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

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

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  • Ray Intersecting Plane Formula in C++/DirectX

    - by user4585
    I'm developing a picking system that will use rays that intersect volumes and I'm having trouble with ray intersection versus a plane. I was able to figure out spheres fairly easily, but planes are giving me trouble. I've tried to understand various sources and get hung up on some of the variables used within their explanations. Here is a snippet of my code: bool Picking() { D3DXVECTOR3 vec; D3DXVECTOR3 vRayDir; D3DXVECTOR3 vRayOrig; D3DXVECTOR3 vROO, vROD; // vect ray obj orig, vec ray obj dir D3DXMATRIX m; D3DXMATRIX mInverse; D3DXMATRIX worldMat; // Obtain project matrix D3DXMATRIX pMatProj = CDirectXRenderer::GetInstance()->Director()->Proj(); // Obtain mouse position D3DXVECTOR3 pos = CGUIManager::GetInstance()->GUIObjectList.front().pos; // Get window width & height float w = CDirectXRenderer::GetInstance()->GetWidth(); float h = CDirectXRenderer::GetInstance()->GetHeight(); // Transform vector from screen to 3D space vec.x = (((2.0f * pos.x) / w) - 1.0f) / pMatProj._11; vec.y = -(((2.0f * pos.y) / h) - 1.0f) / pMatProj._22; vec.z = 1.0f; // Create a view inverse matrix D3DXMatrixInverse(&m, NULL, &CDirectXRenderer::GetInstance()->Director()->View()); // Determine our ray's direction vRayDir.x = vec.x * m._11 + vec.y * m._21 + vec.z * m._31; vRayDir.y = vec.x * m._12 + vec.y * m._22 + vec.z * m._32; vRayDir.z = vec.x * m._13 + vec.y * m._23 + vec.z * m._33; // Determine our ray's origin vRayOrig.x = m._41; vRayOrig.y = m._42; vRayOrig.z = m._43; D3DXMatrixIdentity(&worldMat); //worldMat = aliveActors[0]->GetTrans(); D3DXMatrixInverse(&mInverse, NULL, &worldMat); D3DXVec3TransformCoord(&vROO, &vRayOrig, &mInverse); D3DXVec3TransformNormal(&vROD, &vRayDir, &mInverse); D3DXVec3Normalize(&vROD, &vROD); When using this code I'm able to detect a ray intersection via a sphere, but I have questions when determining an intersection via a plane. First off should I be using my vRayOrig & vRayDir variables for the plane intersection tests or should I be using the new vectors that are created for use in object space? When looking at a site like this for example: http://www.tar.hu/gamealgorithms/ch22lev1sec2.html I'm curious as to what D is in the equation AX + BY + CZ + D = 0 and how does it factor in to determining a plane intersection? Any help will be appreciated, thanks.

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  • Musings on the launch of SQL Monitor

    - by Phil Factor
    For several years, I was responsible for the smooth running of a large number of enterprise database servers. We ran a network monitoring tool that was primitive by today’s standards but which performed the useful function of polling every system, including all the Servers in my charge. It ran a configurable script for each service that you needed to monitor that was merely required to return one of a number of integer values. These integer values represented the pain level of the service, from 10 (“hurtin’ real bad”) to 1 (“Things is great”). Not only could you program the visual appearance of each server on the network diagram according to the value of the integer, but you could even opt to run a sound file. Very soon, we had a large TFT Screen, high on the wall of the server room, with every server represented by an icon, and a speaker next to it that would give out a series of grunts, groans, snores, shrieks and funeral marches, depending on the problem. One glance at the display, and you could dive in with iSQL/QA/SSMS and check what was going on with your favourite diagnostic tools. If you saw a server icon burst into flames on the screen or droop like a jelly, you dropped your mug of coffee to do it.  It was real fun, but I remember it more for the huge difference it made to have that real-time visibility into how your servers are performing. The management soon stopped making jokes about the real reason we wanted the TFT screen. (It rendered DVDs beautifully they said; particularly flesh-tints). If you are instantly alerted when things start to go wrong, then there was a good chance you could fix it before being alerted to the problem by the users of the system.  There is a world of difference between this sort of tool, one that gives whoever is ‘on watch’ in the server room the first warning of a potential problem on one of any number of servers, and the breed of tool that attempts to provide some sort of prosthetic DBA Brain. I like to get the early warning, to get the right information to help to diagnose a problem: No auto-fix, but just the information. I prefer to leave the task of ascertaining the exact cause of a problem to my own routines, custom code, intuition and forensic instincts. A simulated aircraft cockpit doesn’t do anything for me, especially before I know where I should be flying.  Time has moved on, and that TFT screen is now, with SQL Monitor, an iPad or any other mobile or static device that can support a browser. Rather than trying to reproduce the conceptual topology of the servers, it lists them in their groups so as to give a display that scales with the increasing number of databases you monitor.  It gives the history of the major events and trends for the servers. It gives the icons and colours that you can spot out of the corner of your eye, but goes on to give you just enough information in drill-down to give you a much clearer idea of where to look with your DBA tools and routines. It doesn't swamp you with information.  Whereas a few server and database-level problems are pretty easily fixed, others depend on judgement and experience to sort out.  Although the idea of an application that automates the bulk of a DBA’s skills is attractive to many, I can’t see it happening soon. SQL Server’s complexity increases faster than the panaceas can be created. In the meantime, I believe that the best way of helping  DBAs  is to make the monitoring process as simple and effective as possible,  and provide the right sort of detail and ‘evidence’ to allow them to decide on the fix. In the end, it is still down to the skill of the DBA.

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  • When row estimation goes wrong

    - by Dave Ballantyne
    Whilst working at a client site, I hit upon one of those issues that you are not sure if that this is something entirely new or a bug or a gap in your knowledge. The client had a large query that needed optimizing.  The query itself looked pretty good, no udfs, UNION ALL were used rather than UNION, most of the predicates were sargable other than one or two minor ones.  There were a few extra joins that could be eradicated and having fixed up the query I then started to dive into the plan. I could see all manor of spills in the hash joins and the sort operations,  these are caused when SQL Server has not reserved enough memory and has to write to tempdb.  A VERY expensive operation that is generally avoidable.  These, however, are a symptom of a bad row estimation somewhere else, and when that bad estimation is combined with other estimation errors, chaos can ensue. Working my way back down the plan, I found the cause, and the more I thought about it the more i came convinced that the optimizer could be making a much more intelligent choice. First step is to reproduce and I was able to simplify the query down a single join between two tables, Product and ProductStatus,  from a business point of view, quite fundamental, find the status of particular products to show if ‘active’ ,’inactive’ or whatever. The query itself couldn’t be any simpler The estimated plan looked like this: Ignore the “!” warning which is a missing index, but notice that Products has 27,984 rows and the join outputs 14,000. The actual plan shows how bad that estimation of 14,000 is : So every row in Products has a corresponding row in ProductStatus.  This is unsurprising, in fact it is guaranteed,  there is a trusted FK relationship between the two columns.  There is no way that the actual output of the join can be different from the input. The optimizer is already partly aware of the foreign key meta data, and that can be seen in the simplifiction stage. If we drop the Description column from the query: the join to ProductStatus is optimized out. It serves no purpose to the query, there is no data required from the table and the optimizer knows that the FK will guarantee that a matching row will exist so it has been removed. Surely the same should be applied to the row estimations in the initial example, right ?  If you think so, please upvote this connect item. So what are our options in fixing this error ? Simply changing the join to a left join will cause the optimizer to think that we could allow the rows not to exist. or a subselect would also work However, this is a client site, Im not able to change each and every query where this join takes place but there is a more global switch that will fix this error,  TraceFlag 2301. This is described as, perhaps loosely, “Enable advanced decision support optimizations”. We can test this on the original query in isolation by using the “QueryTraceOn” option and lo and behold our estimated plan now has the ‘correct’ estimation. Many thanks goes to Paul White (b|t) for his help and keeping me sane through this

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  • Making a Camera look at a target Vector

    - by Peteyslatts
    I have a camera that works as long as its stationary. Now I'm trying to create a child class of that camera class that will look at its target. The new addition to the class is a method called SetTarget(). The method takes in a Vector3 target. The camera wont move but I need it to rotate to look at the target. If I just set the target, and then call CreateLookAt() (which takes in position, target, and up), when the object gets far enough away and underneath the camera, it suddenly flips right side up. So I need to transform the up vector, which currently always stays at Vector3.Up. I feel like this has something to do with taking the angle between the old direction vector and the new one (which I know can be expressed by target - position). I feel like this is all really vague, so here's the code for my base camera class: public class BasicCamera : Microsoft.Xna.Framework.GameComponent { public Matrix view { get; protected set; } public Matrix projection { get; protected set; } public Vector3 position { get; protected set; } public Vector3 direction { get; protected set; } public Vector3 up { get; protected set; } public Vector3 side { get { return Vector3.Cross(up, direction); } protected set { } } public BasicCamera(Game game, Vector3 position, Vector3 target, Vector3 up) : base(game) { this.position = position; this.direction = target - position; this.up = up; CreateLookAt(); projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, (float)Game.Window.ClientBounds.Width / (float)Game.Window.ClientBounds.Height, 1, 500); } public override void Update(GameTime gameTime) { // TODO: Add your update code here CreateLookAt(); base.Update(gameTime); } } And this is the code for the class that extends the above class to look at its target. class TargetedCamera : BasicCamera { public Vector3 target { get; protected set; } public TargetedCamera(Game game, Vector3 position, Vector3 target, Vector3 up) : base(game, position, target, up) { this.target = target; } public void SetTarget(Vector3 target) { direction = target - position; } protected override void CreateLookAt() { view = Matrix.CreateLookAt(position, target, up); } }

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  • Converting a GameObject method call from UnityScript to C#

    - by Crims0n_
    Here is the UnityScript implementation of the method i use to generate a randomly tiled background, the problem i'm having relates to how to translate the call to the newTile method in c#, so far i've had no luck fiddling... can anyone point me in the correct direction? Thanks #pragma strict import System.Collections.Generic; var mapSizeX : int; var mapSizeY : int; var xOffset : float; var yOffset : float; var tilePrefab : GameObject; var tilePrefab2 : GameObject; var tiles : List.<Transform> = new List.<Transform>(); function Start () { var i : int = 0; var xIndex : int = 0; var yIndex : int = 0; xOffset = 2.69; yOffset = -1.97; while(yIndex < mapSizeY){ xIndex = 0; while(xIndex < mapSizeX){ var z = Random.Range(0, 5); if (z > 2) { var newTile : GameObject = Instantiate (tilePrefab, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 2) { var newTile2 : GameObject = Instantiate (tilePrefab2, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "Ztile_"+i; i++; xIndex++; } } yIndex++; } } C# Version [Fixed] using UnityEngine; using System.Collections; public class LevelGen : MonoBehaviour { public int mapSizeX; public int mapSizeY; public float xOffset; public float yOffset; public GameObject tilePrefab; public GameObject tilePrefab2; int i; public System.Collections.Generic.List<Transform> tiles = new System.Collections.Generic.List<Transform>(); // Use this for initialization void Start () { int i = 0; int xIndex = 0; int yIndex = 0; xOffset = 1.58f; yOffset = -1.156f; while (yIndex < mapSizeY) { xIndex = 0; while(xIndex < mapSizeX) { int z = Random.Range(0, 5); if (z > 5) { GameObject newTile = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 5) { GameObject newTile2 = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "tile2_"+i; i++; xIndex++; } } yIndex++; } } // Update is called once per frame void Update () { } }

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  • Why doesn't my texture display with this GLSL shader?

    - by Chewy Gumball
    I am trying to display a DXT1 compressed texture on a quad using a VBO and shaders, but I have been unable to get it working. All I get is a black square. I know my texture is uploaded properly because when I use immediate mode without shaders the texture displays fine but I will include that part just in case. Also, when I change the gl_FragColor to something like vec4 (0.0, 1.0, 1.0, 1.0) then I get a nice blue quad so I know that my shader is able to set the colour. It appears to be either the texture is not being bound correctly in the shader or the texture coordinates are not being picked up. However, I can't find the error! What am I doing wrong? I am using OpenTK in C# (not xna). Vertex Shader: void main() { gl_TexCoord[0] = gl_MultiTexCoord0; // Set the position of the current vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } Fragment Shader: uniform sampler2D diffuseTexture; void main() { // Set the output color of our current pixel gl_FragColor = texture2D(diffuseTexture, gl_TexCoord[0].st); //gl_FragColor = vec4 (0.0,1.0,1.0,1.0); } Drawing Code: int vb, eb; GL.GenBuffers(1, out vb); GL.GenBuffers(1, out eb); // Position Texture float[] verts = { 0.1f, 0.1f, 0.0f, 0.0f, 0.0f, 1.9f, 0.1f, 0.0f, 1.0f, 0.0f, 1.9f, 1.9f, 0.0f, 1.0f, 1.0f, 0.1f, 1.9f, 0.0f, 0.0f, 1.0f }; uint[] indices = { 0, 1, 2, 0, 2, 3 }; //upload data to the VBO GL.BindBuffer(BufferTarget.ArrayBuffer, vb); GL.BindBuffer(BufferTarget.ElementArrayBuffer, eb); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verts.Length * sizeof(float)), verts, BufferUsageHint.StaticDraw); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(uint)), indices, BufferUsageHint.StaticDraw); //Upload texture int buffer = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, buffer); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (float)TextureWrapMode.Repeat); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (float)TextureMagFilter.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (float)TextureMinFilter.Linear); GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (float)TextureEnvMode.Modulate); GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, texture.format, texture.width, texture.height, 0, texture.data.Length, texture.data); //Draw GL.UseProgram(shaderProgram); GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.VertexPointer(3, VertexPointerType.Float, 5 * sizeof(float), 0); GL.TexCoordPointer(2, TexCoordPointerType.Float, 5 * sizeof(float), 3); GL.ActiveTexture(TextureUnit.Texture0); GL.Uniform1(GL.GetUniformLocation(shaderProgram, "diffuseTexture"), 0); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0);

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  • 2D game - Missile shooting problem on Android

    - by Niksa
    Hello, I have to make a tank that sits still but moves his turret and shoots missiles. As this is my first Android application ever and I haven't done any game development either, I've come across a few problems... Now, I did the tank and the moving turret once I read the Android tutorial for the LunarLander sample code. So this code is based on the LunarLander code. But I'm having trouble doing the missile firing then SPACE button is being pressed. private void doDraw(Canvas canvas) { canvas.drawBitmap(backgroundImage, 0, 0, null); // draws the tank canvas.drawBitmap(tank, x_tank, y_tank, new Paint()); // draws and rotates the tank turret canvas.rotate((float) mHeading, (float) x_turret + mTurretWidth, y_turret); canvas.drawBitmap(turret, x_turret, y_turret, new Paint()); // draws the grenade that is a regular circle from ShapeDrawable class bullet.setBounds(x_bullet, y_bullet, x_bullet + width, y_bullet + height); bullet.draw(canvas); } UPDATE GAME method private void updateGame() throws InterruptedException { long now = System.currentTimeMillis(); if (mLastTime > now) return; double elapsed = (now - mLastTime) / 1000.0; mLastTime = now; // dUP and dDown, rotates the turret from 0 to 75 degrees. if (dUp) mHeading += 1 * (PHYS_SLEW_SEC * elapsed); if (mHeading >= 75) mHeading = 75; if (dDown) mHeading += (-1) * (PHYS_SLEW_SEC * elapsed); if (mHeading < 0) mHeading = 0; if (dSpace){ // missile Logic, a straight trajectorie for now x_bullet -= 1; y_bullet -= 1; //doesn't work, has to be updated every pixel or what? } boolean doKeyDown(int keyCode, KeyEvent msg) { boolean handled = false; synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_SPACE){ dSpace = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_UP){ dUp = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN){ dDown = true; handled = true; } return handled; } } } a method run that runs the game... public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) updateGame(); doDraw(c); } } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } So the question would be, how do I make that the bullet is fired on a single SPACE key press from the turret to the end of the screen? Could you help me out here, I seem to be in the dark here... Thanks, Niksa

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  • 1000baseT/Full Supported and Advertised but not working!

    - by user11973
    Hello, i'm using a AT3IONT-I motherboard with integrated card. If I ethtool it to 1000 full duplex it wont work! Here is sudo ethtool eth0: Supported ports: [ TP ] Supported link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Supports auto-negotiation: Yes Advertised link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Advertised pause frame use: Symmetric Receive-only Advertised auto-negotiation: Yes Speed: 100Mb/s Duplex: Full Port: Twisted Pair PHYAD: 0 Transceiver: internal Auto-negotiation: on MDI-X: Unknown Supports Wake-on: pumbg Wake-on: g Current message level: 0x00000033 (51) Link detected: yes here is sudo lshw -C network: *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:04:00.0 logical name: eth0 version: 03 serial: bc:ae:c5:8b:7d:33 size: 100MB/s capacity: 1GB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8168 driverversion=8.021.00-NAPI duplex=full ip=192.168.0.2 latency=0 link=yes multicast=yes port=twisted pair speed=100MB/s resources: irq:42 ioport:e800(size=256) memory:f8fff000-f8ffffff memory:f8ff8000-f8ffbfff memory:fbff0000-fbffffff And lspci -nn: 00:00.0 Host bridge [0600]: nVidia Corporation MCP79 Host Bridge [10de:0a82] (rev b1) 00:00.1 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0a88] (rev b1) 00:03.0 ISA bridge [0601]: nVidia Corporation MCP79 LPC Bridge [10de:0aad] (rev b3) 00:03.1 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0aa4] (rev b1) 00:03.2 SMBus [0c05]: nVidia Corporation MCP79 SMBus [10de:0aa2] (rev b1) 00:03.3 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0a89] (rev b1) 00:03.5 Co-processor [0b40]: nVidia Corporation MCP79 Co-processor [10de:0aa3] (rev b1) 00:04.0 USB Controller [0c03]: nVidia Corporation MCP79 OHCI USB 1.1 Controller [10de:0aa5] (rev b1) 00:04.1 USB Controller [0c03]: nVidia Corporation MCP79 EHCI USB 2.0 Controller [10de:0aa6] (rev b1) 00:06.0 USB Controller [0c03]: nVidia Corporation MCP79 OHCI USB 1.1 Controller [10de:0aa7] (rev b1) 00:06.1 USB Controller [0c03]: nVidia Corporation MCP79 EHCI USB 2.0 Controller [10de:0aa9] (rev b1) 00:08.0 Audio device [0403]: nVidia Corporation MCP79 High Definition Audio [10de:0ac0] (rev b1) 00:09.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Bridge [10de:0aab] (rev b1) 00:0b.0 RAID bus controller [0104]: nVidia Corporation MCP79 RAID Controller [10de:0abc] (rev b1) 00:0c.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0ac4] (rev b1) 00:10.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0aa0] (rev b1) 00:15.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0ac6] (rev b1) 03:00.0 VGA compatible controller [0300]: nVidia Corporation ION VGA [10de:087d] (rev b1) 04:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 03) If i use Code: sudo ethtool -s eth0 speed 1000 duplex full autoneg off then in ethtool speed is Unknown and it doesn't work; if I set it via pre-up it wont work either... Please help!! Thanks!

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  • AI to move custom-shaped spaceships (shape affecting movement behaviour)

    - by kaoD
    I'm designing a networked turn based 3D-6DOF space fleet combat strategy game which relies heavily on ship customization. Let me explain the game a bit, since you need to know a bit about it to set the question. What I aim for is the ability to create your own fleet of ships with custom shapes and attached modules (propellers, tractor beams...) which would give advantages and disadvantages to each ship, so you have lots of different fleet distributions. E.g., long ship with two propellers at the side would let the ship spin around that plane easily, bigger ships would move slowly unless you place lots of propellers at the back (therefore spending more "construction" points and energy when moving, and it will only move fast towards that direction.) I plan to balance all the game around this feature. The game would revolve around two phases: orders and combat phase. During the orders phase, you command the different ships. When all players finish the order phase, the combat phase begins and the ship orders get resolved in real-time for some time, then the action pauses and there's a new orders phase. The problem comes when I think about player input. To move a ship, you need to turn on or off different propellers if you want to steer, travel forward, brake, rotate in place... These propellers don't have to work at their whole power, so you can achieve more movement combinations with less propellers. I think this approach is a bit boring. The player doesn't want to fiddle with motors or anything, you just want to MOVE and KILL. The way I intend the player to give orders to these ships is by a destination and a rotation, and then the AI would calculate the correct propeller power to achive that movement and rotation. Propulsion doesn't have to be the same throught the entire turn calculation (after the orders have been given) so it would be cool if the ships reacted as they move, adjusting the power of the propellers for their needs dynamically, but it may be too hard to implement and it's not really needed for the game to work. In both cases, how would that AI decide which propellers to activate for the best (or at least not worst) trajectory to be achieved? I though about some approaches: Learning AI: The ship types would learn about their movement by trial and error, adjusting their behaviour with more uses, and finally becoming "smart". I don't want to get involved THAT far in AI coding, and I think it can be frustrating for the player (even if you can let it learn without playing.) Pre-calculated timestep movement: Upon ship creation, ALL possible movements are calculated for each propeller configuration and power for a given delta-time. Memory intensive, ugly, bad. Pre-calculated trajectories: The same as above but not for each delta-time but the whole trajectory, which would then be fitted as much as possible. Requires a fixed propeller configuration for the whole combat phase and is still memory intensive, ugly and bad. Continuous brute forcing: The AI continously checks ALL possible propeller configurations throughout the entire combat phase, precalculates a few time steps and decides which is the best one based on that. Con: what's good now might not be that good later, and it's too CPU intensive, ugly, and bad too. Single brute forcing: Same as above, but only brute forcing at the beginning of the simulation, so it needs constant propeller configuration throughout the entire combat phase. Coninuous angle check: This is not a full movement method, but maybe a way to discard "stupid" propeller configurations. Given the current propeller's normal vector and the final one, you can approximate the power needed for the propeller based on the angle. You must do this continuously throughout the whole combat phase. I figured this one out recently so I didn't put in too much thought. A priori, it has the "what's good now might not be that good later" drawback too, and it doesn't care about the other propellers which may act together to make a better propelling configuration. I'm really stuck here. Any ideas?

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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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  • Field Report - Notes from IHRIM Atlanta Event

    - by Natalia Rachelson
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} A guest post by Steve Boese, Director, Talent Strategy, Oracle Recently I had the pleasure to serve as a guest speaker at the IHRIM Atlanta/SE Chapter meeting in Atlanta, Georgia. The focus of my talk was Mobile Technology in Human Resources, and while still a new and developing area, the enormous growth and ubiquitous presence of mobile devices and increasing importance of and demand for constant connectivity in both our personal and professional lives has put planning and developing a mobile HR technology strategy high on many organizations lists of priorities in 2012. Numerous studies have shown that the confluence of ever-rising sales of smartphones and tablets; and the increasing tendency for workers of all kinds to be more mobile and less tied down to traditional, fixed-location workplaces and what now seem like old-fashioned PC-centric and traditional computing environments are driving Human Resources leaders to think about how, where, when, and for whom that the deployment of mobile HR solutions will help them address their business needs, and put information in the hands of those that need it, when they need it, and on their preferred devices. In the session we talked about some of the potential opportunities for mobile HR technologies, from simple workflow-based approval capability, to employee directories and robust employee profiles, to more advanced use cases like internal social networking and location-based mobile recruiting applications. And truly we are just scratching the surface of the potential and the value that all kinds of HR-related mobile technologies will help deliver to enterprises in the coming years. Additionally, it was encouraging to talk with many of the HR leaders in attendance who expressed interest in these kinds of mobile HR technology opportunities, as well as to hear how some of them are already working on developing their own mobile strategies or experimenting with mobile solutions in their workforces. It was a fantastic meeting and I’d like to express my thanks to Kim Bryant, IHRIM Atlanta/SE Board President, the other board members, and also the IHRIM Atlanta Chapter members and attendees at the event. If you are in the Atlanta area and are interested in HR and HR Technology, you can learn more about the programs and services that the Chapter has to offer at their website - http://www.ihrimatlantase.org/. And for people that are interested in what we at Oracle are working on in mobile, you can also sign up to receive the latest updates about the Oracle Fusion Applications tablet solutions, Oracle Fusion Tap, at https://fusiontap.oracle.com/.

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  • Oracle Social Network Developer Challenge: HarQen Nodal

    - by Kellsey Ruppel
    Originally posted by Jake Kuramoto on The Apps Lab blog. We wrapped the Oracle Social Network Developer Challenge last week at OpenWorld, and this week, I’ll be sharing all the entries. All the teams that entered our challenge did a ton of work and built really interesting integrations with Oracle Social Network, and I want to showcase their hard work and innovative ideas. Today, I give you Nodal from the HarQen (@harqen) team, Kris Gösser (@krisgosser), Jesse Vogt (@jesse_vogt) and Matt Stockton (@mstockton). The guys from HarQen built Nodal to provide a visual way to navigate your connections and conversations in Oracle Social Network and view relationships. Using Nodal, you can: Search through names and profiles in Oracle Social Network. Choose people and view their social graphs in a visually useful way. Expand nodes in the social graph and add that person’s social graph to the Nodal view for comparison. Move nodes around and lock them in place for easier viewing, using a physics engine for movement. Adjust the physics engine properties according to your viewing preferences. Select nodes in the social graph and create a conversation directly based on the selection. Here are some shots of Nodal. They really don’t do the physics engine justice, but maybe the guys at Harqen will post a video of what they did for your viewing pleasure. #gallery-1 { margin: auto; } #gallery-1 .gallery-item { float: left; margin-top: 10px; text-align: center; width: 33%; } #gallery-1 img { border: 2px solid #cfcfcf; } #gallery-1 .gallery-caption { margin-left: 0; }   Nodal’s visuals wowed the judges and the audience, and anyone with a decent-sized social network presence understands the need for good network visualization. Tools like Nodal allow you to discover hidden connections in your network and maximize the value of your weak ties and find mavens, a very important key to getting work done. Thanks to the HarQen team for participating in our challenge. We hope they had a good experience. Look for the details of the other entries this week.

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  • No wireless connection using a conceptronic c54i (RT2561/RT61 rev B)

    - by jrosell
    Detected but not working. New install on ubuntu 11.10 using coneptronic C54Ri. As documentation says it uses Ralink drivers.... Any ideas why my wireless does not work? $ lspci -nn | grep -i 'ralink' 01:05.0 Network controller: Ralink corp. RT2561/RT61 rev B 802.11g ifconfig eth0 Link encap:Ethernet HWaddr 00:1e:90:e5:af:13 inet addr:192.168.0.197 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::21e:90ff:fee5:af13/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:28361 errors:0 dropped:0 overruns:0 frame:0 TX packets:16858 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:39812172 (39.8 MB) TX bytes:1633405 (1.6 MB) Interrupt:43 Base address:0xc000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:80 errors:0 dropped:0 overruns:0 frame:0 TX packets:80 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:6608 (6.6 KB) TX bytes:6608 (6.6 KB) iwconfig wlan0 wlan0 IEEE 802.11abg ESSIDff/any Mode:Managed Access Point: Not-Associated Tx-Power=0 dBm Retry long limit:7 RTS thrff Fragment thrff Power Managementff lsmod | grep rt rt61pci 27493 0 crc_itu_t 12627 1 rt61pci rt2x00pci 14202 1 rt61pci rt2x00lib 48114 2 rt61pci,rt2x00pci mac80211 272785 2 rt2x00pci,rt2x00lib cfg80211 172392 2 rt2x00lib,mac80211 eeprom_93cx6 12653 1 rt61pci parport_pc 32114 1 parport 40930 3 ppdev,parport_pc,lp lsmod | grep rt [ 2497.816989] phy0 -> rt2x00pci_regbusy_read: Error - Indirect register access failed: offset=0x0000308c, value=0xffffffff [ 2497.827112] phy0 -> rt2x00pci_regbusy_read: Error - Indirect register access failed: offset=0x0000308c, value=0xffffffff [ 2497.837430] phy0 -> rt2x00pci_regbusy_read: Error - Indirect register access failed: offset=0x0000308c, value=0xffffffff [ 2497.847528] phy0 -> rt2x00pci_regbusy_read: Error - Indirect register access failed: offset=0x0000308c, value=0xffffffff [ 2497.847632] phy0 -> rt61pci_wait_bbp_ready: Error - BBP register access faile d, aborting. [ 2497.847637] phy0 -> rt61pci_set_device_state: Error - Device failed to enter state 4 (-5). sudo lshw -C network *-network DISABLED description: Wireless interface product: RT2561/RT61 rev B 802.11g vendor: Ralink corp. physical id: 5 bus info: pci@0000:01:05.0 logical name: wlan0 version: 00 serial: fa:b8:14:58:62:35 width: 32 bits clock: 33MHz capabilities: pm cap_list ethernet physical wireless configuration: broadcast=yes driver=rt61pci driverversion=3.0.0-12-generic firmware=0.8 latency=0 link=no multicast=yes wireless=IEEE 802.11abg resources: irq:16 memory:fdef8000-fdefffff iwlist scan lo Interface doesn't support scanning. eth0 Interface doesn't support scanning. wlan0 Failed to read scan data : Network is down uname -mr 3.0.0-12-generic i686 Edit 1 $ rfkill list all 0: phy0: Wireless LAN Soft blocked: no Hard blocked: no On reboot, sudo lshw -C network returns network is ok. Hovever, WPA keeps on asking the wireless key

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  • What are these errors when I try to "make" the driver of my wireless network?

    - by Tom Brito
    I got got a wireless to usb adapter, and I'm having some trouble to install the drivers on Ubuntu. First of all, the readme file say to use the "make" command, and I already got errors: $ make make[1]: Entering directory `/usr/src/linux-headers-2.6.35-22-generic' CC [M] /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.o /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c: In function ‘rtl8192_usb_probe’: /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12325: error: ‘struct net_device’ has no member named ‘open’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12326: error: ‘struct net_device’ has no member named ‘stop’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12327: error: ‘struct net_device’ has no member named ‘tx_timeout’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12328: error: ‘struct net_device’ has no member named ‘do_ioctl’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12329: error: ‘struct net_device’ has no member named ‘set_multicast_list’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12330: error: ‘struct net_device’ has no member named ‘set_mac_address’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12331: error: ‘struct net_device’ has no member named ‘get_stats’ /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.c:12332: error: ‘struct net_device’ has no member named ‘hard_start_xmit’ make[2]: *** [/home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u/r8192U_core.o] Error 1 make[1]: *** [_module_/home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/HAL/rtl8192u] Error 2 make[1]: Leaving directory `/usr/src/linux-headers-2.6.35-22-generic' make: *** [all] Error 2 /home/wellington/Desktop/rtl8192su_linux_2.4_2.6.0003.0301.2010/ is the path where I copied the drivers on my computer. Any idea how to solve this? (I don't even know what the error is...) update: sudo lshw -class network *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:01:00.0 logical name: eth0 version: 03 serial: 78:e3:b5:e7:5f:6e size: 10MB/s capacity: 1GB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp mii 10bt 10bt-fd 100bt 100bt-fd 1000bt 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8169 driverversion=2.3LK-NAPI duplex=half latency=0 link=no multicast=yes port=MII speed=10MB/s resources: irq:42 ioport:d800(size=256) memory:fbeff000-fbefffff memory:faffc000-faffffff memory:fbec0000-fbedffff *-network DISABLED description: Wireless interface physical id: 2 logical name: wlan0 serial: 00:26:18:a1:ae:64 capabilities: ethernet physical wireless configuration: broadcast=yes multicast=yes wireless=802.11b/g

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  • Why does my ID3DXSprite appear to be incorrectly scaled?

    - by Bjoern
    I am using D3D9 for rendering some simple things (a movie) as the backmost layer, then on top of that some text messages, and now wanted to add some buttons to that. Before adding the buttons everything seemed to have worked fine, and I was using a ID3DXSprite for the text as well (ID3DXFont), now I am loading some graphics for the buttons, but they seem to be scaled to something like 1.2 times their original size. In my test window I centered the graphic, but it being too big it just doesnt fit well, for example the client area is 640x360, the graphic is 440, so I expect 100 pixel on left and right, left side is fine [I took screenshot and "counted" the pixels in photoshop], but on the right there is only about 20 pixels) My rendering code is very simple (I am omitting error checks, et cetera, for brevity) // initially viewport was set to width/height of client area // clear device m_d3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0,0,0,0), 1.0f, 0 ); // begin scene m_d3dDevice->BeginScene(); // render movie surface (just two triangles to which the movie is rendered) m_d3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,false); m_d3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ); // bilinear filtering m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); //Ignored m_d3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 ); m_d3dDevice->SetTexture( 0, m_movieTexture ); m_d3dDevice->SetStreamSource(0, m_displayPlaneVertexBuffer, 0, sizeof(Vertex)); m_d3dDevice->SetFVF(Vertex::FVF_Flags); m_d3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); // render sprites m_sprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_TEXTURE | D3DXSPRITE_DO_NOT_ADDREF_TEXTURE); // text drop shadow m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRectDropShadow, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorDropShadow ); // text m_font->DrawText( m_playerSprite, m_currentMessage.c_str(), m_currentMessage.size(), &m_playerFontRect, DT_RIGHT|DT_TOP|DT_NOCLIP, m_playerFontColorMessage ) ); // control object m_sprite->Draw( m_texture, 0, 0, &m_vecPos, 0xFFFFFFFF ); // draws a few objects like this m_sprite->End() // end scene m_d3dDevice->EndScene(); What did I forget to do here? Except for the control objects (play button, pause button etc which are placed on a "panel" which is about 440 pixels wide) everything seems fine, the objects are positioned where I expect them, but just too big. By the way I loaded the images using D3DXCreateTextureFromFileEx (resizing wnidow, and reacting to lost device, etc, works fine too). For experimenting, I added some code to take an identity matrix and scale is down on the x/y axis to 0.75f, which then gave me the expected result for the controls (but also made the text smaller and out of position), but I don't know why I would need to scale anything. My rendering code is so simple, I just wanted to draw my 2D objects 1;1 the size they came from the file... I am really very inexperienced in D3D, so the answer might be very simple...

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  • Best triple head display setup

    - by dgel
    I'm currently running Ubuntu 12.04 with a darn good triple head display setup. I've got a VisionTek 900530 Radeon HD 5450 512MB DDR3 PCI Express video card that has two DVI outputs and one Mini DisplayPort that I have connected to a HDMI adapter. I'm running three identical Asus 1920x1080 monitors that each have a DVI, VGA, and HDMI input. I'm using the xorg-edgers ppa, so I'm using the open source radeon driver version 6.99.99. I tried using the ATI binary fglrx driver, but I wasn't able to get the three monitors working properly- the monitor connected via HDMI / DisplayPort wouldn't run at full resolution. The setup is almost perfect: Compiz runs fine and is quite snappy. I'm not able to use that great compiz feature where you can drag a window to the side of a display and it will half maximize. I occasionally experience display corruption weirdness with Unity and need to restart it. When I use a dropdown menu in LibreOffice it often pops the menu down in another window. For example, if I'm using the center monitor and click the Insert menu, the menu pulls down on the monitor to my right, forcing me to chase it. If I chase down the menu and choose Manual Break, the dialog appears over on my left monitor. This absurdity is mildly entertaining but has lost its novelty. I've decided to build a new system and have spared no expense- latest i7 processor, SSD, etc. I really like the performance of the Nvidia binary drivers, so I put two ZOTAC ZT-40707-10L GeForce GT 440 in the system, figuring I'd have four DVI outputs and an awesome triple (or even eventually quad) head setup. Unfortunately it appears that I didn't do sufficient research before my purchase. It seems that Nvidia TwinView only supports two monitors on one card (I guess that's why they call it TwinView...). I messed around with running two X servers, but I really don't want that- being able to drag windows to any monitor is critical. It doesn't sound like Xinerama is an option because from what I understand it simply doesn't support Compiz. I've seen a BaseMosaic option that can be used with the Nvidia drivers that appears to support an almost unlimited number of heads- unfortunately me cheap little cards don't support it. I'm also not sure whether you'll still have all nice maximizing and snapping that TwinView provides, or whether Ubuntu will only see it as one massive display. I put my old trusty ATI card into my new system and installed 12.10. I'm using the opensource radeon drivers again because even in 12.10 I can't get the fglrx binary drivers to do triple head. Unfortunately, even with an unbelievably powerful system the experience is extremely sluggish (much more so than my experience in 12.04). The menu scattering problem appears to be fixed, but I get a lot of nasty Unity display corruption. So finally, my question is this: What hardware / drivers should I use? I'm willing to buy (almost) any video card(s). I have two PCI-Express 3.0 slots on my motherboard (which has an integrated Intel HD card). I'm willing to use ATI or Nvidia cards and willing to run Ubuntu 12.04.1 or 12.10. I'm not a gamer, but do want beautiful and snappy Compiz effects. Does anyone out there have the perfect triple head setup in 12.04 or 12.10? What hardware / drivers are you using? I have those two Nvidia cards but will probably be returning them unless someone knows a way to use them together for a triple head setup. Since I'm having pretty good luck with a single ATI card providing three displays, should I just buy a beefier one with the hopes that it will fix the horrible sluggishness I'm experiencing in 12.10?

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  • Opengl-es picking object

    - by lacas
    I saw a lot of picking code opengl-es, but nothing worked. Can someone give me what am I missing? My code is (from tutorials/forums) Vec3 far = Camera.getPosition(); Vec3 near = Shared.opengl().getPickingRay(ev.getX(), ev.getY(), 0); Vec3 direction = far.sub(near); direction.normalize(); Log.e("direction", direction.x+" "+direction.y+" "+direction.z); Ray mouseRay = new Ray(near, direction); for (int n=0; n<ObjectFactory.objects.size(); n++) { if (ObjectFactory.objects.get(n)!=null) { IObject obj = ObjectFactory.objects.get(n); float discriminant, b; float radius=0.1f; b = -mouseRay.getOrigin().dot(mouseRay.getDirection()); discriminant = b * b - mouseRay.getOrigin().dot(mouseRay.getOrigin()) + radius*radius; discriminant = FloatMath.sqrt(discriminant); double x1 = b - discriminant; double x2 = b + discriminant; Log.e("asd", obj.getName() + " "+discriminant+" "+x1+" "+x2); } } my camera vectors: //cam Vec3 position =new Vec3(-obj.getPosX()+x, obj.getPosZ()-0.3f, obj.getPosY()+z); Vec3 direction =new Vec3(-obj.getPosX(), obj.getPosZ(), obj.getPosY()); Vec3 up =new Vec3(0.0f, -1.0f, 0.0f); Camera.set(position, direction, up); and my picking code: public Vec3 getPickingRay(float mouseX, float mouseY, float mouseZ) { int[] viewport = getViewport(); float[] modelview = getModelView(); float[] projection = getProjection(); float winX, winY; float[] position = new float[4]; winX = (float)mouseX; winY = (float)Shared.screen.width - (float)mouseY; GLU.gluUnProject(winX, winY, mouseZ, modelview, 0, projection, 0, viewport, 0, position, 0); return new Vec3(position[0], position[1], position[2]); } My camera moving all the time in 3d space. and my actors/modells moving too. my camera is following one actor/modell and the user can move the camera on a circle on this model. How can I change the above code to working?

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  • Loading another domain's content in a modal iframe - acceptable?

    - by user568458
    Is it okay to load another page in an iframe in a modal pop-up window - in terms of legal and ethical standards around displaying 3rd party content? I remember a few years ago there was controversy and a debate about whether it was okay to load another domain's page content on your domain in a full-width iframe, with your site providing a masthead with controls for favouriting, linking etc (e.g. like StumbleUpon). I seem to recall that the consensus was, that it was okay so long as you were clearly in no way claiming ownership of the 3rd party content or attempting to modify the content and so long as there was a 'go to site' button or equivalent; and that sites could ask you to exclude them, but generally speaking, it's an acceptable practice. How acceptable would it be considered to be to load another site's page within a modal (lightbox-like) popup box (following all the above principles: clear attribution and a prominent button that kills the iframe and gives them the 3rd party original)? My expectation would be that it would follow the same principles, and be acceptable so long as these conditions were met. Note that I'm asking about the likely legitimate responses of the 3rd party sites and possible legal position, not about usability or UX. I'm aware that this should never ever ever ever ever be the standard way external links are loaded, and that 99% of the time linking to external content like this would be terrible for usability. My specific use case is one of those 1% of cases where loading a separate page in this tab actually wouldn't be the expected behaviour of a link: an interactive data visualisation tool that also acts as a 'browser' of external content (science papers underlying the data it navigates). All other links within the interactive will change something while staying on the same page. If the user clicked one of these external links by mistake (as people often do, even when they are clearly, noisily labelled) and then had to back-button back, they would lose their fine-grained position in the interactive tool (jquery bbq hashchanges being not appropriate for all elements of the tool). New window/tab will simply open the target page on the 3rd party domain. Opening a new window/tab would also be an alternative option (and has its own disadvantages) - my question is, whether this is an alternative that could be considered (in terms of acceptable practice around intellectual property etc), irrespective of which option is best for UX: which is something we'll decide the proper way, based on actual UX testing.

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  • Caching items in Orchard

    - by Bertrand Le Roy
    Orchard has its own caching API that while built on top of ASP.NET's caching feature adds a couple of interesting twists. In addition to its usual work, the Orchard cache API must transparently separate the cache entries by tenant but beyond that, it does offer a more modern API. Here's for example how I'm using the API in the new version of my Favicon module: _cacheManager.Get( "Vandelay.Favicon.Url", ctx => { ctx.Monitor(_signals.When("Vandelay.Favicon.Changed")); var faviconSettings = ...; return faviconSettings.FaviconUrl; }); .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier New", courier, monospace; background-color: #ffffff; /*white-space: pre;*/ } .csharpcode pre { margin: 0em; } .csharpcode .rem { color: #008000; } .csharpcode .kwrd { color: #0000ff; } .csharpcode .str { color: #006080; } .csharpcode .op { color: #0000c0; } .csharpcode .preproc { color: #cc6633; } .csharpcode .asp { background-color: #ffff00; } .csharpcode .html { color: #800000; } .csharpcode .attr { color: #ff0000; } .csharpcode .alt { background-color: #f4f4f4; width: 100%; margin: 0em; } .csharpcode .lnum { color: #606060; } There is no need for any code to test for the existence of the cache entry or to later fill that entry. Seriously, how many times have you written code like this: var faviconUrl = (string)cache["Vandelay.Favicon.Url"]; if (faviconUrl == null) { faviconUrl = ...; cache.Add("Vandelay.Favicon.Url", faviconUrl, ...); } Orchard's cache API takes that control flow and internalizes it into the API so that you never have to write it again. Notice how even casting the object from the cache is no longer necessary as the type can be inferred from the return type of the Lambda. The Lambda itself is of course only hit when the cache entry is not found. In addition to fetching the object we're looking for, it also sets up the dependencies to monitor. You can monitor anything that implements IVolatileToken. Here, we are monitoring a specific signal ("Vandelay.Favicon.Changed") that can be triggered by other parts of the application like so: _signals.Trigger("Vandelay.Favicon.Changed"); In other words, you don't explicitly expire the cache entry. Instead, something happens that triggers the expiration. Other implementations of IVolatileToken include absolute expiration or monitoring of the files under a virtual path, but you can also come up with your own.

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  • How do I set image position in conky

    - by realitygenerator
    I copied and modified an existing .conkyrc file from the ubuntu forum and I'm trying to place the LinuxMint logo in a specific position Below are my conkyrc file and the screenshot # UBUNTU-CONKY # A comprehensive conky script, configured for use on # Ubuntu / Debian Gnome, without the need for any external scripts. # # Based on conky-jc and the default .conkyrc. # INCLUDES: # - tail of /var/log/messages # - netstat shows number of connections from your computer and application/PID making it. Kill spyware! # # -- Pengo # # Create own window instead of using desktop (required in nautilus) own_window yes own_window_type desktop own_window_transparent yes own_window_hints undecorated,below,sticky,skip_taskbar,skip_pager # Use double buffering (reduces flicker, may not work for everyone) double_buffer yes # fiddle with window use_spacer right # Use Xft? use_xft yes xftfont URW Gothic:size=8 xftalpha 0.8 text_buffer_size 2048 # Update interval in seconds update_interval 3.0 # Minimum size of text area # minimum_size 250 5 # Draw shades? draw_shades no # Text stuff draw_outline no # amplifies text if yes draw_borders no uppercase no # set to yes if you want all text to be in uppercase # Stippled borders? stippled_borders 3 # border margins border_margin 9 # border width border_width 10 # Default colors and also border colors, grey90 == #e5e5e5 default_color grey own_window_colour brown own_window_transparent yes # Text alignment, other possible values are commented #alignment top_left #alignment top_right #alignment bottom_left #alignment bottom_right. alignment top_middle # Gap between borders of screen and text gap_x 10 gap_y 10 #Display temp in fahrenheit temperature_unit fahrenheit #Choose which screen on which to display # stuff after 'TEXT' will be formatted on screen TEXT $color ${color green}SYSTEM ${hr 2}$color $nodename $sysname $kernel on $machine LinuxMint 11 "Katya" (Oneric) ${image ~/Conky/Logo_Linux_Mint.png -s 80x60 -f 86400} ${color green}CPU ${hr 2}$color ${freq}MHz Load: ${loadavg} Temp: ${hwmon temp 1} $cpubar ${cpugraph 000000 ffffff} NAME PID CPU% MEM% ${top name 1} ${top pid 1} ${top cpu 1} ${top mem 1} ${top name 2} ${top pid 2} ${top cpu 2} ${top mem 2} ${top name 3} ${top pid 3} ${top cpu 3} ${top mem 3} ${top name 4} ${top pid 4} ${top cpu 4} ${top mem 4} ${color green}MEMORY / DISK ${hr 2}$color RAM: $memperc% ${membar 6}$color Swap: $swapperc% ${swapbar 6}$color Root: ${fs_free_perc /}% ${fs_bar 6 /}$color hda1: ${fs_free_perc /media/sda1}% ${fs_bar 6 /media/sda1}$color ${color green}NETWORK (${addr eth1}) ${hr 2}$color Down: $color${downspeed eth1} k/s ${alignr}Up: ${upspeed eth1} k/s ${downspeedgraph eth1 25,140 000000 ff0000} ${alignr}${upspeedgraph eth1 25,140 000000 00ff00}$color Total: ${totaldown eth1} ${alignr}Total: ${totalup eth1} ${execi 30 netstat -ept | grep ESTAB | awk '{print $9}' | cut -d: -f1 | sort | uniq -c | sort -nr} ${color green}LOGGING ${hr 2}$color ${execi 30 tail -n3 /var/log/messages | awk '{print " ",$5,$6,$7,$8,$9,$10}' | fold -w50} ${color green}FORTUNE ${hr 2}$color ${execi 120 fortune -s | fold -w50} I want to put the mint logo right after the word (oneric). Any help would be greatly appreciated.

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  • Getting Help with 'SEPA' Questions

    - by MargaretW
    What is 'SEPA'? The Single Euro Payments Area (SEPA) is a self-regulatory initiative for the European banking industry championed by the European Commission (EC) and the European Central Bank (ECB). The aim of the SEPA initiative is to improve the efficiency of cross border payments and the economies of scale by developing common standards, procedures, and infrastructure. The SEPA territory currently consists of 33 European countries -- the 28 EU states, together with Iceland, Liechtenstein, Monaco, Norway and Switzerland. Part of that infrastructure includes two new SEPA instruments that were introduced in 2008: SEPA Credit Transfer (a Payables transaction in Oracle EBS) SEPA Core Direct Debit (a Receivables transaction in Oracle EBS) A SEPA Credit Transfer (SCT) is an outgoing payment instrument for the execution of credit transfers in Euro between customer payment accounts located in SEPA. SEPA Credit Transfers are executed on behalf of an Originator holding a payment account with an Originator Bank in favor of a Beneficiary holding a payment account at a Beneficiary Bank. In R12 of Oracle applications, the current SEPA credit transfer implementation is based on Version 5 of the "SEPA Credit Transfer Scheme Customer-To-Bank Implementation Guidelines" and the "SEPA Credit Transfer Scheme Rulebook" issued by European Payments Council (EPC). These guidelines define the rules to be applied to the UNIFI (ISO20022) XML message standards for the implementation of the SEPA Credit Transfers in the customer-to-bank space. This format is compliant with SEPA Credit Transfer version 6. A SEPA Core Direct Debit (SDD) is an incoming payment instrument used for making domestic and cross-border payments within the 33 countries of SEPA, wherein the debtor (payer) authorizes the creditor (payee) to collect the payment from his bank account. The payment can be a fixed amount like a mortgage payment, or variable amounts such as those of invoices. The "SEPA Core Direct Debit" scheme replaces various country-specific direct debit schemes currently prevailing within the SEPA zone. SDD is based on the ISO20022 XML messaging standards, version 5.0 of the "SEPA Core Direct Debit Scheme Rulebook", and "SEPA Direct Debit Core Scheme Customer-to-Bank Implementation Guidelines". This format is also compliant with SEPA Core Direct Debit version 6. EU Regulation #260/2012 established the technical and business requirements for both instruments in euro. The regulation is referred to as the "SEPA end-date regulation", and also defines the deadlines for the migration to the new SEPA instruments: Euro Member States: February 1, 2014 Non-Euro Member States: October 31, 2016. Oracle and SEPA Within the Oracle E-Business Suite of applications, Oracle Payables (AP), Oracle Receivables (AR), and Oracle Payments (IBY) provide SEPA transaction capabilities for the following releases, as noted: Release 11.5.10.x -  AP & AR Release 12.0.x - AP & AR & IBY Release 12.1.x - AP & AR & IBY Release 12.2.x - AP & AR & IBY Resources To assist our customers in migrating, using, and troubleshooting SEPA functionality, a number of resource documents related to SEPA are available on My Oracle Support (MOS), including: R11i: AP: White Paper - SEPA Credit Transfer V5 support in Oracle Payables, Doc ID 1404743.1R11i: AR: White Paper - SEPA Core Direct Debit v5.0 support in Oracle Receivables, Doc ID 1410159.1R12: IBY: White Paper - SEPA Credit Transfer v5 support in Oracle Payments, Doc ID 1404007.1R12: IBY: White Paper - SEPA Core Direct Debit v5 support in Oracle Payments, Doc ID 1420049.1R11i/R12: AP/AR/IBY: Get Help Setting Up, Using, and Troubleshooting SEPA Payments in Oracle, Doc ID 1594441.2R11i/R12: Single European Payments Area (SEPA) - UPDATES, Doc ID 1541718.1R11i/R12: FAQs for Single European Payments Area (SEPA), Doc ID 791226.1

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  • WIF-less claim extraction from ACS: JWT

    - by Elton Stoneman
    ACS support for JWT still shows as "beta", but it meets the spec and it works nicely, so it's becoming the preferred option as SWT is losing favour. (Note that currently ACS doesn’t support JWT encryption, if you want encrypted tokens you need to go SAML). In my last post I covered pulling claims from an ACS token without WIF, using the SWT format. The JWT format is a little more complex, but you can still inspect claims just with string manipulation. The incoming token from ACS is still presented in the BinarySecurityToken element of the XML payload, with a TokenType of urn:ietf:params:oauth:token-type:jwt: <t:RequestSecurityTokenResponse xmlns:t="http://schemas.xmlsoap.org/ws/2005/02/trust">   <t:Lifetime>     <wsu:Created xmlns:wsu="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-utility-1.0.xsd">2012-08-31T07:39:55.337Z</wsu:Created>     <wsu:Expires xmlns:wsu="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-utility-1.0.xsd">2012-08-31T09:19:55.337Z</wsu:Expires>   </t:Lifetime>   <wsp:AppliesTo xmlns:wsp="http://schemas.xmlsoap.org/ws/2004/09/policy">     <EndpointReference xmlns="http://www.w3.org/2005/08/addressing">       <Address>http://localhost/x.y.z</Address>     </EndpointReference>   </wsp:AppliesTo>   <t:RequestedSecurityToken>     <wsse:BinarySecurityToken wsu:Id="_1eeb5cf4-b40b-40f2-89e0-a3343f6bd985-6A15D1EED0CDB0D8FA48C7D566232154" ValueType="urn:ietf:params:oauth:token-type:jwt" EncodingType="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-soap-message-security-1.0#Base64Binary" xmlns:wsu="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-utility-1.0.xsd" xmlns:wsse="http://docs.oasis-open.org/wss/2004/01/oasis-200401-wss-wssecurity-secext-1.0.xsd">[ base64string ] </wsse:BinarySecurityToken>   </t:RequestedSecurityToken>   <t:TokenType>urn:ietf:params:oauth:token-type:jwt</t:TokenType>   <t:RequestType>http://schemas.xmlsoap.org/ws/2005/02/trust/Issue</t:RequestType>   <t:KeyType>http://schemas.xmlsoap.org/ws/2005/05/identity/NoProofKey</t:KeyType> </t:RequestSecurityTokenResponse> The token as a whole needs to be base-64 decoded. The decoded value contains a header, payload and signature, dot-separated; the parts are also base-64, but they need to be decoded using a no-padding algorithm (implementation and more details in this MSDN article on validating an Exchange 2013 identity token). The values are then in JSON; the header contains the token type and the hashing algorithm: "{"typ":"JWT","alg":"HS256"}" The payload contains the same data as in the SWT, but JSON rather than querystring format: {"aud":"http://localhost/x.y.z" "iss":"https://adfstest-bhw.accesscontrol.windows.net/" "nbf":1346398795 "exp":1346404795 "http://schemas.microsoft.com/ws/2008/06/identity/claims/authenticationinstant":"2012-08-31T07:39:53.652Z" "http://schemas.microsoft.com/ws/2008/06/identity/claims/authenticationmethod":"http://schemas.microsoft.com/ws/2008/06/identity/authenticationmethod/windows" "http://schemas.microsoft.com/ws/2008/06/identity/claims/windowsaccountname":"xyz" "http://schemas.xmlsoap.org/ws/2005/05/identity/claims/emailaddress":"[email protected]" "http://schemas.xmlsoap.org/ws/2005/05/identity/claims/upn":"[email protected]" "identityprovider":"http://fs.svc.x.y.z.com/adfs/services/trust"} The signature is in the third part of the token. Unlike SWT which is fixed to HMAC-SHA-256, JWT can support other protocols (the one in use is specified as the "alg" value in the header). How to: Validate an Exchange 2013 identity token contains an implementation of a JWT parser and validator; apart from the custom base-64 decoding part, it’s very similar to SWT extraction. I've wrapped the basic SWT and JWT in a ClaimInspector.aspx page on gitHub here: SWT and JWT claim inspector. You can drop it into any ASP.Net site and set the URL to be your redirect page in ACS. Swap ACS to issue SWT or JWT, and using the same page you can inspect the claims that come out.

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  • Chrome trims the last <li> element in a row [closed]

    - by Paul
    Ok guys, I give up. Here's the code I'm struggling with: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/html;charset=utf-8" /> <title>Blah</title> <style type="text/css"> #container { margin: 0 auto; width: 350px; border: 1px solid #ccc; } ul { list-style-type: none; margin: 0; padding: 0; text-align: center; } ul li { display: inline; padding: 5px; margin: 0 1px; background-color: lime; line-height: 2em; /* border: 1px solid red; */ } </style> </head> <body> <div id="container"> <ul> <li>Element A</li> <li>Element B</li> <li>Element C</li> <li>Element D</li> <li>Element E</li> <li>Element F</li> </ul> </div> </body> </html> Why the heck does Chrome trim the right side of "Element D" (even though there is enough space to display whole item), while Firefox and even Internet Explorer render this code properly? It becomes more visible when we apply the commented border. In other words, is there a way to tell the browser that I want every single <li> element to be autonomic, and thus to move it to the next row if it doesn't fit entirely in the previous one? Can't wait to see the solution, thanks in advance.

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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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