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  • Oracle SQL Developer: Single Object Compare

    - by thatjeffsmith
    There’s a nasty rumor going around that you can’t compare database objects and/or code in Oracle SQL Developer. So let’s put that to bed right now. First, here’s how to compare: PL/SQL to PL/SQL or a SQL statement to another SQL statement So now that that’s settled, why don’t we take a look at how to compare a single table, to another table – whether it’s in the same database or a different database. Database Diff There’s no additional licensing requirement here. If you have SQL Developer, you can use this feature. if you’re going to compare 1 table to another, make sure you ONLY have ‘tables’ checked And then, use this dialog to select your table(s): Move over the object(s) you want to compare over to the right hand side. And now we can move onto the results. The differences, side-by-side, and the script to make B look like A Common lines with differences are highlighted in blue, new lines are highlighted in red. So that’s why they are different, but here’s the script to synch up the differences: Read the script, TEST the script, apply the script. And that’s it. Well, that’s mostly it. If you have questions about how to compare a database object in a schema you don’t have the login information for, read this post next.

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  • Restrict SSL access for some paths on a apache2 server

    - by valmar
    I wanted to allow access to www.mydomain.com/login through ssl only. E.g.: Whenever someone accessed http://www.mydomain.com/login, I wanted him to be redirect to https://www.mydomain.com/login so it's impossible for him/her to access that site without SSL. I accomplished this by adding the following lines to the virtual host for www.mydomain.com on port 80 in /etc/apache2/sites-available/default: RewriteEngine on RewriteCond %{SERVER_PORT} ^80$ RewriteRule ^/login(.*)$ https://%{SERVER_NAME}/login$1 [L,R] RewriteLog "/var/log/apache2/rewrite.log" Now, I want to restrict using SSL for www.mydomain.com. That means, whenever someone accessed https://www.mydomain.com, I want him to be redirected to http://www.mydomain.com (for performance reasons). I tried this by adding the following lines to the virtual host of www.mydomain.com on port 443 in /etc/apache2/sites-available/default-ssl: RewriteEngine on RewriteCond %{SERVER_PORT} ^443$ RewriteRule ^/(.*)$ http://%{SERVER_NAME}/$1 [L,R] RewriteLog "/var/log/apache2/rewrite.log" But when I now try to access www.mydomain.com/login, I get an error message that the server has caused to many redirects. That does make sense. Obviously, the two RewriteRules are playing ping-pong against each other. How could I work around this?

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  • Feasibility to take over a JavaMe Project by Coders who have no experience in JavaMe

    - by Stephenmjm
    As the original JavaMe team will leave to do other items. The JavaMe project will be taken over by some guys knowing nothing about JavaMe. Transition period: One month About this JavaMe project: about 3.5 million lines of code (more than 180 java file, SourceCode is 8.5KB in total) using the Polish, Proguard document: The JavaMe project itself have no document. No UML map. Difficulties I guess: familiar with the JavaMe, this should be okay In order to do the further development. We need to Read the sourceCode ---- It's not easy to read 3.5 million lines of code having not enough comment Adaptation work for more than 100 phone These are the questions, thank you! In the case of our guys have no experience in JavaMe, Is one month too hasty? In order to take the job in time . What we should ask the original JavaMe team to do . Considering we hava no experience in JavaMe. The complication we taking the Adaptation work without the original JavaMe team? Any other suggestions?

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  • Restrict SSL access for some paths on a apache2 server

    - by valmar
    I wanted to allow access to www.mydomain.com/login through ssl only. E.g.: Whenever someone accessed http://www.mydomain.com/login, I wanted him to be redirect to https://www.mydomain.com/login so it's impossible for him/her to access that site without SSL. I accomplished this by adding the following lines to the virtual host for www.mydomain.com on port 80 in /etc/apache2/sites-available/default: RewriteEngine on RewriteCond %{SERVER_PORT} ^80$ RewriteRule ^/login(.*)$ https://%{SERVER_NAME}/login$1 [L,R] RewriteLog "/var/log/apache2/rewrite.log" Now, I want to restrict using SSL for www.mydomain.com. That means, whenever someone accessed https://www.mydomain.com, I want him to be redirected to http://www.mydomain.com (for performance reasons). I tried this by adding the following lines to the virtual host of www.mydomain.com on port 443 in /etc/apache2/sites-available/default-ssl: RewriteEngine on RewriteCond %{SERVER_PORT} ^443$ RewriteRule ^/(.*)$ http://%{SERVER_NAME}/$1 [L,R] RewriteLog "/var/log/apache2/rewrite.log" But when I now try to access www.mydomain.com/login, I get an error message that the server has caused to many redirects. That does make sense. Obviously, the two RewriteRules are playing ping-pong against each other. How could I work around this?

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  • How does this game loop actually work?

    - by Nicolai
    I read this playfulJS post, about ray-casting: http://www.playfuljs.com/a-first-person-engine-in-265-lines/ It looks really interested, so I decided to look at his javascript. I am no expert in javascript, so I quickly got lost. It's the game loop "object" that really gets me. I simply don't understand how it works. From the code: function GameLoop() { this.frame = this.frame.bind(this); this.lastTime = 0; this.callback = function() {}; } GameLoop.prototype.start = function(callback) { this.callback = callback; requestAnimationFrame(this.frame); }; GameLoop.prototype.frame = function(time) { var seconds = (time - this.lastTime) / 1000; this.lastTime = time; if (seconds < 0.2) this.callback(seconds); requestAnimationFrame(this.frame); }; var loop = new GameLoop(); loop.start(function frame(seconds) { map.update(seconds); player.update(controls.states, map, seconds); camera.render(player, map); }); Now, what really confuses me here, is this bind stuff and how this actually loops. I am guessing, that if less than 0.2 seconds have passed, since the last time the loop was run, it simply goes back to re-check the time. If more than 0.2 seconds have passed, it leaves the frame function, and executes the 3 lines in the loop. But, if this is true, then how does the loop.start() get called again? And what on earth is the meaning of this.frame = this.frame.bind(this);? I've looked up prototypes bind() but I really don't understand it.

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  • Missing /dev/xconsole causes rsyslog to stop as well as all other services

    - by George Van Tuyl
    We are running Ubuntu-10.04.04LTS in Hyper-V environments. We found that the services ssh http or anything else stopped because the rsyslog daemon had died with the message unable to find the /dev/xconsole file. I fixed it temporarily with the following. FILE=/dev/xconsole if [ -e $FILE ]; then echo "$FILE exists Carry on!" else mknod -m 640 /dev/xconsole c 1 3 chown syslog:adm /dev/xconsole echo "Created $FILE." fi The problem is that I can not get rsyslog daemon to process these 8 lines when I restart the daemon. Also restarting the daemon removes the /dev/xconsole file and we are back to all service stopped. In addressing this problem I have inserted the if--fi lines after the start and restart conditions in the rsyslog script. The problem is I do not get an echo to stdio. Does someone have an idea on how to make the rsyslog report to stdio when it creates the /dev/xconsole device. Thanks George Van Tuyl

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  • What are the packages/libraries I should install before compiling Python from source?

    - by Lennart Regebro
    Once in a while I need to install a new Ubuntu (I used it both for desktop and servers) and I always forget a couple of libraries I should have installed before compiling, meaning I have to recompile, and it's getting annoying. So now I want to make a complete list of all library packages to install before compiling Python (and preferably how optional they are). This is the list I compiled with below help and by digging in setup.py. It is complete for Ubuntu 10.04 and 11.04 at least: build-essential (obviously) libz-dev (also pretty common and essential) libreadline-dev (or the Python prompt is crap) libncursesw5-dev libssl-dev libgdbm-dev libsqlite3-dev libbz2-dev More optional: tk-dev libdb-dev Ubuntu has no packages for v1.8.5 of the Berkeley database, nor (for obvious reasons) the Sun audio hardware, so the bsddb185 and sunaudiodev modules will still not be built on Ubuntu, but all other modules are built with the above packages installed. Python 2.5 and Python 2.6 also needs to have LDFLAGS set on Ubuntu 11.04 and later, to handle the new multi-arch layout: export LDFLAGS="-L/usr/lib/$(dpkg-architecture -qDEB_HOST_MULTIARCH)" For Python 2.6 and 2.7 you also need to explicitly enable SSL after running the ./configure script and before running make. In Modules/Setup there are lines like this: #SSL=/usr/local/ssl #_ssl _ssl.c \ # -DUSE_SSL -I$(SSL)/include -I$(SSL)/include/openssl \ # -L$(SSL)/lib -lssl -lcrypto Uncomment these lines and change the SSL variable to /usr: SSL=/usr _ssl _ssl.c \ -DUSE_SSL -I$(SSL)/include -I$(SSL)/include/openssl \ -L$(SSL)/lib -lssl -lcrypto Python 2.6 also needs Modules/_ssl.c modified to be used with OpenSSL 1.0, which is used in Ubuntu 11.10. At around line 300 you'll find this: else if (proto_version == PY_SSL_VERSION_SSL3) self->ctx = SSL_CTX_new(SSLv3_method()); /* Set up context */ else if (proto_version == PY_SSL_VERSION_SSL2) self->ctx = SSL_CTX_new(SSLv2_method()); /* Set up context */ else if (proto_version == PY_SSL_VERSION_SSL23) self->ctx = SSL_CTX_new(SSLv23_method()); /* Set up context */ Change that into: else if (proto_version == PY_SSL_VERSION_SSL3) self->ctx = SSL_CTX_new(SSLv3_method()); /* Set up context */ #ifndef OPENSSL_NO_SSL2 else if (proto_version == PY_SSL_VERSION_SSL2) self->ctx = SSL_CTX_new(SSLv2_method()); /* Set up context */ #endif else if (proto_version == PY_SSL_VERSION_SSL23) self->ctx = SSL_CTX_new(SSLv23_method()); /* Set up context */ This disables SSL_v2 support, which apparently is gone in OpenSSL1.0.

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  • Can the csv format be defined by a regex?

    - by Spencer Rathbun
    A colleague and I have recently argued over whether a pure regex is capable of fully encapsulating the csv format, such that it is capable of parsing all files with any given escape char, quote char, and separator char. The regex need not be capable of changing these chars after creation, but it must not fail on any other edge case. I have argued that this is impossible for just a tokenizer. The only regex that might be able to do this is a very complex PCRE style that moves beyond just tokenizing. I am looking for something along the lines of: ... the csv format is a context free grammar and as such, it is impossible to parse with regex alone ... Or am I wrong? Is it possible to parse csv with just a POSIX regex? For example, if both the escape char and the quote char are ", then these two lines are valid csv: """this is a test.""","" "and he said,""What will be, will be."", to which I replied, ""Surely not!""","moving on to the next field here..."

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  • I'm learning html and I'm confused as to how href's work. [migrated]

    - by Robolisk
    Okay so i'm learning html right now and soon css. In my html coding I have a section like this for navigation: <div id="header"> <h1>Guild Wars 2 Fanbase</h1> <ol id="navigation"> <li><a href="/">Home</a></li> <li><a href="/facts">Facts</a></li> <li><a href="/gallery">Gallery</a></li> <li><a href="/code">Coding</a> <ul><li><a href="/code/line">Lines</a></li> <li><a href="/code/comment">Comment Lines</a></li> </ul> </li> </ol></div> Now when I open up this .html file this is all layed out the way I want it too look (the mark up that is). My question is this, when I click on a link on this site (this site being this code) I get an a error saying this webpage is not found, but of course. But how do I create it so I can have the web pages working together? I'm not sure how to word it correctly. Like, do I create another .html file in the same directory so somehow when I click the link it reads from the second .html file? If you not sure what I'm asking, just let me know and I'll try to be more specific. Thank you for your help (: excuse my mistakes in grammar, not the worlds best in English, trying my best (:

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  • From physics to Java programmer?

    - by inovaovao
    I'm a physics phd with little actual programming experience. I've always liked programming and played around with Basic and Pascal (also VB and Delphi) as a teen, but the largest actual project I completed was an assignement for the introductory computer science class in university where I wrote a nice little program (about 1500 lines of pascal) to display functions of 2 variables in 3D. I've had also a couple other projects of a few hundred lines range, but during my phd I didn't have (or take) the time to program more (string theory is hard guys!), beside playing around with ruby. Now I've decided that I'm more interested in programming than in physics and started to learn Java (hoping to pass the certification exam next week) and OO design. Still, I have trouble deciding on what to focus next (Java EE? Web development? algorithms and C programming?) in order to maximize my employement chances. Bear in mind that I'm aiming (mostly) at the swedish job market and that I'm 30 years old. So for the questions: Do you think that I have any chances to start and make a career in IT and programming coming from physics? What would be the best strategy to maximize my value in the field? Do you have suggestions as to where my physics background might be useful?

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  • Formatting: Group Multiline Alignment - Added

    - by Petr
    One week ago I have added two new properties for formating PHP code into NetBeans 7.1. In Alignment category there are new properties for Group Multiline Alignment - Assignment and Array Initializer.  The Assignment property influence position of the char '=' in a group of lines with assignments.  Let see the pictures below.  On the left site -  Assignment property is off and on the right site the property is on. As you can see, when the property is set on, then the assignment char '=' is placed after the longest identifier in a group. The group is defined as a number of lines that contains the same type of assignments. End of a group can be empty line, line where is only a comment, different expression, end of a block. This formatting options works for variable assignment, field initialization and constants.  The second new property is for Array Initializer.   Both properties are switched off by default. If you will play with it, please file any problem into our Bugzilla.  

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  • Inconsistent movement / line-of-sight around obstacles on a hexagonal grid

    - by Darq
    In a roguelike game I've been working on, one of my core design goals has been to allow the player to "Play the game, not the grid." In essence, I want the player's positioning to be tactical because of elements in the game world, not simply because some grid tiles are more advantageous than others, in relation to enemies. I am fine with world geometry not being realistic, but it needs to be consistent. In this process I have ran into most of the common problems (Square tiles? Diagonal movement, LOS, corner cases, etc.) and have moved to a hexagonal tile grid. For the most part this has been great, and I've not had too many inconsistencies. Recently however I have been stumped by the following: Points A and B are both distance 4 from the player (red lines). Line-of-sight to both are blocked by walls (black tiles). However, due to the hexagonal grid, A can be reached in 4 moves, whereas B requires 5 moves (blue lines). On a hex grid, "shortest path" seems divorced from "direct path", there may be multiple shortest paths to any point, but there is only one direct path (or two in some situations). This is fine, geometry need not be realistic. However this also seems inconsistent, similar obstacles are more effective in some positions than in others. A player running away from an enemy should be able to run in any direction, increasing the distance between the two actors. However when placing obstacles or traps between themselves and enemies, the player is best served by running in one of the six directions that don't have multiple shortest paths. Is there a way to rationalise this? Am I missing something that makes this behaviour consistent? Or is there a way to make this behaviour consistent? I am most certainly over-thinking this, but as it is one of my goals, I should do it due diligence.

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  • Formatting php, what works more efficiently?

    - by JamesM-SiteGen
    Hello fellow programmers, I was just wondering what makes php work faster, I have a few methods that I always go and do, but that only improves the way I can read it, but how about the interpreter? Should I include the curly braces when there is only one statement to run? if(...){ echo "test"; } # Or.. if(...) echo "test"; === Which should be used? I have also found http://beta.phpformatter.com/ and I find the following settings to be good, but are they? Indentation: Indentation style: {K&R (One true brace style)} Indent with: {Tabs} Starting indentation: [1] Indentation: [1] Common: [x] Remove all comments [x] Remove empty lines [x] Align assignments statements nicely [ ] Put a comment with the condition after if, while, for, foreach, declare and catch statements Improvement: [x] Remove lines with just a semicolon (;) [x] Make normal comments (//) from perl comments (#) [x] Make long opening tag (<?php) from short one (<?) Brackets: [x] Space inside brackets- ( ) [x] Space inside empty brackets- ( ) [x] Space inside block brackets- [ ] [x] Space inside empty block brackets- [ ] Tiny var names: often I go through my code and change $var1 to $a, $var2 to $b and so on. I do include comments at the start of the file to show to me what each letter(s) mean.. Final note: So am I doing the right thing with the curly braces and the settings? Are there any great tips that help it run faster?

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  • Question about mipmaps + anisotropic filtering

    - by Telanor
    I'm a bit confused here and maybe someone can explain this to me. I created a simple test texture for my terrain which is nothing more than a solid green color with a black grid overlayed on top of it. If I look at the terrain in the distance with mipmapping on and linear filtering, the grid lines become blurry fairly quickly and further back the grid is pretty much invisible. With these settings, I don't get any moire patterns at all. If I turn on anisotropic filtering, however, the higher the anisotropic level, the more the terrain looks like it did with without mipmapping. The lines are much crisper nearby but in the distance I start to see terrible moire patterns. My understanding was that mipmapping is supposed to get rid of moire patterns. I've always had anisotropic filtering on in every game I play and I've never noticed any moire patterns as a result, so I don't understand why it's happening in my game. I am using logarithmic depth however, could that be causing any problems? And if it is, how do I resolve it? I've created my sampler state like so (I'm using slimdx): ssa = SamplerState.FromDescription(Engine.Device, new SamplerDescription { AddressU = TextureAddressMode.Clamp, AddressV = TextureAddressMode.Clamp, AddressW = TextureAddressMode.Clamp, Filter = Filter.Anisotropic, MaximumAnisotropy = anisotropicLevel, MinimumLod = 0, MaximumLod = float.MaxValue });

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  • Screen problems on 11.10 using VGA compatible controller 2nd Generation Core Processor Family Integrated Graphics Controller

    - by MorrisseyJ
    I am having problems with my display. The problem manifests as lots of screen artefacts, which seem to be worse in Unity than in Gnome 3, are worse after i have used suspend and are intolerable if i set myself up on a dual monitor. Specific issues include: icons disappearing, lines occurring all over the screen, the backgrounds of certain windows going another colour and window borders disappearing or being filled with text from other parts of the screen. The most annoying problem is lines of text disappearing from a host of word processing programmes (libreoffice, gedit, bluefish etc), as i type. In most circumstances the screen problem can be temporarily fixed (so that i can see the screen clearly) by either scrolling the text off the screen and then scrolling it back onto the screen, or highlighting the offending area of the desktop, by clicking and dragging. Errors on parts of the screen that don't seem to redraw (window borders (off the universal menu) or the screen area outside of a LO document, in print layout view, for example) can't seem to be fixed in a session. I am running 11.10, 64 bit on my Thinkpad x121e Display information is: description: VGA compatible controller product: 2nd Generation Core Processor Family Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 09 width: 64 bits clock: 33MHz capabilities: msi pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:42 memory:d0000000-d03fffff memory:c0000000-cfffffff ioport:4000(size=64) There appear to be a few problems with the Intel graphics and Ubuntu but i am not sure if they are all the same. If anyone knows if this is a known bug it'd be great to know, otherwise i'll file a report. Should anyone know of a fix i would greatly appreciate hearing about it. Let me know if you need any more information. Thanks

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  • Emacs/Vim/Vi - do they have a place in modern software development ecosystem? [closed]

    - by Anton Gogolev
    Watching all those screencasts (and listening all those podcasts) with more-or-less famous hackers/programmers I hear that many of those use emacs/vi(m) for their daily work. Now, I myself tried using both emacs and vim, and I honestly cannot understand why would anybody use these for any kind of serious development. The most advertised feature is something along the lines of "you'll be able to work with text (meaning cutting, pasting, duplicating, moving, etc) up to ten times faster than with conventional IDEs", but I don't buy that. When has the success of a software project been defined by how fast a programmer can juggle lines in a text editor or by saving a couple of keystrokes here and there? Plugins and extensions? I bet nothing comes close to R# or IDEA in terms of refactoring support ("Rename" refactoring implemented by means of "Search and Replace" is not a refactoring IMO); others are trivial. Ubiquitous and available everywhere? So what? How often do you find yourself editing files over a 300 baud connection on an esoteric *nix installation without a VCS? So here goes: do said editors have a justified place in a modern software development ecosystem?

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  • Newly installed Ubuntu 12.10 and weird graphics

    - by Benji Marshall
    My machine: 2 GB RAM Intel Pentium Dual core E2180 @ 2 GHz NVIDIA GeForce 6200 LE My friend had recommended Ubuntu to me and I thought I might as well get used to Linux in anticipation for my Raspberry Pi. He said that Wubi was the easiest way to install and I installed it using Wubi. On my first ever boot up of Ubuntu from the Windows Bootloader started normally, and I logged on in a normal fashion, and my desktop loaded normally. I then pressed the Windows key/Power key and everything went wrong. Random lines of yellow and blue appeared on my screen, and changed location when I moved my mouse. The lines stayed for a few seconds and then partially went to I could sort of use my computer. I tried moving my mouse and the entire desktop looked like it broke apart, fragments of it just scatter across my screen at random angles. I could move my mouse and the pointer would move but clicking did nothing. I had to turn off my machine by removing the plug. I would love to get off Windows, but at least the doesn't completely mess up the graphics, and is relatively usable. Please help me solve this....

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  • PHP file_put_contents File Locking

    - by hozza
    The Senario: You have a file with a string (average sentence worth) on each line. For arguments sake lets say this file is 1Mb in size (thousands of lines). You have a script that reads the file, changes some of the strings within the document (not just appending but also removing and modifying some lines) and then overwrites all the data with the new data. The Questions: Does 'the server' PHP, OS or httpd etc. already have systems in place to stop issues like this (reading/writing half way through a write)? i. If it does, please explain how it works and give examples or links to relevant documentation. ii. If not, are there things I can enable or set-up, such as locking a file until a write is completed and making all other reads and/or writes fail until the previous script has finished writing? My Assumptions and Other Information: The server in question is running PHP and Apache or Lighttpd. If the script is called by one user and is halfway through writing to the file and another user reads the file at that exact moment. The user who reads it will not get the full document, as it hasn't been written yet. (If this assumption is wrong please correct me) I'm only concerned with PHP writing and reading to a text file, and in particular, the functions "fopen"/"fwrite" and mainly "file_put_contents". I have looked at the "file_put_contents" documentation but have not found the level of detail or a good explanation of what the "LOCK_EX" flag is or does. The senario is an EXAMPLE of a worst case senario where I would assume these issues are more likely to occur, due to the large size of the file and the way the data is edited. I want to learn more about these issues and don't want or need answers or comments such as "use mysql" or "why are you doing that" because I'm not doing that, I just want to learn about file read/writing with PHP and don't seem to be looking in the right places/documentation and yes I understand PHP is not the perfect language for working with files in this way...

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  • Failure to Boot 12.04 on HP AMD Dual Core. Rescue Mode doesn't even come up

    - by L R Bellmore Jr
    I have 12.04 installed on HP 64 bit dual core AMD laptop.. worked great until about 1-2 months ago.. now takes 1/2 hour to 25 hours to boot if it ever does. A minor number of times I get the HP logo with hash lines on screen and it just hangs... When it finally boots 95% it will run until I turn it off days later to see if any of the upgrades fixed the problem. Currently, if it boots, it is random.. .left on over night .. 2 nights ago and came back to a HP logo with Hash Lines horizontal across the screen.. frozen.. rebooted back to black screen.. no HP logo... Most often when it does boot.. no HP logo.. just cursor shows up.. and then I know it will finally load... computer has been made worthless and it is my work computer..HELP PLEASE... Rescue Mode can't be invoked.. computer doesnt respond.. has shown up 3 times in about 100 and when I have tried it... 1 time it resulted in a boot up but then failed in a couple hours.

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • any online service and/or application to develop a story line for an adventure game?

    - by Gajet
    I with a bunch of friend were talking about an adventure game. there will be too many possibilities in the game and the player can pick from wide varity of choices at each stage to do somthing. there will be consequences for each decision and they may or may not end the story. the result would be somthing like (picture from flashforward series S01E17)or if any of you watched hereos season 1 there is also similar time lines represented as strings in isaac mandez workshop. sorry for bad quality examples but right now I can't think of any better one. do you know any website or application which we can use to create the timeline? these features the least required ones: the ability to represent events as boxes. the ability to connect distant events to each other. the ability to move events on a scene freely the ability to expand the scene easily there should be some color options for the lines representing connections between events easily shareing the idea with one another it's much more better to have a WYSIWYG editor easily explore in the large scene of events in the end if you know any application which could let me create a board just like the one in my sample picture and share it whith other freinds it could help us a lot.

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  • How can I prevent seams from showing up on objects using lower mipmap levels?

    - by Shivan Dragon
    Disclaimer: kindly right click on the images and open them separately so that they're at full size, as there are fine details which don't show up otherwise. Thank you. I made a simple Blender model, it's a cylinder with the top cap removed: I've exported the UVs: Then imported them into Photoshop, and painted the inner area in yellow and the outer area in red. I made sure I cover well the UV lines: I then save the image and load it as texture on the model in Blender. Actually, I just reload it as the image where the UVs are exported, and change the viewport view mode to textured. When I look at the mesh up-close, there's yellow everywhere, everything seems fine: However, if I start zooming out, I start seeing red (literally and metaphorically) where the texture edges are: And the more I zoom, the more I see it: Same thing happends in Unity, though the effect seems less pronounced. Up close is fine and yellow: Zoom out and you see red at the seams: Now, obviously, for this simple example a workaround is to spread the yellow well outside the UV margins, and its fine from all distances. However this is an issue when you try making a complex texture that should tile seamlessly at the edges. In this situation I either make a few lines of pixels overlap (in which case it looks bad from upclose and ok from far away), or I leave them seamless and then I have those seams when seeing it from far away. So my question is, is there something I'm missing, or some extra thing I must do to have my texture look seamless from all distances?

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  • Booting Error while using 12.04 booting from GRUB

    - by Paul Z.
    my name is Paul. I have encountered an issue relating to GRUB booting and the booting process in general. I have been running Ubuntu 12.04 LTS on my machine for quite a while. Before that, i had (before) 10.04, 11.04, 11.10, etc. I have been running Ubuntu, in general, but more specifically 12.04 for a long time with little to no problems. The problem: Earlier today, i was using my machine and then decided to take a little break. I shut down my machine (laptop, in case anyone was wondering) and left. Later, I came back ready to start it up and continue. I started it up and it took me to the Toshiba screen (like normal) then to the GRUB screen. I guessed that nothing was truly wrong, and chose the first option (something around the lines of: Ubuntu, with linux 3.22.0-35-generic). I waited for a bit and it still displayed the same purple screen. I restarted it and now chose the option like the first but with recovery at the end. Same result. Later, I waited longer and found that my computer came up with a bunch of lines of script. I waited longer but nothing new happened. What are your suggestions as to fix this problem? I will let my computer run overnight with the recovery setting and will let you know what the result is. Until then, please help. Thank you, your time and effort is greatly appreciated!

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  • Should the syntax for disabling code differ from that of normal comments?

    - by deltreme
    For several reasons during development I sometimes comment out code. As I am chaotic and sometimes in a hurry, some of these make it to source control. I also use comments to clarify blocks of code. For instance: MyClass MyFunction() { (...) // return null; // TODO: dummy for now return obj; } Even though it "works" and alot of people do it this way, it annoys me that you cannot automatically distinguish commented-out code from "real" comments that clarify code: it adds noise when trying to read code you cannot search for commented-out code for for instance an on-commit hook in source control. Some languages support multiple single-line comment styles - for instance in PHP you can either use // or # for a single-line comment - and developers can agree on using one of these for commented-out code: # return null; // TODO: dummy for now return obj; Other languages - like C# which I am using today - have one style for single-line comments (right? I wish I was wrong). I have also seen examples of "commenting-out" code using compiler directives, which is great for large blocks of code, but a bit overkill for single lines as two new lines are required for the directive: #if compile_commented_out return null; // TODO: dummy for now #endif return obj; So as commenting-out code happens in every(?) language, shouldn't "disabled code" get its own syntax in language specifications? Are the pro's (separation of comments / disabled code, editors / source control acting on them) good enough and the cons ("shouldn't do commenting-out anyway", not a functional part of a language, potential IDE lag (thanks Thomas)) worth sacrificing? Edit I realise the example I used is silly; the dummy code could easily be removed as it is replaced by the actual code.

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  • How does Google Analytics aggregate the Count of Visits (Frequency & Recency Report)?

    - by Brian Dant
    Here's my simple understanding of Count of Visits: Each person that comes to my site gets one "count" for each visit. They are put into a bucket of people with the same number of total counts -- if you visit twice, you are in the two bucket, if you visit six times, you are in the six bucket. From there, a report (Frequency & Recency) makes a line for each bucket and reaches into the bucket and totals the number of people in that bucket, putting that total in the second column. My Question: Will a two month report automatically put someone into two buckets, and put them on two separate lines in the Count of Visits table? This explaination makes it seem like a two-month long report will put the same person into a bucket twice, one bucket for each month. The two-month report will then show that person's visits on two different lines, instead of aggregating them. Example for Clarification: Bob comes to my site three times in January and seven times in February. I run a report for Jan 1 -- Feb 28. Will Bob be on both the Three Count line and the Seven Count line, or will he be on the Ten Count line?

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