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  • Hidden web standards behind Google "custom searchEngines"?

    - by Hoàng Long
    Today while playing with Google Chrome Omnibox, I notice a strange behavior. I guess there's some "hidden" web standard behind it, but can't figure it out. Here's how to reproduce: Go to http://edition.cnn.com/ Use the search function at the higher right corner, Search a random keyword, for example: "abc" Close the tabs. Open a new tab, type until Chrome reminds you about http://edition.cnn.com/, then press "Tab" The Omnibox now shows "Search CNN.com"! And when you type "abc" and press Enter, it uses the CNN search function to do the job, not Google! I also tried it for several different sites. To some it won't work. But to some sites, like CNN, vnexpress.net, it works after I use the search function of that site once. I also learnt about chrome://settings/searchEngines (type it in your chrome box and you will see), and learnt about you can add custom search engine in chrome. But the question is, why Chrome can realize the search URL automatically to some pages, and not others? It's not because some site subscribe to Google service, because I can do the same method for my site (http://ledohoanglong.wordpress.com), and I'm sure that there's no subscription. So I guess there's a method to "expose" the search function of a site, so that Google Chrome can catch it (after I call the search function of that site once, of courses). Does anyone know about how it works behind the scene?

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable? EDIT: To clarify, the display is 8x8 for a total of 64 pixels, not 64x64.

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  • Styles of games that work at low-resolution

    - by Brendan Long
    I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff. Obviously, that's lame, so the "real goal" is to make an impressive game on the device. The problem is that it only has 64 pixels to work with (technically 72, but the top 8 are single-color and not part of the main display, so they're really only useful for displaying things like money). My problem is thinking of something to do on a device that small. It doesn't really matter if it's original, but it can't be something that's already available. My first idea was "snake", but that comes with the SDK. Same with a side-scrolling shooter. Remaining ideas include a tower defense game (hard to write, hard to control), an RPG (same), tetris (lame).. The problem is that all of the games I like require a high-resolution screen because they have a lot of text. Even a really simple game like nethack would be hard because each creature would be a single color. tl;dr What styles of games require a. No text; and b. Few enough objects that representing them each with a single color is acceptable?

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  • MaaS minimum requirements with juju-jitsu?

    - by Christopher Shen Mu Long
    I've browsed through so many different sites and found so much contradictory information. As I am getting tired of this and do belive this question affects many other users, so I would like to collect the "once and for all times" answer. Unfortunately, the documentation on MaaS and Juju is ... well, not the best, sorry to say that. What are the minimum system requirements for setting up a MaaS cluster, which is going to be orchestrated with juju-jitsu? Do they need to have the exact system specifications or can I just combine different hardware? What are the minimum requirements for the master machine? E.g. "You need at least 8GB of RAM, a dual core CPU with at least 3.0 GHz." How many machines to I need to deploy MaaS on? I've read six machines, nine machines, and so on. I clearly want to know: "You need one for the Master and e.g. five nodes." Do I need to attach as many NICs (network interface cards) to my master machine as there are nodes, or can I simply attach two NICs and a switch? One NIC for connecting to the internet, one for handling the MaaS tasks, connected to a switch, which connects my nodes to the master? Is Juju now ready for local deployment? The last time I experimented with juju and had to reboot my machine, the services orchestrated by juju were gone. This was an issue I also found on the official juju site. Unfortunately, as mentioned above, the documentation is not the best, so I could not find the necessary info on that again. So: Can I use juju on a local environment or will a reboot break my setup?

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  • Where can I find a legal "permission to work on open source" document?

    - by Nathan Long
    One of the things I really like about my current job is that we developers are encouraged to make open source contributions. However, this encouragement has always been verbal. I've read some horror stories about developers having their open-source work legally claimed by their employer. I'd be more comfortable if we had something in writing from my employer saying that contributions are allowed and not owned by the company. Understanding that you are not lawyers, does anyone know where to find a boilerplate document to this effect?

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  • Proper policy for user setup

    - by Dave Long
    I am still fairly new to linux hosting and am currently working on some policies for our production ubuntu servers. The servers are public facing webservers with ssh access from the public network and database servers with ssh access from the internal private network. We are a small hosting company so in the past with windows servers we used one user account and one password that each of us used internally. Anyone outside of the company who needed to access the server for FTP or anything else had their own user account. Is that okay to do in the linux world, or would most people recommend using individual accounts for each person who needs to access the server?

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  • how to fix it =.= "Third party sources disabled"

    - by Long Pham
    When i tried to upgrade to 13.10, it was appearing on the screen while preparing to update "Third party sources disabled Some third party entries in your sources.list were disabled. You can re-enable them after the upgrade with the 'software-properties' tool or your package manager." After that it was on: W:Failed to fetch bzip2:/var/lib/apt/lists/partial/archive.ubuntu.com_ubuntu_dists_saucy_universe_source_Sources Hash Sum mismatch , E:Some index files failed to download. They have been ignored, or old ones used instead.

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  • How to view files from host? (running inside VMWare Fusion)

    - by Dave Long
    I have just finished moving my development server into a Ubuntu 10.04 Server VM in VMWare Fusion 3. I have all of my mysql and tomcat stuff running and am now trying to connect to my actual site files which are stored on my mac under /{User Root}/Workspace/ColdFusion/. I know that normally you should be able to setup a shared folder in VMWare and find it under /mnt/hgfs/{Share Name}, but I can't find it. I am not sure if I have to manually mount it or what.

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  • Can I minify Javascript that requires copyright notice?

    - by Nathan Long
    I guess this is actually a legal question, but it relates to software. I'm about to include a JS plugin in a project. The comments include: Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. Is using this in my web site "redistribution?" If I minify this to conserve bandwidth, I assume it will strip all comments. If the answer to #1 is yes, doesn't that imply I'm legally not allowed to minify it? (That would stink, since I was planning to auto-minify all JS as part of the deploy process.)

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  • questions on a particular algorithm

    - by paul smith
    Upon searching for a fast primr algorithm, I stumbled upon this: public static boolean isP(long n) { if (n==2 || n==3) return true; if ((n&0x1)==0 || n%3==0 || n<2) return false; long root=(long)Math.sqrt(n)+1L; // we check just numbers of the form 6*k+1 and 6*k-1 for (long k=6;k<=root;k+=6) { if (n%(k-1)==0) return false; if (n%(k+1)==0) return false; } return true; } My questions are: Why is long being used everywhere instead of int? Because with a long type the argument could be much larger than Integer.MAX thus making the method more flexible? In the second 'if', is n&0x1 the same as n%2? If so why didn't the author just use n%2? To me it's more readable. The line that sets the 'root' variable, why add the 1L? What is the run-time complexity? Is it O(sqrt(n/6)) or O(sqrt(n)/6)? Or would we just say O(n)?

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  • Debugging OpenOffice crashes

    - by JD Long
    This is partly an OpenOffice question and partly a Ubuntu question. I'm running OpenOffice 3.2.0 and Ubuntu 10.04. I get frequent crashes of OO, especially the Calc app, although I get crashes in the word processor as well. They are very abrupt and accompanies by no warning or error message. I'm just typing away and then the app is gone. Sometimes I even end up thinking I'm typing in OO and discover that OO has crashed and I'm typing in whatever application was under OO. However, I can't reproduce these crashes on demand. They seem random. I can open the same file and do the same exact thing but it does not crash. In Ubuntu how do I trace, track, or diagnose these types of crashes? Is there software I can invoke to help diagnose? Can I start OO from a command prompt with debugging of some sort enabled? Note: if someone could add the tag OpenOffice, I would appreciate it

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  • How do I know if I'm getting the most out of my video card?

    - by b.long
    My computer at home is a bit lacking, so I want to make sure I'm getting the most out of it while I can. Generally speaking, here are the specs: 4GB Memory AMD Athlon(tm) 64 X2 Dual Core Processor 5200+ × 2 64-bit Ubuntu The terminal shows me the following: me@home:~$ uname -a Linux home 3.0.0-17-generic #30-Ubuntu SMP Thu Mar 8 20:45:39 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux me@home:~$ lspci | grep VGA 01:00.0 VGA compatible controller: ATI Technologies Inc RV380 [Radeon X600 (PCIE)] me@home:~$ sudo lshw -C video *-display:0 description: VGA compatible controller product: RV380 [Radeon X600 (PCIE)] vendor: ATI Technologies Inc physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 32 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=radeon latency=0 resources: irq:44 memory:e0000000-efffffff ioport:ac00(size=256) memory:fdef0000-fdefffff memory:fdec0000-fdedffff *-display:1 UNCLAIMED description: Display controller product: RV380 [Radeon X600] vendor: ATI Technologies Inc physical id: 0.1 bus info: pci@0000:01:00.1 version: 00 width: 32 bits clock: 33MHz capabilities: pm pciexpress bus_master cap_list configuration: latency=0 resources: memory:fdee0000-fdeeffff me@home:~$ lspci -nn | grep VGA 01:00.0 VGA compatible controller [0300]: ATI Technologies Inc RV380 [Radeon X600 (PCIE)] [1002:5b62] The additional drivers menu in System Settings shows me nothing useful and my attempt at installing ATI's Catalyst Control center (drivers that came with the video card) failed. I believe the latest version of Ubuntu at the time was 9.x. What should I do? Install an old version of Ubuntu 9? Use some alternative driver? UPDATE: I might try my hand at a bit from this answer next: "Installing Catalyst Manually (from AMD/ATI's site)" . From a terminal, fgl_glxgears returns *"fgl_glxgears: command not found"*. Any thoughts?

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  • Installing 10.04 server on HP xw9400 Workstation with RAID 5

    - by Dave Long
    I have a workstation that was given to me that is a friggen powerhouse, so I figured I would set it up as my development and demo server. This is my first experience installing Ubuntu onto a RAID array and so far it has not been a fun one. I have been following the Advanced Installation guide for installing Ubuntu 10.04 server, and it says that there will be an option on the Partition Disks screen to manually create the partitions, but the only options I have are: Configure iSCSI volumes Undo changes to partitions Finish partitioning and write changes to disk Just before I got to that screen I got a message that said: One or more drives containing Serial ATA RAID configurations have been found. Do you wish to activate these RAID devices? It doesn't matter whether I answer yes or no to that, I still get the same Partition Disks screen. When I try to select Finish partitioning and write changes to disk I just get the No root file system error. Has anyone else experienced this, and how do I get past it? Can I not run Ubuntu on this machine?

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  • Lost connectivity after configuring multiple network adapters on separate networks

    - by Dave Long
    I am trying to setup an Ubuntu hosting server, currently just for development, and the server has two NICs, each sitting on a different network. eth0 is on 192.168.200.* and eth1 is on 192.168.101.* and each one has a static IP. eth0 is the public facing NIC card and eth1 is strictly for internal access to the server. I initially only setup eth0 and added the eth1 card when I needed it. eth0 was working find until I added eth1, now, can't get any connectivity on eth0 unless I pull eth1 out of the box. The configuration on each system is as follows: auto eth0 iface eth0 inet static address 192.168.200.94 netmask 255.255.255.0 network 192.168.200.0 broadcast 192.168.200.255 gateway 192.168.200.253 auto eth1 iface eth1 inet static address 192.168.101.64 netmask 255.255.255.0 network 192.168.101.0 broadcast 192.168.101.255 gateway 192.168.101.254 Again eth0 worked fine until I added eth1. I have seen this happen with Windows servers if you have a Default Gateway setup for both NICs, but I am not sure if this works the same on Ubuntu. My resolv.conf file looks like so: nameserver 192.168.101.59 nameserver 192.168.101.58 domain domain.local search domain.local Per request here is the Routing table 192.168.101.0 * 255.255.255.0 U 0 0 0 eth1 192.168.200.0 * 255.255.255.0 U 0 0 0 eth0 default 192.168.101.254 0.0.0.0 UG 100 0 0 eth1 default 192.168.200.253 0.0.0.0 UG 100 0 0 eth0

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  • Call DB Stored Procedure using @NamedStoredProcedureQuery Injection

    - by anwilson
    Oracle Database Stored Procedure can be called from EJB business layer to perform complex DB specific operations. This approach will avoid overhead from frequent network hits which could impact end-user result. DB Stored Procedure can be invoked from EJB Session Bean business logic using org.eclipse.persistence.queries.StoredProcedureCall API. Using this approach requires more coding to handle the Session and Arguments of the Stored Procedure, thereby increasing effort on maintenance. EJB 3.0 introduces @NamedStoredProcedureQuery Injection to call Database Stored Procedure as NamedQueries. This blog will take you through the steps to call Oracle Database Stored Procedure using @NamedStoredProcedureQuery.EMP_SAL_INCREMENT procedure available in HR schema will be used in this sample.Create Entity from EMPLOYEES table.Add @NamedStoredProcedureQuery above @NamedQueries to Employees.java with definition as given below - @NamedStoredProcedureQuery(name="Employees.increaseEmpSal", procedureName = "EMP_SAL_INCREMENT", resultClass=void.class, resultSetMapping = "", returnsResultSet = false, parameters = { @StoredProcedureParameter(name = "EMP_ID", queryParameter = "EMPID"), @StoredProcedureParameter(name = "SAL_INCR", queryParameter = "SALINCR")} ) Observe how Stored Procedure's arguments are handled easily in  @NamedStoredProcedureQuery using @StoredProcedureParameter.Expose Entity Bean by creating a Session Facade.Business method need to be added to Session Bean to access the Stored Procedure exposed as NamedQuery. public void salaryRaise(Long empId, Long salIncrease) throws Exception { try{ Query query = em.createNamedQuery("Employees.increaseEmpSal"); query.setParameter("EMPID", empId); query.setParameter("SALINCR", salIncrease); query.executeUpdate(); } catch(Exception ex){ throw ex; } } Expose business method through Session Bean Remote Interface. void salaryRaise(Long empId, Long salIncrease) throws Exception; Session Bean Client is required to invoke the method exposed through remote interface.Call exposed method in Session Bean Client main method. final Context context = getInitialContext(); SessionEJB sessionEJB = (SessionEJB)context.lookup("Your-JNDI-lookup"); sessionEJB.salaryRaise(new Long(200), new Long(1000)); Deploy Session BeanRun Session Bean Client.Salary of Employee with Id 200 will be increased by 1000.

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  • Disable automatic starting of sshd?

    - by b.long
    Simple question here; what's the correct way to stop the sshd service from starting when the OS boots ? I'm not sure if this answer is correct, so I'm hoping some guru(s) can help me out! What I'd like is a configuration that (after boot) allows me to start the service using sudo service ssh start when necessary. Version info: me@home:~$ ssh -V OpenSSH_5.9p1 Debian-5ubuntu1, OpenSSL 1.0.1 14 Mar 2012 me@home:~$ lsb_release -a No LSB modules are available. Distributor ID: Ubuntu Description: Ubuntu 12.04.1 LTS Release: 12.04 Codename: precise

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  • Files in /home deleted

    - by long-time user....2006
    In the most specific, unemotional terms: Reinstalled os, using 11.10(1 month after release to skip initial issues that usually crop up). Configured system to my specifications(just ways of organizing config files, etc). Log out Log back in after after an hour or so...to find my home directory obliterated and just a few skeleton files existing. think oh well, try again (this has happened before with an install for reasons I've never been able to pinpoint, usually around install time with some sort of update but its never been a major recurring issue) same thing happens I thought something was awry, so I reinstalled again (another 20 minutes, meh) Set up system, arranged home directory a bit differently thinking maybe I tread on something I shouldn't have. log out, come back --- the same thing. Most of the directories I added were deleted (e.g. .xmonad which links to xmonad.hs in my portable config directory) tl;dr every change I make in my home directory gets deleted. The emotional part: UNACCEPTABLE. I need to configure my system the way I want, not get punched in the face everytime I make a change. I'll willingly fill in details as needed, this was just a start to see if anyone can help, I've found no trace of this issue in a search.

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  • 256 Windows Azure Worker Roles, Windows Kinect and a 90's Text-Based Ray-Tracer

    - by Alan Smith
    For a couple of years I have been demoing a simple render farm hosted in Windows Azure using worker roles and the Azure Storage service. At the start of the presentation I deploy an Azure application that uses 16 worker roles to render a 1,500 frame 3D ray-traced animation. At the end of the presentation, when the animation was complete, I would play the animation delete the Azure deployment. The standing joke with the audience was that it was that it was a “$2 demo”, as the compute charges for running the 16 instances for an hour was $1.92, factor in the bandwidth charges and it’s a couple of dollars. The point of the demo is that it highlights one of the great benefits of cloud computing, you pay for what you use, and if you need massive compute power for a short period of time using Windows Azure can work out very cost effective. The “$2 demo” was great for presenting at user groups and conferences in that it could be deployed to Azure, used to render an animation, and then removed in a one hour session. I have always had the idea of doing something a bit more impressive with the demo, and scaling it from a “$2 demo” to a “$30 demo”. The challenge was to create a visually appealing animation in high definition format and keep the demo time down to one hour.  This article will take a run through how I achieved this. Ray Tracing Ray tracing, a technique for generating high quality photorealistic images, gained popularity in the 90’s with companies like Pixar creating feature length computer animations, and also the emergence of shareware text-based ray tracers that could run on a home PC. In order to render a ray traced image, the ray of light that would pass from the view point must be tracked until it intersects with an object. At the intersection, the color, reflectiveness, transparency, and refractive index of the object are used to calculate if the ray will be reflected or refracted. Each pixel may require thousands of calculations to determine what color it will be in the rendered image. Pin-Board Toys Having very little artistic talent and a basic understanding of maths I decided to focus on an animation that could be modeled fairly easily and would look visually impressive. I’ve always liked the pin-board desktop toys that become popular in the 80’s and when I was working as a 3D animator back in the 90’s I always had the idea of creating a 3D ray-traced animation of a pin-board, but never found the energy to do it. Even if I had a go at it, the render time to produce an animation that would look respectable on a 486 would have been measured in months. PolyRay Back in 1995 I landed my first real job, after spending three years being a beach-ski-climbing-paragliding-bum, and was employed to create 3D ray-traced animations for a CD-ROM that school kids would use to learn physics. I had got into the strange and wonderful world of text-based ray tracing, and was using a shareware ray-tracer called PolyRay. PolyRay takes a text file describing a scene as input and, after a few hours processing on a 486, produced a high quality ray-traced image. The following is an example of a basic PolyRay scene file. background Midnight_Blue   static define matte surface { ambient 0.1 diffuse 0.7 } define matte_white texture { matte { color white } } define matte_black texture { matte { color dark_slate_gray } } define position_cylindrical 3 define lookup_sawtooth 1 define light_wood <0.6, 0.24, 0.1> define median_wood <0.3, 0.12, 0.03> define dark_wood <0.05, 0.01, 0.005>     define wooden texture { noise surface { ambient 0.2  diffuse 0.7  specular white, 0.5 microfacet Reitz 10 position_fn position_cylindrical position_scale 1  lookup_fn lookup_sawtooth octaves 1 turbulence 1 color_map( [0.0, 0.2, light_wood, light_wood] [0.2, 0.3, light_wood, median_wood] [0.3, 0.4, median_wood, light_wood] [0.4, 0.7, light_wood, light_wood] [0.7, 0.8, light_wood, median_wood] [0.8, 0.9, median_wood, light_wood] [0.9, 1.0, light_wood, dark_wood]) } } define glass texture { surface { ambient 0 diffuse 0 specular 0.2 reflection white, 0.1 transmission white, 1, 1.5 }} define shiny surface { ambient 0.1 diffuse 0.6 specular white, 0.6 microfacet Phong 7  } define steely_blue texture { shiny { color black } } define chrome texture { surface { color white ambient 0.0 diffuse 0.2 specular 0.4 microfacet Phong 10 reflection 0.8 } }   viewpoint {     from <4.000, -1.000, 1.000> at <0.000, 0.000, 0.000> up <0, 1, 0> angle 60     resolution 640, 480 aspect 1.6 image_format 0 }       light <-10, 30, 20> light <-10, 30, -20>   object { disc <0, -2, 0>, <0, 1, 0>, 30 wooden }   object { sphere <0.000, 0.000, 0.000>, 1.00 chrome } object { cylinder <0.000, 0.000, 0.000>, <0.000, 0.000, -4.000>, 0.50 chrome }   After setting up the background and defining colors and textures, the viewpoint is specified. The “camera” is located at a point in 3D space, and it looks towards another point. The angle, image resolution, and aspect ratio are specified. Two lights are present in the image at defined coordinates. The three objects in the image are a wooden disc to represent a table top, and a sphere and cylinder that intersect to form a pin that will be used for the pin board toy in the final animation. When the image is rendered, the following image is produced. The pins are modeled with a chrome surface, so they reflect the environment around them. Note that the scale of the pin shaft is not correct, this will be fixed later. Modeling the Pin Board The frame of the pin-board is made up of three boxes, and six cylinders, the front box is modeled using a clear, slightly reflective solid, with the same refractive index of glass. The other shapes are modeled as metal. object { box <-5.5, -1.5, 1>, <5.5, 5.5, 1.2> glass } object { box <-5.5, -1.5, -0.04>, <5.5, 5.5, -0.09> steely_blue } object { box <-5.5, -1.5, -0.52>, <5.5, 5.5, -0.59> steely_blue } object { cylinder <-5.2, -1.2, 1.4>, <-5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, -1.2, 1.4>, <5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <-5.2, 5.2, 1.4>, <-5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, 5.2, 1.4>, <5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <0, -1.2, 1.4>, <0, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <0, 5.2, 1.4>, <0, 5.2, -0.74>, 0.2 steely_blue }   In order to create the matrix of pins that make up the pin board I used a basic console application with a few nested loops to create two intersecting matrixes of pins, which models the layout used in the pin boards. The resulting image is shown below. The pin board contains 11,481 pins, with the scene file containing 23,709 lines of code. For the complete animation 2,000 scene files will be created, which is over 47 million lines of code. Each pin in the pin-board will slide out a specific distance when an object is pressed into the back of the board. This is easily modeled by setting the Z coordinate of the pin to a specific value. In order to set all of the pins in the pin-board to the correct position, a bitmap image can be used. The position of the pin can be set based on the color of the pixel at the appropriate position in the image. When the Windows Azure logo is used to set the Z coordinate of the pins, the following image is generated. The challenge now was to make a cool animation. The Azure Logo is fine, but it is static. Using a normal video to animate the pins would not work; the colors in the video would not be the same as the depth of the objects from the camera. In order to simulate the pin board accurately a series of frames from a depth camera could be used. Windows Kinect The Kenect controllers for the X-Box 360 and Windows feature a depth camera. The Kinect SDK for Windows provides a programming interface for Kenect, providing easy access for .NET developers to the Kinect sensors. The Kinect Explorer provided with the Kinect SDK is a great starting point for exploring Kinect from a developers perspective. Both the X-Box 360 Kinect and the Windows Kinect will work with the Kinect SDK, the Windows Kinect is required for commercial applications, but the X-Box Kinect can be used for hobby projects. The Windows Kinect has the advantage of providing a mode to allow depth capture with objects closer to the camera, which makes for a more accurate depth image for setting the pin positions. Creating a Depth Field Animation The depth field animation used to set the positions of the pin in the pin board was created using a modified version of the Kinect Explorer sample application. In order to simulate the pin board accurately, a small section of the depth range from the depth sensor will be used. Any part of the object in front of the depth range will result in a white pixel; anything behind the depth range will be black. Within the depth range the pixels in the image will be set to RGB values from 0,0,0 to 255,255,255. A screen shot of the modified Kinect Explorer application is shown below. The Kinect Explorer sample application was modified to include slider controls that are used to set the depth range that forms the image from the depth stream. This allows the fine tuning of the depth image that is required for simulating the position of the pins in the pin board. The Kinect Explorer was also modified to record a series of images from the depth camera and save them as a sequence JPEG files that will be used to animate the pins in the animation the Start and Stop buttons are used to start and stop the image recording. En example of one of the depth images is shown below. Once a series of 2,000 depth images has been captured, the task of creating the animation can begin. Rendering a Test Frame In order to test the creation of frames and get an approximation of the time required to render each frame a test frame was rendered on-premise using PolyRay. The output of the rendering process is shown below. The test frame contained 23,629 primitive shapes, most of which are the spheres and cylinders that are used for the 11,800 or so pins in the pin board. The 1280x720 image contains 921,600 pixels, but as anti-aliasing was used the number of rays that were calculated was 4,235,777, with 3,478,754,073 object boundaries checked. The test frame of the pin board with the depth field image applied is shown below. The tracing time for the test frame was 4 minutes 27 seconds, which means rendering the2,000 frames in the animation would take over 148 hours, or a little over 6 days. Although this is much faster that an old 486, waiting almost a week to see the results of an animation would make it challenging for animators to create, view, and refine their animations. It would be much better if the animation could be rendered in less than one hour. Windows Azure Worker Roles The cost of creating an on-premise render farm to render animations increases in proportion to the number of servers. The table below shows the cost of servers for creating a render farm, assuming a cost of $500 per server. Number of Servers Cost 1 $500 16 $8,000 256 $128,000   As well as the cost of the servers, there would be additional costs for networking, racks etc. Hosting an environment of 256 servers on-premise would require a server room with cooling, and some pretty hefty power cabling. The Windows Azure compute services provide worker roles, which are ideal for performing processor intensive compute tasks. With the scalability available in Windows Azure a job that takes 256 hours to complete could be perfumed using different numbers of worker roles. The time and cost of using 1, 16 or 256 worker roles is shown below. Number of Worker Roles Render Time Cost 1 256 hours $30.72 16 16 hours $30.72 256 1 hour $30.72   Using worker roles in Windows Azure provides the same cost for the 256 hour job, irrespective of the number of worker roles used. Provided the compute task can be broken down into many small units, and the worker role compute power can be used effectively, it makes sense to scale the application so that the task is completed quickly, making the results available in a timely fashion. The task of rendering 2,000 frames in an animation is one that can easily be broken down into 2,000 individual pieces, which can be performed by a number of worker roles. Creating a Render Farm in Windows Azure The architecture of the render farm is shown in the following diagram. The render farm is a hybrid application with the following components: ·         On-Premise o   Windows Kinect – Used combined with the Kinect Explorer to create a stream of depth images. o   Animation Creator – This application uses the depth images from the Kinect sensor to create scene description files for PolyRay. These files are then uploaded to the jobs blob container, and job messages added to the jobs queue. o   Process Monitor – This application queries the role instance lifecycle table and displays statistics about the render farm environment and render process. o   Image Downloader – This application polls the image queue and downloads the rendered animation files once they are complete. ·         Windows Azure o   Azure Storage – Queues and blobs are used for the scene description files and completed frames. A table is used to store the statistics about the rendering environment.   The architecture of each worker role is shown below.   The worker role is configured to use local storage, which provides file storage on the worker role instance that can be use by the applications to render the image and transform the format of the image. The service definition for the worker role with the local storage configuration highlighted is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="CloudRay" >   <WorkerRole name="CloudRayWorkerRole" vmsize="Small">     <Imports>     </Imports>     <ConfigurationSettings>       <Setting name="DataConnectionString" />     </ConfigurationSettings>     <LocalResources>       <LocalStorage name="RayFolder" cleanOnRoleRecycle="true" />     </LocalResources>   </WorkerRole> </ServiceDefinition>     The two executable programs, PolyRay.exe and DTA.exe are included in the Azure project, with Copy Always set as the property. PolyRay will take the scene description file and render it to a Truevision TGA file. As the TGA format has not seen much use since the mid 90’s it is converted to a JPG image using Dave's Targa Animator, another shareware application from the 90’s. Each worker roll will use the following process to render the animation frames. 1.       The worker process polls the job queue, if a job is available the scene description file is downloaded from blob storage to local storage. 2.       PolyRay.exe is started in a process with the appropriate command line arguments to render the image as a TGA file. 3.       DTA.exe is started in a process with the appropriate command line arguments convert the TGA file to a JPG file. 4.       The JPG file is uploaded from local storage to the images blob container. 5.       A message is placed on the images queue to indicate a new image is available for download. 6.       The job message is deleted from the job queue. 7.       The role instance lifecycle table is updated with statistics on the number of frames rendered by the worker role instance, and the CPU time used. The code for this is shown below. public override void Run() {     // Set environment variables     string polyRayPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), PolyRayLocation);     string dtaPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), DTALocation);       LocalResource rayStorage = RoleEnvironment.GetLocalResource("RayFolder");     string localStorageRootPath = rayStorage.RootPath;       JobQueue jobQueue = new JobQueue("renderjobs");     JobQueue downloadQueue = new JobQueue("renderimagedownloadjobs");     CloudRayBlob sceneBlob = new CloudRayBlob("scenes");     CloudRayBlob imageBlob = new CloudRayBlob("images");     RoleLifecycleDataSource roleLifecycleDataSource = new RoleLifecycleDataSource();       Frames = 0;       while (true)     {         // Get the render job from the queue         CloudQueueMessage jobMsg = jobQueue.Get();           if (jobMsg != null)         {             // Get the file details             string sceneFile = jobMsg.AsString;             string tgaFile = sceneFile.Replace(".pi", ".tga");             string jpgFile = sceneFile.Replace(".pi", ".jpg");               string sceneFilePath = Path.Combine(localStorageRootPath, sceneFile);             string tgaFilePath = Path.Combine(localStorageRootPath, tgaFile);             string jpgFilePath = Path.Combine(localStorageRootPath, jpgFile);               // Copy the scene file to local storage             sceneBlob.DownloadFile(sceneFilePath);               // Run the ray tracer.             string polyrayArguments =                 string.Format("\"{0}\" -o \"{1}\" -a 2", sceneFilePath, tgaFilePath);             Process polyRayProcess = new Process();             polyRayProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), polyRayPath);             polyRayProcess.StartInfo.Arguments = polyrayArguments;             polyRayProcess.Start();             polyRayProcess.WaitForExit();               // Convert the image             string dtaArguments =                 string.Format(" {0} /FJ /P{1}", tgaFilePath, Path.GetDirectoryName (jpgFilePath));             Process dtaProcess = new Process();             dtaProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), dtaPath);             dtaProcess.StartInfo.Arguments = dtaArguments;             dtaProcess.Start();             dtaProcess.WaitForExit();               // Upload the image to blob storage             imageBlob.UploadFile(jpgFilePath);               // Add a download job.             downloadQueue.Add(jpgFile);               // Delete the render job message             jobQueue.Delete(jobMsg);               Frames++;         }         else         {             Thread.Sleep(1000);         }           // Log the worker role activity.         roleLifecycleDataSource.Alive             ("CloudRayWorker", RoleLifecycleDataSource.RoleLifecycleId, Frames);     } }     Monitoring Worker Role Instance Lifecycle In order to get more accurate statistics about the lifecycle of the worker role instances used to render the animation data was tracked in an Azure storage table. The following class was used to track the worker role lifecycles in Azure storage.   public class RoleLifecycle : TableServiceEntity {     public string ServerName { get; set; }     public string Status { get; set; }     public DateTime StartTime { get; set; }     public DateTime EndTime { get; set; }     public long SecondsRunning { get; set; }     public DateTime LastActiveTime { get; set; }     public int Frames { get; set; }     public string Comment { get; set; }       public RoleLifecycle()     {     }       public RoleLifecycle(string roleName)     {         PartitionKey = roleName;         RowKey = Utils.GetAscendingRowKey();         Status = "Started";         StartTime = DateTime.UtcNow;         LastActiveTime = StartTime;         EndTime = StartTime;         SecondsRunning = 0;         Frames = 0;     } }     A new instance of this class is created and added to the storage table when the role starts. It is then updated each time the worker renders a frame to record the total number of frames rendered and the total processing time. These statistics are used be the monitoring application to determine the effectiveness of use of resources in the render farm. Rendering the Animation The Azure solution was deployed to Windows Azure with the service configuration set to 16 worker role instances. This allows for the application to be tested in the cloud environment, and the performance of the application determined. When I demo the application at conferences and user groups I often start with 16 instances, and then scale up the application to the full 256 instances. The configuration to run 16 instances is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="16" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     About six minutes after deploying the application the first worker roles become active and start to render the first frames of the animation. The CloudRay Monitor application displays an icon for each worker role instance, with a number indicating the number of frames that the worker role has rendered. The statistics on the left show the number of active worker roles and statistics about the render process. The render time is the time since the first worker role became active; the CPU time is the total amount of processing time used by all worker role instances to render the frames.   Five minutes after the first worker role became active the last of the 16 worker roles activated. By this time the first seven worker roles had each rendered one frame of the animation.   With 16 worker roles u and running it can be seen that one hour and 45 minutes CPU time has been used to render 32 frames with a render time of just under 10 minutes.     At this rate it would take over 10 hours to render the 2,000 frames of the full animation. In order to complete the animation in under an hour more processing power will be required. Scaling the render farm from 16 instances to 256 instances is easy using the new management portal. The slider is set to 256 instances, and the configuration saved. We do not need to re-deploy the application, and the 16 instances that are up and running will not be affected. Alternatively, the configuration file for the Azure service could be modified to specify 256 instances.   <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="256" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     Six minutes after the new configuration has been applied 75 new worker roles have activated and are processing their first frames.   Five minutes later the full configuration of 256 worker roles is up and running. We can see that the average rate of frame rendering has increased from 3 to 12 frames per minute, and that over 17 hours of CPU time has been utilized in 23 minutes. In this test the time to provision 140 worker roles was about 11 minutes, which works out at about one every five seconds.   We are now half way through the rendering, with 1,000 frames complete. This has utilized just under three days of CPU time in a little over 35 minutes.   The animation is now complete, with 2,000 frames rendered in a little over 52 minutes. The CPU time used by the 256 worker roles is 6 days, 7 hours and 22 minutes with an average frame rate of 38 frames per minute. The rendering of the last 1,000 frames took 16 minutes 27 seconds, which works out at a rendering rate of 60 frames per minute. The frame counts in the server instances indicate that the use of a queue to distribute the workload has been very effective in distributing the load across the 256 worker role instances. The first 16 instances that were deployed first have rendered between 11 and 13 frames each, whilst the 240 instances that were added when the application was scaled have rendered between 6 and 9 frames each.   Completed Animation I’ve uploaded the completed animation to YouTube, a low resolution preview is shown below. Pin Board Animation Created using Windows Kinect and 256 Windows Azure Worker Roles   The animation can be viewed in 1280x720 resolution at the following link: http://www.youtube.com/watch?v=n5jy6bvSxWc Effective Use of Resources According to the CloudRay monitor statistics the animation took 6 days, 7 hours and 22 minutes CPU to render, this works out at 152 hours of compute time, rounded up to the nearest hour. As the usage for the worker role instances are billed for the full hour, it may have been possible to render the animation using fewer than 256 worker roles. When deciding the optimal usage of resources, the time required to provision and start the worker roles must also be considered. In the demo I started with 16 worker roles, and then scaled the application to 256 worker roles. It would have been more optimal to start the application with maybe 200 worker roles, and utilized the full hour that I was being billed for. This would, however, have prevented showing the ease of scalability of the application. The new management portal displays the CPU usage across the worker roles in the deployment. The average CPU usage across all instances is 93.27%, with over 99% used when all the instances are up and running. This shows that the worker role resources are being used very effectively. Grid Computing Scenarios Although I am using this scenario for a hobby project, there are many scenarios where a large amount of compute power is required for a short period of time. Windows Azure provides a great platform for developing these types of grid computing applications, and can work out very cost effective. ·         Windows Azure can provide massive compute power, on demand, in a matter of minutes. ·         The use of queues to manage the load balancing of jobs between role instances is a simple and effective solution. ·         Using a cloud-computing platform like Windows Azure allows proof-of-concept scenarios to be tested and evaluated on a very low budget. ·         No charges for inbound data transfer makes the uploading of large data sets to Windows Azure Storage services cost effective. (Transaction charges still apply.) Tips for using Windows Azure for Grid Computing Scenarios I found the implementation of a render farm using Windows Azure a fairly simple scenario to implement. I was impressed by ease of scalability that Azure provides, and by the short time that the application took to scale from 16 to 256 worker role instances. In this case it was around 13 minutes, in other tests it took between 10 and 20 minutes. The following tips may be useful when implementing a grid computing project in Windows Azure. ·         Using an Azure Storage queue to load-balance the units of work across multiple worker roles is simple and very effective. The design I have used in this scenario could easily scale to many thousands of worker role instances. ·         Windows Azure accounts are typically limited to 20 cores. If you need to use more than this, a call to support and a credit card check will be required. ·         Be aware of how the billing model works. You will be charged for worker role instances for the full clock our in which the instance is deployed. Schedule the workload to start just after the clock hour has started. ·         Monitor the utilization of the resources you are provisioning, ensure that you are not paying for worker roles that are idle. ·         If you are deploying third party applications to worker roles, you may well run into licensing issues. Purchasing software licenses on a per-processor basis when using hundreds of processors for a short time period would not be cost effective. ·         Third party software may also require installation onto the worker roles, which can be accomplished using start-up tasks. Bear in mind that adding a startup task and possible re-boot will add to the time required for the worker role instance to start and activate. An alternative may be to use a prepared VM and use VM roles. ·         Consider using the Windows Azure Autoscaling Application Block (WASABi) to autoscale the worker roles in your application. When using a large number of worker roles, the utilization must be carefully monitored, if the scaling algorithms are not optimal it could get very expensive!

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  • Cisco IPSec, nat, and port forwarding don't play well together

    - by Alan
    I have two Cisco ADSL modems configured conventionally to nat the inside traffic to the ISP. That works. I have two port forwards on one of them for SMTP and IMAP from the outside to the inside this provides external access to the mail server. This works. The modem doing the port forwarding also terminates PPTP VPN traffic. There are two DNS servers one inside the office which resolves mail to the local address, one outside the office which resolves mail for the rest of the world to the external interface. That all works. I recently added an IPSec VPN between the two modems and that works for every thing EXCEPT connections over the IPSec VPN to the mail server on port 25 or 143 from workstations on the remote lan. It would seem that the modem with the port forwards is confusing traffic from the mail server destined for a machine on the other side of the IPSec VPN for traffic that should go back to a port forward connection. PPTP VPN traffic to the mail server is fine. Is this a scenario anybody is familiar with and are there any suggestions on how to work around it? Many thanks Alan But wait there is more..... This is the strategic parts of the nat config. A route map is used to exclude the lans that are reachable via IPSec tunnels from being Nated. int ethernet0 ip nat inside int dialer1 ip nat outside ip nat inside source route-map nonat interface Dialer1 overload route-map nonat permit 10 match ip address 105 access-list 105 remark *** Traffic to NAT access-list 105 deny ip 192.168.1.0 0.0.0.255 192.168.9.0 0.0.0.255 access-list 105 deny ip 192.168.1.0 0.0.0.255 192.168.48.0 0.0.0.255 access-list 105 permit ip 192.168.1.0 0.0.0.255 any ip nat inside source static tcp 192.168.1.241 25 interface Dialer1 25 ip nat inside source static tcp 192.168.1.241 143 interface Dialer1 143 At the risk of answering my own question, I resolved this outside the Cisco realm. I bound a secondary ip address to mail server 192.168.1.244, changed the port forwards to use it while leaving all the local and IPSec traffic to use 192.168.1.241 and the problem was solved. New port forwards. ip nat inside source static tcp 192.168.1.244 25 interface Dialer1 25 ip nat inside source static tcp 192.168.1.244 143 interface Dialer1 143 Obviously this is a messy solution and being able to fix this in the Cisco would be preferable.

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  • Architectural advice - web camera remote access

    - by Alan Hollis
    I'm looking for architectural advice. I have a client who I've built a website for which essentially allows users to view their web cameras remotely. The current flow of data is as follows: User opens page to view web camera image. Javascript script polls url on server ( appended with unique timestamp ) every 1000ms Ftp connection is enabled for the cameras ftp user. Web camera opens ftp connection to server. Web camera begins taking photos. Web camera sends photo to ftp server. On image url request: Server reads latest image on hard drive uploaded via ftp for camera. Server deleted any older images from the server. This is working okay at the moment for a small amount of users/cameras ( about 10 users and around the same amount of cameras), but we're starting to worrying about the scalability of this approach. My original plan was instead of having the files read from the server, the web server would open up an ftp connection to the web server and read the latest images directly from there meaning we should have been able to scale horizontally fairly easily. But ftp connection establishment times were too slow ( mainly due to the fact that PHP out of the ox is unable to persist ftp connections ) and so we abandoned this approach and went straight for reading from the hard drive. The firmware provider for the cameras state they're able to build a http client which instead of using ftp to upload the image could post the image to a web server. This seems plausible enough to me, but I'm looking for some architectural advice. My current thought is a simple Nginx/PHP/Redis stack. Web camera issues post requests of latest image to Nginx/PHP and the latest image for that camera is stored in Redis. The clients can then pull the latest image from Redis which should be extremely quick as the images will always be stored in memory. The data flow would then become: User opens page to view web camera image. Javascript script polls url on server ( appended with unique timestamp ) every 1000ms Camera is sent an http request to start posting images to a provided url Web camera begins taking photos. Web camera sends post requests to server as fast as it can On image url request: Server reads latest image from redis Server tells redis to delete later image My questions are: Are there any greater overheads of transferring images via HTTP instead of FTP? Is there a simple way to calculate how many potential cameras we could have streaming at once? Is there any way to prevent potentially DOS'ing our own servers due to web camera requests? Is Redis a good solution to this problem? Should I abandon PHP/Ngix combination and go for something else? Is this proposed solution actually any good? Will adding HTTPs to the mix cause posting the image to become too slow? Thanks in advance Alan

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  • Creating an Objective-C++ Static Library in Xcode

    - by helixed
    So I've developed an engine for the iPhone with which I'd like to build a couple different games. Rather than copy and paste the files for the engine inside of each game's project directory, I'd a way to link to the engine from each game, so if I need to make a change to it I only have to do so once. After reeding around a little bit, it seems like static libraries are the best way to do this on the iPhone. I created a new project called Skeleton and copied all of my engine files over to it. I used this guide to create a static library, and I imported the library into a project called Chooser. However, when I tried to compile the project, Xcode started complaining about some C++ data structures I included in a file called ControlScene.mm. Here's my build errors: "operator delete(void*)", referenced from: -[ControlScene dealloc] in libSkeleton.a(ControlScene.o) -[ControlScene init] in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::deallocate(operation_t*, unsigned long)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t*>::deallocate(operation_t**, unsigned long)in libSkeleton.a(ControlScene.o) "operator new(unsigned long)", referenced from: -[ControlScene init] in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t*>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) "std::__throw_bad_alloc()", referenced from: __gnu_cxx::new_allocator<operation_t*>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) "___cxa_rethrow", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) "___cxa_end_catch", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) "___gxx_personality_v0", referenced from: ___gxx_personality_v0$non_lazy_ptr in libSkeleton.a(ControlScene.o) ___gxx_personality_v0$non_lazy_ptr in libSkeleton.a(MenuLayer.o) "___cxa_begin_catch", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) ld: symbol(s) not found collect2: ld returned 1 exit status If anybody could offer some insight as to why these problems are occuring, I'd appreciate it. Thanks, helixed

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  • Adding a valuetype to IDL, compile and it fails with "No factory found"

    - by jim
    I can't figure out why the client keeps complaining about the not finding the factory method. I've tried the IDL with and without the "factory" keyword and that didn't change the behavior. The SDMGeoVT IDL matches other objects used (which run successfully). The SDMGeoVT classes generated match other generated classes in regards to inheritance and methods. The IDL is as follows; The idlj compiler runs w/o error. I implement the function on the server and I see the server code run and serialize the object over the wire (the server code runs fine). The client bombs with the following stack trace (the first couple of lines is from the jacORB library). I've created a small app just to compile and test the code (ArrayClient & ArrayServer). The base app (from the jacORB demo) works fine. I've tried using the base class OFBaseVT and a single object (SDMGeoVT vs the list return) and have the same issue. 2010-05-27 15:37:11.813 FINE read GIOP message of size 100 from ClientGIOPConnection to 127.0.0.1:47030 (1e4853f) 2010-05-27 15:37:11.813 FINE read GIOP message of size 100 from ClientGIOPConnection to 127.0.0.1:47030 (1e4853f) org.omg.CORBA.MARSHAL: No factory found for: IDL:pl/SDMGeoVT:1.0 at org.jacorb.orb.CDRInputStream.read_untyped_value(CDRInputStream.java:2906) at org.jacorb.orb.CDRInputStream.read_typed_value(CDRInputStream.java:3082) at org.jacorb.orb.CDRInputStream.read_value(CDRInputStream.java:2679) at com.helloworld.pl.SDMGeoVTHelper.read(SDMGeoVTHelper.java:106) at com.helloworld.pl.SDMGeoVTListHelper.read(SDMGeoVTListHelper.java:51) at com.helloworld.pl._PLManagerIFStub.getSDMGeos(_PLManagerIFStub.java:28) at com.helloworld.ArrayClient.<init>(ArrayClient.java:40) at com.helloworld.ArrayClient.main(ArrayClient.java:125) valuetype SDMGeoVT : common::OFBaseVT{ private string sdmName; private string zip; private string atz; private long long primaryDeptId; private string deptName; factory instance(in string name,in string ZIP,in string ATZ,in long long primaryDeptId,in string deptName,in string name); string getZIP(); void setZIP(in string ZIP); string getATZ(); void setATZ(in string ATZ); long long getPrimaryDeptId(); void setPrimaryDeptId(in long long primaryDeptId); string getDeptName(); void setDeptName(in string deptName); }; typedef sequence<SDMGeoVT> SDMGeoVTList; interface PLManagerIF : PublicManagerIF { pl::SDMGeoVTList getSDMGeos(in framework::ITransactionHandle tHandle, in long long productionLocationId); };

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  • How to return a single variable from a CUDA kernel function?

    - by Pooya
    I have a CUDA search function which calculate one single variable. How can I return it back. global void G_SearchByNameID(node* Node, long nodeCount, long start,char* dest, long answer){ answer = 2; } cudaMemcpy(h_answer, d_answer, sizeof(long), cudaMemcpyDeviceToHost); cudaFree(d_answer); for both of these lines I get this error: error: argument of type "long" is incompatible with parameter of type "const void *"

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  • Call/Ret in x86 assembly embedded in C++

    - by SP658
    This is probably trivial, but for some reason I can't it to work. Its supposed to be a simple function that changes the last byte of a dword to 'AA' (10101010), but nothing happens when I call the function. It just returns my original dword __declspec(naked) long function(unsigned long inputDWord, unsigned long *outputDWord) { _asm{ mov ebx, dword ptr[esp+4] push ebx call SET_AA pop ebx mov eax, dword ptr[esp+8] mov dword ptr[eax], ebx } } __declspec(naked) unsigned long SET_AA( unsigned long inputDWord ) { __asm{ mov eax, [esp+4] mov al, 0xAA ret } }

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  • Preoblem with Precision floating point operation in C

    - by Microkernel
    Hi Guys, For one of my course project I started implementing "Naive Bayesian classifier" in C. My project is to implement a document classifier application (especially Spam) using huge training data. Now I have problem implementing the algorithm because of the limitations in the C's datatype. ( Algorithm I am using is given here, http://en.wikipedia.org/wiki/Bayesian_spam_filtering ) PROBLEM STATEMENT: The algorithm involves taking each word in a document and calculating probability of it being spam word. If p1, p2 p3 .... pn are probabilities of word-1, 2, 3 ... n. The probability of doc being spam or not is calculated using Here, probability value can be very easily around 0.01. So even if I use datatype "double" my calculation will go for a toss. To confirm this I wrote a sample code given below. #define PROBABILITY_OF_UNLIKELY_SPAM_WORD (0.01) #define PROBABILITY_OF_MOSTLY_SPAM_WORD (0.99) int main() { int index; long double numerator = 1.0; long double denom1 = 1.0, denom2 = 1.0; long double doc_spam_prob; /* Simulating FEW unlikely spam words */ for(index = 0; index < 162; index++) { numerator = numerator*(long double)PROBABILITY_OF_UNLIKELY_SPAM_WORD; denom2 = denom2*(long double)PROBABILITY_OF_UNLIKELY_SPAM_WORD; denom1 = denom1*(long double)(1 - PROBABILITY_OF_UNLIKELY_SPAM_WORD); } /* Simulating lot of mostly definite spam words */ for (index = 0; index < 1000; index++) { numerator = numerator*(long double)PROBABILITY_OF_MOSTLY_SPAM_WORD; denom2 = denom2*(long double)PROBABILITY_OF_MOSTLY_SPAM_WORD; denom1 = denom1*(long double)(1- PROBABILITY_OF_MOSTLY_SPAM_WORD); } doc_spam_prob= (numerator/(denom1+denom2)); return 0; } I tried Float, double and even long double datatypes but still same problem. Hence, say in a 100K words document I am analyzing, if just 162 words are having 1% spam probability and remaining 99838 are conspicuously spam words, then still my app will say it as Not Spam doc because of Precision error (as numerator easily goes to ZERO)!!!. This is the first time I am hitting such issue. So how exactly should this problem be tackled?

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