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  • Multiplayer Network Game - Interpolation and Frame Rate

    - by J.C.
    Consider the following scenario: Let's say, for sake of example and simplicity, that you have an authoritative game server that sends state to its clients every 45ms. The clients are interpolating state with an interpolation delay of 100 ms. Finally, the clients are rendering a new frame every 15ms. When state is updated on the client, the client time is set from the incoming state update. Each time a frame renders, we take the render time (client time - interpolation delay) and identify a previous and target state to interpolate from. To calculate the interpolation amount/factor, we take the difference of the render time and previous state time and divide by the difference of the target state and previous state times: var factor = ((renderTime - previousStateTime) / (targetStateTime - previousStateTime)) Problem: In the example above, we are effectively displaying the same interpolated state for 3 frames before we collected the next server update and a new client (render) time is set. The rendering is mostly smooth, but there is a dash of jaggedness to it. Question: Given the example above, I'd like to think that the interpolation amount/factor should increase with each frame render to smooth out the movement. Should this be considered and, if so, what is the best way to achieve this given the information from above?

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  • 2D scene graph not transforming relative to parent

    - by Dr.Denis McCracleJizz
    I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. This code creates the localTransform property for each DisplayObject. Matrix m_transform = Matrix.CreateRotationZ(rotation) * Matrix.CreateScale(scaleX, scaleY, 1) * Matrix.CreateTranslation(new Vector3(x, y, z)); This is my render code. float dRotation; Vector2 dPosition, dScale; Matrix transform; transform = this.localTransform; if (parent != null) transform = localTransform * parent.localTransform; DecomposeMatrix(ref transform, out dPosition, out dRotation, out dScale); spriteBatch.Draw(this.texture, dPosition, null, Color.White, dRotation, new Vector2(originX, originY), dScale, SpriteEffects.None, 0.0f); Here is the result when I try to add the Stage then to the stage a First DisplayObjectContainer and then a second one. It may look fine but the problem lies in the fact that I add a first DisplayObjectContainer at (400,400) and the second one within it (that's the smallest one) at position (0,0). So he should be right over its parent but he gets render within the parent at the same position the parent has (400, 400) for some reason. It's just as if I double the parent's localMatrix and then render the second cat there. This is the code i use to loop through every childs. base.Draw(spriteBatch); foreach (DisplayObject childs in _childs) { childs.Draw(spriteBatch); }

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  • Poor backlink profile - search rankings not updated for 2+ months

    - by fistameeny
    I am carrying out some work on a website that is a PR2 with a few good quality, relevant backlinks (PR4-6). It has a presence on Twitter that is updated regularly, a Google Places listing, and listings on some decent directories (Qype etc). The site was rebuilt into Drupal 7 two months ago, with all the basics done - URL rewriting, XML Sitemap submitted to Google, and most importantly, good quality, structured content. I've noticed that Google is still showing "old" URL's from the previous version of the site that was ditched 8 weeks ago. I think the site may be penalised under the Penguin update, as a previous SEO company created many low quality links from link farms/directories. My question is what the correct way to deal with this is. Bing Webmaster Tools can "disavow" links, and I guess I can attempt to contact the link farms to have them removed. I've already submitted a request to Google to request that we have the penalty removed as we're trying to tidy up a bad history. We submit updated sitemaps to Google and Bing daily, and have built some further decent quality, relevant links. Is there anything further I can do?

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  • EDQ Technical Enablement for OPN (Prague - June 17-19)

    - by milomir.vojvodic
    Oracle Enterprise Data Quality (EDQ) Technical Enablement and Partner Training Trusted Data for Your Enterprise Applications Oracle Enterprise Data Quality helps organizations achieve maximum value from their business-critical applications by delivering fit-for-purpose data. These products also enable individuals and collaborative teams to quickly and easily identify and resolve any problems in underlying data. With Oracle Enterprise Data Quality, customers can identify new opportunities, improve operational efficiency, and more efficiently comply with industry or governmental regulation. Oracle Enterprise Data Quality is designed to serve as a very channel friendly platform to OPN.  This means that pre-built extensions, components and even complete business solutions can readily be built and shared.  This allows our customers/partners to be highly efficient in how they deploy custom business solutions, but also allows our partners to develop specialized components, domain knowledge and even complete business solutions. Training is suitable for: · Database administrators · Architects · Technical staff Objectives of the training: After completing this course, participants should: · Have an understanding of the core functionality of EDQ across profiling, auditing, transforming, parsing and matching data · Be able to describe some of the key capabilities and benefits delivered by EDQ · Be able to create and run standalone EDQ processes and jobs · Be ready to start working with data from customers and (with practice) be able to demonstrate EDQ to customers Agenda 17th June Fundamentals For Demoing (Profile, Audit, Transform and More) Profiling Auditing Transforming Writing and exporting data Jobs and scheduling Publishing, packaging and copying EDQ processes Introduction to the Customer Data Extension Pack Realtime Processing via Web Services The Server Console Run Profiles Data Interfaces Sampling Publishing metrics to the Dashboard Users and security 18th June Matching Matching overview Basic matching configuration Matching rule hierarchies Clustering Merging Reviewing possible matches Outputting Match Data Case study 19th June Address Verification Address Verification Overview Configuration Accuracy Flags Parsing Parsing Overview Phrase profiling Tailoring a CDEP Parser Base Tokenization Classification Reclassification Selection Resolution Register Here Don’t miss this FREE event. Space is limited. Oracle University V Parku 2294/4 148 00 Praha 4 17.6. – 19.6. 2014 09:00 a.m.– 17:30 p.m.

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  • Nifty default controls prevent the rest of my game from rendering

    - by zergylord
    I've been trying to add a basic HUD to my 2D LWJGL game using nifty gui, and while I've been successful in rendering panels and static text on top of the game, using the built-in nifty controls (e.g. an editable text field) causes the rest of my game to not render. The strange part is that I don't even have to render the gui control, merely declaring it appears to cause this problem. I'm truly lost here, so even the vaguest glimmer of hope would be appreciated :-) Some code showing the basic layout of the problem: display setup: // load default styles nifty.loadStyleFile("nifty-default-styles.xml"); // load standard controls nifty.loadControlFile("nifty-default-controls.xml"); screen = new ScreenBuilder("start") {{ layer(new LayerBuilder("baseLayer") {{ childLayoutHorizontal(); //next line causes the problem control(new TextFieldBuilder("input","asdf") {{ width("200px"); }}); }}); }}.build(nifty); nifty.gotoScreen("start"); rendering glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,WINDOW_DIMENSIONS[0],WINDOW_DIMENSIONS[1],0f); //I can remove the 2 nifty lines, and the game still won't render nifty.render(true); nifty.update(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); GLU.gluOrtho2D(0f,(float)VIEWPORT_DIMENSIONS[0],0f,(float)VIEWPORT_DIMENSIONS[1]); glTranslatef(translation[0],translation[1],0); for (Bubble bubble:bubbles){ bubble.draw(); } for (Wall wall:walls){ wall.draw(); } for(Missile missile:missiles){ missile.draw(); } for(Mob mob:mobs){ mob.draw(); } agent.draw();

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  • Is The Ease Of Windows Phone Development Ruining Its Image

    - by Tim Murphy
    I was reading an article on Mashable recently by a long time iPhone user who is living solely on a Lumia 920 at the moment and giving her assessment.  One thing that struck a nerve with me was her describing the Windows Phone ecosystem as immature.  She wasn’t saying this because of the number of apps or the big names like most people do.  She means the quality of the apps in the store. This hit a nerve with me.  I find it hard to believe that the majority of app on iOS are of any higher quality than any other platform.  I believe in any ecosystem you are going to find some high end, high quality apps, but the majority by default will be from people who are trying to solve a problem but do not have the resources to have top graphics and full blown testing.  There will also be a large number that are just there trying to trick you into giving up some cash. Does any of the mean that we shouldn’t take notice of this complaint?  Of course not!  We should always strive to publish the best quality apps possible.  Don’t do things like leaving default app icons and backgrounds.  Put a little effort into your design.  You should also spend as much time as possible ensuring against crashes and giving the user the best experience possible.  Think through your apps organization and navigation.  Go the extra step of putting it into beta and letting select people use it and give you feedback before going to full release. Remember, if we want people to appreciate the Windows Phone platform we have to make sure we give them apps that they are going to enjoy using. del.icio.us Tags: Windows Phone,iPhone,iOS,Nokia,Lumia 920,Mashable

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  • Spring ResourceServlet throws too many open files exception in jetty and tomcat under linux

    - by atomsfat
    I was running the petclinic example that was created with spring roo, also I test booking-mvc example that comes whit spring webflow 2.0.9 and the same happens, this is when I reload the main page many times. If I remove the lines from both examples there is no error. < spring:theme code="styleSheet" var="theme_css"/> <spring:url value="/${theme_css}" var="theme_css_url"/> <spring:url value="/resources/dojo/dojo.js" var="dojo_url"/> <spring:url value="/resources/dijit/themes/tundra/tundra.css" var="tundra_url"/> <spring:url value="/resources/spring/Spring.js" var="spring_url"/> <spring:url value="/resources/spring/Spring-Dojo.js" var="spring_dojo_url"/> <spring:url value="/static/images/favicon.ico" var="favicon" /> <link rel="stylesheet" type="text/css" media="screen" href="${theme_css_url}"><!-- //required for FF3 and Opera --></link> <link rel="stylesheet" type="text/css" href="${tundra_url}"><!-- //required for FF3 and Opera --></link> <link rel="SHORTCUT ICON" href="${favicon}" /> <script src="${dojo_url}" type="text/javascript" ><!-- //required for FF3 and Opera --></script> <script src="${spring_url}" type="text/javascript"><!-- //required for FF3 and Opera --></script> <script src="${spring_dojo_url}" type="text/javascript"><!-- //required for FF3 and Opera --></script> <script language="JavaScript" type="text/javascript">dojo.require("dojo.parser");</script> So I can deduce that this is something related with this servlet <servlet> <servlet-name>Resource Servlet</servlet-name> <servlet-class>org.springframework.js.resource.ResourceServlet</servlet-class> </servlet> <!-- Map all /resources requests to the Resource Servlet for handling --> <servlet-mapping> <servlet-name>Resource Servlet</servlet-name> <url-pattern>/resources/*</url-pattern> </servlet-mapping> Running the example injetty 6.1.10, tomcat 1.6, in fedora 12 with java 1.6.20, make errors. but in aix and websphere no errors, and tomcat 1.6 and windows no errors, I think that this is something related with linux. STACKTRACE 2010-05-21 12:53:07.733::WARN: Nested in org.springframework.web.util.NestedServletException: Request processing failed; nested exception is org.apache.tiles.impl.CannotRenderException: ServletException including path '/WEB-INF/layouts/default.jspx'.: org.apache.tiles.impl.CannotRenderException: ServletException including path '/WEB-INF/layouts/default.jspx'. at org.apache.tiles.impl.BasicTilesContainer.render(BasicTilesContainer.java:691) at org.apache.tiles.impl.BasicTilesContainer.render(BasicTilesContainer.java:643) at org.apache.tiles.impl.BasicTilesContainer.render(BasicTilesContainer.java:626) at org.apache.tiles.impl.BasicTilesContainer.render(BasicTilesContainer.java:322) at org.springframework.web.servlet.view.tiles2.TilesView.renderMergedOutputModel(TilesView.java:100) at org.springframework.web.servlet.view.AbstractView.render(AbstractView.java:250) at org.springframework.web.servlet.DispatcherServlet.render(DispatcherServlet.java:1060) at org.springframework.web.servlet.DispatcherServlet.doDispatch(DispatcherServlet.java:798) at org.springframework.web.servlet.DispatcherServlet.doService(DispatcherServlet.java:716) at org.springframework.web.servlet.FrameworkServlet.processRequest(FrameworkServlet.java:647) at org.springframework.web.servlet.FrameworkServlet.doGet(FrameworkServlet.java:552) at javax.servlet.http.HttpServlet.service(HttpServlet.java:707) at javax.servlet.http.HttpServlet.service(HttpServlet.java:820) at org.mortbay.jetty.servlet.ServletHolder.handle(ServletHolder.java:487) at org.mortbay.jetty.servlet.ServletHandler.handle(ServletHandler.java:362) at org.mortbay.jetty.security.SecurityHandler.handle(SecurityHandler.java:216) at org.mortbay.jetty.servlet.SessionHandler.handle(SessionHandler.java:181) at org.mortbay.jetty.handler.ContextHandler.handle(ContextHandler.java:726) at org.mortbay.jetty.webapp.WebAppContext.handle(WebAppContext.java:405) at org.mortbay.jetty.servlet.Dispatcher.forward(Dispatcher.java:285) at org.mortbay.jetty.servlet.Dispatcher.error(Dispatcher.java:135) at org.mortbay.jetty.servlet.ErrorPageErrorHandler.handle(ErrorPageErrorHandler.java:121) at org.mortbay.jetty.Response.sendError(Response.java:274) at org.mortbay.jetty.servlet.ServletHandler.handle(ServletHandler.java:429) at org.mortbay.jetty.security.SecurityHandler.handle(SecurityHandler.java:216) at org.mortbay.jetty.servlet.SessionHandler.handle(SessionHandler.java:181) at org.mortbay.jetty.handler.ContextHandler.handle(ContextHandler.java:726) at org.mortbay.jetty.webapp.WebAppContext.handle(WebAppContext.java:405) at org.mortbay.jetty.handler.ContextHandlerCollection.handle(ContextHandlerCollection.java:206) at org.mortbay.jetty.handler.HandlerCollection.handle(HandlerCollection.java:114) at org.mortbay.jetty.handler.HandlerWrapper.handle(HandlerWrapper.java:152) at org.mortbay.jetty.Server.handle(Server.java:324) at org.mortbay.jetty.HttpConnection.handleRequest(HttpConnection.java:505) at org.mortbay.jetty.HttpConnection$RequestHandler.headerComplete(HttpConnection.java:829) at org.mortbay.jetty.HttpParser.parseNext(HttpParser.java:514) at org.mortbay.jetty.HttpParser.parseAvailable(HttpParser.java:211) at org.mortbay.jetty.HttpConnection.handle(HttpConnection.java:380) at org.mortbay.io.nio.SelectChannelEndPoint.run(SelectChannelEndPoint.java:395) at org.mortbay.thread.QueuedThreadPool$PoolThread.run(QueuedThreadPool.java:488) Caused by: org.apache.tiles.util.TilesIOException: ServletException including path '/WEB-INF/layouts/default.jspx'. at org.apache.tiles.servlet.context.ServletUtil.wrapServletException(ServletUtil.java:232) at org.apache.tiles.servlet.context.ServletTilesRequestContext.forward(ServletTilesRequestContext.java:243) at org.apache.tiles.servlet.context.ServletTilesRequestContext.dispatch(ServletTilesRequestContext.java:222) at org.apache.tiles.renderer.impl.TemplateAttributeRenderer.write(TemplateAttributeRenderer.java:44) at org.apache.tiles.renderer.impl.AbstractBaseAttributeRenderer.render(AbstractBaseAttributeRenderer.java:103) at org.apache.tiles.impl.BasicTilesContainer.render(BasicTilesContainer.java:669) at org.apache.tiles.impl.BasicTilesContainer.render(BasicTilesContainer.java:689) ... 38 more Caused by: java.io.FileNotFoundException: /home/tsalazar/Workspace/test/roo_clinic/src/main/webapp/WEB-INF/web.xml (Too many open files) at java.io.FileInputStream.open(Native Method) at java.io.FileInputStream.<init>(FileInputStream.java:106) at java.io.FileInputStream.<init>(FileInputStream.java:66) at sun.net.www.protocol.file.FileURLConnection.connect(FileURLConnection.java:70) at sun.net.www.protocol.file.FileURLConnection.getInputStream(FileURLConnection.java:161) at java.net.URL.openStream(URL.java:1010) at org.apache.jasper.compiler.JspConfig.processWebDotXml(JspConfig.java:114) at org.apache.jasper.compiler.JspConfig.init(JspConfig.java:295) at org.apache.jasper.compiler.JspConfig.findJspProperty(JspConfig.java:360) at org.apache.jasper.compiler.Compiler.generateJava(Compiler.java:141) at org.apache.jasper.compiler.Compiler.compile(Compiler.java:409) at org.apache.jasper.JspCompilationContext.compile(JspCompilationContext.java:592) at org.apache.jasper.servlet.JspServletWrapper.service(JspServletWrapper.java:344) at org.apache.jasper.servlet.JspServlet.serviceJspFile(JspServlet.java:470) at org.apache.jasper.servlet.JspServlet.service(JspServlet.java:364) at javax.servlet.http.HttpServlet.service(HttpServlet.java:820) at org.mortbay.jetty.servlet.ServletHolder.handle(ServletHolder.java:487) at org.mortbay.jetty.servlet.ServletHandler.handle(ServletHandler.java:362) at org.mortbay.jetty.security.SecurityHandler.handle(SecurityHandler.java:216) at org.mortbay.jetty.servlet.SessionHandler.handle(SessionHandler.java:181) at org.mortbay.jetty.handler.ContextHandler.handle(ContextHandler.java:726) at org.mortbay.jetty.webapp.WebAppContext.handle(WebAppContext.java:405) at org.mortbay.jetty.servlet.Dispatcher.forward(Dispatcher.java:285) at org.mortbay.jetty.servlet.Dispatcher.forward(Dispatcher.java:126) at org.apache.tiles.servlet.context.ServletTilesRequestContext.forward(ServletTilesRequestContext.java:241) ... 43 more

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  • Problem Implementing Texture on Libgdx Mesh of Randomized Terrain

    - by BrotherJack
    I'm having problems understanding how to apply a texture to a non-rectangular object. The following code creates textures such as this: from the debug renderer I think I've got the physical shape of the "earth" correct. However, I don't know how to apply a texture to it. I have a 50x50 pixel image (in the environment constructor as "dirt.png"), that I want to apply to the hills. I have a vague idea that this seems to involve the mesh class and possibly a ShapeRenderer, but the little i'm finding online is just confusing me. Bellow is code from the class that makes and regulates the terrain and the code in a separate file that is supposed to render it (but crashes on the mesh.render() call). Any pointers would be appreciated. public class Environment extends Actor{ Pixmap sky; public Texture groundTexture; Texture skyTexture; double tankypos; //TODO delete, temp public Tank etank; //TODO delete, temp int destructionRes; // how wide is a static pixel private final float viewWidth; private final float viewHeight; private ChainShape terrain; public Texture dirtTexture; private World world; public Mesh terrainMesh; private static final String LOG = Environment.class.getSimpleName(); // Constructor public Environment(Tank tank, FileHandle sfileHandle, float w, float h, int destructionRes) { world = new World(new Vector2(0, -10), true); this.destructionRes = destructionRes; sky = new Pixmap(sfileHandle); viewWidth = w; viewHeight = h; skyTexture = new Texture(sky); terrain = new ChainShape(); genTerrain((int)w, (int)h, 6); Texture tankSprite = new Texture(Gdx.files.internal("TankSpriteBase.png")); Texture turretSprite = new Texture(Gdx.files.internal("TankSpriteTurret.png")); tank = new Tank(0, true, tankSprite, turretSprite); Rectangle tankrect = new Rectangle(300, (int)tankypos, 44, 45); tank.setRect(tankrect); BodyDef terrainDef = new BodyDef(); terrainDef.type = BodyType.StaticBody; terrainDef.position.set(0, 0); Body terrainBody = world.createBody(terrainDef); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.shape = terrain; terrainBody.createFixture(fixtureDef); BodyDef tankDef = new BodyDef(); Rectangle rect = tank.getRect(); tankDef.type = BodyType.DynamicBody; tankDef.position.set(0,0); tankDef.position.x = rect.x; tankDef.position.y = rect.y; Body tankBody = world.createBody(tankDef); FixtureDef tankFixture = new FixtureDef(); PolygonShape shape = new PolygonShape(); shape.setAsBox(rect.width*WORLD_TO_BOX, rect.height*WORLD_TO_BOX); fixtureDef.shape = shape; dirtTexture = new Texture(Gdx.files.internal("dirt.png")); etank = tank; } private void genTerrain(int w, int h, int hillnessFactor){ int width = w; int height = h; Random rand = new Random(); //min and max bracket the freq's of the sin/cos series //The higher the max the hillier the environment int min = 1; //allocating horizon for screen width Vector2[] horizon = new Vector2[width+2]; horizon[0] = new Vector2(0,0); double[] skyline = new double[width]; //TODO skyline necessary as an array? //ratio of amplitude of screen height to landscape variation double r = (int) 2.0/5.0; //number of terms to be used in sine/cosine series int n = 4; int[] f = new int[n*2]; //calculating omegas for sine series for(int i = 0; i < n*2 ; i ++){ f[i] = rand.nextInt(hillnessFactor - min + 1) + min; } //amp is the amplitude of the series int amp = (int) (r*height); double lastPoint = 0.0; for(int i = 0 ; i < width; i ++){ skyline[i] = 0; for(int j = 0; j < n; j++){ skyline[i] += ( Math.sin( (f[j]*Math.PI*i/height) ) + Math.cos(f[j+n]*Math.PI*i/height) ); } skyline[i] *= amp/(n*2); skyline[i] += (height/2); skyline[i] = (int)skyline[i]; //TODO Possible un-necessary float to int to float conversions tankypos = skyline[i]; horizon[i+1] = new Vector2((float)i, (float)skyline[i]); if(i == width) lastPoint = skyline[i]; } horizon[width+1] = new Vector2(800, (float)lastPoint); terrain.createChain(horizon); terrain.createLoop(horizon); //I have no idea if the following does anything useful :( terrainMesh = new Mesh(true, (width+2)*2, (width+2)*2, new VertexAttribute(Usage.Position, (width+2)*2, "a_position")); float[] vertices = new float[(width+2)*2]; short[] indices = new short[(width+2)*2]; for(int i=0; i < (width+2); i+=2){ vertices[i] = horizon[i].x; vertices[i+1] = horizon[i].y; indices[i] = (short)i; indices[i+1] = (short)(i+1); } terrainMesh.setVertices(vertices); terrainMesh.setIndices(indices); } Here is the code that is (supposed to) render the terrain. @Override public void render(float delta) { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); // tell the camera to update its matrices. camera.update(); // tell the SpriteBatch to render in the // coordinate system specified by the camera. backgroundStage.draw(); backgroundStage.act(delta); uistage.draw(); uistage.act(delta); batch.begin(); debugRenderer.render(this.ground.getWorld(), camera.combined); batch.end(); //Gdx.graphics.getGL10().glEnable(GL10.GL_TEXTURE_2D); ground.dirtTexture.bind(); ground.terrainMesh.render(GL10.GL_TRIANGLE_FAN); //I'm particularly lost on this ground.step(); }

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  • marshal data too short!!!

    - by Nitin Garg
    My application requires to keep large data objects in session. There are like 3-4 data objects each created by parsing a csv containing 150 X 20 cells having strings of 3-4 characters. My application shows this error- "marshal data too short". I tried this- Deleting the old session table. Deleting the old migration for session table. Creating a new migration using rake db: sessions:create. editing the migration manually, changing "text: data" to "longtext: data". running the migration using rake db: migrate. now when i open my application, i see this page- link text please someone help me, this is getting on my nerves!! other details of application-- In view "index.html.erb"- There is a link that makes ajax call to an action in controller, that action parses large csv file and makes an object out of it. this object is stored in session. ERROR LOG ` ArgumentError in Scoring#index Showing app/views/scoring/index.html.erb where line #4 raised: marshal data too short Extracted source (around line #4): 1: 2: 3: 4: <%= link_to_remote "get csv file", 5: :url = { :action = 'show_static_1' }, 6: :update = "static_score", 7: :complete = "$('static_score').update(request.responseText)" % Application Trace | Framework Trace | Full Trace /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:71:in load' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:71:in unmarshal' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:110:in data' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:292:in get_session' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:1448:in silence' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:288:in get_session' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:168:in load_session' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:62:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:62:in load!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:70:in stale_session_check!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:61:in load!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:28:in []' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/request_forgery_protection.rb:106:in form_authenticity_token' (eval):2:in send' (eval):2:in form_authenticity_token' app/views/scoring/index.html.erb:4:in _run_erb_app47views47scoring47index46html46erb' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:71:in load' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:71:in unmarshal' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:110:in data' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:292:in get_session' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:1448:in silence' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:288:in get_session' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:168:in load_session' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:62:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:62:in load!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:70:in stale_session_check!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:61:in load!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:28:in []' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/request_forgery_protection.rb:106:in form_authenticity_token' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/prototype_helper.rb:1065:in options_for_ajax' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/prototype_helper.rb:449:in remote_function' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/prototype_helper.rb:256:in link_to_remote' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/renderable.rb:34:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/renderable.rb:34:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:306:in with_template' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/renderable.rb:30:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/template.rb:205:in render_template' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:265:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:348:in _render_with_layout' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:262:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:1250:in render_for_file' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:945:in render_without_benchmark' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:51:in render' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:10:in realtime' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:51:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:1326:in default_render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:1338:in perform_action_without_filters' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/filters.rb:617:in call_filters' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/filters.rb:610:in perform_action_without_benchmark' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:68:in perform_action_without_rescue' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:10:in realtime' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:68:in perform_action_without_rescue' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/rescue.rb:160:in perform_action_without_flash' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/flash.rb:146:in perform_action' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:532:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:532:in process_without_filters' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/filters.rb:606:in process' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:391:in process' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:386:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/routing/route_set.rb:437:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:87:in dispatch' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:121:in _call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:130:in build_middleware_stack' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/string_coercion.rb:25:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/string_coercion.rb:25:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/head.rb:9:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/methodoverride.rb:24:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/params_parser.rb:15:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:122:in call' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/query_cache.rb:29:in call' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapters/abstract/query_cache.rb:34:in cache' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/query_cache.rb:9:in cache' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/query_cache.rb:28:in call' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapters/abstract/connection_pool.rb:361:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/failsafe.rb:26:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/lock.rb:11:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/lock.rb:11:in synchronize' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/lock.rb:11:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:114:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/reloader.rb:34:in run' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:108:in call' /usr/lib/ruby/gems/1.8/gems/rails-2.3.5/lib/rails/rack/static.rb:31:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/urlmap.rb:46:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/urlmap.rb:40:in each' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/urlmap.rb:40:in call' /usr/lib/ruby/gems/1.8/gems/rails-2.3.5/lib/rails/rack/log_tailer.rb:17:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/content_length.rb:13:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/chunked.rb:15:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/handler/mongrel.rb:64:in process' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:159:in process_client' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:158:in each' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:158:in process_client' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in run' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in initialize' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in new' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in run' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:268:in initialize' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:268:in new' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:268:in run' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/handler/mongrel.rb:34:in run' /usr/lib/ruby/gems/1.8/gems/rails-2.3.5/lib/commands/server.rb:111 /usr/local/lib/site_ruby/1.8/rubygems/custom_require.rb:31:in gem_original_require' /usr/local/lib/site_ruby/1.8/rubygems/custom_require.rb:31:in require' script/server:3 /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:71:in load' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:71:in unmarshal' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:110:in data' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:292:in get_session' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/base.rb:1448:in silence' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/session_store.rb:288:in get_session' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:168:in load_session' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:62:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:62:in load!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:70:in stale_session_check!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:61:in load!' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:28:in []' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/request_forgery_protection.rb:106:in form_authenticity_token' (eval):2:in send' (eval):2:in form_authenticity_token' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/prototype_helper.rb:1065:in options_for_ajax' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/prototype_helper.rb:449:in remote_function' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/helpers/prototype_helper.rb:256:in link_to_remote' /app/views/scoring/index.html.erb:4:in _run_erb_app47views47scoring47index46html46erb' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/renderable.rb:34:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/renderable.rb:34:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:306:in with_template' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/renderable.rb:30:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/template.rb:205:in render_template' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:265:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:348:in _render_with_layout' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_view/base.rb:262:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:1250:in render_for_file' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:945:in render_without_benchmark' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:51:in render' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:10:in realtime' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:51:in render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:1326:in default_render' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:1338:in perform_action_without_filters' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/filters.rb:617:in call_filters' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/filters.rb:610:in perform_action_without_benchmark' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:68:in perform_action_without_rescue' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:10:in realtime' /usr/lib/ruby/gems/1.8/gems/activesupport-2.3.5/lib/active_support/core_ext/benchmark.rb:17:in ms' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/benchmarking.rb:68:in perform_action_without_rescue' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/rescue.rb:160:in perform_action_without_flash' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/flash.rb:146:in perform_action' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:532:in send' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:532:in process_without_filters' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/filters.rb:606:in process' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:391:in process' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/base.rb:386:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/routing/route_set.rb:437:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:87:in dispatch' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:121:in _call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:130:in build_middleware_stack' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/string_coercion.rb:25:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/string_coercion.rb:25:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/head.rb:9:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/methodoverride.rb:24:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/params_parser.rb:15:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/session/abstract_store.rb:122:in call' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/query_cache.rb:29:in call' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapters/abstract/query_cache.rb:34:in cache' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/query_cache.rb:9:in cache' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/query_cache.rb:28:in call' /usr/lib/ruby/gems/1.8/gems/activerecord-2.3.5/lib/active_record/connection_adapters/abstract/connection_pool.rb:361:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/failsafe.rb:26:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/lock.rb:11:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/lock.rb:11:in synchronize' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/lock.rb:11:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:114:in call' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/reloader.rb:34:in run' /usr/lib/ruby/gems/1.8/gems/actionpack-2.3.5/lib/action_controller/dispatcher.rb:108:in call' /usr/lib/ruby/gems/1.8/gems/rails-2.3.5/lib/rails/rack/static.rb:31:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/urlmap.rb:46:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/urlmap.rb:40:in each' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/urlmap.rb:40:in call' /usr/lib/ruby/gems/1.8/gems/rails-2.3.5/lib/rails/rack/log_tailer.rb:17:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/content_length.rb:13:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/chunked.rb:15:in call' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/handler/mongrel.rb:64:in process' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:159:in process_client' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:158:in each' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:158:in process_client' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in run' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in initialize' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in new' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:285:in run' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:268:in initialize' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:268:in new' /usr/lib/ruby/gems/1.8/gems/mongrel-1.1.5/lib/mongrel.rb:268:in run' /usr/lib/ruby/gems/1.8/gems/rack-1.0.1/lib/rack/handler/mongrel.rb:34:in run' /usr/lib/ruby/gems/1.8/gems/rails-2.3.5/lib/commands/server.rb:111 /usr/local/lib/site_ruby/1.8/rubygems/custom_require.rb:31:in gem_original_require' /usr/local/lib/site_ruby/1.8/rubygems/custom_require.rb:31:in `require' script/server:3 Request Parameters: None Show session dump Response Headers: {"Content-Type"="text/html", "Cache-Control"="no-cache"} `

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  • Rendering ASP.NET MVC Razor Views outside of MVC revisited

    - by Rick Strahl
    Last year I posted a detailed article on how to render Razor Views to string both inside of ASP.NET MVC and outside of it. In that article I showed several different approaches to capture the rendering output. The first and easiest is to use an existing MVC Controller Context to render a view by simply passing the controller context which is fairly trivial and I demonstrated a simple ViewRenderer class that simplified the process down to a couple lines of code. However, if no Controller Context is available the process is not quite as straight forward and I referenced an old, much more complex example that uses my RazorHosting library, which is a custom self-contained implementation of the Razor templating engine that can be hosted completely outside of ASP.NET. While it works inside of ASP.NET, it’s an awkward solution when running inside of ASP.NET, because it requires a bit of setup to run efficiently.Well, it turns out that I missed something in the original article, namely that it is possible to create a ControllerContext, if you have a controller instance, even if MVC didn’t create that instance. Creating a Controller Instance outside of MVCThe trick to make this work is to create an MVC Controller instance – any Controller instance – and then configure a ControllerContext through that instance. As long as an HttpContext.Current is available it’s possible to create a fully functional controller context as Razor can get all the necessary context information from the HttpContextWrapper().The key to make this work is the following method:/// <summary> /// Creates an instance of an MVC controller from scratch /// when no existing ControllerContext is present /// </summary> /// <typeparam name="T">Type of the controller to create</typeparam> /// <returns>Controller Context for T</returns> /// <exception cref="InvalidOperationException">thrown if HttpContext not available</exception> public static T CreateController<T>(RouteData routeData = null) where T : Controller, new() { // create a disconnected controller instance T controller = new T(); // get context wrapper from HttpContext if available HttpContextBase wrapper = null; if (HttpContext.Current != null) wrapper = new HttpContextWrapper(System.Web.HttpContext.Current); else throw new InvalidOperationException( "Can't create Controller Context if no active HttpContext instance is available."); if (routeData == null) routeData = new RouteData(); // add the controller routing if not existing if (!routeData.Values.ContainsKey("controller") && !routeData.Values.ContainsKey("Controller")) routeData.Values.Add("controller", controller.GetType().Name .ToLower() .Replace("controller", "")); controller.ControllerContext = new ControllerContext(wrapper, routeData, controller); return controller; }This method creates an instance of a Controller class from an existing HttpContext which means this code should work from anywhere within ASP.NET to create a controller instance that’s ready to be rendered. This means you can use this from within an Application_Error handler as I needed to or even from within a WebAPI controller as long as it’s running inside of ASP.NET (ie. not self-hosted). Nice.So using the ViewRenderer class from the previous article I can now very easily render an MVC view outside of the context of MVC. Here’s what I ended up in my Application’s custom error HttpModule: protected override void OnDisplayError(WebErrorHandler errorHandler, ErrorViewModel model) { var Response = HttpContext.Current.Response; Response.ContentType = "text/html"; Response.StatusCode = errorHandler.OriginalHttpStatusCode; var context = ViewRenderer.CreateController<ErrorController>().ControllerContext; var renderer = new ViewRenderer(context); string html = renderer.RenderView("~/Views/Shared/GenericError.cshtml", model); Response.Write(html); }That’s pretty sweet, because it’s now possible to use ViewRenderer just about anywhere in any ASP.NET application, not only inside of controller code. This also allows the constructor for the ViewRenderer from the last article to work without a controller context parameter, using a generic view as a base for the controller context when not passed:public ViewRenderer(ControllerContext controllerContext = null) { // Create a known controller from HttpContext if no context is passed if (controllerContext == null) { if (HttpContext.Current != null) controllerContext = CreateController<ErrorController>().ControllerContext; else throw new InvalidOperationException( "ViewRenderer must run in the context of an ASP.NET " + "Application and requires HttpContext.Current to be present."); } Context = controllerContext; }In this case I use the ErrorController class which is a generic controller instance that exists in the same assembly as my ViewRenderer class and that works just fine since ‘generically’ rendered views tend to not rely on anything from the controller other than the model which is explicitly passed.While these days most of my apps use MVC I do still have a number of generic pieces in most of these applications where Razor comes in handy. This includes modules like the above, which when they error often need to display error output. In other cases I need to generate string template output for emailing or logging data to disk. Being able to render simply render an arbitrary View to and pass in a model makes this super nice and easy at least within the context of an ASP.NET application!You can check out the updated ViewRenderer class below to render your ‘generic views’ from anywhere within your ASP.NET applications. Hope some of you find this useful.ResourcesViewRenderer Class in Westwind.Web.Mvc Library (Github)Original ViewRenderer ArticleRazor Hosting Library (GitHub)Original Razor Hosting Article© Rick Strahl, West Wind Technologies, 2005-2013Posted in ASP.NET  MVC   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • Entity/Component based engine rendering separation from logic

    - by Denis Narushevich
    I noticed in Unity3D that each gameObject(entity) have its own renderer component, as far I understand, such component handle rendering logic. I wonder if it is a common practice in entity/component based engines, when single entity have renderer components and logic components such as position, behavior altogether in one box? Such approach sound odd to me, in my understanding entity itself belongs to logic part and shouldn't contain any render specific things inside. With such approach it is impossible to swap renderers, it would require to rewrite all that customized renderers. The way I would do it is, that entity would contain only logic specific components, like AI,transform,scripts plus reference to mesh, or sprite. Then some entity with Camera component would store all references to object that is visible to the camera. And in order to render all that stuff I would have to pass Camera reference to Renderer class and render all sprites,meshes of visible entities. Is such approach somehow wrong?

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  • Is gstreamer the best encoder for vorbis or is there a better encoding engine I should use?

    - by sayth
    I have sound juicer installed and I want to rip to vorbis.ogg. Is gstreamer the best encoder for vorbis or is there a better encoding engine I should use. The default gstreamer profile is audio/x-raw-float,rate=44100,channels=2 ! vorbisenc name=enc quality=0.5 ! oggmux I am going to raise the quality to 0.7 but thats all nothing if gstreamer isn't the best encoder. Any suggestions for high quality ripping? Edit: a good answer to this will also be the top search result in google for "best vorbis encoding engine". Double Edit: It appears oggenc itself is the best encoder which rules out using sound juicer to rip cd's as it uses gstreamer. I have installed oggenc and am testing the command ripper abcde. Found a good configuration for it here oggenc config for abcde

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  • IE9 not rendering box-shadow Elements inside of Table Cells

    - by Rick Strahl
    Ran into an annoying problem today with IE 9. Slowly updating some older sites with CSS 3 tags and for the most part IE9 does a reasonably decent job of working with the new CSS 3 features. Not all by a long shot but at least some of the more useful ones like border-radius and box-shadow are supported. Until today I was happy to see that IE supported box-shadow just fine, but I ran into a problem with some old markup that uses tables for its main layout sections. I found that inside of a table cell IE fails to render a box-shadow. Below are images from Chrome (left) and IE 9 (right) of the same content: The download and purchase images are rendered with: <a href="download.asp" style="display:block;margin: 10px;"><img src="../images/download.gif" class="boxshadow roundbox" /></a> where the .boxshadow and .roundbox styles look like this:.boxshadow { -moz-box-shadow: 3px 3px 5px #535353; -webkit-box-shadow: 3px 3px 5px #535353; box-shadow: 3px 3px 5px #535353; } .roundbox { -moz-border-radius: 6px 6px 6px 6px; -webkit-border-radius: 6px; border-radius: 6px 6px 6px 6px; } And the Problem is… collapsed Table Borders Now normally these two styles work just fine in IE 9 when applied to elements. But the box-shadow doesn't work inside of this markup - because the parent container is a table cell.<td class="sidebar" style="border-collapse: collapse"> … <a href="download.asp" style="display:block;margin: 10px;"><img src="../images/download.gif" class="boxshadow roundbox" /></a> …</td> This HTML causes the image to not show a shadow. In actuality I'm not styling inline, but as part of my browser Reset I have the following in my master .css file:table { border-collapse: collapse; border-spacing: 0; } which has the same effect as the inline style. border-collapse by default inherits from the parent and so the TD inherits from table and tr - so TD tags are effectively collapsed. You can check out a test document that demonstrates this behavior here in this CodePaste.net snippet or run it here. How to work around this Issue To get IE9 to render the shadows inside of the TD tag correctly, I can just change the style explicitly NOT to use border-collapse:<td class="sidebar" style="border-collapse: separate; border-width: 0;"> Or better yet (thanks to David's comment below), you can add the border-collapse: separate to the .boxshadow style like this:.boxshadow { -moz-box-shadow: 3px 3px 5px #535353; -webkit-box-shadow: 3px 3px 5px #535353; box-shadow: 3px 3px 5px #535353; border-collapse: separate; } With either of these approaches IE renders the shadows correctly. Do you really need border-collapse? Should you bother with border-collapse? I think so! Collapsed borders render flat as a single fat line if a border-width and border-color are assigned, while separated borders render a thin line with a bunch of weird white space around it or worse render a old skool 3D raised border which is terribly ugly as well. So as a matter of course in any app my browser Reset includes the above code to make sure all tables with borders render the same flat borders. As you probably know, IE has all sorts of rendering issues in tables and on backgrounds (opacity backgrounds or image backgrounds) most of which is caused by the way that IE internally uses ActiveX filters to apply these effects. Apparently collapsed borders are yet one more item that causes problems with rendering. There you have it. Another crappy failure in IE we have to check for now, just one more reason to hate Internet Explorer. Luckily this one has a reasonably easy workaround. I hope this helps out somebody and saves them the hour I spent trying to figure out what caused this problem in the first place. Resources Sample HTML document that demonstrates the behavior Run the Sample© Rick Strahl, West Wind Technologies, 2005-2012Posted in HTML  Internet Explorer   Tweet !function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0];if(!d.getElementById(id)){js=d.createElement(s);js.id=id;js.src="//platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);}}(document,"script","twitter-wjs"); (function() { var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true; po.src = 'https://apis.google.com/js/plusone.js'; var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s); })();

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  • What tools to use for efficient link building?

    - by Evgeny
    As most SEO experts keep saying, it is not just the content that you have - but also a hefty amount of quality incoming links to your content that is important -- these are the two ways to get to the top of the search results. The question is where do I find the incomnig links? One way I know is Google Blog Search, it can be used to find blogs with related information to your content and some allow to leave comments. The comments usually consist of your name, e-mail and website. If you put your keyword instead of your name, then the keyword turns into a link to your website. Unfortunately most blogs put rel=nofollow on such links, but some blogs don't do that. What other ways are there to find quality pages to put keywords links back to your website? Quality link usually means: located on a page with relevant content does not have a rel=nofollow in the <a has a relevant keyword as in <a href=websitekeyword</a the page with the link has high PageRank (3+) and TrustRank

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  • What's the default traditional Chinese font?

    - by janoChen
    The only fonts that can render Chinese text are: WenQuanYi Micro Hei, WenQuanYi Micro Hei Mono, Droid Sans (I think is unicode), FreeSans (I think is unicode too). Changing Chinese text to Sans, FreeSans, Droid Sans render the same font). WenQuanYi Micro Hei, WenQuanYi Micro Hei Mono render 'bolder' Chinese text. EDIT: What I discovered so far: Is not WenQuanYi Micro Hei, WenQuanYi Micro Hei, Droid Sans Fallback (Droid with CJK support). It can only be FreeSans, or Deja vu Sans. I'm not sure which one is being used as default one (clean installation) Any idea?

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  • 3D BSP rendering for maps made in 2d platform style

    - by Dev Joy
    I wish to render a 3D map which is always seen from top, camera is in sky and always looking at earth. Sample of a floor layout: I don't think I need complex structures like BSP trees to render them. I mean I can divide the map in grids and render them like done in 2D platform games. I just want to know if this is a good idea and what may go wrong if I don't choose a BSP tree rendering here. Please also mention is any better known rendering techniques are available for such situations.

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  • TileMapRenderer in libGDX not drawing anything

    - by Benjamin Dengler
    So I followed the tutorial on the libGDX wiki to draw Tiled maps but it doesn't seem to render anything. Here's how I setup my OrthographicCamera and load the map: camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); map = TiledLoader.createMap(Gdx.files.internal("maps/test.tmx")); atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 8, 8); And here is my render function: Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); tileMapRenderer.render(camera); Also I did pack the tile map using the TiledMapPacker. I'm completely stumped... am I missing anything obvious here? EDIT: While debugging I noticed that the TileAtlas seems to be empty, which I guess shouldn't be the case, but I have no idea why it's empty.

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  • Rendering scaled-down card images

    - by user1065145
    I have high-quality SVG card images, but they drastically lose their quality when I downsize them. I have tried two ways of rendering cards (using Inkscape and Imagemagics): 1) Render SVG to high-res PNG and resize it then: inkscape -D --export-png=QS1024.png --export-width=1024 QS.svg convert QS1024.png -filter Lanczos -sampling-factor 1x1 -resize 71x QS71.png 2) Render SVG to image of proper size at once: inkscape -D --export-png=QS71.png --export-width=71 QS.svg Both approaches generate blurry card images, which looks even worse than old Windows cards. What are the best way to generate smaller card images from SVG sources and not to loose their quality a lot? UPDATE: I am using Inkscape to render SVG - PNG and ImageMagick then to downsize PNG. I've tried using convert -resize with couple of filters (Lanczos/Mitchell/etc), but result was pretty much the same. Original: 71x raster:

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  • Submitting new site to directories - will Google penalize?

    - by Programmer Joe
    I just started a new site with a forum to discuss stocks. I've already submitted my site to DMOZ. To help promote my site and to help people who are looking for stock discussion forums to find it, I'm thinking of submitting my site to a few more directories but I'm hesistant because I know Google will penalize a site if it believes the backlinks to the site are spammy and/or low quality. So, I have a few questions: 1) If I submit my site to directories with a PR between 4 and 5, will those backlinks be considered spammy/low quality? I noticed most free directories have a PR between 4 and 5, but I don't know if backlinks from those directories would be considered spammy by Google. 2) I'm thinking of submitting it to Best of the Web and JoeAnt, but these are paid. Does anybody have any experience with these two paid directories? Are these two directories considered higher quality by Google?

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  • C# XNA Make rendered screen a texture2d

    - by redcodefinal
    I am working on a cool little city generator which makes cities in the isometric perspective. However, a problem arose where if the grid size was over a certain limit it would have awful lag. I found the main problem to be in the draw method. So I took the precautionary step of rendering only items that were onscreen. This fixed the lag but, not by much. The idea I have is to render the frame once and take a snapshot. Then, display that as a texture2d on screen. This way I don't have to render 1,000,000 objects every frame since they don't change anyways. TL;DR - I want to Take a snapshot of an already rendered frame Turn it into a Texture2D Render that to the screen instead of all the objects. Any help appreciated.

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  • Using box2d DrawDebugData with multi layer scene ?

    - by Mr.Gando
    In my Game, a Scene is composed by several layers. Each layer has different camera transformations. This way I can have a layer at z=3 (GUI), z=2 (Monsters), z=1 (scrolling background), and this 3 layers compose my whole Scene. My render loop looks something like: renderLayer() applyTransformations() renderVisibleEntities() renderChildLayers() end If I call DrawDebugData() in the render loop, the whole b2world debug data will be rendered once for each layer in my scene, this generates a mess, because the "debug boxes" get duplicated, some of them get the camera transformations applied and some of them don't, etc. What I would like to do, would be to make DrawDebugData to draw only certain debug boxes. In that way, I could call something like b2world->DrawDebugDataForLayer(int layer_id) and call that on each layer like : renderLayer() applyTransformations() renderVisibleEntities() //Only render my corresponding layer debug data b2world->DrawDebugDataForLayer(layer_id) renderChildLayers() end Is there a way to subclass b2World so I could add this functionality ( specific to my game ) ? If not, what would be the best way to achieve this (Cocos2d uses a similar scene graph approach and box2d, but I'm not sure if debugDraw works in Cocos2d... ) Thanks

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  • What is a good practice for 2D scene graph partitioning for culling?

    - by DevilWithin
    I need to know an efficient way to cull the scene graph objects, to render exclusively the ones in the view, and as fast as possible. I am thinking of doing it the following way, having in each object a local boundingbox which holds the object bounds, and a global boundingbox which holds the bounds of the object and all children. When a camera is moved, the render list is updated by traversing the global boundingboxes. When only the object is being moved, it tries to enlarge or shrink the ancestors global boundingboxes, and in the end updating or not the renderlist. What do you think of this approach? Do you think it will provide a fast and efficient culling? Also, because the render list is a contiguous list, it could accelerate the rendering, right? Any further tips for a 2D scene graphs are highly appreciated!

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  • How can i create sprite sheet from 3d model (3D studio max)

    - by OopsUser
    I built simple 3D model of a car, with simple animation in which it's wheels are turning. Now i want to create a sprite sheet, the only way i know how to do it, is to render manually 20 frames from the from, then combine them to a strip manually, then rotate it by 10 degrees, render 20 frames of animation again and combine them to a strip... Is there a way to do it automatically ? With out rotating the scene manually and render it and combining .. it's a lot of work, takes more time then the modelling itself... Thanks

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  • Why are only some of my objects being rendered?

    - by BleedObsidian
    Every time I create a new asteroid the previous one is no longer rendered? I did some debugging and printed out the size of Array-List 'Small' and when a new asteroid is created it doesn't go down, so the thread is still there it's just not being rendered, Why? StatePlay: package me.bleedobsidian.astroidjump; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; public class StatePlay extends BasicGameState { int stateID = 10; Player player; Asteroids asteroids; StatePlay(int stateID) { this.stateID = stateID; } @Override public int getID() { return stateID; } @Override public void init(GameContainer gc, StateBasedGame sbg) throws SlickException { ResManager.loadImages(); player = new Player(); asteroids = new Asteroids(); } @Override public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException { g.setAntiAlias(true); player.render(g); asteroids.render(g); g.drawString("Asteroids: " + Asteroids.small.size(), 10, 25); } @Override public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException { player.update(gc, delta); asteroids.update(delta); } } Asteroids: package me.bleedobsidian.astroidjump; import java.util.ArrayList; import java.util.Timer; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; import org.newdawn.slick.SpriteSheet; public class Asteroids { public static ArrayList<Asteroid_Small> small = new ArrayList<Asteroid_Small>(); static SpriteSheet small_sprites = new SpriteSheet(ResManager.asteroids_small_ss, 32, 32); static Image small_1 = small_sprites.getSubImage(0, 0); static Image small_2 = small_sprites.getSubImage(1, 0); static Image small_3 = small_sprites.getSubImage(2, 0); static Image small_4 = small_sprites.getSubImage(3, 0); static boolean asteroids = true; static int diff = 0; Asteroids() { Task_Asteroids TaskA = new Task_Asteroids(); Timer timer = new Timer("Asteroids"); if(diff == 0) { timer.schedule(TaskA, 0, 4000); } else if(diff == 1) { timer.schedule(TaskA, 0, 3000); } } public static Image chooseSmallImage(int i) { if(i == 0) { return small_1; } else if(i == 1) { return small_2; } else if(i == 2) { return small_3; } else if(i == 3) { return small_4; } else { return small_1; } } public static void level_manager(float x) { if(x < 1000) { diff = 0; } else if(x < 2000) { diff = 1; } else if(x < 3000) { diff = 2; } else if(x < 5000) { diff = 3; } else if(x < 10000) { diff = 4; } else { diff = 5; } } public void update(int delta) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.update(delta); } } public void render(Graphics g) { for(int s = 0; s < small.size(); s++) { Asteroid_Small as = small.get(s); as.render(g); } } public static void setAsteroids(boolean tf) { asteroids = tf; } } Asteroid_Small: package me.bleedobsidian.astroidjump; import org.newdawn.slick.Graphics; import org.newdawn.slick.Image; public class Asteroid_Small { private static Image me; private static float x = 0; private static float y = 0; private static float speed = 0; private static float rotation = 0; private static float rotation_speed = 0; Asteroid_Small(Image i, float x, float y, float rs, float sp) { me = i; Asteroid_Small.x = x; Asteroid_Small.y = y; Asteroid_Small.rotation_speed = rs; Asteroid_Small.speed = sp; } public void update(int delta) { x -= speed * delta; rotation += rotation_speed * delta; me.setRotation(rotation); } public void render(Graphics g) { g.drawImage(me, x, y); } } Task_Asteroid: package me.bleedobsidian.astroidjump; import java.util.TimerTask; public class Task_Asteroids extends TimerTask { public void run() { if(Asteroids.diff == 0) { int randImage = (int) (Math.random() * 4); int randHeight = (int) (Math.random() * 480); Asteroids.small.add(new Asteroid_Small(Asteroids.chooseSmallImage(randImage), Player.x + 960, randHeight, 0.05f, 0.04f)); } } }

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  • G+ Platform Office Hours -- Retrieving Profile Information with the Sign In Button

    G+ Platform Office Hours -- Retrieving Profile Information with the Sign In Button Join us for a live coding demo of the sign in button and how to retrieve profile information using it! Or skip ahead to what you really care about: Meet your presenters: goo.gl Render the Sign-In Button: goo.gl Add a Client ID: goo.gl See Sign-In Render: goo.gl Grab the user resource (with live XHR/REST debugging*!): goo.gl Retrieve and render the user resource: goo.gl *If you don't feel you need a debugging crash course, feel free to skip from 10:14 to 18:30. :) From: GoogleDevelopers Views: 659 17 ratings Time: 29:39 More in Science & Technology

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