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  • NTFS Issues in Windows 7 and 2008 R2 - 'Is it a Bug?'

    - by renewieldraaijer
    I have been using the various versions of the Microsoft Windows product line since NT4 and I really thought I knew the ins and outs about the NTFS filesystem by now. There were always a few rules of thumb to understand what happens if you move data around. These rules were: "If you copy data, the copied data will inherit the permissions of the location it is being copied to. The same goes for moving data between disk partitions. Only when you move data within the same partition, the permissions are kept."  Recently I was asked to assist in troubleshooting some NTFS related issues. This forced me to have another good look at this theory. To my surprise I found out that this theory does not completely stand anymore. Apparently some things have changed since the release of Windows Vista / Windows 2008. Since the release of these Operating Systems, a move within the same disk partition results in the data inheriting the permissions of the location it is being copied into. A major change in the NTFS filesystem you would think!  Not quite! The above only counts when the move operation is being performed by using Windows Explorer. A move by using the 'move' command from within a cmd prompt for example, retains the NTFS permissions, just like before in Windows XP and older systems. Conclusion: The Windows Explorer is responsible for changing the ACL's of the moved data. This is a remarkable change, but if you follow this theory, the resulting ACL after a move operation is still predictable.  We could say that since Windows Vista and Windows 2008, a new rule set applies: "If you copy data, the copied data will inherit the permissions of the location it is being copied to. Same goes for moving data between disk partitions and within disk partitions. Only when you move data within the same partition by using something else than the Windows Explorer, the permissions are kept." The above behavior should be unchanged in Windows 7 / Windows 2008 R2, compared to Windows Vista / 2008. But somehow the NTFS permissions are not so predictable in Windows 7 and Windows 2008 R2. Moving data within the same disk partition the one time results in the permissions being kept and the next time results in inherited permissions from the destination location. I will try to demonstrate this in a few examples: Example 1 (Incorrect behavior): Consider two folders, 'Folder A' and 'Folder B' with the following permissions configured.                    Now we create the test file 'test file 1.txt' in 'Folder A' and afterwards move this file to 'Folder B' using Windows Explorer.                       According to the new theory, the file should inherit the permissions of 'Folder B' and therefore 'Group B' should appear in the ACL of 'test file 1.txt'. In the screenshot below the resulting permissions are displayed. The permissions from the originating location are kept, while the permissions of 'Folder B' should be inherited.                   Example 2 (Correct behavior): Again, consider the same two folders. This time we make a small modification to the ACL of 'Folder A'. We add 'Group C' to the ACL and again we create a file in 'Folder A' which we name 'test file 2.txt'.                    Next, we move 'test file 2.txt' to 'Folder B'.                       Again, we check the permissions of 'test file 2.txt' at the target location. We can now see that the permissions are inherited. This is what should be happening, and can be considered 'correct behavior' for Windows Vista / 2008 / 7 / 2008 R2. It remains uncertain why this behavior is so inconsistent. At this time, this is under investigation with Microsoft Support. The investigation has been going for the last two weeks and it is beginning to look like there is no rational reason for this, other than a bug in the Windows Explorer in Windows 7 and 2008 R2. As soon as there is any certainty on this, I will note it here in this blog.                   The examples above are harmless tests, by using my own laptop. If you would create the same set of folders and groups, and configure exactly the same permissions, you will see exactly the same behavior. Be sure to use Windows 7 or Windows 2008 R2.   Initially the problem arose at a customer site where move operations on data on the fileserver by users would result in unpredictable results. This resulted in the wrong set of people having àccess permissions on data that they should not have permissions to. Off course this is something we want to prevent at all costs.   I have also done several tests with move operations by using the move command in a cmd prompt. This way the behavior is always consistent. The inconsistent behavior is only exposed when using the Windows Explorer to initiate the move operation, and only when using Windows 7 or Windows 2008 R2 systems. It is evident that this behavior changes when the ACL of a folder has been changed, for example by adding an extra entry. The reason for this remains uncertain though. To be continued…. A dutch version of this post can be found at: http://blogs.platani.nl/?p=612

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  • Collision Detection on floor tiles Isometric game

    - by Anivrom
    I am having a very hard to time figuring out a bug in my code. It should have taken me 20 minutes but instead I've been working on it for over 12 hours. I am writing a isometric tile based game where the characters can walk freely amongst the tiles, but not be able to cross over to certain tiles that have a collides flag. Sounds easy enough, just check ahead of where the player is going to move using a Screen Coordinates to Tile method and check the tiles array using our returned xy indexes to see if its collidable or not. if its not, then don't move the character. The problem I'm having is my Screen to Tile method isn't spitting out the proper X,Y tile indexes. This method works flawlessly for selecting tiles with the mouse. NOTE: My X tiles go from left to right, and my Y tiles go from up to down. Reversed from some examples on the net. Here's the relevant code: public Vector2 ScreentoTile(Vector2 screenPoint) { //Vector2 is just a object with x and y float properties //camOffsetX,Y are my camera values that I use to shift everything but the //current camera target when the target moves //tilescale = 128, screenheight = 480, the -46 offset is to center // vertically + 16 px for some extra gfx in my tile png Vector2 tileIndex = new Vector2(-1,-1); screenPoint.x -= camOffsetX; screenPoint.y = screenHeight - screenPoint.y - camOffsetY - 46; tileIndex.x = (screenPoint.x / tileScale) + (screenPoint.y / (tileScale / 2)); tileIndex.y = (screenPoint.x / tileScale) - (screenPoint.y / (tileScale / 2)); return tileIndex; } The method that calls this code is: private void checkTileTouched () { if (Gdx.input.justTouched()) { if (last.x >= 0 && last.x < levelWidth && last.y >= 0 && last.y < levelHeight) { if (lastSelectedTile != null) lastSelectedTile.setColor(1, 1, 1, 1); Sprite sprite = levelTiles[(int) last.x][(int) last.y].sprite; sprite.setColor(0, 0.3f, 0, 1); lastSelectedTile = sprite; } } if (touchDown) { float moveX=0,moveY=0; Vector2 pos = new Vector2(); if (player.direction == direction_left) { moveX = -(player.moveSpeed); moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("left")); } else if (player.direction == direction_upleft) { moveX = -(player.moveSpeed); moveY = 0; Gdx.app.log("Movement", String.valueOf("upleft")); } else if (player.direction == direction_up) { moveX = -(player.moveSpeed); moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("up")); } else if (player.direction == direction_upright) { moveX = 0; moveY = player.moveSpeed; Gdx.app.log("Movement", String.valueOf("upright")); } else if (player.direction == direction_right) { moveX = player.moveSpeed; moveY = player.moveSpeed / 2; Gdx.app.log("Movement", String.valueOf("right")); } else if (player.direction == direction_downright) { moveX = player.moveSpeed; moveY = 0; Gdx.app.log("Movement", String.valueOf("downright")); } else if (player.direction == direction_down) { moveX = player.moveSpeed; moveY = -(player.moveSpeed / 2); Gdx.app.log("Movement", String.valueOf("down")); } else if (player.direction == direction_downleft) { moveX = 0; moveY = -(player.moveSpeed); Gdx.app.log("Movement", String.valueOf("downleft")); } //Player.moveSpeed is 1 //tileObjects.x is drawn in the center of the screen (400px,240px) // the sprite width is 64, height is 128 testX = moveX * 10; testY = moveY * 10; testX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; testY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; moveX += tileObjects.get(player.zIndex).x + tileObjects.get(player.zIndex).sprite.getWidth() / 2; moveY += tileObjects.get(player.zIndex).y + tileObjects.get(player.zIndex).sprite.getHeight() / 2; pos = ScreentoTile(new Vector2(moveX,moveY)); Vector2 pos2 = ScreentoTile(new Vector2(testX,testY)); if (!levelTiles[(int) pos2.x][(int) pos2.y].collides) { Vector2 newPlayerPos = ScreentoTile(new Vector2(moveX,moveY)); CenterOnCoord(moveX,moveY); player.tileX = (int)newPlayerPos.x; player.tileY = (int)newPlayerPos.y; } } } When the player is moving to the left (downleft-ish from the viewers point of view), my Pos2 X values decrease as expected but pos2 isnt checking ahead on the x tiles, it is checking ahead on the Y tiles(as if we were moving DOWN, not left), and vice versa, if the player moves down, it will check ahead on the X values (as if we are moving LEFT, instead of DOWN). instead of the Y values. I understand this is probably the most confusing and horribly written post ever, but I'm confused myself so I'm having a hard time explaining it to others lol. if you need more information please ask!! I'm so frustrated after over 12 hours of working on it I'm about to give up.

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  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY <= absDepthX || collision == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

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  • Using Definition of Done to Drive Agile Maturity

    - by Dylan Smith
    I’ve been an Agile Coach at a lot of different clients over the years, and I want to share an approach I use to help them adopt and mature over time. It’s important to realize that “Agile” is not a black/white yes/no thing. Teams can be varying degrees of agile. I think of this as their agile maturity level. When I coach teams I want them to start out being a little agile, and get more agile as they mature. The approach I teach them is to use the definition of done as a technique to continuously improve their agile maturity over time. We’re probably all familiar with the concept of “Done Done” that represents what *actually* being done a feature means. Not just when a developer says he’s done right after he writes that last line of code that makes the feature kind-of work. Done Done means the coding is done, it’s been tested, installers and deployment packages have been created, user manuals have been updated, architecture docs have been updated, etc. To enable teams to internalize the concept of “Done Done”, they usually get together and come up with their Definition of Done (DoD) that defines all the activities that need to be completed before a feature is considered Done Done. The Done Done technique typically is applied only to features (aka User Stories). What I do is extend this to apply to several concepts such as User Stories, Sprints, Releases (and sometimes Check-Ins). During project kick-off I’ll usually sit down with the team and go through an exercise of creating DoD’s for each of these concepts (Stories/Sprints/Releases). We’ll usually start by just brainstorming a bunch of activities that could end up in these various DoD’s. Here’s some examples: Code Reviews StyleCop FxCop User Manuals Updated Architecture Docs Updated Tested by QA Tested by UAT Installers Created Support Knowledge Base Updated Deployment Instructions (for Ops) written Automated Unit Tests Run Automated Integration Tests Run Then we start by arranging these activities into the place they occur today (e.g. Do you do UAT testing only once per release? every sprint? every feature?). If the team was previously Waterfall most of these activities probably end up in the Release DoD. An extremely mature agile team would probably have most of these activities in the DoD for the User Stories (because an extremely mature agile team will probably do continuous deployment and release every story). So what we need to do as a team, is work to move these activities from their current home (Release DoD) down into the Sprint DoD and eventually into the User Story DoD (and maybe into the lower-level Check-In DoD if we decide to use that). We don’t have to move them all down to User Story immediately, but as a team we figure out what we think we’re capable of moving down to the Sprint cycle, and Story cycle immediately, and that becomes our starting DoD’s. Over time the team makes an effort to continue moving activities down from Release->Sprint->Story as they become more agile and more mature. I try to encourage them to envision a world in which they deploy to production as each User Story is completed. They would need to be updating User Manuals, creating installers, doing UAT testing (typical Release cycle activities) on every single User Story. They may never actually reach that point, but they should envision that, and strive to keep driving the activities down closer to the User Story cycle s they mature. This is a great technique to give a team an easy-to-follow roadmap to mature their agile practices over time. Sure there’s other aspects to maturity outside of this, but it’s a great technique, that’s easy to visualize, to drive agility into the team. Just keep moving those activities (aka “gates”) down the board from Release->Sprint->Story. I’ll try to give an example of what a recent client of mine had for their DoD’s (this is from memory, so probably not 100% accurate): Release Create/Update deployment Instructions For Ops Instructional Videos Updated Run manual regression test suite UAT Testing In this case that meant deploying to an environment shared across the enterprise that mirrored production and asking other business groups to test their own apps to ensure we didn’t break anything outside our system Sprint Deploy to UAT Environment But not necessarily actually request UAT testing occur User Guides updated Sprint Features Video Created In this case we decided to create a video each sprint showing off the progress (video version of Sprint Demo) User Story Manual Test scripts developed and run Tested by BA Deployed in shared QA environment Using automated deployment process Peer Code Review Code Check-In Compiled (warning-free) Passes StyleCop Passes FxCop Create installer packages Run Automated Tests Run Automated Integration Tests PS – One of my clients had a great question when we went through this activity. They said that if a Sprint is by definition done when the end-date rolls around (time-boxed), isn’t a DoD on a sprint meaningless – it’s done on the end-date regardless of whether those other activities are complete or not? My answer is that while that statement is true – the sprint is done regardless when the end date rolls around – if the DoD activities haven’t been completed I would consider the Sprint a failure (similar to not completing what was committed/planned – failure may be too strong a word but you get the idea). In the Retrospective that will become an agenda item to discuss and understand why we weren’t able to complete the activities we agreed would need to be completed each Sprint.

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  • Increasing efficiency of N-Body gravity simulation

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

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  • Oracle Solaris: Zones on Shared Storage

    - by Jeff Victor
    Oracle Solaris 11.1 has several new features. At oracle.com you can find a detailed list. One of the significant new features, and the most significant new feature releated to Oracle Solaris Zones, is casually called "Zones on Shared Storage" or simply ZOSS (rhymes with "moss"). ZOSS offers much more flexibility because you can store Solaris Zones on shared storage (surprise!) so that you can perform quick and easy migration of a zone from one system to another. This blog entry describes and demonstrates the use of ZOSS. ZOSS provides complete support for a Solaris Zone that is stored on "shared storage." In this case, "shared storage" refers to fiber channel (FC) or iSCSI devices, although there is one lone exception that I will demonstrate soon. The primary intent is to enable you to store a zone on FC or iSCSI storage so that it can be migrated from one host computer to another much more easily and safely than in the past. With this blog entry, I wanted to make it easy for you to try this yourself. I couldn't assume that you have a SAN available - which is a good thing, because neither do I! What could I use, instead? [There he goes, foreshadowing again... -Ed.] Developing this entry reinforced the lesson that the solution to every lab problem is VirtualBox. Oracle VM VirtualBox (its formal name) helps here in a couple of important ways. It offers the ability to easily install multiple copies of Solaris as guests on top of any popular system (Microsoft Windows, MacOS, Solaris, Oracle Linux (and other Linuxes) etc.). It also offers the ability to create a separate virtual disk drive (VDI) that appears as a local hard disk to a guest. This virtual disk can be moved very easily from one guest to another. In other words, you can follow the steps below on a laptop or larger x86 system. Please note that the ability to use ZOSS to store a zone on a local disk is very useful for a lab environment, but not so useful for production. I do not suggest regularly moving disk drives among computers. In the method I describe below, that virtual hard disk will contain the zone that will be migrated among the (virtual) hosts. In production, you would use FC or iSCSI LUNs instead. The zonecfg(1M) man page details the syntax for each of the three types of devices. Why Migrate? Why is the migration of virtual servers important? Some of the most common reasons are: Moving a workload to a different computer so that the original computer can be turned off for extensive maintenance. Moving a workload to a larger system because the workload has outgrown its original system. If the workload runs in an environment (such as a Solaris Zone) that is stored on shared storage, you can restore the service of the workload on an alternate computer if the original computer has failed and will not reboot. You can simplify lifecycle management of a workload by developing it on a laptop, migrating it to a test platform when it's ready, and finally moving it to a production system. Concepts For ZOSS, the important new concept is named "rootzpool". You can read about it in the zonecfg(1M) man page, but here's the short version: it's the backing store (hard disk(s), or LUN(s)) that will be used to make a ZFS zpool - the zpool that will hold the zone. This zpool: contains the zone's Solaris content, i.e. the root file system does not contain any content not related to the zone can only be mounted by one Solaris instance at a time Method Overview Here is a brief list of the steps to create a zone on shared storage and migrate it. The next section shows the commands and output. You will need a host system with an x86 CPU (hopefully at least a couple of CPU cores), at least 2GB of RAM, and at least 25GB of free disk space. (The steps below will not actually use 25GB of disk space, but I don't want to lead you down a path that ends in a big sign that says "Your HDD is full. Good luck!") Configure the zone on both systems, specifying the rootzpool that both will use. The best way is to configure it on one system and then copy the output of "zonecfg export" to the other system to be used as input to zonecfg. This method reduces the chances of pilot error. (It is not necessary to configure the zone on both systems before creating it. You can configure this zone in multiple places, whenever you want, and migrate it to one of those places at any time - as long as those systems all have access to the shared storage.) Install the zone on one system, onto shared storage. Boot the zone. Provide system configuration information to the zone. (In the Real World(tm) you will usually automate this step.) Shutdown the zone. Detach the zone from the original system. Attach the zone to its new "home" system. Boot the zone. The zone can be used normally, and even migrated back, or to a different system. Details The rest of this shows the commands and output. The two hostnames are "sysA" and "sysB". Note that each Solaris guest might use a different device name for the VDI that they share. I used the device names shown below, but you must discover the device name(s) after booting each guest. In a production environment you would also discover the device name first and then configure the zone with that name. Fortunately, you can use the command "zpool import" or "format" to discover the device on the "new" host for the zone. The first steps create the VirtualBox guests and the shared disk drive. I describe the steps here without demonstrating them. Download VirtualBox and install it using a method normal for your host OS. You can read the complete instructions. Create two VirtualBox guests, each to run Solaris 11.1. Each will use its own VDI as its root disk. Install Solaris 11.1 in each guest.Install Solaris 11.1 in each guest. To install a Solaris 11.1 guest, you can either download a pre-built VirtualBox guest, and import it, or install Solaris 11.1 from the "text install" media. If you use the latter method, after booting you will not see a windowing system. To install the GUI and other important things, login and run "pkg install solaris-desktop" and take a break while it installs those important things. Life is usually easier if you install the VirtualBox Guest Additions because then you can copy and paste between the host and guests, etc. You can find the guest additions in the folder matching the version of VirtualBox you are using. You can also read the instructions for installing the guest additions. To create the zone's shared VDI in VirtualBox, you can open the storage configuration for one of the two guests, select the SATA controller, and click on the "Add Hard Disk" icon nearby. Choose "Create New Disk" and specify an appropriate path name for the file that will contain the VDI. The shared VDI must be at least 1.5 GB. Note that the guest must be stopped to do this. Add that VDI to the other guest - using its Storage configuration - so that each can access it while running. The steps start out the same, except that you choose "Choose Existing Disk" instead of "Create New Disk." Because the disk is configured on both of them, VirtualBox prevents you from running both guests at the same time. Identify device names of that VDI, in each of the guests. Solaris chooses the name based on existing devices. The names may be the same, or may be different from each other. This step is shown below as "Step 1." Assumptions In the example shown below, I make these assumptions. The guest that will own the zone at the beginning is named sysA. The guest that will own the zone after the first migration is named sysB. On sysA, the shared disk is named /dev/dsk/c7t2d0 On sysB, the shared disk is named /dev/dsk/c7t3d0 (Finally!) The Steps Step 1) Determine the name of the disk that will move back and forth between the systems. root@sysA:~# format Searching for disks...done AVAILABLE DISK SELECTIONS: 0. c7t0d0 /pci@0,0/pci8086,2829@d/disk@0,0 1. c7t2d0 /pci@0,0/pci8086,2829@d/disk@2,0 Specify disk (enter its number): ^D Step 2) The first thing to do is partition and label the disk. The magic needed to write an EFI label is not overly complicated. root@sysA:~# format -e c7t2d0 selecting c7t2d0 [disk formatted] FORMAT MENU: ... format fdisk No fdisk table exists. The default partition for the disk is: a 100% "SOLARIS System" partition Type "y" to accept the default partition, otherwise type "n" to edit the partition table. n SELECT ONE OF THE FOLLOWING: ... Enter Selection: 1 ... G=EFI_SYS 0=Exit? f SELECT ONE... ... 6 format label ... Specify Label type[1]: 1 Ready to label disk, continue? y format quit root@sysA:~# ls /dev/dsk/c7t2d0 /dev/dsk/c7t2d0 Step 3) Configure zone1 on sysA. root@sysA:~# zonecfg -z zone1 Use 'create' to begin configuring a new zone. zonecfg:zone1 create create: Using system default template 'SYSdefault' zonecfg:zone1 set zonename=zone1 zonecfg:zone1 set zonepath=/zones/zone1 zonecfg:zone1 add rootzpool zonecfg:zone1:rootzpool add storage dev:dsk/c7t2d0 zonecfg:zone1:rootzpool end zonecfg:zone1 exit root@sysA:~# oot@sysA:~# zonecfg -z zone1 info zonename: zone1 zonepath: /zones/zone1 brand: solaris autoboot: false bootargs: file-mac-profile: pool: limitpriv: scheduling-class: ip-type: exclusive hostid: fs-allowed: anet: ... rootzpool: storage: dev:dsk/c7t2d0 Step 4) Install the zone. This step takes the most time, but you can wander off for a snack or a few laps around the gym - or both! (Just not at the same time...) root@sysA:~# zoneadm -z zone1 install Created zone zpool: zone1_rpool Progress being logged to /var/log/zones/zoneadm.20121022T163634Z.zone1.install Image: Preparing at /zones/zone1/root. AI Manifest: /tmp/manifest.xml.RXaycg SC Profile: /usr/share/auto_install/sc_profiles/enable_sci.xml Zonename: zone1 Installation: Starting ... Creating IPS image Startup linked: 1/1 done Installing packages from: solaris origin: http://pkg.us.oracle.com/support/ DOWNLOAD PKGS FILES XFER (MB) SPEED Completed 183/183 33556/33556 222.2/222.2 2.8M/s PHASE ITEMS Installing new actions 46825/46825 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 1696.847 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/zone1/root/var/log/zones/zoneadm.20121022T163634Z.zone1.install Step 5) Boot the Zone. root@sysA:~# zoneadm -z zone1 boot Step 6) Login to zone's console to complete the specification of system information. root@sysA:~# zlogin -C zone1 Answer the usual questions and wait for a login prompt. Then you can end the console session with the usual "~." incantation. Step 7) Shutdown the zone so it can be "moved." root@sysA:~# zoneadm -z zone1 shutdown Step 8) Detach the zone so that the original global zone can't use it. root@sysA:~# zoneadm list -cv ID NAME STATUS PATH BRAND IP 0 global running / solaris shared - zone1 installed /zones/zone1 solaris excl root@sysA:~# zpool list NAME SIZE ALLOC FREE CAP DEDUP HEALTH ALTROOT rpool 17.6G 11.2G 6.47G 63% 1.00x ONLINE - zone1_rpool 1.98G 484M 1.51G 23% 1.00x ONLINE - root@sysA:~# zoneadm -z zone1 detach Exported zone zpool: zone1_rpool Step 9) Review the result and shutdown sysA so that sysB can use the shared disk. root@sysA:~# zpool list NAME SIZE ALLOC FREE CAP DEDUP HEALTH ALTROOT rpool 17.6G 11.2G 6.47G 63% 1.00x ONLINE - root@sysA:~# zoneadm list -cv ID NAME STATUS PATH BRAND IP 0 global running / solaris shared - zone1 configured /zones/zone1 solaris excl root@sysA:~# init 0 Step 10) Now boot sysB and configure a zone with the parameters shown above in Step 1. (Again, the safest method is to use "zonecfg ... export" on sysA as described in section "Method Overview" above.) The one difference is the name of the rootzpool storage device, which was shown in the list of assumptions, and which you must determine by booting sysB and using the "format" or "zpool import" command. When that is done, you should see the output shown next. (I used the same zonename - "zone1" - in this example, but you can choose any valid zonename you want.) root@sysB:~# zoneadm list -cv ID NAME STATUS PATH BRAND IP 0 global running / solaris shared - zone1 configured /zones/zone1 solaris excl root@sysB:~# zonecfg -z zone1 info zonename: zone1 zonepath: /zones/zone1 brand: solaris autoboot: false bootargs: file-mac-profile: pool: limitpriv: scheduling-class: ip-type: exclusive hostid: fs-allowed: anet: linkname: net0 ... rootzpool: storage: dev:dsk/c7t3d0 Step 11) Attaching the zone automatically imports the zpool. root@sysB:~# zoneadm -z zone1 attach Imported zone zpool: zone1_rpool Progress being logged to /var/log/zones/zoneadm.20121022T184034Z.zone1.attach Installing: Using existing zone boot environment Zone BE root dataset: zone1_rpool/rpool/ROOT/solaris Cache: Using /var/pkg/publisher. Updating non-global zone: Linking to image /. Processing linked: 1/1 done Updating non-global zone: Auditing packages. No updates necessary for this image. Updating non-global zone: Zone updated. Result: Attach Succeeded. Log saved in non-global zone as /zones/zone1/root/var/log/zones/zoneadm.20121022T184034Z.zone1.attach root@sysB:~# zoneadm -z zone1 boot root@sysB:~# zlogin zone1 [Connected to zone 'zone1' pts/2] Oracle Corporation SunOS 5.11 11.1 September 2012 Step 12) Now let's migrate the zone back to sysA. Create a file in zone1 so we can verify it exists after we migrate the zone back, then begin migrating it back. root@zone1:~# ls /opt root@zone1:~# touch /opt/fileA root@zone1:~# ls -l /opt/fileA -rw-r--r-- 1 root root 0 Oct 22 14:47 /opt/fileA root@zone1:~# exit logout [Connection to zone 'zone1' pts/2 closed] root@sysB:~# zoneadm -z zone1 shutdown root@sysB:~# zoneadm -z zone1 detach Exported zone zpool: zone1_rpool root@sysB:~# init 0 Step 13) Back on sysA, check the status. Oracle Corporation SunOS 5.11 11.1 September 2012 root@sysA:~# zoneadm list -cv ID NAME STATUS PATH BRAND IP 0 global running / solaris shared - zone1 configured /zones/zone1 solaris excl root@sysA:~# zpool list NAME SIZE ALLOC FREE CAP DEDUP HEALTH ALTROOT rpool 17.6G 11.2G 6.47G 63% 1.00x ONLINE - Step 14) Re-attach the zone back to sysA. root@sysA:~# zoneadm -z zone1 attach Imported zone zpool: zone1_rpool Progress being logged to /var/log/zones/zoneadm.20121022T190441Z.zone1.attach Installing: Using existing zone boot environment Zone BE root dataset: zone1_rpool/rpool/ROOT/solaris Cache: Using /var/pkg/publisher. Updating non-global zone: Linking to image /. Processing linked: 1/1 done Updating non-global zone: Auditing packages. No updates necessary for this image. Updating non-global zone: Zone updated. Result: Attach Succeeded. Log saved in non-global zone as /zones/zone1/root/var/log/zones/zoneadm.20121022T190441Z.zone1.attach root@sysA:~# zpool list NAME SIZE ALLOC FREE CAP DEDUP HEALTH ALTROOT rpool 17.6G 11.2G 6.47G 63% 1.00x ONLINE - zone1_rpool 1.98G 491M 1.51G 24% 1.00x ONLINE - root@sysA:~# zoneadm -z zone1 boot root@sysA:~# zlogin zone1 [Connected to zone 'zone1' pts/2] Oracle Corporation SunOS 5.11 11.1 September 2012 root@zone1:~# zpool list NAME SIZE ALLOC FREE CAP DEDUP HEALTH ALTROOT rpool 1.98G 538M 1.46G 26% 1.00x ONLINE - Step 15) Check for the file created on sysB, earlier. root@zone1:~# ls -l /opt total 1 -rw-r--r-- 1 root root 0 Oct 22 14:47 fileA Next Steps Here is a brief list of some of the fun things you can try next. Add space to the zone by adding a second storage device to the rootzpool. Make sure that you add it to the configurations of both zones! Create a new zone, specifying two disks in the rootzpool when you first configure the zone. When you install that zone, or clone it from another zone, zoneadm uses those two disks to create a mirrored pool. (Three disks will result in a three-way mirror, etc.) Conclusion Hopefully you have seen the ease with which you can now move Solaris Zones from one system to another.

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  • How to create a smooth CATransition effect

    - by Futur
    The CATransition what i have implemented works really fine but not smooth, i could see the previous uiview screens during the transition, I am just doing this, CATransition *animation = [CATransition animation]; [animation setDuration:0.1]; [animation setType:kCATransitionPush]; [animation setSubtype:kCATransitionFromRight]; [animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]]; [[objView layer] addAnimation:animation forKey:@"SwitchToView"]; For moving forward and for moving back wards, CATransition *animation = [CATransition animation]; [animation setDuration:0.1]; [animation setType:kCATransitionPush]; [animation setSubtype:kCATransitionFromLeft]; [animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]]; [[objRemovableView layer] addAnimation:animation forKey:@"SwitchToView"]; The effect of sliding is not smooth, is there any other way we can do this which works very smooth? Please help

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  • Microsoft Reporting DLL's in medium trust environment

    - by Linda
    My host Rackspace Cloud Sites have a modified Medium Trust environment. One of our legacy applications which we are moving onto the server uses the following DLL's: Microsoft.ReportViewer.Common.dll Microsoft.ReportViewer.ProcessingObjectModel.dll Microsoft.ReportViewer.WebForms.dll Microsoft.ReportViewer.WinForms.dll My understanding is that these DLL's work in a medium trust environment if deployed to the GAC. Sadly Rackspace will not do this for me. What options do I have apart from moving to a different plan? Deploying the DLL's to the bin does not work as the permissions are incorrect. Could I decompile the DLL's and make them work in a medium trust environment?

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  • Dojo extending dojo.dnd.Source, move not happening. Ideas?

    - by Soulhuntre
    Hey all, Ok... I have a simple dojo page with the bare essentials. Three UL's with some LI's in them. The idea si to allow drag-n-drop among them but if any UL goes empty due to the last item being dragged out, I will put up a message to the user to gie them some instructions. In order to do that, I wanted to extend the dojo.dnd.Source dijit and add some intelligence. It seemed easy enough. To keep things simple (I am loading Dojo from a CDN) I am simply declating my extension as opposed to doing full on module load. The declaration function is here... function declare_mockupSmartDndUl(){ dojo.require("dojo.dnd.Source"); dojo.provide("mockup.SmartDndUl"); dojo.declare("mockup.SmartDndUl", dojo.dnd.Source, { markupFactory: function(params, node){ //params._skipStartup = true; return new mockup.SmartDndUl(node, params); }, onDndDrop: function(source, nodes, copy){ console.debug('onDndDrop!'); if(this == source){ // reordering items console.debug('moving items from us'); // DO SOMETHING HERE }else{ // moving items to us console.debug('moving items to us'); // DO SOMETHING HERE } console.debug('this = ' + this ); console.debug('source = ' + source ); console.debug('nodes = ' + nodes); console.debug('copy = ' + copy); return dojo.dnd.Source.prototype.onDndDrop.call(this, source, nodes, copy); } }); } I have a init function to use this to decorate the lists... dojo.addOnLoad(function(){ declare_mockupSmartDndUl(); if(dojo.byId('list1')){ //new mockup.SmartDndUl(dojo.byId('list1')); new dojo.dnd.Source(dojo.byId('list1')); } if(dojo.byId('list2')){ new mockup.SmartDndUl(dojo.byId('list2')); //new dojo.dnd.Source(dojo.byId('list2')); } if(dojo.byId('list3')){ new mockup.SmartDndUl(dojo.byId('list3')); //new dojo.dnd.Source(dojo.byId('list3')); } }); It is fine as far as it goes, you will notice I left "list1" as a standard dojo dnd source for testing. The problem is this - list1 will happily accept items from lists 2 & 3 who will move or copy as apprriate. However lists 2 & 3 refuce to accept items from list1. It is as if the DND operation is being cancelled, but the debugger does show the dojo.dnd.Source.prototype.onDndDrop.call happening, and the paramaters do look ok to me. Now, the documentation here is really weak, so the example I took some of this from may be way out of date (I am using 1.4). Can anyone fill me in on what might be the issue with my extension dijit? Thanks!

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  • Java3D getting time problem

    - by Meko
    HI ..I made little Shooter game that on screen two ships firing each other.I ahve method on paintComponent like drawing or moving object.But in some reason it works different speed on each komputer.I searchand made some modification to my game like drawing and moving objects in thread..Now it works on every ?omputer same speed.Also if I change size.But problem is I used J3DTimer.getValue() .For this library I donwnloaded Java3d. Problem is If on machine there is no this library or installation my game doesnot working .How can I solw this problem? I should say every one to setup Java#d? :)) ALso I used standart System.currentTimeMillis(); but now my game works very slow...Any idea?

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  • Stop Progressbar manual scrolling in Android

    - by Rony
    Hi experts, I have already posted my query here, but unfortunately, not getting the required support for this simple query. http://www.anddev.org/prevent_manual_moving_of_seekbar_widget-t13048.html I am using progressbar widget in my application to show the download progress. In the current state, I am able to manually move the slider back and forth while download is progressing. How can I prevent the manual moving of progressbar, instead it works only based on progressbar.setProgress(progressbar.getProgress() + 1024); -- currently this works perfect, but I need to prevent the manual moving of progressbar during download. Any help in this regard is appreciated. Regards, Rony

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  • Performance of DrawingVisual vs Canvas.OnRender for lots of constantly changing shapes

    - by romkyns
    I'm working on a game-like app which has up to a thousand shapes (ellipses and lines) that constantly change at 60fps. Having read an excellent article on rendering many moving shapes, I implemented this using a custom Canvas descendant that overrides OnRender to do the drawing via a DrawingContext. The performance is quite reasonable, although the CPU usage stays high. However, the article suggests that the most efficient approach for constantly moving shapes is to use lots of DrawingVisual instances instead of OnRender. Unfortunately though it doesn't explain why that should be faster for this scenario. Changing the implementation in this way is not a small effort, so I'd like to understand the reasons and whether they are applicable to me before deciding to make the switch. Why could the DrawingVisual approach result in lower CPU usage than the OnRender approach in this scenario?

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  • Code reviews for larger MVC.NET team using TFS

    - by Parrots
    I'm trying to find a good code review workflow for my team. Most questions similar to this on SO revolve around using shelved changes for the review, however I'm curious about how this works for people with larger teams. We usually have 2-3 people working a story (UI person, Domain/Repository person, sometimes DB person). I've recommended the shelf idea but we're all concerned about how to manage that with multiple people working the same feature. How could you share a shelf between multiple programmers at that point? We worry it would be clunky and we might easily have unintended consequences moving to this workflow. Of course moving to shelfs for each feature avoids having 10 or so checkins per feature (as developers need to share code) making seeing the diffs at code review time painful. Has anyone else been able to successfully deal with this? Are there any tools out there people have found useful aside from shelfs in TFS (preferably open-source)?

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  • Anyone using Moles / Pex in production?

    - by dferraro
    Hi all, I did search the forum and did not find a similar question. I'm looking to make a final decision on our mocking framework of choice moving forward as a best practice - I've decided on Moq... untill I just recently discovered MS has finally created a mocking framework called Moles which seems to work similar to TypeMock via the profiler API sexyness etc.. There's a million 'NMock vs Moq vs TypeMock vs Rhino....' threads on here. But I never see Moles involved.In fact, I did not even know if its existence until a short time ago. Anyone using it? In Production? Anyone dump their old mocking framework for it, and if so, which one? How did it compare to ther mocking frameworks you've used? thanks.. ps, we are using VS2008 and are moving to 2010 shortly.

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  • Right edge border unpainted & theme drawing on non client area

    - by CodeVisio
    Basically, the problem concerns border flickering during window resizing on Windows. My first goal was to repositioning controls on a dialog during resizing of it. I think I got a good dynamic repositioning without almost any flickering during this operation, but here I'm talking about main window border flickering. However, I wasn't able to eliminate it at all. To simplify the example try to create a simple win32 app with default code VS provided. I'm testing it on Window 7(64bit) with the default theme (Windows 7 basic, no transparency) and VS2008. 1) Do not add code to the app. 2) run it in debug mode. 3) Drag the left edge of the window slowly toward the left of the screen and at the same time keep an eye on the right edge border of the window. You should see a redrawing taking in action. 4) Repeat step 3 moving rapidly the mouse, you should see the flickering on the right edge more clearly. If you invert the edge, that is moving the right edge of the window, then the left edge stay firmly there without unpainted regions. The same process happens for the top edge border vs. the bottom one. Now, enable he Classic Theme (that similar to Win2000) and repeat again the steps above. The right edge is perfectly there without flickering at all! If you keep an eye in the Output Window of Visual Studio when you run in debug mode you should see a list of dll loaded together with your exe. If you run in debug mode with the default theme you will see uxtheme.dll loaded. On the contrary, with classic theme enabled the uxtheme.dll is not loaded (dwmapi.dll is always loaded). Probably uxtheme.dll is loaded at runtime, based on desktop settings and it takes in action for redrawing your windows non-client area. Another trick you could use to see the effect of this flickering is to add a case for WM_NCPAINT and return 0 instead to call the DefWindowProc(). Repeating the steps above and moving fast you should see a big part of the right edge of the window completely erased by background windows. This doesn't happen for the top and bottom ones. Any idea to resolve this flickering? Thank you!

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  • Detect car acceleration in Android app?

    - by Stud33
    I want to incorporate some Accelerometer code into a Android application im working and want to see if this is possible. Basically what I need is for the code to detect car acceleration motion. I am not wanting to determine speed with the code but just distinguish if the phone is in a car and has accelerated motion (Hence the car is moving for the first time). I have gone through many different accelerometer applications to see if this motion produces a viable profile to go off of and it appears it does. Just looking for something that popups a "Hello World" dialog when it detects your in the car and its moving for the first time down the street. Any help would be appreciated and a simple yes or no its possible would work. I would also be interested in compensating anyone that is capable of doing this as well. I need this done like yesterday so please let me know. Thank You, JTW

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  • Delay keyboard input help

    - by Stradigos
    I'm so close! I'm using the XNA Game State Management example found here and trying to modify how it handles input so I can delay the key/create an input buffer. In GameplayScreen.cs I've declared a double called elapsedTime and set it equal to 0. In the HandleInput method I've changed the Key.Right button press to: if (keyboardState.IsKeyDown(Keys.Left)) movement.X -= 50; if (keyboardState.IsKeyDown(Keys.Right)) { elapsedTime -= gameTime.ElapsedGameTime.TotalMilliseconds; if (elapsedTime <= 0) { movement.X += 50; elapsedTime = 10; } } else { elapsedTime = 0; } The pseudo code: If the right arrow key is not pressed set elapsedTime to 0. If it is pressed, the elapsedTime equals itself minus the milliseconds since the last frame. If the difference then equals 0 or less, move the object 50, and then set the elapsedTime to 10 (the delay). If the key is being held down elapsedTime should never be set to 0 via the else. Instead, after elapsedTime is set to 10 after a successful check, the elapsedTime should get lower and lower because it's being subtracted by the TotalMilliseconds. When that reaches 0, it successfully passes the check again and moves the object once more. The problem is, it moves the object once per press but doesn't work if you hold it down. Can anyone offer any sort of tip/example/bit of knowledge towards this? Thanks in advance, it's been driving me nuts. In theory I thought this would for sure work. CLARIFICATION Think of a grid when your thinking about how I want the block to move. Instead of just fluidly moving across the screen, it's moving by it's width (sorta jumping) to the next position. If I hold down the key, it races across the screen. I want to slow this whole process down so that holding the key creates an X millisecond delay between it 'jumping'/moving by it's width. EDIT: Turns out gameTime.ElapsedGameTime.TotalMilliseconds is returning 0... all of the time. I have no idea why.

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  • 8-direction path finding algorithm

    - by frinkz
    I'm having trouble finding the right pathfinding algorithm for some AI I'm working on. I have players on a pitch, moving around freely (not stuck to a grid), but they are confined to moving in 8 directions (N NE E etc.) I was working on using A*, and a graph for this. But I realised, every node on the graph is equally far apart, and all the edges have the same weight - since the pitch is rectangular. And the number of nodes is enormous (being a large pitch, with them able to move between 1 pixel and another) I figured there must be another algorithm, optimised for this sort of thing?

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  • What next in the career map for a Lead QA Engineer

    - by chandran
    I am a Lead QA Engineer in a Software company and at a stage in my career wherein i need to plan my next move. Option 1: The very obvious move would be to stay as a QA Lead and eventually become a QA Manager. But i don't see very good prospects/future after that. Or am i wrong? Option 2: I love programming/coding, though i haven't spent a whole lot of time on that. So a direct move to becoming a Software Developer is not possible. Will moving to Test Automation eventually lead me to development. Even so, am i looking at step-down in pay and career-level. Option 3: Moving to Product Management. Is this even possible and if so what would be the best approach. Appreciate all your responses in advance. Thanks.

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  • Deselecting a form input and waiting for a function before submitting

    - by blcArmadillo
    I have a form with an input field where a user enters a unique identifier. I then have some jQuery code that upon the user moving away from the input field (blur) goes out and fetches details about the part and populates some fields on the page. The problem is if the user clicks the submit button before moving out of the input field the jQuery code never has a chance to load in the data and populate the necessary fields. Whats the best way to go about doing this? I thought about maybe setting the focus to body and then having an infinite loop that keeps checking the page until all fields that should be filled in have been filled in but I feel like some sort of event based solution would be better than unpredictable infinite loops. Any ideas?

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  • jquery js how to avoid massive onmouseover onmouseout firing

    - by stephan
    i have a table with some columns. in each of them is a picture where i have a onmouseover onmouseout event on it, which show a message in a div and hide the msg. my problem is - after a user goes quick from left to right (and moving) over a lot o images. all mouseover/out events of the images where executed, which looks stupid... is it possible to rearrange the internal event stack to avoid this? so that he executes only the current (mostly the first event) - and than the last one, if it is not same type eg. if mouseover over first image is executed and mouse moving position stops over an image 3times next the first one. i can avoid all other events firing, because the mouse stopped over an image and the mouseover is like the one where i stopped with the mouse. how can i avoid this multiple event firing?!

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  • PHP String tokenizer not working correctly

    - by asdadas
    I have no clue why strtok decided to break on me. Here is my code. I am tokenizing a string by dollar symbol $. echo 'Tokenizing this by $: ',$aliases,PHP_EOL; if(strlen($aliases) > 0) { //aliases check $token = strtok($aliases, '$'); while($token != NULL) { echo 'Found a token: ',$token,PHP_EOL; if(!isGoodLookup($token)) { echo 'ERROR: Invalid alias found.',PHP_EOL; stop($db); } $goodAliasesList[] = $token; $token = strtok('$'); } if($token == NULL) echo 'Found null token, moving on',PHP_EOL; } And this is my output: Tokenizing this by $: getaways$aaa Found a token: getaways Found null token, moving on str tok is not supposed to do this!! where is my aaa token!!

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  • Move entire line up and down in Vim

    - by guy.incognito
    In Notepad++, I can use ctrl + shift + up/down to move the current line up and down. Is there a similar command to this in Vim? I have looked through endless guides, but have found nothing. If there isn't, how could I bind the action to that key combination? Edit: Mykola's answer works for all lines, apart from those at the beginning and end of the buffer. Moving the first line up or the bottom line down deletes the line, and when moving the bottom line up it jumps two spaces initially, like a pawn! Can anyone offer any refinements?

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  • Comparing YUI and Ext JS

    - by Spike Williams
    I've been using Ext JS as my rich-widget toolkit for a while, but I'm thinking of moving to YUI, partly because of the less restrictive license. The component-oriented model used in YUI seems quite similar to the one that I've enjoyed so much in Ext JS, but I'm interested in how deep those similarities are. So I'm interested in feedback from people who've used both Ext JS and YUI. What is the same, and what is different? What do I lose by moving to YUI, and what do I gain?

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