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  • Can't install alternate CD from USB?

    - by mattias
    Hi im trying to install ubuntu 12.04 with full hard disk encryption. After downloading and installing the Ubuntu live CD, I learned that truecrypt doesnt support full disk encryption on linux. I also learned that the best way to get "nearly full disk encryption" on ubuntu is by installing it from the alternate install CD. I tried that, but something is wrong with my CD reader/burner so it doesnt boot up when i insert the cd. My thought here was to take the .iso that I downloaded on my unencrypted Ubuntu system, use Unetbootin to make the usb drive. The usb drive used for this is exactly the same brand as one that I know has worked with a previous ubuntu live system on the same computer. I also used unetbootin for that usb, but I created it from windows that time. The usb stick boots up fine and i get through the first couple of steps in the installation process. However, After a while I get a "box" with the following error message "Load Installer components from CD" There was a problem reading data from the CD-ROM. Please make sure it is in the drive. If retrying does not work, you should check the integrity of your CD-ROM. "Failed to copy file from CD-ROM. Retry? " Then I cant get any further. I googled a lot and found this page which seems to tackle this very problem: http://www.dotkam.com/2010/11/29/ins...mage-from-usb/ I tried to do what it said. After pressing TAB, I wrote : cdrom-detect/try-usb=true without quotes because that's what i think is right. When I press TAB, there already is a text saying : /ubnkern initrd=/ubninit vga=788 -- quiet which can be removed. I have tried to both delete the text before the "--" and just inserting cdrom-detect/try-usb=true before it. Any idea of what can be wrong? I would like to do a full system encryption, or as full as it is possible. I dont want to just encrypt my /home folder. Maybe this isn't the easiest way. I use SanDisk usb sticks. I know there is a problem with U3 launcher on some SanDisks, but I never had to remove U3 before from similar disks, and the alternate install does boot up, so I dont think using U3 removal would help me. Any help or indication to an easier way to do this would be appreciated

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  • Image loaded from TGA texture isn't displayed correctly

    - by Ramy Al Zuhouri
    I have a TGA texture containing this image: The texture is 256x256. So I'm trying to load it and map it to a cube: #import <OpenGL/OpenGL.h> #import <GLUT/GLUT.h> #import <stdlib.h> #import <stdio.h> #import <assert.h> GLuint width=640, height=480; GLuint texture; const char* const filename= "/Users/ramy/Documents/C/OpenGL/Test/Test/texture.tga"; void init() { // Initialization glEnable(GL_DEPTH_TEST); glViewport(-500, -500, 1000, 1000); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, width/(float)height, 1, 1000); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(0, 0, -100, 0, 0, 0, 0, 1, 0); // Texture char bitmap[256][256][3]; FILE* fp=fopen(filename, "r"); assert(fp); assert(fread(bitmap, 3*sizeof(char), 256*256, fp) == 256*256); fclose(fp); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmap); } void display() { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); glColor3ub(255, 255, 255); glBegin(GL_QUADS); glVertex3f(0, 0, 0); glTexCoord2f(0.0, 0.0); glVertex3f(40, 0, 0); glTexCoord2f(0.0, 1.0); glVertex3f(40, 40, 0); glTexCoord2f(1.0, 1.0); glVertex3f(0, 40, 0); glTexCoord2f(1.0, 0.0); glEnd(); glDisable(GL_TEXTURE_2D); glutSwapBuffers(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowPosition(100, 100); glutInitWindowSize(width, height); glutCreateWindow(argv[0]); glutDisplayFunc(display); init(); glutMainLoop(); return 0; } But this is what I get when the window loads: So just half of the image is correctly displayed, and also with different colors.Then if I resize the window I get this: Magically the image seems to fix itself, even if the colors are wrong.Why?

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  • How are Reads Distributed in a Workload

    - by Bill Graziano
    People have uploaded nearly one millions rows of trace data to TraceTune.  That’s enough data to start to look at the results in aggregate.  The first thing I want to look at is logical reads.  This is the easiest metric to identify and fix. When you upload a trace, I rank each statement based on the total number of logical reads.  I also calculate each statement’s percentage of the total logical reads.  I do the same thing for CPU, duration and logical writes.  When you view a statement you can see all the details like this: This single statement consumed 61.4% of the total logical reads on the system while we were tracing it.  I also wanted to see the distribution of reads across statements.  That graph looks like this: On average, the highest ranked statement consumed just under 50% of the reads on the system.  When I tune a system, I’m usually starting in one of two modes: this “piece” is slow or the whole system is slow.  If a given piece (screen, report, query, etc.) is slow you can usually find the specific statements behind it and tune it.  You can make that individual piece faster but you may not affect the whole system. When you’re trying to speed up an entire server you need to identity those queries that are using the most disk resources in aggregate.  Fixing those will make them faster and it will leave more disk throughput for the rest of the queries. Here are some of the things I’ve learned querying this data: The highest ranked query averages just under 50% of the total reads on the system. The top 3 ranked queries average 73% of the total reads on the system. The top 10 ranked queries average 91% of the total reads on the system. Remember these are averages across all the traces that have been uploaded.  And I’m guessing that people mainly upload traces where there are performance problems so your mileage may vary. I also learned that slow queries aren’t the problem.  Before I wrote ClearTrace I used to identify queries by filtering on high logical reads using Profiler.  That picked out individual queries but those rarely ran often enough to put a large load on the system. If you look at the execution count by rank you’d see that the highest ranked queries also have the highest execution counts.  The graph would look very similar to the one above but flatter.  These queries don’t look that bad individually but run so often that they hog the disk capacity. The take away from all this is that you really should be tuning the top 10 queries if you want to make your system faster.  Tuning individually slow queries will help those specific queries but won’t have much impact on the system as a whole.

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  • Criteria for selecting timeout value?

    - by stijn
    Situation: a piece of software reads frames of data from a file in a seperate thread and puts it on a queue, emptied by another thread. That second thread periodically checks on the queue and fails rather gracefully, by showing an error message stating the read timed out, if no data is available within a certain amount of time. Initially this timeout was set to 200mSec. There was no real reasoning behind that constant though, but it worked fine. We measured on a couple of machines and for large data frames, larger than what would be used by customers, a read took like 20mSec whith no other load on the machine. However one customer now gets timeout errors now and then (on the second try all is fine, probably the file is in cache or the virus scanner leaves it alone). The programmers are like 'well, yeah, but that customer's machine is full of cruft, virus scanners, tons of unneeded background processes etc'. Of course the customer is like 'hey this should just work, shouldn't it'? While the programers have a point, since the software is heavy enough to validate the need for a dedicated machine, that does not make the customer happy. Increasing the timeout to 2 seconds, for example, solves the problem. But I'd like to make a proper decision now instead of just randomly pick some magic constant that is probably ok in 99% of cases. What criteria should be used for that? We could just pick a large number, but that feels wrong. (and then we end up with a program that has the horrible bahaviour of hanging when trying to read from a disconnected drive for instance, whereas we'd rather make it show an error right away). Or we could make the timeout value a user setting, but then we need to ducument it clearly and even then not all customers are tech savy enough to really understand what it does. Or we could try and wait until another customer reports timeouts and increase the value again. And again. Until we find something ok for 99.99% of the cases.. Any good practice for this type of situation?

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  • New ZFS Encryption features in Solaris 11.1

    - by darrenm
    Solaris 11.1 brings a few small but significant improvements to ZFS dataset encryption.  There is a new readonly property 'keychangedate' that shows that date and time of the last wrapping key change (basically the last time 'zfs key -c' was run on the dataset), this is similar to the 'rekeydate' property that shows the last time we added a new data encryption key. $ zfs get creation,keychangedate,rekeydate rpool/export/home/bob NAME PROPERTY VALUE SOURCE rpool/export/home/bob creation Mon Mar 21 11:05 2011 - rpool/export/home/bob keychangedate Fri Oct 26 11:50 2012 local rpool/export/home/bob rekeydate Tue Oct 30 9:53 2012 local The above example shows that we have changed both the wrapping key and added new data encryption keys since the filesystem was initially created.  If we haven't changed a wrapping key then it will be the same as the creation date.  It should be obvious but for filesystems that were created prior to Solaris 11.1 we don't have this data so it will be displayed as '-' instead. Another change that I made was to relax the restriction that the size of the wrapping key needed to match the size of the data encryption key (ie the size given in the encryption property).  In Solaris 11 Express and Solaris 11 if you set encryption=aes-256-ccm we required that the wrapping key be 256 bits in length.  This restriction was unnecessary and made it impossible to select encryption property values with key lengths 128 and 192 when the wrapping key was stored in the Oracle Key Manager.  This is because currently the Oracle Key Manager stores AES 256 bit keys only.  Now with Solaris 11.1 this restriciton has been removed. There is still one case were the wrapping key size and data encryption key size will always match and that is where they keysource property sets the format to be 'passphrase', since this is a key generated internally to libzfs and to preseve compatibility on upgrade from older releases the code will always generate a wrapping key (using PKCS#5 PBKDF2 as before) that matches the key length size of the encryption property. The pam_zfs_key module has been updated so that it allows you to specify encryption=off. There were also some bugs fixed including not attempting to load keys for datasets that are delegated to zones and some other fixes to error paths to ensure that we could support Zones On Shared Storage where all the datasets in the ZFS pool were encrypted that I discussed in my previous blog entry. If there are features you would like to see for ZFS encryption please let me know (direct email or comments on this blog are fine, or if you have a support contract having your support rep log an enhancement request).

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  • How do I set image position in conky

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

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  • Oracle GoldenGate 11gR2 Event Marker System

    - by Doug Reid
    0 false 18 pt 18 pt 0 0 false false false /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:"Times New Roman"; mso-ascii-font-family:Cambria; mso-ascii-theme-font:minor-latin; mso-fareast-font-family:"Times New Roman"; mso-fareast-theme-font:minor-fareast; mso-hansi-font-family:Cambria; mso-hansi-theme-font:minor-latin;} Oracle GoldenGate 11gR2 includes a number of refinements to the Event Marker system. Using event markers enables GoldenGate processes to take a defined action based on an event in the data stream. This feature within Oracle GoldenGate simplifies methods to embed specific custom processing in the areas of error handling, alerts, and notification. The event marker system effectively allows for DML driven workflows to be created within GoldenGate and enables customers to craft non-standard processing based on special events. There are a number of supported event actions including: trace, log, checkpoint before, suspend, abort, and several others. With 11gR1 events can now be triggered by DDL operations, plus variables can be passed in and out of the system to shell scripts. Some good use cases for this feature are Automatic switchover to the secondary system during planned outages Better monitoring over source systems’ performance and automated switchover to the standby system in case of an outage with the primary system Automatic switchover from initial load to changed data movement Automatic synchronization of any type of batch processing taking place on both the source and target databases for database consistency Automatic stoppage of the Delivery module to allow end-of-day reporting Finding, tracking, and reporting on transactions that are of interest including the ones that do not have primary keys or transaction record numbers If you would like to see a demo, please visit our youtube channel (http://youtube.com/oraclegoldengate)  To learn more about the new features of Oracle GoldenGate 11gR2 and to ask questions to the PM team, please join us on September 12th  8am or 10am PST for our live webcast. Click here to register.

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  • C++ and SDL resource management for 2D game

    - by KuruptedMagi
    My first question is about stateManagers. I do not use the singleton pattern (read many random posts with various reasons not to use it), I have gameStateManager which runs the pointer cCurrentGameState-render(), etc. I want to make a transitioning game, this engine should ideally cover both a platformer and a bird's eye RPG (with some recoding, I just mean the base engine), both of which will load different levels and events, such as world map, dungeon, shops, etc. So I then thought, rather then having to store all this data within all the states, I would break the engine into gameStates, and playStates... when gameState reaches gameStatePlay(), gameStatePlay simply runs the usual handleInput, logic, and render for the playStates, just as the low level gameStateManager does. This lets me store all the player data within the base playstate class without storing useless data in the gameStates. Now I have added a seperate mapEditor, which uses editorStates from gameStateEditor. Is this too much usage of the gameState concept? It seems to work pretty well for me, so I was wondering if I am too far off a common implementation of this. My second question is on image resources. I have my sprite class with nothing but static members, mainly loadImage, applySurface, and my screen pointer. I also have a map pairing imageName enums with actual SDL_Surface pointers, and one pairing clipNumber enums with a wrapper class for a vector of clips, so that each reference in the map can have different amounts of clips with different sizes. I thought it would be better to store all these images, and screen within one static body, since 20 different goblins all use the same sprite sheet, and all need to print to the same screen, and of course, this way I do not need to pass my screen reference to every little entity. The imageMap seems to work very well, I can even add the ability to search through the map at creation of entity type to see if a particular image at creation, creating if it doesnt exist, and destroying the image if the last entity that needs it was just destroyed. The vectored clip map however, seems to take too long to initialize, so if i run past the state that initializes them to fast, the game crashes <. Plus, the clip map call is half of this line =P SPRITE::applySurface( cEditorMap.cTiles[x][y].iX, cEditorMap.cTiles[x][y].iY, SPRITE::mImages[ IMAGE_TILEMAP ], SPRITE::screen, SPRITE::mImageClips[IMAGE_TILEMAP]->clips.at( cEditorMap.cTiles[x][y].iTileType ) ); Again, do I have the right idea? I like the imageMap, but am I better off with each entity storing its own clips? My last question is about collision detection. I only grasp the basics, will look at per-pixel and circular soon, but how can I determine which side the collision comes from with just the basic square collision detection, I tried breaking each entity into 4 collision zones, but that just gave me problems with walking through walls and the like <. Also, is per-pixel color collision a good way to decide what collision just occured, or is checking multiple colors for multiple entities too taxing each cycle?

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  • Creating Corporate Windows Phone Applications

    - by Tim Murphy
    Most developers write Windows Phone applications for their own gratification and their own wallets.  While most of the time I would put myself in the same camp, I am also a consultant.  This means that I have corporate clients who want corporate solutions.  I recently got a request for a system rebuild that includes a Windows Phone component.  This brought up the questions of what are the important aspects to consider when building for this situation. Let’s break it down in to the points that are important to a company using a mobile application.  The company want to make sure that their proprietary software is safe from use by unauthorized users.  They also want to make sure that the data is secure on the device. The first point is a challenge.  There is no such thing as true private distribution in the Windows Phone ecosystem at this time.  What is available is the ability to specify you application for targeted distribution.  Even with targeted distribution you can’t ensure that only individuals within your organization will be able to load you application.  Because of this I am taking two additional steps.  The first is to register the phone’s DeviceUniqueId within your system.  Add a system sign-in and that should cover access to your application. The second half of the problem is securing the data on the phone.  This is where the ProtectedData API within the System.Security.Cryptography namespace comes in.  It allows you to encrypt your data before pushing it to isolated storage on the device. With the announcement of Windows Phone 8 coming this fall, many of these points will have different solutions.  Private signing and distribution of applications will be available.  We will also have native access to BitLocker.  When you combine these capabilities enterprise application development for Windows Phone will be much simpler.  Until then work with the above suggestions to develop your enterprise solutions. del.icio.us Tags: Windows Phone 7,Windows Phone,Corporate Deployment,Software Design,Mango,Targeted Applications,ProtectedData API,Windows Phone 8

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  • Need help on a problemset in a programming contest

    - by topher
    I've attended a local programming contest on my country. The name of the contest is "ACM-ICPC Indonesia National Contest 2013". The contest has ended on 2013-10-13 15:00:00 (GMT +7) and I am still curious about one of the problems. You can find the original version of the problem here. Brief Problem Explanation: There are a set of "jobs" (tasks) that should be performed on several "servers" (computers). Each job should be executed strictly from start time Si to end time Ei Each server can only perform one task at a time. (The complicated thing goes here) It takes some time for a server to switch from one job to another. If a server finishes job Jx, then to start job Jy it will need an intermission time Tx,y after job Jx completes. This is the time required by the server to clean up job Jx and load job Jy. In other word, job Jy can be run after job Jx if and only if Ex + Tx,y = Sy. The problem is to compute the minimum number of servers needed to do all jobs. Example: For example, let there be 3 jobs S(1) = 3 and E(1) = 6 S(2) = 10 and E(2) = 15 S(3) = 16 and E(3) = 20 T(1,2) = 2, T(1,3) = 5 T(2,1) = 0, T(2,3) = 3 T(3,1) = 0, T(3,2) = 0 In this example, we need 2 servers: Server 1: J(1), J(2) Server 2: J(3) Sample Input: Short explanation: The first 3 is the number of test cases, following by number of jobs (the second 3 means that there are 3 jobs for case 1), then followed by Ei and Si, then the T matrix (sized equal with number of jobs). 3 3 3 6 10 15 16 20 0 2 5 0 0 3 0 0 0 4 8 10 4 7 12 15 1 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 8 10 4 7 12 15 1 4 0 50 50 50 50 0 50 50 50 50 0 50 50 50 50 0 Sample Output: Case #1: 2 Case #2: 1 Case #3: 4 Personal Comments: The time required can be represented as a graph matrix, so I'm supposing this as a directed acyclic graph problem. Methods I tried so far is brute force and greedy, but got Wrong Answer. (Unfortunately I don't have my code anymore) Could probably solved by dynamic programming too, but I'm not sure. I really have no clear idea on how to solve this problem. So a simple hint or insight will be very helpful to me.

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  • Small hiccup with VMware Player after upgrading to Ubuntu 12.04

    The upgrade process Finally, it was time to upgrade to a new LTS version of Ubuntu - 12.04 aka Precise Pangolin. I scheduled the weekend for this task and despite the nickname of Mauritius (Cyber Island) it took roughly 6 hours to download nearly 2.400 packages. No problem in general, as I have spare machines to work on, and it was weekend anyway. All went very smooth and only a few packages required manual attention due to local modifications in the configuration. With the new kernel 3.2.0-24 it was necessary to reboot the system and compared to the last upgrade, I got my graphical login as expected. Compilation of VMware Player 4.x fails A quick test on the installed applications, Firefox, Thunderbird, Chromium, Skype, CrossOver, etc. reveils that everything is fine in general. Firing up VMware Player displays the known kernel mod dialog that requires to compile the modules for the newly booted kernel. Usually, this isn't a big issue but this time I was confronted with the situation that vmnet didn't compile as expected ("Failed to compile module vmnet"). Luckily, this issue is already well-known, even though with "Failed to compile module vmmon" as general reason but nevertheless it was very easy and quick to find the solution to this problem. In VMware Communities there are several forum threads related to this topic and VMware provides the necessary patch file for Workstation 8.0.2 and Player 4.0.2. In case that you are still on Workstation 7.x or Player 3.x there is another patch file available. After download extract the file like so: tar -xzvf vmware802fixlinux320.tar.gz and run the patch script as super-user: sudo ./patch-modules_3.2.0.sh This will alter the existing installation and source files of VMware Player on your machine. As last step, which isn't described in many other resources, you have to restart the vmware service, or for the heart-fainted, just reboot your system: sudo service vmware restart This will load the newly created kernel modules into your userspace, and after that VMware Player will start as usual. Summary Upgrading any derivate of Ubuntu, in my case Xubuntu, is quick and easy done but it might hold some surprises from time to time. Nonetheless, it is absolutely worthy to go for it. Currently, this patch for VMware is the only obstacle I had to face so far and my system feels and looks better than before. Happy upgrade! Resources I used the following links based on Google search results: http://communities.vmware.com/message/1902218#1902218http://weltall.heliohost.org/wordpress/2012/01/26/vmware-workstation-8-0-2-player-4-0-2-fix-for-linux-kernel-3-2-and-3-3/ Update on VMware Player 4.0.3 Please continue to read on my follow-up article in case that you upgraded either VMware Workstation 8.0.3 or VMware Player 4.0.3.

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  • Combobox binding with different types

    - by George Evjen
    Binding to comboboxes in Silverlight has been an adventure the past couple of days. In our framework at ArchitectNow we use LookupGroups and LookupValues. In our database we would have a LookupGroup of NBA Teams for example. The group would be called NBATeams, we get the LookupGroupID and then get the values from the LookupValues table. So we would end up with a list of all 30+ teams. Our lookup values entity has a display text(string), value(string), IsActive and some other fields. With our applications we load all this information into the system when the user is logging in or right after they login. So in cache we have a list of groups and values that we can get at whenever we want to. We get this information in our framework simply by creating an observable collection of type LookupValue. To get a list of these values into our property all we have to do is. var NBATeams = AppContext.Current.LookupSerivce.GetLookupValues(“NBATeams”); Our combobox then is bound like this. (We use telerik components in most if not all our projects) <telerik:RadComboBox ItemsSource="{Binding NBATeams}”></telerik:RadComboBox> This should give you a list in your combobox. We also set up another property in our ViewModel that is a just single object of NBATeams  - “SelectedNBATeam” Our selectedItem in our combobox would look like, we would set this to a two way binding since we are sending data back. SelectedItem={Binding SelectedNBATeam, mode=TwoWay}” This is all pretty straight forward and we use this pattern throughout all our applications. What do you do though when you have a combobox in a ItemsControl or ListBox? Here we have a list of NBA Teams that are a string that are being brought back from the database. We cant have the selected item be our LookupValue because the data is a string and its being bound in an ItemsControl. In the example above we would just have the combobox in a form. Here though we have it in a ItemsControl, where there is no selected item from the initial ItemsSource. In order to get the selected item to be displayed in the combobox you have to convert the LookupValue to a string. Then instead of using SelectedItem in the combobox use SelectedValue. To convert the LookupValue we do this. Create an observable collection of strings public ObservableCollection<string> NBATeams { get; set;} Then convert your lookups to strings var NBATeams = new ObservableCollection<string>(AppContext.Current.LookupService.GetLookupValues(“NBATeams”).Select(x => x.DisplayText)); This will give us a list of strings and our selected value should be bound to the NBATeams property in our ItemsSource in our ItemsControl. SelectedValue={Binding NBATeam, mode=TwoWay}”

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  • 5.1 surround sound

    - by rocker9455
    Ok, So i've always had trouble with enabling 5.1 in ubuntu. Running 'alsamixer': I have: Master, Heaphones, PCM, Front, Front Mi, Front Mi, Surround, Center All are at 100% Card:HDA Intel Chip:Realtek ALC888 (This is my onboard sound, Its a dell studio, with 7.1 integrated sound) Running "speaker-test -c6 -twav" I only get the front 2 speakers (Right/Left) making any noise. The others make no noise at all. I have no other sound card to use as all my PCI slots are used up. Daemon.conf: ; daemonize = no ; fail = yes ; allow-module-loading = yes ; allow-exit = yes ; use-pid-file = yes ; system-instance = no ; enable-shm = yes ; shm-size-bytes = 0 # setting this 0 will use the system-default, usually 64 MiB ; lock-memory = no ; cpu-limit = no ; high-priority = yes ; nice-level = -11 ; realtime-scheduling = yes ; realtime-priority = 5 ; exit-idle-time = 20 ; scache-idle-time = 20 ; dl-search-path = (depends on architecture) ; load-default-script-file = yes ; default-script-file = ; log-target = auto ; log-level = notice ; log-meta = no ; log-time = no ; log-backtrace = 0 resample-method = speex-float-1 ; enable-remixing = yes ; enable-lfe-remixing = no flat-volumes = no ; rlimit-fsize = -1 ; rlimit-data = -1 ; rlimit-stack = -1 ; rlimit-core = -1 ; rlimit-as = -1 ; rlimit-rss = -1 ; rlimit-nproc = -1 ; rlimit-nofile = 256 ; rlimit-memlock = -1 ; rlimit-locks = -1 ; rlimit-sigpending = -1 ; rlimit-msgqueue = -1 ; rlimit-nice = 31 ; rlimit-rtprio = 9 ; rlimit-rttime = 1000000 ; default-sample-format = s16le ; default-sample-rate = 44100 ; default-sample-channels = 6 ; default-channel-map = front-left,front-right default-fragments = 8 default-fragment-size-msec = 10

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  • What is the best way to implement collision detection using Bullet physics engine and a track generated from a curve?

    - by tigrou
    I am developing a small racing game were the track is generated from a curve. As said above, the track is generated, but not infinite. The track of one level could fit with no problem in memory and will contain a reasonably small amount of triangles. For collisions, I would like to use Bullet physics engine and know what is the best way to handle collisions with the track efficiently. NOTE : The track will be stored as a static rigid body (mass = 0). The player will be represented by a sphere shape for collisions. Here is some possibilities i have in mind : Create one rigid body, then, put all triangles of the track (except non collidable stuff) into it. Result : 1 body with many triangles (eg : 30000 triangles) Split the track into several sections (eg: 10 sections). Then, for each section, create a rigid body and put corresponding triangles in it. Result : small amount of bodies with relatively small amount of triangles (eg : 1500 triangles per section). Split the track into many sub-sections (eg : 1200 sections). Here one subsection = very small step when generating the curve. Again for each sub-section, create a body and put triangles in it. Result : many bodies with very small amount of triangles (eg : 20 triangles). Advantage : it could be possible to "extra data" to each of the subsection, that could be used when handling collisions. Same as 2, but only put sections N and N+1 in physics engine (where N = current section where the player is). When player reach section N+1, unload section N and load section N+2 and so on... Issue : harder to implement, problems if the player suddenly "jump" from one section to another (eg : player fly away from section N, and fall on section N + 4 that was underneath : no collision handled, player will fall into void ) Same as 4, but with many sub-sections. Issues : since subsections are very small there will be constantly new bodies added and removed to physics engine at runtime. Possibilities for player to accidently skip some sections and fall into the void are higher than 4.

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  • Is my work on a developer test being taken advantage of?

    - by CodeWarrior
    I am looking for a job and have applied to a number of positions. One of them responded, I had a pretty lengthy phone interview (perhaps an hour +) and they then set me up with a developer test. I was told that this test is estimated to take between 6 and 8 hours and that, provided it met with their approval, I could be paid for my work on it. That gave me some pause, but I endeavored. The developer test took place on a VM accessed via RDP. The task was to implement a search page in a web project that requests data from the server, displays it on the screen in a table, has a pretty complicated search filtering scheme (there are about 15 statuses and when sending the search to the server you can search by these statuses) in addition to the string/field search. They want some SVG icons to change color on certain data values, they want some data to be represented differently than how it is in the database, etc. Loooong story short, this took one heck of a lot longer than 6-8 hours. Much of it was due to the very poor VM that I was running on (Visual Studio 2013 took 10 minutes to load, and another 15 minutes to open the 3 GB ginormous solution). After completing, I was told to commit my changes to source control... Hmm, OK. I get an email back that they thought that the SVGs could have their color changed differently, they found a bug in this edge-case, there was an occasional problem with this other thing that I never experienced, etc. So I am 13-14 hours into this thing now, and I have to do bug fixes. I do them, and they come back with some more. This is all apparently going into a production application. I noticed some anomalies in the code that was already in there where it looked like other people had coded all of one functionality and not anything else that I could find. Am I just being used for cheap labor? Even if they pay me the promised 50 dollars and hour for 6 hours, I have committed like 18 hours to this thing now. If I bug fix all of the stuff they keep coming up with, I will have worked at least 16 hours for free. I have taken a number of developer tests. I have never taken one where I worked on code that was destined for production. I have never taken one where I implemented a feature that was in the pipeline for development (it was planned for, and I implemented it through the course of the test). And I have never taken one that took 4 rounds and a total of 20+ hours. I get the impression that they are using their developer test to field some of the functionality, that they don't have time for in their normal team, on the cheap. Also, I wouldn't mind a 'devtest' tag.

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  • Oracle Linux Hands-on Lab from your Home? Yes You Can Do That!

    - by Zeynep Koch
    We're taking the very popular OTN Sysadmin Days and going virtual! We have two days to choose from: Americas - Tuesday January 15th, 2013 9:00 a.m – 1:00 p.m. PT / 12:00 p.m. – 4:00 p.m. ET / 1:00 p.m. - 5:00 p.m. BRT EMEA -  Tuesday January 29th, 2013 - 9:00 a.m – 13:00 p.m GMT / 10:00 a.m – 14:00 p,m CET / 12:00 p.m – 16:00 p.m AST / 13:00 p.m – 17:00 p,m MSK / 14:30 p.m – 18:30 p.m IST You'll be able to perform real-world tasks with Oracle Linux and if you have questions you can ask for help from the Oracle experts through chat window. There's one caveat: you'll have to do a little homework ahead of time. Load the virtual images onto your laptop, find the instructions, and make sure everything is working properly. This wiki https://wikis.oracle.com/display/virtualsysadminday/Home explains what you need to do. If you have questions, ask them as comments to the wiki:https://wikis.oracle.com/display/virtualsysadminday/Home.  Oracle Linux Track  1. Oracle Linux Technology Overview - In this session we will go over the latest Oracle Linux features including tools for Linux administration such as the Unbreakable Linux Network (ULN) and public yum. We will also show you a demo of Ksplice zero downtime kernel updates, only available to Oracle Linux customers. You will see how easy it is to switch from Red Hat support to Oracle Linux support by using ULN. Last but not least, we’ll introduce the 3 hands-on labs that will follow this session in the Linux track. 2. HOL: Package Management -  In this lab session you will use the package management on Oracle Linux using RPM and yum. Some of the tasks that you will experience include listing installed packages, obtaining additional information about packages, searching for packages and installing/updating them as well as verifying package integrity and removing software. We’ll also review Linux services and run levels, how to start and stop them, checking the status of a particular service and enabling a service to be started automatically at system boot. 3. HOL: Storage Management - In this hands-on lab session, you will learn about storage management with LVM2, the Linux Logical Volume Manager, preparing block devices, creating physical and logical volumes, creating file systems on top of logical volumes, and resizing file systems dynamically. You will also practice setting up software RAID devices, configuring encrypted block devices.Btrfs File System - In this hands-on lab session, we will introduce you to Btrfs file system. You will be able to create and mount a Btrfs file system and learn to setup a mirrored/striped file system across multiple block devices. You’ll also learn how to add and remove block devices, and create file system snapshots. Register for this FREE event.

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  • RTS Game Style Application [closed]

    - by Daniel Wynand van Wyk
    My question may seem somewhat odd, but I hope that my specifications will clarify EXACTLY what it is that I am after. I need some help choosing the right tooling for a particular endeavour. My background is in desktop application development and large back-end systems. I have worked primarily on the Microsoft stack using C# and the .Net framework. My goal is to develop a 2D, RTS style, interactive office simulation. The simulation will model various office spaces, office equipment, employees and their interactions with one another. The idea is to abstract the concept of an office completely. Under the hood the application will do many things that are nothing like a game. This includes P2P networking, VPN tunnelling, streaming video, instant messaging, document collaboration, remote screen sharing, file-sharing, virus scanning, VOIP, document scanning, faxing, emailing, distributed computing, content management and much more! A somewhat similar thing has been attempted by IBM, where they created a virtual office in second life. If their attempt was a game, the game-play would be notably horrible, to say the least! The users/players will drive and control my application through the various objects modelled in the simulation. A single application capable of performing all of these various tasks would be a nightmare to navigate for even the most expert user. Using the concept of a game, I can easily separate functionality by assigning them to objects that relate 1-1 with their real world counter-parts. This can greatly simplify computing for novice users, with many added benefits in terms of visibility, transparency of process and centralized configuration. My hope is to make complex computing tasks accessible to all kinds of users and to greatly reduce the cognitive load associated with using the many different utilities and applications inside office settings. The complexity is therefore limited to the complexity of the space in which you find yourself. I want the application to target as many platforms as possible and run on computers that have no accelerated graphics capabilities. The simulation won't contain any of the fancy eye-candy you find in modern games, to the contrary, my "game" will purposefully be clean and simple. The closest thing I could imagine would be an old game like "Theme Hospital" or the first instalment of "The Sims". All the content will be pre-created and not user-generated like Second Life. New functionality will be added via a plugin system. Given my background and nature of my "game", I would like to spend most of my time writing code that does not have to do with the simulated office, as the "game" is really just a glorified application menu. I have done much reading about existing engines, frameworks and tools. I need the help of an experienced game developer who has tried and tested various products over the years who can guide me in the right direction given my very particular needs. I would appreciate any help I can get!

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  • (SOLVED) Problems Rendering Text in OpenGL Using FreeType

    - by Sean M.
    I've been following both the FreeType2 tutorial and the WikiBooks tuorial, trying to combine things from them both in order to load and render fonts using the FreeType library. I used the font loading code from the FreeType2 tutorial and tried to implement the rendering code from the wikibooks tutorial (tried being the keyword as I'm still trying to learn model OpenGL, I'm using 3.2). Everything loads correctly and I have the shader program to render the text with working, but I can't get the text to render. I'm 99% sure that it has something to do with how I cam passing data to the shader, or how I set up the screen. These are the code segments that handle OpenGL initialization, as well as Font initialization and rendering: //Init glfw if (!glfwInit()) { fprintf(stderr, "GLFW Initialization has failed!\n"); exit(EXIT_FAILURE); } printf("GLFW Initialized.\n"); //Process the command line arguments processCmdArgs(argc, argv); //Create the window glfwWindowHint(GLFW_SAMPLES, g_aaSamples); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2); g_mainWindow = glfwCreateWindow(g_screenWidth, g_screenHeight, "Voxel Shipyard", g_fullScreen ? glfwGetPrimaryMonitor() : nullptr, nullptr); if (!g_mainWindow) { fprintf(stderr, "Could not create GLFW window!\n"); closeOGL(); exit(EXIT_FAILURE); } glfwMakeContextCurrent(g_mainWindow); printf("Window and OpenGL rendering context created.\n"); glClearColor(0.2f, 0.2f, 0.2f, 1.0f); //Are these necessary for Modern OpenGL (3.0+)? glViewport(0, 0, g_screenWidth, g_screenHeight); glOrtho(0, g_screenWidth, g_screenHeight, 0, -1, 1); //Init glew int err = glewInit(); if (err != GLEW_OK) { fprintf(stderr, "GLEW initialization failed!\n"); fprintf(stderr, "%s\n", glewGetErrorString(err)); closeOGL(); exit(EXIT_FAILURE); } printf("GLEW initialized.\n"); Here is the font file (it's slightly too big to post): CFont.h/CFont.cpp Here is the solution zipped up: [solution] (https://dl.dropboxusercontent.com/u/36062916/VoxelShipyard.zip), if anyone feels they need the entire solution. If anyone could take a look at the code, it would be greatly appreciated. Also if someone has a tutorial that is a little more user friendly, that would also be appreciated. Thanks.

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  • Ubuntu 13.XX unable to mount USB HDD. Tried everything. I/O error boot sector/file system

    - by XaviGG
    I know that there are many posts related but none of them helped me. I will jump to the last test because it is the one that should work, but it does not. An external HDD with single partition slow NTFS formatted in Windows, empty and clean. Checked for errors, it tells that not errors where found. Moving to Ubutnu 13.04... Gparted throws the first error when trying to read the disk: Input/output error It appears as unknown the content of the disk. Unable to create partition table or format it, getting the same error when trying. If I try to mount it in the terminal it tells me the same, specifying that also there is an I/O error reading the boot sector. I have this problem since I upgraded (always with fresh install) to 13.04. I thought it will be solved by the 13.10 but it has the same behavior. I tried with two different HDD (HD and SSHD) that work perfectly in Windows 7. In 13.04 at least I got a trying of mounting where the icon of the drive started showing and disappearing until finally it disappeared. But now it doesn't even try. Possible causes: -The HDD was my old main HDD, so it had WIN,RECOVERY,SYSTEM,UBU,SWAP partitions. Maybe the way or place where the partition table is defined is not the best for an external HDD but I don't know a lot in that topic. I would appreciate a lot if someone can give me a guideline to convert one of these HDD in a working external HDD. No files to recover, nothing to care about. Just format completely the disk and be able to use it for storing backups without having to move the files first to the windows partition, load windows and then copy them to the external HDD. Because I want to use a file comparator for the backups. Thanks a lot Edit 1: I found an option in Windows to convert it to a dynamic HDD that warns me that I wont be able to run O.S. after changing. I suppose that is what I need because in the current mode I cannot safely extract it. But it tells me an error that it couldn't change the mode.

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  • glTranslate, how exactly does it work?

    - by mykk
    I have some trouble understanding how does glTranslate work. At first I thought it would just simply add values to axis to do the transformation. However then I have created two objects that would load bitmaps, one has matrix set to GL_TEXTURE: public class Background { float[] vertices = new float[] { 0f, -1f, 0.0f, 4f, -1f, 0.0f, 0f, 1f, 0.0f, 4f, 1f, 0.0f }; .... private float backgroundScrolled = 0; public void scrollBackground(GL10 gl) { gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glTranslatef(0f, 0f, 0f); gl.glPushMatrix(); gl.glLoadIdentity(); gl.glMatrixMode(GL10.GL_TEXTURE); gl.glTranslatef(backgroundScrolled, 0.0f, 0.0f); gl.glPushMatrix(); this.draw(gl); gl.glPopMatrix(); backgroundScrolled += 0.01f; gl.glLoadIdentity(); } } and another to GL_MODELVIEW: public class Box { float[] vertices = new float[] { 0.5f, 0f, 0.0f, 1f, 0f, 0.0f, 0.5f, 0.5f, 0.0f, 1f, 0.5f, 0.0f }; .... private float boxScrolled = 0; public void scrollBackground(GL10 gl) { gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0f, 0f, 0f); gl.glPushMatrix(); gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(boxScrolled, 0.0f, 0.0f); gl.glPushMatrix(); this.draw(gl); gl.glPopMatrix(); boxScrolled+= 0.01f; gl.glLoadIdentity(); } } Now they are both drawn in Renderer.OnDraw. However background moves exactly 5 times faster. If I multiply boxScrolled by 5 they will be in sinc and will move together. If I modify backgrounds vertices to be float[] vertices = new float[] { 1f, -1f, 0.0f, 0f, -1f, 0.0f, 1f, 1f, 0.0f, 0f, 1f, 0.0f }; It will also be in sinc with the box. So, what is going under glTranslate?

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  • More elegant way to avoid hard coding the format of a a CSV file?

    - by dsollen
    I know this is trivial issue, but I just feel this can be more elegant. So I need to write/read data files for my program, lets say they are CSV for now. I can implement the format as I see fit, but I may have need to change that format later. The simply thing to do is something like out.write(For.getValue()+","+bar.getMinValue()+","+fi.toString()); This is easy to write, but obviously is guilty of hard coding and the general 'magic number' issue. The format is hard-coded, requires parsing of the code to figure out the file format, and changing the format requires changing multiple methods. I could instead have my constants specifying the location that I want each variable to be saved in the CSV file to remove some of the 'magic numbers'; then save/load into the an array at the location specified by the constants: int FOO_LOCATION=0; int BAR_MIN_VAL_LOCATION=1; int FI_LOCATION=2 int NUM_ARGUMENTS=3; String[] outputArguments=new String[NUM_ARGUMENTS]; outputArguments[FOO_LOCATION] = foo.getValue(); outputArgumetns[BAR_MIN_VAL_LOCATION] = bar.getMinValue(); outptArguments[FI_LOCATOIN==fi.toString(); writeAsCSV(outputArguments); But this is...extremely verbose and still a bit ugly. It makes it easy to see the format of existing CSV and to swap the location of variables within the file easily. However, if I decide to add an extra value to the csv I need to not only add a new constant, but also modify the read and write methods to add the logic that actually saves/reads the argument from the array; I still have to hunt down every method using these variables and change them by hand! If I use Java enums I can clean this up slightly, but the real issue is still present. Short of some sort of functional programming (and java's inner classes are too ugly to be considered functional) I still have no obvious way of clearly expressing what variable is associated with each constant short of writing (and maintaining) it in the read/write methods. For instance I still need to write somewhere that the FOO_LOCATION specifies the location of foo.getValue(). It seems as if there should be a prettier, easier to maintain, manner for approaching this? Incidentally, I'm working in java at the moment, however, I am interested conceptually about the design approach regardless of language. Some library in java that does all the work for me is definitely welcome (though it may prove more hassle to get permission to add it to the codebase then to just write something by hand quickly), but what I'm really asking is more about how to write elegant code if you had to do this by hand.

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  • How far should an entity take care of its properties values by itself?

    - by Kharlos Dominguez
    Let's consider the following example of a class, which is an entity that I'm using through Entity Framework. - InvoiceHeader - BilledAmount (property, decimal) - PaidAmount (property, decimal) - Balance (property, decimal) I'm trying to find the best approach to keep Balance updated, based on the values of the two other properties (BilledAmount and PaidAmount). I'm torn between two practices here: Updating the balance amount every time BilledAmount and PaidAmount are updated (through their setters) Having a UpdateBalance() method that the callers would run on the object when appropriate. I am aware that I can just calculate the Balance in its getter. However, it isn't really possible because this is an entity field that needs to be saved back to the database, where it has an actual column, and where the calculated amount should be persisted to. My other worry about the automatically updating approach is that the calculated values might be a little bit different from what was originally saved to the database, due to rounding values (an older version of the software, was using floats, but now decimals). So, loading, let's say 2000 entities from the database could change their status and make the ORM believe that they have changed and be persisted back to the database the next time the SaveChanges() method is called on the context. It would trigger a mass of updates that I am not really interested in, or could cause problems, if the calculation methods changed (the entities fetched would lose their old values to be replaced by freshly recalculated ones, simply by being loaded). Then, let's take the example even further. Each invoice has some related invoice details, which also have BilledAmount, PaidAmount and Balance (I'm simplifying my actual business case for the sake of the example, so let's assume the customer can pay each item of the invoice separately rather than as a whole). If we consider the entity should take care of itself, any change of the child details should cause the Invoice totals to change as well. In a fully automated approach, a simple implementation would be looping through each detail of the invoice to recalculate the header totals, every time one the property changes. It probably would be fine for just a record, but if a lot of entities were fetched at once, it could create a significant overhead, as it would perform this process every time a new invoice detail record is fetched. Possibly worse, if the details are not already loaded, it could cause the ORM to lazy-load them, just to recalculate the balances. So far, I went with the Update() method-way, mainly for the reasons I explained above, but I wonder if it was right. I'm noticing I have to keep calling these methods quite often and at different places in my code and it is potential source of bugs. It also has a detrimental effect on data-binding because when the properties of the detail or header changes, the other properties are left out of date and the method has no way to be called. What is the recommended approach in this case?

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  • Weird appearance for a 3D XNA ground

    - by Belos
    I wanted to add a ground so I can know the position of a helicopter in the world. But the ground appeared in a weird way: http://i.stack.imgur.com/yTSuW.jpg The ground had the following texture: http://i.stack.imgur.com/pdpxB.png EDIT: Sorry, I forgot to post the code: public class ImportModel { public Vector3 Position { get; set; } public Vector3 Rotation { get; set; } public Vector3 Scale { get; set; } Model Model; Matrix[] modeltransforms; GraphicsDevice GraphicDevice; ContentManager Content; BoundingSphere sphere; bool boundingimplemented = false; public ImportModel(string model, GraphicsDevice gd, ContentManager cm, Vector3 position, Vector3 rot, Vector3 sca) { GraphicDevice = gd; Content = cm; Position = position; Rotation = rot; Scale = sca; Model = Content.Load<Model>(model); modeltransforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(modeltransforms); } public void Draw(Camera camera) { Matrix baseworld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach (ModelMesh mesh in Model.Meshes) { Matrix localworld = modeltransforms[mesh.ParentBone.Index] * baseworld; foreach (ModelMeshPart meshpart in mesh.MeshParts) { BasicEffect effect = (BasicEffect)meshpart.Effect; effect.World = localworld; effect.View = camera.View; effect.Projection = camera.Projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public BoundingSphere BoundingSphere { get { if (!boundingimplemented) { foreach (ModelMesh mesh in Model.Meshes) { BoundingSphere transformed = mesh.BoundingSphere.Transform( modeltransforms[mesh.ParentBone.Index]); sphere = BoundingSphere.CreateMerged(sphere, transformed); } Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transforme = sphere; transforme = transforme.Transform(worldTransform); return transforme; } else { Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transformed = sphere; transformed = transformed.Transform(worldTransform); return transformed; } } } } Then I call the class from the Game1 class: ImportModel ground = new ImportModel("ground", GraphicsDevice, Content, Vector3.Zero, Vector3.Zero, new Vector3(20f)); EDIT2:This is how the scene looks from top: i.stack.imgur.com/Hs983.jpg

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  • Rendering Texture Quad to Screen or FBO (OpenGL ES)

    - by Usman.3D
    I need to render the texture on the iOS device's screen or a render-to-texture frame buffer object. But it does not show any texture. It's all black. (I am loading texture with image myself for testing purpose) //Load texture data UIImage *image=[UIImage imageNamed:@"textureImage.png"]; GLuint width = FRAME_WIDTH; GLuint height = FRAME_HEIGHT; //Create context void *imageData = malloc(height * width * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGColorSpaceRelease(colorSpace); //Prepare image CGContextClearRect(context, CGRectMake(0, 0, width, height)); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage); glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Simple Texture Quad drawing code mentioned here //Bind Texture, Bind render-to-texture FBO and then draw the quad const float quadPositions[] = { 1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, -1.0, 0.0, 1.0, 1.0, 0.0 }; const float quadTexcoords[] = { 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0 }; // stop using VBO glBindBuffer(GL_ARRAY_BUFFER, 0); // setup buffer offsets glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, 3*sizeof(float), quadPositions); glVertexAttribPointer(ATTRIB_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), quadTexcoords); // ensure the proper arrays are enabled glEnableVertexAttribArray(ATTRIB_VERTEX); glEnableVertexAttribArray(ATTRIB_TEXCOORD0); //Bind Texture and render-to-texture FBO. glBindTexture(GL_TEXTURE_2D, GLid); //Actually wanted to render it to render-to-texture FBO, but now testing directly on default FBO. //glBindFramebuffer(GL_FRAMEBUFFER, textureFBO[pixelBuffernum]); // draw glDrawArrays(GL_TRIANGLES, 0, 2*3); What am I doing wrong in this code? P.S. I'm not familiar with shaders yet, so it is difficult for me to make use of them right now.

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  • Code Design question, circular reference across classes?

    - by dsollen
    I have no code here, as this is more of a design question (I assume this is still the best place to ask it). I have a very simple server in java which stores a mapping between certain values and UUID which are to be used by many systems across multiple platforms. It accepts a connection from a client and creates a clientSocket which stores the socket and all the other relevant data unique to that connection. Each clientSocket will run in their own thread and will block on the socket waiting for a read. I expect very little strain on this system, it will rarely get called, but when it does get a call it will need to respond quickly and due to the risk of it having a peak time with multiple calls coming in at once threaded is still better. Each thread has a reference to a Mapper class which stores the mapping of UUID which it's reporting to others (with proper synchronization of course). This all works until I have to add a new UUID to the list. When this happens I want to report to all clients that care about that particular UUID that a new one was added. I can't multicast (limitation of the system I'm running on) so I'm having each socket send the message to the client through the established socket. However, since each thread only knows about the socket it's waiting on I didn't have a clear method of looking up every thread/socket that cares about the data to inform them of the new UUID. Polling is out mostly because it seems a little too convoluted to try to maintain a list of newly added UUID. My solution as of now is to have the 'parent' class which creates the mapper class and spawns all the threads pass itself as an argument to the mapper. Then when the mapper creates a new UUID it can make a call to the parent class telling it to send out updates to all the other sockets that care about the change. I'm concerned that this may be a bad design due to the use of a circular reference; parent has a reference to mapper (to pass it to new ClientSocket threads) and mapper points to parent. It doesn't really feel like a bad design to me but I wanted to check since circular references are suppose to be bad. Note: I realize this means that the thread associated with whatever socket originally received the request that spawned the creation of a UUID is going to pay the 'cost' of outputting to all the other clients that care about the new UUID. I don't care about this; as I said I suspect the client to receive only intermittent messages. It's unlikely for one socket to receive multiple messages at one time, and there won't be that many sockets so it shouldn't take too long to send messages to each of them. Perhaps later I'll fix the fact that I'm saddling higher work load on whatever unfortunate thread gets the first request; but for now I think it's fine.

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