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  • Enum types, FlagAttribute & Zero value

    - by nmgomes
    We all know about Enums types and use them every single day. What is not that often used is to decorate the Enum type with the FlagsAttribute. When an Enum type has the FlagsAttribute we can assign multiple values to it and thus combine multiple information into a single enum. The enum values should be a power of two so that a bit set is achieved. Here is a typical Enum type: public enum OperationMode { /// <summary> /// No operation mode /// </summary> None = 0, /// <summary> /// Standard operation mode /// </summary> Standard = 1, /// <summary> /// Accept bubble requests mode /// </summary> Parent = 2 } In such scenario no values combination are possible. In the following scenario a default operation mode exists and combination is used: [Flags] public enum OperationMode { /// <summary> /// Asynchronous operation mode /// </summary> Async = 0, /// <summary> /// Synchronous operation mode /// </summary> Sync = 1, /// <summary> /// Accept bubble requests mode /// </summary> Parent = 2 } Now, it’s possible to do statements like: [DefaultValue(OperationMode.Async)] [TypeConverter(typeof(EnumConverter))] public OperationMode Mode { get; set; } /// <summary> /// Gets a value indicating whether this instance supports request from childrens. /// </summary> public bool IsParent { get { return (this.Mode & OperationMode.Parent) == OperationMode.Parent; } } or switch (this.Mode) { case OperationMode.Sync | OperationMode.Parent: Console.WriteLine("Sync,Parent"); break;[…]  But there is something that you should never forget: Zero is the absorber element for the bitwise AND operation. So, checking for OperationMode.Async (the Zero value) mode just like the OperationMode.Parent mode makes no sense since it will always be true: (this.Mode & 0x0) == 0x0 Instead, inverse logic should be used: OperationMode.Async = !OperationMode.Sync public bool IsAsync { get { return (this.Mode & ContentManagerOperationMode.Sync) != ContentManagerOperationMode.Sync; } } or public bool IsAsync { get { return (int)this.Mode == 0; } } Final Note: Benefits Allow multiple values combination The above samples snippets were taken from an ASP.NET control and enabled the following markup usage: <my:Control runat="server" Mode="Sync,Parent"> Drawback Zero value is the absorber element for the bitwise AND operation Be very carefully when evaluating the Zero value, either evaluate the enum value as an integer or use inverse logic.

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  • SSL support with Apache and Proxytunnel

    - by whuppy
    I'm inside a strict corporate environment. https traffic goes out via an internal proxy (for this example it's 10.10.04.33:8443) that's smart enough to block ssh'ing directly to ssh.glakspod.org:443. I can get out via proxytunnel. I set up an apache2 VirtualHost at ssh.glakspod.org:443 thus: ServerAdmin [email protected] ServerName ssh.glakspod.org <!-- Proxy Section --> <!-- Used in conjunction with ProxyTunnel --> <!-- proxytunnel -q -p 10.10.04.33:8443 -r ssh.glakspod.org:443 -d %host:%port --> ProxyRequests on ProxyVia on AllowCONNECT 22 <Proxy *> Order deny,allow Deny from all Allow from 74.101 </Proxy> So far so good: I hit the Apache proxy with a CONNECT and then PuTTY and my ssh server shake hands and I'm off to the races. There are, however, two problems with this setup: The internal proxy server can sniff my CONNECT request and also see that an SSH handshake is taking place. I want the entire connection between my desktop and ssh.glakspod.org:443 to look like HTTPS traffic no matter how closely the internal proxy inspects it. I can't get the VirtualHost to be a regular https site while proxying. I'd like the proxy to coexist with something like this: SSLEngine on SSLProxyEngine on SSLCertificateFile /path/to/ca/samapache.crt SSLCertificateKeyFile /path/to/ca/samapache.key SSLCACertificateFile /path/to/ca/ca.crt DocumentRoot /mnt/wallabee/www/html <Directory /mnt/wallabee/www/html/> Options Indexes FollowSymLinks MultiViews AllowOverride None Order allow,deny allow from all </Directory> <!-- Need a valid client cert to get into the sanctum --> <Directory /mnt/wallabee/www/html/sanctum> SSLVerifyClient require SSLOptions +FakeBasicAuth +ExportCertData SSLVerifyDepth 1 </Directory> So my question is: How to I enable SSL support on the ssh.glakspod.org:443 VirtualHost that will work with ProxyTunnel? I've tried various combinations of proxytunnel's -e, -E, and -X flags without any luck. The only lead I've found is Apache Bug No. 29744, but I haven't been able to find a patch that will install cleanly on Ubuntu Jaunty's Apache version 2.2.11-2ubuntu2.6. Thanks in advance.

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  • IIS permissions issue pointing docroot to Samba share

    - by lalalalalalalambda
    I have an IIS project which is stored on a Samba shared, network mounted with the following line: X: \\my-samba-server\dev /user:freddie Connectivity is fine, can read/write files from X:. In IIS, I'm trying to set it as the Physical path via \\my-samba-server\dev\folder\to\my\files, which results in the following 500.19 error: Config Error | Cannot read configuration file due to insufficient permissions It is by default trying to use the Pass-through authentication. If I try to set this to connect as the specific user freddie, I receive: The specified user does not exist What is the correct way to connect to a path which has been setup as described above? *Samba man pages indicate version 3.6 is on the Debian host

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  • How to handle Real Time Data from a database perspective?

    - by balexandre
    I have an idea in mind, but it still confuses me the database area. Imagine that I want to show real time data, and using one of the latest browser technologies (web sockets - even using older browsers) it is very easy to show to all observables (user browser) what everyone is doing. Remy Sharp has an example about the simplicity about this. But I still don't get the database part, how would I feed, let's imagine (using Remy game Tron) that I want to save the path for each connected user in a database and if a client wants to see what is going on with a 5 sec delay, he will see that, not only the 5 sec until that moment but the continuation in time ... how can I query a DB like that? SELECT x, y FROM run WHERE time >= DATEADD(second, -5, rundate); is not the recommended path right? and pulling this x in x time ... this is not real data feed correct? If can someone help me understand the Database point of view, I would greatly appreciate.

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  • .desktop shortcuts aren't working for java applications in LXDE

    - by chaz
    I just installed minecraft on my LXDE desktop/Lubuntu machine and I'm trying to create a .desktop file on the desktop that executes java -jar ~/minecraftlauncher.jar. The command works in bash scripts and the terminal but refuses to work when I click on my .DESKTOP shortcut which is suppose to execute the same command. I've experimented with other jars and they can't seem to start too. Here is my xsession log: ** (pcmanfm:1572): DEBUG: launch command: <java -jar ~/Downloads/minecraft_server.jar> ** (pcmanfm:1572): DEBUG: sn_id = pcmanfm-1572-administrator-Dimension-3000-java-14_TIME14031891 Unable to access jarfile ~/Downloads/minecraft_server.jar ** (pcmanfm:1572): DEBUG: launch command: <java -jar ~/minecraftlauncher.jar> ** (pcmanfm:1572): DEBUG: sn_id = pcmanfm-1572-administrator-Dimension-3000-java-15_TIME14070158 Unable to access jarfile ~/minecraftlauncher.jar UPDATE: Whoops, it seems to work when I give an absolute path. I guess the home path is something else. UPDATE: I guess X doesn't resolve the home specifier. I ran a .desktop file that executed a script that outputs the current directory, and it seems to be correct.

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  • Using pscp and getting permission denied

    - by Espen
    I'm using pscp to transfer files to a virtual ubuntu server using this command: pscp test.php user@server:/var/www/test.php and I get the error permission denied. If I try to transfer to the folder /home/user/ I have no problems. I guess this has to do with that the user I'm using doesn't have access to the folder /var/www/. When I use SSH I have to use sudo to get access to the /var/www/ path - and I do. Is it possible to specify that pscp should "sudo" transfers to the server so I can get access to the /var/www/ path and actually be able to transfer files to this folder?

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  • Mac OS X 10.5/6, authenticate against by NIS or LDAP when both servers have your username

    - by Wang
    We have an organization-wide LDAP server and a department-only NIS server. Many users have accounts with the same name on both servers. Is there any way to get Leopard/Snow Leopard machines to query one server, and then the other, and let the user log in if his username/password combination matches at least one record? I can get either NIS authentication or LDAP authentication. I can even enable both, with LDAP set as higher priority, and authenticate using the name and password listed on the LDAP server. However, in the last case, if I set the LDAP domain as higher-priority in Directory Utility's search path and then provide the username/password pair listed in the NIS record, then my login is rejected even though the NIS server would accept it. Is there any way to make the OS check the rest of the search path after it finds the username?

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  • URI Scheme, launch program in its directory

    - by ZaKlaus
    I have registered URI scheme for my app. When I open it with "Run.." or in browser, it runs in hosted directory. For ex. Ive opened url in webpage, program's working dir is in browser. What I want? I want to run program test.exe located at C:\data\test.exe and to use dir. C:\data so it could use other data in relative path. so test.exe would access file .\file.txt without using absolute path Hope I wrote it understandable, sorry for bad English.

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  • Add user in CentOS 5

    - by Ron
    I created a new user in my CentOS web server with useradd. Added a password with passwd. But I can't log in with the user via SSH. I keep getting 'access denied'. I checked to make sure that the password was assigned and that the account is active. /var/log/secure shows the following error: Aug 13 03:41:40 server1 su: pam_unix(su:auth): authentication failure; logname= uid=500 euid=0 tty=pts/0 ruser=rwade rhost= user=root Please help, Thanks Thanks for the responses so far: I should add that it is a VPS on a remote computer, fresh out of the box. I can log in as the root user quite fine. I can also su to the new user, but I cannot log in as the new user. Here is my sshd_config file: # $OpenBSD: sshd_config,v 1.73 2005/12/06 22:38:28 reyk Exp $ # This is the sshd server system-wide configuration file. See # sshd_config(5) for more information. # This sshd was compiled with PATH=/usr/local/bin:/bin:/usr/bin # The strategy used for options in the default sshd_config shipped with # OpenSSH is to specify options with their default value where # possible, but leave them commented. Uncommented options change a # default value. #Port 22 #Protocol 2,1 Protocol 2 #AddressFamily any #ListenAddress 0.0.0.0 #ListenAddress :: # HostKey for protocol version 1 #HostKey /etc/ssh/ssh_host_key # HostKeys for protocol version 2 #HostKey /etc/ssh/ssh_host_rsa_key #HostKey /etc/ssh/ssh_host_dsa_key # Lifetime and size of ephemeral version 1 server key #KeyRegenerationInterval 1h #ServerKeyBits 768 # Logging # obsoletes QuietMode and FascistLogging #SyslogFacility AUTH SyslogFacility AUTHPRIV #LogLevel INFO # Authentication: #LoginGraceTime 2m #PermitRootLogin yes #StrictModes yes #MaxAuthTries 6 #RSAAuthentication yes #PubkeyAuthentication yes #AuthorizedKeysFile .ssh/authorized_keys # For this to work you will also need host keys in /etc/ssh/ssh_known_hosts #RhostsRSAAuthentication no # similar for protocol version 2 #HostbasedAuthentication no # Change to yes if you don't trust ~/.ssh/known_hosts for # RhostsRSAAuthentication and HostbasedAuthentication #IgnoreUserKnownHosts no # Don't read the user's ~/.rhosts and ~/.shosts files #IgnoreRhosts yes # To disable tunneled clear text passwords, change to no here! #PasswordAuthentication yes #PermitEmptyPasswords no PasswordAuthentication yes # Change to no to disable s/key passwords #ChallengeResponseAuthentication yes ChallengeResponseAuthentication no # Kerberos options #KerberosAuthentication no #KerberosOrLocalPasswd yes #KerberosTicketCleanup yes #KerberosGetAFSToken no # GSSAPI options #GSSAPIAuthentication no GSSAPIAuthentication yes #GSSAPICleanupCredentials yes GSSAPICleanupCredentials yes # Set this to 'yes' to enable PAM authentication, account processing, # and session processing. If this is enabled, PAM authentication will # be allowed through the ChallengeResponseAuthentication mechanism. # Depending on your PAM configuration, this may bypass the setting of # PasswordAuthentication, PermitEmptyPasswords, and # "PermitRootLogin without-password". If you just want the PAM account and # session checks to run without PAM authentication, then enable this but set # ChallengeResponseAuthentication=no #UsePAM no UsePAM yes # Accept locale-related environment variables AcceptEnv LANG LC_CTYPE LC_NUMERIC LC_TIME LC_COLLATE LC_MONETARY LC_MESSAGES AcceptEnv LC_PAPER LC_NAME LC_ADDRESS LC_TELEPHONE LC_MEASUREMENT AcceptEnv LC_IDENTIFICATION LC_ALL #AllowTcpForwarding yes #GatewayPorts no #X11Forwarding no X11Forwarding yes #X11DisplayOffset 10 #X11UseLocalhost yes #PrintMotd yes #PrintLastLog yes #TCPKeepAlive yes #UseLogin no #UsePrivilegeSeparation yes #PermitUserEnvironment no #Compression delayed #ClientAliveInterval 0 #ClientAliveCountMax 3 #ShowPatchLevel no #UseDNS yes #PidFile /var/run/sshd.pid #MaxStartups 10 #PermitTunnel no #ChrootDirectory none # no default banner path #Banner /some/path # override default of no subsystems Subsystem sftp /usr/libexec/openssh/sftp-server

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  • What's the equivalent name of "procedure" in OOP?

    - by AeroCross
    In several of my programming courses in the University, my teachers always told me the following: A function and a procedure are basically the same thing: the only difference is that a function returns a value, and the procedure doesn't. That means that this: function sum($a, $b) { return $a + $b; } ... is a function, and this: function sum($a, $b) { echo $a + $b; } ... is a procedure. In the same train of thought, I've seen that a method is the equivalent of a function in the OOP world. That means that this: class Example { function sum($a, $b) { return $a + $b; } } Is a method — but how do you call this? class Example { function sum($a, $b) { echo $a + $b; } } What's the equivalent name, or how do you call a method that doesn't returns anything?

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  • Automatically mount a remote folder on boot

    - by Andrew
    I'm trying to mount a Windows folder on my Ubuntu machine on start up. I've tried following this page here, modifying /etc/fstab and appending sshfs#my_user@remote_host:/path/to/directory <local_mount_point> fuse user 0 0 to it, but it fails; on start up, I get an error saying that the mounting failed, and I can press S to skip or M to recover manually. I also tried following this page here, appending /usr/bin/sshfs -o idmap=user my_user@remote_host:/path/to/directory <local_mount_point> to the /etc/rc.local file, but this doesn't help either; Ubuntu just boots up normally without mounting. I have Cygwin installed on my Windows machine, and I can run everything smoothly, such as sshing without passwords, and mounting it manually. I've also tried to run the modified rc.local file $ /etc/rc.local, and it works perfectly, but I just can't seem to get the folder mounted on start up. Can someone help me?

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  • After upgrading to trusty, ALSA midi connection (aconnect) doesn't seem to work right

    - by SougonNaTakumi
    Previously in kubuntu 13.10 I was able to open vmpk or plug in a midi keyboard, and provided that TiMidity was running in server mode, I could run aconnect [keyboard port (129:0 for vmpk)] 14:0 aconnect 14:0 128:0 and I could play the keyboard and get sound. But now, a while after upgrading to trusty, I tried to do that, and didn't get any sound. TiMidity itself still plays files fine, but if I try to play them with aplaymidi, I still just get silence. Oddly, the midi files are clearly being read. When I ran (where 130:0 was vmpk's input port) aplaymidi -p 130:0 ~/path/to/midi.mid vmpk was highlighting notes on the piano as if it were playing the midi. One time I tried this, TiMidity (?) very briefly played a fraction of a second of the first chord of my song before everything went silent and vmpk just highlighted the first voice on the keyboard as usual. Now the weirdest part of this is that probably about 40% of the time, when I've played at least one note with either aplaymidi or vmpk, when I run aconnect -x I get a sudden burst of a note or chord from my speakers (that is, if I played one note, I get a note; if I played multiple sequential notes, they turn into a chord), as if the notes were being queued up but not being played and that somehow liberated them. I have no idea what's going on there. A little while ago I remember having a problem with Audacity playing wav files sped up and also locking up if I tried to pause it, which it stopped doing when I set the audio devices to the actual audio devices rather than pulse. But now when I checked again, it's doing the opposite: it won't play audio at all and/or acts weirdly if I don't set the audio devices to pulse, and either way will very occasionally randomly do the speeding up thing regardless. Oddly in the midst of what's looking like a pretty screwed up sound system, sound in VLC and Firefox has been working fine and if I play a wav file with aplay ~/path/to/sound.wav that works fine too. Any idea what I could do to figure out what's wrong with ALSA and/or fix it?

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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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  • OpenGL VertexBuffer won'e render in GLFW3

    - by sm81095
    So I have started to try to learn OpenGL, and I decided to use GLFW to assist in window creation. The problem is, since GLFW3 is so new, there are no tutorials on it yet and how to use it with modern OpenGL (3.3, specifically). Using the GLFW3 tutorial found on the website, which uses older OpenGL rendering (glBegin(GL_TRIANGLES), glVertex3f()), and such, I can get a triangle to render to the screen. The problem is, using new OpenGL, I can't get the same triangle to render to the screen. I am new to OpenGL, and GLFW3 is new to most people, so I may be completely missing something obvious, but here is my code: static const GLuint g_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; int main(void) { GLFWwindow* window; if(!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW."); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); window = glfwCreateWindow(800, 600, "Test Window", NULL, NULL); if(!window) { glfwTerminate(); fprintf(stderr, "Failed to create a GLFW window"); return -1; } glfwMakeContextCurrent(window); glewExperimental = GL_TRUE; GLenum err = glewInit(); if(err != GLEW_OK) { glfwTerminate(); fprintf(stderr, "Failed to initialize GLEW"); fprintf(stderr, (char*)glewGetErrorString(err)); return -1; } GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); GLuint programID = LoadShaders("SimpleVertexShader.glsl", "SimpleFragmentShader.glsl"); GLuint vertexBuffer; glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); while(!glfwWindowShouldClose(window)) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glUseProgram(programID); glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glDrawArrays(GL_TRIANGLES, 0, 3); glDisableVertexAttribArray(0); glfwSwapBuffers(window); glfwPollEvents(); } glDeleteBuffers(1, &vertexBuffer); glDeleteProgram(programID); glfwDestroyWindow(window); glfwTerminate(); exit(EXIT_SUCCESS); } I know it is not my shaders, they are super simple and I've checked them against GLFW 2.7 so I know that they work. I'm assuming that I've missed something crucial to using the OpenGL context with GLFW3, so any help locating the problem would be greatly appreciated.

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  • Incorrect results for frustum cull

    - by DeadMG
    Previously, I had a problem with my frustum culling producing too optimistic results- that is, including many objects that were not in the view volume. Now I have refactored that code and produced a cull that should be accurate to the actual frustum, instead of an axis-aligned box approximation. The problem is that now it never returns anything to be in the view volume. As the mathematical support library I'm using does not provide plane support functions, I had to code much of this functionality myself, and I'm not really the mathematical type, so it's likely that I've made some silly error somewhere. As follows is the relevant code: class Plane { public: Plane() { r0 = Math::Vector(0,0,0); normal = Math::Vector(0,1,0); } Plane(Math::Vector p1, Math::Vector p2, Math::Vector p3) { r0 = p1; normal = Math::Cross((p2 - p1), (p3 - p1)); } Math::Vector r0; Math::Vector normal; }; This class represents one plane as a point and a normal vector. class Frustum { public: Frustum( const std::array<Math::Vector, 8>& points ) { planes[0] = Plane(points[0], points[1], points[2]); planes[1] = Plane(points[4], points[5], points[6]); planes[2] = Plane(points[0], points[1], points[4]); planes[3] = Plane(points[2], points[3], points[6]); planes[4] = Plane(points[0], points[2], points[4]); planes[5] = Plane(points[1], points[3], points[5]); } Plane planes[6]; }; The points are passed in order where (the inverse of) each bit of the index of each point indicates whether it's the left, top, and back of the frustum, respectively. As such, I just picked any three points where they all shared one bit in common to define the planes. My intersection test is as follows (based on this): bool Intersects(Math::AABB lhs, const Frustum& rhs) const { for(int i = 0; i < 6; i++) { Math::Vector pvertex = lhs.TopRightFurthest; Math::Vector nvertex = lhs.BottomLeftClosest; if (rhs.planes[i].normal.x <= -0.0f) { std::swap(pvertex.x, nvertex.x); } if (rhs.planes[i].normal.y <= -0.0f) { std::swap(pvertex.y, nvertex.y); } if (rhs.planes[i].normal.z <= -0.0f) { std::swap(pvertex.z, nvertex.z); } if (Math::Dot(rhs.planes[i].r0, nvertex) < 0.0f) { return false; } } return true; } Also of note is that because I'm using a left-handed co-ordinate system, I wrote my Cross function to return the negative of the formula given on Wikipedia. Any suggestions as to where I've made a mistake?

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  • Handling FreeBSD package upgrades using pkg_add

    - by larsks
    I'm trying to use FreeBSD's pkg_add command to install and upgrade binary packages in a build-once-install-on-multiple-machines sort of scenario. It works well when installing a new package, but upgrades are baffling me. For example, if I want to upgrade a package that is depended on by another package, I can't just install it: # pkg_add /path/to/somepackage-2.0.tbz pkg_add: package 'somepackage' or its older version already installed At this point, I can delete the older version of the package if I pass -f to the pkg_delete command: # pkg_delete -f somepackage-1.0 pkg_delete: package 'somepackage-1.0' is required by these other packages and may not be deinstalled (but I'll delete it anyway): anotherpackage-1.0 But...and this is the killer...now the dependency information is gone! I can install the upgrade: # pkg_add /path/to/somepackage-2.0.tbz And now attempts to delete it will succeed without any errors: # pkg_delete somepackage-2.0 How do I handle this gracefully (whereby "gracefully" means "in a fashion that preserves dependency information without requiring me to rebuild/reinstall and entire dependency chain"). Thanks!

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  • Location of development solutions on disk - Common or upto the individual

    - by dreza
    In our team meeting today a senior member brought up the proposal that we should be having a common location/structure for our development solutions. A couple of his points were: Making it common meant when talking about projects and emailing stuff everyone is on the same wavelength and knows where to look. If there is ever the need to hard code a location path then it will work across all developers pc's. He had a more few points to back up his suggestion but I unfortunately got distracted during the discussion and so didn't hear all of them. I have no issue with the idea and can see it's merits but I was wondering if it is common or even recommended that all developers place their code in the same folder structure. Or do developers like to have the flexibility of location solutions where-ever they want? We currently use SVN for our version control. In this case his recommendation was to place all code in: c:\Work\Development\<Customer>\<project>\Code\<solution>\ the code I guess actual path is irrelevant for this question but added for completeness.

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  • Drawing a texture at the end of a trace (crosshair?) UDK

    - by Dave Voyles
    I'm trying to draw a crosshair at the end of my trace. If my crosshair does not hit a pawn or static mesh (ex, just a skybox) then the crosshair stays locked on a certain point at that actor - I want to say its origin. Ex: Run across a pawn, then it turns yellow and stays on that pawn. If it runs across the skybox, then it stays at one point on the box. Weird? How can I get my crosshair to stay consistent? I've included two images for reference, to help illustrate. Note: The wrench is actually my crosshair. The "X" is just a debug crosshair. Ignore that. /// Image 1 /// /// Image 2 /// /*************************************************************************** * Draws the crosshair ***************************************************************************/ function bool CheckCrosshairOnFriendly() { local float CrosshairSize; local vector HitLocation, HitNormal, StartTrace, EndTrace, ScreenPos; local actor HitActor; local MyWeapon W; local Pawn MyPawnOwner; /** Sets the PawnOwner */ MyPawnOwner = Pawn(PlayerOwner.ViewTarget); /** Sets the Weapon */ W = MyWeapon(MyPawnOwner.Weapon); /** If we don't have an owner, then get out of the function */ if ( MyPawnOwner == None ) { return false; } /** If we have a weapon... */ if ( W != None) { /** Values for the trace */ StartTrace = W.InstantFireStartTrace(); EndTrace = StartTrace + W.MaxRange() * vector(PlayerOwner.Rotation); HitActor = MyPawnOwner.Trace(HitLocation, HitNormal, EndTrace, StartTrace, true, vect(0,0,0),, TRACEFLAG_Bullet); DrawDebugLine(StartTrace, EndTrace, 100,100,100,); /** Projection for the crosshair to convert 3d coords into 2d */ ScreenPos = Canvas.Project(HitLocation); /** If we haven't hit any actors... */ if ( Pawn(HitActor) == None ) { HitActor = (HitActor == None) ? None : Pawn(HitActor.Base); } } /** If our trace hits a pawn... */ if ((Pawn(HitActor) == None)) { /** Draws the crosshair for no one - Grey*/ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(100,100,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return false; } /** Draws the crosshair for friendlies - Yellow */ CrosshairSize = 28 * (Canvas.ClipY / 768) * (Canvas.ClipX /1024); Canvas.SetDrawColor(255,255,128,255); Canvas.SetPos(ScreenPos.X - (CrosshairSize * 0.5f), ScreenPos.Y -(CrosshairSize * 0.5f)); Canvas.DrawTile(class'UTHUD'.default.AltHudTexture, CrosshairSize, CrosshairSize, 600, 262, 28, 27); return true; }

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  • Linking Libraries in iOS?

    - by Bob Dole
    This is probably a totally noob question but I have missing links in my mind when thinking about linking libraries in iOS. I usually just add a new library that's been cross compiled and set the build and linker paths without really know what I'm doing. I'm hoping someone can help me fill in some gaps. Let's take the OpenCV library for instance. I have this totally working btw because of a really well written tutorial( http://niw.at/articles/2009/03/14/using-opencv-on-iphone/en ), but I'm just wanting to know what is exactly going on. What I'm thinking is happening is that when I build OpenCV for iOS is that your creating object code that gets placed in the .a files. This object code is just the implementation files( .m ) compiled. One reason you would want to do this is to make it hard to see the source code and so that you don't have to compile that source code every time. The .h files won't be put in the library ( .a ). You include the .h in your source files and these header files communicate with the object code library ( .a ) in some way. You also have to include the header files for your library in the Build Path and the Library itself in the Linker Path. So, is the way I view linking libraries correct? If , not can someone correct me on this ?

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  • Win 7 Explorer backup and long paths

    - by user53299
    I use Explorer to do backups because Win 7's backup program asks me to take backups previously done and to put them back in the drive. I am opposed to that idea since I believe backups should remain in storage. With Explorer backups (burn and burn to disc) I have encountered the "destination path too long" error message and it shows the name of a folder "Debug" three times. I have hundreds of folders named "Debug" thanks to Visual Studio. At this moment I'm too angry at Microsoft to write a program to determine my 3 longest paths. (Aside: This is all after coincidentally reading two articles about path junctions earlier this evening which already made me kind of unhappy.) Please, is there an easy way to continue to make backups with Explorer? Edit: I should add that renaming paths wrecks Visual Studio projects so I really need to isolate the small number of problem paths or find a cleaner solution.

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  • USB sector 0 not fount Kingston USB DT100 G2

    - by java
    Windows constantly asks me "Foramt Disk". when i go to command prompt and type format H: /fs:ntfs or format H: /fs:fat32 response: Cannot determine the number of sectors on this volume. if the benefit DISKPART detail disk Kingston DT 100 G2 USB Device Disk ID: 00000000 Type : USB Status : Online Path : 0 Target : 0 LUN ID : 0 Location Path : UNAVAILABLE Current Read-only State : No Read-only : No Boot Disk : No Pagefile Disk : No Hibernation File Disk : No Crashdump Disk : No Clustered Disk : No DISKPART detail volume Read-only : No Hidden : No No Default Drive Letter: No Shadow Copy : No Offline : No BitLocker Encrypted : No Installable : No Volume Capacity : 0 B Volume Free Space : 0 B what the problem?

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  • Troubleshooting a crash with Windows 7

    - by AngryHacker
    I have a folder with several thousand videos (All .MPG extensions). When I open the folder with these videos, it shows up fine, but as I start scrolling down, it crashes the Windows Explorer. In the Event Viewer, I see this: Faulting application name: Explorer.EXE, version: 6.1.7600.16450, time stamp: 0x4aebab8d Faulting module name: ntdll.dll, version: 6.1.7600.16559, time stamp: 0x4ba9b802 Exception code: 0xc0000374 Fault offset: 0x00000000000c6df2 Faulting process id: 0x954 Faulting application start time: 0x01cbb1b71edf3b51 Faulting application path: C:\Windows\Explorer.EXE Faulting module path: C:\Windows\SYSTEM32\ntdll.dll Report Id: ee987372-1dc4-11e0-8e06-406186ea9135 I suspect that one of the videos has bad metadata. I removed the Length column and it was still crashing. I then removed the Date column and the problem disappeared. How do I go about troubleshooting this problem or at least identifying the file that's causing the issue.

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  • Behaviour Trees with irregular updates

    - by Robominister
    I'm interested in behaviour trees that aren't iterated every game tick, but every so often. (Edit: the tree could specify how many frames within the main game loop to wait before running its tick function again). Every theoretical implementation I have seen of behaviour trees talks of the tree search being carried out every game update - which seems necessary, because a leaf node (eg a behaviour, like 'return to base') needs to be constantly checked to see if is still running, failed or completed. Can anyone suggest how I might start implementing a tree that isnt run every tick, or point me in the direction of good material specific to this case (I am struggling to find anything)? My thoughts so far: action leaf nodes (when they start) must only push some kind of action object onto a list for an entity, rather than directly calling any code that makes the entity do something. The list of actions for the entity would be run every frame (update any that need to run, pop any that have completed from the list). the return state from a given action must be fed back into the tree, so that when we run the tree iteration again (and reach the same action leaf node - so the tree has so far determined that we ought to still be trying this action) - that the action has completed, or is still running etc. If my actual action code is running from an action list on an entity, then I possibly need to cancel previously running actions in the list - i am thinking that I can just delete the entire stack of queued up actions. I've seen the idea of ActionLists which block lower priority actions when a higher priority one is added, but this seems like very close logic to behaviour trees, and I dont want to be duplicating behaviour. This leaves me with some questions 1) How would I feed the action return state back into the tree? Its obvious I need to store some information relating to 'currently executing actions' on the entity, and check that in the tree tick, but I can't imagine how. 2) Does having a seperate behaviour tree (for deciding behaviour) and action list (for carrying out actual queued up actions) sound like a reasonable approach? 3) Is the approach of updating a behaviour tree irregularly actually used by anyone? It seems like a nice idea for budgeting ai search time when you have a lot of ai entities to process. (Edit) - I am also thinking about storing a single instance of a given behaviour tree in memory, and providing it by reference to any entity that uses it. So any information about what action was last selected for execution on an entity must be stored in a data context relative to the entity (which the tree can check). (I am probably answering my own questions as i go!) I hope I have expressed my questions adequately! Thanks in advance for any help :)

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  • Powershell script to append an extension to a file, input from CSV

    - by Jeremy
    Hi All, All I need is to have an Excel list of file paths and use Powershell to append (not replace) the same extension on to each file. It should be very simple, right? The problem I'm seeing is that if I go input-csv -path myfile.csv | write-host I get the following output: @{FullName=C:\Users\jpalumbo\test\appendto.me} @{FullName=C:\Users\jpalumbo\test\append_list.csv} @{FullName=C:\Users\jpalumbo\test\leavemealone.txt} In other words it looks like it's outputting the CSV "formatting" as well. However if I just issue import-csv -path myfile.csv, the output is what I expect: FullName -------- C:\Users\jpalumbo\test\appendto.me C:\Users\jpalumbo\test\append_list.csv C:\Users\jpalumbo\test\leavemealone.txt Clearly there's no file called "@{FullName=C:\Users\jpalumbo\test\leavemealone.txt}" and a rename on that won't work, so I'm not sure how to best get this data out of the import-csv command, or whether to store it in an object, or what. Thanks!!

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  • Printer share keeps asking for password and I can't authenticate from any machine. Why?

    - by tenshimsm
    Ubuntu 12.04 printer share keeps asking for password and I can't authenticate from any machine. Why?? We've installed it in two machine (to act as printer servers) and we get the same problem. It doesn't matter what we do, change or install. We can't figure out why the printer share asks for password even using all of the users that are registered in the server. What is wrong with Precise? I want it to work without a password, but it is not even working WITH one! I gave up! The samba version that comes with Precise is insufferable! I tried various settings that didn't work. I should've used Mint from the beginning. [Edit] My printers config. Remembering that samba is 3.6.3 in ubuntu 12.04 load printers = yes [printers] comment = All Printers browseable = yes path = /var/spool/samba printable = yes guest ok = yes readonly = yes create mask = 0700 [print$] comment = Printer Drivers path = /var/lib/samba/printers browseable = yes readonly = yes guest ok = yes

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