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  • CreateProcessAsUser doesn't draw the GUI

    - by pavel.tuzov
    Hi, I have a windows service running under "SYSTEM" account that checks if a specific application is running for each logged in user. If the application is not running, the service starts it (under corresponding user name). I'm trying to accomplish my goal using CreateProcessAsUser(). The service does start the application under corresponding user name, but the GUI is not drawn. (Yes, I'm making sure that "Allow service to interact with desktop" check box is enabled). System: XP SP3, labguage: C# Here is some code that might be of interest: PROCESS_INFORMATION processInfo = new PROCESS_INFORMATION(); startInfo.cb = Marshal.SizeOf(startInfo); startInfo.lpDesktop = "winsta0\\default"; bResult = Win32.CreateProcessAsUser(hToken, null, strCommand, IntPtr.Zero, IntPtr.Zero, false, 0, IntPtr.Zero, null, ref startInfo, out processInfo); As far as I understand, setting startInfo.lpDesktop = "winsta0\default"; should have used the desktop of corresponding user. Even contrary to what is stated here: http://support.microsoft.com/kb/165194, I tried setting lpDesktop to null, or not setting it at all, both giving the same result: process was started in the name of expected user and I could see a part of window's title bar. The "invisible" window intercepts mouse click events, handles them as expected. It just doesn't draw itself. Is anyone familiar with such a problem and knows what am I doing wrong?

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  • Draw to offscreen renderbuffer in OpenGL ES (iPhone)

    - by David Ensminger
    I'm trying to create an offscreen render buffer in OpenGL ES on the iPhone. I've created the buffer like this: glGenFramebuffersOES(1, &offscreenFramebuffer); glBindFramebufferOES(GL_FRAMEBUFFER_OES, offscreenFramebuffer); glGenRenderbuffersOES(1, &offscreenRenderbuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, offscreenRenderbuffer); glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, offscreenRenderbuffer); But I'm confused on how to render the storage. Apple's documentation says to use the EAGLContext renderBufferStorage:fromDrawable: method, but this seems to only work for one render buffer (the main one being displayed). If I use the normal OpenGL function glRenderBufferStorageOES, then I can't seem to get it to display. Here's the code: // this is in the initialization section: glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_RGB8_OES, backingWidth, backingHeight); // and this is when I'm trying to draw to it and display it: glBindFramebufferOES(GL_FRAMEBUFFER_OES, offscreenFramebuffer); GLfloat vc[] = { 0.0f, 0.0f, 0.0f, 10.0f, 10.0f, 10.0f, 0.0f, 0.0f, 0.0f, -10.0f, -10.0f, -10.0f, }; glLoadIdentity(); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vc); glDrawArrays(GL_LINES, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glBindRenderbufferOES(GL_RENDERBUFFER_OES, offscreenRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; Doing it this way, nothing is displayed on the screen. However, if I switch out the references to "offscreen...Buffer" to the buffers that were created with the renderBufferStorage method, it works fine. Any suggestions?

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  • Draw on screen border in Commodore 64

    - by Stefano Borini
    Ok. I hope it does not get closed because I have this curiosity since 25 years and I would love to understand the trick. In the commodore 64 the border was not addressable by the 6569 VIC. All you could do was to draw pixels in the central area, the one where the cursor moved. The border was always uniform, although you could change its color with poke 53280,color if i remember correctly. Nevertheless I clearly remember games intros where the border was featured with graphics, like it was fully addressable. I tried to understand how it worked but never got to the point. legends say it was a clever use of sprites, which could, under some circumstances, be drawn on the border, but I don't know if it's an urban legend. edit: just read this from one of the provided links Sprites were multiplexed across vertical raster lines (over 8 sprites, sometimes up to 120 sprites). Until the Group Crest released Krestage 3 in May 2007 there was the common perception that no more than 8 sprites could appear at one raster line, but assigning new Y coordinates made it reappear further down the screen. This is evil.... you beat the raster and reposition the sprite before it gets there...

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  • ACL actions tag cause 'roles resource tree' draw incorrectly in admin/system/permissions/roles

    - by latvian
    Hi, We created new action similar to 'hold', 'ship' and others in the 'sales_order/view' admin section that can be triggered by clicking at the button. Afterward, we added our new action to the ACL with the following code in config.xml: <acl> <resources> <admin> <children> <sales> <children> <order> <children> <actions translate="title"> <title>Actions</title> <children> <shipNew translate="title"><title>Ship Ups</title></shipNew> </children> </actions> </children> <sort_order>10</sort_order> </order> </children> </sales> </children> </admin> </resources> </acl> ACL functionality works, however, in the 'Resources Tree'(System/Permissions/Roles/Role Resources) our new action does never show up as selected(checked) even thou it is allowed for particular Role. I can see that from table 'admin_rule' with resource id for our new action that it is allowed, so it needs to be selected, but it is not. When trying to solve this issue i looked into the template(permissions/rolesedit.phtml) and I found that the 'resource tree' is draw with Javascript...thats where i got stock due to my limited knowledge in Javascript. Why the resource tree does not display our new ACL entry correctly, that is the check box is never checked? Thank You for helping margots

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  • Opengl-es draw an .obj file, but how?

    - by lacas
    I d like to parse an .obj file. My parser is working good, but my displaying is not good. Obj file is here my code is: public ObjModelParser parse() { long startTime = System.currentTimeMillis(); InputStream fileIn = resources.openRawResource(resourceID); BufferedReader buffer = new BufferedReader(new InputStreamReader(fileIn)); String line=""; Log.e("model loader", "Start parsing object " + resourceID); try { while ((line = buffer.readLine()) != null) { StringTokenizer parts = new StringTokenizer(line, " "); int numTokens = parts.countTokens(); if (numTokens == 0) continue; String part = parts.nextToken(); if (part.equals(VERTEX)) { Log.e("v ", line); vertices.add(Float.parseFloat(parts.nextToken())); vertices.add(Float.parseFloat(parts.nextToken())); vertices.add(Float.parseFloat(parts.nextToken())); .... and my displaying code is: draw that model with TRIANGLE_STRIP and gl.glDrawArrays(rendermode, 0, coords.length/dimension); What is the mistake here? edited: file here to show what is my good coords from my program for a cube, and what is from .obj file, that never show Thanks, Leslie

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  • Draw Rectangle with XNA

    - by mazzzzz
    Hey guys, I was working on game, and wanted to highlight a spot on the screen when something happens, I created a class to do this for me, and found a bit of code to draw the rectangle static private Texture2D CreateRectangle(int width, int height, Color colori) { Texture2D rectangleTexture = new Texture2D(game.GraphicsDevice, width, height, 1, TextureUsage.None, SurfaceFormat.Color);// create the rectangle texture, ,but it will have no color! lets fix that Color[] color = new Color[width * height];//set the color to the amount of pixels in the textures for (int i = 0; i < color.Length; i++)//loop through all the colors setting them to whatever values we want { color[i] = colori; } rectangleTexture.SetData(color);//set the color data on the texture return rectangleTexture;//return the texture } Problem is that the code above is called every update, (60 times a second), and it was not written with optimization in mind, I have no clue how else to write a code to do this though. It needs to be extremely fast (the code above freezes the game, which has only skeleton code right now).. Any suggestions. Note: Any new code would be great (WireFrame/Fill are both fine). I would like to be able to specify color. Something to point in the right direction would be great, Thanks, Max

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  • Draw multiple circles in Google Maps

    - by snorpey
    Hi. I want to draw multiple circles on a map, using the Google Maps API anj jQuery. The following code works as long as the line with drawMapCircle() is commented out (The markers are positioned correctly). What's wrong with my code? $.getJSON( "ajax/show.php", function(data) { $.each(data.points, function(i, point) { map.addOverlay(new GMarker(new GLatLng(point.lat, point.lng))); drawMapCircle(point.lat, point.lng, 0.01, '#0066ff', 2, 0.8, '#0cf', 0.1); }); } ); function drawMapCircle(lat, lng, radius, strokeColor, strokeWidth, strokeOpacity, fillColor, fillOpacity) { var d2r = Math.PI / 180; var r2d = 180 / Math.PI; var Clat = radius * 0.014483; // statute miles into degrees latitude conversion var Clng = Clat/Math.cos(lat * d2r); var Cpoints = []; for (var i = 0; i < 33; i++) { var theta = Math.PI * (i / 16); Cy = lat + (Clat * Math.sin(theta)); Cx = lng + (Clng * Math.cos(theta)); var P = new GLatLng(Cy, Cx); Cpoints.push(P); } var polygon = new GPolygon(Cpoints, strokeColor, strokeWidth, strokeOpacity, fillColor, fillOpacity); map.addOverlay(polygon); }

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  • Draw an Inset NSShadow and Inset Stroke

    - by Alexsander Akers
    I have an NSBezierPath and I want to draw in inset shadow (similar to Photoshop) inside the path. Is there anyway to do this? Also, I know you can -stroke paths, but can you stroke inside a path (similar to Stroke Inside in Photoshop)? Update This is the code I'm using. The first part makes a white shadow downwards. The second part draws the gray gradient. The third part draws the black inset shadow. Assume path is an NSBezierPath instance and that clr(...) returns an NSColor from a hex string. NSShadow * shadow = [NSShadow new]; [shadow setShadowColor: [NSColor colorWithDeviceWhite: 1.0f alpha: 0.5f]]; [shadow setShadowBlurRadius: 0.0f]; [shadow setShadowOffset: NSMakeSize(0, 1)]; [shadow set]; [shadow release]; NSGradient * gradient = [[NSGradient alloc] initWithColorsAndLocations: clr(@"#262729"), 0.0f, clr(@"#37383a"), 0.43f, clr(@"#37383a"), 1.0f, nil]; [gradient drawInBezierPath: path angle: 90.0f]; [gradient release]; [NSGraphicsContext saveGraphicsState]; [path setClip]; shadow = [NSShadow new]; [shadow setShadowColor: [NSColor redColor]]; [shadow setShadowBlurRadius: 0.0f]; [shadow setShadowOffset: NSMakeSize(0, -1)]; [shadow set]; [shadow release]; [path stroke]; [NSGraphicsContext restoreGraphicsState]; Here you can see a gradient fill, a white drop shadow downwards, and a black inner shadow downwards.

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  • How to draw multiple rectangles using c#

    - by Nivas
    I have drawn and saved the Rectangle on the image i loaded in the picture box. How i like to draw multiple rectangles for that i tried array in the rectangle but it gives error ("Object reference not set to an instance of an object." (Null reference Exception was unhandled). private void pictureBox1_MouseDown(object sender, MouseEventArgs e) { if (mybitmap == null) { mybitmap = new Bitmap(sz.Width, sz.Height); } rect[count] = new Rectangle(e.X, e.Y, 0, 0); this.Invalidate(); } private void pictureBox1_MouseMove(object sender, MouseEventArgs e) { if (stayToolStripMenuItem.Checked == true) { switch (e.Button) { case MouseButtons.Left: { rect[count] = new Rectangle(rect[count].Left, rect[count].Top, e.X - rect[count].Left, e.Y - rect[count].Top); pictureBox1.Invalidate(); count++: break; } } } } private void pictureBox1_Paint(object sender, PaintEventArgs e) { if (stayToolStripMenuItem.Checked == true) { button1.Visible = true; button2.Visible = true; if (mybitmap == null) { return; } using (g = Graphics.FromImage(mybitmap)) { using (Pen pen = new Pen(Color.Red, 2)) { //g.Clear(Color.Transparent); e.Graphics.DrawRectangle(pen, rect); label1.Top = rect[count].Top; label1[count].Left = rect[count].Left; label1.Width = rect[count].Width; label1.Height = rect[count].Height; if (label1.TextAlign == ContentAlignment.TopLeft) { e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect); g.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect); g.DrawRectangle(pen, rect[count]); } } } } } How can i do this.....

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  • Making an owner-draw button transparent against its arbitrary background in WINCE

    - by EndsOfInvention
    Hi I am trying to place an owner-draw button transparently onto a background. I have no trouble doing this when the background is a solid colour but if the background is an image I cannot seem to get the correct HDC (handle to device context) to Bitblt() the area that button covers. The HDC that is passed as part of the DRAWITEMSTRUCT gives me a button-default-grey area. If I attempt to get the parent of the HWND and then the device context of that i.e pdc = GetDC(GetParent(hWnd)); then the background that gets BitBlt'd is the background of the last painted window. I hope this question makes sense. this is the code I have: pdis = (LPDRAWITEMSTRUCT)(lParam); hdc = pdis->hDC; button = pdis->CtlID - IDC_BUTOFFSET; //pdc = GetDC((hWnd)); pdc = GetDC(GetParent(hWnd)); hbm = CreateCompatibleBitmap(pdc, Buttons_[button]->bc.Size.cx, Buttons_[button]->bc.Size.cy); SelectObject(hdc, hbm); BitBlt(hdc, 0, 0, Buttons_[button]->bc.Size.cx, Buttons_[button]->bc.Size.cy, pdc, Buttons_[button]->bc.Position.x, Buttons_[button]->bc.Position.y, SRCCOPY); TIA Best regards Ends

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  • Can't draw UImage in UIView::drawRect

    - by Joel
    I know this seems like a simple task, which is why I don't understand why I can't get the image to render. When I set up my UIView, I do the following: myUiView.backgroundColor = [UIColor clearColor]; myUiView.opaque = NO; I create and retain the UIImage in the init function of my UIView: image = [[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"test" ofType:@"png"]] retain]; then my drawRect looks like this: - (void) drawRect:(CGRect) rect { [image drawInRect:self.bounds]; } Ultimately I'll be manipulating that UIImage via bitmap context, and then in drawRect create a CGImage out of the context, and render that, but for now I'm just trying to get it rendering a known image. I've been digging through this site, as well as the documentation. I've gone down the CG path and tried drawing it with CGContextDrawImage by following the numerous examples other people have posted, but that didn't work either. So I've come back to what seems to be the most straightforward way to draw an image, but it isn't working. Any help would be greatly appreciated. Thanks in advance.

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  • Silverlight 3 ArcSegment to always draw circle's

    - by kapaboo
    Hi everyone, Ok, my arcSegment must always draw Circle's. For this reason I calculate the Arc's Width with the following formula: arcXRadius = (4 * Math.Pow(height, 2) + Math.Pow(distanceArcPoints, 2)) / (8 * height); so Arcs.Size = (arcXRadius,height) But seems that the height is scaled down when drawn. I want to add a small Circle to the Arc's middle (highest point) so when you drag it it changes the arc Height but also changes the Width so it will remain a circle. Here's how I calculate the Circle's (highest) point: Point middlePoint = GetMiddlePoint(arcPointA,arcPointB); double arcYRadius = arcSegment.Size.Height; if (arcYRadius <= 0) return middlePoint; double angle = arcSegment.RotationAngle; Point ellinewPoint = new Point(); ellinewPoint.X = Math.Cos((angle + 90) * Math.PI / 180) * arcYRadius + middlePoint.X; ellinewPoint.Y = Math.Sin((angle + 90) * Math.PI / 180) * arcYRadius + middlePoint.Y; Until Arc's.Size.Height Property gets Closer to the Width my Circle is not at the right Point. So maybe someone can give me a hint or tell me what am I doing wrong. Cheers, kapaboo

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  • How to draw shadows that don't suck?

    - by mystify
    A CAShapeLayer uses a CGPathRef to draw it's stuff. So I have a star path, and I want a smooth drop shadow with a radius of about 15 units. Probably there is some nice functionality in some new iPhone OS versions, but I need to do it myself for a old aged version of 3.0 (which most people still use). I tried to do some REALLY nasty stuff: I created a for-loop and sequentially created like 15 of those paths, transform-scaling them step by step to become bigger. Then assigning them to a new created CAShapeLayer and decreasing it's alpha a little bit on every iteration. Not only that this scaling is mathematically incorrect and sucks (it should happen relative to the outline!), the shadow is not rounded and looks really ugly. That's why nice soft shadows have a radius. The tips of a star shouldn't appear totally sharp after a shadow size of 15 units. They should be soft like cream. But in my ugly solution they're just as s harp as the star itself, since all I do is scale the star 15 times and decrease it's alpha 15 times. Ugly. I wonder how the big guys do it? If you had an arbitrary path, and that path must throw a shadow, how does the algorithm to do that work? Probably the path would have to be expanded like 30 times, point-by-point relative to the tangent of the outline away from the filled part, and just by 0.5 units to have a nice blending. Before I re-invent the wheel, maybe someone has a handy example or link?

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  • Using Visual Studio 2010 Express to create a surface I can draw to

    - by Joel
    I'm coming from a Java background and trying to port a simple version of Conway's Game of Life that I wrote to C# in order to learn the language. In Java, I drew my output by inheriting from JComponent and overriding paint(). My new canvas class then had an instance of the simulation's backend which it could read/manipulate. I was then able to get the WYSIWYG GUI editor (Matisse, from NetBeans) to allow me to visually place the canvas. In C#, I've gathered that I need to override OnPaint() to draw things, which (as far as I know) requires me to inherit from something (I chose Panel). I can't figure out how to get the Windows forms editor to let me place my custom class. I'm also uncertain about where in the generated code I need to place my class. How can I do this, and is putting all my drawing code into a subclass really how I should be going about this? The lack of easy answers on Google suggests I'm missing something important here. If anyone wants to suggest a method for doing this in WPF as well, I'm curious to hear it. Thanks

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  • Connect 4 C# (How to draw the grid)

    - by Matt Wilde
    I've worked out most of the code and have several game classes. The one bit I'm stuck on at the moment, it how to draw the actual Connect 4 grid. Can anyone tell me what's wrong with this for loop? I get no errors but the grid doesn't appear. I'm using C#. private void Drawgrid() { Brush b = Brushes.Black; Pen p = Pens.Black; for (int xCoor = XStart, col = 0; xCoor < XStart + ColMax * DiscSpace; xCoor += DiscSpace, col++) // x coordinate beginning; while the x coordinate is smaller than the max column size, times it by // the space between each disc and then add the x coord to the disc space in order to create a new circle. for (int yCoor = YStart, row = RowMax - 1; yCoor < YStart + RowMax * DiscScale; yCoor += DiscScale, row--) { switch (Grid.State[row, col]) { case GameGrid.Gridvalues.Red: b = Brushes.Red; break; case GameGrid.Gridvalues.Yellow: b = Brushes.Yellow; break; case GameGrid.Gridvalues.None: b = Brushes.Aqua; break; } MainDisplay.DrawEllipse(p, xCoor, yCoor, 50, 50); MainDisplay.FillEllipse(b, xCoor, yCoor, 50, 50); } Invalidate(); } Thanks.

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  • How to draw mutiple rectangles using c#

    - by Nivas
    I have drawn and saved the Rectangle on the image i loaded in the picture box. How i like to draw multiple rectangles for that i tried array in the rectangle but it gives error ("Object reference not set to an instance of an object." (Null reference Exception was unhandled). enter code here private void pictureBox1_MouseDown(object sender, MouseEventArgs e) { if (mybitmap == null) { mybitmap = new Bitmap(sz.Width, sz.Height); } rect = new Rectangle(e.X, e.Y, 0, 0); this.Invalidate(); } private void pictureBox1_MouseMove(object sender, MouseEventArgs e) { if (stayToolStripMenuItem.Checked == true) { switch (e.Button) { case MouseButtons.Left: { rect = new Rectangle(rect.Left, rect.Top, e.X - rect.Left, e.Y - rect.Top); pictureBox1.Invalidate(); break; } } } } private void pictureBox1_Paint(object sender, PaintEventArgs e) { if (stayToolStripMenuItem.Checked == true) { button1.Visible = true; button2.Visible = true; if (mybitmap == null) { return; } using (g = Graphics.FromImage(mybitmap)) { using (Pen pen = new Pen(Color.Red, 2)) { //g.Clear(Color.Transparent); e.Graphics.DrawRectangle(pen, rect); label1.Top = rect.Top; label1.Left = rect.Left; label1.Width = rect.Width; label1.Height = rect.Height; if (label1.TextAlign == ContentAlignment.TopLeft) { e.Graphics.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect); g.DrawString(label1.Text, label1.Font, new SolidBrush(label1.ForeColor), rect); g.DrawRectangle(pen, rect); } } } } } How can i do this.....

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  • Game loop and time tracking

    - by David Brown
    Maybe I'm just an idiot, but I've been trying to implement a game loop all day and it's just not clicking. I've read literally every article I could find on Google, but the problem is that they all use different timing mechanisms, which makes them difficult to apply to my particular situation (some use milliseconds, other use ticks, etc). Basically, I have a Clock object that updates each time the game loop executes. internal class Clock { public static long Timestamp { get { return Stopwatch.GetTimestamp(); } } public static long Frequency { get { return Stopwatch.Frequency; } } private long _startTime; private long _lastTime; private TimeSpan _totalTime; private TimeSpan _elapsedTime; /// <summary> /// The amount of time that has passed since the first step. /// </summary> public TimeSpan TotalTime { get { return _totalTime; } } /// <summary> /// The amount of time that has passed since the last step. /// </summary> public TimeSpan ElapsedTime { get { return _elapsedTime; } } public Clock() { Reset(); } public void Reset() { _startTime = Timestamp; _lastTime = 0; _totalTime = TimeSpan.Zero; _elapsedTime = TimeSpan.Zero; } public void Tick() { long currentTime = Timestamp; if (_lastTime == 0) _lastTime = currentTime; _totalTime = TimestampToTimeSpan(currentTime - _startTime); _elapsedTime = TimestampToTimeSpan(currentTime - _lastTime); _lastTime = currentTime; } public static TimeSpan TimestampToTimeSpan(long timestamp) { return TimeSpan.FromTicks( (timestamp * TimeSpan.TicksPerSecond) / Frequency); } } I based most of that on the XNA GameClock, but it's greatly simplified. Then, I have a Time class which holds various times that the Update and Draw methods need to know. public class Time { public TimeSpan ElapsedVirtualTime { get; internal set; } public TimeSpan ElapsedRealTime { get; internal set; } public TimeSpan TotalVirtualTime { get; internal set; } public TimeSpan TotalRealTime { get; internal set; } internal Time() { } internal Time(TimeSpan elapsedVirtualTime, TimeSpan elapsedRealTime, TimeSpan totalVirutalTime, TimeSpan totalRealTime) { ElapsedVirtualTime = elapsedVirtualTime; ElapsedRealTime = elapsedRealTime; TotalVirtualTime = totalVirutalTime; TotalRealTime = totalRealTime; } } My main class keeps a single instance of Time, which it should constantly update during the game loop. So far, I have this: private static void Loop() { do { Clock.Tick(); Time.TotalRealTime = Clock.TotalTime; Time.ElapsedRealTime = Clock.ElapsedTime; InternalUpdate(Time); InternalDraw(Time); } while (!_exitRequested); } The real time properties of the time class turn out great. Now I'd like to get a proper update/draw loop working so that the state is updated a variable number of times per frame, but at a fixed timestep. At the same time, the Time.TotalVirtualTime and Time.ElapsedVirtualTime should be updated accordingly. In addition, I intend for this to support multiplayer in the future, in case that makes any difference to the design of the game loop. Any tips or examples on how I could go about implementing this (aside from links to articles)?

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  • Problems setting NTP sever with w32tm for a DC that is a Hyper-V guest

    - by R.Tonheim
    Hello ! I have tried to sett my DC to get its time from several NTP severs. I follow this answer (http://serverfault.com/questions/24298/w32time-sync-problems-for-hyper-v-guests-w32time-event-ids-38-24-29-35/24299#24299) to do it. First I disable Time Synchronization in the Hyper-V Integration Services for each guest. Then restart the Windows Time serviceon the guest. I had before this used this command: w32tm /config /manualpeerlist:"ntp.uio.no;timekeeper. uio.no;nissen.uio.no;0.no.pool.ntp.org;1.no.pool.ntp.org;2.no.pool.ntp.org" /syn cfromflags:manual /reliable:yes /update And the cmd sad: The command completed successfully. But the time was still 10 min wrong... I run w32tm again after restarted the DC without it having any effect. The w32tm /query /status still say: "Source: Local CMOS Clock" FROM MY CMD: Microsoft Windows [Version 6.0.6002] Copyright (c) 2006 Microsoft Corporation. All rights reserved. C:\Users\Administrator.MHGw32tm /query /status Leap Indicator: 0(no warning) Stratum: 1 (primary reference - syncd by radio clock) Precision: -6 (15.625ms per tick) Root Delay: 0.0000000s Root Dispersion: 10.0000000s ReferenceId: 0x4C4F434C (source name: "LOCL") Last Successful Sync Time: 05.09.2009 20:06:21 Source: Local CMOS Clock Poll Interval: 6 (64s) C:\Users\Administrator.MHGw32tm /config /manualpeerlist:"ntp.uio.no;timekeeper. uio.no;nissen.uio.no;0.no.pool.ntp.org;1.no.pool.ntp.org;2.no.pool.ntp.org" /syn cfromflags:manual /reliable:yes /update The command completed successfully. C:\Users\Administrator.MHGw32tm /query /status Leap Indicator: 0(no warning) Stratum: 1 (primary reference - syncd by radio clock) Precision: -6 (15.625ms per tick) Root Delay: 0.0000000s Root Dispersion: 10.0000000s ReferenceId: 0x4C4F434C (source name: "LOCL") Last Successful Sync Time: 05.09.2009 20:06:21 Source: Local CMOS Clock Poll Interval: 6 (64s) C:\Users\Administrator.MHG

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  • ntpd on Fedora Core 6 with high negative time rest values

    - by Mark White
    The basic problem is we have a FC6 server instance running on a virtual machine, and the system time seems to have been slowly varying until it is now causing a problem. The server runs 24/7 and has been up for 155 days. It has been changed to show GMT, and reports the time as (example) 00:15:15 GMT whereas the actual time is 00:00:00 GMT. This is an offset of 915 seconds. selinux has been changed to 'setenforce 0' for testing and I am running as root. I stop the ntpd service and change the time in System|Administration|Date & Time. The time still shows the same with 'date' in bash. There are no error logs. I change the date with 'date --set' in bash. The response confirms the changed date. I run 'date' and the incorrect date is shown. There are no error logs. I start the ntpd service and /var/log/messages shows success with 'time reset -915.720139s'. The date remains unchanged. ntpq -p shows three three time servers all have offsets of around -915 seconds. I stop ntpd service and try 'ntpd -gqx' and get the same result as above - success, but a large negative time reset. I've tried varying combinations of the above, and a few more settings in System|Administration|Date & Time - no change. I just need to reset the system time to GMT. No offset. But I can't wait for ntpd to slew the time over the next few weeks. Any advice is welcome, cheers! Sure this shouldn't be this difficult... Mark...

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  • C# Proposal: Compile Time Static Checking Of Dynamic Objects

    - by Paulo Morgado
    C# 4.0 introduces a new type: dynamic. dynamic is a static type that bypasses static type checking. This new type comes in very handy to work with: The new languages from the dynamic language runtime. HTML Document Object Model (DOM). COM objects. Duck typing … Because static type checking is bypassed, this: dynamic dynamicValue = GetValue(); dynamicValue.Method(); is equivalent to this: object objectValue = GetValue(); objectValue .GetType() .InvokeMember( "Method", BindingFlags.InvokeMethod, null, objectValue, null); Apart from caching the call site behind the scenes and some dynamic resolution, dynamic only looks better. Any typing error will only be caught at run time. In fact, if I’m writing the code, I know the contract of what I’m calling. Wouldn’t it be nice to have the compiler do some static type checking on the interactions with these dynamic objects? Imagine that the dynamic object that I’m retrieving from the GetValue method, besides the parameterless method Method also has a string read-only Property property. This means that, from the point of view of the code I’m writing, the contract that the dynamic object returned by GetValue implements is: string Property { get; } void Method(); Since it’s a well defined contract, I could write an interface to represent it: interface IValue { string Property { get; } void Method(); } If dynamic allowed to specify the contract in the form of dynamic(contract), I could write this: dynamic(IValue) dynamicValue = GetValue(); dynamicValue.Method(); This doesn’t mean that the value returned by GetValue has to implement the IValue interface. It just enables the compiler to verify that dynamicValue.Method() is a valid use of dynamicValue and dynamicValue.OtherMethod() isn’t. If the IValue interface already existed for any other reason, this would be fine. But having a type added to an assembly just for compile time usage doesn’t seem right. So, dynamic could be another type construct. Something like this: dynamic DValue { string Property { get; } void Method(); } The code could now be written like this; DValue dynamicValue = GetValue(); dynamicValue.Method(); The compiler would never generate any IL or metadata for this new type construct. It would only thee used for compile type static checking of dynamic objects. As a consequence, it makes no sense to have public accessibility, so it would not be allowed. Once again, if the IValue interface (or any other type definition) already exists, it can be used in the dynamic type definition: dynamic DValue : IValue, IEnumerable, SomeClass { string Property { get; } void Method(); } Another added benefit would be IntelliSense. I’ve been getting mixed reactions to this proposal. What do you think? Would this be useful?

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  • Help finding time of collision

    - by WannaBe
    I am making a simple game right now and am struggling with collision response. My goal is to someday be able to turn it into a 2D platformer but I have a long way to go. I am currently making this in JavaScript and using the canvas element so (0,0) is in the top left and positive X is to the right and positive Y is down. I read a helpful post on StackExchange that got me started on this but I can't seem to get the algorithm 100% correct. How to deal with corner collisions in 2D? I can detect the collision fine but I can't seem to get the response right. The goal is to detect which side the player hit first since minimum displacement doesn't always work. The X response seems to work fine but the Y only works when I am far from the corners. Here is a picture showing what happens Here is the code var bx = box.x; var by = box.y; var bw = box.width; var bh = box.height; var boxCenterX = bx + (bw/2); var boxCenterY = by + (bh/2); var playerCenterX = player.x + player.xvel + (player.width/2); var playerCenterY = player.y + player.yvel + (player.height/2); //left = negative and right = positve, 0 = middle var distanceXin = playerCenterX - boxCenterX; var distanceYin = playerCenterY - boxCenterY; var distanceWidth = Math.abs(distanceXin); var distanceHeight = Math.abs(distanceYin); var halfWidths = (bw/2) + (player.width/2); var halfHeights = (bh/2) + (player.height/2); if(distanceWidth < halfWidths){ //xcollision if(distanceHeight < halfHeights){ //ycollision if(player.xvel == 0){ //adjust y if(distanceYin > 0){ //bottom player.y = by + bh; player.yvel = 0; }else{ player.y = by - player.height; player.yvel = 0; } }else if(player.yvel == 0){ //adjust x if(distanceXin > 0){ //right player.x = bx + bw; player.xvel = 0; }else{ //left player.x = bx - player.width; player.xvel = 0; } }else{ var yTime = distanceYin / player.yvel; var xTime = distanceXin / player.xvel; if(xTime < yTime){ //adjust the x it collided first if(distanceXin > 0){ //right player.x = bx + bw; player.xvel = 0; }else{ //left player.x = bx - player.width; player.xvel = 0; } }else{ //adjust the y it collided first if(distanceYin > 0){ //bottom player.y = by + bh; player.yvel = 0; }else{ player.y = by - player.height; player.yvel = 0; } } } } } And here is a JSFiddle if you would like to see the problem yourself. http://jsfiddle.net/dMumU/ To recreate this move the player to here And press up and left at the same time. The player will jump to the right for some reason. Any advice? I know I am close but I can't seem to get xTime and yTime to equal what I want every time.

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  • Bridging the Gap in Cloud, Big Data, and Real-time

    - by Dain C. Hansen
    Normal 0 false false false EN-US X-NONE X-NONE /* 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-priority:99; mso-style-qformat: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:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} With all the buzz of around big data and cloud computing, it is easy to overlook one of your most precious commodities—your data. Today’s businesses cannot stand still when it comes to data. Market success now depends on speed, volume, complexity, and keeping pace with the latest data integration breakthroughs. Are you up to speed with big data, cloud integration, real-time analytics? Join us in this three part blog series where we’ll look at each component in more detail. Meet us online on October 24th where we’ll take your questions about what issues you are facing in this brave new world of integration. Let’s start first with Cloud. What happens with your data when you decide to implement a private cloud architecture? Or public cloud? Data integration solutions play a vital role migrating data simply, efficiently, and reliably to the cloud; they are a necessary ingredient of any platform as a service strategy because they support cloud deployments with data-layer application integration between on-premise and cloud environments of all kinds. For private cloud architectures, consolidation of your databases and data stores is an important step to take to be able to receive the full benefits of cloud computing. Private cloud integration requires bidirectional replication between heterogeneous systems to allow you to perform data consolidation without interrupting your business operations. In addition, integrating data requires bulk load and transformation into and out of your private cloud is a crucial step for those companies moving to private cloud. In addition, the need for managing data services as part of SOA/BPM solutions that enable agile application delivery and help build shared data services for organizations. But what about public Cloud? If you have moved your data to a public cloud application, you may also need to connect your on-premise enterprise systems and the cloud environment by moving data in bulk or as real-time transactions across geographies. For public and private cloud architectures both, Oracle offers a complete and extensible set of integration options that span not only data integration but also service and process integration, security, and management. For those companies investing in Oracle Cloud, you can move your data through Oracle SOA Suite using REST APIs to Oracle Messaging Cloud Service —a new service that lets applications deployed in Oracle Cloud securely and reliably communicate over Java Messaging Service . As an example of loading and transforming data into other public clouds, Oracle Data Integrator supports a knowledge module for Salesforce.com—now available on AppExchange. Other third-party knowledge modules are being developed by customers and partners every day. To learn more about how to leverage Oracle’s Data Integration products for Cloud, join us live: Data Integration Breakthroughs Webcast on October 24th 10 AM PST.

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  • Slow Ubuntu 10.04 after long time unused

    - by Winston Ewert
    I'm at spring break so I'm back at my parent's house. I've turned my computer on which has been off since January and its unusably slow. This was not the case when I last used the computer in January. It is running 10.04, Memory: 875.5 MB CPU: AMD Athlon 64 X2 Dual Core Processor 4400+ Available Disk Space: 330.8 GB I'm not seeing a large usage of either memory or Disk I/O. If I look at my list of processes there is only a very small amount of CPU usage. However, if I hover over the CPU usage graph that I've on the top bar, I sometimes get really high readings like 100%. It took a long time to boot, to open firefox, to open a link in firefox. As far as I can tell everything that the computer tries to do is just massively slow. Right now, I'm apt-get dist-upgrading to install any updates that I will have missed since last time this computer was on. Any ideas as to what is going on here? UPDATE: I thought to check dmesg and it has a lot of entries like this: [ 1870.142201] ata3.00: exception Emask 0x0 SAct 0x7 SErr 0x0 action 0x0 [ 1870.142206] ata3.00: irq_stat 0x40000008 [ 1870.142210] ata3.00: failed command: READ FPDMA QUEUED [ 1870.142217] ata3.00: cmd 60/08:10:c0:4a:65/00:00:03:00:00/40 tag 2 ncq 4096 in [ 1870.142218] res 41/40:00:c5:4a:65/00:00:03:00:00/40 Emask 0x409 (media error) <F> [ 1870.142221] ata3.00: status: { DRDY ERR } [ 1870.142223] ata3.00: error: { UNC } [ 1870.143981] ata3.00: SB600 AHCI: limiting to 255 sectors per cmd [ 1870.146758] ata3.00: SB600 AHCI: limiting to 255 sectors per cmd [ 1870.146761] ata3.00: configured for UDMA/133 [ 1870.146777] ata3: EH complete [ 1872.092269] ata3.00: exception Emask 0x0 SAct 0x7 SErr 0x0 action 0x0 [ 1872.092274] ata3.00: irq_stat 0x40000008 [ 1872.092278] ata3.00: failed command: READ FPDMA QUEUED [ 1872.092285] ata3.00: cmd 60/08:00:c0:4a:65/00:00:03:00:00/40 tag 0 ncq 4096 in [ 1872.092287] res 41/40:00:c5:4a:65/00:00:03:00:00/40 Emask 0x409 (media error) <F> [ 1872.092289] ata3.00: status: { DRDY ERR } [ 1872.092292] ata3.00: error: { UNC } [ 1872.094050] ata3.00: SB600 AHCI: limiting to 255 sectors per cmd [ 1872.096795] ata3.00: SB600 AHCI: limiting to 255 sectors per cmd [ 1872.096798] ata3.00: configured for UDMA/133 [ 1872.096814] ata3: EH complete [ 1874.042279] ata3.00: exception Emask 0x0 SAct 0x7 SErr 0x0 action 0x0 [ 1874.042285] ata3.00: irq_stat 0x40000008 [ 1874.042289] ata3.00: failed command: READ FPDMA QUEUED [ 1874.042296] ata3.00: cmd 60/08:10:c0:4a:65/00:00:03:00:00/40 tag 2 ncq 4096 in [ 1874.042297] res 41/40:00:c5:4a:65/00:00:03:00:00/40 Emask 0x409 (media error) <F> [ 1874.042300] ata3.00: status: { DRDY ERR } [ 1874.042302] ata3.00: error: { UNC } [ 1874.044048] ata3.00: SB600 AHCI: limiting to 255 sectors per cmd [ 1874.046837] ata3.00: SB600 AHCI: limiting to 255 sectors per cmd [ 1874.046840] ata3.00: configured for UDMA/133 [ 1874.046861] sd 2:0:0:0: [sda] Unhandled sense code [ 1874.046863] sd 2:0:0:0: [sda] Result: hostbyte=DID_OK driverbyte=DRIVER_SENSE [ 1874.046867] sd 2:0:0:0: [sda] Sense Key : Medium Error [current] [descriptor] [ 1874.046872] Descriptor sense data with sense descriptors (in hex): [ 1874.046874] 72 03 11 04 00 00 00 0c 00 0a 80 00 00 00 00 00 [ 1874.046883] 03 65 4a c5 [ 1874.046886] sd 2:0:0:0: [sda] Add. Sense: Unrecovered read error - auto reallocate failed [ 1874.046892] sd 2:0:0:0: [sda] CDB: Read(10): 28 00 03 65 4a c0 00 00 08 00 [ 1874.046900] end_request: I/O error, dev sda, sector 56969925 [ 1874.046920] ata3: EH complete I'm not certain, but that looks like my problem may be a failing hard drive. But the drive is less then a year old, it really shouldn't be failing now...

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  • Quaternion dfference + time --> angular velocity (gyroscope in physics library)

    - by AndrewK
    I am using Bullet Physic library to program some function, where I have difference between orientation from gyroscope given in quaternion and orientation of my object, and time between each frame in milisecond. All I want is set the orientation from my gyroscope to orientation of my object in 3D space. But all I can do is set angular velocity to my object. I have orientation difference and time, and from that I calculate vector of angular velocity [Wx,Wy,Wz] from that formula: W(t) = 2 * dq(t)/dt * conj(q(t)) My code is: btQuaternion diffQuater = gyroQuater - boxQuater; btQuaternion conjBoxQuater = gyroQuater.inverse(); btQuaternion velQuater = ((diffQuater * 2.0f) / d_time) * conjBoxQuater; And everything works well, till I get: 1 rotating around Y axis, angle about 60 degrees, then I have these values in 2 critical frames: x: -0.013220 y: -0.038050 z: -0.021979 w: -0.074250 - diffQuater x: 0.120094 y: 0.818967 z: 0.156797 w: -0.538782 - gyroQuater x: 0.133313 y: 0.857016 z: 0.178776 w: -0.464531 - boxQuater x: 0.207781 y: 0.290452 z: 0.245594 - diffQuater -> euler angles x: 3.153619 y: -66.947929 z: 175.936615 - gyroQuater -> euler angles x: 4.290697 y: -57.553043 z: 173.320053 - boxQuater -> euler angles x: 0.138128 y: 2.823307 z: 1.025552 w: 0.131360 - velQuater d_time: 0.058000 x: 0.211020 y: 1.595124 z: 0.303650 w: -1.143846 - diffQuater x: 0.089518 y: 0.771939 z: 0.144527 w: -0.612543 - gyroQuater x: -0.121502 y: -0.823185 z: -0.159123 w: 0.531303 - boxQuater x: nan y: nan z: nan - diffQuater -> euler angles x: 2.985240 y: -76.304405 z: -170.555054 - gyroQuater -> euler angles x: 3.269681 y: -65.977966 z: 175.639420 - boxQuater -> euler angles x: -0.730262 y: -2.882153 z: -1.294721 w: 63.325996 - velQuater d_time: 0.063000 2 rotating around X axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.013045 y: -0.004186 z: -0.005667 w: -0.022482 - diffQuater x: -0.848030 y: -0.187985 z: 0.114400 w: 0.482099 - gyroQuater x: -0.834985 y: -0.183799 z: 0.120067 w: 0.504580 - boxQuater x: 0.036336 y: 0.002312 z: 0.020859 - diffQuater -> euler angles x: -113.129463 y: 0.731925 z: 25.415056 - gyroQuater -> euler angles x: -110.232368 y: 0.860897 z: 25.350458 - boxQuater -> euler angles x: -0.865820 y: -0.456086 z: 0.034084 w: 0.013184 - velQuater d_time: 0.055000 x: -1.721662 y: -0.387898 z: 0.229844 w: 0.910235 - diffQuater x: -0.874310 y: -0.200132 z: 0.115142 w: 0.426933 - gyroQuater x: 0.847352 y: 0.187766 z: -0.114703 w: -0.483302 - boxQuater x: -144.402298 y: 4.891629 z: 71.309158 - diffQuater -> euler angles x: -119.515343 y: 1.745076 z: 26.646086 - gyroQuater -> euler angles x: -112.974533 y: 0.738675 z: 25.411509 - boxQuater -> euler angles x: 2.086195 y: 0.676526 z: -0.424351 w: 70.104248 - velQuater d_time: 0.057000 2 rotating around Z axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.000736 y: 0.002812 z: -0.004692 w: -0.008181 - diffQuater x: -0.003829 y: 0.012045 z: -0.868035 w: 0.496343 - gyroQuater x: -0.003093 y: 0.009232 z: -0.863343 w: 0.504524 - boxQuater x: -0.000822 y: -0.003032 z: 0.004162 - diffQuater -> euler angles x: -1.415189 y: 0.304210 z: -120.481873 - gyroQuater -> euler angles x: -1.091881 y: 0.227784 z: -119.399445 - boxQuater -> euler angles x: 0.159042 y: 0.169228 z: -0.754599 w: 0.003900 - velQuater d_time: 0.025000 x: -0.007598 y: 0.024074 z: -1.749412 w: 0.968588 - diffQuater x: -0.003769 y: 0.012030 z: -0.881377 w: 0.472245 - gyroQuater x: 0.003829 y: -0.012045 z: 0.868035 w: -0.496343 - boxQuater x: -5.645197 y: 1.148993 z: -146.507187 - diffQuater -> euler angles x: -1.418294 y: 0.270319 z: -123.638245 - gyroQuater -> euler angles x: -1.415183 y: 0.304208 z: -120.481873 - boxQuater -> euler angles x: 0.017498 y: -0.013332 z: 2.040073 w: 148.120056 - velQuater d_time: 0.027000 The problem is the most visible in diffQuater - euler angles vector. Can someone tell me why it is like that? and how to solve that problem? All suggestions are welcome.

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  • Observing flow control idle time in TCP

    - by user12820842
    Previously I described how to observe congestion control strategies during transmission, and here I talked about TCP's sliding window approach for handling flow control on the receive side. A neat trick would now be to put the pieces together and ask the following question - how often is TCP transmission blocked by congestion control (send-side flow control) versus a zero-sized send window (which is the receiver saying it cannot process any more data)? So in effect we are asking whether the size of the receive window of the peer or the congestion control strategy may be sub-optimal. The result of such a problem would be that we have TCP data that we could be transmitting but we are not, potentially effecting throughput. So flow control is in effect: when the congestion window is less than or equal to the amount of bytes outstanding on the connection. We can derive this from args[3]-tcps_snxt - args[3]-tcps_suna, i.e. the difference between the next sequence number to send and the lowest unacknowledged sequence number; and when the window in the TCP segment received is advertised as 0 We time from these events until we send new data (i.e. args[4]-tcp_seq = snxt value when window closes. Here's the script: #!/usr/sbin/dtrace -s #pragma D option quiet tcp:::send / (args[3]-tcps_snxt - args[3]-tcps_suna) = args[3]-tcps_cwnd / { cwndclosed[args[1]-cs_cid] = timestamp; cwndsnxt[args[1]-cs_cid] = args[3]-tcps_snxt; @numclosed["cwnd", args[2]-ip_daddr, args[4]-tcp_dport] = count(); } tcp:::send / cwndclosed[args[1]-cs_cid] && args[4]-tcp_seq = cwndsnxt[args[1]-cs_cid] / { @meantimeclosed["cwnd", args[2]-ip_daddr, args[4]-tcp_dport] = avg(timestamp - cwndclosed[args[1]-cs_cid]); @stddevtimeclosed["cwnd", args[2]-ip_daddr, args[4]-tcp_dport] = stddev(timestamp - cwndclosed[args[1]-cs_cid]); @numclosed["cwnd", args[2]-ip_daddr, args[4]-tcp_dport] = count(); cwndclosed[args[1]-cs_cid] = 0; cwndsnxt[args[1]-cs_cid] = 0; } tcp:::receive / args[4]-tcp_window == 0 && (args[4]-tcp_flags & (TH_SYN|TH_RST|TH_FIN)) == 0 / { swndclosed[args[1]-cs_cid] = timestamp; swndsnxt[args[1]-cs_cid] = args[3]-tcps_snxt; @numclosed["swnd", args[2]-ip_saddr, args[4]-tcp_dport] = count(); } tcp:::send / swndclosed[args[1]-cs_cid] && args[4]-tcp_seq = swndsnxt[args[1]-cs_cid] / { @meantimeclosed["swnd", args[2]-ip_daddr, args[4]-tcp_sport] = avg(timestamp - swndclosed[args[1]-cs_cid]); @stddevtimeclosed["swnd", args[2]-ip_daddr, args[4]-tcp_sport] = stddev(timestamp - swndclosed[args[1]-cs_cid]); swndclosed[args[1]-cs_cid] = 0; swndsnxt[args[1]-cs_cid] = 0; } END { printf("%-6s %-20s %-8s %-25s %-8s %-8s\n", "Window", "Remote host", "Port", "TCP Avg WndClosed(ns)", "StdDev", "Num"); printa("%-6s %-20s %-8d %@-25d %@-8d %@-8d\n", @meantimeclosed, @stddevtimeclosed, @numclosed); } So this script will show us whether the peer's receive window size is preventing flow ("swnd" events) or whether congestion control is limiting flow ("cwnd" events). As an example I traced on a server with a large file transfer in progress via a webserver and with an active ssh connection running "find / -depth -print". Here is the output: ^C Window Remote host Port TCP Avg WndClosed(ns) StdDev Num cwnd 10.175.96.92 80 86064329 77311705 125 cwnd 10.175.96.92 22 122068522 151039669 81 So we see in this case, the congestion window closes 125 times for port 80 connections and 81 times for ssh. The average time the window is closed is 0.086sec for port 80 and 0.12sec for port 22. So if you wish to change congestion control algorithm in Oracle Solaris 11, a useful step may be to see if congestion really is an issue on your network. Scripts like the one posted above can help assess this, but it's worth reiterating that if congestion control is occuring, that's not necessarily a problem that needs fixing. Recall that congestion control is about controlling flow to prevent large-scale drops, so looking at congestion events in isolation doesn't tell us the whole story. For example, are we seeing more congestion events with one control algorithm, but more drops/retransmission with another? As always, it's best to start with measures of throughput and latency before arriving at a specific hypothesis such as "my congestion control algorithm is sub-optimal".

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