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  • SSH authentification with public key fails

    - by palani
    I have my id_rsa.pub key under my /home/user/.ssh. I carefully copied that key and paste my key to respository Git account. While trying to connect from my local system to my git respository, I got the following error: warning: Authentication failed. Disconnected; no more authentication methods available (No further authentication methods available.) I removed SSH in system and re-enable and did again, but no luck. I have no idea what's happening with my SSH key. Can any one please tell me on this? Note : I noticed in my home /home/user/.ssh && /home/user/.ssh2

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  • Routing public IPs (each a /32) through a VPN to another server

    - by Lee S
    Hopefully the title makes sense; I have a server currently in a colo facility, with many IP addresses routed to it. They are individual IPs and not in a contiguous block. Due to vastly improved connectivity (fibre) at home I am slowly bringing my infrastructure in-house for managability and eventually, cost savings. What I would like to do though is use the IP addresses allocated to my existing server, at home. I have an IP block allocated to me on my new ISP connection, but for a couple of reasons I'd like to make use of the colo ones for now: Ease of transition - lots of domains, dns, hard-coded IPs in programs, etc. Connectivity fallback. If my primary line goes down and switches to fallback 1 (dsl) or fallback 2 (4G), I lose access to the ISP-allocated IP block of IPs that are only presented on the primary WAN interface. What I'd like to achieve is my home virtualisation server (Proxmox/Debian-based) "dials in" to the colo server in the colo facility (also Proxmox/Debian) via VPN or similar, and gets to make use of the IP addresses that currently terminate on the colo box. If the primary connection to my ISP goes down and one of the fallback routes kicks in, the VPN tunnel will just time out and then be re-established on the backup connection instead. I'm sure this is doable, but I have no idea how. I'm not afraid to get my hands dirty, I just don't really know where to start?

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  • nginx public webdav server

    - by Gert Cuykens
    Can you check the user group from a $remote_user? location ~ ^/home/(.*)$ { alias /home/$remote_user/$1; auth_pam "Restricted"; auth_pam_service_name "nginx"; dav_methods PUT DELETE MKCOL COPY MOVE; dav_access group:rw all:r; create_full_put_path on; } location ~ ^/get/(.*)$ { alias /home/$1; #check the group of the $remote_user; } curl -T test.txt 'http://gert:[email protected]/home/' curl 'http://friend:[email protected]/get/gert/test.txt'

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  • Gitosis installation of public key not working...

    - by user29600
    I've been following this tutorial to install and setup git on Ubuntu Server 10.04 using Windows 7 as a client. However, after finally figuring out how it works (executed gitosis-init a bunch of times on the wrong key), I copied the id_rsa.pub file over to the server in /tmp folder and ran it again. Unfortunately it still doesn't work and when I execute git clone [email protected]:gitosis-admin.git it asks for gitosis's password rather than the RSA Passphrase. I'm assuming is the same problem this guy is having here... however, after following his instructions: Purge git-core and gitosis and manually remove the /srv/gitosis folder and following the instructions again (with the proper id_rsa.pub file this time), I'm still having the same issue. Anyone know what I'm doing wrong? Is there any way to probe for more information that might help in solving this?

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  • Accessing locally hosted webpage via public IP

    - by Mk12
    Sorry if this is in the wrong place.I don't really know anything about server-related things, but I'm really curious about this. On my mac I figured out how to make a simple web page viewable via the local ip address or computer name on the LAN, and also how to hook it up with a free hostname from dyndns.com. So the dyndns hostname points to something, how can I access it directly? Typing in the global ip address (of the router) doesn't work, but if it did, how would it know which computer to point to? There must be some way of directly accessing what dyndns hostname points to by typing in some number, right? Sorry I don't really understand how it works.

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  • Can not connect to service with my public IP, only with localhost

    - by Sanoj
    I have installed Linux Mint 8 (based on ubuntu). And I have setup a webserver on port 8098. I can connect to my webserver with http://127.0.0.1:8098, but when I try to connect to http://192.168.1.107:8098 from the same machine or another machine it doesn't work. How can I get this working? Is there any default firewall settings that I have to change?

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  • User for Public Network

    - by user71604
    my computer can catch the signal for many Access Points for the same network, while the network has problem with internet connection in some APs and it's working in others "all APs have the same SSID" Please advice if as i user i can force my computer to connect with specific AP neither than to go with the one with higher power (through MAC adress or IP)?. I am sure that my computer catch more than 10 signals for APs"All with same SSID". I am using windows 7 home primume 64 bit. as a user i dont have access to the AP config.

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  • FTP blocked by firewall on windows 8.1 update 1 public network

    - by amik
    I've recently upgraded to Windows 8.1 u1. I connect to VPN to one of my projects, over which I connect to FTP server (using Total Commander 8.51a). Now, when I try to connect, Total Commander hangs on "Download" (in case of passive connection on "PASV" command). I've figured out that the problem is somehow caused by firewall, because it works if I disable firewall or I set the VPN network location to "private" (which I don't want, it is not enough trusted network for me) I tried to add total commander to firewall exception for total commander, both to inbound and outbound rule, but with no success. I have no more ideas how to configure the firewall to make FTP work properly, can you plese help me? thanks in advance.

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  • recommendations for public facing file server

    - by Seaweed
    I've been asked to setup a server for exchanging non-critical company data e.g. marketing PDF's etc. Can anyone recommend a Linux-based solution I can use? We're looking for something with a really simple GUI front end here... I've already setup SFTP but they found the process 'too-techy'. Any ideas would be really welcome... Thanks!

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  • Incoming traffic while on public network

    - by zvikico
    I'm developing a web app and I need to be able to get incoming traffic from 3rd party services I use. This is a classic webhooks situation: I send a request with a return address and receive the response (via HTTP) some time later to the given address. The simple solution would be to provide my external IP address and forward the incoming traffic from the router to my machine. However, I'm working in a large office and I cannot control the router configuration. I'm looking for a different way to achieve that. I do have servers online. I can have a daemon running on one of those servers, which will handle the incoming traffic. I can run a parallel daemon on my machine, which will keep an open connection with the remote daemon (over ssh preferred) and when an inbound traffic is received by the remote, it will send it to the local, which will send it to the correct port on my machine, as if it was received in the natural way. Is there any ready-made solution for that? PS. I'm on OS X and my server is Ubuntu. Thanks, zvikico

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  • How to present a stable data model in a public API that allows internal data structures to be changed without breaking the public view of the data?

    - by Max Palmer
    I am in the process of developing an application that allows users to write C# scripts. These scripts allow users to call selected methods and to access and manipulate data in a document. This works well, however, in the development version, scripts access the document's (internal) data structures directly. This means that if we were to change the internal data model/structure, there is a good chance that someone's script will no longer compile. We obviously want to prevent this breaking change from happening, but still want to allow the user to write sensible C# code (whilst not restricting how we develop our internal data model as a result). We therefore need to decouple our scripting API and its data structures from our internal methods and data structures. We've a few ideas as to how we might allow the user to access a what is effectively a stable public version of the document's internal data*, but I wanted to throw the question out there to someone who might have some real experience of this problem. NB our internal document's data structure is quite complex and it could be quite difficult to wrap. We know we want to expose as little as possible in our public API, especially as once it's out there, it's out there for good. Can anyone help? How do scripting languages / APIs decouple their public API and data structures from their internal data structures? Is there no real alternative to having to write a complex interaction layer? If we need to do this, what's a good approach or pattern for wrapping complex data structures that include nested objects, including collections? I've looked at the API facade pattern, which looks like it's trying to address these kinds of issues, but are there alternatives? *One idea is to build a data facade that is kept stable across versions of our application. The facade exposes a set of facade data objects that are used in the script code. These maintain backwards compatibility and wrap access to our internal document's data model.

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  • Dependency Inversion Principle

    - by Chris Paine
    I have been studying also S.O.L.I.D. and watched this video: https://www.youtube.com/watch?v=huEEkx5P5Hs 01:45:30 into the video he talks about the Dependency Inversion Principle and I am scratching my head??? I had to simplify it(if possible) to get it through this thick scull of mine and here is what I came up with. Code on the marked My_modified_code my version, code marked Original DIP video version. Can I accomplish the same with the latter code? Thanks in advance. Original: namespace simple.main { class main { static void Main() { FirstClass FirstClass = new FirstClass(new OtherClass()); FirstClass.Method(); Console.ReadKey(); //tempClass temp = new OtherClass(); //temp.Method(); } } public class FirstClass { private tempClass _LastClass; public FirstClass(tempClass tempClass)//ctor { _LastClass = tempClass; } public void Method() { _LastClass.Method(); } } public abstract class tempClass{public abstract void Method();} public class LASTCLASS : tempClass { public override void Method() { Console.WriteLine("\nHello World!"); } } public class OtherClass : tempClass { public override void Method() { Console.WriteLine("\nOther World!"); } } } My_modified_code: namespace simple.main { class main { static void Main() { //FirstClass FirstClass = new FirstClass(new OtherClass()); //FirstClass.Method(); //Console.ReadKey(); tempClass temp = new OtherClass(); temp.Method(); } } //public class FirstClass //{ // private tempClass _LastClass; // public FirstClass(tempClass tempClass)//ctor // { // _LastClass = tempClass; // } // public void Method() // { // _LastClass.Method(); // } //} public abstract class tempClass{public abstract void Method();} public class LASTCLASS : tempClass { public override void Method() { Console.WriteLine("\nHello World!"); } } public class OtherClass : tempClass { public override void Method() { Console.WriteLine("\nOther World!"); } }

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  • Writing a method to 'transform' an immutable object: how should I approach this?

    - by Prog
    (While this question has to do with a concrete coding dilemma, it's mostly about what's the best way to design a function.) I'm writing a method that should take two Color objects, and gradually transform the first Color into the second one, creating an animation. The method will be in a utility class. My problem is that Color is an immutable object. That means that I can't do color.setRGB or color.setBlue inside a loop in the method. What I can do, is instantiate a new Color and return it from the method. But then I won't be able to gradually change the color. So I thought of three possible solutions: 1- The client code includes the method call inside a loop. For example: int duration = 1500; // duration of the animation in milliseconds int steps = 20; // how many 'cycles' the animation will take for(int i=0; i<steps; i++) color = transformColor(color, targetColor, duration, steps); And the method would look like this: Color transformColor(Color original, Color target, int duration, int steps){ int redDiff = target.getRed() - original.getRed(); int redAddition = redDiff / steps; int newRed = original.getRed() + redAddition; // same for green and blue .. Thread.sleep(duration / STEPS); // exception handling omitted return new Color(newRed, newGreen, newBlue); } The disadvantage of this approach is that the client code has to "do part of the method's job" and include a for loop. The method doesn't do it's work entirely on it's own, which I don't like. 2- Make a mutable Color subclass with methods such as setRed, and pass objects of this class into transformColor. Then it could look something like this: void transformColor(MutableColor original, Color target, int duration){ final int STEPS = 20; int redDiff = target.getRed() - original.getRed(); int redAddition = redDiff / steps; int newRed = original.getRed() + redAddition; // same for green and blue .. for(int i=0; i<STEPS; i++){ original.setRed(original.getRed() + redAddition); // same for green and blue .. Thread.sleep(duration / STEPS); // exception handling omitted } } Then the calling code would usually look something like this: // The method will usually transform colors of JComponents JComponent someComponent = ... ; // setting the Color in JComponent to be a MutableColor Color mutableColor = new MutableColor(someComponent.getForeground()); someComponent.setForeground(mutableColor); // later, transforming the Color in the JComponent transformColor((MutableColor)someComponent.getForeground(), new Color(200,100,150), 2000); The disadvantage is - the need to create a new class MutableColor, and also the need to do casting. 3- Pass into the method the actual mutable object that holds the color. Then the method could do object.setColor or similar every iteration of the loop. Two disadvantages: A- Not so elegant. Passing in the object that holds the color just to transform the color feels unnatural. B- While most of the time this method will be used to transform colors inside JComponent objects, other kinds of objects may have colors too. So the method would need to be overloaded to receive other types, or receive Objects and have instanceof checks inside.. Not optimal. Right now I think I like solution #2 the most, than solution #1 and solution #3 the least. However I'd like to hear your opinions and suggestions regarding this.

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  • Exception handling protocol for methods

    - by athena
    Is there any specific protocol for handling exceptions in public methods? Consider this eg. public int someMethod() { try{ code that might throw an exception } catch(Exception e) { log the exception } } Say that this method might throw an ArrayIndexOutOfBoundsException. So, is it correct to handle this Exception in the method itself (as in the example) or throw it and assume that the calling method will handle the Exception?

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  • What does it means? [c#]

    - by masoud ramezani
    If we define a property as public property and in this property we have a protected getter. what does it means? if property is public, what does defining a protected getter for that, means? please see below code: public ISessionFactory SessionFactory { protected get { return sessionFactory; } set { sessionFactory = value; } }

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  • Ball bouncing at a certain angle and efficiency computations

    - by X Y
    I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't wrap my head around how to actually do it (i have some thoughts and such but i simply cannot implement them properly - i feel i'm overcomplicating things). Here's an image with a small explanation . One other problem would be that the conditions for bouncing have to be different for every edge. For example, in the picture, on the two small horizontal edges i do not want a perfectly vertical bounce when in the middle of the edge but rather a constant angle (pi/4 maybe) in either direction depending on the collision point (before the middle of the edge, or after). All of my collisions are done with the Separating Axes Theorem (and seem to work fine). I'm looking for something efficient because i want to add a lot of things later on (maybe polygons with many edges and such). So i need to keep to a minimum the amount of checking done every frame. The collision algorithm begins testing whenever the bounding boxes of the paddle and the ball intersect. Is there something better to test for possible collisions every frame? (more efficient in the long run,with many more objects etc, not necessarily easy to code). I'm going to post the code for my game: Paddle Class public class Paddle : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private bool keybEnabled; private bool isLeftPaddle; private Texture2D paddleSprite; private Vector2 paddlePosition; private float paddleSpeedY; private Vector2 paddleScale = new Vector2(1f, 1f); private const float DEFAULT_Y_SPEED = 150; private Vector2[] Normals2Edges; private Vector2[] Vertices = new Vector2[4]; private List<Vector2> lst = new List<Vector2>(); private Vector2 Edge; #endregion #region Properties public float Speed { get {return paddleSpeedY; } set { paddleSpeedY = value; } } public Vector2[] Normal2EdgesVector { get { NormalsToEdges(this.isLeftPaddle); return Normals2Edges; } } public Vector2[] VertexVector { get { return Vertices; } } public Vector2 Scale { get { return paddleScale; } set { paddleScale = value; NormalsToEdges(this.isLeftPaddle); } } public float X { get { return paddlePosition.X; } set { paddlePosition.X = value; } } public float Y { get { return paddlePosition.Y; } set { paddlePosition.Y = value; } } public float Width { get { return (Scale.X == 1f ? (float)paddleSprite.Width : paddleSprite.Width * Scale.X); } } public float Height { get { return ( Scale.Y==1f ? (float)paddleSprite.Height : paddleSprite.Height*Scale.Y ); } } public Texture2D GetSprite { get { return paddleSprite; } } public Rectangle Boundary { get { return new Rectangle((int)paddlePosition.X, (int)paddlePosition.Y, (int)this.Width, (int)this.Height); } } public bool KeyboardEnabled { get { return keybEnabled; } } #endregion private void NormalsToEdges(bool isLeftPaddle) { Normals2Edges = null; Edge = Vector2.Zero; lst.Clear(); for (int i = 0; i < Vertices.Length; i++) { Edge = Vertices[i + 1 == Vertices.Length ? 0 : i + 1] - Vertices[i]; if (Edge != Vector2.Zero) { Edge.Normalize(); //outer normal to edge !! (origin in top-left) lst.Add(new Vector2(Edge.Y, -Edge.X)); } } Normals2Edges = lst.ToArray(); } public float[] ProjectPaddle(Vector2 axis) { if (Vertices.Length == 0 || axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, Vertices[0]); max = min; for (int i = 1; i < Vertices.Length; i++) { float p = Vector2.Dot(axis, Vertices[i]); if (p < min) min = p; else if (p > max) max = p; } return (new float[2] { min, max }); } public Paddle(Game game, bool isLeftPaddle, bool enableKeyboard = true) : base(game) { contentManager = new ContentManager(game.Services); keybEnabled = enableKeyboard; this.isLeftPaddle = isLeftPaddle; } public void setPosition(Vector2 newPos) { X = newPos.X; Y = newPos.Y; } public override void Initialize() { base.Initialize(); this.Speed = DEFAULT_Y_SPEED; X = 0; Y = 0; NormalsToEdges(this.isLeftPaddle); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleSprite = contentManager.Load<Texture2D>(@"Content\pongBar"); } public override void Update(GameTime gameTime) { //vertices array Vertices[0] = this.paddlePosition; Vertices[1] = this.paddlePosition + new Vector2(this.Width, 0); Vertices[2] = this.paddlePosition + new Vector2(this.Width, this.Height); Vertices[3] = this.paddlePosition + new Vector2(0, this.Height); // Move paddle, but don't allow movement off the screen if (KeyboardEnabled) { float moveDistance = Speed * (float)gameTime.ElapsedGameTime.TotalSeconds; KeyboardState newKeyState = Keyboard.GetState(); if (newKeyState.IsKeyDown(Keys.Down) && Y + paddleSprite.Height + moveDistance <= Game.GraphicsDevice.Viewport.Height) { Y += moveDistance; } else if (newKeyState.IsKeyDown(Keys.Up) && Y - moveDistance >= 0) { Y -= moveDistance; } } else { if (this.Y + this.Height > this.GraphicsDevice.Viewport.Height) { this.Y = this.Game.GraphicsDevice.Viewport.Height - this.Height - 1; } } base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(SpriteSortMode.Texture,null); spriteBatch.Draw(paddleSprite, paddlePosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Ball Class public class Ball : Microsoft.Xna.Framework.DrawableGameComponent { #region Private Members private SpriteBatch spriteBatch; private ContentManager contentManager; private const float DEFAULT_SPEED = 50; private float speedIncrement = 0; private Vector2 ballScale = new Vector2(1f, 1f); private const float INCREASE_SPEED = 50; private Texture2D ballSprite; //initial texture private Vector2 ballPosition; //position private Vector2 centerOfBall; //center coords private Vector2 ballSpeed = new Vector2(DEFAULT_SPEED, DEFAULT_SPEED); //speed #endregion #region Properties public float DEFAULTSPEED { get { return DEFAULT_SPEED; } } public Vector2 ballCenter { get { return centerOfBall; } } public Vector2 Scale { get { return ballScale; } set { ballScale = value; } } public float SpeedX { get { return ballSpeed.X; } set { ballSpeed.X = value; } } public float SpeedY { get { return ballSpeed.Y; } set { ballSpeed.Y = value; } } public float X { get { return ballPosition.X; } set { ballPosition.X = value; } } public float Y { get { return ballPosition.Y; } set { ballPosition.Y = value; } } public Texture2D GetSprite { get { return ballSprite; } } public float Width { get { return (Scale.X == 1f ? (float)ballSprite.Width : ballSprite.Width * Scale.X); } } public float Height { get { return (Scale.Y == 1f ? (float)ballSprite.Height : ballSprite.Height * Scale.Y); } } public float SpeedIncreaseIncrement { get { return speedIncrement; } set { speedIncrement = value; } } public Rectangle Boundary { get { return new Rectangle((int)ballPosition.X, (int)ballPosition.Y, (int)this.Width, (int)this.Height); } } #endregion public Ball(Game game) : base(game) { contentManager = new ContentManager(game.Services); } public void Reset() { ballSpeed.X = DEFAULT_SPEED; ballSpeed.Y = DEFAULT_SPEED; ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } public void SpeedUp() { if (ballSpeed.Y < 0) ballSpeed.Y -= (INCREASE_SPEED + speedIncrement); else ballSpeed.Y += (INCREASE_SPEED + speedIncrement); if (ballSpeed.X < 0) ballSpeed.X -= (INCREASE_SPEED + speedIncrement); else ballSpeed.X += (INCREASE_SPEED + speedIncrement); } public float[] ProjectBall(Vector2 axis) { if (axis == Vector2.Zero) return (new float[2] { 0, 0 }); float min, max; min = Vector2.Dot(axis, this.ballCenter) - this.Width/2; //center - radius max = min + this.Width; //center + radius return (new float[2] { min, max }); } public void ChangeHorzDirection() { ballSpeed.X *= -1; } public void ChangeVertDirection() { ballSpeed.Y *= -1; } public override void Initialize() { base.Initialize(); ballPosition.X = Game.GraphicsDevice.Viewport.Width / 2 - ballSprite.Width / 2; ballPosition.Y = Game.GraphicsDevice.Viewport.Height / 2 - ballSprite.Height / 2; } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); ballSprite = contentManager.Load<Texture2D>(@"Content\ball"); } public override void Update(GameTime gameTime) { if (this.Y < 1 || this.Y > GraphicsDevice.Viewport.Height - this.Height - 1) this.ChangeVertDirection(); centerOfBall = new Vector2(ballPosition.X + this.Width / 2, ballPosition.Y + this.Height / 2); base.Update(gameTime); } public override void Draw(GameTime gameTime) { spriteBatch.Begin(); spriteBatch.Draw(ballSprite, ballPosition, null, Color.White, 0f, Vector2.Zero, Scale, SpriteEffects.None, 0); spriteBatch.End(); base.Draw(gameTime); } } Main game class public class gameStart : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public gameStart() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.Window.Title = "Pong game"; } protected override void Initialize() { ball = new Ball(this); paddleLeft = new Paddle(this,true,false); paddleRight = new Paddle(this,false,true); Components.Add(ball); Components.Add(paddleLeft); Components.Add(paddleRight); this.Window.AllowUserResizing = false; this.IsMouseVisible = true; this.IsFixedTimeStep = false; this.isColliding = false; base.Initialize(); } #region MyPrivateStuff private Ball ball; private Paddle paddleLeft, paddleRight; private int[] bit = { -1, 1 }; private Random rnd = new Random(); private int updates = 0; enum nrPaddle { None, Left, Right }; private nrPaddle PongBar = nrPaddle.None; private ArrayList Axes = new ArrayList(); private Vector2 MTV; //minimum translation vector private bool isColliding; private float overlap; //smallest distance after projections private Vector2 overlapAxis; //axis of overlap #endregion protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); paddleLeft.setPosition(new Vector2(0, this.GraphicsDevice.Viewport.Height / 2 - paddleLeft.Height / 2)); paddleRight.setPosition(new Vector2(this.GraphicsDevice.Viewport.Width - paddleRight.Width, this.GraphicsDevice.Viewport.Height / 2 - paddleRight.Height / 2)); paddleLeft.Scale = new Vector2(1f, 2f); //scale left paddle } private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] <= circle[0] || circle[1] <= pad[0]) { return false; } if (pad[1] - circle[0] < circle[1] - pad[0]) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax; } } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * overlap; } return true; } protected override void Update(GameTime gameTime) { updates += 1; float ftime = 5 * (float)gameTime.ElapsedGameTime.TotalSeconds; if (updates == 1) { isColliding = false; int Xrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; int Yrnd = bit[Convert.ToInt32(rnd.Next(0, 2))]; ball.SpeedX = Xrnd * ball.SpeedX; ball.SpeedY = Yrnd * ball.SpeedY; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } else { updates = 100; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; } //autorun :) paddleLeft.Y = ball.Y; //collision detection PongBar = nrPaddle.None; if (ball.Boundary.Intersects(paddleLeft.Boundary)) { PongBar = nrPaddle.Left; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleLeft.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleLeft.VertexVector, ball.ballCenter)); } } else if (ball.Boundary.Intersects(paddleRight.Boundary)) { PongBar = nrPaddle.Right; if (!isColliding) { Axes.Clear(); Axes.AddRange(paddleRight.Normal2EdgesVector); //axis from nearest vertex to ball's center Axes.Add(FORMULAS.NormAxisFromCircle2ClosestVertex(paddleRight.VertexVector, ball.ballCenter)); } } if (PongBar != nrPaddle.None && !isColliding) switch (PongBar) { case nrPaddle.Left: if (ShapesIntersect(paddleLeft, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; case nrPaddle.Right: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) ball.X += MTV.X; ball.Y += MTV.Y; ball.ChangeHorzDirection(); } break; default: break; } if (!ShapesIntersect(paddleRight, ball) && !ShapesIntersect(paddleLeft, ball)) isColliding = false; ball.X += ftime * ball.SpeedX; ball.Y += ftime * ball.SpeedY; //check ball movement if (ball.X > paddleRight.X + paddleRight.Width + 2) { //IncreaseScore(Left); ball.Reset(); updates = 0; return; } else if (ball.X < paddleLeft.X - 2) { //IncreaseScore(Right); ball.Reset(); updates = 0; return; } base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Aquamarine); spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend); spriteBatch.End(); base.Draw(gameTime); } } And one method i've used: public static Vector2 NormAxisFromCircle2ClosestVertex(Vector2[] vertices, Vector2 circle) { Vector2 temp = Vector2.Zero; if (vertices.Length > 0) { float dist = (circle.X - vertices[0].X) * (circle.X - vertices[0].X) + (circle.Y - vertices[0].Y) * (circle.Y - vertices[0].Y); for (int i = 1; i < vertices.Length;i++) { if (dist > (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y)) { temp = vertices[i]; //memorize the closest vertex dist = (circle.X - vertices[i].X) * (circle.X - vertices[i].X) + (circle.Y - vertices[i].Y) * (circle.Y - vertices[i].Y); } } temp = circle - temp; temp.Normalize(); } return temp; } Thanks in advance for any tips on the 4 issues. EDIT1: Something isn't working properly. The collision axis doesn't come out right and the interpolation also seems to have no effect. I've changed the code a bit: private bool ShapesIntersect(Paddle paddle, Ball ball) { overlap = 1000000f; //large value overlapAxis = Vector2.Zero; MTV = Vector2.Zero; foreach (Vector2 ax in Axes) { float[] pad = paddle.ProjectPaddle(ax); //pad0 = min, pad1 = max float[] circle = ball.ProjectBall(ax); //circle0 = min, circle1 = max if (pad[1] < circle[0] || circle[1] < pad[0]) { return false; } if (Math.Abs(pad[1] - circle[0]) < Math.Abs(circle[1] - pad[0])) { if (Math.Abs(overlap) > Math.Abs(-pad[1] + circle[0])) { overlap = -pad[1] + circle[0]; overlapAxis = ax * (-1); } //to get the proper axis } else { if (Math.Abs(overlap) > Math.Abs(circle[1] - pad[0])) { overlap = circle[1] - pad[0]; overlapAxis = ax; } } } if (overlapAxis != Vector2.Zero) { MTV = overlapAxis * Math.Abs(overlap); } return true; } And part of the Update method: if (ShapesIntersect(paddleRight, ball)) { isColliding = true; if (MTV != Vector2.Zero) { ball.X += MTV.X; ball.Y += MTV.Y; } //test if (overlapAxis.X == 0) //collision with horizontal edge { } else if (overlapAxis.Y == 0) //collision with vertical edge { float factor = Math.Abs(ball.ballCenter.Y - paddleRight.Y) / paddleRight.Height; if (factor > 1) factor = 1f; if (overlapAxis.X < 0) //left edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(-1, -3), new Vector2(-1, 3), factor)))); else //right edge? ball.Speed = ball.DEFAULTSPEED * Vector2.Normalize(Vector2.Reflect(ball.Speed, (Vector2.Lerp(new Vector2(1, -3), new Vector2(1, 3), factor)))); } else //vertex collision??? { ball.Speed = -ball.Speed; } } What seems to happen is that "overlapAxis" doesn't always return the right one. So instead of (-1,0) i get the (1,0) (this happened even before i multiplied with -1 there). Sometimes there isn't even a collision registered even though the ball passes through the paddle... The interpolation also seems to have no effect as the angles barely change (or the overlapAxis is almost never (-1,0) or (1,0) but something like (0.9783473, 0.02743843)... ). What am i missing here? :(

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  • Moq Testing a private method .Many posts but still cannot make one example work

    - by devnet247
    Hi, I have seen many posts and questions about "Mocking a private method" but still cannot make it work and not found a real answer. Lets forget the code smell and you should not do it etc.... From what I understand I have done the following: 1) Created a class Library "MyMoqSamples" 2) Added a ref to Moq and NUnit 3) Edited the AssemblyInfo file and added [assembly: InternalsVisibleTo("DynamicProxyGenAssembly2")] [assembly: InternalsVisibleTo("MyMoqSamples")] 4) Now need to test a private method.Since it's a private method it's not part of an interface. 5) added the following code [TestFixture] public class Can_test_my_private_method { [Test] public void Should_be_able_to_test_my_private_method() { //TODO how do I test my DoSomthing method } } public class CustomerInfo { public string Name { get; set; } public string Surname { get; set; } } public interface ICustomerService { List<CustomerInfo> GetCustomers(); } public class CustomerService: ICustomerService { public List<CustomerInfo> GetCustomers() { return new List<CustomerInfo> {new CustomerInfo {Surname = "Bloggs", Name = "Jo"}}; } protected virtual void DoSomething() { } } Could you provide me an example on how you would test my private method? Thanks a lot

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  • Send a public broadcast from an AppWidget in Android

    - by greve
    I have a widget for a music player and want to be able to send broadcasts when pushing the different buttons. What I want to do is when a button is pushed, the widget sends a public broadcast to another BroadcastReceiver so it can handle the different actions. In my activity class with the BroadcastReceiver: private BroadcastReceiver broadcastReceiver = new BroadcastReceiver() { @Override public void onReceive(Context context, Intent intent) { String action = intent.getAction(); if (action.equals(Constants.ACTION_NEXT)) { Log.d("RECEIVER", "ACTION_NEXT"); } } }; @Override protected void onStart() { super.onStart(); IntentFilter filter = new IntentFilter(); //Widget actions filter.addAction(Constants.ACTION_NEXT); registerReceiver(broadcastReceiver, new IntentFilter(filter)); } In my Widget: public void onUpdate(Context context, AppWidgetManager appWidgetManager, int[] appWidgetIds) { RemoteViews views = new RemoteViews(context.getPackageName(), R.layout.widget); PendingIntent pendingIntent = PendingIntent.getBroadcast(context, 0, new Intent(Constants.ACTION_NEXT), 0); views.setOnClickPendingIntent(R.id.WidgetNextButton, pendingIntent); appWidgetManager.updateAppWidget(appWidgetId, views); } Any help or other solutions are very much appreciated!

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  • Why Finalize method not allowed to override

    - by somaraj
    I am new to .net ..and i am confused with the destructor mechanism in C# ..please clarify In C# destructors are converted to finalize method by CLR. If we try to override it (not using destructor ) , will get an error Error 2 Do not override object.Finalize. Instead, provide a destructor. But it seems that the Object calss implementation in mscorlib.dll has finalize defined as protected override void Finalize(){} , then why cant we override it , that what virtual function for . Why is the design like that , is it to be consistent with c++ destructor concept. Also when we go to the definition of the object class , there is no mention of the finalize method , then how does the hmscorlib.dll definition shows the finalize funtion . Does it mean that the default destructor is converted to finalize method. public class Object { public Object(); public virtual bool Equals(object obj); public static bool Equals(object objA, object objB); public virtual int GetHashCode(); public Type GetType(); protected object MemberwiseClone(); public static bool ReferenceEquals(object objA, object objB); public virtual string ToString(); }

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  • algorithm || method to write prog

    - by fatai
    I am one of the computer science student. My wonder is everyone solve problem with different or same method, but actually I dont know whether they use method or I dont know whether there are such common method to approach problem. All teacher give us problem which in simple form sometimes, but they dont introduce any approach or method(s) so that we can first choose method then apply that one to problem , afterward find solution then write code. I have found one method when I failed the course, More accurately, When I counter problem in language , I will get more paper and then ; first, input/ output step ; my prog will take this / these there argument(s) and return namely X , ex : in c, input length is not known and at same type , so I must use pointer desired output is in form of package , so use structure second, execution part ; in that step , I am writing all step which are goes to final output ex : in python ; 1.) [ + , [- , 4 , [ * , 1 , 2 ]], 5] 2.) [ + , [- , 4 , 2 ],5 ] 3.) [ + , 2 , 5] 4.) 7 ==> return 7 third, I will write test code ex : in c++ input : append 3 4 5 6 vector_x remove 0 1 desired output vector_x holds : 5 6 But now, I wonder other method ; used to construct class :::: for c++ , python, java used to communicate classes / computers used for solving embedded system problem ::::: for c Why I wonder , because I learn if you dont costruct algorithm on paper, you may achieve your goal. Like no money no lunch , I can say no algorithm no prog therefore , feel free when you write your own method , a way which is introduced by someone else but you are using and you find it is so efficient

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  • need primitive public key signature with out of band key distribution

    - by Mike D
    I pretty much a complete neophyte at this signature business so I don't know if what I'm asking is nonsense or not. Anyway, here goes... I want to send an out of band message (don't worry about how it gets there) to a program I've written on a distant machine. I want the program to have some confidence the message is legit by attaching a digital signature to the message. The message will be small less than 200 characters. It seems a public key based signature is what I want to use. I could embed the public key in the program. I understand that the program would be vulnerable to attack by anyone who modifies it BUT I'm not too worried about that. The consequences are not dire. I've looked through the MSDN and around the web but the prospect of diving in is daunting. I'm writing in straight c++, no NET framework or other fancy stuff. I've had no experience including NET framework stuff and little luck during previous attempts. Can anyone point me at some very basic resources to get me started? I need to know 1)how to generate the public and private keys 2)how to sign the message 3)how to verify the signature Any help much appreciated. TIA, Mike

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  • PHPUnit: Testing if a protected method was called

    - by Luiz Damim
    I´m trying to test if a protected method is called in a public interface. <?php abstract class SomeClassAbstract { abstract public foo(); public function doStuff() { $this->_protectedMethod(); } protected function _protectedMethod(); { // implementation is irrelevant } } <?php class MyTest extends PHPUnit_Framework_TestCase { public function testCalled() { $mock = $this->getMockForAbstractClass('SomeClass'); $mock->expects($this->once()) ->method('_protectedMethod'); $mock->doStuff(); } } I know it is called correctly, but PHPUnit says its never called. The same happens when I test the other way, when a method is never called: <?php abstract class AnotherClassAbstract { abstract public foo(); public function doAnotherStuff() { $this->_loadCache(); } protected function _loadCache(); { // implementation is irrelevant } } <?php class MyTest extends PHPUnit_Framework_TestCase { public function testCalled() { $mock = $this->getMockForAbstractClass('AnotherClass'); $mock->expects($this->once()) ->method('_loadCache'); $mock->doAnotherStuff(); } } The method is called but PHPUnit says that it is not. What I´m doing wrong? Edit I wasn´t declaring my methods with double colons, it was just for denoting that it was a public method (interface). Updated to full class/methods declarations. Edit 2 I should have said that I´m testing some method implementations in an abstract class (edited the code to reflect this). Since I can not instantiate the class, how can I test this? I´m thinking in creating an SomeClassSimple extending SomeClassAbstract and testing this one instead. Is it the right approach?

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  • In Java it seems Public constructors are always a bad coding practice

    - by Adam Gent
    This maybe a controversial question and may not be suited for this forum (so I will not be insulted if you choose to close this question). It seems given the current capabilities of Java there is no reason to make constructors public ... ever. Friendly, private, protected are OK but public no. It seems that its almost always a better idea to provide a public static method for creating objects. Every Java Bean serialization technology (JAXB, Jackson, Spring etc...) can call a protected or private no-arg constructor. My questions are: I have never seen this practice decreed or written down anywhere? Maybe Bloch mentions it but I don't own is book. Is there a use case other than perhaps not being super DRY that I missed? EDIT: I explain why static methods are better. .1. For one you get better type inference. For example See Guava's http://code.google.com/p/guava-libraries/wiki/CollectionUtilitiesExplained .2. As a designer of the class you can later change what is returned with a static method. .3. Dealing with constructor inheritance is painful especially if you have to pre-calculate something.

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  • Inheritance inside a template - public members become invisible?

    - by Juliano
    I'm trying to use inheritance among classes defined inside a class template (inner classes). However, the compiler (GCC) is refusing to give me access to public members in the base class. Example code: template <int D> struct Space { struct Plane { Plane(Space& b); virtual int& at(int y, int z) = 0; Space& space; /* <= this member is public */ }; struct PlaneX: public Plane { /* using Plane::space; */ PlaneX(Space& b, int x); int& at(int y, int z); const int cx; }; int& at(int x, int y, int z); }; template <int D> int& Space<D>::PlaneX::at(int y, int z) { return space.at(cx, y, z); /* <= but it fails here */ }; Space<4> sp4; The compiler says: file.cpp: In member function ‘int& Space::PlaneX::at(int, int)’: file.cpp:21: error: ‘space’ was not declared in this scope If using Plane::space; is added to the definition of class PlaneX, or if the base class member is accessed through the this pointer, or if class Space is changed to a non-template class, then the compiler is fine with it. I don't know if this is either some obscure restriction of C++, or a bug in GCC (GCC versions 4.4.1 and 4.4.3 tested). Does anyone have an idea?

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