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  • Need help identiying a nasty rootkit in Windows

    - by goofrider
    I have a nasty rootkit that not tools seem to be able to idenity. I know for sure it's a rootkit, but I can figure out which rootkit it is. Here's what I gathered so far: It creates multiple copies of itself in %HOME%\Local Settings\Temp with names like Q.EXE, IAJARZ.exe, etc., and install them as hidden services. These EXE have SysInternals identifiers in them so they're definitely rootkits. It hooked very deep in the system, including file read/write, security policies, registry read/write, and possibly WinSock/TCP/IP. When going to Sophos.com to download their software, the rootkit inject something called Microsoft Ajax Tootkit into the page, which injects code into the email submission form in order to redirect it. (EDIT: I might have panicked. Looks like Sophos does use an AJAZ email form, their form is just broken on Chrome so it looked like a mail form injection attack, the link is http://www.sophos.com/en-us/products/free-tools/virus-removal-tool/download.aspx ) Super-Antispyware found a lot of spyware cookies, in the name of .kaspersky.2o7.net, etc. (just chedk 2o7.net, looks like it's a legit ad company) I tried comparing DNS lookup from the infected systems and from system in other physical locations, no DNS redirections it seems. I used dd to copy the MBR and compared it with the MBR provided by ms-sys package, no differences so it's not infecting MBR. No antivirus or rootkit scanner be able to identify it. Most of them can't even find it. I tried scanning, in-situ (normal mode), in safe mode, and boot to linux live CD. Scanners used: Avast, Sophos anti rootkit, Kasersky TDSSKiller, GMER, RootkitRevealer, and many others. Kaspersky reported some unsigned system files that ought to be signed (e.g. tcpip.sys), and reported a number of MD5 mismatches. But otherwise couldn't identify anything based on signature. When running Sysinternal RootkitRevealer and Sophos AntiRootkit, CPU usage goes up to 100% and gets stucked. The Rootkit is blocking them. When trying running/installing HiJackThis, RootkitRevealer and some other scanners, it tells me system security policy prevent running/installing it. The list of malicious acitivities go on and on. here's a sample of logs from all my scans. In particular, aswSnx.SYS, apnenfno.sys and PROCMON20.SYS has a huge number of hooks. It's hard to tell if the rootkit replaced legit program files like aswSnx.SYS (from Avast) and PROCMON20.SYS (from Sysinternal Process Monitor). I can't find whether apnenfno.sys is from a legit program. Help to identify it is appreciated. Trend Micro RootkitBuster ------ [HIDDEN_REGISTRY][Hidden Reg Value]: KeyPath : HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\sptd\Cfg Root : 586bfc0 SubKey : Cfg ValueName : g0 Data : 38 23 E8 D0 BF F2 2D 6F ... ValueType : 3 AccessType: 0 FullLength: 61 DataSize : 32 [HOOKED_SERVICE_API]: Service API : ZwCreateMutant Image Path : C:\WINDOWS\System32\Drivers\aswSnx.SYS OriginalHandler : 0x8061758e CurrentHandler : 0xaa66cce8 ServiceNumber : 0x2b ModuleName : aswSnx.SYS SDTType : 0x0 [HOOKED_SERVICE_API]: Service API : ZwCreateThread Image Path : c:\windows\system32\drivers\apnenfno.sys OriginalHandler : 0x805d1038 CurrentHandler : 0xaa5f118c ServiceNumber : 0x35 ModuleName : apnenfno.sys SDTType : 0x0 [HOOKED_SERVICE_API]: Service API : ZwDeleteKey Image Path : C:\WINDOWS\system32\Drivers\PROCMON20.SYS OriginalHandler : 0x80624472 CurrentHandler : 0xa709b0f8 ServiceNumber : 0x3f ModuleName : PROCMON20.SYS SDTType : 0x0 HiJackThis ------ O23 - Service: JWAHQAGZ - Sysinternals - www.sysinternals.com - C:\DOCUME~1\jeff\LOCALS~1\Temp\JWAHQAGZ.exe O23 - Service: LHIJ - Sysinternals - www.sysinternals.com - C:\DOCUME~1\jeff\LOCALS~1\Temp\LHIJ.exe Kaspersky TDSSKiller ------ 21:05:58.0375 3936 C:\WINDOWS\system32\ati2sgag.exe - copied to quarantine 21:05:59.0217 3936 ATI Smart ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:05:59.0342 3936 C:\WINDOWS\system32\BUFADPT.SYS - copied to quarantine 21:05:59.0856 3936 BUFADPT ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:05:59.0965 3936 C:\Program Files\CrashPlan\CrashPlanService.exe - copied to quarantine 21:06:00.0152 3936 CrashPlanService ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:00.0246 3936 C:\WINDOWS\system32\epmntdrv.sys - copied to quarantine 21:06:00.0433 3936 epmntdrv ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:00.0464 3936 C:\WINDOWS\system32\EuGdiDrv.sys - copied to quarantine 21:06:00.0526 3936 EuGdiDrv ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:00.0604 3936 C:\Program Files\Common Files\Macrovision Shared\FLEXnet Publisher\FNPLicensingService.exe - copied to quarantine 21:06:01.0181 3936 FLEXnet Licensing Service ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:01.0321 3936 C:\Program Files\AddinForUNCFAT\UNCFATDMS.exe - copied to quarantine 21:06:01.0430 3936 OTFSDMS ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:01.0492 3936 C:\WINDOWS\system32\DRIVERS\tcpip.sys - copied to quarantine 21:06:01.0539 3936 Tcpip ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:01.0601 3936 C:\DOCUME~1\jeff\LOCALS~1\Temp\TULPUWOX.exe - copied to quarantine 21:06:01.0664 3936 HKLM\SYSTEM\ControlSet003\services\TULPUWOX - will be deleted on reboot 21:06:01.0664 3936 C:\DOCUME~1\jeff\LOCALS~1\Temp\TULPUWOX.exe - will be deleted on reboot 21:06:01.0664 3936 TULPUWOX ( UnsignedFile.Multi.Generic ) - User select action: Delete 21:06:01.0757 3936 C:\WINDOWS\system32\Drivers\usbaapl.sys - copied to quarantine 21:06:01.0866 3936 USBAAPL ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:01.0913 3936 C:\Program Files\VMware\VMware Player\vmware-authd.exe - copied to quarantine 21:06:02.0443 3936 VMAuthdService ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:02.0443 3936 vmount2 ( UnsignedFile.Multi.Generic ) - skipped by user 21:06:02.0443 3936 vmount2 ( UnsignedFile.Multi.Generic ) - User select action: Skip 21:06:02.0459 3936 vstor2 ( UnsignedFile.Multi.Generic ) - skipped by user 21:06:02.0459 3936 vstor2 ( UnsignedFile.Multi.Generic ) - User select action: Skip

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  • How to export 3D models that consist of several parts (eg. turret on a tank)?

    - by Will
    What are the standard alternatives for the mechanics of attaching turrets and such to 3D models for use in-game? I don't mean the logic, but rather the graphics aspects. My naive approach is to extend the MD2-like format that I'm using (blender-exported using a script) to include a new set of properties for a mesh that: is anchored in another 'parent' mesh. The anchor is a point and normal in the parent mesh and a point and normal in the child mesh; these will always be colinear, giving the child rotation but not translation relative to the parent point. has a normal that is aligned with a 'target'. Classically this target is the enemy that is being engaged, but it might be some other vector e.g. 'the wind' (for sails and flags (and smoke, which is a particle system but the same principle applies)) or 'upwards' (e.g. so bodies of riders bend properly when riding a horse up an incline etc). that the anchor and target alignments have maximum and minimum and a speed coeff. there is game logic for multiple turrets and on a model and deciding which engages which enemy. 'primary' and 'secondary' or 'target0' ... 'targetN' or some such annotation will be there. So to illustrate, a classic tank would be made from three meshes; a main body mesh, a turret mesh that is anchored to the top of the main body so it can spin only horizontally and a barrel mesh that is anchored to the front of the turret and can only move vertically within some bounds. And there might be a forth flag mesh on top of the turret that is aligned with 'wind' where wind is a function the engine solves that merges environment's wind angle with angle the vehicle is travelling in an velocity, or something fancy. This gives each mesh one degree of freedom relative to its parent. Things with multiple degrees of freedom can be modelled by zero-vertex connecting meshes perhaps? This is where I think the approach I outlined begins to feel inelegant, yet perhaps its still a workable system? This is why I want to know how it is done in professional games ;) Are there better approaches? Are there formats that already include this information? Is this routine?

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  • Is it ok to initialize an RB_ConstraintActor in PostBeginPlay?

    - by Almo
    I have a KActorSpawnable subclass that acts weird. In PostBeginPlay, I initialize an RB_ConstraintActor; the default is not to allow rotation. If I create one in the editor, it's fine, and won't rotate. If I spawn one, it rotates. Here's the class: class QuadForceKActor extends KActorSpawnable placeable; var(Behavior) bool bConstrainRotation; var(Behavior) bool bConstrainX; var(Behavior) bool bConstrainY; var(Behavior) bool bConstrainZ; var RB_ConstraintActor PhysicsConstraintActor; simulated event PostBeginPlay() { Super.PostBeginPlay(); PhysicsConstraintActor = Spawn(class'RB_ConstraintActorSpawnable', self, '', Location, rot(0, 0, 0)); if(bConstrainRotation) { PhysicsConstraintActor.ConstraintSetup.bSwingLimited = true; PhysicsConstraintActor.ConstraintSetup.bTwistLimited = true; } SetLinearConstraints(bConstrainX, bConstrainY, bConstrainZ); PhysicsConstraintActor.InitConstraint(self, None); } function SetLinearConstraints(bool InConstrainX, bool InConstrainY, bool InConstrainZ) { if(InConstrainX) { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 0; } if(InConstrainY) { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 0; } if(InConstrainZ) { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 0; } } DefaultProperties { bConstrainRotation=true bConstrainX=false bConstrainY=false bConstrainZ=false bSafeBaseIfAsleep=false bNoEncroachCheck=false } Here's the code I use to spawn one. It's a subclass of the one above, but it doesn't reference the constraint at all. local QuadForceKCreateBlock BlockActor; BlockActor = spawn(class'QuadForceKCreateBlock', none, 'PowerCreate_Block', BlockLocation(), m_PreparedRotation, , false); BlockActor.SetDuration(m_BlockDuration); BlockActor.StaticMeshComponent.SetNotifyRigidBodyCollision(true); BlockActor.StaticMeshComponent.ScriptRigidBodyCollisionThreshold = 0.001; BlockActor.StaticMeshComponent.SetStaticMesh(m_ValidCreationBlock.StaticMesh); BlockActor.StaticMeshComponent.AddImpulse(m_InitialVelocity); I used to initialize an RB_ConstraintActor where I spawned it from the outside. This worked, which is why I'm pretty sure it has nothing to do with the other code in QuadForceKCreateBlock. I then added the internal constraint in QuadForceKActor for other purposes. When I realized I had two constraints on the CreateBlock doing the same thing, I removed the constraint code from the place where I spawn it. Then it started rotating. Is there a reason I should not be initializing an RB_ConstraintActor in PostBeginPlay? I feel like there's some basic thing about how the engine works that I'm missing.

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  • why are my players drawn to the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • CodePlex Daily Summary for Wednesday, October 24, 2012

    CodePlex Daily Summary for Wednesday, October 24, 2012Popular ReleasesfastJSON: v2.0.9: - added support for root level DataSet and DataTable deserialize (you have to do ToObject<DataSet>(...) ) - added dataset testsInfo Gempa BMKG: Info Gempa BMKG v 1.0.0.3: Release perdana aplikasi pembaca informasi gempa dari data feeder BMKG.Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.72: Fix for Issue #18819 - bad optimization of return/assign operator.DNN Module Creator: 01.01.00: Updated templates for DNN7 ( ie. DAL2, Web Service API ). Numerous bug fixes and enhancements.WPF Application Framework (WAF): WPF Application Framework (WAF) 2.5.0.390: Version 2.5.0.390 (Release Candidate): This release contains the source code of the WPF Application Framework (WAF) and the sample applications. Requirements .NET Framework 4.0 (The package contains a solution file for Visual Studio 2010) The unit test projects require Visual Studio 2010 Professional Changelog Legend: [B] Breaking change; [O] Marked member as obsolete WAF: Fix recent file list remove issue. WAF: Minor code improvements. BookLibrary: Fix Blend design time support o...ltxml.js - LINQ to XML for JavaScript: 1.0 - Beta 1: First release!ZXMAK2: Version 2.6.6.0: + fix refresh debugger after open RZX file + add NoFlic video filterEPiServer CMS ElencySolutions.MultipleProperty: ElencySolutions.MultipleProperty v1.6.3: The ElencySolutions.MulitpleProperty property controls have been developed by Lee Crowe a technical developer at Fortune Cookie (London). Installation notes The property copy page can be locked down by adding the following location element, the path of this will be different depending on whether you use the embedded or non embedded resource version. When installing the nuget package these will be added automatically, examples below: Embedded: <location path="util/ElencySolutionsMultipleP...Fiskalizacija za developere: FiskalizacijaDev 1.1: Ovo je prva nadogradnja ovog projekta nakon inicijalnog predstavljanja - dodali smo nekoliko feature-a, bilo zato što smo sami primijetili da bi ih bilo dobro dodati, bilo na osnovu vaših sugestija - hvala svima koji su se ukljucili :) Ovo su stvari riješene u v1.1.: 1. Bilo bi dobro da se XML dokument koji se šalje u CIS može snimiti u datoteku (http://fiskalizacija.codeplex.com/workitem/612) 2. Podrška za COM DLL (VB6) (http://fiskalizacija.codeplex.com/workitem/613) 3. Podrška za DOS (unu...MCEBuddy 2.x: MCEBuddy 2.3.4: Changelog for 2.3.4 (32bit and 64bit) 1. Fixed a bug introduced in 2.3.3 that would cause HD recordings and recordings with multiple audio channels to fail. 2. Updated <encoder-unsupported> option to compare with all Audio tracks for videos with multiple audio tracks. 3. Fixed a bug with SRT and EDL files, when input and output directory are the same the files are not preserved.Liberty: v3.4.0.0 Release 20th October 2012: Change Log -Added -Halo 4 support (invincibility, ammo editing) -Reach A warning dialog now shows up when you first attempt to swap a weapon -Fixed -A few minor bugsFoxOS: Stable Fox: Stable Fox Versione 0.0.0.1 Richiede .NET Framework 3.5 o superioriDoctor Reg: Doctor Reg V1.0: Doctor Reg V1.0 PT-PTkv: kv 1.0: if it were any more stable it would be a barn.LINQ for C++: cpplinq-20121020: LINQ for C++ is an attempt to bring LINQ-like list manipulation to C++11. This release includes just the source code. What's new in this release: join range operators: Inner Joins two ranges using a key selector reverse range operator distinct range operator union_with range operator intersect_with range operator except range operator concat range operator sequence_equal range aggregator to_lookup range aggregator This is a sample on how to use cpplinq: #include "cpplinq.h...helferlein_Form: 02.03.05: Requirements.Net 4.0 DotNetNuke 05.06.07 or higher, maybe it works with lower versions, but I developed it on this one and tested it on DotNetNuke 06.02.00 as well helferlein_BabelFish version 01.01.03 - please upgrade this first! Issues fixed Fixed issue with all users from all portals are listed as Host users in the sender options (E-Mail Options - Sender - ALL Users Listed) Registered postback-button for Excel-Export on Form submission edit control Changed behaviour Due to some mis...ClosedXML - The easy way to OpenXML: ClosedXML 0.68.1: ClosedXML now resolves formulas! Yes it finally happened. If you call cell.Value and it has a formula the library will try to evaluate the formula and give you the result. For example: var wb = new XLWorkbook(); var ws = wb.AddWorksheet("Sheet1"); ws.Cell("A1").SetValue(1).CellBelow().SetValue(1); ws.Cell("B1").SetValue(1).CellBelow().SetValue(1); ws.Cell("C1").FormulaA1 = "\"The total value is: \" & SUM(A1:B2)"; var...Orchard Project: Orchard 1.6 RC: RELEASE NOTES This is the Release Candidate version of Orchard 1.6. You should use this version to prepare your current developments to the upcoming final release, and report problems. Please read our release notes for Orchard 1.6 RC: http://docs.orchardproject.net/Documentation/Orchard-1-6-Release-Notes Please do not post questions as reviews. Questions should be posted in the Discussions tab, where they will usually get promptly responded to. If you post a question as a review, you wil...Rawr: Rawr 5.0.1: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...Yahoo! UI Library: YUI Compressor for .Net: Version 2.1.1.0 - Sartha (BugFix): - Revered back the embedding of the 2x assemblies.New ProjectsASP.NET DatePicker (Persian/Gregorian): This is just another DatePicker for ASP.NET that supports both Persian (Jalali/Shamsi/Solar) and Gregorian Calendar.AspectMap: AspectMap is an Aspect Oriented framework built on top of the StructureMap IoC framework.Building a Pinterest like Image Crawler: More about it here : http://www.alexpeta.ro/article/building-a-pinterest-like-image-crawlerCRM 2011 client scripting TypeScript definition file: xrm crm 2011 typescript javascript definition fileDarkSky Commerce: DarkSky Commerce is an Orchard module that provides a generic and extensible set of core commerce features and servicesDarkSky Learning: An Orchard module providing E-learning authoring tools and engines.Dusk Consulting: Dusk Consulting provides automation scripts to help IT Professionals and Developers alike.Edi: Edi is a an IDE based editor that is currently focused on text based editing (other editors may follow). This project is based on AvalonDock 2.0 and AvalonEdit.Entity Framework Extensions: This project includes extensions for the entity framework, includes unit of work pattern with event support, repository pattern with event support, and so on.EPiBoost (EPiServer 7 MVC Toolkit): Coming SoonExtended Guid: Easilly create version 5 guids. Converts an arbitrary string to a guid given a specific work area, or namespace.FileToText: pour la création de liste de fichierFilmBook, Film and Photo Archival Management: FilmBook is a simple image gallery and organization application. It's goal is to help identify the location of negatives in an archival page.FridgeBoard: Este proyecto está siendo realizado por alumnos de informática. No nos hacemos responsables de la mala calidad del mismo.GIV_P1: testyIQTool: Provide a set of tools to generate reports capturing the state of a server. This is written in powershell to allow easy modification / update of the scriptsLeaving Application System: have a good time.Leaving Management System: optimize work flow of staff work attendance managementltxml.js - LINQ to XML for JavaScript: ltxml.js is an XML processing library for JavaScript that is inspired by and largely similar to the LINQ to XML library for .NET.Microsoft .NET SDK For Hadoop: A collection of API's, tools and samples for using .NET with Apache Hadoop.MyLib: This is my personal library of various tidbits that I have been using regularly. Includes a generic repository with EF and MongoDB implementations.Parlez MVC: A multi-lingual implementation for the ASP.NET MVC 4 framework to make it easier to build websites that are viewable in different languages.Perfect Sport Nutrition: Proyecto realizado por la Empresa de Desarrollo Software SoftwareHC E.I.R.LScale Model Database: This project is a work of databasesSliding Block Puzzle: This is a simple (not very good) game for Windows Phone 7.1 (Mango). The point of it is to show off how to do different things in WP7.1.SmallBasic Extension Manager: SXM, or the SmallBasic Extension Manager, is a program intended for use with the Small Basic programming language from Microsoft.SQL Azure Federation Backup to Azure Blob Storage using Azure Worker: Azure Worker project, that will backup any number of Azure SQL Databases to any selected Azure Blob containers. Config in XML. Automatic 7z compression.TeF: A framework for running tests with a plenty of features and ease of use.Testge: testTwittOracle: This project is a prototype project intended to be submitted in a competition. The details will be updated later as things are finalized.uMembership - Alternative Umbraco Member Api: uMembership is an alternative and faster way of dealing with Members in Umbraco when you have 1000's or even 100Variedades Silverlight 5: Varidades Silverlight 5Website d?t tour du lich: Ð? án môn ASP.NET Xây d?ng website d?t tour du l?ch d?a trên mô hình MVCWPF About Box: WPF About Box is simple and free about box for WPF using MVVM pattern. Several properties can be set. Some properties are read from assembly, automatically.WTUnion: WTUnionXML Cleaner: Console app for batch cleaning XML files containing ilegal caracters. It can be useful for cleaning XML files before importing them to SOLR or something similarXmlToObject: XmlToObject is a .Net library for object serialization with use of XPath expressions applied to class fields and properties via custom attributes.XNAGalcon: This Project will create Galcon Game for XNA version

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  • How to refactor my design, if it seems to require multiple inheritance?

    - by Omega
    Recently I made a question about Java classes implementing methods from two sources (kinda like multiple inheritance). However, it was pointed out that this sort of need may be a sign of a design flaw. Hence, it is probably better to address my current design rather than trying to simulate multiple inheritance. Before tackling the actual problem, some background info about a particular mechanic in this framework: It is a simple game development framework. Several components allocate some memory (like pixel data), and it is necessary to get rid of it as soon as you don't need it. Sprites are an example of this. Anyway, I decided to implement something ala Manual-Reference-Counting from Objective-C. Certain classes, like Sprites, contain an internal counter, which is increased when you call retain(), and decreased on release(). Thus the Resource abstract class was created. Any subclass of this will obtain the retain() and release() implementations for free. When its count hits 0 (nobody is using this class), it will call the destroy() method. The subclass needs only to implement destroy(). This is because I don't want to rely on the Garbage Collector to get rid of unused pixel data. Game objects are all subclasses of the Node class - which is the main construction block, as it provides info such as position, size, rotation, etc. See, two classes are used often in my game. Sprites and Labels. Ah... but wait. Sprites contain pixel data, remember? And as such, they need to extend Resource. But this, of course, can't be done. Sprites ARE nodes, hence they must subclass Node. But heck, they are resources too. Why not making Resource an interface? Because I'd have to re-implement retain() and release(). I am avoiding this in virtue of not writing the same code over and over (remember that there are multiple classes that need this memory-management system). Why not composition? Because I'd still have to implement methods in Sprite (and similar classes) that essentially call the methods of Resource. I'd still be writing the same code over and over! What is your advice in this situation, then?

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  • Per-pixel collision detection - why does XNA transform matrix return NaN when adding scaling?

    - by JasperS
    I looked at the TransformCollision sample on MSDN and added the Matrix.CreateTranslation part to a property in my collision detection code but I wanted to add scaling. The code works fine when I leave scaling commented out but when I add it and then do a Matrix.Invert() on the created translation matrix the result is NaN ({NaN,NaN,NaN},{NaN,NaN,NaN},...) Can anyone tell me why this is happening please? Here's the code from the sample: // Build the block's transform Matrix blockTransform = Matrix.CreateTranslation(new Vector3(-blockOrigin, 0.0f)) * // Matrix.CreateScale(block.Scale) * would go here Matrix.CreateRotationZ(blocks[i].Rotation) * Matrix.CreateTranslation(new Vector3(blocks[i].Position, 0.0f)); public static bool IntersectPixels( Matrix transformA, int widthA, int heightA, Color[] dataA, Matrix transformB, int widthB, int heightB, Color[] dataB) { // Calculate a matrix which transforms from A's local space into // world space and then into B's local space Matrix transformAToB = transformA * Matrix.Invert(transformB); // When a point moves in A's local space, it moves in B's local space with a // fixed direction and distance proportional to the movement in A. // This algorithm steps through A one pixel at a time along A's X and Y axes // Calculate the analogous steps in B: Vector2 stepX = Vector2.TransformNormal(Vector2.UnitX, transformAToB); Vector2 stepY = Vector2.TransformNormal(Vector2.UnitY, transformAToB); // Calculate the top left corner of A in B's local space // This variable will be reused to keep track of the start of each row Vector2 yPosInB = Vector2.Transform(Vector2.Zero, transformAToB); // For each row of pixels in A for (int yA = 0; yA < heightA; yA++) { // Start at the beginning of the row Vector2 posInB = yPosInB; // For each pixel in this row for (int xA = 0; xA < widthA; xA++) { // Round to the nearest pixel int xB = (int)Math.Round(posInB.X); int yB = (int)Math.Round(posInB.Y); // If the pixel lies within the bounds of B if (0 <= xB && xB < widthB && 0 <= yB && yB < heightB) { // Get the colors of the overlapping pixels Color colorA = dataA[xA + yA * widthA]; Color colorB = dataB[xB + yB * widthB]; // If both pixels are not completely transparent, if (colorA.A != 0 && colorB.A != 0) { // then an intersection has been found return true; } } // Move to the next pixel in the row posInB += stepX; } // Move to the next row yPosInB += stepY; } // No intersection found return false; }

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  • Bullet Physics implementing custom MotionState class

    - by Arosboro
    I'm trying to make my engine's camera a kinematic rigid body that can collide into other rigid bodies. I've overridden the btMotionState class and implemented setKinematicPos which updates the motion state's tranform. I use the overridden class when creating my kinematic body, but the collision detection fails. I'm doing this for fun trying to add collision detection and physics to Sean O' Neil's Procedural Universe I referred to the bullet wiki on MotionStates for my CPhysicsMotionState class. If it helps I can add the code for the Planetary rigid bodies, but I didn't want to clutter the post. Here is my motion state class: class CPhysicsMotionState: public btMotionState { protected: // This is the transform with position and rotation of the camera CSRTTransform* m_srtTransform; btTransform m_btPos1; public: CPhysicsMotionState(const btTransform &initialpos, CSRTTransform* srtTransform) { m_srtTransform = srtTransform; m_btPos1 = initialpos; } virtual ~CPhysicsMotionState() { // TODO Auto-generated destructor stub } virtual void getWorldTransform(btTransform &worldTrans) const { worldTrans = m_btPos1; } void setKinematicPos(btQuaternion &rot, btVector3 &pos) { m_btPos1.setRotation(rot); m_btPos1.setOrigin(pos); } virtual void setWorldTransform(const btTransform &worldTrans) { btQuaternion rot = worldTrans.getRotation(); btVector3 pos = worldTrans.getOrigin(); m_srtTransform->m_qRotate = CQuaternion(rot.x(), rot.y(), rot.z(), rot.w()); m_srtTransform->SetPosition(CVector(pos.x(), pos.y(), pos.z())); m_btPos1 = worldTrans; } }; I add a rigid body for the camera: // Create rigid body for camera btCollisionShape* cameraShape = new btSphereShape(btScalar(5.0f)); btTransform startTransform; startTransform.setIdentity(); // forgot to add this line CVector vCamera = m_srtCamera.GetPosition(); startTransform.setOrigin(btVector3(vCamera.x, vCamera.y, vCamera.z)); m_msCamera = new CPhysicsMotionState(startTransform, &m_srtCamera); btScalar tMass(80.7f); bool isDynamic = (tMass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) cameraShape->calculateLocalInertia(tMass,localInertia); btRigidBody::btRigidBodyConstructionInfo rbInfo(tMass, m_msCamera, cameraShape, localInertia); m_rigidBody = new btRigidBody(rbInfo); m_rigidBody->setCollisionFlags(m_rigidBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); m_rigidBody->setActivationState(DISABLE_DEACTIVATION); This is the code in Update() that runs each frame: CSRTTransform srtCamera = CCameraTask::GetPtr()->GetCamera(); Quaternion qRotate = srtCamera.m_qRotate; btQuaternion rot = btQuaternion(qRotate.x, qRotate.y, qRotate.z, qRotate.w); CVector vCamera = CCameraTask::GetPtr()->GetPosition(); btVector3 pos = btVector3(vCamera.x, vCamera.y, vCamera.z); CPhysicsMotionState* cameraMotionState = CCameraTask::GetPtr()->GetMotionState(); cameraMotionState->setKinematicPos(rot, pos);

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  • How to add addtional disks to a Windows 2008 KVM based Guest?

    - by taazaa
    I have a Win 2008 KVM based guest VM running on a Ubuntu 10 host. It is a raw image of 22G. I want to add a "data" drive which would show up as "D:\" drive on the guest. I first created a raw image using: qemu-img create -f raw ~/vmdisk2.img 50G Then, tried attaching it using virsh attach-disk. When that did not work, I tried editing the xml file of the VM directly. Both did not seem to work. I would greatly appreciate any help on how to do this and what the best practice is. I want to keep the base image small, so that I can clone it (hopefully) and then attach necessary storage based on the application at hand. Update: The xml of the vm before adding the second drive: <domain type='kvm'> <name>win08e-vm1</name> <uuid>183a4ba0-1c0b-0b04-ad01-aa7c3a4cb390</uuid> <memory>1048576</memory> <currentMemory>1048576</currentMemory> <vcpu>2</vcpu> <os> <type arch='x86_64' machine='pc-0.12'>hvm</type> <boot dev='hd'/> </os> <features> <acpi/> <apic/> <pae/> </features> <clock offset='localtime'/> <on_poweroff>destroy</on_poweroff> <on_reboot>restart</on_reboot> <on_crash>restart</on_crash> <devices> <emulator>/usr/bin/kvm</emulator> <disk type='file' device='disk'> <driver name='qemu' type='raw'/> <source file='/var/lib/libvirt/images/win08e-vm1.img'/> <target dev='hda' bus='ide'/> <address type='drive' controller='0' bus='0' unit='0'/> </disk> <disk type='file' device='cdrom'> <driver name='qemu' type='raw'/> <source file='/home/taazaa/iso/Win08ER264.iso'/> <target dev='hdc' bus='ide'/> <readonly/> <address type='drive' controller='0' bus='1' unit='0'/> </disk> <controller type='ide' index='0'> <address type='pci' domain='0x0000' bus='0x00' slot='0x01' function='0x1'/> </controller> <interface type='bridge'> <mac address='52:54:00:7f:a7:ae'/> <source bridge='br0'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x03' function='0x0'/> </interface> <serial type='pty'> <target port='0'/> </serial> <console type='pty'> <target type='serial' port='0'/> </console> <input type='tablet' bus='usb'/> <input type='mouse' bus='ps2'/> <graphics type='vnc' port='-1' autoport='yes' keymap='en-us'/> <video> <model type='vga' vram='9216' heads='1'/> <address type='pci' domain='0x0000' bus='0x00' slot='0x02' function='0x0'/> </video> <memballoon model='virtio'> <address type='pci' domain='0x0000' bus='0x00' slot='0x04' function='0x0'/> </memballoon> </devices> </domain> Thanks!

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  • CodePlex Daily Summary for Sunday, August 24, 2014

    CodePlex Daily Summary for Sunday, August 24, 2014Popular ReleasesCS-Script for Notepad++ (C# intellisense and code execution): Release v1.0.31.0: Fixed problem with menu item 'Plugins->CS-SCript->Debug' invoking 'Run' instead of 'Debug'.Media Companion: Media Companion MC3.599b: New:* MC - Remember last monitor Media Companion Ran on, and re-open there if available. * MC - If notepad++ installed, use for opening nfo XML files. * Movie - Fix: Fanart & Poster searching using 'Google Search' button opened multiple browser tabs, one per search word. * Movie - Allow Re-scrape with XBMC TMDB Scraper, if IMDB Id is present. * TV - added option to save Season Poster into season folder as folder.jpg Fixed:* Movie - Table view error if a row header was selected. * Movie - Tab...ASP.NET Identity 2.0 Azure Table Storage: Release 1.2.5.2: Optimizing the login and email index queries. Optimizing IsInRoleAsync operation. 100% unit test pass and 100% code coverage. Full sample source available as a download or in the source branch /Releases/1.2.x.x/sample. Sample code doesn't require an Azure account but does require the Azure SDK with the Storage Emulator at a minimum for running locally. Full suite of unit tests against this assembly at 100% pass rate against the Azure Local Emulator and against a live Azure Storage acc...BugNET Issue Tracker: BugNET 1.6.327: This release contains fixes and enhancements from the previous 1.6.315 release. Please read our release notes for BugNET 1.6.327: http://blog.bugnetproject.com/2014/08/23/bugnet-1-6-327-and-bugnet-pro-1-5-99-released/DIII Save Editor: ROS Alpha 1.2.14.100: initial Ros alpha release please report all bugsSEToolbox: SEToolbox 01.044.014 Release 2: Fixed Ship name not saving. Fixed broken cubes view Bug. Fixed cast VRage.MyFixedPoint error when opening games with Meteors. Added checkbox when Importing 3d model to Export ship, to fill it as solid.CS-Script Source: Release v3.8.5: Fixed problem with the warnings getting hidden in case of the successful compilation cs-script.7z - CS-Script Suite (binaries, documentation, samples) cs-script.ExtensionPack.7z - CS-Script Extension Pack (additional binaries and samples) cs-scriptDocs.7z - CS-Script DocumentationMagick.NET: Magick.NET 7.0.0.0002: Magick.NET linked with ImageMagick 7babelua: 1.6.7.0: V1.6.7.0 - 2014.8.21New feature: add a file search window ( ctrl+1 or ALT+L ), like The file search in VC Assistant; Stability improvement: performance improvement when BabeLua load/unload; performance improvement when debugger load lua files;XboxConsole: XboxConsole 2.0.40820.0: Updated release with added support for: - August XDK - Party API (See updated documentation) Supports the following XDK versions: April 2014 May 2014 June 2014 (all QFEs) July 2014 (all QFEs) August 2014Open NFe: RDI Open NFe 3.0 (alpha): Atualização para o layout 3.10 da NFe.AssaultCube Reloaded: Release 2.6.1: Windows XP USERS must download the patch in addition to the Windows package. Some changes couldn't make it to 2.6, and a recode was started before 2.6.1 could be released. However, the version 2.6.1 is used to represent the first beta release of 2.7. Changelog: Recoded on AC 1.2 as the base version (likely less crashes) Class manager Simpler killfeed, removed kill messages Hide KILL indicator in classic, update at 4 second intervals Disable spawn protection upon firing the first sh...SysLog Server: SysLogServer: This is not a commersial product, use on your own responsibilityMolGridCal & MolCal: MolGridCal tutorial v1.1: Update the contents for grid computing virtual screening.MSSQL Deployment Tool: Microsoft SQL Deploy Tool v1.3.1: MicrosoftSqlDeployTool: v1.3.1.38348 What's changed? Update namespace and assembly name. Bug fixing.SharePoint 2013 Search Query Tool: SharePoint 2013 Search Query Tool v2.1: Layout improvements Bug fixes Stores auth method and user name Moved experimental settings to Advanced boxCtrlAltStudio Viewer: CtrlAltStudio Viewer 1.2.2.41183 Alpha: This alpha of the CtrlAltStudio Viewer provides some preliminary Oculus Rift DK2 support. For more details, see the release notes linked to below. Release notes: http://ctrlaltstudio.com/viewer/release-notes/1-2-2-41183-alpha Support info: http://ctrlaltstudio.com/viewer/support Privacy policy: http://ctrlaltstudio.com/viewer/privacy Disclaimer: This software is not provided or supported by Linden Lab, the makers of Second Life.HDD Guardian: HDD Guardian 0.6.1: New: package now include smartctl 6.3; Removed: standard notification e-mail. Now you have to set your mail server to send e-mail alerts; Bugfix: USB detection error; custom e-mail server settings issue; bottom panel displays a wrong ATA error count.VG-Ripper & PG-Ripper: VG-Ripper 2.9.62: changes NEW: Added Support for 'MadImage.org' links NEW: Added Support for 'ImgSpot.org' links NEW: Added Support for 'ImgClick.net' links NEW: Added Support for 'Imaaage.com' links NEW: Added Support for 'Image-Bugs.com' links NEW: Added Support for 'Pictomania.org' links NEW: Added Support for 'ImgDap.com' links NEW: Added Support for 'FileSpit.com' links FIXED: 'ImgSee.me' linksCMake Tools for Visual Studio: CMake Tools for Visual Studio 1.2: This release adds the following new features and bug fixes from CMake Tools for Visual Studio 1.1: Added support for CMake 3.0. Added support for word completion. Added IntelliSense support for the CMAKEHOSTSYSTEM_INFORMATION command. Fixed syntax highlighting for tokens beginning with escape sequences. Fixed issue uninstalling CMake Tools for Visual Studio after Visual Studio has been uninstalled.New ProjectsDnn Picasa Image Gallery: The DnnC Picasa Image Gallery module allow you to display your Picasa web albums and there photos within your Dnn website.Hot Mess: Hot Mess game software and arduino firmware.Kinect HD Face Sample in unmanaged C++: This is a C++ unmanaged project which is based on the Kinect For Windows v2 SDK sample: FaceBasics. Instead of using the Face source, it utilizes the HDFaceModbus Master: A MODBUS Master application for Windows supporting all MODBUS function codes, a plugin interface and scripting interface.Path Finding on Wireless Sensor Network: Path Finding on Wireless Sensor Networkperilla: enhanced c++ templateXiamiSigLite-Silent: ???????,??Win7??。

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  • why are my players drawn top the side of my viewport

    - by Jetbuster
    Following this admittedly brilliant and clean 2d camera class I have a camera on each player, and it works for multiplayer and i've divided the screen into two sections for split screen by giving each camera a viewport. However in the game it looks like this I'm not sure if thats their position relative to the screen or what The relevant gameScreen code, the makePlayers is setup so it could theoretically work for up to 4 players private void makePlayers() { int rowCount = 1; if (NumberOfPlayers > 2) rowCount = 2; players = new Player[NumberOfPlayers]; for (int i = 0; i < players.Length; i++) { int xSize = GameRef.Window.ClientBounds.Width / 2; int ySize = GameRef.Window.ClientBounds.Height / rowCount; int col = i % rowCount; int row = i / rowCount; int xPoint = 0 + xSize * row; int yPoint = 0 + ySize * col; Viewport viewport = new Viewport(xPoint, yPoint, xSize, ySize); Vector2 playerPosition = new Vector2(viewport.TitleSafeArea.X + viewport.TitleSafeArea.Width / 2, viewport.TitleSafeArea.Y + viewport.TitleSafeArea.Height / 2); players[i] = new Player(playerPosition, playerSprites[i], GameRef, viewport); } //players[1].Keyboard = true; } public override void Draw(GameTime gameTime) { base.Draw(gameTime); foreach (Player player in players) { GraphicsDevice.Viewport = player.PlayerCamera.ViewPort; GameRef.spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.PointClamp, null, null, null, player.PlayerCamera.Transform); map.Draw(GameRef.spriteBatch); // Draw the Player player.Draw(GameRef.spriteBatch); // Draw UI screen elements GraphicsDevice.Viewport = Viewport; ControlManager.Draw(GameRef.spriteBatch); GameRef.spriteBatch.End(); } } the player's initialize and draw methods are like so internal void Initialize() { this.score = 0; this.angle = (float)(Math.PI * 0 / 180);//Start sprite at it's default rotation int width = utils.scaleInt(picture.Width, imageScale); int height = utils.scaleInt(picture.Height, imageScale); this.hitBox = new HitBox(new Vector2(centerPos.X - width / 2, centerPos.Y - height / 2), width, height, Color.Black, game.Window.ClientBounds); playerCamera.Initialize(); } #region Methods public void Draw(SpriteBatch spriteBatch) { //Console.WriteLine("Hitbox: X({0}),Y({1})", hitBox.Points[0].X, hitBox.Points[0].Y); //Console.WriteLine("Image: X({0}),Y({1})", centerPos.X, centerPos.Y); Vector2 orgin = new Vector2(picture.Width / 2, picture.Height / 2); hitBox.Draw(spriteBatch); utils.DrawCrosshair(spriteBatch, Position, game.Window.ClientBounds, Color.Red); spriteBatch.Draw(picture, Position, null, Color.White, angle, orgin, imageScale, SpriteEffects.None, 0.1f); } as I said I think I'm gonna need to do something with the render position but I'm to entirely sure what or how it would be elegant to say the least

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  • rotating spheres

    - by Dave
    I want to continuously rotate 2 spheres, however the rotation does not seem to work. Here is my code: float angle = 0.0f; void light(){ glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_LIGHT1); // Create light components GLfloat positionlight1[] = { 9.0, 5.0, 1.0, 0.0 }; GLfloat positionlight2[] = {0.2,2.5,1.3,0.0}; GLfloat light_ambient1[] = { 0.0, 0.0, 1.0, 1.0}; GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient1); glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_POSITION, positionlight1); glLightfv(GL_LIGHT1, GL_POSITION, positionlight2); } void changeSize(int w, int h) { if (h==0) // Prevent A Divide By Zero By { h=1; // Making Height Equal One } glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix glViewport(0,0,w,h);// Reset The Current Viewport // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)w/(GLfloat)h,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix // Reset The Modelview Matrix } void renderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); //set where to start the current object glTranslatef(0.0,1.2,-6); glRotatef(angle,0,1.2,-6); glutSolidSphere(1,50,50); glPopMatrix(); //end the current object transformations glPushMatrix(); //set where to start the current object glTranslatef(0.0,-2,-6); glRotatef(angle,0,-2,-6); glutSolidSphere(0.5,50,50); glPopMatrix(); //end the current object transformations angle=+0.1; glutSwapBuffers(); } int main(int argc, char **argv) { // init GLUT and create window glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100,100); glutInitWindowSize(500,500); glutCreateWindow("Hello World"); // register callbacks light(); glutDisplayFunc(renderScene); glutReshapeFunc(changeSize); glutIdleFunc(renderScene); // enter GLUT event processing loop glutMainLoop(); return 1; } Graphicstest::Graphicstest(void) { } In the renderscene where i draw,translate and rotate my 2 spheres. It does not seem to rotate the spheres continuously. What am i doing wrong?

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  • Crash when using datablocks

    - by scorcher24
    I have really throughly searched the net and could not find any solution for this so I ask for help here. Anyway, I have this datablock in datablocks.cs: datablock t2dSceneObjectDatablock(EnemyShipConfig) { canSaveDynamicFields = "1"; Layer = "3"; size = "64 64"; CollisionActiveSend = "1"; CollisionActiveReceive = "1"; CollisionCallback = true; CollisionLayers = "3"; CollisionDetectionMode = "POLYGON"; CollisionPolyList = "0.00 -0.791 0.756 0.751 -0.746 0.732"; UsesPhysics = "0"; Rotation = "-90"; WorldLimitMode = "KILL"; WorldLimitMax = "880 360"; WorldLimitMin = "-765 -436"; minFireRate = "2000"; maxFireRate = "1200"; laserSpeed = "800"; minSpeed = "100"; maxSpeed = "150"; }; This is an exact reproduction of an object that I have manually edited in the editor. So far, I just used clone() to get as many enemies as I need, while it was out of sight. It is a r-type style shooter, so I need a variable amount of enemies. Since clone() spams my log, I decided to use datablocks, since it is also more flexible. That's what I get when I use clone(): Con::execute - 0 has no namespace: onRemoveFromScene However, once spawning begins, my game freezes and crashes: function SpawnEnemy() { //%spawnedEnemy = EnemyShipMaster.clone(true); %spawnedEnemy = new t2dStaticSprite() { class = "EnemyShip"; sceneGraph = $global_sceneGraph; datablock = "EnemyShipConfig"; imageMap = "starshipImageMap"; layer = 3; }; %speed = getRandom(%spawnedEnemy.minSpeed, %spawnedEnemy.maxSpeed); %y = getRandom(-320, 320); // Set Properties %spawnedEnemy.setPositionX(700); %spawnedEnemy.setPositionY(%y); %spawnedEnemy.setVisible(true); %spawnedEnemy.setLinearVelocityX( -%speed ); %spawnedEnemy.setTimerOn( getRandom( %spawnedEnemy.maxFireRate, %spawnedEnemy.minFireRate ) ); } // Definition of $global_sceneGraph from game.cs: $global_sceneGraph = sceneWindow2D.loadLevel(%level); As I said, it works fine when I use clone() (which is commented out here), but my log gets spammed. I really hope someone can shed some light for me, this is driving me crazy.

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  • C# OpenGL problem with animation

    - by user3696303
    there is a program that simulates a small satellite and requires that a rotation animation of the satellite along the three axes. But when you try to write an animation problem during compilation: the program simply closes (shutdown occurs when swapbuffers, mainloop, redisplay), when you write the easiest programs have the same problem arose. Trying to catch exception by try-catch but here is not exception. How to solve this? I suffer with this a few days. Work in c# visual studio 2008 framework namespace WindowsFormsApplication6 { public partial class Form1 : Form { public Form1() { try { InitializeComponent(); AnT1.InitializeContexts(); } catch(Exception) { Glut.glutDisplayFunc(Draw); Glut.glutTimerFunc(50, Timer, 0); Glut.glutMainLoop(); } } void Timer(int Unused) { Glut.glutPostRedisplay(); Glut.glutTimerFunc(50, Timer, 0); } private void AnT1_Load(object sender, EventArgs e) { Glut.glutInit(); Glut.glutInitDisplayMode(Glut.GLUT_RGB | Glut.GLUT_DOUBLE | Glut.GLUT_DEPTH); Gl.glClearColor(255, 255, 255, 1); Gl.glViewport(0, 0, AnT1.Width, AnT1.Height); Gl.glMatrixMode(Gl.GL_PROJECTION); Gl.glLoadIdentity(); Glu.gluPerspective(45, (float)AnT1.Width / (float)AnT1.Height, 0.1, 200); Gl.glMatrixMode(Gl.GL_MODELVIEW); Gl.glLoadIdentity(); Gl.glEnable(Gl.GL_DEPTH_TEST); Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT); Gl.glPushMatrix(); double xy = 0.2; Gl.glTranslated(xy, 0, 0); xy += 0.2; Draw(); Glut.glutSwapBuffers(); Glut.glutPostRedisplay(); Gl.glPushMatrix(); Draw(); Gl.glPopMatrix(); } void Draw() { Gl.glLoadIdentity(); Gl.glColor3f(0.502f, 0.502f, 0.502f); Gl.glTranslated(-1, 0, -6); Gl.glRotated(95, 1, 0, 0); Glut.glutSolidCylinder(0.7, 2, 60, 60); Gl.glLoadIdentity(); Gl.glColor3f(0, 0, 0); Gl.glTranslated(-1, 0, -6); Gl.glRotated(95, 1, 0, 0); Glut.glutWireCylinder(0.7, 2, 20, 20); } } }

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  • IndexOutOfRangeException on World.Step after enabling/disabling a Farseer physics body?

    - by WilHall
    Earlier, I posted a question asking how to swap fixtures on the fly in a 2D side-scroller using Farseer Physics Engine. The ultimate goal being that the player's physical body changes when the player is in different states (I.e. standing, walking, jumping, etc). After reading this answer, I changed my approach to the following: Create a physical body for each state when the player is loaded Save those bodies and their corresponding states in parallel lists Swap those physical bodies out when the player state changes (which causes an exception, see below) The following is my function to change states and swap physical bodies: new protected void SetState(object nState) { //If mBody == null, the player is being loaded for the first time if (mBody == null) { mBody = mBodies[mStates.IndexOf(nState)]; mBody.Enabled = true; } else { //Get the body for the given state Body nBody = mBodies[mStates.IndexOf(nState)]; //Enable the new body nBody.Enabled = true; //Disable the current body mBody.Enabled = false; //Copy the current body's attributes to the new one nBody.SetTransform(mBody.Position, mBody.Rotation); nBody.LinearVelocity = mBody.LinearVelocity; nBody.AngularVelocity = mBody.AngularVelocity; mBody = nBody; } base.SetState(nState); } Using the above method causes an IndexOutOfRangeException when calling World.Step: mWorld.Step(Math.Min((float)nGameTime.ElapsedGameTime.TotalSeconds, (1f / 30f))); I found that the problem is related to changing the .Enabled setting on a body. I tried the above function without setting .Enabled, and there was no error thrown. Turning on the debug views, I saw that the bodies were updating positions/rotations/etc properly when the state was changes, but since they were all enabled, they were just colliding wildly with each other. Does Enabling/Disabling a body remove it from the world's body list, which then causes the error because the list is shorter than expected? Update: For such a straightforward issue, I feel this question has not received enough attention. Has anyone else experienced this? Would anyone try a quick test case? I know this issue can be sidestepped - I.e. by not disabling a body during the simulation - but it seems strange that this issue would exist in the first place, especially when I see no mention of it in the documentation for farseer or box2d. I can't find any cases of the issue online where things are more or less kosher, like in my case. Any leads on this would be helpful.

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  • Uploading images from Flex to Rails using Paperclip

    - by 23tux
    Hi everyone, I'm looking for a way to upload images that were created in my flex app to rails. I've tried to use paperclip, but it don't seem to work. I've got this tutorial here: http://blog.alexonrails.net/?p=218 The problem is, that they are using a FileReference to browse for files on the clients computer. They call the .upload(...) function and send the data to the upload controller. But I'm using a URLLoader to upload a image, that is modified in my Flex-App. First, here is the code from the tutorial: private function selectHandler(event:Event):void { var vars:URLVariables = new URLVariables(); var request:URLRequest = new URLRequest(uri); request.method = URLRequestMethod.POST; vars.description = "My Description"; request.data = vars; var uploadDataFieldName:String = 'filemanager[file]'; fileReference.upload(request, uploadDataFieldName); } I don't know how to set that var uploadDataFieldName:String = 'filemanager[file]'; in a URLLoader. I've got the image data compressed as a JPEG in a ByteArray. It looks like this: public function savePicture():void { var filename:String = "blubblub.jpg"; var vars:URLVariables = new URLVariables(); vars.position = layoutView.currentPicPosition; vars.url = filename; vars.user_id = 1; vars.comic_id = 1; vars.file_content_type = "image/jpeg"; vars.file_file_name = filename; var rawBytes:ByteArray = new JPGEncoder(75).encode(bitmapdata); vars.picture = rawBytes; var request:URLRequest = new URLRequest(Data.SERVER_ADDR + "pictures/upload"); request.method = URLRequestMethod.POST; request.data = vars; var loader:URLLoader = new URLLoader(request); loader.addEventListener(Event.COMPLETE, savePictureHandler); loader.addEventListener(IOErrorEvent.IO_ERROR, errorHandlerUpload); loader.load(request); } If I set the var.picture URLVariable to the bytearray, then I get the error, that the upload is nil. Here is the Rails part: Picture-Model: require 'paperclip' class Picture < ActiveRecord::Base # relations from picture belongs_to :comic belongs_to :user has_many :picture_bubbles has_many :bubbles, :through => :picture_bubbles # attached file for picture upload -> with paperclip plugin has_attached_file :file, :path => "public/system/pictures/:basename.:extension" end and the picture controller with the upload function: class PicturesController < ApplicationController protect_from_forgery :except => :upload def upload @picture = Picture.new(params[:picture]) @picture.position = params[:position] @picture.comic_id = params[:comic_id] @picture.url = params[:url] @picture.user_id = params[:user_id] if @picture.save render(:nothing => true, :status => 200) else render(:nothing => true, :status => 500) end end end Does anyone know how to solve this problem? thx, tux

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  • Android: How to track down the origin of a InflateException?

    - by Janusz
    While starting my application I get the following warning in Logcat: 04-09 10:28:17.830: WARN/WindowManager(52): Exception when adding starting window 04-09 10:28:17.830: WARN/WindowManager(52): android.view.InflateException: Binary XML file line #24: Error inflating class <unknown> 04-09 10:28:17.830: WARN/WindowManager(52): at android.view.LayoutInflater.createView(LayoutInflater.java:513) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.internal.policy.impl.PhoneLayoutInflater.onCreateView(PhoneLayoutInflater.java:56) 04-09 10:28:17.830: WARN/WindowManager(52): at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:563) 04-09 10:28:17.830: WARN/WindowManager(52): at android.view.LayoutInflater.inflate(LayoutInflater.java:385) 04-09 10:28:17.830: WARN/WindowManager(52): at android.view.LayoutInflater.inflate(LayoutInflater.java:320) 04-09 10:28:17.830: WARN/WindowManager(52): at android.view.LayoutInflater.inflate(LayoutInflater.java:276) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.internal.policy.impl.PhoneWindow.generateLayout(PhoneWindow.java:2153) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.internal.policy.impl.PhoneWindow.installDecor(PhoneWindow.java:2207) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.internal.policy.impl.PhoneWindow.getDecorView(PhoneWindow.java:1395) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.internal.policy.impl.PhoneWindowManager.addStartingWindow(PhoneWindowManager.java:818) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.server.WindowManagerService$H.handleMessage(WindowManagerService.java:8794) 04-09 10:28:17.830: WARN/WindowManager(52): at android.os.Handler.dispatchMessage(Handler.java:99) 04-09 10:28:17.830: WARN/WindowManager(52): at android.os.Looper.loop(Looper.java:123) 04-09 10:28:17.830: WARN/WindowManager(52): at com.android.server.WindowManagerService$WMThread.run(WindowManagerService.java:531) 04-09 10:28:17.830: WARN/WindowManager(52): Caused by: java.lang.reflect.InvocationTargetException 04-09 10:28:17.830: WARN/WindowManager(52): at android.widget.FrameLayout.<init>(FrameLayout.java:79) 04-09 10:28:17.830: WARN/WindowManager(52): at java.lang.reflect.Constructor.constructNative(Native Method) 04-09 10:28:17.830: WARN/WindowManager(52): at java.lang.reflect.Constructor.newInstance(Constructor.java:446) 04-09 10:28:17.830: WARN/WindowManager(52): at android.view.LayoutInflater.createView(LayoutInflater.java:500) 04-09 10:28:17.830: WARN/WindowManager(52): ... 13 more 04-09 10:28:17.830: WARN/WindowManager(52): Caused by: android.content.res.Resources$NotFoundException: Resource is not a Drawable (color or path): TypedValue{t=0x2/d=0x1010059 a=-1} 04-09 10:28:17.830: WARN/WindowManager(52): at android.content.res.Resources.loadDrawable(Resources.java:1677) 04-09 10:28:17.830: WARN/WindowManager(52): at android.content.res.TypedArray.getDrawable(TypedArray.java:548) 04-09 10:28:17.830: WARN/WindowManager(52): at android.widget.FrameLayout.<init>(FrameLayout.java:91) 04-09 10:28:17.830: WARN/WindowManager(52): ... 17 more My Application starts with the following splash screen: <?xml version="1.0" encoding="utf-8"?> <ScrollView xmlns:android="http://schemas.android.com/apk/res/android" android:windowBackground="@color/white" android:background="@color/white" android:layout_width="fill_parent" android:layout_height="fill_parent" android:foregroundGravity="center"> <ImageView android:id="@+id/ImageView01" android:layout_width="fill_parent" android:layout_height="fill_parent" android:adjustViewBounds="true" android:scaleType="centerInside" android:src="@drawable/splash" android:layout_gravity="center" /> </ScrollView> Splash is the image that is shown in the splash screen. I have those four folders with for storing drawables in my app: /res/drawable-hdpi /res/drawable-ldpi /res/drawable-mdpi /res/drawable-nodpi the splash image has its own version in the first three of them and is displayed properly. Removing the src property from the ImageView removes the image but not the exception. I'm a little bit lost with where to look for the cause of the exception. I even don't know if this is really an issue in this layout file etc. How would you go about finding the cause for this warning?

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  • events not getting fired properly

    - by prince23
    hi, this is my xaml code. datagrid within another data grid. <sdk:DataGrid x:Name="dgLevel1" AutoGenerateColumns="False" VerticalAlignment="Top" IsReadOnly="True" Margin="12,12,0,0" RowDetailsVisibilityChanged="dgLevel1_RowDetailsVisibilityChanged" SelectionMode="Extended" RowDetailsVisibilityMode="VisibleWhenSelected" Height="412" HorizontalAlignment="Left" Width="816"> <sdk:DataGrid.Columns> <sdk:DataGridTemplateColumn> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate> <Button x:Name="myButton" Width="24" Height="24" Click="ExpandLevel1_Click"> <Image x:Name="imgLevel1" Source="Images/detail.JPG" Stretch="None"/> </Button> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> <sdk:DataGridTemplateColumn Header="Actual" Visibility="Collapsed"> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate > <sdk:Label Content="{Binding UniqueName}" /> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> <sdk:DataGridTextColumn Binding="{Binding Name}" Header="Name" Width="550" /> <!--<sdk:DataGridTextColumn Binding="{Binding UniqueName}" Visibility="Collapsed"/>--> <sdk:DataGridTemplateColumn Header="Actual" Width="80" > <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate > <sdk:Label Content="{Binding Age}" /> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> </sdk:DataGrid.Columns> <sdk:DataGrid.RowDetailsTemplate> <DataTemplate> <StackPanel Width="805"> <sdk:DataGrid x:Name="dgLevel2" Width="797" Margin="17,0,0,0" HeadersVisibility ="None" AutoGenerateColumns="False" HorizontalAlignment="Center" IsReadOnly="True" RowDetailsVisibilityChanged="dgLevel2_RowDetailsVisibilityChanged" SelectionMode="Extended" RowDetailsVisibilityMode="VisibleWhenSelected"> <sdk:DataGrid.Columns> <sdk:DataGridTemplateColumn> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate> <Button x:Name="myButton" Width="24" Height="30" Click="ExpandLevel2_Click"> <Image x:Name="imgLevel2" Source="Images/detail.JPG" Stretch="None"/> </Button> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> <sdk:DataGridTextColumn Binding="{Binding School}" Width="528" /> <sdk:DataGridTextColumn Binding="{Binding College}" Visibility="Collapsed" /> <sdk:DataGridTemplateColumn Header="Actual" Width="80"> <sdk:DataGridTemplateColumn.CellTemplate> <DataTemplate > <sdk:Label Content="{Binding DOB}" /> </DataTemplate> </sdk:DataGridTemplateColumn.CellTemplate> </sdk:DataGridTemplateColumn> </sdk:DataGrid.Columns> </sdk:DataGrid> </StackPanel> </DataTemplate> </sdk:DataGrid.RowDetailsTemplate> </sdk:DataGrid> i have 2 data grid and have 2 image buttons in both the grid . but the event which is in datagrid ExpandLevel1 _Click and ExpandLevel2 _Click is not getting fired properly. some times get fired some times no when i click the button first this event gets fired then ExpandLevel1_Click then **dgLevel1_RowDetailsVisibilityChanged . same thing is happening for the datagrid 2 ExpandLevel2_Click then dgLevel2_RowDetailsVisibilityChanged** there are scenario where first datagrid event gets fired first then button click events why is this happening .is there any solution for this looking forward an solutions thanks in advance. prince

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  • How to remove buttons in AnythingSlider and stop the sliding?

    - by user244394
    I'm currently using the anythingSlider it works quite well. But if there is one li, how do i make it stop sliding and remove the buttons displayed below? The *li*s are generated from the database so sometimes there's only one. I want the buttons to show only when there is more then one image. if there is one image all the buttons( back, forward, pause) should not be displayed. Does anybody know of a way of stopping it sliding if there's only one li and removing the buttons when there is only one image. ===================================================================================== Thank You. Currently I have the working version, posted below the old code is working. I tried to replace it with yours it didnt seem to work. Is there something else that needs to be added? function formatText(index, panel) { return index + ""; } $(function () { $('.anythingSlider').anythingSlider({ easing: "easeInOutExpo", // Anything other than "linear" or "swing" requires the easing plugin autoPlay: true, // This turns off the entire FUNCTIONALY, not just if it starts running or not. delay: 7500, // How long between slide transitions in AutoPlay mode startStopped: false, // If autoPlay is on, this can force it to start stopped animationTime: 1250, // How long the slide transition takes hashTags: true, // Should links change the hashtag in the URL? buildNavigation: true, // If true, builds and list of anchor links to link to each slide pauseOnHover: true, // If true, and autoPlay is enabled, the show will pause on hover startText: "", // Start text stopText: "", // Start text navigationFormatter: formatText // Details at the top of the file on this use (advanced use) }); $("#slide-jump").click(function(){ $('.anythingSlider').anythingSlider(6); }); }); UPDATED WITH YOUR CODE : function formatText(index, panel) { return index + ""; } $(function () { var singleSlide = true, options = { autoPlay: false, // This turns off the entire FUNCTIONALY, not just if it starts running or not. buildNavigation: false, // If true, builds and list of anchor links to link to each slide easing: "easeInOutExpo", // Anything other than "linear" or "swing" requires the easing plugin delay: 3000, // How long between slide transitions in AutoPlay mode animationTime: 600, // How long the slide transition takes hashTags: true, // Should links change the hashtag in the URL? pauseOnHover: true, // If true, and autoPlay is enabled, the show will pause on hover navigationFormatter: formatText // Details at the top of the file on this use (advanced use) }; // Add player options if more than one slide exists if ( $('.anythingSlider div ul li').length 1 ) { $.extend(options, { autoPlay: true, startStopped: false, // If autoPlay is on, this can force it to start stopped startText: "", // Start text stopText: "", // Start text buildNavigation: true }); singleSlide = false; } // Initiate anythingSlider $("#slide-jump").click(function(){ $('.anythingSlider').anythingSlider(6); }); // hide anythingSlider navigation arrows if (singleSlide) { $('.anythingSlider a.arrow').hide(); } }); HTML TAGS ========================================================================================= Update May 25 ,2010 When using $('.anythingSlider').anythingSlider(options); instead of $('.anythingSlider').anythingSlider(6); the slider runs but I noticed that I get a Javascript Error :Object required is there anything else I need to pass? Since before anythingSlider was taking 6 instead of options, where do I pass that 6, since its looking for it.

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  • Partial view links not working in Fire Fox

    - by user329540
    I have a MVC4 asp.net application, I have two layouts a main layout for the main page and a second layout for the nested pages. The problem I have is with the second layout, on this layout I call a partial view which has my navigation links. In IE the navigation menu displays fine and when each item is clicked it navigates as expected. However in FF when the page renders the navigation bar is displayed but it has no 'click functionality' if you will its as if its simply text. My layout of nested page: <header> <img src="../../Images/fronttop.png" id="nestedPageheader" alt="Background Img"/> <div class="content-wrapper"> <section > <nav> <div id="navcontainer"> </div> </nav> </section> <div> </header> The script to retreive partial view and information for dynamic links on layout page. <script type="text/javascript"> var menuLoaded = false; $(document).ready(function () { if($('#navcontainer')[0].innerHTML.trim() == "") { $.ajax({ url: "@Url.Content("~/Home/MenuLayout")", type: "GET", success: function (response, status, xhr) { var nvContainer = $('#navcontainer'); nvContainer.html(response); menuLoaded = true; }, error: function (XMLHttpRequest, textStatus, errorThrown) { var nvContainer = $('#navcontainer'); nvContainer.html(errorThrown); } }); } }); </script> May partial view: @model Mscl.OpCost.Web.Models.stuffmodel <div class="menu"> <ul> <li><a>@Html.ActionLink("Home", "Index", "Home")</a></li> <li><a>@Html.ActionLink("some stuff", "stuffs", "stuff")</a></li> <li> <h5><a><span>somestuff</span></a></h5> <ul> <li><a>stuffs1s</a> <ul> @foreach (var image in Model.stuffs.Where(g => g.Grouping == 1)) { <li> <a>@Html.ActionLink(image.Title, "stuffs", "stuff", new { Id = image.CategoryId }, null)</a> </li> } </ul> </li> </ul> </il> </ul> </div> I need to know why this works fine in IE but why its not working in FF(all versions). Any assistance would be appreciated.

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  • just can't get a controller to work

    - by Asaf
    I try to get into mysite/user so that application/classes/controller/user.php should be working, now this is my file tree: code of controller/user.php: <?php defined('SYSPATH') OR die('No direct access allowed.'); class Controller_User extends Controller_Default { public $template = 'user'; function action_index() { //$view = View::factory('user'); //$view->render(TRUE); $this->template->message = 'hello, world!'; } } ?> code of controller/default.php: <?php defined('SYSPATH') OR die('No direct access allowed.'); class Controller_default extends Controller_Template { } bootstrap.php: <?php defined('SYSPATH') or die('No direct script access.'); //-- Environment setup -------------------------------------------------------- /** * Set the default time zone. * * @see http://kohanaframework.org/guide/using.configuration * @see http://php.net/timezones */ date_default_timezone_set('America/Chicago'); /** * Set the default locale. * * @see http://kohanaframework.org/guide/using.configuration * @see http://php.net/setlocale */ setlocale(LC_ALL, 'en_US.utf-8'); /** * Enable the Kohana auto-loader. * * @see http://kohanaframework.org/guide/using.autoloading * @see http://php.net/spl_autoload_register */ spl_autoload_register(array('Kohana', 'auto_load')); /** * Enable the Kohana auto-loader for unserialization. * * @see http://php.net/spl_autoload_call * @see http://php.net/manual/var.configuration.php#unserialize-callback-func */ ini_set('unserialize_callback_func', 'spl_autoload_call'); //-- Configuration and initialization ----------------------------------------- /** * Initialize Kohana, setting the default options. * * The following options are available: * * - string base_url path, and optionally domain, of your application NULL * - string index_file name of your index file, usually "index.php" index.php * - string charset internal character set used for input and output utf-8 * - string cache_dir set the internal cache directory APPPATH/cache * - boolean errors enable or disable error handling TRUE * - boolean profile enable or disable internal profiling TRUE * - boolean caching enable or disable internal caching FALSE */ Kohana::init(array( 'base_url' => '/mysite/', 'index_file' => FALSE, )); /** * Attach the file write to logging. Multiple writers are supported. */ Kohana::$log->attach(new Kohana_Log_File(APPPATH.'logs')); /** * Attach a file reader to config. Multiple readers are supported. */ Kohana::$config->attach(new Kohana_Config_File); /** * Enable modules. Modules are referenced by a relative or absolute path. */ Kohana::modules(array( 'auth' => MODPATH.'auth', // Basic authentication 'cache' => MODPATH.'cache', // Caching with multiple backends 'codebench' => MODPATH.'codebench', // Benchmarking tool 'database' => MODPATH.'database', // Database access 'image' => MODPATH.'image', // Image manipulation 'orm' => MODPATH.'orm', // Object Relationship Mapping 'pagination' => MODPATH.'pagination', // Paging of results 'userguide' => MODPATH.'userguide', // User guide and API documentation )); /** * Set the routes. Each route must have a minimum of a name, a URI and a set of * defaults for the URI. */ Route::set('default', '(<controller>(/<action>(/<id>)))') ->defaults(array( 'controller' => 'welcome', 'action' => 'index', )); /** * Execute the main request. A source of the URI can be passed, eg: $_SERVER['PATH_INFO']. * If no source is specified, the URI will be automatically detected. */ echo Request::instance() ->execute() ->send_headers() ->response; ?> .htaccess: RewriteEngine On RewriteBase /mysite/ RewriteRule ^(application|modules|system) - [F,L] RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule .* index.php/$0 [PT,L] Trying to go to http://localhost/ makes the "hello world" page, from the welcome.php Trying to go to http://localhost/mysite/user give me this: The requested URL /mysite/user was not found on this server.

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  • Safe, standard way to load images in ListView on a different thread?

    - by Po
    Before making this question, I have searched and read these ones: http://stackoverflow.com/questions/541966/android-how-do-i-do-a-lazy-load-of-images-in-listview http://stackoverflow.com/questions/1409623/android-issue-with-lazy-loading-images-into-a-listview My problem is I have a ListView, where: Each row contains an ImageView, whose content is to be loaded from the internet Each row's view is recycled as in ApiDemo's List14 What I want ultimately: Load images lazily, only when the user scrolls to them Load images on different thread(s) to maintain responsiveness My current approach: In the adapter's getView() method, apart from setting up other child views, I launch a new thread that loads the Bitmap from the internet. When that loading thread finishes, it returns the Bitmap to be set on the ImageView (I do this using AsyncTask or Handler). Because I recycle ImageViews, it may be the case that I first want to set a view with Bitmap#1, then later want to set it to Bitmap#2 when the user scrolls down. Bitmap#1 may happen to take longer than Bitmap#2 to load, so it may end up overwriting Bitmap#2 on the view. I solve this by maintaining a WeakHashMap that remembers the last Bitmap I want to set for that view. Below is somewhat a pseudocode for my current approach. I've ommitted other details like caching, just to keep the thing clear. public class ImageLoader { // keeps track of the last Bitmap we want to set for this ImageView private static final WeakHashMap<ImageView, AsyncTask> assignments = new WeakHashMap<ImageView, AsyncTask>(); /** Asynchronously sets an ImageView to some Bitmap loaded from the internet */ public static void setImageAsync(final ImageView imageView, final String imageUrl) { // cancel whatever previous task AsyncTask oldTask = assignments.get(imageView); if (oldTask != null) { oldTask.cancel(true); } // prepare to launch a new task to load this new image AsyncTask<String, Integer, Bitmap> newTask = new AsyncTask<String, Integer, Bitmap>() { protected void onPreExecute() { // set ImageView to some "loading..." image } protected Bitmap doInBackground(String... urls) { return loadFromInternet(imageUrl); } protected void onPostExecute(Bitmap bitmap) { // set Bitmap if successfully loaded, or an "error" image if (bitmap != null) { imageView.setImageBitmap(bitmap); } else { imageView.setImageResource(R.drawable.error); } } }; newTask.execute(); // mark this as the latest Bitmap we want to set for this ImageView assignments.put(imageView, newTask); } /** returns (Bitmap on success | null on error) */ private Bitmap loadFromInternet(String imageUrl) {} } Problem I still have: what if the Activity gets destroyed while some images are still loading? Is there any risk when the loading thread calls back to the ImageView later, when the Activity is already destroyed? Moreover, AsyncTask has some global thread-pool underneath, so if lengthy tasks are not canceled when they're not needed anymore, I may end up wasting time loading things users don't see. My current design of keeping this thing globally is too ugly, and may eventually cause some leaks that are beyond my understanding. Instead of making ImageLoader a singleton like this, I'm thinking of actually creating separate ImageLoader objects for different Activities, then when an Activity gets destroyed, all its AsyncTask will be canceled. Is this too awkward? Anyway, I wonder if there is a safe and standard way of doing this in Android. In addition, I don't know iPhone but is there a similar problem there and do they have a standard way to do this kind of task? Many thanks.

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  • Jquery fadeOut looking different in FF than in Chrome/Safari

    - by StealthRT
    Hey all, i have a page that when a user desides to delete a company, it fades out using the jquery fadeOut() command. This works great and does as it should in FireFox but for some reason it doesn't do the same in Chrome/Safari browsers. The problem is that i have a png image overlay on top of the company logo image that also fades out with the company logo. But if there are more than one company logo on the page, it moves the others in the place where the one got deleted. Like i said, it works fine (and as it should) in Firefox and even IE (SHOCK!) but not in Chrome or Safari. This is the code i use to delete (fade out) the section: $('#moreInfoM' + theNum).fadeOut("slow"); $('#moreInfo' + theNum).fadeOut("slow"); $('#liNum' + theNum).fadeOut("slow"); Where moreInfoM, moreInfo & liNum are all within the code for each logo image. TheNum is just a unique number for each logo just for reference. And the ASP code: For iLoop = LBound(compNames) to UBound(compNames) theWidth = (iwidth / 2) ImgDimension(Server.MapPath("img/company/" & compNames(iLoop) & ".jpg")) theWidth = (iwidth / 2) response.write "<li onClick=""$('#moreInfo" & y & "').slideToggle('slow');"" id=""liNum" & y & """>" & vbcr if theBrowser = "chrome" or theBrowser = "safari" then response.write "<img src=""img/clickMI.png"" width=""97"" height=""33"" style=""position:absolute;width:97px;height:33px;z-index:12;padding-top: 54px; padding-left:" & theWidth & "px;"">" & vbcr else response.write "<img src=""img/clickMI.png"" width=""97"" height=""33"" style=""position:absolute;width:97px;height:33px;z-index:12;padding-top: 50px; padding-left:" & theWidth & "px;"">" & vbcr end if response.write "<img src=""img/company/" & compNames(iLoop) & ".jpg"" height=""60"" style=""border: 1px solid #4C3C1B;padding: 2px;background-color: #CCC; margin-left: 10px; margin-right: 10px; margin-bottom: 5px; margin-top: 5px;"" id=""moreInfoM" & y & """ />" & vbcr response.write "</li>" & vbcr y = y + 1 Next I have made a video of FF and Chrome to give you a better understanding. http://www.youtube.com/watch?v=ZQaRvosvRKE Thanks! David

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  • How to play a embedded code in lightbox type popup

    - by Fero
    Hi all How to play a embedded code in lightbox type pop up? Here is the whole code <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <meta http-equiv="imagetoolbar" content="no" /> <title>FancyBox 1.3.1 | Demonstration</title> <script type="text/javascript" src="http://code.jquery.com/jquery-1.4.2.min.js"></script> <script type="text/javascript" src="./fancybox/jquery.mousewheel-3.0.2.pack.js"></script> <script type="text/javascript" src="./fancybox/jquery.fancybox-1.3.1.js"></script> <link rel="stylesheet" type="text/css" href="./fancybox/jquery.fancybox-1.3.1.css" media="screen" /> <link rel="stylesheet" href="style.css" /> <script type="text/javascript"> $(document).ready(function() { /* * Examples - images */ $("a#example1").fancybox({ 'titleShow' : false }); $("a#example2").fancybox({ 'titleShow' : false, 'transitionIn' : 'elastic', 'transitionOut' : 'elastic' }); $("a#example3").fancybox({ 'titleShow' : false, 'transitionIn' : 'none', 'transitionOut' : 'none' }); $("a#example4").fancybox(); $("a#example5").fancybox({ 'titlePosition' : 'inside' }); $("a#example6").fancybox({ 'titlePosition' : 'over' }); $("a[rel=example_group]").fancybox({ 'transitionIn' : 'none', 'transitionOut' : 'none', 'titlePosition' : 'over', 'titleFormat' : function(title, currentArray, currentIndex, currentOpts) { return '<span id="fancybox-title-over">Image ' + (currentIndex + 1) + ' / ' + currentArray.length + (title.length ? ' &nbsp; ' + title : '') + '</span>'; } }); /* * Examples - various */ $("#various1").fancybox({ 'titlePosition' : 'inside', 'transitionIn' : 'none', 'transitionOut' : 'none' }); $("#various2").fancybox(); $("#various3").fancybox({ 'width' : '75%', 'height' : '75%', 'autoScale' : false, 'transitionIn' : 'none', 'transitionOut' : 'none', 'type' : 'iframe' }); $("#various4").fancybox({ 'padding' : 0, 'autoScale' : false, 'transitionIn' : 'none', 'transitionOut' : 'none' }); }); </script> </head> <body> <div id="content"> <p> <a id="example1" href="./example/1_b.jpg"><img alt="example1" src="./example/1_s.jpg" /></a> <a id="example2" href="./example/2_b.jpg"><img alt="example2" src="./example/2_s.jpg" /></a> <a id="example3" href="./example/3_b.jpg"><img alt="example3" src="./example/3_s.jpg" /></a> </p> </div> <div><p>&nbsp;</p></div> </body> </html> This above code working for image perfectly. But how shall i play the embedded code instead of image. Here is the sample embedded code. <object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/WUW5g-sL8pU&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/WUW5g-sL8pU&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> thanks in advance...

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  • [Java] Cannot draw pixels

    - by Wilhelm
    Hello everyone. I want to print each digit of pi number as a colored pixel, so, I get na input, with the pi number, then parse it into a list, each node containing a digit (I know, I'll use an array later), but I never get this painted to screen... Can someone help me to see where I'm wrong? package edu.pi.view; import java.awt.Graphics; import java.awt.Image; import java.awt.image.MemoryImageSource; import java.io.BufferedReader; import java.io.File; import java.io.FileReader; import java.util.ArrayList; import java.util.List; import javax.swing.JFrame; import javax.swing.JPanel; public class Main extends JPanel { private static final long serialVersionUID = 6416932054834995251L; private static int pixels[]; private static List<Integer> pi; public static void readFile(String name) { File file = new File(name); BufferedReader reader = null; pi = new ArrayList<Integer>(); char[] digits; try { reader = new BufferedReader(new FileReader(file)); String text = null; while((text = reader.readLine()) != null) { digits = text.toCharArray(); for(char el : digits) if(el != ' ') pi.add(Character.getNumericValue(el)); } } catch (Exception e) { e.printStackTrace(); } } public void paint(Graphics gg) { readFile("c:\\pi.txt"); int h = 5; int w = 2; int color = 0xffffff; int digit; int i = 0; pixels = new int[w * h]; for (int y = 0; y < h; y++) { for (int x = 0; x < h; x++) { digit = pi.get(i); if(digit == 0) color = 0x000000; else if(digit == 1) color = 0x787878; else if(digit == 2) color = 0x008B00; else if(digit == 3) color = 0x00008B; else if(digit == 4) color = 0x008B8B; else if(digit == 5) color = 0x008B00; else if(digit == 6) color = 0xCDCD00; else if(digit == 7) color = 0xFF4500; else if(digit == 8) color = 0x8B0000; else if(digit == 9) color = 0xFF0000; pixels[i] = color; i++; } } Image art = createImage(new MemoryImageSource(w, h, pixels, 0, w)); gg.drawImage(art, 0, 0, this); } public static void main(String[] args) { JFrame frame = new JFrame(); frame.getContentPane().add(new Main()); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setSize(300,300); frame.setVisible(true); } }

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