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  • Newbie python error in regards to import

    - by TylerW
    Hello. I'm a python newbie and starting out with using the Bottle web framework on Google App Engine. I've been messing with the super small, super easy Hello World sample and have already ran into problems. Heh. I finally got the code to work with this... import bottle from bottle import route from google.appengine.ext.webapp import util @route('/hello') def hello(): return "Hello World!" util.run_wsgi_app(bottle.default_app()) My question is, I thought I could just go 'import bottle' without the second line. But if I take the second line out, I get a NameError. Or if I do 'from bottle import *', I still get the error. bottle is just a single file called 'bottle.py' in my site's root directory. So neither of these work.... import bottle from google.appengine.ext.webapp import util @route('/hello') def hello(): return "Hello World!" util.run_wsgi_app(bottle.default_app()) Or from bottle import * from google.appengine.ext.webapp import util @route('/hello') def hello(): return "Hello World!" util.run_wsgi_app(bottle.default_app()) The error message I get is... Traceback (most recent call last): File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 3180, in _HandleRequest self._Dispatch(dispatcher, self.rfile, outfile, env_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 3123, in _Dispatch base_env_dict=env_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 515, in Dispatch base_env_dict=base_env_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 2382, in Dispatch self._module_dict) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 2292, in ExecuteCGI reset_modules = exec_script(handler_path, cgi_path, hook) File "/Applications/GoogleAppEngineLauncher.app/Contents/Resources/GoogleAppEngine-default.bundle/Contents/Resources/google_appengine/google/appengine/tools/dev_appserver.py", line 2188, in ExecuteOrImportScript exec module_code in script_module.dict File "/Users/tyler/Dropbox/sites/dietgrid/code2.py", line 4, in @route('/hello') NameError: name 'route' is not defined So am I wrong in thinking it should be able to work the other ways or no?

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  • Is there an easy way to get the Scala REPL to reload a class or package?

    - by Rex Kerr
    I almost always have a Scala REPL session or two open, which makes it very easy to give Java or Scala classes a quick test. But if I change a class and recompile it, the REPL continues with the old one loaded. Is there a way to get it to reload the class, rather than having to restart the REPL? Just to give a concrete example, suppose we have the file Test.scala: object Test { def hello = "Hello World" } We compile it and start the REPL: ~/pkg/scala-2.8.0.Beta1-prerelease$ bin/scala Welcome to Scala version 2.8.0.Beta1-prerelease (Java HotSpot(TM) Server VM, Java 1.6.0_16). Type in expressions to have them evaluated. Type :help for more information. scala> Test.hello res0: java.lang.String = Hello World Then we change the source file to object Test { def hello = "Hello World" def goodbye = "Goodbye, Cruel World" } but we can't use it: scala> Test.goodbye <console>:5: error: value goodbye is not a member of object Test Test.goodbye ^ scala> import Test; <console>:1: error: '.' expected but ';' found. import Test;

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  • How to determine which inheriting class is using an abstract class' methods.

    - by Kin
    In my console application have an abstract Factory class "Listener" which contains code for listening and accepting connections, and spawning client classes. This class is inherited by two more classes (WorldListener, and MasterListener) that contain more protocol specific overrides and functions. I also have a helper class (ConsoleWrapper) which encapsulates and extends System.Console, containing methods for writing to console info on what is happening to instances of the WorldListener and MasterListener. I need a way to determine in the abstract ListenerClass which Inheriting class is calling its methods. Any help with this problem would be greatly appreciated! I am stumped :X Simplified example of what I am trying to do. abstract class Listener { public void DoSomething() { if(inheriting class == WorldListener) ConsoleWrapper.WorldWrite("Did something!"); if(inheriting class == MasterListener) ConsoleWrapper.MasterWrite("Did something!"); } } public static ConsoleWrapper { public void WorldWrite(string input) { System.Console.WriteLine("[World] {0}", input); } } public class WorldListener : Listener { public void DoSomethingSpecific() { ConsoleWrapper.WorldWrite("I did something specific!"); } } public void Main() { new WorldListener(); new MasterListener(); } Expected output [World] Did something! [World] I did something specific! [Master] Did something! [World] I did something specific!

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  • Defining Light Coordinates

    - by Zachary
    I took a Computer Graphics exam a couple of days ago which had extra credit question like the following: A light can be defined in one of two ways. It can be defined in world coordinates, e.g. a street light, or in the viewer (eye coordinates), e.g., a head-lamp worn by a miner. In either case the viewpoint can freely change. Describe how the light should be transformed different in these two cases. Since I won't get to see the results of this until after spring break, I thought I would ask here. It seems like the analogies being used are misleading - could you not define a light source that is located at the viewers eye in world coordinates just as well as you could in eye coordinates? I've been doing some research on how OpenGL handles light, and it seems as though it always uses eye coordinates - the ModelView matrix would be applied to any light in world coordinates. In that case the answer may just be that you would have to transform light defined in world coordinates into eye coordinates using something like the ModelView matrix, while light defined in eye coordinates would only need to be transformed by the projection matrix. Then again I could be totally under thinking (or over thinking this). Another thought I had is that it determines which way you render shadows, but that has more to do with the location of the light and its type (point, directional, emission, etc) than what coordinates it is represented in. Any ideas?

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  • Cannot run Python script on Windows with output redirected??

    - by Wai Yip Tung
    This is running on Windows 7 (64 bit), Python 2.6 with Win32 Extensions for Python. I have a simple script that just print "hello world". I can launch it with python hello.py. In this case I can redirect the output to a file. But if I run it by just typing hello.py on the command line and redirect the output, I get an exception. C:> python hello.py hello world C:> python hello.py >output C:> type output hello world C:> hello.py hello world C:> hello.py >output close failed in file object destructor: Error in sys.excepthook: Original exception was: I think I first get this error after upgrading to Windows 7. I remember it should work in XP. I have seen people talking about this bug python-Bugs-1012692 | Can't pipe input to a python program. But that was long time ago. And it does not mention any solution. Have anyone experienced this? Anyone can help?

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  • Apply PHP regex replace on a multi-line repeted pattern

    - by Hussain
    Let's say I have this input: I can haz a listz0rs! # 42 # 126 I can haz another list plox? # Hello, world! # Welcome! I want to split it so that each set of hash-started lines becomes a list: I can haz a listz0rs! <ul> <li>42</li> <li>126</li> </ul> I can haz another list plox? <ul> <li>Hello, world!</li> <li>Welcome!</li> </ul> If I run the input against the regex "/(?:(?:(?<=^# )(.*)$)+)/m", I get the following result: Array ( [0] => Array ( [0] => 42 ) Array ( [0] => 126 ) Array ( [0] => Hello, world! ) Array ( [0] => Welcome! ) ) This is fine and dandy, but it doesn't distinguish between the two different lists. I need a way to either make the quantifier return a concatenated string of all the occurrences, or, ideally, an array of all the occurrences. Idealy, this should be my output: Array ( [0] = Array ( [0] = 42 [1] = 126 ) Array ( [0] = Hello, world! [1] = Welcome! ) ) Is there any way of achieving this, and if not, is there a close alternative? Thanks in advance!

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  • How to Inject code in c# method calls from a separate app

    - by Fusspawn
    I was curious if anyone knew of a way of monitoring a .Net application's runtime info (what method is being called and such) and injecting extra code to be run on certain methods from a separate running process. say i have two applications: app1.exe that for simplicity's sake could be class Program { static void Main(string[] args) { while(true){ Somefunc(); } } static void Somefunc() { Console.WriteLine("Hello World"); } } and I have a second application that I wish to be able to detect when Somefunc() from application 1 is running and inject its own code, class Program { static void Main(string[] args) { while(true){ if(App1.SomeFuncIsCalled) InjectCode(); } } static void InjectCode() { App1.Console.WriteLine("Hello World Injected"); } } So The result would be Application one would show Hello World Hello World Injected I understand its not going to be this simple ( By a long shot ) but I have no idea if it's even possible and if it is where to even start. Any suggestions ? I've seen similar done in java, But never in c#. EDIT: To clarify, the usage of this would be to add a plugin system to a .Net based game that I do not have access to the source code of.

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  • How to specialize template for type derived from particular type

    - by relaxxx
    I have class World which manages creation of object... After creation it calls afterCreation method and I the created object is user-defined type derived from Entity (eg. MyEntity), I want to call addEntity. I the object was something else, I want to do nothing. addEntity must be called with appropriate T, because it generates unique IDs for every derived class etc. Here is my solution: template <int v> struct ToType { enum { value = v }; }; template <typename T> void World::afterCreation(T * t) { afterCreation(t, ToType<std::is_base_of<Entity, T>::value>()); } template <typename T> void World::afterCreation(T * t, ToType<true>) { addEntity(t); //here I cant pass Entity *, I need the real type, eg. MyEntity } template <typename T> void World::afterCreation(T * t, ToType<false>) { } My question is - Can in be done better way? How can I simulate following code without ToType or similar? template <typename T> void afterCreation(){/*generic impl*/} template <typename T where T is derived from Entity> void afterCreation(){/*some specific stuff*/} "specialize" in the title is only to describe my intention, no need to solve problem with template specialization

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  • Apply PHP regex replace on a multi-line repeated pattern

    - by Hussain
    Let's say I have this input: I can haz a listz0rs! # 42 # 126 I can haz another list plox? # Hello, world! # Welcome! I want to split it so that each set of hash-started lines becomes a list: I can haz a listz0rs! <ul> <li>42</li> <li>126</li> </ul> I can haz another list plox? <ul> <li>Hello, world!</li> <li>Welcome!</li> </ul> If I run the input against the regex "/(?:(?:(?<=^# )(.*)$)+)/m", I get the following result: Array ( [0] => Array ( [0] => 42 ) [1] => Array ( [0] => 126 ) [2] => Array ( [0] => Hello, world! ) [3] => Array ( [0] => Welcome! ) ) This is fine and dandy, but it doesn't distinguish between the two different lists. I need a way to either make the quantifier return a concatenated string of all the occurrences, or, ideally, an array of all the occurrences. Ideally, this should be my output: Array ( [0] => Array ( [0] => 42 [1] => 126 ) [1] => Array ( [0] => Hello, world! [1] => Welcome! ) ) Is there any way of achieving this, and if not, is there a close alternative? Thanks in advance!

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  • How to determine which inheriting class is using an abstract class's methods.

    - by Kin
    In my console application have an abstract Factory class "Listener" which contains code for listening and accepting connections, and spawning client classes. This class is inherited by two more classes (WorldListener, and MasterListener) that contain more protocol specific overrides and functions. I also have a helper class (ConsoleWrapper) which encapsulates and extends System.Console, containing methods for writing to console info on what is happening to instances of the WorldListener and MasterListener. I need a way to determine in the abstract ListenerClass which Inheriting class is calling its methods. Any help with this problem would be greatly appreciated! I am stumped :X Simplified example of what I am trying to do. abstract class Listener { public void DoSomething() { if(inheriting class == WorldListener) ConsoleWrapper.WorldWrite("Did something!"); if(inheriting class == MasterListener) ConsoleWrapper.MasterWrite("Did something!"); } } public static ConsoleWrapper { public void WorldWrite(string input) { System.Console.WriteLine("[World] {0}", input); } } public class WorldListener : Listener { public void DoSomethingSpecific() { ConsoleWrapper.WorldWrite("I did something specific!"); } } public void Main() { new WorldListener(); new MasterListener(); } Expected output [World] Did something! [World] I did something specific! [Master] Did something! [World] I did something specific!

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  • Am I doing AS3 reference cleanup correctly?

    - by Ólafur Waage
    In one frame of my fla file (let's call it frame 2), I load a few xml files, then send that data into a class that is initialized in that frame, this class creates a few timers and listeners. Then when this class is done doing it's work. I call a dispatchEvent and move to frame 3. This frame does some things as well, it's initialized and creates a few event listeners and timers. When it's done, I move to frame 2 again. This is supposed to repeat as often as I need so I need to clean up the references correctly and I'm wondering if I'm doing it correctly. For sprites I do this. world.removeChild(Background); // world is the parent stage Background = null; For instances of other classes I do this. Players[i].cleanUp(world); // do any cleanup within the instanced class world.removeChild(PlayersSelect[i]); For event listeners I do this. if(Background != null) { Background.removeEventListener(MouseEvent.CLICK, deSelectPlayer); } For timers I do this. if(Timeout != null) { Timeout.stop(); Timeout.removeEventListener(TimerEvent.TIMER, queueHandler); Timeout.removeEventListener(TimerEvent.TIMER_COMPLETE, queueCompleted); Timeout = null; } And for library images I do this if(_libImage!= null) { s.removeChild(Images._libImage); // s is the stage _libImage= null; } And for the class itself in the main timeline, I do this Frame2.removeEventListener("Done", IAmDone); Frame2.cleanUp(); // the cleanup() does all the stuff above Frame2= null; Even if I do all this, when I get to frame 2 for the 2nd time, it runs for 1-2 seconds and then I get a lot of null reference errors because the cleanup function is called prematurely. Am I doing the cleanup correctly? What can cause events to fire prematurely?

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  • C++: Vector of objects vs. vector of pointers to new objects?

    - by metamemetics
    Hello, I am seeking to improve my C++ skills by writing a sample software renderer. It takes objects consisting of points in a 3d space and maps them to a 2d viewport and draws circles of varying size for each point in view. Which is better: class World{ vector<ObjectBaseClass> object_list; public: void generate(){ object_list.clear(); object_list.push_back(DerivedClass1()); object_list.push_back(DerivedClass2()); or... class World{ vector<ObjectBaseClass*> object_list; public: void generate(){ object_list.clear(); object_list.push_back(new DerivedClass1()); object_list.push_back(new DerivedClass2()); ?? Would be using pointers in the 2nd example to create new objects defeat the point of using vectors, because vectors automatically call the DerivedClass destructors in the first example but not in the 2nd? Are pointers to new objects necessary when using vectors because they handle memory management themselves as long as you use their access methods? Now let's say I have another method in world: void drawfrom(Viewport& view){ for (unsigned int i=0;i<object_list.size();++i){ object_list.at(i).draw(view); } } When called this will run the draw method for every object in the world list. Let's say I want derived classes to be able to have their own versions of draw(). Would the list need to be of pointers then in order to use the method selector (-) ?

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  • accordion tab open at different times

    - by user3279193
    I am using an asp classic and on the page I have a J-Query accordion. I want one tab to be open if the value that the asp prints out is greater than zero, if not , I want them all to be closed, this is an example of what I've got: J-Query: $(function() { $( "#accordion" ).accordion({ heightStyle: "content", collapsible: true, active: false }); }); HTML/ASP: <div id="accordion"> <h3>Tab1</h3> <div> <p>Hello World</p> </div> <h3>Tab2</h3> <div> <p>Hello World</p> </div> <h3>Tab3</h3> <div> <p>Hello World</p> </div> <h3>Results (<%=number%>)</h3> <!--if number > 0 then open tab else close all tabs--> <div> <p>Hello World</p> </div> </div>

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  • Grounded in Dublin

    - by Mike Dietrich
    Friday's hands-on workshop in the Oracle office in Dublin was quite good fun for everybody - except for Mick who has just recognized that his Ryanair flight back to Cork has been canceled (So I hope you've returned home well!) and me as my flights back to Munich via London City had been canceled as well. It's always good to have somebody in the workshop from Air Lingus so I've got hourly information what's going in in the Irish airspace (and now I know that the system dealing with such situations is an well prepared Oracle database which runs just like a switch watch - Thanks again for all your support!!! Was great to talk to you!!!). But to be honest, there are worse places to be grounded for a few days than Dublin. At least it gave me the chance to do something which I never had time enough before when visiting Oracle Ireland: a bit of sightseeing. When I've realized that nothing seems to move over the weekend I started organizing my travel back yesterday. It was no fun at all because there's no single system to book such a travel. Figuring out all possibilities and options going back to Munich was the first challange. Irish Ferries webpage was moaning with all the unexpected load (currently it's fully down). Hotel booking websites showed vacancies in Holyhead but didn't let me book. And calling them just reveiled that there are no rooms left. Haven't stayed overnight in a train station for quite a while ;-) The website of VirginTrains puzzled me with offering a seat at an enormous price for a train ride from Holyhead to London Euston (Thanks, Sir Richard Branson!) just to tell me after I booked a ticket that there are no seats left (but I traveled German railsways a few weeks ago from Düsseldorf to Frankfurt sitting on the floor as well). Eurostar's website let me choose tickets through the tunnel to tell me in the final step that the ticket cannot be confirmed as there are no seats left - but the next check again showed bookable seats - must be a database from some other vendor which has no proper row level locking ... hm ...?! Finally the TGV page for the speed train to Stuttgart and then the ICE to Munich was not allowing searches for quite a while - but ultimately ... after 4.5 hours of searching, waiting, sending credit card information again and again ... So if you have a few spare fingers please keep them crossed :-) And good luck to all my colleagues traveling back from the Exadata training in Berlin. As Mike Appleyard, my colleague from the UK presales team wrote: "Dublin and Berlin aren't too bad a place to get stuck... ;-)"

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  • Game Design Dilemma

    - by Chris Williams
    I'm working on a 2d tilemapped RPG. I've actually made quite a fair amount of progress, but I'm at a point where I need to make a UI decision. I have the overland world completely mapped out, and I have several towns and special areas. I'm on the fence about how to integrate the two. Scenario 1: I have one ginormous map, where everything is the same scale. This means you can walk in and out of towns without having to load or wait and transition in any way. With everything the same scale, movement costs the same no matter where you are (in terms of time/turns/energy/hunger/whatever/etc...)  The potential downside to this is that it could take quite a long time to get anywhere on foot. Scenario 2: I have an overland map, a set of town maps, overland tactical maps, dungeon maps & special area maps. The overland map is at a different scale than the other maps. This means that time/turns/energy/hunger/whatever/etc is calculated at a different rate than on the other maps, which have a 1:1 scale. When entering a town, dungeon, special area or having a random encounter, you would effectively zoom in from the overland scale to the tactical scale. When you are done with combat, or exit a dungeon or town, it would zoom back out to the overland map. The downside to this is that at the zoomed out scale, the overland map isn't all that big (comparitively) and you can traverse it fairly quickly (in real time, not game world time.) Options: 1) Go with scenario 1, as is. 2) Go with scenario 1 and introduce a slightly speedier version of overland travel, such as a horse. 3) Go with scenario 1 and introduce "instant" travel, via portals or some kind of "click the big map" mechanism. This would only work with places you've already been, or somehow unlocked (perhaps via a quest.) 4) Go with Scenario 2, as is.   Thoughts, opinions, suggestions?  Feedback appreciated.

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  • Oracle Linux Training Calendar

    - by Antoinette O'Sullivan
    The Oracle Linux System Administrator Curriculum is designed to provide you with the knowledge and skills necessary to effectively administer an Oracle Linux environment. These classes will help you prepare to install, configure, and manage your enterprise Linux environment as well as prepare you for the Oracle Linux Certification. You can take these courses as a: Live-Virtual event: Following the instructor-led classes from your own desk - no travel required. There is an extensive list of events on the schedule to suit different timezones. See full list on http://oracle.com/education/linux. In-Class event: Travel to an education center to take these classes. Below is a sample of in-class events on the schedule: Unix and Linux Essentials: This 3-day class is for those new to the linux operating system. You learn to manage files & directories from the command line, perform remote connections, file transfers & more.  Location  Date  Delivery Language  Nairobi, Kenya  3 December 2012  English  Riyadh, Saudia Arabia  5 January 2013  English  Cape Town, South Africa  9 January 2013  English  Durban, South Africa  9 January 2013  English  Johannesburg, South Africa  9 January 2013  English  Woodmead, South Africa  15 July 2013  English  Denver, United States  23 January 2013  English  Columbia, United States  2 January 2013  English  East Lansing, United States  9 January 2013  English  Roseville, United States  1 April 2013  English  Morrisville, United States  11 February 2013  English  Jakarta, Indonesia  26 December 2012  English  Kuala Lumpur, Malaysia  29 January 2013  English  Auckland, New Zealand  12 December 2012  English  Makati City, Philippines  14 January 2013  English  Singapore  13 February 2013  English  North Sydney, Australia  4 February 2013  English  Brisbane, Australia  29 April 2013  English  Melbourne, Australia  29 January 2013  English Oracle Linux System Administration: This 5 day course covers a broad range of Oracle Linux system administration tasks, from installing the operating system to preparing the system for Oracle Database. The course also provides an extensive hands-on experience for key system administration tasks. You will gain comprehensive skills in installing, configuring, and managing an Oracle Linux system as well as insight into ULN, Ksplice and UEK.  Location  Date  Delivery Language  Brussels, Belgium  26 November 2012  English  Windhof, Luxembourg  17 December 2012  English  Utrecht, Netherlands  11 February 2013  Dutch  Warsaw, Poland  25 February 2013  Polish  Gabarone, Botswana  22 April 2013  English  Nairobi, Kenya  10 December 2012  English  Johannesburg, South Africa  11 March 2013  English  Belmont, CA, United States  11 February 2013  English  Irvine, CA, United States  25 March 2013  English  Roseville, MN, United States  26 November 2013  English  Irving, TX, United States  14 January 2013  English  Jakarta, Indonesia  3 December 2012  English  Singapore  26 November 2012  English  Canberra, Australia  21 January 2013  English  Sydney, Australia  21 January 2013  English  Melbourne, Australia  11 February 2013  English To test your Oracle Linux System Administration skills, take the Oracle Linux 6 Implementation Essentials Certification Exam. For more information on the Oracle Linux Curriculum or to express interest in additional events, go to http://oracle.com/education/linux.

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  • Catching people up

    - by Randy Walker
    It’s been a while since I’ve blogged.  I suppose sometimes when one’s personal life gets busy, there are some things that fall by the wayside.  So what all has happened since I last blogged? Business has been good with lots of lessons learned.  I had hoped I would have had an important announcement several months ago concerning the business I own, but that simply hasn’t materialized yet. Will keep everyone posted.  Ensuring your business has a good sales pipeline and stays ahead in the technology curve is extremely important. I eventually resigned my INETA Board of Directors position.  Never one to mince words, frankly I had several issues with how things are run at INETA.  Mostly centered around some ethical issues compounded by higher expectations and what I felt was a lack of support.  I had put my hat into the ring in order to help change things, but eventually I didn’t really see change a possibility, and so all things must come to an end. I have started writing up a new business plan for a new startup, details to be forthcoming.  It’s new name will be Linker CRM.  I have some aggressive game changing plans ahead for it.  Ping me if you’re interested in finding out more information and don’t mind signing a non-compete and confidentiality agreement. ;) My personal life, has been hectic.  A 4 year old will do that to you.  As well as being divorced and the headaches associated with that.  If you’ve been divorced, I feel your pain, if you haven’t been, I would never wish the emotional roller coaster ride on anyone.  Dating has been interesting.  It’s a lot different at age 35 than your early 20s and relationships are far more complicated. Ethan is an absolutely fantastic adorable charmer of a kid.  He’s definitely going to be a heartbreaker.  His personality is really shining through and he’s taken onto my appreciation of music (and yes I’ll admit dance too).  We watched America’s Best Dance Crew (ABDC) together for the first time, he really loved it and I think he’ll probably start his own break dancing crew eventually.  I’ve posted a few videos on Facebook for those interested.  I’m extremely proud of him, but please say a little prayer for us as we try and continue to curb some behavior issues, as well as his mother and I try to settle some differences. This year’s travel plans have already included Dallas, Seattle, and a trip to Vancouver for the 2010 Olympics (a huge thanks to the Washington State Police for the nice souvenir they gave me).  Future travel plans include a trip to Korea in the 2nd half of May, Nashville again in the summer, and hopefully New Orleans for the Microsoft TechEd 2010 Conference. Look for some new blog posts soon …

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  • Aluminum Laptop Cases vs Leather Laptop Cases

    Both aluminum and leather have been known for their excellent qualities in the world of business, travel and even fashion; but when it comes to choosing one, there are certain qualities that put alum... [Author: Shannon Hilson - Computers and Internet - March 23, 2010]

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  • Cloud9 + vmware server

    - by Vigrond
    I recently bought a Chromebook to allow me to travel and work easily. My work likes to use VMWare images for our environments. I would like to run these on a server somewhere and hook them up to Cloud9 IDE so I can program fairly easily with my Chromebook What would be the easiest way to set this environment up? Can you say, take a VMWare image, "run" it on a linux server and hook up secure access to it through a given port?

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  • Friday Fun: Snail Bob 2

    - by Asian Angel
    Everyone’s favorite day of the week is here once again and that means it is time for some fun! In this week’s game your job is to help Snail Bob travel safely through a dangerous forest and reach his Grandpa’s house in one piece.What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • Congratulations 2010 Microsoft MVP, woo hoo 5th time now

    - by ssqa.net
    Well, its April 01st again and a big day for me 2 important events to note (daughter's birthday and MVP renewal notification). After a long travel from London to Hyderabad after speaking at UK AIC 2010 conference, I was able to make it by half day here for my daughter's birthday, phew. Then next one awaiting official confirmation about MVP renewal (April - Mar cycle), woo hooo here is one.... Dear Satya Jayanty, Congratulations! We are pleased to present you with the 2010 Microsoft® MVP Award...(read more)

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  • Three Ways to Get Started with MySQL Training

    - by Antoinette O'Sullivan
    Here is your chance to learn how this powerful relational database management system can make your life easier and more fun! This class covers all the basics and will get you on your way, with a solid foundation. This instructor led, hands-on class covers the fundamentals of SQL and relational databases, using MySQL[tm] as a teaching tool. You can take this 4 day instructor-led class in any of the following three ways: Training-On-Demand: See what Ben Krug, MySQL Support Engineer has to say about his experience taking the MySQL for Beginners TOD. With this streaming video delivery, you get started on taking the MySQL for Beginners course within 24 hrs of purchase, and follow the course at your own pace. Live-Virtual-Class: Take this class from your own desk - no travel required. There is a wide range of events on the schedule with delivery in English and German. In-Class: Travel to an education center to follow this class. Below is a sample of event on the schedule:  Location  Date  Delivery Language  Mechelen, Belgium  14 January 2013  English  London, England  3 December 2012  English  Hamburg, Germany  3 December 2012  German  Budapest, Hungary  5 February 2013  Hungarian  Riga, Latvia 18 February 2013   Latvian Amsterdam, Netherlands  10 December 2012  Dutch  Nieuwegein, Netherlands  18 February 2013  Dutch  Warsaw, Poland  26 November 2012   Polish  Lisbon, Portugal 25 March 2013  European Portugese   Porto, Portugal  25 March 2013  European Portugese  Barcelona, Spain 11 February 2013   Spanish  Madrid, Spain 8 January 2013   Spanish Nairobi, Kenya  14 January 2013   English  Cape Town, South Africa  22 July 2013  English  Pretoria, South Africa 22 April 2013  English Ottawa, Canada 17 December 2012  English  Toronto, Canada 17 December 2012   English  Montreal, Canada  17 December 2012 English  For more information on the Authentic MySQL Curriculum or to register your interest in an additional event, go to http://oracle.com/education/mysql. Note, many organizations deploy both Oracle Database and MySQL side by side to serve different needs, and as a database professional you can find training courses on both topics at Oracle University! Check out the upcoming Oracle Database training courses and MySQL training courses. Even if you're only managing Oracle Databases at this point of time, getting familiar with MySQL will broaden your career path with growing job demand.

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  • A* navigational mesh path finding

    - by theguywholikeslinux
    So I've been making this top down 2D java game in this framework called Greenfoot [1] and I've been working on the AI for the guys you are gonna fight. I want them to be able to move around the world realistically so I soon realized, amongst a couple of other things, I would need some kind of pathfinding. I have made two A* prototypes. One is grid based and then I made one that works with waypoints so now I need to work out a way to get from a 2d "map" of the obstacles/buildings to a graph of nodes that I can make a path from. The actual pathfinding seems fine, just my open and closed lists could use a more efficient data structure, but I'll get to that if and when I need to. I intend to use a navigational mesh for all the reasons out lined in this post on ai-blog.net [2]. However, the problem I have faced is that what A* thinks is the shortest path from the polygon centres/edges is not necessarily the shortest path if you travel through any part of the node. To get a better idea you can see the question I asked on stackoverflow [3]. I got a good answer concerning a visibility graph. I have since purchased the book (Computational Geometry: Algorithms and Applications [4]) and read further into the topic, however I am still in favour of a navigational mesh (See "Managing Complexity" [5] from Amit’s Notes about Path-Finding [6]). (As a side note, maybe I could possibly use Theta* to convert multiple waypoints into one straight line if the first and last are not obscured. Or each time I move back check to the waypoint before last to see if I can go straight from that to this) So basically what I want is a navigational mesh where once I have put it through a funnel algorithm (e.g. this one from Digesting Duck [7]) I will get the true shortest path, rather than get one that is the shortest path following node to node only, but not the actual shortest given that you can go through some polygons and skip nodes/edges. Oh and I also want to know how you suggest storing the information concerning the polygons. For the waypoint prototype example I made I just had each node as an object and stored a list of all the other nodes you could travel to from that node, I'm guessing that won't work with polygons? and how to I tell if a polygon is open/traversable or if it is a solid object? How do I store which nodes make up the polygon? Finally, for the record: I do want to programme this by myself from scratch even though there are already other solutions available and I don't intend to be (re) using this code in anything other than this game so it does not matter that it will inevitably be poor quality. http://greenfoot.org http://www.ai-blog.net/archives/000152.html http://stackoverflow.com/q/7585515/ http://www.cs.uu.nl/geobook/ http://theory.stanford.edu/~amitp/GameProgramming/MapRepresentations.html http://theory.stanford.edu/~amitp/GameProgramming/ http://digestingduck.blogspot.com/2010/03/simple-stupid-funnel-algorithm.html

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  • Deferred rendering with VSM - Scaling light depth loses moments

    - by user1423893
    I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light Space -> Shadow Map Space] // Transform the surface into light space and project // NB: Could be done in the vertex shader, but doing it here keeps the // "light shader" abstraction and doesn't limit the number of shadowed lights float4x4 LightViewProjection = mul(LightView, LightProjection); float4 surf_tex = mul(position, LightViewProjection); // Re-homogenize // 'w' component is not used in later calculations so no need to homogenize (it will equal '1' if homogenized) surf_tex.xyz /= surf_tex.w; // Rescale viewport to be [0,1] (texture coordinate system) float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = -surf_tex.y * 0.5f + 0.5f; // Half texel offset //shadow_tex += (0.5 / 512); // Scaled distance to light (instead of 'surf_tex.z') float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; //float rescaled_dist_to_light = surf_tex.z; // [Variance Shadow Map Depth Calculation] // No filtering float2 moments = tex2D(ShadowSampler, shadow_tex).xy; // Flip the moments values to bring them back to their original values moments.x = 1.0 - moments.x; moments.y = 1.0 - moments.y; // Compute variance float E_x2 = moments.y; float Ex_2 = moments.x * moments.x; float variance = E_x2 - Ex_2; variance = max(variance, Bias.y); // Surface is fully lit if the current pixel is before the light occluder (lit_factor == 1) // One-tailed inequality valid if float lit_factor = (rescaled_dist_to_light <= moments.x - Bias.x); // Compute probabilistic upper bound (mean distance) float m_d = moments.x - rescaled_dist_to_light; // Chebychev's inequality float p = variance / (variance + m_d * m_d); p = ReduceLightBleeding(p, Bias.z); // Adjust the light color based on the shadow attenuation shadow *= max(lit_factor, p); This is what I know for certain so far: The lighting is correct if I do not try and calculate the shadow term. (No shadows) The shadow term is correct when calculated using forward rendered lighting. (VSM works with forward rendered lights) With the current rescaled light distance (lightAttenuation.y is the far plane value): float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; The light is correct and the shadow appears to be zoomed in and misses the blurring: When I do not rescale the light and use the homogenized 'surf_tex': float rescaled_dist_to_light = surf_tex.z; the shadows are blurred correctly but the lighting is incorrect and the cube model is no longer lit Why is scaling by the far plane value (LightAttenuation.y) zooming in too far? The only other factor involved is my world pixel position, which is calculated as follows: // [Position] float4 position; // [Screen Position] position.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above position.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component position.z = 1.0 - position.z; position.w = 1.0; // 1.0 = position.w / position.w // [World Position] position = mul(position, CameraViewProjectionInverse); // Re-homogenize position (xyz AND w, otherwise shadows will bend when camera is close) position.xyz /= position.w; position.w = 1.0; Using the inverse matrix of the camera's view x projection matrix does work for lighting but maybe it is incorrect for shadow calculation? EDIT: Light calculations for shadow including 'dist_to_light' // Work out the light position and direction in world space float3 light_position = float3(LightViewInverse._41, LightViewInverse._42, LightViewInverse._43); // Direction might need to be negated float3 light_direction = float3(-LightViewInverse._31, -LightViewInverse._32, -LightViewInverse._33); // Unnormalized light vector float3 dir_to_light = light_position - position; // Direction from vertex float dist_to_light = length(dir_to_light); // Normalise 'toLight' vector for lighting calculations dir_to_light = normalize(dir_to_light); EDIT2: These are the calculations for the moments (depth) //============================================= //---[Vertex Shaders]-------------------------- //============================================= DepthVSOutput depth_VS( float4 Position : POSITION, uniform float4x4 shadow_view, uniform float4x4 shadow_view_projection) { DepthVSOutput output = (DepthVSOutput)0; // First transform position into world space float4 position_world = mul(Position, World); output.position_screen = mul(position_world, shadow_view_projection); output.light_vec = mul(position_world, shadow_view).xyz; return output; } //============================================= //---[Pixel Shaders]--------------------------- //============================================= DepthPSOutput depth_PS(DepthVSOutput input) { DepthPSOutput output = (DepthPSOutput)0; // Work out the depth of this fragment from the light, normalized to [0, 1] float2 depth; depth.x = length(input.light_vec) / FarPlane; depth.y = depth.x * depth.x; // Flip depth values to avoid floating point inaccuracies depth.x = 1.0f - depth.x; depth.y = 1.0f - depth.y; output.depth = depth.xyxy; return output; } EDIT 3: I have tried the folloiwng: float4 pp; pp.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above pp.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component pp.z = 1.0 - pp.z; pp.w = 1.0; // 1.0 = position.w / position.w // Determine the depth of the pixel with respect to the light float4x4 LightViewProjection = mul(LightView, LightProjection); float4x4 matViewToLightViewProj = mul(CameraViewProjectionInverse, LightViewProjection); float4 vPositionLightCS = mul(pp, matViewToLightViewProj); float fLightDepth = vPositionLightCS.z / vPositionLightCS.w; // Transform from light space to shadow map texture space. float2 vShadowTexCoord = 0.5 * vPositionLightCS.xy / vPositionLightCS.w + float2(0.5f, 0.5f); vShadowTexCoord.y = 1.0f - vShadowTexCoord.y; // Offset the coordinate by half a texel so we sample it correctly vShadowTexCoord += (0.5f / 512); //g_vShadowMapSize This suffers the same problem as the second picture. I have tried storing the depth based on the view x projection matrix: output.position_screen = mul(position_world, shadow_view_projection); //output.light_vec = mul(position_world, shadow_view); output.light_vec = output.position_screen; depth.x = input.light_vec.z / input.light_vec.w; This gives a shadow that has lots surface acne due to horrible floating point precision errors. Everything is lit correctly though. EDIT 4: Found an OpenGL based tutorial here I have followed it to the letter and it would seem that the uv coordinates for looking up the shadow map are incorrect. The source uses a scaled matrix to get the uv coordinates for the shadow map sampler /// <summary> /// The scale matrix is used to push the projected vertex into the 0.0 - 1.0 region. /// Similar in role to a * 0.5 + 0.5, where -1.0 < a < 1.0. /// <summary> const float4x4 ScaleMatrix = float4x4 ( 0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); I had to negate the 0.5 for the y scaling (M22) in order for it to work but the shadowing is still not correct. Is this really the correct way to scale? float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = surf_tex.y * -0.5f + 0.5f; The depth calculations are exactly the same as the source code yet they still do not work, which makes me believe something about the uv calculation above is incorrect.

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  • Service Broker, not ETL

    - by jamiet
    I have been very quiet on this blog of late and one reason for that is I have been very busy on a client project that I would like to talk about a little here. The client that I have been working for has a website that runs on a distributed architecture utilising a messaging infrastructure for communication between different endpoints. My brief was to build a system that could consume these messages and produce analytical information in near-real-time. More specifically I basically had to deliver a data warehouse however it was the real-time aspect of the project that really intrigued me. This real-time requirement meant that using an Extract transformation, Load (ETL) tool was out of the question and so I had no choice but to write T-SQL code (i.e. stored-procedures) to process the incoming messages and load the data into the data warehouse. This concerned me though – I had no way to control the rate at which data would arrive into the system yet we were going to have end-users querying the system at the same time that those messages were arriving; the potential for contention in such a scenario was pretty high and and was something I wanted to minimise as much as possible. Moreover I did not want the processing of data inside the data warehouse to have any impact on the customer-facing website. As you have probably guessed from the title of this blog post this is where Service Broker stepped in! For those that have not heard of it Service Broker is a queuing technology that has been built into SQL Server since SQL Server 2005. It provides a number of features however the one that was of interest to me was the fact that it facilitates asynchronous data processing which, in layman’s terms, means the ability to process some data without requiring the system that supplied the data having to wait for the response. That was a crucial feature because on this project the customer-facing website (in effect an OLTP system) would be calling one of our stored procedures with each message – we did not want to cause the OLTP system to wait on us every time we processed one of those messages. This asynchronous nature also helps to alleviate the contention problem because the asynchronous processing activity is handled just like any other task in the database engine and hence can wait on another task (such as an end-user query). Service Broker it was then! The stored procedure called by the OLTP system would simply put the message onto a queue and we would use a feature called activation to pick each message off the queue in turn and process it into the warehouse. At the time of writing the system is not yet up to full capacity but so far everything seems to be working OK (touch wood) and crucially our users are seeing data in near-real-time. By near-real-time I am talking about latencies of a few minutes at most and to someone like me who is used to building systems that have overnight latencies that is a huge step forward! So then, am I advocating that you all go out and dump your ETL tools? Of course not, no! What this project has taught me though is that in certain scenarios there may be better ways to implement a data warehouse system then the traditional “load data in overnight” approach that we are all used to. Moreover I have really enjoyed getting to grips with a new technology and even if you don’t want to use Service Broker you might want to consider asynchronous messaging architectures for your BI/data warehousing solutions in the future. This has been a very high level overview of my use of Service Broker and I have deliberately left out much of the minutiae of what has been a very challenging implementation. Nonetheless I hope I have caused you to reflect upon your own approaches to BI and question whether other approaches may be more tenable. All comments and questions gratefully received! Lastly, if you have never used Service Broker before and want to kick the tyres I have provided below a very simple “Service Broker Hello World” script that will create all of the objects required to facilitate Service Broker communications and then send the message “Hello World” from one place to anther! This doesn’t represent a “proper” implementation per se because it doesn’t close down down conversation objects (which you should always do in a real-world scenario) but its enough to demonstrate the capabilities! @Jamiet ----------------------------------------------------------------------------------------------- /*This is a basic Service Broker Hello World app. Have fun! -Jamie */ USE MASTER GO CREATE DATABASE SBTest GO --Turn Service Broker on! ALTER DATABASE SBTest SET ENABLE_BROKER GO USE SBTest GO -- 1) we need to create a message type. Note that our message type is -- very simple and allowed any type of content CREATE MESSAGE TYPE HelloMessage VALIDATION = NONE GO -- 2) Once the message type has been created, we need to create a contract -- that specifies who can send what types of messages CREATE CONTRACT HelloContract (HelloMessage SENT BY INITIATOR) GO --We can query the metadata of the objects we just created SELECT * FROM   sys.service_message_types WHERE name = 'HelloMessage'; SELECT * FROM   sys.service_contracts WHERE name = 'HelloContract'; SELECT * FROM   sys.service_contract_message_usages WHERE  service_contract_id IN (SELECT service_contract_id FROM sys.service_contracts WHERE name = 'HelloContract') AND        message_type_id IN (SELECT message_type_id FROM sys.service_message_types WHERE name = 'HelloMessage'); -- 3) The communication is between two endpoints. Thus, we need two queues to -- hold messages CREATE QUEUE SenderQueue CREATE QUEUE ReceiverQueue GO --more querying metatda SELECT * FROM sys.service_queues WHERE name IN ('SenderQueue','ReceiverQueue'); --we can also select from the queues as if they were tables SELECT * FROM SenderQueue   SELECT * FROM ReceiverQueue   -- 4) Create the required services and bind them to be above created queues CREATE SERVICE Sender   ON QUEUE SenderQueue CREATE SERVICE Receiver   ON QUEUE ReceiverQueue (HelloContract) GO --more querying metadata SELECT * FROM sys.services WHERE name IN ('Receiver','Sender'); -- 5) At this point, we can begin the conversation between the two services by -- sending messages DECLARE @conversationHandle UNIQUEIDENTIFIER DECLARE @message NVARCHAR(100) BEGIN   BEGIN TRANSACTION;   BEGIN DIALOG @conversationHandle         FROM SERVICE Sender         TO SERVICE 'Receiver'         ON CONTRACT HelloContract WITH ENCRYPTION=OFF   -- Send a message on the conversation   SET @message = N'Hello, World';   SEND  ON CONVERSATION @conversationHandle         MESSAGE TYPE HelloMessage (@message)   COMMIT TRANSACTION END GO --check contents of queues SELECT * FROM SenderQueue   SELECT * FROM ReceiverQueue   GO -- Receive a message from the queue RECEIVE CONVERT(NVARCHAR(MAX), message_body) AS MESSAGE FROM ReceiverQueue GO --If no messages were received and/or you can't see anything on the queues you may wish to check the following for clues: SELECT * FROM sys.transmission_queue -- Cleanup DROP SERVICE Sender DROP SERVICE Receiver DROP QUEUE SenderQueue DROP QUEUE ReceiverQueue DROP CONTRACT HelloContract DROP MESSAGE TYPE HelloMessage GO USE MASTER GO DROP DATABASE SBTest GO

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