. First the class will grab the PhoneApplicationFrame and store a reference to it. Also, it registers a handler for the Navigating event, and forwards the event to the listening viewmodels (if any). Then, the NavigateTo and the GoBack methods are implemented. They are quite simple, because they are in fact just a gateway to the PhoneApplicationFrame. The whole class is as follows: public class NavigationService : INavigationService { private PhoneApplicationFrame _mainFrame; public event NavigatingCancelEventHandler Navigating; public void NavigateTo(Uri pageUri) { if (EnsureMainFrame()) { _mainFrame.Navigate(pageUri); } } public void GoBack() { if (EnsureMainFrame() && _mainFrame.CanGoBack) { _mainFrame.GoBack(); } } private bool EnsureMainFrame() { if (_mainFrame != null) { return true; } _mainFrame = Application.Current.RootVisual as PhoneApplicationFrame; if (_mainFrame != null) { // Could be null if the app runs inside a design tool _mainFrame.Navigating += (s, e) => { if (Navigating != null) { Navigating(s, e); } }; return true; } return false; } } Exposing URIs I find that it is a good practice to expose each page’s URI as a constant. In MVVM Light applications, a good place to do that is the ViewModelLocator, which already acts like a central point of setup for the views and their viewmodels. Note that in some cases, it is necessary to expose the URL as a string, for instance when a query string needs to be passed to the view. So for example we could have: public static readonly Uri MainPageUri = new Uri("/MainPage.xaml", UriKind.Relative); public const string AnotherPageUrl = "/AnotherPage.xaml?param1={0}&param2={1}"; Creating and using the NavigationService Normally, we only need one instance of the NavigationService class. In cases where you use an IOC container, it is easy to simply register a singleton instance. For example, I am using a modified version of a super simple IOC container, and so I can register the navigation service as follows: SimpleIoc.Register<INavigationService, NavigationService>(); Then, it can be resolved where needed with: SimpleIoc.Resolve<INavigationService>(); Or (more frequently), I simply declare a parameter on the viewmodel constructor of type INavigationService and let the IOC container do its magic and inject the instance of the NavigationService when the viewmodel is created. On supported platforms (for example Silverlight 4), it is also possible to use MEF. Or, of course, we can simply instantiate the NavigationService in the ViewModelLocator, and pass this instance as a parameter of the viewmodels’ constructor, injected as a property, etc… Once the instance has been passed to the viewmodel, it can be used, for example with: NavigationService.NavigateTo(ViewModelLocator.ComparisonPageUri); Testing Thanks to the INavigationService interface, navigation can be mocked and tested when the viewmodel is put under unit test. Simply implement and inject a mock class, and assert that the methods are called as they should by the viewmodel. Conclusion As usual, there are multiple ways to code a solution answering your needs. I find that view services are a really neat way to delegate view-specific responsibilities such as animation, dialogs and of course navigation to other classes through an abstracted interface. In some cases, such as the NavigationService class exposed here, it is even possible to standardize the implementation and pack it in a class library for reuse. I hope that this sample is useful! Happy coding. Laurent   Laurent Bugnion (GalaSoft) Subscribe | Twitter | Facebook | Flickr | LinkedIn

    Read the article

  • How to create Captcha in ASP.NET

    - by Samir R. Bhogayta
    1. Create one page with name "Captcha.aspx" 2. No any control require in this page 3. Go to Captcha.aspx.vb write the below code Protected Sub Page_Load(sender As Object, e As System.EventArgs) Handles Me.Load         'create object of Bitmap Class and set its width and height.         Dim objBMP As Bitmap = New Bitmap(180, 51)         'Create Graphics object and assign bitmap object to graphics' object.         Dim objGraphics As Graphics = Graphics.FromImage(objBMP)         objGraphics.Clear(Color.White)         objGraphics.TextRenderingHint = TextRenderingHint.AntiAlias         Dim objFont As Font = New Font("arial", 30, FontStyle.Bold)         'genetating random 6 digit random number         Dim randomStr As String = GeneratePassword()         'set this random number in session         Session.Add("randomStr", randomStr)         Session.Add("randomStrCountry", randomStr)         objGraphics.DrawString(randomStr, objFont, Brushes.Black, 2, 2)         Response.ContentType = "image/GIF"         objBMP.Save(Response.OutputStream, ImageFormat.Gif)         objFont.Dispose()         objGraphics.Dispose()         objBMP.Dispose()     End Sub     Public Function GeneratePassword() As String         ' Below code describes how to create random numbers.some of the digits and letters         ' are ommited because they look same like "i","o","1","0","I","O".         Dim allowedChars As String = "a,b,c,d,e,f,g,h,j,k,m,n,p,q,r,s,t,u,v,w,x,y,z,"         allowedChars += "A,B,C,D,E,F,G,H,J,K,L,M,N,P,Q,R,S,T,U,V,W,X,Y,Z,"         allowedChars += "2,3,4,5,6,7,8,9"         Dim sep() As Char = {","c}         Dim arr() As String = allowedChars.Split(sep)         Dim passwordString As String = ""         Dim temp As String         Dim rand As Random = New Random()         Dim i As Integer         For i = 0 To 5 - 1 Step i + 1             temp = arr(rand.Next(0, arr.Length))             passwordString += temp         Next         Return passwordString     End Function 4. Use this page in you aspx page like this img alt="" border="0" src="Captcha.aspx" style="cursor: move; height: 60px; width: 200px;" //                                   your textbox to insert code by user.

    Read the article

  • Deduping your redundancies

    - by nospam(at)example.com (Joerg Moellenkamp)
    Robin Harris of Storagemojo pointed to an interesting article about about deduplication and it's impact to the resiliency of your data against data corruption on ACM Queue. The problem in short: A considerable number of filesystems store important metadata at multiple locations. For example the ZFS rootblock is copied to three locations. Other filesystems have similar provisions to protect their metadata. However you can easily proof, that the rootblock pointer in the uberblock of ZFS for example is pointing to blocks with absolutely equal content in all three locatition (with zdb -uu and zdb -r). It has to be that way, because they are protected by the same checksum. A number of devices offer block level dedup, either as an option or as part of their inner workings. However when you store three identical blocks on them and the devices does block level dedup internally, the device may just deduplicated your redundant metadata to a block stored just once that is stored on the non-voilatile storage. When this block is corrupted, you have essentially three corrupted copies. Three hit with one bullet. This is indeed an interesting problem: A device doing deduplication doesn't know if a block is important or just a datablock. This is the reason why I like deduplication like it's done in ZFS. It's an integrated part and so important parts don't get deduplicated away. A disk accessed by a block level interface doesn't know anything about the importance of a block. A metadata block is nothing different to it's inner mechanism than a normal data block because there is no way to tell that this is important and that those redundancies aren't allowed to fall prey to some clever deduplication mechanism. Robin talks about this in regard of the Sandforce disk controllers who use a kind of dedup to reduce some of the nasty effects of writing data to flash, but the problem is much broader. However this is relevant whenever you are using a device with block level deduplication. It's just the point that you have to activate it for most implementation by command, whereas certain devices do this by default or by design and you don't know about it. However I'm not perfectly sure about that ? given that storage administration and server administration are often different groups with different business objectives I would ask your storage guys if they have activated dedup without telling somebody elase on their boxes in order to speak less often with the storage sales rep. The problem is even more interesting with ZFS. You may use ditto blocks to protect important data to store multiple copies of data in the pool to increase redundancy, even when your pool just consists out of one disk or just a striped set of disk. However when your device is doing dedup internally it may remove your redundancy before it hits the nonvolatile storage. You've won nothing. Just spend your disk quota on the the LUNs in the SAN and you make your disk admin happy because of the good dedup ratio However you can just fall in this specific "deduped ditto block"trap when your pool just consists out of a single device, because ZFS writes ditto blocks on different disks, when there is more than just one disk. Yet another reason why you should spend some extra-thought when putting your zpool on a single LUN, especially when the LUN is sliced and dices out of a large heap of storage devices by a storage controller. However I have one problem with the articles and their specific mention of ZFS: You can just hit by this problem when you are using the deduplicating device for the pool. However in the specifically mentioned case of SSD this isn't the usecase. Most implementations of SSD in conjunction with ZFS are hybrid storage pools and so rotating rust disk is used as pool and SSD are used as L2ARC/sZIL. And there it simply doesn't matter: When you really have to resort to the sZIL (your system went down, it doesn't matter of one block or several blocks are corrupt, you have to fail back to the last known good transaction group the device. On the other side, when a block in L2ARC is corrupt, you simply read it from the pool and in HSP implementations this is the already mentioned rust. In conjunction with ZFS this is more interesting when using a storage array, that is capable to do dedup and where you use LUNs for your pool. However as mentioned before, on those devices it's a user made decision to do so, and so it's less probable that you deduplicating your redundancies. Other filesystems lacking acapability similar to hybrid storage pools are more "haunted" by this problem of SSD using dedup-like mechanisms internally, because those filesystem really store the data on the the SSD instead of using it just as accelerating devices. However at the end Robin is correct: It's jet another point why protecting your data by creating redundancies by dispersing it several disks (by mirror or parity RAIDs) is really important. No dedup mechanism inside a device can dedup away your redundancy when you write it to a totally different and indepenent device.

    Read the article

  • how do i make maximum minimum and average score statistic in this code? [on hold]

    - by goldensun player
    i wanna out put the maximum minimum and average score as a statistic category under the student ids and grades in the output file. how do i do that? here is the code: #include "stdafx.h" #include <iostream> #include <string> #include <fstream> #include <assert.h> using namespace std; int openfiles(ifstream& infile, ofstream& outfile); void Size(ofstream&, int, string); int main() { int num_student = 4, count, length, score2, w[6]; ifstream infile, curvingfile; char x; ofstream outfile; float score; string key, answer, id; do { openfiles(infile, outfile); // function calling infile >> key; // answer key for (int i = 0; i < num_student; i++) // loop over each student { infile >> id; infile >> answer; count = 0; length = key.size(); // length represents number of questions in exam from exam1.dat // size is a string function.... Size (outfile, length, answer); for (int j = 0; j < length; j++) // loop over each question { if (key[j] == answer[j]) count++; } score = (float) count / length; score2 = (int)(score * 100); outfile << id << " " << score2 << "%"; if (score2 >= 90)//<-----w[0] outfile << "A" << endl; else if (score2 >= 80)//<-----w[1] outfile << "B" << endl; else if (score2 >= 70)//<-----w[2] outfile << "C" << endl; else if (score2 >= 60)//<-----w[3] outfile << "D" << endl; else if (score2 >= 50)//<-----w[4] outfile << "E" << endl; else if (score2 < 50)//<-----w[5] outfile << "F" << endl; } cout << "Would you like to attempt a new trial? (y/n): "; cin >> x; } while (x == 'y' || x == 'Y'); return 0; } int openfiles(ifstream& infile, ofstream& outfile) { string name1, name2, name3, answerstring, curvedata; cin >> name1; name2; name3; if (name1 == "exit" || name2 == "exit" || name3 == "exit" ) return false; cout << "Input the name for the exam file: "; cin >> name1; infile.open(name1.c_str()); infile >> answerstring; cout << "Input the name for the curving file: "; cin >> name2; infile.open(name2.c_str()); infile >> curvedata; cout << "Input the name for the output: "; cin >> name3; outfile.open(name3.c_str()); return true; } void Size(ofstream& outfile, int length, string answer) { bool check;// extra answers, lesser answers... if (answer.size() > length) { outfile << "Unnecessary extra answers"; } else if (answer.size() < length) { outfile << "The remaining answers are incorrect"; } else { check = false; }; } and how do i use assert for preconditions and post conditional functions? i dont understand this that well...

    Read the article

  • How to move a rectangle properly?

    - by bodycountPP
    I recently started to learn OpenGL. Right now I finished the first chapter of the "OpenGL SuperBible". There were two examples. The first had the complete code and showed how to draw a simple triangle. The second example is supposed to show how to move a rectangle using SpecialKeys. The only code provided for this example was the SpecialKeys method. I still tried to implement it but I had two problems. In the previous example I declared and instaciated vVerts in the SetupRC() method. Now as it is also used in the SpecialKeys() method, I moved the declaration and instantiation to the top of the code. Is this proper c++ practice? I copied the part where vertex positions are recalculated from the book, but I had to pick the vertices for the rectangle on my own. So now every time I press a key for the first time the rectangle's upper left vertex is moved to (-0,5:-0.5). This ok because of GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y But I also think that this is the reason why my rectangle is shifted in the beginning. After the first time a key was pressed everything works just fine. Here is my complete code I hope you can help me on those two points. GLBatch squareBatch; GLShaderManager shaderManager; //Load up a triangle GLfloat vVerts[] = {-0.5f,0.5f,0.0f, 0.5f,0.5f,0.0f, 0.5f,-0.5f,0.0f, -0.5f,-0.5f,0.0f}; //Window has changed size, or has just been created. //We need to use the window dimensions to set the viewport and the projection matrix. void ChangeSize(int w, int h) { glViewport(0,0,w,h); } //Called to draw the scene. void RenderScene(void) { //Clear the window with the current clearing color glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); GLfloat vRed[] = {1.0f,0.0f,0.0f,1.0f}; shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed); squareBatch.Draw(); //perform the buffer swap to display the back buffer glutSwapBuffers(); } //This function does any needed initialization on the rendering context. //This is the first opportunity to do any OpenGL related Tasks. void SetupRC() { //Blue Background glClearColor(0.0f,0.0f,1.0f,1.0f); shaderManager.InitializeStockShaders(); squareBatch.Begin(GL_QUADS,4); squareBatch.CopyVertexData3f(vVerts); squareBatch.End(); } //Respond to arrow keys by moving the camera frame of reference void SpecialKeys(int key,int x,int y) { GLfloat stepSize = 0.025f; GLfloat blockSize = 0.5f; GLfloat blockX = vVerts[0]; //Upper left X GLfloat blockY = vVerts[7]; // Upper left Y if(key == GLUT_KEY_UP) { blockY += stepSize; } if(key == GLUT_KEY_DOWN){blockY -= stepSize;} if(key == GLUT_KEY_LEFT){blockX -= stepSize;} if(key == GLUT_KEY_RIGHT){blockX += stepSize;} //Recalculate vertex positions vVerts[0] = blockX; vVerts[1] = blockY - blockSize*2; vVerts[3] = blockX + blockSize * 2; vVerts[4] = blockY - blockSize *2; vVerts[6] = blockX+blockSize*2; vVerts[7] = blockY; vVerts[9] = blockX; vVerts[10] = blockY; squareBatch.CopyVertexData3f(vVerts); glutPostRedisplay(); } //Main entry point for GLUT based programs int main(int argc, char** argv) { //Sets the working directory. Not really needed gltSetWorkingDirectory(argv[0]); //Passes along the command-line parameters and initializes the GLUT library. glutInit(&argc,argv); //Tells the GLUT library what type of display mode to use, when creating the window. //Double buffered window, RGBA-Color mode,depth-buffer as part of our display, stencil buffer also available glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL); //Window size glutInitWindowSize(800,600); glutCreateWindow("MoveRect"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpecialKeys); //initialize GLEW library GLenum err = glewInit(); //Check that nothing goes wrong with the driver initialization before we try and do any rendering. if(GLEW_OK != err) { fprintf(stderr,"Glew Error: %s\n",glewGetErrorString); return 1; } SetupRC(); glutMainLoop(); return 0; }

    Read the article

  • Plagued by multithreaded bugs

    - by koncurrency
    On my new team that I manage, the majority of our code is platform, TCP socket, and http networking code. All C++. Most of it originated from other developers that have left the team. The current developers on the team are very smart, but mostly junior in terms of experience. Our biggest problem: multi-threaded concurrency bugs. Most of our class libraries are written to be asynchronous by use of some thread pool classes. Methods on the class libraries often enqueue long running taks onto the thread pool from one thread and then the callback methods of that class get invoked on a different thread. As a result, we have a lot of edge case bugs involving incorrect threading assumptions. This results in subtle bugs that go beyond just having critical sections and locks to guard against concurrency issues. What makes these problems even harder is that the attempts to fix are often incorrect. Some mistakes I've observed the team attempting (or within the legacy code itself) includes something like the following: Common mistake #1 - Fixing concurrency issue by just put a lock around the shared data, but forgetting about what happens when methods don't get called in an expected order. Here's a very simple example: void Foo::OnHttpRequestComplete(statuscode status) { m_pBar->DoSomethingImportant(status); } void Foo::Shutdown() { m_pBar->Cleanup(); delete m_pBar; m_pBar=nullptr; } So now we have a bug in which Shutdown could get called while OnHttpNetworkRequestComplete is occuring on. A tester finds the bug, captures the crash dump, and assigns the bug to a developer. He in turn fixes the bug like this. void Foo::OnHttpRequestComplete(statuscode status) { AutoLock lock(m_cs); m_pBar->DoSomethingImportant(status); } void Foo::Shutdown() { AutoLock lock(m_cs); m_pBar->Cleanup(); delete m_pBar; m_pBar=nullptr; } The above fix looks good until you realize there's an even more subtle edge case. What happens if Shutdown gets called before OnHttpRequestComplete gets called back? The real world examples my team has are even more complex, and the edge cases are even harder to spot during the code review process. Common Mistake #2 - fixing deadlock issues by blindly exiting the lock, wait for the other thread to finish, then re-enter the lock - but without handling the case that the object just got updated by the other thread! Common Mistake #3 - Even though the objects are reference counted, the shutdown sequence "releases" it's pointer. But forgets to wait for the thread that is still running to release it's instance. As such, components are shutdown cleanly, then spurious or late callbacks are invoked on an object in an state not expecting any more calls. There are other edge cases, but the bottom line is this: Multithreaded programming is just plain hard, even for smart people. As I catch these mistakes, I spend time discussing the errors with each developer on developing a more appropriate fix. But I suspect they are often confused on how to solve each issue because of the enormous amount of legacy code that the "right" fix will involve touching. We're going to be shipping soon, and I'm sure the patches we're applying will hold for the upcoming release. Afterwards, we're going to have some time to improve the code base and refactor where needed. We won't have time to just re-write everything. And the majority of the code isn't all that bad. But I'm looking to refactor code such that threading issues can be avoided altogether. One approach I am considering is this. For each significant platform feature, have a dedicated single thread where all events and network callbacks get marshalled onto. Similar to COM apartment threading in Windows with use of a message loop. Long blocking operations could still get dispatched to a work pool thread, but the completion callback is invoked on on the component's thread. Components could possibly even share the same thread. Then all the class libraries running inside the thread can be written under the assumption of a single threaded world. Before I go down that path, I am also very interested if there are other standard techniques or design patterns for dealing with multithreaded issues. And I have to emphasize - something beyond a book that describes the basics of mutexes and semaphores. What do you think? I am also interested in any other approaches to take towards a refactoring process. Including any of the following: Literature or papers on design patterns around threads. Something beyond an introduction to mutexes and semaphores. We don't need massive parallelism either, just ways to design an object model so as to handle asynchronous events from other threads correctly. Ways to diagram the threading of various components, so that it will be easy to study and evolve solutions for. (That is, a UML equivalent for discussing threads across objects and classes) Educating your development team on the issues with multithreaded code. What would you do?

    Read the article

  • Kernel Panic every time I open a print queue

    - by Gray
    Every time I open any printer queue I get a kernel panic and have to reboot. It's quite frustrating. I've tried removing/adding printers, clearing all caches with Onyx, repairing permissions, all manner of things to no avail. Any tips would be greatly appreciated! ==== CRASH REPORT ==== Interval Since Last Panic Report: 25551 sec Panics Since Last Report: 1 Anonymous UUID: 322E8128-0027-4C2F-9264-6A9D9F1BD13E Thu Aug 27 10:04:23 2009 panic(cpu 0 caller 0x001AB0FE): Kernel trap at 0x00233080, type 14=page fault, registers: CR0: 0x8001003b, CR2: 0x00000008, CR3: 0x01157000, CR4: 0x00000660 EAX: 0x00000000, EBX: 0x03f05df0, ECX: 0x2ad007fd, EDX: 0x2ad02d2d CR2: 0x00000008, EBP: 0x2e6abb78, ESI: 0x03f136a0, EDI: 0x03f13640 EFL: 0x00010206, EIP: 0x00233080, CS: 0x00000008, DS: 0x01a70010 Error code: 0x00000000 Backtrace (CPU 0), Frame : Return Address (4 potential args on stack) 0x2e6ab998 : 0x12b4c6 (0x45f91c 0x2e6ab9cc 0x13355c 0x0) 0x2e6ab9e8 : 0x1ab0fe (0x469a98 0x233080 0xe 0x469248) 0x2e6abac8 : 0x1a1713 (0x2e6abae0 0x206 0x2e6abb78 0x233080) 0x2e6abad8 : 0x233080 (0xe 0x3e10048 0x4570010 0x96d0010) 0x2e6abb78 : 0x27866c (0x3f05df0 0x0 0x4ec4 0x3f136a0) 0x2e6abbc8 : 0x249d53 (0x3f13640 0x3e17464 0x55c160 0x3034ed5c) 0x2e6abdc8 : 0x24bb59 (0x3034ed00 0x28 0x9 0x0) 0x2e6abde8 : 0x270186 (0x2e6abe70 0x2e6abe44 0x8 0x0) 0x2e6abe68 : 0x22ca5f (0x3034ed00 0x3034ed00 0x2e6abea8 0xffffffff) 0x2e6abea8 : 0x21b36e (0x1e 0x3034ed00 0x246 0x0) 0x2e6abec8 : 0x217591 (0x3f65c04 0x1e 0x3034ed00 0x3ef2c2) 0x2e6abef8 : 0x217cea (0x530d64 0x4037808 0x3034ed40 0x2e6abf4c) 0x2e6abf68 : 0x217f1b (0x3f65c04 0x3034ed00 0x0 0x530de8) 0x2e6abfc8 : 0x1a14fc (0x530dc0 0x0 0x1a40b5 0x3dd95d0) Backtrace terminated-invalid frame pointer 0 BSD process name corresponding to current thread: kernel_task Mac OS version: 9L31a Kernel version: Darwin Kernel Version 9.8.0: Wed Jul 15 16:55:01 PDT 2009; root:xnu-1228.15.4~1/RELEASE_I386 System model name: MacBook4,1 (Mac-F22788A9) System uptime in nanoseconds: 30555146093771 unloaded kexts: com.apple.iokit.IOUSBMassStorageClass 2.0.8 - last unloaded 26709525128459 loaded kexts: com.vmware.kext.vmnet 2.0.5 com.vmware.kext.vmioplug 2.0.5 com.vmware.kext.vmci 2.0.5 com.vmware.kext.vmx86 2.0.5 com.apple.driver.iTunesPhoneDriver 1.0 - last loaded 981750246502 com.apple.iokit.IOUSBMassStorageClass 2.0.8 com.apple.filesystems.msdosfs 1.5.5 com.apple.iokit.IOBluetoothSerialManager 2.1.8f2 com.apple.filesystems.autofs 2.0.2 com.apple.driver.AppleHWSensor 1.9d0 com.apple.driver.AppleHDA 1.7.1a2 com.apple.driver.AppleUpstreamUserClient 2.7.5 com.apple.Dont_Steal_Mac_OS_X 6.0.3 com.apple.iokit.CHUDUtils 201 com.apple.iokit.CHUDProf 211 com.apple.driver.AppleIntelGMAX3100 5.4.8 com.apple.driver.AppleIntelGMAX3100FB 5.4.8 com.apple.driver.AppleHDAController 1.7.1a2 com.apple.iokit.IOFireWireIP 1.7.7 com.apple.driver.AppleIRController 113 com.apple.driver.AudioIPCDriver 1.0.6 com.apple.driver.ACPI_SMC_PlatformPlugin 3.4.0a17 com.apple.driver.AppleLPC 1.3.1 com.apple.driver.AppleBacklight 1.6.0 com.apple.driver.SMCMotionSensor 2.1.1d2 com.apple.driver.AppleUSBTrackpad 1.7.4f1 com.apple.driver.AppleUSBTCKeyEventDriver 1.7.4f1 com.apple.driver.AppleUSBTCKeyboard 1.7.4f1 com.apple.driver.CSRUSBBluetoothHCIController 2.1.8f2 com.apple.driver.AppleUSBMergeNub 3.4.6 com.apple.iokit.IOSCSIMultimediaCommandsDevice 2.1.1 com.apple.iokit.SCSITaskUserClient 2.1.1 com.apple.driver.XsanFilter 2.7.91 com.apple.iokit.IOATAPIProtocolTransport 1.5.3 com.apple.iokit.IOAHCIBlockStorage 1.2.2 com.apple.driver.AppleUSBHub 3.4.9 com.apple.iokit.IOUSBUserClient 3.4.9 com.apple.driver.AppleAHCIPort 1.7.0 com.apple.driver.AppleIntelPIIXATA 2.0.1 com.apple.driver.AppleFWOHCI 3.9.7 com.apple.driver.AppleUSBEHCI 3.4.6 com.apple.driver.AppleEFINVRAM 1.2.0 com.apple.iokit.AppleYukon2 3.1.13b2 com.apple.driver.AirPortBrcm43xx 366.91.21 com.apple.driver.AppleUSBUHCI 3.3.5 com.apple.driver.AppleSmartBatteryManager 158.10.5 com.apple.driver.AppleRTC 1.2.3 com.apple.driver.AppleHPET 1.4 com.apple.driver.AppleACPIPCI 1.2.5 com.apple.driver.AppleACPIButtons 1.2.5 com.apple.driver.AppleSMBIOS 1.4 com.apple.driver.AppleACPIEC 1.2.5 com.apple.driver.AppleAPIC 1.4 com.apple.security.seatbelt 107.12 com.apple.nke.applicationfirewall 1.6.77 com.apple.security.TMSafetyNet 3 com.apple.driver.AppleIntelCPUPowerManagement 76.2.0 com.apple.driver.DiskImages 199 com.apple.BootCache 30.4 com.apple.iokit.IOSerialFamily 9.4 com.apple.driver.DspFuncLib 1.7.1a2 com.apple.iokit.CHUDKernLib 201 com.apple.iokit.IOHDAFamily 1.7.1a2 com.apple.iokit.IOAudioFamily 1.6.9fc5 com.apple.kext.OSvKernDSPLib 1.1 com.apple.driver.IOPlatformPluginFamily 3.4.0a17 com.apple.iokit.IONDRVSupport 1.7.3 com.apple.iokit.IOGraphicsFamily 1.7.3 com.apple.driver.AppleSMC 2.3.1d1 com.apple.iokit.IOUSBHIDDriver 3.4.6 com.apple.driver.AppleUSBBluetoothHCIController 2.1.8f2 com.apple.iokit.IOBluetoothFamily 2.1.8f2 com.apple.driver.AppleUSBComposite 3.2.0 com.apple.iokit.IOSCSIBlockCommandsDevice 2.1.1 com.apple.iokit.IOBDStorageFamily 1.5 com.apple.iokit.IODVDStorageFamily 1.5 com.apple.iokit.IOCDStorageFamily 1.5 com.apple.iokit.IOSCSIArchitectureModelFamily 2.1.1 com.apple.iokit.IOAHCIFamily 1.5.0 com.apple.iokit.IOATAFamily 2.0.1 com.apple.iokit.IOFireWireFamily 3.4.9 com.apple.iokit.IO80211Family 216.1 com.apple.iokit.IONetworkingFamily 1.6.1 com.apple.iokit.IOUSBFamily 3.4.9 com.apple.driver.AppleEFIRuntime 1.2.0 com.apple.iokit.IOSMBusFamily 1.1 com.apple.iokit.IOStorageFamily 1.5.6 com.apple.iokit.IOHIDFamily 1.5.5 com.apple.driver.AppleACPIPlatform 1.2.5 com.apple.iokit.IOACPIFamily 1.2.0 com.apple.iokit.IOPCIFamily 2.6 Macbook Black Mac OS X (10.5.8)

    Read the article

  • shell script over SSH ends unexpectedly after running 'ant build'

    - by YShin
    I wrote a shell script that runs on remote host to build source code with 'ant build' command, and then distribute the built binary to other servers. However, right after Ant build is over successfully(I can see the command line output saying Build was successful), the ssh session ends and whatever commands after 'ant build' does not get executed. I'm confused what might be cause of this behavior. I suspected that it might be because the 'ant build' command takes too long time, and SSH somehow quits itself after that long command. But I don't think that's correct since if I just do 'sleep 60' in place of 'ant build' command, it actually execute latter commands as intended. I'm new at shell programming, so I might have made some silly misassumption. Can someone provide a pointer to a possible cause of this problem? My shell script #!/bin/bash # Inject some variables ssh -T $SSH_USER@$SSH_URL "setenv REMOTE_BASE_DIR $REMOTE_BASE_DIR; setenv CASSANDRA_SRC_TAR_FILE $CASSANDRA_SRC_TAR_FILE; setenv CASSANDRA_SRC_DIR_NAME $CASSANDRA_SRC_DIR_NAME; setenv CLUSTER_SIZE $CLUSTER_SIZE; setenv REMOTE_REDEPLOY_SCRIPT $REMOTE_REDEPLOY_SCRIPT; /bin/bash" << 'EOF' export JAVA_HOME=/usr/lib/jvm/jdk1.7.0 cd $REMOTE_BASE_DIR/$CASSANDRA_SRC_DIR_NAME echo "## Building Cassandra source" ant clean build # Anything after this doesn't run echo "## Ant Build is over. Invoking redeploy script on remote nodes" # Invoke redeploy script for each node for (( i=0; i < CLUSTER_SIZE; i++)) do echo "## Invoking redeploy script on node-$i" done Command-line output ## Building Cassandra source Buildfile: /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/build.xml clean: [delete] Deleting directory /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/build/test [delete] Deleting directory /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/build/classes [delete] Deleting directory /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/src/gen-java [delete] Deleting directory /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/src/resources/org/apache/cassandra/config init: [mkdir] Created dir: /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/build/classes/main [mkdir] Created dir: /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/build/classes/thrift [mkdir] Created dir: /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/build/test/lib [mkdir] Created dir: /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/build/test/classes [mkdir] Created dir: /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/src/gen-java maven-ant-tasks-localrepo: maven-ant-tasks-download: maven-ant-tasks-init: maven-declare-dependencies: maven-ant-tasks-retrieve-build: init-dependencies: [echo] Loading dependency paths from file: /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/build/build-dependencies.xml check-gen-cli-grammar: gen-cli-grammar: [echo] Building Grammar /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/src/java/org/apache/cassandra/cli/Cli.g .... check-gen-cql2-grammar: gen-cql2-grammar: [echo] Building Grammar /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/src/java/org/apache/cassandra/cql/Cql.g ... check-gen-cql3-grammar: gen-cql3-grammar: [echo] Building Grammar /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/src/java/org/apache/cassandra/cql3/Cql.g ... build-project: [echo] apache-cassandra: /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/build.xml [javac] Compiling 43 source files to /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/build/classes/thrift [javac] Note: /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/interface/thrift/gen-java/org/apache/cassandra/thrift/Cassandra.java uses or overrides a deprecated API. [javac] Note: Recompile with -Xlint:deprecation for details. [javac] Note: Some input files use unchecked or unsafe operations. [javac] Note: Recompile with -Xlint:unchecked for details. [javac] Compiling 865 source files to /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/build/classes/main [javac] Note: Some input files use or override a deprecated API. [javac] Note: Recompile with -Xlint:deprecation for details. [javac] Note: Some input files use unchecked or unsafe operations. [javac] Note: Recompile with -Xlint:unchecked for details. createVersionPropFile: [mkdir] Created dir: /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/src/resources/org/apache/cassandra/config [propertyfile] Creating new property file: /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/src/resources/org/apache/cassandra/config/version.properties [copy] Copying 3 files to /scratch/ISS/shin14/repos/apache-cassandra-2.0.8-src-0713/build/classes/main build: BUILD SUCCESSFUL Total time: 32 seconds

    Read the article

  • Server 2003 R2 doesn't allow logon after a few days of uptime

    - by Bryan
    We have a server 2003 R2 standard (which I'll refer to as SRV01) that's knocking on a bit now, but it still acts as a file, print and SQL server on our company's network. SRV01 hosts user profiles, home directories and pretty much all our business data. Note our AD is currently at 2008 R2 level. This server is due to be upgraded in the next 12 months, but I've no budget to spend on it just yet. A bit of history of this server follows: When SRV01 was first commissioned, it acted as a domain controller (with the same 2003 R2 install it has today), paired with another server that ran Server 2003 R2 SBS. A few years ago, we purchased a pair of dedicated DCs (2008 R2) and at this point we decommissioned the 2003 SBS server, and SRV01 was DCPROMOed out of the AD. Up until very recently, SRV01 used to run Exchange 2003, however we've recently purchased a dedicated server for Exchange 2010 and upgraded (following Microsoft recommended upgrade path). Exchange 2003 was recently uninstalled. - Cleanly to the best of my knowledge. Ever since Exchange was removed from SRV01, I'm finding that after a few days of uptime, when I attempt to logon, pressing CTRL-ALT-DEL just hides the Welcome to Windows Server 2003 banner, and never presents the logon dialog. All I see is a moveable mouse pointer and a blank background. It's a similar story with an admin TS session, the RDP client connects and gives me a blank background, but no logon dialog is presented. The RDP session indefinitely hangs until I give up and close it. The only way I've been able to gain access to the server is to pull the plug on it. Whilst the server does have a battery backed up RAID 5 controller, I'm unhappy about having to do this, so as a temporary measure, I've created a scheduled job to reboot SRV01 each night. Not only do I not like the idea of scheduling a reboot of a server like this, but it is also causing problems for users that leave desktop PCs left logged on overnight. Users complain of 'Delayed Write Failures', and there has also been a number of users that have started to complain about account lockout problems, as well as users not able to connect to shares on SRV01 until they reboot their desktop PCs. I've examined event logs on SRV01 and on the DCs looking for clues as to what the problem is, but there really is nothing untoward being logged. How could I being to investigate this problem when nothing of any relevance is being logged? Is there some additional logging that can be enabled that might give some clues as to what could be causing this problem? Could performance monitor help me out here, and if so, what counters would you consider monitoring? It's worth mentioning that whilst the server is unresponsive via the console and TS, it does still respond to clients connecting to shares without problems for several days, but after about a week I then start to hear users reporting problems accessing shares, but this seems quite sporadic. I've also tried leaving the console logged on (and locked), when I notice I can no longer logon via TS, I can unlock the server console without problem, but it refuses to reboot/shutdown, and subsequent attempts to reboot report that a system shutdown is already in progress and the system then completely hangs. I've tried playing the waiting game for several hours thinking that a timeout might allow the shutdown to continue, but to no avail.

    Read the article

  • Ubuntu 12.04 KVM running Ubuntu 12.04 with linux-image-virtual crash on boot

    - by D.Mill
    One of my VMs is stuck on "pause" in virsh. If I destroy and restart it, it will go to pause after a bit of time as "running". I can at best enter my username at login if I'm quick but it'll then shutdown. I don't know where to start with this so any help would be great!! I can access the VMs files via guestfish. the kern.log and syslog don't populate new lines. This is the last input I get from kern.log: Dec 13 11:21:08 soft201 kernel: imklog 5.8.6, log source = /proc/kmsg started. Dec 13 11:21:08 soft201 kernel: [ 0.000000] Initializing cgroup subsys cpuset Dec 13 11:21:08 soft201 kernel: [ 0.000000] Initializing cgroup subsys cpu Dec 13 11:21:08 soft201 kernel: [ 0.000000] Linux version 3.2.0-34-virtual (buildd@allspice) (gcc version 4.6.3 (Ubuntu/Linaro 4.6.3-1ubuntu5) ) #53-Ubuntu SMP Thu Nov 15 11:08:40 UTC 2012 (Ubuntu 3.2.0-34.53-virtual 3.2.33) Dec 13 11:21:08 soft201 kernel: [ 0.000000] Command line: root=UUID=61d48b48-a06a-48fb-842e-b38014086a93 ro quiet splash Dec 13 11:21:08 soft201 kernel: [ 0.000000] KERNEL supported cpus: Dec 13 11:21:08 soft201 kernel: [ 0.000000] Intel GenuineIntel Dec 13 11:21:08 soft201 kernel: [ 0.000000] AMD AuthenticAMD Dec 13 11:21:08 soft201 kernel: [ 0.000000] Centaur CentaurHauls Dec 13 11:21:08 soft201 kernel: [ 0.000000] BIOS-provided physical RAM map: Dec 13 11:21:08 soft201 kernel: [ 0.000000] BIOS-e820: 00000000000f0000 - 0000000000100000 (reserved) Dec 13 11:21:08 soft201 kernel: [ 0.000000] BIOS-e820: 0000000000100000 - 00000000dfffc000 (usable) Dec 13 11:21:08 soft201 kernel: [ 0.000000] BIOS-e820: 00000000dfffc000 - 00000000e0000000 (reserved) Dec 13 11:21:08 soft201 kernel: [ 0.000000] BIOS-e820: 00000000feffc000 - 00000000ff000000 (reserved) Dec 13 11:21:08 soft201 kernel: [ 0.000000] BIOS-e820: 00000000fffc0000 - 0000000100000000 (reserved) Dec 13 11:21:08 soft201 kernel: [ 0.000000] BIOS-e820: 0000000100000000 - 0000000a20000000 (usable) Dec 13 11:21:08 soft201 kernel: [ 0.000000] NX (Execute Disable) protection: active Dec 13 11:21:08 soft201 kernel: [ 0.000000] DMI 2.4 present. Dec 13 11:21:08 soft201 kernel: [ 0.000000] DMI: Bochs Bochs, BIOS Bochs 01/01/2007 Dec 13 11:21:08 soft201 kernel: [ 0.000000] e820 update range: 0000000000000000 - 0000000000010000 (usable) ==> (reserved) Dec 13 11:21:08 soft201 kernel: [ 0.000000] e820 remove range: 00000000000a0000 - 0000000000100000 (usable) Dec 13 As you can see the last line gets cut off. I don't even know if this is that relevant. dmesg logs are empty. The qemu log for the VM returns this: 2012-12-13 12:29:47.584+0000: starting up LC_ALL=C PATH=/usr/local/sbin:/usr/local/bin:/usr/bin:/usr/sbin:/sbin:/bin QEMU_AUDIO_DRV=none /usr/bin/kvm -S -M pc-1.0 -enable-kvm -m 40960 -smp 14,sockets=14,cores=1,threads=1 -name numerink201 -uuid f4a889ed-a089-05d0-cc9d-9825ab1faeba -nodefconfig -nodefaults -chardev socket,id=charmonitor,path=/var/lib/libvirt/qemu/numerink201.monitor,server,nowait -mon chardev=charmonitor,id=monitor,mode=control -rtc base=utc -no-shutdown -drive file=/var/lib/libvirt/images/client.soft.fr/tmpcZAD9U.qcow2,if=none,id=drive-ide0-0-0,format=qcow2 -device ide-drive,bus=ide.0,unit=0,drive=drive-ide0-0-0,id=ide0-0-0,bootindex=1 -fsdev local,security_model=none,id=fsdev-fs0,path=/home/shared_folders/soft201 -device virtio-9p-pci,id=fs0,fsdev=fsdev-fs0,mount_tag=hostshare,bus=pci.0,addr=0x5 -netdev tap,fd=18,id=hostnet0 -device virtio-net-pci,netdev=hostnet0,id=net0,mac=02:00:00:1d:b9:e7,bus=pci.0,addr=0x3 -chardev pty,id=charserial0 -device isa-serial,chardev=charserial0,id=serial0 -usb -vnc 127.0.0.1:0 -vga cirrus -device virtio-balloon-pci,id=balloon0,bus=pci.0,addr=0x4 char device redirected to /dev/pts/3 qemu: terminating on signal 15 from pid 28248 2012-12-13 12:30:14.455+0000: shutting down I've added more logging, libvirt.log gives me this: 2012-12-13 13:24:38.525+0000: 27694: info : libvirt version: 0.9.8 2012-12-13 13:24:38.525+0000: 27694: error : virExecWithHook:328 : Cannot find 'pm-is-supported' in path: No such file or directory 2012-12-13 13:24:38.525+0000: 27694: warning : qemuCapsInit:856 : Failed to get host power management capabilities 2012-12-13 13:24:39.865+0000: 27694: error : virExecWithHook:328 : Cannot find 'pm-is-supported' in path: No such file or directory 2012-12-13 13:24:39.865+0000: 27694: warning : lxcCapsInit:77 : Failed to get host power management capabilities 2012-12-13 13:24:39.866+0000: 27694: error : virExecWithHook:328 : Cannot find 'pm-is-supported' in path: No such file or directory 2012-12-13 13:24:39.866+0000: 27694: warning : umlCapsInit:87 : Failed to get host power management capabilities I don't really know where to go from here. I'll post whatever info you require

    Read the article

  • Windows 7 BSOD - ntoskrnl?

    - by Ken Mason
    2 new HP Pavilion notebooks with 7 Home Premium pre-loaded with Norton. My first act was to use the Norton Removal Tool and load ZoneAlarm free and AVG Free. Frequent random BSOD's ever since...I found my way into Debug and have had various reports regarding ntoskrnl, depending on the status of symbols. It's been many years since I played with (DOS 3.x) debug, so this has been a considerable fumble. Excerpts follow and any insights would be greatly appreciated, as I am not a developer: ADDITIONAL_DEBUG_TEXT: Use '!findthebuild' command to search for the target build information. If the build information is available, run '!findthebuild -s ; .reload' to set symbol path and load symbols. MODULE_NAME: nt FAULTING_MODULE: fffff8000305d000 nt DEBUG_FLR_IMAGE_TIMESTAMP: 4b88cfeb BUGCHECK_STR: 0x7f_8 CUSTOMER_CRASH_COUNT: 1 DEFAULT_BUCKET_ID: VISTA_DRIVER_FAULT CURRENT_IRQL: 0 LAST_CONTROL_TRANSFER: from fffff800030ccb69 to fffff800030cd600 STACK_TEXT: fffff80004d6fd28 fffff800030ccb69 : 000000000000007f 0000000000000008 0000000080050033 00000000000006f8 : nt+0x70600 fffff80004d6fd30 000000000000007f : 0000000000000008 0000000080050033 00000000000006f8 fffff80003095e58 : nt+0x6fb69 fffff80004d6fd38 0000000000000008 : 0000000080050033 00000000000006f8 fffff80003095e58 0000000000000000 : 0x7f fffff80004d6fd40 0000000080050033 : 00000000000006f8 fffff80003095e58 0000000000000000 0000000000000000 : 0x8 fffff80004d6fd48 00000000000006f8 : fffff80003095e58 0000000000000000 0000000000000000 0000000000000000 : 0x80050033 fffff80004d6fd50 fffff80003095e58 : 0000000000000000 0000000000000000 0000000000000000 0000000000000000 : 0x6f8 fffff80004d6fd58 0000000000000000 : 0000000000000000 0000000000000000 0000000000000000 0000000000000000 : nt+0x38e58 STACK_COMMAND: kb FOLLOWUP_IP: nt+70600 fffff800`030cd600 48894c2408 mov qword ptr [rsp+8],rcx SYMBOL_STACK_INDEX: 0 SYMBOL_NAME: nt+70600 FOLLOWUP_NAME: MachineOwner IMAGE_NAME: ntoskrnl.exe BUCKET_ID: WRONG_SYMBOLS Followup: MachineOwner ...................................................................... 0: kd !lmi nt Loaded Module Info: [nt] Module: ntkrnlmp Base Address: fffff8000305d000 Image Name: ntkrnlmp.exe Machine Type: 34404 (X64) Time Stamp: 4b88cfeb Sat Feb 27 00:55:23 2010 Size: 5dc000 CheckSum: 545094 Characteristics: 22 perf Debug Data Dirs: Type Size VA Pointer CODEVIEW 25, 19c65c, 19bc5c RSDS - GUID: {7E9A3CAB-6268-45DE-8E10-816E3080A3B7} Age: 2, Pdb: ntkrnlmp.pdb CLSID 4, 19c658, 19bc58 [Data not mapped] Image Type: FILE - Image read successfully from debugger. ntkrnlmp.exe Symbol Type: PDB - Symbols loaded successfully from symbol server. d:\debugsymbols\ntkrnlmp.pdb\7E9A3CAB626845DE8E10816E3080A3B72\ntkrnlmp.pdb Load Report: public symbols , not source indexed d:\debugsymbols\ntkrnlmp.pdb\7E9A3CAB626845DE8E10816E3080A3B72\ntkrnlmp.pdb 0: kd !analyze -v * Bugcheck Analysis * * UNEXPECTED_KERNEL_MODE_TRAP (7f) This means a trap occurred in kernel mode, and it's a trap of a kind that the kernel isn't allowed to have/catch (bound trap) or that is always instant death (double fault). The first number in the bugcheck params is the number of the trap (8 = double fault, etc) Consult an Intel x86 family manual to learn more about what these traps are. Here is a portion of those codes: If kv shows a taskGate use .tss on the part before the colon, then kv. Else if kv shows a trapframe use .trap on that value Else .trap on the appropriate frame will show where the trap was taken (on x86, this will be the ebp that goes with the procedure KiTrap) Endif kb will then show the corrected stack. Arguments: Arg1: 0000000000000008, EXCEPTION_DOUBLE_FAULT Arg2: 0000000080050033 Arg3: 00000000000006f8 Arg4: fffff80003095e58 Debugging Details: BUGCHECK_STR: 0x7f_8 CUSTOMER_CRASH_COUNT: 1 DEFAULT_BUCKET_ID: VISTA_DRIVER_FAULT PROCESS_NAME: System CURRENT_IRQL: 2 LAST_CONTROL_TRANSFER: from fffff800030ccb69 to fffff800030cd600 STACK_TEXT: fffff80004d6fd28 fffff800030ccb69 : 000000000000007f 0000000000000008 0000000080050033 00000000000006f8 : nt!KeBugCheckEx fffff80004d6fd30 fffff800030cb032 : 0000000000000000 0000000000000000 0000000000000000 0000000000000000 : nt!KiBugCheckDispatch+0x69 fffff80004d6fe70 fffff80003095e58 : 0000000000000000 0000000000000000 0000000000000000 0000000000000000 : nt!KiDoubleFaultAbort+0xb2 fffff880089efc60 0000000000000000 : 0000000000000000 0000000000000000 0000000000000000 0000000000000000 : nt!SeAccessCheckFromState+0x58 STACK_COMMAND: kb FOLLOWUP_IP: nt!KiDoubleFaultAbort+b2 fffff800`030cb032 90 nop SYMBOL_STACK_INDEX: 2 SYMBOL_NAME: nt!KiDoubleFaultAbort+b2 FOLLOWUP_NAME: MachineOwner MODULE_NAME: nt IMAGE_NAME: ntkrnlmp.exe DEBUG_FLR_IMAGE_TIMESTAMP: 4b88cfeb FAILURE_BUCKET_ID: X64_0x7f_8_nt!KiDoubleFaultAbort+b2 BUCKET_ID: X64_0x7f_8_nt!KiDoubleFaultAbort+b2 Followup: MachineOwner I tried running Rootkit Revealer but I don't think it works on x64 systems. Similarly Blacklight seems to have aged off. I'm running Sophos Anti-Rootkit now. So far so good...

    Read the article

  • Is it possible to repair a Cisco 3500 XL (3548) switch with POST Error messages?

    - by Alex
    I've got an old Cisco 3500 XL, and it seems to have hardware issues. I've loaded the latest IOS and cleared all config. Does anyone have any experience fixing the switch core? I'm a reasonably competent SMD solderer, can I replace/reflow some chips? I've checked the power supply voltages and it's all within tolerance, and no visible signs of any component damage. Some chips are hot to the touch. I understand that these were EOL as of 2007, but should have a lifetime warranty for the electronics. I don't have a Cisco support contract, so I can't file a ticket. What should I do? Console output: switch: dir flash: Directory of flash:/ 2 -rwx 1811584 <date> c3500xl-c3h2s-mz.120-5.WC17.bin 1799680 bytes available (1812992 bytes used) switch: boot Loading "flash:c3500xl-c3h2s-mz.120-5.WC17.bin"...################################################################################################################################################################################### File "flash:c3500xl-c3h2s-mz.120-5.WC17.bin" uncompressed and installed, entry point: 0x3000 executing... Restricted Rights Legend Use, duplication, or disclosure by the Government is subject to restrictions as set forth in subparagraph (c) of the Commercial Computer Software - Restricted Rights clause at FAR sec. 52.227-19 and subparagraph (c) (1) (ii) of the Rights in Technical Data and Computer Software clause at DFARS sec. 252.227-7013. cisco Systems, Inc. 170 West Tasman Drive San Jose, California 95134-1706 Cisco Internetwork Operating System Software IOS (tm) C3500XL Software (C3500XL-C3H2S-M), Version 12.0(5)WC17, RELEASE SOFTWARE (fc1) Copyright (c) 1986-2007 by cisco Systems, Inc. Compiled Tue 13-Feb-07 15:04 by antonino Image text-base: 0x00003000, data-base: 0x00352924 Initializing C3500XL flash... flashfs[1]: 1 files, 1 directories flashfs[1]: 0 orphaned files, 0 orphaned directories flashfs[1]: Total bytes: 3612672 flashfs[1]: Bytes used: 1812992 flashfs[1]: Bytes available: 1799680 flashfs[1]: flashfs fsck took 3 seconds. flashfs[1]: Initialization complete. ...done Initializing C3500XL flash. C3500XL POST: System Board Test: Passed C3500XL POST: Daughter Card Test: Passed C3500XL POST: CPU Buffer Test: Passed C3500XL POST: CPU Notify RAM Test: Passed C3500XL POST: CPU Interface Test: Passed C3500XL POST: Testing Switch Core: Passed Error with Switch Core BIST test Phase 0. Returns: Test Complete Low : 0x0FFFFFFF, Test Complete High : 0xFFFFFFFE Test Phase Low : 0x00000040, Test Phase High : 0x00000000 Test Phase Third : 0x00000000, Test Complete Third : 0x000001F8 C3500XL POST FAILURE: Testing Switch Core: Failed C3500XL POST FAILURE: Testing Buffer Table: Failed C3500XL POST FAILURE: Data Buffer Test: Failed C3500XL POST FAILURE: Configuring Switch Parameters: Failed C3500XL POST FAILURE: Switch Core BIST failed. C3500XL POST FAILURE: Cannot test Modules due to failure of Switch Core POST Del Mar Failure (0th Del Mar): req system failed to init C3500XL POST FAILURE: C3500XL POST FAILURE: ATM: required system failed to init C3500XL POST: Ethernet Controller Test: Passed C3500XL POST FAILURE: MII Test: Failed C3500XL POST FAILURE: Error waiting for Ethernet Controller and SW_PARAMS C3500XL POST FAILURE: Initialization/POST failed C3500XL POST FAILURE: AT: Failing because system POST failed Exception (8192)! Debug Exception (Could be NULL pointer dereference) CPU Register Context: Vector = 0x00002000 PC = 0x000F36F4 MSR = 0x00029200 CR = 0x22000024 LR = 0x000F6964 CTR = 0x001DE46C XER = 0x00000000 R0 = 0x00000000 R1 = 0x004E2580 R2 = 0x00000000 R3 = 0x00000000 R4 = 0x00000001 R5 = 0x00000000 R6 = 0x004E2718 R7 = 0x004E2718 R8 = 0x00000008 R9 = 0x00000000 R10 = 0x0000FFFF R11 = 0x00480000 R12 = 0x42000024 R13 = 0x00000000 R14 = 0x00000000 R15 = 0x00000000 R16 = 0x00000000 R17 = 0x00000000 R18 = 0x00000000 R19 = 0x00000000 R20 = 0x00000000 R21 = 0x00000000 R22 = 0x00000000 R23 = 0x00000000 R24 = 0x00000000 R25 = 0x00000020 R26 = 0x004E2718 R27 = 0x004E2718 R28 = 0x00000020 R29 = 0x00002513 R30 = 0x00000001 R31 = 0x00000000 Stack trace: PC = 0x000F36F4, SP = 0x004E2580 Frame 00: SP = 0x004E25A0 PC = 0x40000016 Frame 01: SP = 0x004E2618 PC = 0x000F6964 Frame 02: SP = 0x004E26A8 PC = 0x000F76DC Frame 03: SP = 0x004E26C8 PC = 0x000E8114 Frame 04: SP = 0x004E26F0 PC = 0x001F5BF8 Frame 05: SP = 0x004E2710 PC = 0x001F5CF4 Frame 06: SP = 0x004E2748 PC = 0x0023F4DC Frame 07: SP = 0x004E2750 PC = 0x0023E650 Frame 08: SP = 0x004E27C8 PC = 0x0023E89C Frame 09: SP = 0x004E27E0 PC = 0x0028AF34 Frame 10: SP = 0x004E27E8 PC = 0x001E38F8 Frame 11: SP = 0x004E2808 PC = 0x001E39A8 Frame 12: SP = 0x004E2820 PC = 0x0014E220 Frame 13: SP = 0x004E28C8 PC = 0x0014E39C Frame 14: SP = 0x00000000 PC = 0x001EB510

    Read the article

< Previous Page | 373 374 375 376 377 378 379 380 381 382 383 384  | Next Page >