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  • WCF REST Service Activation Errors when AspNetCompatibility is enabled

    - by Rick Strahl
    I’m struggling with an interesting problem with WCF REST since last night and I haven’t been able to track this down. I have a WCF REST Service set up and when accessing the .SVC file it crashes with a version mismatch for System.ServiceModel: Server Error in '/AspNetClient' Application. Could not load type 'System.ServiceModel.Activation.HttpHandler' from assembly 'System.ServiceModel, Version=3.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.TypeLoadException: Could not load type 'System.ServiceModel.Activation.HttpHandler' from assembly 'System.ServiceModel, Version=3.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below. Stack Trace: [TypeLoadException: Could not load type 'System.ServiceModel.Activation.HttpHandler' from assembly 'System.ServiceModel, Version=3.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089'.] System.RuntimeTypeHandle.GetTypeByName(String name, Boolean throwOnError, Boolean ignoreCase, Boolean reflectionOnly, StackCrawlMarkHandle stackMark, Boolean loadTypeFromPartialName, ObjectHandleOnStack type) +0 System.RuntimeTypeHandle.GetTypeByName(String name, Boolean throwOnError, Boolean ignoreCase, Boolean reflectionOnly, StackCrawlMark& stackMark, Boolean loadTypeFromPartialName) +95 System.RuntimeType.GetType(String typeName, Boolean throwOnError, Boolean ignoreCase, Boolean reflectionOnly, StackCrawlMark& stackMark) +54 System.Type.GetType(String typeName, Boolean throwOnError, Boolean ignoreCase) +65 System.Web.Compilation.BuildManager.GetType(String typeName, Boolean throwOnError, Boolean ignoreCase) +69 System.Web.Configuration.HandlerFactoryCache.GetTypeWithAssert(String type) +38 System.Web.Configuration.HandlerFactoryCache.GetHandlerType(String type) +13 System.Web.Configuration.HandlerFactoryCache..ctor(String type) +19 System.Web.HttpApplication.GetFactory(String type) +81 System.Web.MaterializeHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +223 System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +184 Version Information: Microsoft .NET Framework Version:4.0.30319; ASP.NET Version:4.0.30319.1 What’s really odd about this is that it crashes only if it runs inside of IIS (it works fine in Cassini) and only if ASP.NET Compatibility is enabled in web.config:<serviceHostingEnvironment aspNetCompatibilityEnabled="true" multipleSiteBindingsEnabled="true" /> Arrrgh!!!!! After some experimenting and some help from Glenn Block and his team mates I was able to track down the problem in ApplicationHost.config. Specifically the problem was that there were multiple *.svc mappings in the ApplicationHost.Config file and the older 2.0 runtime specific versions weren’t marked for the proper runtime. Because these handlers show up at the top of the list they execute first resulting in assembly load errors for the wrong version assembly. To fix this problem I ended up making a couple changes in applicationhost.config. On the machine level root’s Handler mappings I had an entry that looked like this:<add name="svc-Integrated" path="*.svc" verb="*" type="System.ServiceModel.Activation.HttpHandler, System.ServiceModel, Version=3.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" preCondition="integratedMode" /> and it needs to be changed to this:<add name="svc-Integrated" path="*.svc" verb="*" type="System.ServiceModel.Activation.HttpHandler, System.ServiceModel, Version=3.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" preCondition="integratedMode,runtimeVersionv2.0" />Notice the explicit runtime version assignment in the preCondition attribute which is key to keep ASP.NET 4.0 from executing that handler. The key here is that the runtime version needs to be set explicitly so that the various *.svc handlers don’t fire only in the order defined which in case of a .NET 4.0 app with the original setting would result in an incompatible version of System.ComponentModel to load.What was really hard to track this down is that even when looking in the debugger when launching the Web app, the AppDomain assembly loads showed System.ServiceModel V4.0 starting up just fine. Apparently the ASP.NET runtime load occurs at a different point and that’s when things break.So how did this break? According to the Microsoft folks it’s some older tools that got installed that change the default service handlers. There’s a blog entry that points at this problem with more detail:http://blogs.iis.net/webtopics/archive/2010/04/28/system-typeloadexception-for-system-servicemodel-activation-httpmodule-in-asp-net-4.aspxNote that I tried running aspnet_regiis and that did not fix the problem for me. I had to manually change the entries in applicationhost.config.   © Rick Strahl, West Wind Technologies, 2005-2011Posted in AJAX   ASP.NET  WCF  

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  • Assign highest priority to my local repository

    - by Anwar Shah
    Original question was : "How to assign highest priority to local repository without using sources.list file" I have setup a local repository with packages I downloaded. I use it to avoid downloading the same packages over the Internet, when I need to reinstall my Ubuntu. It is a basic repository, created with apt-ftparchive packages . > Packages. I made this a trusted repository to avoid "unauthenticated repository" warning. (When you have a untrusted repository, apt or synaptic try to download the same packages over the Internet, 'cause it is trusted). I have been using this local repository for at least 1 years. But I have to always put my local repository line at the top of the sources.list file to use this. But this is annoying, since I must open a terminal and do some typing on it every time I reinstall Ubuntu, though there is a better tool software-properties-gtk. I cannot use this tool since it place the source line at the end of `sources.list. And the real problem is that, the apt or synaptic always download a package from the source which is mentioned earlier, without inspecting whether the packages are already available in the local repository. So, I have no choice but to place the local source at the top of sources.list doing terminal (I actually don't hate terminal, but I need a solution) . I have tried this method. But this does not help me. My preference file is this in /etc/apt/preferences.d/local-pin-900 Package: * Pin: release o=Local,n=ubuntu-local Pin-Priority: 900 My release file is this Origin: Local Label: Local-Ubuntu Description: Local Ubuntu Repository Codename: ubuntu-local MD5Sum: ed43222856d18f389c637ac3d7dd6f85 1043412 Packages d41d8cd98f00b204e9800998ecf8427e 0 Sources When I enable the apt-preference, the apt-cache policy correctly shows the preference, e.g. It shows the local repository has the highest priority. But when I do this sudo apt-get install <package-name>, apt tries to download it from Internet. But when I place my local-repo at the top, it installs from local repository. So, My question is - 'Is it possible to force apt to use local repository when the package is available in local repository, without explicitly placing "the local source" at the top of my repository list (e.g sources.list file) ?' Edit: output of apt-cache policy $package_name is as follows nautilus-wipe: Installed: (none) Candidate: 0.1.1-2 Version table: 0.1.1-2 0 500 http://archive.ubuntu.com/ubuntu/ precise/universe i386 Packages 900 file:/media/Main/Linux-Software/Ubuntu/Precise/ Packages It is showing that my local repository has higher preference, though it is not the one which comes first in sources.list file. Here is the output of apt-get install nautilus-wipe Reading package lists... Done Building dependency tree Reading state information... Done The following NEW packages will be installed: nautilus-wipe 0 upgraded, 1 newly installed, 0 to remove and 131 not upgraded. Need to get 30.7 kB of archives. After this operation, 150 kB of additional disk space will be used. 'http://archive.ubuntu.com/ubuntu/pool/universe/n/nautilus-wipe/nautilus-wipe_0.1.1-2_i386.deb' nautilus-wipe_0.1.1-2_i386.deb 30730 MD5Sum:7d497b8dfcefe1c0b51a45f3b0466994 It is still trying to get the file from Internet, though I think it should be happy with the local one.

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  • LibGDX Box2D Body and Sprite AND DebugRenderer out of sync

    - by Free Lancer
    I am having a couple issues with Box2D bodies. I have a GameObject holding a Sprite and Body. I use a ShapeRenderer to draw an outline of the Body's and Sprite's bounding boxes. I also added a Box2DDebugRenderer to make sure everything's lining up properly. My problem is the Sprite and Body at first overlap perfectly, but as I turn the Body moves a bit off the sprite then comes back when the Car is facing either North or South. Here's an image of what I mean: (Not sure what that line is, first time to show up) BLUE is the Body, RED is the Sprite, PURPLE is the Box2DDebugRenderer. Also, you probably noticed a purple square in the top right corner. Well that's the Car drawn by the Box2D Debug Renderer. I thought it might be the camera but I've been playing with the Cameras for hours and nothing seems to work. All give me weird results. Here's my code: Screen: public void show() { // --------------------- SETUP ALL THE CAMERA STUFF ------------------------------ // battleStage = new Stage( 720, 480, false ); // Setup the camera. In Box2D we operate on a meter scale, pixels won't do it. So we use // an Orthographic camera with a Viewport of 24 meters in width and 16 meters in height. battleStage.setCamera( new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ) ); battleStage.getCamera().position.set( CAM_METER_WIDTH / 2, CAM_METER_HEIGHT / 2, 0 ); // The Box2D Debug Renderer will handle rendering all physics objects for debugging debugger = new Box2DDebugRenderer( true, true, true, true ); //debugCam = new OrthographicCamera( CAM_METER_WIDTH, CAM_METER_HEIGHT ); } public void render(float delta) { // Update the Physics World, use 1/45 for something around 45 Frames/Second for mobile devices physicsWorld.step( 1/45.0f, 8, 3 ); // 1/45 for devices // Set the Camera matrices and clear the screen Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); battleStage.getCamera().update(); // Draw game objects here battleStage.act(delta); battleStage.draw(); // Again update the Camera matrices and call the debug renderer debugCam.update(); debugger.render( physicsWorld, debugCam.combined); // Vehicle handles its own interaction with the HUD // update all Actors movements in the game Stage hudStage.act( delta ); // Draw each Actor onto the Scene at their new positions hudStage.draw(); } Car: (extends Actor) public Car( Texture texture, float posX, float posY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( WIDTH * Consts.PIXEL_METER_RATIO, HEIGHT * Consts.PIXEL_METER_RATIO ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); // set the origin to be at the center of the body mSprite.setPosition( posX * Consts.PIXEL_METER_RATIO, posY * Consts.PIXEL_METER_RATIO ); // place the car in the center of the game map FixtureDef carFixtureDef = new FixtureDef(); mBody = Physics.createBoxBody( BodyType.DynamicBody, carFixtureDef, mSprite ); } public void draw() { mSprite.setPosition( mBody.getPosition().x * Consts.PIXEL_METER_RATIO, mBody.getPosition().y * Consts.PIXEL_METER_RATIO ); mSprite.setRotation( MathUtils.radiansToDegrees * mBody.getAngle() ); // draw the sprite mSprite.draw( batch ); } Physics: (Create the Body) public static Body createBoxBody( final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; boxBodyDef.position.x = pSprite.getX() / Consts.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Consts.PIXEL_METER_RATIO; // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Consts.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Consts.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = BattleScreen.getPhysicsWorld().createBody(boxBodyDef); boxBody.createFixture(pFixtureDef); } Sorry for all the code and long description but it's hard to pin down what exactly might be causing the problem.

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  • Spritesheet per pixel collision XNA

    - by Jixi
    So basically i'm using this: public bool IntersectPixels(Rectangle rectangleA, Color[] dataA,Rectangle rectangleB, Color[] dataB) { int top = Math.Max(rectangleA.Top, rectangleB.Top); int bottom = Math.Min(rectangleA.Bottom, rectangleB.Bottom); int left = Math.Max(rectangleA.Left, rectangleB.Left); int right = Math.Min(rectangleA.Right, rectangleB.Right); for (int y = top; y < bottom; y++) { for (int x = left; x < right; x++) { Color colorA = dataA[(x - rectangleA.Left) + (y - rectangleA.Top) * rectangleA.Width]; Color colorB = dataB[(x - rectangleB.Left) + (y - rectangleB.Top) * rectangleB.Width]; if (colorA.A != 0 && colorB.A != 0) { return true; } } } return false; } In order to detect collision, but i'm unable to figure out how to use it with animated sprites. This is my animation update method: public void AnimUpdate(GameTime gameTime) { if (!animPaused) { animTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (animTimer > animInterval) { currentFrame++; animTimer = 0f; } if (currentFrame > endFrame || endFrame <= currentFrame || currentFrame < startFrame) { currentFrame = startFrame; } objRect = new Rectangle(currentFrame * TextureWidth, frameRow * TextureHeight, TextureWidth, TextureHeight); origin = new Vector2(objRect.Width / 2, objRect.Height / 2); } } Which works with multiple rows and columns. and how i call the intersect: public bool IntersectPixels(Obj me, Vector2 pos, Obj o) { Rectangle collisionRect = new Rectangle(me.objRect.X, me.objRect.Y, me.objRect.Width, me.objRect.Height); collisionRect.X += (int)pos.X; collisionRect.Y += (int)pos.Y; if (IntersectPixels(collisionRect, me.TextureData, o.objRect, o.TextureData)) { return true; } return false; } Now my guess is that i have to update the textureData everytime the frame changes, no? If so then i already tried it and miserably failed doing so :P Any hints, advices? If you need to see any more of my code just let me know and i'll update the question. Updated almost functional collisionRect: collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.Texture.Width / (int)((me.frameCount - 1) * me.TextureWidth), me.Texture.Height); What it does now is "move" the block up 50%, shouldn't be too hard to figure out. Update: Alright, so here's a functional collision rectangle(besides the height issue) collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.TextureWidth / (int)me.frameCount - 1, me.TextureHeight); Now the problem is that using breakpoints i found out that it's still not getting the correct color values of the animated sprite. So it detects properly but the color values are always: R:0 G:0 B:0 A:0 ??? disregard that, it's not true afterall =P For some reason now the collision area height is only 1 pixel..

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  • Create bullet physics rigid body along the vertices of a blender model

    - by Krishnabhadra
    I am working on my first 3D game, for iphone, and I am using Blender to create models, Cocos3D game engine and Bullet for physics simulation. I am trying to learn the use of physics engine. What I have done I have created a small model in blender which contains a Cube (default blender cube) at the origin and a UVSphere hovering exactly on top of this cube (without touching the cube) I saved the file to get MyModel.blend. Then I used File -> Export -> PVRGeoPOD (.pod/.h/.cpp) in Blender to export the model to .pod format to use along with Cocos3D. In the coding side, I added necessary bullet files to my Cocos3D template project in XCode. I am also using a bullet objective C wrapper. -(void) initializeScene { _physicsWorld = [[CC3PhysicsWorld alloc] init]; [_physicsWorld setGravity:0 y:-9.8 z:0]; /*Setup camera, lamp etc.*/ .......... ........... /*Add models created in blender to scene*/ [self addContentFromPODFile: @"MyModel.pod"]; /*Create OpenGL ES buffers*/ [self createGLBuffers]; /*get models*/ CC3MeshNode* cubeNode = (CC3MeshNode*)[self getNodeNamed:@"Cube"]; CC3MeshNode* sphereNode = (CC3MeshNode*)[self getNodeNamed:@"Sphere"]; /*Those boring grey colors..*/ [cubeNode setColor:ccc3(255, 255, 0)]; [sphereNode setColor:ccc3(255, 0, 0)]; float *cVertexData = (float*)((CC3VertexArrayMesh*)cubeNode.mesh).vertexLocations.vertices; int cVertexCount = (CC3VertexArrayMesh*)cubeNode.mesh).vertexLocations.vertexCount; btTriangleMesh* cTriangleMesh = new btTriangleMesh(); // for (int i = 0; i < cVertexCount * 3; i+=3) { // printf("\n%f", cVertexData[i]); // printf("\n%f", cVertexData[i+1]); // printf("\n%f", cVertexData[i+2]); // } /*Trying to create a triangle mesh that curresponds the cube in 3D space.*/ int offset = 0; for (int i = 0; i < (cVertexCount / 3); i++){ unsigned int index1 = offset; unsigned int index2 = offset+6; unsigned int index3 = offset+12; cTriangleMesh->addTriangle( btVector3(cVertexData[index1], cVertexData[index1+1], cVertexData[index1+2] ), btVector3(cVertexData[index2], cVertexData[index2+1], cVertexData[index2+2] ), btVector3(cVertexData[index3], cVertexData[index3+1], cVertexData[index3+2] )); offset += 18; } [self releaseRedundantData]; /*Create a collision shape from triangle mesh*/ btBvhTriangleMeshShape* cTriMeshShape = new btBvhTriangleMeshShape(cTriangleMesh,true); btCollisionShape *sphereShape = new btSphereShape(1); /*Create physics objects*/ gTriMeshObject = [_physicsWorld createPhysicsObjectTrimesh:cubeNode shape:cTriMeshShape mass:0 restitution:1.0 position:cubeNode.location]; sphereObject = [_physicsWorld createPhysicsObject:sphereNode shape:sphereShape mass:1 restitution:0.1 position:sphereNode.location]; sphereObject.rigidBody->setDamping(0.1,0.8); } When I run the sphere and cube shows up fine. I expect the sphere object to fall directly on top of the cube, since I have given it a mass of 1 and the physics world gravity is given as -9.8 in y direction. But What is happening the spere rotates around cube three or times and then just jumps out of the scene. Then I know I have some basic misunderstanding about the whole process. So my question is, how can I create a physics collision shape which corresponds to the shape of a particular mesh model. I may need complex shapes than cube and sphere, but before going into them I want to understand the concepts.

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  • Azure Mobile Services: lessons learned

    - by svdoever
    When I first started using Azure Mobile Services I thought of it as a nice way to: authenticate my users - login using Twitter, Google, Facebook, Windows Live create tables, and use the client code to create the columns in the table because that is not possible in the Azure Mobile Services UI run some Javascript code on the table crud actions (Insert, Update, Delete, Read) schedule a Javascript to run any 15 or more minutes I had no idea of the magic that was happening inside… where is the data stored? Is it a kind of big table, are relationships between tables possible? those Javascripts on the table crud actions, is that interpreted, what is that exactly? After working for some time with Azure Mobile Services I became a lot wiser: Those tables are just normal tables in an Azure SQL Server 2012 Creating the table columns through client code sucks, at least from my Javascript code, because the columns are deducted from the sent JSON data, and a datetime field is sent as string in JSON, so a string type column is created instead of a datetime column You can connect with SQL Management Studio to the Azure SQL Server, and although you can’t manage your columns through the SQL Management Studio UI, it is possible to just run SQL scripts to drop and create tables and indices When you create a table through SQL script, add the table with the same name in the Azure Mobile Services UI to hook it up and be able to access the table through the provided abstraction layer You can also go to the SQL Database through the Azure Mobile Services UI, and from there get in a web based SQL management studio where you can create columns and manage your data The table crud scripts and the scheduler scripts are full blown node.js scripts, introducing a lot of power with great performance The web based script editor is really powerful, I do most of my editing currently in the editor which has syntax highlighting and code completing. While editing the code JsHint is used for script validation. The documentation on Azure Mobile Services is… suboptimal. It is such a pity that there is no way to comment on it so the community could fill in the missing holes, like which node modules are already loaded, and which modules are available on Azure Mobile Services. Soon I was hacking away on Azure Mobile Services, creating my own database tables through script, and abusing the read script of an empty table named query to implement my own set of “services”. The latest updates to Azure Mobile Services described in the following posts added some great new features like creating web API’s, use shared code from your scripts, command line tools for managing Azure Mobile Services (upload and download scripts for example), support for node modules and git support: http://weblogs.asp.net/scottgu/archive/2013/06/14/windows-azure-major-updates-for-mobile-backend-development.aspx http://blogs.msdn.com/b/carlosfigueira/archive/2013/06/14/custom-apis-in-azure-mobile-services.aspx http://blogs.msdn.com/b/carlosfigueira/archive/2013/06/19/custom-api-in-azure-mobile-services-client-sdks.aspx In the mean time I rewrote all my “service-like” table scripts to API scripts, which works like a breeze. Bad thing with the current state of Azure Mobile Services is that the git support is not working if you are a co-administrator of your Azure subscription, and not and administrator (as in my case). Another bad thing is that Cross Origin Request Sharing (CORS) is not supported for the API yet, so no go yet from the browser client for API’s, which is my case. See http://social.msdn.microsoft.com/Forums/windowsazure/en-US/2b79c5ea-d187-4c2b-823a-3f3e0559829d/known-limitations-for-source-control-and-custom-api-features for more on these and other limitations. In his talk at Build 2013 Josh Twist showed that there is a work-around for accessing shared script code from the table scripts as well (another limitation mentioned in the post above). I could not find that code in the Votabl2 code example from the presentation at https://github.com/joshtwist/votabl2, but we can grab it from the presentation when it comes online on Channel9. By the way: you can always express your needs and ideas at http://mobileservices.uservoice.com, that’s the place they are listening to (I hope!).

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  • Package Version Numbers, why are they so important

    - by Chris W Beal
    One of the design goals of IPS has been to allow people to easily move forward to a supported "Surface" of component. That is to say, when you  # pkg update your system, you get the latest set of components which all work together, based on the packages you already have installed. During development, this has meant simply you update to the latest "build" of the components. (During development, we build everything and publish everything every two weeks). Now we've released Solaris 11 using the IPS technologies, things are a bit more complicated. We need to be able to reflect all the types of Solaris release we are doing. For example Solaris Development builds, Solaris Update builds and "Support Repository Updates" (the replacement for patches) in the version scheme. So simply saying "151" as the build number isn't sufficient to articulate what you are running, or indeed what is available to update to In my previous blog post I talked about creating your own package, and gave an example FMRI of pkg://tools/[email protected],0.5.11-0.0.0 But it's probably more instructive to look at the FMRI of a Solaris package. The package "core-os" contains all the common utilities and daemons you need to use Solaris.  $ pkg info core-os Name: system/core-os Summary: Core Solaris Description: Operating system core utilities, daemons, and configuration files. Category: System/Core State: Installed Publisher: solaris Version: 0.5.11 Build Release: 5.11 Branch: 0.175.0.0.0.2.1 Packaging Date: Wed Oct 19 07:04:57 2011 Size: 25.14 MB FMRI: pkg://solaris/system/[email protected],5.11-0.175.0.0.0.2.1:20111019T070457Z The FMRI is what we will concentrate on here. In this package "solaris" is the publisher. You can use the pkg publisher command to see where the solaris publisher gets it's bits from $ pkg publisher PUBLISHER TYPE STATUS URI solaris origin online http://pkg.oracle.com/solaris/release/ So we can see we get solaris packages from pkg.oracle.com.  The package name is system/core-os. These can be arbitrary length, just to allow you to group similar packages together. Now on the the interesting? bit, the versions, everything after the @ is part of the version. IPS will only upgrade to a "higher" version. [email protected],5.11-0.175.0.0.0.2.1:20111019T070457Z core-os = Package Name0.5.11 = Component - in this case we're saying it's a SunOS 5.11 package, = separator5.11 = Built on version - to indicate what OS version you built the package on- = another separator0.175.0.0.0.2.1 = Branch Version : = yet another separator20111019T070457Z = Time stamp when the package was published So from that we can see the Branch Version seems rather complex. It is necessarily so, to allow us to describe the hierachy of releases we do In this example we see the following 0.175: is known as the trunkid, and is incremented each build of a new release of Solaris. During Solaris 11 this should not change  0: is the Update release for Solaris. 0 for FCS, 1 for update 1 etc 0: is the SRU for Solaris. 0 for FCS, 1 for SRU 1 etc 0: is reserved for future use 2: Build number of the SRU 1: Nightly ID - only important for Solaris developersTake a hypothetical example [email protected],5.11-0.175.1.5.0.4.1:<something> This would be build 4 of SRU 5 of Update 1 of Solaris 11 This is actually documented in a MOS article 1378134.1 Which you can read if you have a support contract.

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  • My frustum culling is culling from the wrong point

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] /= length; m_Planes[side][1] /= length; m_Planes[side][2] /= length; m_Planes[side][3] /= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } What am i doing wrong?

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  • Solaris 11.1: Encrypted Immutable Zones on (ZFS) Shared Storage

    - by darrenm
    Solaris 11 brought both ZFS encryption and the Immutable Zones feature and I've talked about the combination in the past.  Solaris 11.1 adds a fully supported method of storing zones in their own ZFS using shared storage so lets update things a little and put all three parts together. When using an iSCSI (or other supported shared storage target) for a Zone we can either let the Zones framework setup the ZFS pool or we can do it manually before hand and tell the Zones framework to use the one we made earlier.  To enable encryption we have to take the second path so that we can setup the pool with encryption before we start to install the zones on it. We start by configuring the zone and specifying an rootzpool resource: # zonecfg -z eizoss Use 'create' to begin configuring a new zone. zonecfg:eizoss> create create: Using system default template 'SYSdefault' zonecfg:eizoss> set zonepath=/zones/eizoss zonecfg:eizoss> set file-mac-profile=fixed-configuration zonecfg:eizoss> add rootzpool zonecfg:eizoss:rootzpool> add storage \ iscsi://zs7120-tvp540-c.uk.oracle.com/luname.naa.600144f09acaacd20000508e64a70001 zonecfg:eizoss:rootzpool> end zonecfg:eizoss> verify zonecfg:eizoss> commit zonecfg:eizoss> Now lets create the pool and specify encryption: # suriadm map \ iscsi://zs7120-tvp540-c.uk.oracle.com/luname.naa.600144f09acaacd20000508e64a70001 PROPERTY VALUE mapped-dev /dev/dsk/c10t600144F09ACAACD20000508E64A70001d0 # echo "zfscrypto" > /zones/p # zpool create -O encryption=on -O keysource=passphrase,file:///zones/p eizoss \ /dev/dsk/c10t600144F09ACAACD20000508E64A70001d0 # zpool export eizoss Note that the keysource example above is just for this example, realistically you should probably use an Oracle Key Manager or some other better keystorage, but that isn't the purpose of this example.  Note however that it does need to be one of file:// https:// pkcs11: and not prompt for the key location.  Also note that we exported the newly created pool.  The name we used here doesn't actually mater because it will get set properly on import anyway. So lets go ahead and do our install: zoneadm -z eizoss install -x force-zpool-import Configured zone storage resource(s) from: iscsi://zs7120-tvp540-c.uk.oracle.com/luname.naa.600144f09acaacd20000508e64a70001 Imported zone zpool: eizoss_rpool Progress being logged to /var/log/zones/zoneadm.20121029T115231Z.eizoss.install Image: Preparing at /zones/eizoss/root. AI Manifest: /tmp/manifest.xml.ujaq54 SC Profile: /usr/share/auto_install/sc_profiles/enable_sci.xml Zonename: eizoss Installation: Starting ... Creating IPS image Startup linked: 1/1 done Installing packages from: solaris origin: http://pkg.us.oracle.com/solaris/release/ Please review the licenses for the following packages post-install: consolidation/osnet/osnet-incorporation (automatically accepted, not displayed) Package licenses may be viewed using the command: pkg info --license <pkg_fmri> DOWNLOAD PKGS FILES XFER (MB) SPEED Completed 187/187 33575/33575 227.0/227.0 384k/s PHASE ITEMS Installing new actions 47449/47449 Updating package state database Done Updating image state Done Creating fast lookup database Done Installation: Succeeded Note: Man pages can be obtained by installing pkg:/system/manual done. Done: Installation completed in 929.606 seconds. Next Steps: Boot the zone, then log into the zone console (zlogin -C) to complete the configuration process. Log saved in non-global zone as /zones/eizoss/root/var/log/zones/zoneadm.20121029T115231Z.eizoss.install That was really all we had to do, when the install is done boot it up as normal. The zone administrator has no direct access to the ZFS wrapping keys used for the encrypted pool zone is stored on.  Due to how inheritance works in ZFS he can still create new encrypted datasets that use those wrapping keys (without them ever being inside a process in the zone) or he can create encrypted datasets inside the zone that use keys of his own choosing, the output below shows the two cases: rpool is inheriting the key material from the global zone (note we can see the value of the keysource property but we don't use it inside the zone nor does that path need to be (or is) accessible inside the zone). Whereas rpool/export/home/bob has set keysource locally. # zfs get encryption,keysource rpool rpool/export/home/bob NAME PROPERTY VALUE SOURCE rpool encryption on inherited from $globalzone rpool keysource passphrase,file:///zones/p inherited from $globalzone rpool/export/home/bob encryption on local rpool/export/home/bob keysource passphrase,prompt local  

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  • My frustum culling is culling from the wrong point [SOLVED]

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] *= length; m_Planes[side][1] *= length; m_Planes[side][2] *= length; m_Planes[side][3] *= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } Matrices look like (Camera is at (5, 0, 0)): ModelView [0,0,0.99,0] [0,1,0,0] [-0.99,0,0,0] [0,0,-5,1] Projection [0.814,0,0,0] [0,1.303,0,0] [0,0,-1,0] [0,0,-0.02,0] Clip [0,0,-1,-0.999] [0,1.30,0,0] [-0.814,0,0,0] [0,0,4.98,4.99] What am i doing wrong?

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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  • Viewport / Camera Calculation in 2D Game

    - by Dave
    we have a 2D game with some sprites and tiles and some kind of camera/viewport, that "moves" around the scene. so far so good, if we wouldn't had some special behaviour for your camera/viewport translation. normally you could stick the camera to your player figure and center it, resulting in a very cheap, undergraduate, translation equation, like : vec_translation -/+= speed (depending in what keys are pressed. WASD as default.) buuuuuuuuuut, we want our player figure be able to actually reach the bounds, when the viewport/camera has reached a maximum translation. we came up with the following solution (only keys a and d are the shown here, the rest is just adaption of calculation or maybe YOUR super-cool and elegant solution :) ): if(keys[A]) { playerX -= speed; if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } else if(playerScreenX <= width / 2 && (tx) >= 0) { playerScreenX -= speed; tx = 0; if(playerScreenX < 0) playerScreenX = 0; } else if(playerScreenX >= width / 2 && (tx) < 0) { playerScreenX -= speed; } } if(keys[D]) { playerX += speed; if(playerScreenX >= width / 2 && (-tx + width) < sceneWidth) { playerScreenX = width / 2; tx -= speed; } if(playerScreenX >= width / 2 && (-tx + width) >= sceneWidth) { playerScreenX += speed; tx = -(sceneWidth - width); if(playerScreenX >= width - player.width) playerScreenX = width - player.width; } if(playerScreenX <= width / 2 && (-tx + width) < sceneWidth) { playerScreenX += speed; } } i think the code is rather self explaining: keys is a flag container for currently active keys, playerX/-Y is the position of the player according to world origin, tx/ty are the translation components vital to background / npc / item offset calculation, playerOnScreenX/-Y is the actual position of the player figure (sprite) on screen and width/height are the dimensions of the camera/viewport. this all looks quite nice and works well, but there is a very small and nasty calculation error, which in turn sums up to some visible effect. let's consider following piece of code: if(playerScreenX <= width / 2 && tx < 0) { playerScreenX = width / 2; tx += speed; } it can be translated into plain english as : if the x position of your player figure on screen is less or equal the half of your display / camera / viewport size AND there is enough space left LEFT of your viewport/camera then set players x position on screen to width half, increase translation (because we subtract the translation from something we want to move). easy, right?! doing this will create a small delta between playerX and playerScreenX. after so much talking, my question appears now here at the bottom of this document: how do I stick the calculation of my player-on-screen to the actual position of the player AND having a viewport that is not always centered aroung the players figure? here is a small test-case in processing: http://pastebin.com/bFaTauaa thank you for reading until now and thank you in advance for probably answering my question.

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  • Investigating Strategies For Functional Decomposition

    - by Liam McLennan
    Introducing Functional Decomposition Before I begin I must apologise. I think I am using the term ‘functional decomposition’ loosely, and probably incorrectly. For the purpose of this article I use functional decomposition to mean the recursive splitting of a large problem into increasingly smaller ones, so that the one large problem may be solved by solving a set of smaller problems. The justification for functional decomposition is that the decomposed problem is more easily solved. As software developers we recognise that the smaller pieces are more easily tested, since they do less and are more cohesive. Functional decomposition is important to all scientific pursuits. Once we understand natural selection we can start to look for humanities ancestral species, once we understand the big bang we can trace our expanding universe back to its origin. Isaac Newton acknowledged the compositional nature of his scientific achievements: If I have seen further than others, it is by standing upon the shoulders of giants   The Two Strategies For Functional Decomposition of Computer Programs Private Methods When I was working on my undergraduate degree I was taught to functionally decompose problems by using private methods. Consider the problem of painting a house. The obvious solution is to solve the problem as a single unit: public void PaintAHouse() { // all the things required to paint a house ... } We decompose the problem by breaking it into parts: public void PaintAHouse() { PaintUndercoat(); PaintTopcoat(); } private void PaintUndercoat() { // everything required to paint the undercoat } private void PaintTopcoat() { // everything required to paint the topcoat } The problem can be recursively decomposed until a sufficiently granular level of detail is reached: public void PaintAHouse() { PaintUndercoat(); PaintTopcoat(); } private void PaintUndercoat() { prepareSurface(); fetchUndercoat(); paintUndercoat(); } private void PaintTopcoat() { fetchPaint(); paintTopcoat(); } According to Wikipedia, at least one computer programmer has referred to this process as “the art of subroutining”. The practical issues that I have encountered when using private methods for decomposition are: To preserve the top level API all of the steps must be private. This means that they can’t easily be tested. The private methods often have little cohesion except that they form part of the same solution. Decomposing to Classes The alternative is to decompose large problems into multiple classes, effectively using a class instead of each private method. The API delegates to related classes, so the API is not polluted by the sub-steps of the problem, and the steps can be easily tested because they are each in their own highly cohesive class. Additionally, I think that this technique facilitates better adherence to the Single Responsibility Principle, since each class can be decomposed until it has precisely one responsibility. Revisiting my previous example using class composition: public class HousePainter { private undercoatPainter = new UndercoatPainter(); private topcoatPainter = new TopcoatPainter(); public void PaintAHouse() { undercoatPainter.Paint(); topcoatPainter.Paint(); } } Summary When decomposing a problem there is more than one way to represent the sub-problems. Using private methods keeps the logic in one place and prevents a proliferation of classes (thereby following the four rules of simple design) but the class decomposition is more easily testable and more compatible with the Single Responsibility Principle.

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  • concurrency::extent<N> from amp.h

    - by Daniel Moth
    Overview We saw in a previous post how index<N> represents a point in N-dimensional space and in this post we'll see how to define the N-dimensional space itself. With C++ AMP, an N-dimensional space can be specified with the template class extent<N> where you define the size of each dimension. From a look and feel perspective, you'd expect the programmatic interface of a point type and size type to be similar (even though the concepts are different). Indeed, exactly like index<N>, extent<N> is essentially a coordinate vector of N integers ordered from most- to least- significant, BUT each integer represents the size for that dimension (and hence cannot be negative). So, if you read the description of index, you won't be surprised with the below description of extent<N> There is the rank field returning the value of N you passed as the template parameter. You can construct one extent from another (via the copy constructor or the assignment operator), you can construct it by passing an integer array, or via convenience constructor overloads for 1- 2- and 3- dimension extents. Note that the parameterless constructor creates an extent of the specified rank with all bounds initialized to 0. You can access the components of the extent through the subscript operator (passing it an integer). You can perform some arithmetic operations between extent objects through operator overloading, i.e. ==, !=, +=, -=, +, -. There are operator overloads so that you can perform operations between an extent and an integer: -- (pre- and post- decrement), ++ (pre- and post- increment), %=, *=, /=, +=, –= and, finally, there are additional overloads for plus and minus (+,-) between extent<N> and index<N> objects, returning a new extent object as the result. In addition to the usual suspects, extent offers a contains function that tests if an index is within the bounds of the extent (assuming an origin of zero). It also has a size function that returns the total linear size of this extent<N> in units of elements. Example code extent<2> e(3, 4); _ASSERT(e.rank == 2); _ASSERT(e.size() == 3 * 4); e += 3; e[1] += 6; e = e + index<2>(3,-4); _ASSERT(e == extent<2>(9, 9)); _ASSERT( e.contains(index<2>(8, 8))); _ASSERT(!e.contains(index<2>(8, 9))); grid<N> Our upcoming pre-release bits also have a similar type to extent, grid<N>. The way you create a grid is by passing it an extent, e.g. extent<3> e(4,2,6); grid<3> g(e); I am not going to dive deeper into grid, suffice for now to think of grid<N> simply as an alias for the extent<N> object, that you create when you encounter a function that expects a grid object instead of an extent object. Usage The extent class on its own simply defines the size of the N-dimensional space. We'll see in future posts that when you create containers (arrays) and wrappers (array_views) for your data, it is an extent<N> object that you'll need to use to create those (and use an index<N> object to index into them). We'll also see that it is a grid<N> object that you pass to the new parallel_for_each function that I'll cover in the next post. Comments about this post by Daniel Moth welcome at the original blog.

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  • Multidimensional multiple-choice knapsack problem: find a feasible solution

    - by Onheiron
    My assignment is to use local search heuristics to solve the Multidimensional multiple-choice knapsack problem, but to do so I first need to find a feasible solution to start with. Here is an example problem with what I tried so far. Problem R1 R2 R3 RESOUCES : 8 8 8 GROUPS: G1: 11.0 3 2 2 12.0 1 1 3 G2: 20.0 1 1 3 5.0 2 3 2 G3: 10.0 2 2 3 30.0 1 1 3 Sorting strategies To find a starting feasible solution for my local search I decided to ignore maximization of gains and just try to fit the resources requirements. I decided to sort the choices (strategies) in each group by comparing their "distance" from the multidimensional space origin, thus calculating SQRT(R1^2 + R2^2 + ... + RN^2). I felt like this was a keen solution as it somehow privileged those choices with resouce usages closer to each other (e.g. R1:2 R2:2 R3:2 < R1:1 R2:2 R3:3) even if the total sum is the same. Doing so and selecting the best choice from each group proved sufficent to find a feasible solution for many[30] different benchmark problems, but of course I knew it was just luck. So I came up with the problem presented above which sorts like this: R1 R2 R3 RESOUCES : 8 8 8 GROUPS: G1: 12.0 1 1 3 < select this 11.0 3 2 2 G2: 20.0 1 1 3 < select this 5.0 2 3 2 G3: 30.0 1 1 3 < select this 10.0 2 2 3 And it is not feasible because the resources consmption is R1:3, R2:3, R3:9. The easy solution is to pick one of the second best choices in group 1 or 2, so I'll need some kind of iteration (local search[?]) to find the starting feasible solution for my local search solution. Here are the options I came up with Option 1: iterate choices I tried to find a way to iterate all the choices with a specific order, something like G1 G2 G3 1 1 1 2 1 1 1 2 1 1 1 2 2 2 1 ... believeng that feasible solutions won't be that far away from the unfeasible one I start with and thus the number of iterations will keep quite low. Does this make any sense? If yes, how can I iterate the choices (grouped combinations) of each group keeping "as near as possibile" to the previous iteration? Option 2: Change the comparation term I tried to think how to find a better variable to sort the choices on. I thought at a measure of how "precious" a resource is based on supply and demand, so that an higer demand of a more precious resource will push you down the list, but this didn't help at all. Also I thought there probably isn't gonna be such a comparsion variable which assures me a feasible solution at first strike. I there such a variable? If not, is there a better sorting criteria anyways? Option 3: implement any known sub-optimal fast solving algorithm Unfortunately I could not find any of such algorithms online. Any suggestion?

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  • Stack Overflow Problem in DotNetNuke

    - by Vivek
    Hi, I'm getting this error message when I try to access my website. Can someone please tell me what is going on? Thanks. V Server Error in '/' Application. Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below. Stack Trace: [AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.] AspDotNetStorefrontExcelWrapper.ExcelToXml.SetLicense() +0 AspDotNetStorefrontCommon.AppLogic.ApplicationStart() +150 AspDotNetStorefrontDNNComponents.AppStart..cctor() +103 [TypeInitializationException: The type initializer for 'AspDotNetStorefrontDNNComponents.AppStart' threw an exception.] AspDotNetStorefrontDNNComponents.AppStart.Execute() +0 AspDotNetStorefront.HttpModules.InitializerModule.System.Web.IHttpModule.Init(HttpApplication context) +42 System.Web.HttpApplication.InitModulesCommon() +65 System.Web.HttpApplication.InitModules() +43 System.Web.HttpApplication.InitInternal(HttpContext context, HttpApplicationState state, MethodInfo[] handlers) +729 System.Web.HttpApplicationFactory.GetNormalApplicationInstance(HttpContext context) +298 System.Web.HttpApplicationFactory.GetApplicationInstance(HttpContext context) +107 System.Web.HttpRuntime.ProcessRequestInternal(HttpWorkerRequest wr) +289 Version Information: Microsoft .NET Framework Version:2.0.50727.3082; ASP.NET Version:2.0.50727.3082

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  • The HTTP verb POST used to access path '/' is not allowed.

    - by Ryan
    The entire error: Server Error in '/' Application. The HTTP verb POST used to access path '/' is not allowed. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.Web.HttpException: The HTTP verb POST used to access path '/' is not allowed. Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below. Stack Trace: [HttpException (0x80004005): The HTTP verb POST used to access path '/' is not allowed.] System.Web.DefaultHttpHandler.BeginProcessRequest(HttpContext context, AsyncCallback callback, Object state) +2871966 System.Web.CallHandlerExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +8679410 System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +155 To be honest, I'm not even sure where the error came from. I'm running Visual Studio 2008 through the Virtual Server. I just put a button: <asp:Button ID="btnRegister" runat="server" Text="Register" CssClass="bt_register" onclick="btnRegister_Click" /> On a login user control, the onclick event is just a simple response.redirect Response.Redirect("~/register.aspx"); Debugging the project, it isn't even hitting the btnRegister_Click method anyway. I'm not sure where to even begin with debugging this error. Any information will help. I can post all the code I have, but like I said, I'm not sure where this error is even being thrown at. Edit It has nothing at all to do with the button click event. I got rid of the method and the onclick parameter on the aspx page. Still coming up with the same error problem found Okay so this is for a school project and its a group project. Some one in my group thought it would be a good idea to wrap a form tag around this area telling it to post. Found it doing a diff with a revision on Google code.

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  • DirectionsDistance in google maps API v3

    - by Yawn
    Hey, I'm trying to work out how to use this to get the distance from the successful directions: http://code.google.com/apis/maps/documentation/v3/reference.html#DirectionsDistance This is the code I have so far: var googleMaps = { // HTML Nodes fromInput: google_maps_from, toInput: google_maps_to, // API Objects dirService: new google.maps.DirectionsService(), dirRenderer: new google.maps.DirectionsRenderer(), map: null, showDirections: function(dirResult, dirStatus) { if (dirStatus != google.maps.DirectionsStatus.OK) { //Here we'll handle the errors a bit better :P alert('Directions failed: ' + dirStatus); return; } else { //Get the distance here //onGDirectionsLoad(); } // Show directions googleMaps.dirRenderer.setMap(googleMaps.map); googleMaps.dirRenderer.setPanel(document.getElementById("directions")); googleMaps.dirRenderer.setDirections(dirResult); }, getSelectedTravelMode: function() { return google.maps.DirectionsTravelMode.DRIVING; }, getSelectedUnitSystem: function() { return google.maps.DirectionsUnitSystem.METRIC; }, getDirections: function() { var fromStr = googleMaps.fromInput; var toStr = googleMaps.toInput; var dirRequest = { origin: fromStr, destination: toStr, travelMode: googleMaps.getSelectedTravelMode(), unitSystem: googleMaps.getSelectedUnitSystem(), provideTripAlternatives: true }; googleMaps.dirService.route(dirRequest, googleMaps.showDirections); }, init: function() { googleMaps.map = new google.maps.Map(document.getElementById("map_canvas"), { zoom: 13, mapTypeId: google.maps.MapTypeId.ROADMAP }); // Show directions onload googleMaps.getDirections(); } }; // Onload handler to fire off the app. google.maps.event.addDomListener(window, 'load', googleMaps.init); I could do this just fine in v2, just having trouble working out the v3 equivalent :x

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  • The trust relationship between the primary domain and the trusted domain failed. ASP.NET 2.0

    - by Dasupalouie
    Anyone run into this issue? Any help would be appretiated :) Server Error in '/CTCWeb' Application. The trust relationship between the primary domain and the trusted domain failed. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.SystemException: The trust relationship between the primary domain and the trusted domain failed. Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below. Stack Trace: [SystemException: The trust relationship between the primary domain and the trusted domain failed. ] System.Security.Principal.NTAccount.TranslateToSids(IdentityReferenceCollection sourceAccounts, Boolean& someFailed) +1185 System.Security.Principal.NTAccount.Translate(IdentityReferenceCollection sourceAccounts, Type targetType, Boolean& someFailed) +44 System.Security.Principal.NTAccount.Translate(IdentityReferenceCollection sourceAccounts, Type targetType, Boolean forceSuccess) +47 System.Security.Principal.WindowsPrincipal.IsInRole(String role) +101 System.Web.Configuration.AuthorizationRule.IsTheUserInAnyRole(StringCollection roles, IPrincipal principal) +123 System.Web.Configuration.AuthorizationRule.IsUserAllowed(IPrincipal user, String verb) +256 System.Web.Configuration.AuthorizationRuleCollection.IsUserAllowed(IPrincipal user, String verb) +199 System.Web.Security.UrlAuthorizationModule.OnEnter(Object source, EventArgs eventArgs) +8771980 System.Web.SyncEventExecutionStep.System.Web.HttpApplication.IExecutionStep.Execute() +68 System.Web.HttpApplication.ExecuteStep(IExecutionStep step, Boolean& completedSynchronously) +75 -------------------------------------------------------------------------------- Version Information: Microsoft .NET Framework Version:2.0.50727.3603; ASP.NET Version:2.0.50727.3053

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  • WebSocket handshake with Ruby and EM::WebSocket::Server

    - by Chad Johnson
    I am trying to create a simple WebSocket connection in JavaScript against my Rails app. I get the following: WebSocket connection to 'ws://localhost:4000/' failed: Error during WebSocket handshake: 'Sec-WebSocket-Accept' header is missing What am I doing wrong? Here is my code: JavaScript: var socket = new WebSocket('ws://localhost:4000'); socket.onopen = function() { var handshake = "GET / HTTP/1.1\n" + "Host: localhost\n" + "Upgrade: websocket\n" + "Connection: Upgrade\n" + "Sec-WebSocket-Key: x3JJHMbDL1EzLkh9GBhXDw==\n" + "Sec-WebSocket-Protocol: quote\n" + "Sec-WebSocket-Version: 13\n" + "Origin: http://localhost\n"; socket.send(handshake); }; socket.onmessage = function(data) { console.log(data); }; Ruby: require 'rubygems' require 'em-websocket-server' module QuoteService class WebSocket < EventMachine::WebSocket::Server def on_connect handshake_response = "HTTP/1.1 101 Switching Protocols\n" handshake_response << "Upgrade: websocket\n" handshake_response << "Connection: Upgrade\n" handshake_response << "Sec-WebSocket-Accept: HSmrc0sMlYUkAGmm5OPpG2HaGWk=\n" handshake_response << "Sec-WebSocket-Protocol: quote\n" send_message(handshake_response) end def on_receive(data) puts 'RECEIVED: ' + data end end end EventMachine.run do print 'Starting WebSocket server...' EventMachine.start_server '0.0.0.0', 4000, QuoteService::WebSocket puts 'running' end The handshake headers are per Wikipedia.

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  • asp.net:Invalid temp directory in chart handler configuration [c:\TempImageFiles\].

    - by veda
    I am getting this error Invalid temp directory in chart handler configuration [c:\TempImageFiles\]. While running my code. Intially I was getting No http handler was found for request type ‘GET’ error which I solved it by referring no http handler But now I am getting the above error The details of the error are Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.IO.DirectoryNotFoundException: Invalid temp directory in chart handler configuration [c:\TempImageFiles\]. Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below. The stackTrace of this error [DirectoryNotFoundException: Invalid temp directory in chart handler configuration [c:\TempImageFiles\].] System.Web.UI.DataVisualization.Charting.ChartHttpHandlerSettings.Inspect() +851 System.Web.UI.DataVisualization.Charting.ChartHttpHandlerSettings.ParseParams(String parameters) +1759 System.Web.UI.DataVisualization.Charting.ChartHttpHandlerSettings..ctor(String parameters) +619 System.Web.UI.DataVisualization.Charting.ChartHttpHandler.InitializeParameters() +237 System.Web.UI.DataVisualization.Charting.ChartHttpHandler.EnsureInitialized(Boolean hardCheck) +208 System.Web.UI.DataVisualization.Charting.ChartHttpHandler.EnsureInstalled() +33 System.Web.UI.DataVisualization.Charting.Chart.GetImageStorageMode() +57 System.Web.UI.DataVisualization.Charting.Chart.Render(HtmlTextWriter writer) +257 System.Web.UI.Control.RenderControlInternal(HtmlTextWriter writer, ControlAdapter adapter) +144 System.Web.UI.Control.RenderControl(HtmlTextWriter writer, ControlAdapter adapter) +583 System.Web.UI.Control.RenderControl(HtmlTextWriter writer) +91 System.Web.UI.Control.RenderChildrenInternal(HtmlTextWriter writer, ICollection children) +410 System.Web.UI.Control.RenderChildren(HtmlTextWriter writer) +118 System.Web.UI.HtmlControls.HtmlForm.RenderChildren(HtmlTextWriter writer) +489 System.Web.UI.HtmlControls.HtmlContainerControl.Render(HtmlTextWriter writer) +84 System.Web.UI.HtmlControls.HtmlForm.Render(HtmlTextWriter output) +713 System.Web.UI.Control.RenderControlInternal(HtmlTextWriter writer, ControlAdapter adapter) +144 System.Web.UI.Control.RenderControl(HtmlTextWriter writer, ControlAdapter adapter) +583 System.Web.UI.Control.RenderControl(HtmlTextWriter writer) +91 System.Web.UI.HtmlControls.HtmlForm.RenderControl(HtmlTextWriter writer) +91 System.Web.UI.Control.RenderChildrenInternal(HtmlTextWriter writer, ICollection children) +410 System.Web.UI.Control.RenderChildren(HtmlTextWriter writer) +118 System.Web.UI.Control.Render(HtmlTextWriter writer) +60 System.Web.UI.Page.Render(HtmlTextWriter writer) +66 System.Web.UI.Control.RenderControlInternal(HtmlTextWriter writer, ControlAdapter adapter) +144 System.Web.UI.Control.RenderControl(HtmlTextWriter writer, ControlAdapter adapter) +583 System.Web.UI.Control.RenderControl(HtmlTextWriter writer) +91 System.Web.UI.Page.ProcessRequestMain(Boolean includeStagesBeforeAsyncPoint, Boolean includeStagesAfterAsyncPoint) +7761 Can anyone tell me how to solve this problem... Should i have to create a temporary directory manually or what should i do...

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  • Why am I getting: InvalidOperationException: Failed to map the path '/app42/App_Code/'.

    - by serialhobbyist
    I've been working on a little Silverlight utility which calls a Silverlight web service. It works from my dev machine (XPsp2). I've tried publishing it to a 2008 R2 IIS 7.5 server and it doesn't work when trying to contact the web service. So I've tried using the WcfTestClient to connect to the web service. That gave an error. So I turned off CustomErrors and used IE and I get the following. Any idea why? There's no App_Code folder in the app. Failed to map the path '/app42/App_Code/'. Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code. Exception Details: System.InvalidOperationException: Failed to map the path '/app42/App_Code/'. Source Error: An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below. Stack Trace: [InvalidOperationException: Failed to map the path '/app42/App_Code/'.] System.Web.Configuration.ProcessHostConfigUtils.MapPathActual(String siteName, VirtualPath path) +320 System.Web.Configuration.ProcessHostServerConfig.System.Web.Configuration.IServerConfig.MapPath(IApplicationHost appHost, VirtualPath path) +34 System.Web.Hosting.MapPathBasedVirtualPathEnumerator..ctor(VirtualPath virtualPath, RequestedEntryType requestedEntryType) +169 System.Web.Hosting.MapPathBasedVirtualPathCollection.System.Collections.IEnumerable.GetEnumerator() +43 System.Web.Compilation.CodeDirectoryCompiler.ProcessDirectoryRecursive(VirtualDirectory vdir, Boolean topLevel) +147 System.Web.Compilation.CodeDirectoryCompiler.GetCodeDirectoryAssembly(VirtualPath virtualDir, CodeDirectoryType dirType, String assemblyName, StringSet excludedSubdirectories, Boolean isDirectoryAllowed) +11196502 System.Web.Compilation.BuildManager.CompileCodeDirectory(VirtualPath virtualDir, CodeDirectoryType dirType, String assemblyName, StringSet excludedSubdirectories) +185 System.Web.Compilation.BuildManager.CompileCodeDirectories() +654 System.Web.Compilation.BuildManager.EnsureTopLevelFilesCompiled() +658 [HttpException (0x80004005): Failed to map the path '/app42/App_Code/'.] System.Web.Compilation.BuildManager.ReportTopLevelCompilationException() +76 System.Web.Compilation.BuildManager.EnsureTopLevelFilesCompiled() +1012 System.Web.Hosting.HostingEnvironment.Initialize(ApplicationManager appManager, IApplicationHost appHost, IConfigMapPathFactory configMapPathFactory, HostingEnvironmentParameters hostingParameters) +1025 [HttpException (0x80004005): Failed to map the path '/app42/App_Code/'.] System.Web.HttpRuntime.FirstRequestInit(HttpContext context) +11301302 System.Web.HttpRuntime.EnsureFirstRequestInit(HttpContext context) +88 System.Web.HttpRuntime.ProcessRequestNotificationPrivate(IIS7WorkerRequest wr, HttpContext context) +4338644 Version Information: Microsoft .NET Framework Version:2.0.50727.4927; ASP.NET Version:2.0.50727.4927

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  • Why does Internet Explorer break "pegman" display in Google Maps API v3?

    - by Chad
    On my site here, the SteetView control, aka "Pegman", works great under Firefox. Under IE (7 in this case, but tested on 8 as well - same result) it breaks the display of the pegman control. Here's my map code: var directionsDisplay; var directionsService = new google.maps.DirectionsService(); var map; directionsDisplay = new google.maps.DirectionsRenderer(); var milBase = new google.maps.LatLng(35.79648921414565, 139.40663874149323); var mapOpts = { streetViewControl: true, zoom: 12, center: milBase, mapTypeControlOptions: { style: google.maps.MapTypeControlStyle.DROPDOWN_MENU }, mapTypeId: google.maps.MapTypeId.ROADMAP }; map = new google.maps.Map($("#dirMap").get(0), mapOpts); directionsDisplay.setMap(map); var basePoly = new google.maps.Polygon({ paths: [new google.maps.LatLng(35.724496338474104, 139.3444061279297), new google.maps.LatLng(35.74748750802863, 139.3363380432129), new google.maps.LatLng(35.75765724051559, 139.34303283691406), new google.maps.LatLng(35.76545779822543, 139.3418312072754), new google.maps.LatLng(35.767547103447725, 139.3476676940918), new google.maps.LatLng(35.75835374997911, 139.34955596923828), new google.maps.LatLng(35.755149755962755, 139.3567657470703), new google.maps.LatLng(35.74679090345495, 139.35796737670898), new google.maps.LatLng(35.74762682821177, 139.36294555664062), new google.maps.LatLng(35.744422402303826, 139.36346054077148), new google.maps.LatLng(35.74860206266584, 139.36946868896484), new google.maps.LatLng(35.735644401200986, 139.36843872070312), new google.maps.LatLng(35.73843117306677, 139.36174392700195), new google.maps.LatLng(35.73592308277646, 139.3531608581543), new google.maps.LatLng(35.72686543236113, 139.35298919677734), new google.maps.LatLng(35.724496338474104, 139.3444061279297)], strokeColor: "#ff0000", strokeOpacity: 0.8, strokeWeight: 2, fillColor: "#FF0000", fillOpacity: 0.35 }); basePoly.setMap(map); var marker = new google.maps.Marker({ position: new google.maps.LatLng(35.79648921414565, 139.40663874149323), map: map, title: "Ruby International" }); function calcRoute() { var start = new google.maps.LatLng(35.74005964772476, 139.37083393335342); var end = new google.maps.LatLng(35.79648921414565, 139.40663874149323); var request = { origin: start, destination: end, travelMode: google.maps.DirectionsTravelMode.DRIVING }; directionsService.route(request, function(result, status) { if (status == google.maps.DirectionsStatus.OK) { directionsDisplay.setDirections(result); } }); } The only real difference from my code and Google's code is that I use jQuery's document ready function instead of the body onload event to initialize my map. Can't imagine that's the cause though (works in v2 of the maps). Have I found a bug or is there something wrong in my code? Thanks in advance!

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  • little more help with a CATiledLayer

    - by Brodie4598
    Okay so I am trying to adapt an online tutorial for CATiledLayer to use in my app. The example uses a PDF but I need to display a JPG. I'm getting close, but I just cant figure this out. Should I be using a UIImage or something else? #import <QuartzCore/QuartzCore.h> #import "practiceViewController.h" @implementation practiceViewController - (void)viewDidLoad { [super viewDidLoad]; NSBundle *bundle = [[NSBundle mainBundle]autorelease]; NSString *path = [bundle pathForResource:@"H-5" ofType:@"jpg"]; NSData *data = [NSData dataWithContentsOfFile:path]; image = [UIImage imageWithData:data]; CGRect pageRect = CGRectMake(0, 0, 1600, 2400); CATiledLayer *tiledLayer = [CATiledLayer layer]; tiledLayer.delegate = self; tiledLayer.tileSize = CGSizeMake(1024.0, 1024.0); tiledLayer.levelsOfDetail = 1000; tiledLayer.levelsOfDetailBias = 1000; tiledLayer.frame = pageRect; myContentView = [[UIView alloc] initWithFrame:pageRect]; [myContentView.layer addSublayer:tiledLayer]; CGRect viewFrame = self.view.frame; viewFrame.origin = CGPointZero; UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:viewFrame]; scrollView.delegate = self; scrollView.contentSize = pageRect.size; scrollView.maximumZoomScale = 1000; [scrollView addSubview:myContentView]; [self.view addSubview:scrollView]; } - (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { return myContentView; } - (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx { NEED HE:LP WITH THIS } @end

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  • Ray-box Intersection Theory

    - by Myx
    Hello: I wish to determine the intersection point between a ray and a box. The box is defined by its min 3D coordinate and max 3D coordinate and the ray is defined by its origin and the direction to which it points. Currently, I am forming a plane for each face of the box and I'm intersecting the ray with the plane. If the ray intersects the plane, then I check whether or not the intersection point is actually on the surface of the box. If so, I check whether it is the closest intersection for this ray and I return the closest intersection. The way I check whether the plane-intersection point is on the box surface itself is through a function bool PointOnBoxFace(R3Point point, R3Point corner1, R3Point corner2) { double min_x = min(corner1.X(), corner2.X()); double max_x = max(corner1.X(), corner2.X()); double min_y = min(corner1.Y(), corner2.Y()); double max_y = max(corner1.Y(), corner2.Y()); double min_z = min(corner1.Z(), corner2.Z()); double max_z = max(corner1.Z(), corner2.Z()); if(point.X() >= min_x && point.X() <= max_x && point.Y() >= min_y && point.Y() <= max_y && point.Z() >= min_z && point.Z() <= max_z) return true; return false; } where corner1 is one corner of the rectangle for that box face and corner2 is the opposite corner. My implementation works most of the time but sometimes it gives me the wrong intersection. I was wondering if the way I'm checking whether the intersection point is on the box is correct or if I should use some other algorithm. Thanks.

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