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  • Quaternion Camera Orbiting around a Sphere

    - by jessejuicer
    Background: I'm trying to create a game where the camera is always rotating around a single sphere. I'm using the DirectX D3DX math functions in C++ on Windows. The Problem: I cannot get both the camera position and orientation both working properly at the same time. Either one works but not both together. Here's the code for my quaternion camera that revolves around a sphere, always looking at the centerpoint of the sphere, ... as far as I understand it (but which isn't working properly): (I'm only going to present rotation around the X axis here, to simplify this post) Whenever the UP key is pressed or held down, the camera should rotate around the X axis, while looking at the centerpoint of the sphere (which is at 0,0,0 in the world). So, I build a quaternion that represents a small angle of rotation around the x axis like this (where 'deltaAngle' is a small enough number for a slow rotation): D3DXVECTOR3 rotAxis; D3DXQUATERNION tempQuat; tempQuat.x = 0.0f; tempQuat.y = 0.0f; tempQuat.z = 0.0f; tempQuat.w = 1.0f; rotAxis.x = 1.0f; rotAxis.y = 0.0f; rotAxis.z = 0.0f; D3DXQuaternionRotationAxis(&tempQuat, &rotAxis, deltaAngle); ...and I accumulate the result into the camera's current orientation quat, like this: D3DXQuaternionMultiply(&cameraOrientationQuat, &cameraOrientationQuat, &tempQuat); ...which all works fine. Now I need to build a view matrix to pass to DirectX SetTransform function. So I build a rotation matrix from the camera orientation quat as follows: D3DXMATRIXA16 rotationMatrix; D3DXMatrixIdentity(&rotationMatrix); D3DXMatrixRotationQuaternion(&rotationMatrix, &cameraOrientationQuat); ...Now (as seen below) if I just transpose that rotationMatrix and plug it into the 3x3 section of the view matrix, then negate the camera's position and plug it into the translation section of the view matrix, the rotation magically works. Perfectly. (even when I add in rotations for all three axes). There's no gimbal lock, just a smooth rotation all around in any direction. BUT- this works even though I never change the camera's position. At all. Which sorta blows my mind. I even display the camera position and can watch it stay constant at it's starting point (0.0, 0.0, -4000.0). It never moves, but the rotation around the sphere is perfect. I don't understand that. For proper view rotation, the camera position should be revolving around the sphere. Here's the rest of building the view matrix (I'll talk about the commented code below). Note that the camera starts out at (0.0, 0.0, -4000.0) and m_camDistToTarget is 4000.0: /* D3DXVECTOR3 vec1; D3DXVECTOR4 vec2; vec1.x = 0.0f; vec1.y = 0.0f; vec1.z = -1.0f; D3DXVec3Transform(&vec2, &vec1, &rotationMatrix); g_cameraActor->pos.x = vec2.x * g_cameraActor->m_camDistToTarget; g_cameraActor->pos.y = vec2.y * g_cameraActor->m_camDistToTarget; g_cameraActor->pos.z = vec2.z * g_cameraActor->m_camDistToTarget; */ D3DXMatrixTranspose(&g_viewMatrix, &rotationMatrix); g_viewMatrix._41 = -g_cameraActor->pos.x; g_viewMatrix._42 = -g_cameraActor->pos.y; g_viewMatrix._43 = -g_cameraActor->pos.z; g_viewMatrix._44 = 1.0f; g_direct3DDevice9->SetTransform( D3DTS_VIEW, &g_viewMatrix ); ...(The world matrix is always an identity, and the perspective projection works fine). ...So, without the commented code being compiled, the rotation works fine. But to be proper, for obvious reasons, the camera position should be rotating around the sphere, which it currently is not. That's what the commented code is supposed to do. And when I add in that chunk of code to do that, and look at all the data as I hold the keys down (using UP, DOWN, LEFT, RIGHT to rotate different directions) all the values look correct! The camera position is rotating around the sphere just fine, and I can watch that happen visually too. The problem is that the camera orientation does not lookat the center of the sphere. It always looks straight forward down the z axis (toward positive z) as it revolves around the sphere. Yet the values of both the rotation matrix and the view matrix seem to be behaving correctly. (The view matrix orientation is the same as the rotation matrix, just transposed). For instance if I just hold down the key to spin around the x axis, I can watch the values of the three axes represented in the view matrix (x, y, and z axes)... view x-axis stays at (1.0, 0.0, 0.0), and view y-axis and z-axis both spin around the x axis just fine. All the numbers are changing as they should be... well, almost. As far as I can tell, the position of the view matrix is spinning around the sphere one direction (like clockwise), and the orientation (the axes in the view matrix) are spinning the opposite direction (like counter-clockwise). Which I guess explains why the orientation appears to stay straight ahead. I know the position is correct. It revolves properly. It's the orientation that's wrong. Can anyone see what am I doing wrong? Am I using these functions incorrectly? Or is my algorithm flawed? As usual I've been combing my code for simple mistakes for many hours. I'm willing to post the actual code, and a video of the behavior, but that will take much more effort. Thought I'd ask this way first.

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  • Adjust timezone of an AVM Fritz!Box 7390

    It's been a while that I purchased an AVM Fritz!Box 7390 but since I'm using this 'PABX' here in Mauritius, I'm not really happy about the wrong time in the logs or handsets connected. Lately, I had some spare time to address this issue, and the following article describes how to adjust the timezone settings in general. The original idea came from an FAQ found in c't 21/11 (for a 7270 written in German language) but I added a couple of things based on other resources online. The following tutorial may be valid for other models, too. Use your common sense and think before you act. Brief introduction to AVM Fritz!Box devices The Fritz!Box series of AVM has been around for more than a decade and those little 'red boxes' have a high level of versatility for your small office or home. High-speed connections, secure WLAN and convenient telephony make a home network out of any network. Whether it's a computer, tablet or smartphone, any device can be connected to the FRITZ!Box. And best of all, installation is so simple that users will be online in a matter of minutes. If you want to have peace of your mind in your small network then a Fritz!Box is the easiest way to achieve that. I'm using my box primarly as WiFi access point, VoIP gateway and media server but only because it came in second after my Linux system. Limitations in the administrative Web UI Unfortunately, there are no possibilities to adjust the timezone settings in the Web UI at all - even not in Expert mode. I assume that this is part of the 'simplification' provided by AVM's design team. That's okay, as long as you reside in Central Europe, and the implicit time handling is correct for your location. Adjusting the timezone I got my device through an order at Amazon Germany already some time ago, and honestly I wasn't bothered too much about the pre-configured (fixed) timezone setting - CET or CEST depending on daylight saving. But you know, it's that kind of splinter at the back of your head that keeps nagging and bothering you indirectly. So, finally I sat down yesterday evening and did a quick research on how to change the timezone. Even though there are a number of results, I read the FAQ from the c't magazine first, as I consider this as a trusted and safe source of information. Of course, it is most important to avoid to 'brick' your device. You've been warned - No support Tinkering with the configuration of any AVM devices seems to be a violation of their official support channels. So, be warned and continue onlyin case that you're sure about what you are going to do. The following solutions are 'as-is' and they worked for my box flawlessly but may cause an issue in your case. Don't blame me... Solution 1 - Backup, modify and restore That's the way as described in the c't article and a couple of other forum postings I found online, mainly from Australia. Login the administrative Web UI and navigate to 'System => Einstellungen sichern' (System => Backup configuration) and store your current configuration to a local file on your machine. Despite some online postings it is not necessary to specify a password in order to secure or encrypt your backup. IMHO, this only adds another unnecessary layer of complexity to the process. Anyway, next you should create a another copy of your settings and keep it unmodified. That's our safety net to restore the current settings in case that we might have to issue a factory setting reset to the box. Now, open the configuration file with an advanced text editor which is capable to deal with Unix carriage returns properly - Windows Notepad doesn't do the job but Wordpad or Notepad++. Personally, I don't care and simply use geany, gedit or nano on Linux. In total there are 3 modifications that we have to apply to the configuration file - one new line and two adjustments. First, we have to add an instruction near the top of file that overrides the device internal checksum validation. Without this line, your settings won't be accepted. Caution: The drectives are case-sensitve and your outcome should read something like this: **** FRITZ!Box Fon WLAN 7390 CONFIGURATION EXPORTPassword=$$$$<ignore>FirmwareVersion=84.05.52CONFIG_INSTALL_TYPE=iks_16MB_xilinx_4eth_2ab_isdn_nt_te_pots_wlan_usb_host_dect_64415OEM=avmCountry=049Language=deNoChecks=yes**** CFGFILE:ar7.cfg/* * /var/flash/ar7.cfg * Mon Jul 29 10:49:18 2013 */ar7cfg {... Then search for the expression 'timezone' and you should find a section like this one (~ line 1113): timezone_manual {        enabled = no;        offset = 0;        dst_enabled = no;        TZ_string = "";        name = "";} We would like to manually handle the timezone setting in our device and therefore we have to enable it and set the proper value for Mauritius. The configuration block should like so afterwards: timezone_manual {        enabled = yes;        offset = 0;        dst_enabled = no;        TZ_string = "MUT-4";        name = "";} We specify the designation and the offset in hours of the timezone we would like to have. Caution: The offset indicates the value one has to add to the local time to arrive at UTC. More details are described in the Explanation of TZ strings. Mauritius has GMT+4 which means that we have to substract 4 hours from the local time to have UTC. Finally, we restore the modified configuration file via the administrative Web UI under 'System => Einstellungen sichern => Wiederherstellen' (System => Backup configuration => Restore). This triggers a reboot of the device, so please be patient and wait until the Web UI displays the login dialog again. Good luck! Solution 2 - Telnet A more elegant, read: technically interesting, way to adjust configuration settings in your Fritz!Box is to access it directly through Telnet. By default AVM disables that protocol channel and you have to enable it with a connected telephone. In order to activate the telnet service dial the following combination: #96*7* #96*8* (to disable telnet again after work has been completed) If you're using an AVM handset like the Fritz!Fon then you will receive a confirmation message on the display like so: telnetd ein Next, depending on your favourite operating system, you either launch a Command prompt in Windows or a terminal in Linux, get your Admin password ready, and you connect to your box like so: $ telnet fritz.box Trying 192.168.1.1...Connected to fritz.box.Escape character is '^]'.password: BusyBox v1.19.3 (2012-10-12 14:52:09 CEST) built-in shell (ash)Enter 'help' for a list of built-in commands.ermittle die aktuelle TTYtty is "/dev/pts/0"Console Ausgaben auf dieses Terminal umgelenkt# That's it, you are connected and we can continue to change the configuration manually. In order to adjust the timezone setting we have to open the ar7.cfg file. As we are now operating in a specialised environment, we only have limited capabilities at hand. One of those is a reduced version of vi - nvi. Let's open a second browser window with the fine manual page of nvi and start to edit our configuration file: # nvi /var/flash/ar7.cfg In our configuration file, we have to navigate to the timezone directives. The easiest way is to search for the expression 'timezone' by typing in the following: /timezone    (press Enter/Return) Now, we should see the exact lines of code like in the backed up version: timezone_manual {                                                                            enabled = no;                                                          offset = 0;                                                         dst_enabled = no;                                                   TZ_string = "";                                                     name = "";                                                        } And of course, we apply the same changes as described in the previous section: timezone_manual {                                                                            enabled = yes;                                                          offset = 0;                                                         dst_enabled = no;                                                   TZ_string = "MUT-4";                                                     name = "";                                                        } Finally, we have to write our changes back to the file and apply the new settings. :wq    (press Enter/Return) # ar7cfgchanged That's it! Finally, close the telnet session by pressing Ctrl+] and enter 'quit'. Additional ideas... There are a couple of more possibilities to enhance and to extend the usability of a Fritz!Box. There are lots of resources available on the net, but I'd like to name a few here. Especially for Linux users it is essential to be able to connect to any device remotely in a  safe and secure way. And the installation of a SSH server on the box would be a first step to improve this situation, also to avoid to run telnet after all. Sometimes, there might be problems in your VoIP connections, feel free to adjust the settings of codecs and connection handling, too. I guess, you'll get the idea... The only frontiers are in your mind.

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  • RiverTrail - JavaScript GPPGU Data Parallelism

    - by JoshReuben
    Where is WebCL ? The Khronos WebCL working group is working on a JavaScript binding to the OpenCL standard so that HTML 5 compliant browsers can host GPGPU web apps – e.g. for image processing or physics for WebGL games - http://www.khronos.org/webcl/ . While Nokia & Samsung have some protype WebCL APIs, Intel has one-upped them with a higher level of abstraction: RiverTrail. Intro to RiverTrail Intel Labs JavaScript RiverTrail provides GPU accelerated SIMD data-parallelism in web applications via a familiar JavaScript programming paradigm. It extends JavaScript with simple deterministic data-parallel constructs that are translated at runtime into a low-level hardware abstraction layer. With its high-level JS API, programmers do not have to learn a new language or explicitly manage threads, orchestrate shared data synchronization or scheduling. It has been proposed as a draft specification to ECMA a (known as ECMA strawman). RiverTrail runs in all popular browsers (except I.E. of course). To get started, download a prebuilt version https://github.com/downloads/RiverTrail/RiverTrail/rivertrail-0.17.xpi , install Intel's OpenCL SDK http://www.intel.com/go/opencl and try out the interactive River Trail shell http://rivertrail.github.com/interactive For a video overview, see  http://www.youtube.com/watch?v=jueg6zB5XaM . ParallelArray the ParallelArray type is the central component of this API & is a JS object that contains ordered collections of scalars – i.e. multidimensional uniform arrays. A shape property describes the dimensionality and size– e.g. a 2D RGBA image will have shape [height, width, 4]. ParallelArrays are immutable & fluent – they are manipulated by invoking methods on them which produce new ParallelArray objects. ParallelArray supports several constructors over arrays, functions & even the canvas. // Create an empty Parallel Array var pa = new ParallelArray(); // pa0 = <>   // Create a ParallelArray out of a nested JS array. // Note that the inner arrays are also ParallelArrays var pa = new ParallelArray([ [0,1], [2,3], [4,5] ]); // pa1 = <<0,1>, <2,3>, <4.5>>   // Create a two-dimensional ParallelArray with shape [3, 2] using the comprehension constructor var pa = new ParallelArray([3, 2], function(iv){return iv[0] * iv[1];}); // pa7 = <<0,0>, <0,1>, <0,2>>   // Create a ParallelArray from canvas.  This creates a PA with shape [w, h, 4], var pa = new ParallelArray(canvas); // pa8 = CanvasPixelArray   ParallelArray exposes fluent API functions that take an elemental JS function for data manipulation: map, combine, scan, filter, and scatter that return a new ParallelArray. Other functions are scalar - reduce  returns a scalar value & get returns the value located at a given index. The onus is on the developer to ensure that the elemental function does not defeat data parallelization optimization (avoid global var manipulation, recursion). For reduce & scan, order is not guaranteed - the onus is on the dev to provide an elemental function that is commutative and associative so that scan will be deterministic – E.g. Sum is associative, but Avg is not. map Applies a provided elemental function to each element of the source array and stores the result in the corresponding position in the result array. The map method is shape preserving & index free - can not inspect neighboring values. // Adding one to each element. var source = new ParallelArray([1,2,3,4,5]); var plusOne = source.map(function inc(v) {     return v+1; }); //<2,3,4,5,6> combine Combine is similar to map, except an index is provided. This allows elemental functions to access elements from the source array relative to the one at the current index position. While the map method operates on the outermost dimension only, combine, can choose how deep to traverse - it provides a depth argument to specify the number of dimensions it iterates over. The elemental function of combine accesses the source array & the current index within it - element is computed by calling the get method of the source ParallelArray object with index i as argument. It requires more code but is more expressive. var source = new ParallelArray([1,2,3,4,5]); var plusOne = source.combine(function inc(i) { return this.get(i)+1; }); reduce reduces the elements from an array to a single scalar result – e.g. Sum. // Calculate the sum of the elements var source = new ParallelArray([1,2,3,4,5]); var sum = source.reduce(function plus(a,b) { return a+b; }); scan Like reduce, but stores the intermediate results – return a ParallelArray whose ith elements is the results of using the elemental function to reduce the elements between 0 and I in the original ParallelArray. // do a partial sum var source = new ParallelArray([1,2,3,4,5]); var psum = source.scan(function plus(a,b) { return a+b; }); //<1, 3, 6, 10, 15> scatter a reordering function - specify for a certain source index where it should be stored in the result array. An optional conflict function can prevent an exception if two source values are assigned the same position of the result: var source = new ParallelArray([1,2,3,4,5]); var reorder = source.scatter([4,0,3,1,2]); // <2, 4, 5, 3, 1> // if there is a conflict use the max. use 33 as a default value. var reorder = source.scatter([4,0,3,4,2], 33, function max(a, b) {return a>b?a:b; }); //<2, 33, 5, 3, 4> filter // filter out values that are not even var source = new ParallelArray([1,2,3,4,5]); var even = source.filter(function even(iv) { return (this.get(iv) % 2) == 0; }); // <2,4> Flatten used to collapse the outer dimensions of an array into a single dimension. pa = new ParallelArray([ [1,2], [3,4] ]); // <<1,2>,<3,4>> pa.flatten(); // <1,2,3,4> Partition used to restore the original shape of the array. var pa = new ParallelArray([1,2,3,4]); // <1,2,3,4> pa.partition(2); // <<1,2>,<3,4>> Get return value found at the indices or undefined if no such value exists. var pa = new ParallelArray([0,1,2,3,4], [10,11,12,13,14], [20,21,22,23,24]) pa.get([1,1]); // 11 pa.get([1]); // <10,11,12,13,14>

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  • CodePlex Daily Summary for Sunday, August 03, 2014

    CodePlex Daily Summary for Sunday, August 03, 2014Popular ReleasesBoxStarter: Boxstarter 2.4.76: Running the Setup.bat file will install Chocolatey if not present and then install the Boxstarter modules.GMare: GMare Beta 1.2: Features Added: - Instance painting by holding the alt key down while pressing the left mouse button - Functionality to the binary exporter so that backgrounds from image files can be used - On the binary exporter background information can be edited manually now - Update to the GMare binary read GML script - Game Maker Studio export - Import from GMare project. Multiple options to import desired properties of a .gmpx - 10 undo/redo levels instead of 5 is now the default - New preferences dia...Json.NET: Json.NET 6.0 Release 4: New feature - Added Merge to LINQ to JSON New feature - Added JValue.CreateNull and JValue.CreateUndefined New feature - Added Windows Phone 8.1 support to .NET 4.0 portable assembly New feature - Added OverrideCreator to JsonObjectContract New feature - Added support for overriding the creation of interfaces and abstract types New feature - Added support for reading UUID BSON binary values as a Guid New feature - Added MetadataPropertyHandling.Ignore New feature - Improv...SQL Server Dialog: SQL Server Dialog: Input server, user and password Show folder and file in treeview Customize icon Filter file extension Skip system generate folder and fileAitso-a platform for spatial optimization and based on artificial immune systems: Aitso_0.14.08.01: Aitso0.14.08.01Installer.zipVidCoder: 1.5.24 Beta: Added NL-Means denoiser. Updated HandBrake core to SVN 6254. Added extra error handling to DVD player code to avoid a crash when the player was moved.AutoUpdater.NET : Auto update library for VB.NET and C# Developer: AutoUpdater.NET 1.3: Fixed problem in DownloadUpdateDialog where download continues even if you close the dialog. Added support for new url field for 64 bit application setup. AutoUpdater.NET will decide which download url to use by looking at the value of IntPtr.Size. Added German translation provided by Rene Kannegiesser. Now developer can handle update logic herself using event suggested by ricorx7. Added italian translation provided by Gianluca Mariani. Fixed bug that prevents Application from exiti...SEToolbox: SEToolbox 01.041.012 Release 1: Added voxel material textures to read in with mods. Fixed missing texture replacements for mods. Fixed rounding issue in raytrace code. Fixed repair issue with corrupt checkpoint file. Fixed issue with updated SE binaries 01.041.012 using new container configuration.Magick.NET: Magick.NET 6.8.9.601: Magick.NET linked with ImageMagick 6.8.9.6 Breaking changes: - Changed arguments for the Map method of MagickImage. - QuantizeSettings uses Riemersma by default.Multiple Threads TCP Server: Project: this Project is based on VS 2013, .net freamwork 4.0, you can open it by vs 2010 or laterAricie Shared: Aricie.Shared Version 1.8.00: Version 1.8.0 - Release Notes New: Expression Builder to design Flee Expressions New: Cryptographic helpers and configuration classes Improvement: Many fixes and improvements with property editor Improvement: Token Replace Property explorer now has a restricted mode for additional security Improvement: Better variables, types and object manipulation Fixed: smart file and flee bugs Fixed: Removed Exception while trying to read unsuported files Improvement: several performance twe...Accesorios de sitios Torrent en Español para Synology Download Station: Pack de Torrents en Español 6.0.0: Agregado los módulos de DivXTotal, el módulo de búsqueda depende del de alojamiento para bajar las series Utiliza el rss: http://www.divxtotal.com/rss.php DbEntry.Net (Leafing Framework): DbEntry.Net 4.2: DbEntry.Net is a lightweight Object Relational Mapping (ORM) database access compnent for .Net 4.0+. It has clearly and easily programing interface for ORM and sql directly, and supoorted Access, Sql Server, MySql, SQLite, Firebird, PostgreSQL and Oracle. It also provide a Ruby On Rails style MVC framework. Asp.Net DataSource and a simple IoC. DbEntry.Net.v4.2.Setup.zip include the setup package. DbEntry.Net.v4.2.Src.zip include source files and unit tests. DbEntry.Net.v4.2.Samples.zip ...Azure Storage Explorer: Azure Storage Explorer 6 Preview 1: Welcome to Azure Storage Explorer 6 Preview 1 This is the first release of the latest Azure Storage Explorer, code-named Phoenix. What's New?Here are some important things to know about version 6: Open Source Now being run as a full open source project. Full source code on CodePlex. Collaboration encouraged! Updated Code Base Brand-new code base (WPF/C#/.NET 4.5) Visual Studio 2013 solution (previously VS2010) Uses the Task Parallel Library (TPL) for asynchronous background operat...Wsus Package Publisher: release v1.3.1407.29: Updated WPP to recognize the very latest console version. Some files was missing into the latest release of WPP which lead to crash when trying to make a custom update. Add a workaround to avoid clipboard modification when double-clicking on a label when creating a custom update. Add the ability to publish detectoids. (This feature is still in a BETA phase. Packages relying on these detectoids to determine which computers need to be updated, may apply to all computers).VG-Ripper & PG-Ripper: PG-Ripper 1.4.32: changes NEW: Added Support for 'ImgMega.com' links NEW: Added Support for 'ImgCandy.net' links NEW: Added Support for 'ImgPit.com' links NEW: Added Support for 'Img.yt' links FIXED: 'Radikal.ru' links FIXED: 'ImageTeam.org' links FIXED: 'ImgSee.com' links FIXED: 'Img.yt' linksAsp.Net MVC-4,Entity Framework and JQGrid Demo with Todo List WebApplication: Asp.Net MVC-4,Entity Framework and JQGrid Demo: Asp.Net MVC-4,Entity Framework and JQGrid Demo with simple Todo List WebApplication, Overview TodoList is a simple web application to create, store and modify Todo tasks to be maintained by the users, which comprises of following fields to the user (Task Name, Task Description, Severity, Target Date, Task Status). TodoList web application is created using MVC - 4 architecture, code-first Entity Framework (ORM) and Jqgrid for displaying the data.Waterfox: Waterfox 31.0 Portable: New features in Waterfox 31.0: Added support for Unicode 7.0 Experimental support for WebCL New features in Firefox 31.0:New Add the search field to the new tab page Support of Prefer:Safe http header for parental control mozilla::pkix as default certificate verifier Block malware from downloaded files Block malware from downloaded files audio/video .ogg and .pdf files handled by Firefox if no application specified Changed Removal of the CAPS infrastructure for specifying site-sp...SuperSocket, an extensible socket server framework: SuperSocket 1.6.3: The changes below are included in this release: fixed an exception when collect a server's status but it has been stopped fixed a bug that can cause an exception in case of sending data when the connection dropped already fixed the log4net missing issue for a QuickStart project fixed a warning in a QuickStart projectYnote Classic: Ynote Classic 2.8.5 Beta: Several Changes - Multiple Carets and Multiple Selections - Improved Startup Time - Improved Syntax Highlighting - Search Improvements - Shell Command - Improved StabilityNew ProjectsCreek: Creek is a Collection of many C# Frameworks and my ownSpeaking Speedometer (android): Simple speaking speedometerT125Protocol { Alpha version }: implement T125 Protocol for communicate with a mainframe.Unix Time: This library provides a System.UnixTime as a new Type providing conversion between Unix Time and .NET DateTime.

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  • Microphone not capturing sound on 12.04 Lenovo G580

    - by Yam Marcovic
    In both Skype and the Sound Recorder application, I am not capturing any audio from my built-in microphone. I'm not sure why. Otherwise, sound output is working well. I have tried running gstreamer-properties and setting the Default Input plugin to PulseAUdio as well (to match the output), and it didn't help. I have tried running alsamixer -V all and I only get 2 input-related entries: Capture(L R) which is on 100 and not muted (can't be either), and Analog Mic Boost which is on 20db. Extra info: Camera (video) is working well on Skype and Kamerka. Can you please help me get my microphone to work? lspci: 00:00.0 Host bridge: Intel Corporation Ivy Bridge DRAM Controller (rev 09) Subsystem: Lenovo Device 3977 Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B+ ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort+ >SERR- <PERR- INTx- Latency: 0 Capabilities: <access denied> Kernel driver in use: agpgart-intel 00:02.0 VGA compatible controller: Intel Corporation Ivy Bridge Graphics Controller (rev 09) (prog-if 00 [VGA controller]) Subsystem: Lenovo Device 3977 Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx+ Status: Cap+ 66MHz- UDF- FastB2B+ ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin A routed to IRQ 42 Region 0: Memory at e0000000 (64-bit, non-prefetchable) [size=4M] Region 2: Memory at d0000000 (64-bit, prefetchable) [size=256M] Region 4: I/O ports at 3000 [size=64] Expansion ROM at <unassigned> [disabled] Capabilities: <access denied> Kernel driver in use: i915 Kernel modules: i915 00:14.0 USB controller: Intel Corporation Panther Point USB xHCI Host Controller (rev 04) (prog-if 30 [XHCI]) Subsystem: Lenovo Device 3977 Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx+ Status: Cap+ 66MHz- UDF- FastB2B+ ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin A routed to IRQ 41 Region 0: Memory at e0600000 (64-bit, non-prefetchable) [size=64K] Capabilities: <access denied> Kernel driver in use: xhci_hcd 00:16.0 Communication controller: Intel Corporation Panther Point MEI Controller #1 (rev 04) Subsystem: Lenovo Device 3977 Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx+ Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin A routed to IRQ 43 Region 0: Memory at e0614000 (64-bit, non-prefetchable) [size=16] Capabilities: <access denied> Kernel driver in use: mei Kernel modules: mei 00:1a.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #2 (rev 04) (prog-if 20 [EHCI]) Subsystem: Lenovo Device 3977 Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B+ ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin A routed to IRQ 16 Region 0: Memory at e0619000 (32-bit, non-prefetchable) [size=1K] Capabilities: <access denied> Kernel driver in use: ehci_hcd 00:1b.0 Audio device: Intel Corporation Panther Point High Definition Audio Controller (rev 04) Subsystem: Lenovo Device 3977 Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx+ Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0, Cache Line Size: 64 bytes Interrupt: pin A routed to IRQ 44 Region 0: Memory at e0610000 (64-bit, non-prefetchable) [size=16K] Capabilities: <access denied> Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel 00:1c.0 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 1 (rev c4) (prog-if 00 [Normal decode]) Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0, Cache Line Size: 64 bytes Bus: primary=00, secondary=01, subordinate=01, sec-latency=0 I/O behind bridge: 00002000-00002fff Memory behind bridge: e0500000-e05fffff Secondary status: 66MHz- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- <SERR- <PERR- BridgeCtl: Parity- SERR- NoISA- VGA- MAbort- >Reset- FastB2B- PriDiscTmr- SecDiscTmr- DiscTmrStat- DiscTmrSERREn- Capabilities: <access denied> Kernel driver in use: pcieport Kernel modules: shpchp 00:1c.1 PCI bridge: Intel Corporation Panther Point PCI Express Root Port 2 (rev c4) (prog-if 00 [Normal decode]) Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0, Cache Line Size: 64 bytes Bus: primary=00, secondary=02, subordinate=02, sec-latency=0 Memory behind bridge: e0400000-e04fffff Secondary status: 66MHz- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- <SERR- <PERR- BridgeCtl: Parity- SERR- NoISA- VGA- MAbort- >Reset- FastB2B- PriDiscTmr- SecDiscTmr- DiscTmrStat- DiscTmrSERREn- Capabilities: <access denied> Kernel driver in use: pcieport Kernel modules: shpchp 00:1d.0 USB controller: Intel Corporation Panther Point USB Enhanced Host Controller #1 (rev 04) (prog-if 20 [EHCI]) Subsystem: Lenovo Device 3977 Control: I/O- Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B+ ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin A routed to IRQ 23 Region 0: Memory at e0618000 (32-bit, non-prefetchable) [size=1K] Capabilities: <access denied> Kernel driver in use: ehci_hcd 00:1f.0 ISA bridge: Intel Corporation Panther Point LPC Controller (rev 04) Subsystem: Lenovo Device 3977 Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Capabilities: <access denied> Kernel modules: iTCO_wdt 00:1f.2 SATA controller: Intel Corporation Panther Point 6 port SATA Controller [AHCI mode] (rev 04) (prog-if 01 [AHCI 1.0]) Subsystem: Lenovo Device 3977 Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx+ Status: Cap+ 66MHz+ UDF- FastB2B+ ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0 Interrupt: pin B routed to IRQ 40 Region 0: I/O ports at 3088 [size=8] Region 1: I/O ports at 3094 [size=4] Region 2: I/O ports at 3080 [size=8] Region 3: I/O ports at 3090 [size=4] Region 4: I/O ports at 3060 [size=32] Region 5: Memory at e0617000 (32-bit, non-prefetchable) [size=2K] Capabilities: <access denied> Kernel driver in use: ahci 00:1f.3 SMBus: Intel Corporation Panther Point SMBus Controller (rev 04) Subsystem: Lenovo Device 3977 Control: I/O+ Mem+ BusMaster- SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap- 66MHz- UDF- FastB2B+ ParErr- DEVSEL=medium >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Interrupt: pin C routed to IRQ 10 Region 0: Memory at e0615000 (64-bit, non-prefetchable) [size=256] Region 4: I/O ports at 3040 [size=32] Kernel modules: i2c-i801 01:00.0 Ethernet controller: Atheros Communications Inc. AR8162 Fast Ethernet (rev 08) Subsystem: Lenovo Device 3979 Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0, Cache Line Size: 64 bytes Interrupt: pin A routed to IRQ 11 Region 0: Memory at e0500000 (64-bit, non-prefetchable) [size=256K] Region 2: I/O ports at 2000 [size=128] Capabilities: <access denied> 02:00.0 Network controller: Atheros Communications Inc. AR9285 Wireless Network Adapter (PCI-Express) (rev 01) Subsystem: Lenovo Device 31a1 Control: I/O+ Mem+ BusMaster+ SpecCycle- MemWINV- VGASnoop- ParErr- Stepping- SERR- FastB2B- DisINTx- Status: Cap+ 66MHz- UDF- FastB2B- ParErr- DEVSEL=fast >TAbort- <TAbort- <MAbort- >SERR- <PERR- INTx- Latency: 0, Cache Line Size: 64 bytes Interrupt: pin A routed to IRQ 17 Region 0: Memory at e0400000 (64-bit, non-prefetchable) [size=64K] Capabilities: <access denied> Kernel driver in use: ath9k Kernel modules: ath9k aplay -l **** List of PLAYBACK Hardware Devices **** card 0: PCH [HDA Intel PCH], device 0: CONEXANT Analog [CONEXANT Analog] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: PCH [HDA Intel PCH], device 3: HDMI 0 [HDMI 0] Subdevices: 1/1 Subdevice #0: subdevice #0

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  • Why Is Vertical Resolution Monitor Resolution so Often a Multiple of 360?

    - by Jason Fitzpatrick
    Stare at a list of monitor resolutions long enough and you might notice a pattern: many of the vertical resolutions, especially those of gaming or multimedia displays, are multiples of 360 (720, 1080, 1440, etc.) But why exactly is this the case? Is it arbitrary or is there something more at work? Today’s Question & Answer session comes to us courtesy of SuperUser—a subdivision of Stack Exchange, a community-driven grouping of Q&A web sites. The Question SuperUser reader Trojandestroy recently noticed something about his display interface and needs answers: YouTube recently added 1440p functionality, and for the first time I realized that all (most?) vertical resolutions are multiples of 360. Is this just because the smallest common resolution is 480×360, and it’s convenient to use multiples? (Not doubting that multiples are convenient.) And/or was that the first viewable/conveniently sized resolution, so hardware (TVs, monitors, etc) grew with 360 in mind? Taking it further, why not have a square resolution? Or something else unusual? (Assuming it’s usual enough that it’s viewable). Is it merely a pleasing-the-eye situation? So why have the display be a multiple of 360? The Answer SuperUser contributor User26129 offers us not just an answer as to why the numerical pattern exists but a history of screen design in the process: Alright, there are a couple of questions and a lot of factors here. Resolutions are a really interesting field of psychooptics meeting marketing. First of all, why are the vertical resolutions on youtube multiples of 360. This is of course just arbitrary, there is no real reason this is the case. The reason is that resolution here is not the limiting factor for Youtube videos – bandwidth is. Youtube has to re-encode every video that is uploaded a couple of times, and tries to use as little re-encoding formats/bitrates/resolutions as possible to cover all the different use cases. For low-res mobile devices they have 360×240, for higher res mobile there’s 480p, and for the computer crowd there is 360p for 2xISDN/multiuser landlines, 720p for DSL and 1080p for higher speed internet. For a while there were some other codecs than h.264, but these are slowly being phased out with h.264 having essentially ‘won’ the format war and all computers being outfitted with hardware codecs for this. Now, there is some interesting psychooptics going on as well. As I said: resolution isn’t everything. 720p with really strong compression can and will look worse than 240p at a very high bitrate. But on the other side of the spectrum: throwing more bits at a certain resolution doesn’t magically make it better beyond some point. There is an optimum here, which of course depends on both resolution and codec. In general: the optimal bitrate is actually proportional to the resolution. So the next question is: what kind of resolution steps make sense? Apparently, people need about a 2x increase in resolution to really see (and prefer) a marked difference. Anything less than that and many people will simply not bother with the higher bitrates, they’d rather use their bandwidth for other stuff. This has been researched quite a long time ago and is the big reason why we went from 720×576 (415kpix) to 1280×720 (922kpix), and then again from 1280×720 to 1920×1080 (2MP). Stuff in between is not a viable optimization target. And again, 1440P is about 3.7MP, another ~2x increase over HD. You will see a difference there. 4K is the next step after that. Next up is that magical number of 360 vertical pixels. Actually, the magic number is 120 or 128. All resolutions are some kind of multiple of 120 pixels nowadays, back in the day they used to be multiples of 128. This is something that just grew out of LCD panel industry. LCD panels use what are called line drivers, little chips that sit on the sides of your LCD screen that control how bright each subpixel is. Because historically, for reasons I don’t really know for sure, probably memory constraints, these multiple-of-128 or multiple-of-120 resolutions already existed, the industry standard line drivers became drivers with 360 line outputs (1 per subpixel). If you would tear down your 1920×1080 screen, I would be putting money on there being 16 line drivers on the top/bottom and 9 on one of the sides. Oh hey, that’s 16:9. Guess how obvious that resolution choice was back when 16:9 was ‘invented’. Then there’s the issue of aspect ratio. This is really a completely different field of psychology, but it boils down to: historically, people have believed and measured that we have a sort of wide-screen view of the world. Naturally, people believed that the most natural representation of data on a screen would be in a wide-screen view, and this is where the great anamorphic revolution of the ’60s came from when films were shot in ever wider aspect ratios. Since then, this kind of knowledge has been refined and mostly debunked. Yes, we do have a wide-angle view, but the area where we can actually see sharply – the center of our vision – is fairly round. Slightly elliptical and squashed, but not really more than about 4:3 or 3:2. So for detailed viewing, for instance for reading text on a screen, you can utilize most of your detail vision by employing an almost-square screen, a bit like the screens up to the mid-2000s. However, again this is not how marketing took it. Computers in ye olden days were used mostly for productivity and detailed work, but as they commoditized and as the computer as media consumption device evolved, people didn’t necessarily use their computer for work most of the time. They used it to watch media content: movies, television series and photos. And for that kind of viewing, you get the most ‘immersion factor’ if the screen fills as much of your vision (including your peripheral vision) as possible. Which means widescreen. But there’s more marketing still. When detail work was still an important factor, people cared about resolution. As many pixels as possible on the screen. SGI was selling almost-4K CRTs! The most optimal way to get the maximum amount of pixels out of a glass substrate is to cut it as square as possible. 1:1 or 4:3 screens have the most pixels per diagonal inch. But with displays becoming more consumery, inch-size became more important, not amount of pixels. And this is a completely different optimization target. To get the most diagonal inches out of a substrate, you want to make the screen as wide as possible. First we got 16:10, then 16:9 and there have been moderately successful panel manufacturers making 22:9 and 2:1 screens (like Philips). Even though pixel density and absolute resolution went down for a couple of years, inch-sizes went up and that’s what sold. Why buy a 19″ 1280×1024 when you can buy a 21″ 1366×768? Eh… I think that about covers all the major aspects here. There’s more of course; bandwidth limits of HDMI, DVI, DP and of course VGA played a role, and if you go back to the pre-2000s, graphics memory, in-computer bandwdith and simply the limits of commercially available RAMDACs played an important role. But for today’s considerations, this is about all you need to know. Have something to add to the explanation? Sound off in the the comments. Want to read more answers from other tech-savvy Stack Exchange users? Check out the full discussion thread here.     

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  • Conducting Effective Web Meetings

    - by BuckWoody
    There are several forms of corporate communication. From immediate, rich communications like phones and IM messaging to historical transactions like e-mail, there are a lot of ways to get information to one or more people. From time to time, it's even useful to have a meeting. (This is where a witty picture of a guy sleeping in a meeting goes. I won't bother actually putting one here; you're already envisioning it in your mind) Most meetings are pointless, and a complete waste of time. This is the fault, completely and solely, of the organizer. It's because he or she hasn't thought things through enough to think about alternate forms of information passing. Here's the criteria for a good meeting - whether in-person or over the web: 100% of the content of a meeting should require the participation of 100% of the attendees for 100% of the time It doesn't get any simpler than that. If it doesn't meet that criteria, then don't invite that person to that meeting. If you're just conveying information and no one has the need for immediate interaction with that information (like telling you something that modifies the message), then send an e-mail. If you're a manager, and you need to get status from lots of people, pick up the phone.If you need a quick answer, use IM. I once had a high-level manager that called frequent meetings. His real need was status updates on various processes, so 50 of us would sit in a room while he asked each one of us questions. He believed this larger meeting helped us "cross pollinate ideas". In fact, it was a complete waste of time for most everyone, except in the one or two moments that they interacted with him. So I wrote some code for a Palm Pilot (which was a kind of SmartPhone but with no phone and no real graphics, but this was in the days when we had just discovered fire and the wheel, although the order of those things is still in debate) that took an average of the salaries of the people in the room (I guessed at it) and ran a timer which multiplied the number of people against the salaries. I left that running in plain sight for him, and when he asked about it, I explained how much the meetings were really costing the company. We had far fewer meetings after. Meetings are now web-enabled. I believe that's largely a good thing, since it saves on travel time and allows more people to participate, but I think the rule above still holds. And in fact, there are some other rules that you should follow to have a great meeting - and fewer of them. Be Clear About the Goal This is important in any meeting, but all of us have probably gotten an invite with a web link and an ambiguous title. Then you get to the meeting, and it's a 500-level deep-dive on something everyone expects you to know. This is unfair to the "expert" and to the participants. I always tell people that invite me to a meeting that I will be as detailed as I can - but the more detail they can tell me about the questions, the more detailed I can be in my responses. Granted, there are times when you don't know what you don't know, but the more you can say about the topic the better. There's another point here - and it's that you should have a clearly defined "win" for the meeting. When the meeting is over, and everyone goes back to work, what were you expecting them to do with the information? Have that clearly defined in your head, and in the meeting invite. Understand the Technology There are several web-meeting clients out there. I use them all, since I meet with clients all over the world. They all work differently - so I take a few moments and read up on the different clients and find out how I can use the tools properly. I do this with the technology I use for everything else, and it's important to understand it if the meeting is to be a success. If you're running the meeting, know the tools. I don't care if you like the tools or not, learn them anyway. Don't waste everyone else's time just because you're too bitter/snarky/lazy to spend a few minutes reading. Check your phone or mic. Check your video size. Install (and learn to use)  ZoomIT (http://technet.microsoft.com/en-us/sysinternals/bb897434.aspx). Format your slides or screen or output correctly. Learn to use the voting features of the meeting software, and especially it's whiteboard features. Figure out how multiple monitors work. Try a quick meeting with someone to test all this. Do this *before* you invite lots of other people to your meeting.   Use a WebCam I'm not a pretty man. I have a face fit for radio. But after attending a meeting with clients where one Microsoft person used a webcam and another did not, I'm convinced that people pay more attention when a face is involved. There are tons of studies around this, or you can take my word for it, but toss a shirt on over those pajamas and turn the webcam on. Set Up Early Whether you're attending or leading the meeting, don't wait to sign on to the meeting at the time when it starts. I can almost plan that a 10:00 meeting will actually start at 10:10 because the participants/leader is just now installing the web client for the meeting at 10:00. Sign on early, go on mute, and then wait for everyone to arrive. Mute When Not Talking No one wants to hear your screaming offspring / yappy dog / other cubicle conversations / car wind noise (are you driving in a desert storm or something?) while the person leading the meeting is trying to talk. I use the Lync software from Microsoft for my meetings, and I mute everyone by default, and then tell them to un-mute to talk to the group. Share Collateral If you have a PowerPoint deck, mail it out in case you have a tech failure. If you have a document, share it as an attachment to the meeting. Don't make people ask you for the information - that's why you're there to begin with. Even better, send it out early. "But", you say, "then no one will come to the meeting if they have the deck first!" Uhm, then don't have a meeting. Send out the deck and a quick e-mail and let everyone get on with their productive day. Set Actions At the Meeting A meeting should have some sort of outcome (see point one). That means there are actions to take, a follow up, or some deliverable. Otherwise, it's an e-mail. At the meeting, decide who will do what, when things are needed, and so on. And avoid, if at all possible, setting up another meeting, unless absolutely necessary. So there you have it. Whether it's on-premises or on the web, meetings are a necessary evil, and should be treated that way. Like politicians, you should have as few of them as are necessary to keep the roads paved and public libraries open.

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  • Applications: The Mathematics of Movement, Part 2

    - by TechTwaddle
    In part 1 of this series we saw how we can make the marble move towards the click point, with a fixed speed. In this post we’ll see, first, how to get rid of Atan2(), sine() and cosine() in our calculations, and, second, reducing the speed of the marble as it approaches the destination, so it looks like the marble is easing into it’s final position. As I mentioned in one of the previous posts, this is achieved by making the speed of the marble a function of the distance between the marble and the destination point. Getting rid of Atan2(), sine() and cosine() Ok, to be fair we are not exactly getting rid of these trigonometric functions, rather, replacing one form with another. So instead of writing sin(?), we write y/length. You see the point. So instead of using the trig functions as below, double x = destX - marble1.x; double y = destY - marble1.y; //distance between destination and current position, before updating marble position distanceSqrd = x * x + y * y; double angle = Math.Atan2(y, x); //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction incrX = speed * Math.Cos(angle); incrY = speed * Math.Sin(angle); marble1.x += incrX; marble1.y += incrY; we use the following, double x = destX - marble1.x; double y = destY - marble1.y; //distance between destination and marble (before updating marble position) lengthSqrd = x * x + y * y; length = Math.Sqrt(lengthSqrd); //unit vector along the same direction as vector(x, y) unitX = x / length; unitY = y / length; //update marble position incrX = speed * unitX; incrY = speed * unitY; marble1.x += incrX; marble1.y += incrY; so we replaced cos(?) with x/length and sin(?) with y/length. The result is the same.   Adding oomph to the way it moves In the last post we had the speed of the marble fixed at 6, double speed = 6; to make the marble decelerate as it moves, we have to keep updating the speed of the marble in every frame such that the speed is calculated as a function of the length. So we may have, speed = length/12; ‘length’ keeps decreasing as the marble moves and so does speed. The Form1_MouseUp() function remains the same as before, here is the UpdatePosition() method, private void UpdatePosition() {     double incrX = 0, incrY = 0;     double lengthSqrd = 0, length = 0, lengthSqrdNew = 0;     double unitX = 0, unitY = 0;     double speed = 0;     double x = destX - marble1.x;     double y = destY - marble1.y;     //distance between destination and marble (before updating marble position)     lengthSqrd = x * x + y * y;     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     //speed as a function of length     speed = length / 12;     //update marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and marble (after updating marble position)     x = destX - (marble1.x);     y = destY - (marble1.y);     lengthSqrdNew = x * x + y * y;     /*      * End Condition:      * 1. If there is not much difference between lengthSqrd and lengthSqrdNew      * 2. If the marble has moved more than or equal to a distance of totLenToTravel (see Form1_MouseUp)      */     x = startPosX - marble1.x;     y = startPosY - marble1.y;     double totLenTraveledSqrd = x * x + y * y;     if ((int)totLenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because Total Len has been traveled");         timer1.Enabled = false;     }     else if (Math.Abs((int)lengthSqrd - (int)lengthSqrdNew) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New");         timer1.Enabled = false;     } } A point to note here is that, in this implementation, the marble never stops because it travelled a distance of totLenToTravelSqrd (first if condition). This happens because speed is a function of the length. During the final few frames length becomes very small and so does speed; and so the amount by which the marble shifts is quite small, and the second if condition always hits true first. I’ll end this series with a third post. In part 3 we will cover two things, one, when the user clicks, the marble keeps moving in that direction, rebounding off the screen edges and keeps moving forever. Two, when the user clicks on the screen, the marble moves towards it, with it’s speed reducing by every frame. It doesn’t come to a halt when the destination point is reached, instead, it continues to move, rebounds off the screen edges and slowly comes to halt. The amount of time that the marble keeps moving depends on how far the user clicks from the marble. I had mentioned this second situation here. Finally, here’s a video of this program running,

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  • Per-pixel displacement mapping GLSL

    - by Chris
    Im trying to implement a per-pixel displacement shader in GLSL. I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade Demo (http://www.slideshare.net/icastano/cascades-demo-secrets) starting at Slide 82. At the moment I am completly stuck with following problem: When I am far away the displacement seems to work. But as more I move closer to my surface, the texture gets bent in x-axis and somehow it looks like there is a little bent in general in one direction. EDIT: I added a video: click I added some screen to illustrate the problem: Well I tried lots of things already and I am starting to get a bit frustrated as my ideas run out. I added my full VS and FS code: VS: #version 400 layout(location = 0) in vec3 IN_VS_Position; layout(location = 1) in vec3 IN_VS_Normal; layout(location = 2) in vec2 IN_VS_Texcoord; layout(location = 3) in vec3 IN_VS_Tangent; layout(location = 4) in vec3 IN_VS_BiTangent; uniform vec3 uLightPos; uniform vec3 uCameraDirection; uniform mat4 uViewProjection; uniform mat4 uModel; uniform mat4 uView; uniform mat3 uNormalMatrix; out vec2 IN_FS_Texcoord; out vec3 IN_FS_CameraDir_Tangent; out vec3 IN_FS_LightDir_Tangent; void main( void ) { IN_FS_Texcoord = IN_VS_Texcoord; vec4 posObject = uModel * vec4(IN_VS_Position, 1.0); vec3 normalObject = (uModel * vec4(IN_VS_Normal, 0.0)).xyz; vec3 tangentObject = (uModel * vec4(IN_VS_Tangent, 0.0)).xyz; //vec3 binormalObject = (uModel * vec4(IN_VS_BiTangent, 0.0)).xyz; vec3 binormalObject = normalize(cross(tangentObject, normalObject)); // uCameraDirection is the camera position, just bad named vec3 fvViewDirection = normalize( uCameraDirection - posObject.xyz); vec3 fvLightDirection = normalize( uLightPos.xyz - posObject.xyz ); IN_FS_CameraDir_Tangent.x = dot( tangentObject, fvViewDirection ); IN_FS_CameraDir_Tangent.y = dot( binormalObject, fvViewDirection ); IN_FS_CameraDir_Tangent.z = dot( normalObject, fvViewDirection ); IN_FS_LightDir_Tangent.x = dot( tangentObject, fvLightDirection ); IN_FS_LightDir_Tangent.y = dot( binormalObject, fvLightDirection ); IN_FS_LightDir_Tangent.z = dot( normalObject, fvLightDirection ); gl_Position = (uViewProjection*uModel) * vec4(IN_VS_Position, 1.0); } The VS just builds the TBN matrix, from incoming normal, tangent and binormal in world space. Calculates the light and eye direction in worldspace. And finally transforms the light and eye direction into tangent space. FS: #version 400 // uniforms uniform Light { vec4 fvDiffuse; vec4 fvAmbient; vec4 fvSpecular; }; uniform Material { vec4 diffuse; vec4 ambient; vec4 specular; vec4 emissive; float fSpecularPower; float shininessStrength; }; uniform sampler2D colorSampler; uniform sampler2D normalMapSampler; uniform sampler2D heightMapSampler; in vec2 IN_FS_Texcoord; in vec3 IN_FS_CameraDir_Tangent; in vec3 IN_FS_LightDir_Tangent; out vec4 color; vec2 TraceRay(in float height, in vec2 coords, in vec3 dir, in float mipmap){ vec2 NewCoords = coords; vec2 dUV = - dir.xy * height * 0.08; float SearchHeight = 1.0; float prev_hits = 0.0; float hit_h = 0.0; for(int i=0;i<10;i++){ SearchHeight -= 0.1; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = coords + dUV * (1.0-hit_h) * 10.0f - dUV; vec2 Temp = NewCoords; SearchHeight = hit_h+0.1; float Start = SearchHeight; dUV *= 0.2; prev_hits = 0.0; hit_h = 0.0; for(int i=0;i<5;i++){ SearchHeight -= 0.02; NewCoords += dUV; float CurrentHeight = textureLod(heightMapSampler,NewCoords.xy, mipmap).r; float first_hit = clamp((CurrentHeight - SearchHeight - prev_hits) * 499999.0,0.0,1.0); hit_h += first_hit * SearchHeight; prev_hits += first_hit; } NewCoords = Temp + dUV * (Start - hit_h) * 50.0f; return NewCoords; } void main( void ) { vec3 fvLightDirection = normalize( IN_FS_LightDir_Tangent ); vec3 fvViewDirection = normalize( IN_FS_CameraDir_Tangent ); float mipmap = 0; vec2 NewCoord = TraceRay(0.1,IN_FS_Texcoord,fvViewDirection,mipmap); //vec2 ddx = dFdx(NewCoord); //vec2 ddy = dFdy(NewCoord); vec3 BumpMapNormal = textureLod(normalMapSampler, NewCoord.xy, mipmap).xyz; BumpMapNormal = normalize(2.0 * BumpMapNormal - vec3(1.0, 1.0, 1.0)); vec3 fvNormal = BumpMapNormal; float fNDotL = dot( fvNormal, fvLightDirection ); vec3 fvReflection = normalize( ( ( 2.0 * fvNormal ) * fNDotL ) - fvLightDirection ); float fRDotV = max( 0.0, dot( fvReflection, fvViewDirection ) ); vec4 fvBaseColor = textureLod( colorSampler, NewCoord.xy,mipmap); vec4 fvTotalAmbient = fvAmbient * fvBaseColor; vec4 fvTotalDiffuse = fvDiffuse * fNDotL * fvBaseColor; vec4 fvTotalSpecular = fvSpecular * ( pow( fRDotV, fSpecularPower ) ); color = ( fvTotalAmbient + (fvTotalDiffuse + fvTotalSpecular) ); } The FS implements the displacement technique in TraceRay method, while always using mipmap level 0. Most of the code is from NVIDIA sample and another paper I found on the web, so I guess there cannot be much wrong in here. At the end it uses the modified UV coords for getting the displaced normal from the normal map and the color from the color map. I looking forward for some ideas. Thanks in advance! Edit: Here is the code loading the heightmap: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, mWidth, mHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, mImageData); glGenerateMipmap(GL_TEXTURE_2D); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); Maybe something wrong in here?

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  • Remove box2d bodies after collision deduction android?

    - by jubin
    Can any one explain me how to destroy box2d body when collide i have tried but my application crashed.First i have checked al collisions then add all the bodies in array who i want to destroy.I am trying to learning this tutorial My all the bodies are falling i want these bodies should destroy when these bodies will collide my actor monkey but when it collide it destroy but my aplication crashed.I have googled and from google i got the application crash reasons we should not destroy body in step funtion but i am removing body in the last of tick method. could any one help me or provide me code aur check my code why i am getting this prblem or how can i destroy box2d bodies. This is my code what i am doing. Please could any one check my code and tell me what is i am doing wrong for removing bodies. The code is for multiple box2d objects falling on my actor monkey it should be destroy when it will fall on the monkey.It is destroing but my application crahes. static class Box2DLayer extends CCLayer { protected static final float PTM_RATIO = 32.0f; protected static final float WALK_FACTOR = 3.0f; protected static final float MAX_WALK_IMPULSE = 0.2f; protected static final float ANIM_SPEED = 0.3f; int isLeft=0; String dir=""; int x =0; float direction; CCColorLayer objectHint; // protected static final float PTM_RATIO = 32.0f; protected World _world; protected static Body spriteBody; CGSize winSize = CCDirector.sharedDirector().winSize(); private static int count = 200; protected static Body monkey_body; private static Body bodies; CCSprite monkey; float animDelay; int animPhase; CCSpriteSheet danceSheet = CCSpriteSheet.spriteSheet("phases.png"); CCSprite _block; List<Body> toDestroy = new ArrayList<Body>(); //CCSpriteSheet _spriteSheet; private static MyContactListener _contactListener = new MyContactListener(); public Box2DLayer() { this.setIsAccelerometerEnabled(true); CCSprite bg = CCSprite.sprite("jungle.png"); addChild(bg,0); bg.setAnchorPoint(0,0); bg.setPosition(0,0); CGSize s = CCDirector.sharedDirector().winSize(); // Use scaled width and height so that our boundaries always match the current screen float scaledWidth = s.width/PTM_RATIO; float scaledHeight = s.height/PTM_RATIO; Vector2 gravity = new Vector2(0.0f, -30.0f); boolean doSleep = false; _world = new World(gravity, doSleep); // Create edges around the entire screen // Define the ground body. BodyDef bxGroundBodyDef = new BodyDef(); bxGroundBodyDef.position.set(0.0f, 0.0f); // The body is also added to the world. Body groundBody = _world.createBody(bxGroundBodyDef); // Register our contact listener // Define the ground box shape. PolygonShape groundBox = new PolygonShape(); Vector2 bottomLeft = new Vector2(0f,0f); Vector2 topLeft = new Vector2(0f,scaledHeight); Vector2 topRight = new Vector2(scaledWidth,scaledHeight); Vector2 bottomRight = new Vector2(scaledWidth,0f); // bottom groundBox.setAsEdge(bottomLeft, bottomRight); groundBody.createFixture(groundBox,0); // top groundBox.setAsEdge(topLeft, topRight); groundBody.createFixture(groundBox,0); // left groundBox.setAsEdge(topLeft, bottomLeft); groundBody.createFixture(groundBox,0); // right groundBox.setAsEdge(topRight, bottomRight); groundBody.createFixture(groundBox,0); CCSprite floorbg = CCSprite.sprite("grassbehind.png"); addChild(floorbg,1); floorbg.setAnchorPoint(0,0); floorbg.setPosition(0,0); CCSprite floorfront = CCSprite.sprite("grassfront.png"); floorfront.setTag(2); this.addBoxBodyForSprite(floorfront); addChild(floorfront,3); floorfront.setAnchorPoint(0,0); floorfront.setPosition(0,0); addChild(danceSheet); //CCSprite monkey = CCSprite.sprite(danceSheet, CGRect.make(0, 0, 48, 73)); //addChild(danceSprite); monkey = CCSprite.sprite("arms_up.png"); monkey.setTag(2); monkey.setPosition(200,100); BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.DynamicBody; spriteBodyDef.bullet=true; spriteBodyDef.position.set(200 / PTM_RATIO, 300 / PTM_RATIO); monkey_body = _world.createBody(spriteBodyDef); monkey_body.setUserData(monkey); PolygonShape spriteShape = new PolygonShape(); spriteShape.setAsBox(monkey.getContentSize().width/PTM_RATIO/2, monkey.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; monkey_body.createFixture(spriteShapeDef); //Vector2 force = new Vector2(10, 10); //monkey_body.applyLinearImpulse(force, spriteBodyDef.position); addChild(monkey,10000); this.schedule(tickCallback); this.schedule(createobjects, 2.0f); objectHint = CCColorLayer.node(ccColor4B.ccc4(255,0,0,128), 200f, 100f); addChild(objectHint, 15000); objectHint.setVisible(false); _world.setContactListener(_contactListener); } private UpdateCallback tickCallback = new UpdateCallback() { public void update(float d) { tick(d); } }; private UpdateCallback createobjects = new UpdateCallback() { public void update(float d) { secondUpdate(d); } }; private void secondUpdate(float dt) { this.addNewSprite(); } public void addBoxBodyForSprite(CCSprite sprite) { BodyDef spriteBodyDef = new BodyDef(); spriteBodyDef.type = BodyType.StaticBody; //spriteBodyDef.bullet=true; spriteBodyDef.position.set(sprite.getPosition().x / PTM_RATIO, sprite.getPosition().y / PTM_RATIO); spriteBody = _world.createBody(spriteBodyDef); spriteBody.setUserData(sprite); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; PolygonShape spriteShape = new PolygonShape(); spriteShape.set(verts); //spriteShape.setAsBox(sprite.getContentSize().width/PTM_RATIO/2, //sprite.getContentSize().height/PTM_RATIO/2); FixtureDef spriteShapeDef = new FixtureDef(); spriteShapeDef.shape = spriteShape; spriteShapeDef.density = 2.0f; spriteShapeDef.friction = 0.70f; spriteShapeDef.restitution = 0.0f; spriteShapeDef.isSensor=true; spriteBody.createFixture(spriteShapeDef); } public void addNewSprite() { count=0; Random rand = new Random(); int Number = rand.nextInt(10); switch(Number) { case 0: _block = CCSprite.sprite("banana.png"); break; case 1: _block = CCSprite.sprite("backpack.png");break; case 2: _block = CCSprite.sprite("statue.png");break; case 3: _block = CCSprite.sprite("pineapple.png");break; case 4: _block = CCSprite.sprite("bananabunch.png");break; case 5: _block = CCSprite.sprite("hat.png");break; case 6: _block = CCSprite.sprite("canteen.png");break; case 7: _block = CCSprite.sprite("banana.png");break; case 8: _block = CCSprite.sprite("statue.png");break; case 9: _block = CCSprite.sprite("hat.png");break; } int padding=20; //_block.setPosition(CGPoint.make(100, 100)); // Determine where to spawn the target along the Y axis CGSize winSize = CCDirector.sharedDirector().displaySize(); int minY = (int)(_block.getContentSize().width / 2.0f); int maxY = (int)(winSize.width - _block.getContentSize().width / 2.0f); int rangeY = maxY - minY; int actualY = rand.nextInt(rangeY) + minY; // Create block and add it to the layer float xOffset = padding+_block.getContentSize().width/2+((_block.getContentSize().width+padding)*count); _block.setPosition(CGPoint.make(actualY, 750)); _block.setTag(1); float w = _block.getContentSize().width; objectHint.setVisible(true); objectHint.changeWidth(w); objectHint.setPosition(actualY-w/2, 460); this.addChild(_block,10000); // Create ball body and shape BodyDef ballBodyDef1 = new BodyDef(); ballBodyDef1.type = BodyType.DynamicBody; ballBodyDef1.position.set(actualY/PTM_RATIO, 480/PTM_RATIO); bodies = _world.createBody(ballBodyDef1); bodies.setUserData(_block); PolygonShape circle1 = new PolygonShape(); Vector2 verts[] = { new Vector2(-11.8f / PTM_RATIO, -24.5f / PTM_RATIO), new Vector2(11.7f / PTM_RATIO, -24.0f / PTM_RATIO), new Vector2(29.2f / PTM_RATIO, -14.0f / PTM_RATIO), new Vector2(28.7f / PTM_RATIO, -0.7f / PTM_RATIO), new Vector2(8.0f / PTM_RATIO, 18.2f / PTM_RATIO), new Vector2(-29.0f / PTM_RATIO, 18.7f / PTM_RATIO), new Vector2(-26.3f / PTM_RATIO, -12.2f / PTM_RATIO) }; circle1.set(verts); FixtureDef ballShapeDef1 = new FixtureDef(); ballShapeDef1.shape = circle1; ballShapeDef1.density = 10.0f; ballShapeDef1.friction = 0.0f; ballShapeDef1.restitution = 0.1f; bodies.createFixture(ballShapeDef1); count++; //Remove(); } @Override public void ccAccelerometerChanged(float accelX, float accelY, float accelZ) { //Apply the directional impulse /*float impulse = monkey_body.getMass()*accelY*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); monkey_body.applyLinearImpulse(force, monkey_body.getWorldCenter());*/ walk(accelY); //Remove(); } private void walk(float accelY) { // TODO Auto-generated method stub direction = accelY; } private void Remove() { for (Iterator<MyContact> it1 = _contactListener.mContacts.iterator(); it1.hasNext();) { MyContact contact = it1.next(); Body bodyA = contact.fixtureA.getBody(); Body bodyB = contact.fixtureB.getBody(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (bodyA.getUserData() != null && bodyB.getUserData() != null) { CCSprite spriteA = (CCSprite) bodyA.getUserData(); CCSprite spriteB = (CCSprite) bodyB.getUserData(); // Is sprite A a cat and sprite B a car? If so, push the cat // on a list to be destroyed... if (spriteA.getTag() == 1 && spriteB.getTag() == 2) { //Log.v("dsfds", "dsfsd"+bodyA); //_world.destroyBody(bodyA); // removeChild(spriteA, true); toDestroy.add(bodyA); } // Is sprite A a car and sprite B a cat? If so, push the cat // on a list to be destroyed... else if (spriteA.getTag() == 2 && spriteB.getTag() == 1) { //Log.v("dsfds", "dsfsd"+bodyB); toDestroy.add(bodyB); } } } // Loop through all of the box2d bodies we want to destroy... for (Iterator<Body> it1 = toDestroy.iterator(); it1.hasNext();) { Body body = it1.next(); // See if there's any user data attached to the Box2D body // There should be, since we set it in addBoxBodyForSprite if (body.getUserData() != null) { // We know that the user data is a sprite since we set // it that way, so cast it... CCSprite sprite = (CCSprite) body.getUserData(); // Remove the sprite from the scene _world.destroyBody(body); removeChild(sprite, true); } // Destroy the Box2D body as well // _contactListener.mContacts.remove(0); } } public synchronized void tick(float delta) { synchronized (_world) { _world.step(delta, 8, 3); //_world.clearForces(); //addNewSprite(); } CCAnimation danceAnimation = CCAnimation.animation("dance", 1.0f); // Iterate over the bodies in the physics world Iterator<Body> it = _world.getBodies(); while(it.hasNext()) { Body b = it.next(); Object userData = b.getUserData(); if (userData != null && userData instanceof CCSprite) { //Synchronize the Sprites position and rotation with the corresponding body CCSprite sprite = (CCSprite)userData; if(sprite.getTag()==1) { //b.applyLinearImpulse(force, pos); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); sprite.setRotation(-1.0f * ccMacros.CC_RADIANS_TO_DEGREES(b.getAngle())); } else { //Apply the directional impulse float impulse = monkey_body.getMass()*direction*WALK_FACTOR; Vector2 force = new Vector2(impulse, 0); b.applyLinearImpulse(force, b.getWorldCenter()); sprite.setPosition(b.getPosition().x * PTM_RATIO, b.getPosition().y * PTM_RATIO); animDelay -= 1.0f/60.0f; if(animDelay <= 0) { animDelay = ANIM_SPEED; animPhase++; if(animPhase > 2) { animPhase = 1; } } if(direction < 0 ) { isLeft=1; } else { isLeft=0; } if(isLeft==1) { dir = "left"; } else { dir = "right"; } float standingLimit = (float) 0.1f; float vX = monkey_body.getLinearVelocity().x; if((vX > -standingLimit)&& (vX < standingLimit)) { // Log.v("sasd", "standing"); } else { } } } } Remove(); } } Sorry for my english. Thanks in advance.

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  • I Know What I Did This Summer: Put Down Trex Decking

    - by thatjeffsmith
    If you’re wondering why I would bore everyone with my pictures and frequent status updates/tweets from the past week – it’s so I could document the process of refurbishing my deck, or what some would call a porch. When we go to take a vacation, buy a car, do anything – we also read personal blogs to get the real story. So, if you’re curious about what it takes to tackle this sort of project, read on. Skills/Equipment/Manpower We Possessed I took the old decking out by myself. I’m about 230 lbs, more than 6′ tall, and I’m pretty healthy. This took about 8 hours over two afternoons. Three of us put the deck back together. My wife has two engineering degrees. Her father also has two engineering degrees. Lots of brainpower available here. Also, her dad ran the public works department for a country for more than 20 years – so lots and lots of practical experience on hand. We had a compound mitre saw, a skilsaw, 2-3 crowbars, a framing hammer, 3 cordless drills, a corded drill, lots of sawhorses, a power sander, an angle grinder, a 10×10 Coleman canopy tent, a Ford F-150 pickup truck, outdoor speakers and lots of iTunes playlists, plenty of water and cold beer. Why We Did This Our deck was relatively young – it was built in 2005. However, the pressure treated boards must not have been adequately maintained before we bought the house. I had powerwashed the deck every other year and had it stained a few times. The boards just rotted. We’re going to be in the house for a long time, and we wanted something that would look nice and require little maintenance. More bad deck boards The deck boards were in bad shape Things We Learned The two most important things: The hidden fasteners have to be put in JUST right. Wedge them into the grooved board, then bend down the bit that is screwed down. We didn’t do this on the first board and couldn’t get the second board to fit nearly close enough. Watching the official TREX YouTube video helped immensely, and we should have watched that first. When pre-drilling holes for the boards that need screwed down – DO NOT pre-drill through the underlying framing wood. ONLY pre-drill through the TREX itself. The screw won’t seat in the board properly. Instead of sitting down flush with the board, it will stop at the top of the board and just spin. I had to call the the place that sold me the screws to find this out. So about a third of our screws look like crap. If it doesn’t look or feel right – stop everything and pick up your computer or your phone. It’s not right, and it will be much easier to stop and find out why. We didn’t do this, and now I’m going to see every screw that’s not flush with the boards and get upset. Oh well. The Process How much time did it take? Well I spent about 8 hours taking the deck apart. And then the 3 of use spent 8 hours the first day, 10 hours the second day, 8 hours the third, and another 6 hours on the fourth day. That’s like 104 man-hours. We supposedly saved four or five thousand dollars in labor, but don’t do the math here or you might get a bit upset. The main thing is that we got what we wanted, and there won’t be any surprises later. Now for some pictures… This 6”+ pry bar made the destruction of the old deck much easier Most of the joists, once exposed, were OK. This joist wasn’t sitting on ANYTHING before. We think a lazy gas person cut the board to sneak a gas line in. Awesome… These monster lag bolts had to be accounted for when putting in the additional framing The border pattern Sheri wanted to put in required a lot more framing. These were the first boards to go down – we screwed them in as there was no way to attach clips I sat, kicked in the boards, and then drilled these clips in – but my wife was able to go MUCH faster by using her hands to lock the boards in and drill on her knees. I liked locking the board in with my feet when they needed to be ‘encouraged’ to go straight. The first board took FOREVER to go in, but then when we got rolling, we were able to put in a 20′ board in less than 10 minutes. This was end of construction day #2 – we got much further than we thought we would. Ah, the dreaded last 10% – what to do here? Remember those ‘floating’ stringers? Yeah, we fixed that up a bit, too. My wife used a website (and her brain) to calculate exactly how to cut the stringers to give us the rise/run we needed with the proper clearance and all that jazz. The stairs with stringers and toe kicks – this was worth the effort It started raining on us as I screwed down the steps – this we managed to get our shade tent up on the deck to protect us from the rain too The stairs, finished Finished, mostly Good corner shot The top of the stairs Stairs, looking down Celebratory beer In Summary There are a few things we’re not happy with. I think we can fix them up – but later. I have a few things left to finish, rewire the lighting, get the gas grille put back in, and rehang some screen doors. I was expecting this to be a lot worse than it was. If I didn’t have the help, I would have never done it myself. But I’m glad that I did have that help and did do that project. It’s not often you get to spend that kind of qualify time with family and building cool stuff.

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  • Feedback on meeting of the Linux User Group of Mauritius

    Once upon a time in a country far far away... Okay, actually it's not that bad but it has been a while since the last meeting of the Linux User Group of Mauritius (LUGM). There have been plans in the past but it never really happened. Finally, Selven took the opportunity and organised a new meetup with low administrative overhead, proper scheduling on alternative dates and a small attendee's survey on the preferred option. All the pre-work was nicely executed. First, I wasn't sure whether it would be possible to attend. Luckily I got some additional information, like children should come, too, and I was sold to this community gathering. According to other long-term members of the LUGM it was the first time 'ever' that a gathering was organised outside of Quatre Bornes, and I have to admit it was great! LUGM - user group meeting on the 15.06.2013 in L'Escalier Quick overview of Linux & the LUGM With a little bit of delay the LUGM meeting officially started with a quick overview and introduction to Linux presented by Avinash. During the session he told the audience that there had been quite some activity over the island some years ago but unfortunately it had been quiet during recent times. Of course, we also spoke about the acknowledged world dominance of Linux - thanks to Android - and the interesting possibilities for countries like Mauritius. It is known that a couple of public institutions have there back-end infrastructure running on Red Hat Linux systems but the presence on the desktop is still very low. Users are simply hanging on to Windows XP and older versions of Microsoft Office. Following the introduction of the LUGM Ajay joined into the session and it quickly changed into a panel discussion with lots of interesting questions and answers, sharing of first-hand experience either on the job or in private use of Linux, and a couple of ideas about how the LUGM could promote Linux a bit more in Mauritius. It was great to get an insight into other attendee's opinion and activities. Especially taking into consideration that I'm already using Linux since around 1996/97. Frankly speaking, I bought a SuSE 4.x distribution back in those days because I couldn't achieve certain tasks on Windows NT 4.0 without spending a fortune. OpenELEC Mediacenter Next, Selven gave us decent introduction on OpenELEC: Open Embedded Linux Entertainment Center (OpenELEC) is a small Linux distribution built from scratch as a platform to turn your computer into an XBMC media center. OpenELEC is designed to make your system boot fast, and the install is so easy that anyone can turn a blank PC into a media machine in less than 15 minutes. I didn't know about it until this presentation. In the past, I was mainly attached to Video Disk Recorder (VDR) as it allows the use of satellite receiver cards very easily. Hm, somehow I'm still missing my precious HTPC that I had to leave back in Germany years ago. It was great piece of hardware and software; self-built PC in a standard HiFi-sized (43cm) black desktop casing with 2 full-featured Hauppauge DVB-s cards, an old-fashioned Voodoo graphics card, WiFi card, Pioneer slot-in DVD drive, and fully remote controlled via infra-red thanks to Debian, VDR and LIRC. With EP Guide, scheduled recordings and general multimedia centre it offered all the necessary comfort in the living room, besides a Nintendo game console; actually a GameCube at that time... But I have to admit that putting OpenELEC on a Raspberry Pi would be a cool DIY project in the near future. LUGM - our next generation of linux users (15.06.2013) Project Evil Genius (PEG) Don't be scared of the paragraph header. Ish gave us a cool explanation why he named it PEG - Project Evil Genius; it's because of the time of the day when he was scripting down his ideas to be able to build, package and provide software applications to various Linux distributions. The main influence came from openSuSE but the platform didn't cater for his needs and ideas, so he started to work out something on his own. During his passionate session he also talked about the amazing experience he had due to other Linux users from all over the world. During the next couple of days Ish promised to put his script to GitHub... Looking forward to that. Check out Ish's personal blog over at hacklog.in. Highly recommended to read. Why India? Simply because the registration fees per year for an Indian domain are approximately 20 times less than for a Mauritian domain (.mu). Exploring the beach of L'Escalier af the meeting 'After-party' at the beach of L'Escalier Puh, after such interesting sessions, ideas around Linux and good conversation during the breaks and over lunch it was time for a little break-out. Selven suggested that we all should head down to the beach of L'Escalier and get some impressions of nature down here in the south of the island. Talking about 'beach' ;-) - absolutely not comparable to the white-sanded ones here in Flic en Flac... There are no lagoons down at the south coast of Mauriitus, and watching the breaking waves is a different experience and joy after all. Unfortunately, I was a little bit worried about the thoughtless littering at such a remote location. You have to drive on natural paths through the sugar cane fields and I was really shocked by the amount of rubbish lying around almost everywhere. Sad, really sad and it concurs with Yasir's recent article on the same topic. Resumé & outlook It was a great event. I met with new people, had some good conversations, and even my children enjoyed themselves the whole day. The location was well-chosen, enough space for each and everyone, parking spaces and even a playground for the children. Also, a big "Thank You" to Selven and his helpers for the organisation and preparation of lunch. I'm kind of sure that this was an exceptional meeting of LUGM and I'm really looking forward to the next gathering of Linux geeks. Hopefully, soon. All images are courtesy of Avinash Meetoo. More pictures are available on Flickr.

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  • PASS Summit – looking back on my first time

    - by Fatherjack
      So I was lucky enough to get my first experience of PASS Summit this year and took some time beforehand to read some blogs and reference material to get an idea on what to do and how to get the best out of my visit. Having been to other conferences – technical and non-technical – I had a reasonable idea on the routine and what to expect in general. Here is a list of a few things that I have learned/remembered as the week has gone by. Wear comfortable shoes. This actually needs to be broadened to Take several pairs of comfortable shoes. You will be spending many many hours, for several days one after another. Having comfortable feet that can literally support you for the duration will make the week in general a whole lot better. Not only at the conference but getting to and from you could well be walking. In the evenings you will be walking around town and standing talking in various bars and clubs. Looking back, on some days I was on my feet for over 20 hours. Make friends. This is a given for the long term benefits it brings but there is also an immediate reward in being at a conference with a friend or two. Some events are bigger and more popular than others and some have the type of session that every single attendee will want to be in. This is great for those that get in but if you are in the bathroom or queuing for coffee and you miss out it sucks. Having a friend that can get in to a room and reserve you a seat is a great advantage to make sure you get the content that you want to see and still have the coffee that you need. Don’t go to every session you want to see This might sound counter intuitive and it relies on the sessions being recorded in some way to guarantee you don’t totally miss out. Both PASS Summit and SQL Bits sessions are recorded (summit is audio, SQLBits is video) and this means that if you get into a good conversation with someone over a coffee you don’t have to break it up to go to a session. Obviously there is a trade-off here and you need to decide on the tipping point for yourself but a conversation at a place like this could make a big difference to the next contract or employer you have or it might simply be great catching up with some friends you don’t see so often. Go to at least one session you don’t want to Again, this will seem to be contrary to normal logic but there is no reason why you shouldn’t learn about a part of SQL Server that isn’t part of your daily routine. Not only will you learn something new but you will also pick up on the feelings and attitudes of the people in the session. So, if you are a DBA, head off to a BI session and so on. You’ll hear BI speakers speaking to a BI audience and get to understand their point of view and reasoning for making the decisions they do. You will also appreciate the way that your decisions and instructions affect the way they have to work. This will help you a lot when you are on a project, working with multiple teams and make you all more productive. Socialise While you are at the conference venue, speak to people. Ask questions, be interested in whoever you are speaking to. You get chances to talk to new friends at breakfast, dinner and every break between sessions. The only people that might not talk to you would be speakers that are about to go and give a session, in most cases speakers like peace and quiet before going on stage. Other than that the people around you are just waiting for someone to talk to them so make the first move. There is a whole lot going on outside of the conference hours and you should make an effort to join in with some of this too. At karaoke evenings or just out for a quiet drink with a few of the people you meet at the conference. Either way, don’t be a recluse and hide in your room or be alone out in the town. Don’t talk to people Once again this sounds wrong but stay with me. I have spoken to a number of speakers since Summit 2013 finished and they have all mentioned the time it has taken them to move about the conference venue due to people stopping them for a chat or to ask a question. 45 minutes to walk from a session room to the speaker room in one case. Wow. While none of the speakers were upset about this sort of delay I think delegates should take the situation into account and possibly defer their question to an email or to a time when the person they want is clearly less in demand. Give them a chance to enjoy the conference in the same way that you are, they may actually want to go to a session or just have a rest after giving their session – talking for 75 minutes is hard work, taking an extra 45 minutes right after is unbelievable. I certainly hope that they get good feedback on their sessions and perhaps if you spoke to a speaker outside a session you can give them a mention in the ‘any other comments’ part of the feedback, just to convey your gratitude for them giving up their time and expertise for free. Say thank you I just mentioned giving the speakers a clear, visible ‘thank you’ in the feedback but there are plenty of people that help make any conference the success it is that would really appreciate hearing that their efforts are valued. People on the registration desk, volunteers giving schedule guidance and directions, people on the community zone are all volunteers giving their time to help you have the best experience possible. Send an email to PASS and convey your thoughts about the work that was done. Maybe you want to be a volunteer next time so you could enquire how you get into that position at the same time. This isn’t an exclusive list and you may agree or disagree with the points I have made, please add anything you think is good advice in the comments. I’d like to finish by saying a huge thank you to all the people involved in planning, facilitating and executing the PASS Summit 2013, it was an excellent event and I know many others think it was a totally worthwhile event to attend.

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  • OIM 11g : Multi-thread approach for writing custom scheduled job

    - by Saravanan V S
    In this post I have shared my experience of designing and developing an OIM schedule job that uses multi threaded approach for updating data in OIM using APIs.  I have used thread pool (in particular fixed thread pool) pattern in developing the OIM schedule job. The thread pooling pattern has noted advantages compared to thread per task approach. I have listed few of the advantage here ·         Threads are reused ·         Creation and tear-down cost of thread is reduced ·         Task execution latency is reduced ·         Improved performance ·         Controlled and efficient management of memory and resources used by threads More about java thread pool http://docs.oracle.com/javase/tutorial/essential/concurrency/pools.html The following diagram depicts the high-level architectural diagram of the schedule job that process input from a flat file to update OIM process form data using fixed thread pool approach    The custom scheduled job shared in this post is developed to meet following requirement 1)      Need to process a CSV extract that contains identity, account identifying key and list of data to be updated on an existing OIM resource account. 2)      CSV file can contain data for multiple resources configured in OIM 3)      List of attribute to update and mapping between CSV column to OIM fields may vary between resources The following are three Java class developed for this requirement (I have given only prototype of the code that explains how to use thread pools in schedule task) CustomScheduler.java - Implementation of TaskSupport class that reads and passes the parameters configured on the schedule job to Thread Executor class. package com.oracle.oim.scheduler; import java.util.HashMap; import com.oracle.oim.bo.MultiThreadDataRecon; import oracle.iam.scheduler.vo.TaskSupport; public class CustomScheduler extends TaskSupport {      public void execute(HashMap options) throws Exception {             /*  Read Schedule Job Parameters */             String param1 = (String) options.get(“Parameter1”);             .             int noOfThread = (int) options.get(“No of Threads”);             .             String paramn = (int) options.get(“ParamterN”); /* Provide all the required input configured on schedule job to Thread Pool Executor implementation class like 1) Name of the file, 2) Delimiter 3) Header Row Numer 4) Line Escape character 5) Config and resource map lookup 6) No the thread to create */ new MultiThreadDataRecon(all_required_parameters, noOfThreads).reconcile();       }       public HashMap getAttributes() { return null; }       public void setAttributes() {       } } MultiThreadDataRecon.java – Helper class that reads data from input file, initialize the thread executor and builds the task queue. package com.oracle.oim.bo; import <required file IO classes>; import  <required java.util classes>; import  <required OIM API classes>; import <csv reader api>; public class MultiThreadDataRecon {  private int noOfThreads;  private ExecutorService threadExecutor = null;  public MetaDataRecon(<required params>, int noOfThreads)  {       //Store parameters locally       .       .       this.noOfThread = noOfThread;  }        /**        *  Initialize         */  private void init() throws Exception {       try {             // Initialize CSV file reader API objects             // Initialize OIM API objects             /* Initialize Fixed Thread Pool Executor class if no of threads                 configured is more than 1 */             if (noOfThreads > 1) {                   threadExecutor = Executors.newFixedThreadPool(noOfThreads);             } else {                   threadExecutor = Executors.newSingleThreadExecutor();             }             /* Initialize TaskProcess clas s which will be executing task                 from the Queue */                TaskProcessor.initializeConfig(params);       } catch (***Exception e) {                   // TO DO       }  }       /**        *  Method to reconcile data from CSV to OIM        */ public void reconcile() throws Exception {        try {             init();             while(<csv file has line>){                   processRow(line);             }             /* Initiate thread shutdown */             threadExecutor.shutdown();             while (!threadExecutor.isTerminated()) {                 // Wait for all task to complete.             }            } catch (Exception e) {                   // TO DO            } finally {                   try {                         //Close all the file handles                   } catch (IOException e) {                         //TO DO                   }             }       }       /**        * Method to process         */       private void processRow(String row) {             // Create task processor instance with the row data              // Following code push the task to work queue and wait for next                available thread to execute             threadExecutor.execute(new TaskProcessor(rowData));       } } TaskProcessor.java – Implementation of “Runnable” interface that executes the required business logic to update data in OIM. package com.oracle.oim.bo; import <required APIs> class TaskProcessor implements Runnable {       //Initialize required member variables       /**        * Constructor        */       public TaskProcessor(<row data>) {             // Initialize and parse csv row       }       /*       *  Method to initialize required object for task execution       */       public static void initializeConfig(<params>) {             // Process param and initialize the required configs and object       }           /*        * (non-Javadoc)        *         * @see java.lang.Runnable#run()        */            public void run() {             if (<is csv data valid>){                   processData();             }       }  /**   * Process the the received CSV input   */  private void processData() {     try{       //Find the user in OIM using the identity matching key value from CSV       // Find the account to be update from user’s account based on account identifying key on CSV       // Update the account with data from CSV       }catch(***Exception e){           //TO DO       }   } }

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • Using CSS3 media queries in HTML 5 pages

    - by nikolaosk
    This is going to be the seventh post in a series of posts regarding HTML 5. You can find the other posts here , here , here, here , here and here. In this post I will provide a hands-on example on how to use CSS 3 Media Queries in HTML 5 pages. This is a very important feature since nowadays lots of users view websites through their mobile devices. Web designers were able to define media-specific style sheets for quite a while, but have been limited to the type of output. The output could only be Screen, Print .The way we used to do things before CSS 3 was to have separate CSS files and the browser decided which style sheet to use. Please have a look at the snippet below - HTML 4 media queries <link rel="stylesheet" type="text/css" media="screen" href="styles.css"> <link rel="stylesheet" type="text/css" media="print" href="print-styles.css"> ?he browser determines which style to use. With CSS 3 we can have all media queries in one stylesheet. Media queries can determine the resolution of the device, the orientation of the device, the width and height of the device and the width and height of the browser window.We can also include CSS 3 media queries in separate stylesheets. In order to be absolutely clear this is not (and could not be) a detailed tutorial on HTML 5. There are other great resources for that.Navigate to the excellent interactive tutorials of W3School. Another excellent resource is HTML 5 Doctor. Two very nice sites that show you what features and specifications are implemented by various browsers and their versions are http://caniuse.com/ and http://html5test.com/. At this times Chrome seems to support most of HTML 5 specifications.Another excellent way to find out if the browser supports HTML 5 and CSS 3 features is to use the Javascript lightweight library Modernizr. In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like.You can use Visual Studio 2012 Express edition. You can download it here. Before I go on with the actual demo I will use the (http://www.caniuse.com) to see the support for CSS 3 Media Queries from the latest versions of modern browsers. Please have a look at the picture below. We see that all the latest versions of modern browsers support this feature. We can see that even IE 9 supports this feature.   Let's move on with the actual demo.  This is going to be a rather simple demo.I create a simple HTML 5 page. The markup follows and it is very easy to use and understand.This is a page with a 2 column layout. <!DOCTYPE html><html lang="en">  <head>    <title>HTML 5, CSS3 and JQuery</title>    <meta http-equiv="Content-Type" content="text/html;charset=utf-8" >    <link rel="stylesheet" type="text/css" href="style.css">       </head>  <body>    <div id="header">      <h1>Learn cutting edge technologies</h1>      <p>HTML 5, JQuery, CSS3</p>    </div>    <div id="main">      <div id="mainnews">        <div>          <h2>HTML 5</h2>        </div>        <div>          <p>            HTML5 is the latest version of HTML and XHTML. The HTML standard defines a single language that can be written in HTML and XML. It attempts to solve issues found in previous iterations of HTML and addresses the needs of Web Applications, an area previously not adequately covered by HTML.          </p>          <div class="quote">            <h4>Do More with Less</h4>            <p>             jQuery is a fast and concise JavaScript Library that simplifies HTML document traversing, event handling, animating, and Ajax interactions for rapid web development.             </p>            </div>          <p>            The HTML5 test(html5test.com) score is an indication of how well your browser supports the upcoming HTML5 standard and related specifications. Even though the specification isn't finalized yet, all major browser manufacturers are making sure their browser is ready for the future. Find out which parts of HTML5 are already supported by your browser today and compare the results with other browsers.                      The HTML5 test does not try to test all of the new features offered by HTML5, nor does it try to test the functionality of each feature it does detect. Despite these shortcomings we hope that by quantifying the level of support users and web developers will get an idea of how hard the browser manufacturers work on improving their browsers and the web as a development platform.</p>        </div>      </div>              <div id="CSS">        <div>          <h2>CSS 3 Intro</h2>        </div>        <div>          <p>          Cascading Style Sheets (CSS) is a style sheet language used for describing the presentation semantics (the look and formatting) of a document written in a markup language. Its most common application is to style web pages written in HTML and XHTML, but the language can also be applied to any kind of XML document, including plain XML, SVG and XUL.          </p>        </div>      </div>            <div id="CSSmore">        <div>          <h2>CSS 3 Purpose</h2>        </div>        <div>          <p>            CSS is designed primarily to enable the separation of document content (written in HTML or a similar markup language) from document presentation, including elements such as the layout, colors, and fonts.[1] This separation can improve content accessibility, provide more flexibility and control in the specification of presentation characteristics, enable multiple pages to share formatting, and reduce complexity and repetition in the structural content (such as by allowing for tableless web design).          </p>        </div>      </div>                </div>    <div id="footer">        <p>Feel free to google more about the subject</p>      </div>     </body>  </html>    The CSS code (style.css) follows  body{        line-height: 30px;        width: 1024px;        background-color:#eee;      }            p{        font-size:17px;    font-family:"Comic Sans MS"      }      p,h2,h3,h4{        margin: 0 0 20px 0;      }            #main, #header, #footer{        width: 100%;        margin: 0px auto;        display:block;      }            #header{        text-align: center;         border-bottom: 1px solid #000;         margin-bottom: 30px;      }            #footer{        text-align: center;         border-top: 1px solid #000;         margin-bottom: 30px;      }            .quote{        width: 200px;       margin-left: 10px;       padding: 5px;       float: right;       border: 2px solid #000;       background-color:#F9ACAE;      }            .quote :last-child{        margin-bottom: 0;      }            #main{        column-count:2;        column-gap:20px;        column-rule: 1px solid #000;        -moz-column-count: 2;        -webkit-column-count: 2;        -moz-column-gap: 20px;        -webkit-column-gap: 20px;        -moz-column-rule: 1px solid #000;        -webkit-column-rule: 1px solid #000;      } Now I view the page in the browser.Now I am going to write a media query and add some more rules in the .css file in order to change the layout of the page when the page is viewed by mobile devices. @media only screen and (max-width: 480px) {          body{            width: 480px;          }          #main{            -moz-column-count: 1;            -webkit-column-count: 1;          }        }   I am specifying that this media query applies only to screen and a max width of 480 px. If this condition is true, then I add new rules for the body element. I change the number of columns to one. This rule will not be applied unless the maximum width is 480px or less.  As I decrease the size-width of the browser window I see no change in the column's layout. Have a look at the picture below. When I resize the window and the width of the browser so the width is less than 480px, the media query and its respective rules take effect.We can scroll vertically to view the content which is a more optimised viewing experience for mobile devices. Have a look at the picture below Hope it helps!!!!

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  • Computer Networks UNISA - Chap 10 &ndash; In Depth TCP/IP Networking

    - by MarkPearl
    After reading this section you should be able to Understand methods of network design unique to TCP/IP networks, including subnetting, CIDR, and address translation Explain the differences between public and private TCP/IP networks Describe protocols used between mail clients and mail servers, including SMTP, POP3, and IMAP4 Employ multiple TCP/IP utilities for network discovery and troubleshooting Designing TCP/IP-Based Networks The following sections explain how network and host information in an IPv4 address can be manipulated to subdivide networks into smaller segments. Subnetting Subnetting separates a network into multiple logically defined segments, or subnets. Networks are commonly subnetted according to geographic locations, departmental boundaries, or technology types. A network administrator might separate traffic to accomplish the following… Enhance security Improve performance Simplify troubleshooting The challenges of Classful Addressing in IPv4 (No subnetting) The simplest type of IPv4 is known as classful addressing (which was the Class A, Class B & Class C network addresses). Classful addressing has the following limitations. Restriction in the number of usable IPv4 addresses (class C would be limited to 254 addresses) Difficult to separate traffic from various parts of a network Because of the above reasons, subnetting was introduced. IPv4 Subnet Masks Subnetting depends on the use of subnet masks to identify how a network is subdivided. A subnet mask indicates where network information is located in an IPv4 address. The 1 in a subnet mask indicates that corresponding bits in the IPv4 address contain network information (likewise 0 indicates the opposite) Each network class is associated with a default subnet mask… Class A = 255.0.0.0 Class B = 255.255.0.0 Class C = 255.255.255.0 An example of calculating  the network ID for a particular device with a subnet mask is shown below.. IP Address = 199.34.89.127 Subnet Mask = 255.255.255.0 Resultant Network ID = 199.34.89.0 IPv4 Subnetting Techniques Subnetting breaks the rules of classful IPv4 addressing. Read page 490 for a detailed explanation Calculating IPv4 Subnets Read page 491 – 494 for an explanation Important… Subnetting only applies to the devices internal to your network. Everything external looks at the class of the IP address instead of the subnet network ID. This way, traffic directed to your network externally still knows where to go, and once it has entered your internal network it can then be prioritized and segmented. CIDR (classless Interdomain Routing) CIDR is also known as classless routing or supernetting. In CIDR conventional network class distinctions do not exist, a subnet boundary can move to the left, therefore generating more usable IP addresses on your network. A subnet created by moving the subnet boundary to the left is known as a supernet. With CIDR also came new shorthand for denoting the position of subnet boundaries known as CIDR notation or slash notation. CIDR notation takes the form of the network ID followed by a forward slash (/) followed by the number of bits that are used for the extended network prefix. To take advantage of classless routing, your networks routers must be able to interpret IP addresses that don;t adhere to conventional network class parameters. Routers that rely on older routing protocols (i.e. RIP) are not capable of interpreting classless IP addresses. Internet Gateways Gateways are a combination of software and hardware that enable two different network segments to exchange data. A gateway facilitates communication between different networks or subnets. Because on device cannot send data directly to a device on another subnet, a gateway must intercede and hand off the information. Every device on a TCP/IP based network has a default gateway (a gateway that first interprets its outbound requests to other subnets, and then interprets its inbound requests from other subnets). The internet contains a vast number of routers and gateways. If each gateway had to track addressing information for every other gateway on the Internet, it would be overtaxed. Instead, each handles only a relatively small amount of addressing information, which it uses to forward data to another gateway that knows more about the data’s destination. The gateways that make up the internet backbone are called core gateways. Address Translation An organizations default gateway can also be used to “hide” the organizations internal IP addresses and keep them from being recognized on a public network. A public network is one that any user may access with little or no restrictions. On private networks, hiding IP addresses allows network managers more flexibility in assigning addresses. Clients behind a gateway may use any IP addressing scheme, regardless of whether it is recognized as legitimate by the Internet authorities but as soon as those devices need to go on the internet, they must have legitimate IP addresses to exchange data. When a clients transmission reaches the default gateway, the gateway opens the IP datagram and replaces the client’s private IP address with an Internet recognized IP address. This process is known as NAT (Network Address Translation). TCP/IP Mail Services All Internet mail services rely on the same principles of mail delivery, storage, and pickup, though they may use different types of software to accomplish these functions. Email servers and clients communicate through special TCP/IP application layer protocols. These protocols, all of which operate on a variety of operating systems are discussed below… SMTP (Simple Mail transfer Protocol) The protocol responsible for moving messages from one mail server to another over TCP/IP based networks. SMTP belongs to the application layer of the ODI model and relies on TCP as its transport protocol. Operates from port 25 on the SMTP server Simple sub-protocol, incapable of doing anything more than transporting mail or holding it in a queue MIME (Multipurpose Internet Mail Extensions) The standard message format specified by SMTP allows for lines that contain no more than 1000 ascii characters meaning if you relied solely on SMTP you would have very short messages and nothing like pictures included in an email. MIME us a standard for encoding and interpreting binary files, images, video, and non-ascii character sets within an email message. MIME identifies each element of a mail message according to content type. MIME does not replace SMTP but works in conjunction with it. Most modern email clients and servers support MIME POP (Post Office Protocol) POP is an application layer protocol used to retrieve messages from a mail server POP3 relies on TCP and operates over port 110 With POP3 mail is delivered and stored on a mail server until it is downloaded by a user Disadvantage of POP3 is that it typically does not allow users to save their messages on the server because of this IMAP is sometimes used IMAP (Internet Message Access Protocol) IMAP is a retrieval protocol that was developed as a more sophisticated alternative to POP3 The single biggest advantage IMAP4 has over POP3 is that users can store messages on the mail server, rather than having to continually download them Users can retrieve all or only a portion of any mail message Users can review their messages and delete them while the messages remain on the server Users can create sophisticated methods of organizing messages on the server Users can share a mailbox in a central location Disadvantages of IMAP are typically related to the fact that it requires more storage space on the server. Additional TCP/IP Utilities Nearly all TCP/IP utilities can be accessed from the command prompt on any type of server or client running TCP/IP. The syntaxt may differ depending on the OS of the client. Below is a list of additional TCP/IP utilities – research their use on your own! Ipconfig (Windows) & Ifconfig (Linux) Netstat Nbtstat Hostname, Host & Nslookup Dig (Linux) Whois (Linux) Traceroute (Tracert) Mtr (my traceroute) Route

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  • Ubuntu 12.04 wireless (wifi) not working, can not upgrade to 12.10, touchpad gestures not working. What to do?

    - by Ritwik
    I installed ubuntu 12.04 LTS 3 days ago and since then wireless feature and touchpad gestures are not working. Tried everything on internet but still unsuccessful. I cant upgrade to ubuntu 12.10. These are the following comments I tried. Please help me. EDIT: just realized usb 3.0 is also not working. COMMAND lsb_release -r OUTPUT ----------------------------------------------------------------- Release: 12.04 ----------------------------------------------------------------- COMMAND lspci OUTPUT ------------------------------------------------------------------ 00:00.0 Host bridge: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor DRAM Controller (rev 06) 00:01.0 PCI bridge: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor PCI Express x16 Controller (rev 06) 00:01.1 PCI bridge: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor PCI Express x8 Controller (rev 06) 00:02.0 VGA compatible controller: Intel Corporation 4th Gen Core Processor Integrated Graphics Controller (rev 06) 00:03.0 Audio device: Intel Corporation Xeon E3-1200 v3/4th Gen Core Processor HD Audio Controller (rev 06) 00:14.0 USB controller: Intel Corporation 8 Series/C220 Series Chipset Family USB xHCI (rev 05) 00:16.0 Communication controller: Intel Corporation 8 Series/C220 Series Chipset Family MEI Controller #1 (rev 04) 00:1a.0 USB controller: Intel Corporation 8 Series/C220 Series Chipset Family USB EHCI #2 (rev 05) 00:1b.0 Audio device: Intel Corporation 8 Series/C220 Series Chipset High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation 8 Series/C220 Series Chipset Family PCI Express Root Port #1 (rev d5) 00:1c.1 PCI bridge: Intel Corporation 8 Series/C220 Series Chipset Family PCI Express Root Port #2 (rev d5) 00:1c.2 PCI bridge: Intel Corporation 8 Series/C220 Series Chipset Family PCI Express Root Port #3 (rev d5) 00:1d.0 USB controller: Intel Corporation 8 Series/C220 Series Chipset Family USB EHCI #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation HM86 Express LPC Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation 8 Series/C220 Series Chipset Family 6-port SATA Controller 1 [AHCI mode] (rev 05) 00:1f.3 SMBus: Intel Corporation 8 Series/C220 Series Chipset Family SMBus Controller (rev 05) 07:00.0 3D controller: NVIDIA Corporation GF117M [GeForce 610M/710M / GT 620M/625M/630M/720M] (rev a1) 08:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller (rev 07) 09:00.0 Unassigned class [ff00]: Realtek Semiconductor Co., Ltd. RTS5229 PCI Express Card Reader (rev 01) 0f:00.0 Network controller: Qualcomm Atheros QCA9565 / AR9565 Wireless Network Adapter (rev 01) ------------------------------------------------------------------ COMMAND sudo apt-get install linux-backports-modules-wireless-lucid-generic OUTPUT ------------------------------------------------------------------- Reading package lists... Done Building dependency tree Reading state information... Done E: Unable to locate package linux-backports-modules-wireless-lucid-generic ------------------------------------------------------------------- COMMAND cat /etc/lsb-release; uname -a OUTPUT ------------------------------------------------------------------- DISTRIB_ID=Ubuntu DISTRIB_RELEASE=12.04 DISTRIB_CODENAME=precise DISTRIB_DESCRIPTION="Ubuntu 12.04.5 LTS" Linux ritwik-PC 3.2.0-67-generic #101-Ubuntu SMP Tue Jul 15 17:46:11 UTC 2014 x86_64 x86_64 x86_64 GNU/Linux ------------------------------------------------------------------- COMMAND lspci -nnk | grep -iA2 net OUTPUT ------------------------------------------------------------------- 08:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8101E/RTL8102E PCI Express Fast Ethernet controller [10ec:8136] (rev 07) Subsystem: Hewlett-Packard Company Device [103c:225d] Kernel driver in use: r8169 -- 0f:00.0 Network controller [0280]: Qualcomm Atheros QCA9565 / AR9565 Wireless Network Adapter [168c:0036] (rev 01) Subsystem: Hewlett-Packard Company Device [103c:217f] ------------------------------------------------------------------- COMMAND lsusb OUTPUT ------------------------------------------------------------------- Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 001 Device 002: ID 8087:8008 Intel Corp. Bus 002 Device 002: ID 8087:8000 Intel Corp. ------------------------------------------------------------------- COMMAND iwconfig OUTPUT ------------------------------------------------------------------- lo no wireless extensions. eth0 no wireless extensions. ------------------------------------------------------------------- COMMAND rfkill list all OUTPUT ------------------------------------------------------------------- 0: hp-wifi: Wireless LAN Soft blocked: no Hard blocked: no 1: hp-bluetooth: Bluetooth Soft blocked: no Hard blocked: no ------------------------------------------------------------------- COMMAND lsmod OUTPUT ------------------------------------------------------------------- Module Size Used by snd_hda_codec_realtek 224215 1 bnep 18281 2 rfcomm 47604 0 bluetooth 180113 10 bnep,rfcomm parport_pc 32866 0 ppdev 17113 0 nls_iso8859_1 12713 1 nls_cp437 16991 1 vfat 17585 1 fat 61512 1 vfat snd_hda_intel 33719 3 snd_hda_codec 127706 2 snd_hda_codec_realtek,snd_hda_intel snd_hwdep 17764 1 snd_hda_codec snd_pcm 97275 2 snd_hda_intel,snd_hda_codec snd_seq_midi 13324 0 snd_rawmidi 30748 1 snd_seq_midi snd_seq_midi_event 14899 1 snd_seq_midi snd_seq 61929 2 snd_seq_midi,snd_seq_midi_event nouveau 775039 0 joydev 17693 0 snd_timer 29990 2 snd_pcm,snd_seq snd_seq_device 14540 3 snd_seq_midi,snd_rawmidi,snd_seq ttm 76949 1 nouveau uvcvideo 72627 0 snd 79041 15 snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm,snd_rawmidi,snd_seq,snd_timer,snd_seq_device videodev 98259 1 uvcvideo drm_kms_helper 46978 1 nouveau psmouse 98051 0 drm 241971 3 nouveau,ttm,drm_kms_helper i2c_algo_bit 13423 1 nouveau soundcore 15091 1 snd snd_page_alloc 18529 2 snd_hda_intel,snd_pcm v4l2_compat_ioctl32 17128 1 videodev hp_wmi 18092 0 serio_raw 13211 0 sparse_keymap 13890 1 hp_wmi mxm_wmi 13021 1 nouveau video 19651 1 nouveau wmi 19256 2 hp_wmi,mxm_wmi mac_hid 13253 0 lp 17799 0 parport 46562 3 parport_pc,ppdev,lp r8169 62190 0 ------------------------------------------------------------------- COMMAND sudo su modprobe -v ath9k OUTPUT ------------------------------------------------------------------- insmod /lib/modules/3.2.0-67-generic/kernel/net/wireless/cfg80211.ko insmod /lib/modules/3.2.0-67-generic/kernel/drivers/net/wireless/ath/ath.ko insmod /lib/modules/3.2.0-67-generic/kernel/drivers/net/wireless/ath/ath9k/ath9k_hw.ko insmod /lib/modules/3.2.0-67-generic/kernel/drivers/net/wireless/ath/ath9k/ath9k_common.ko insmod /lib/modules/3.2.0-67-generic/kernel/net/mac80211/mac80211.ko insmod /lib/modules/3.2.0-67-generic/kernel/drivers/net/wireless/ath/ath9k/ath9k.ko ------------------------------------------------------------------- COMMAND do-release-upgrade OUTPUT ------------------------------------------------------------------- Err Upgrade tool signature 404 Not Found [IP: 91.189.88.149 80] Err Upgrade tool 404 Not Found [IP: 91.189.88.149 80] Fetched 0 B in 0s (0 B/s) WARNING:root:file 'quantal.tar.gz.gpg' missing Failed to fetch Fetching the upgrade failed. There may be a network problem. ------------------------------------------------------------------- COMMAND sudo modprobe ath9k dmesg | grep ath9k NO OUTPUT FOR THEM COMMAND dmesg | grep -e ath -e 80211 OUTPUT ------------------------------------------------------------------- [ 13.232372] type=1400 audit(1408867538.399:9): apparmor="STATUS" operation="profile_load" name="/usr/lib/telepathy/mission-control-5" pid=975 comm="apparmor_parser" [ 13.232615] type=1400 audit(1408867538.399:10): apparmor="STATUS" operation="profile_load" name="/usr/lib/telepathy/telepathy-*" pid=975 comm="apparmor_parser" [ 15.186599] ath3k: probe of 3-4:1.0 failed with error -110 [ 15.186635] usbcore: registered new interface driver ath3k [ 88.219329] cfg80211: Calling CRDA to update world regulatory domain [ 88.351665] cfg80211: World regulatory domain updated: [ 88.351667] cfg80211: (start_freq - end_freq @ bandwidth), (max_antenna_gain, max_eirp) [ 88.351670] cfg80211: (2402000 KHz - 2472000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 88.351671] cfg80211: (2457000 KHz - 2482000 KHz @ 20000 KHz), (300 mBi, 2000 mBm) [ 88.351673] cfg80211: (2474000 KHz - 2494000 KHz @ 20000 KHz), (300 mBi, 2000 mBm) [ 88.351674] cfg80211: (5170000 KHz - 5250000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) [ 88.351675] cfg80211: (5735000 KHz - 5835000 KHz @ 40000 KHz), (300 mBi, 2000 mBm) ------------------------------------------------------------------- COMMAND sudo apt-get install touchpad-indicator OUTPUT ------------------------------------------------------------------- Reading package lists... Done Building dependency tree Reading state information... Done The following extra packages will be installed: gir1.2-gconf-2.0 python-pyudev Suggested packages: python-qt4 python-pyside.qtcore The following NEW packages will be installed: gir1.2-gconf-2.0 python-pyudev touchpad-indicator 0 upgraded, 3 newly installed, 0 to remove and 0 not upgraded. Need to get 84.1 kB of archives. After this operation, 1,136 kB of additional disk space will be used. Do you want to continue [Y/n]? Y Get:1 http://ppa.launchpad.net/atareao/atareao/ubuntu/ precise/main touchpad-indicator all 0.9.3.12-1ubuntu1 [46.5 kB] Get:2 http://archive.ubuntu.com/ubuntu/ precise/main gir1.2-gconf-2.0 amd64 3.2.5-0ubuntu2 [7,098 B] Get:3 http://archive.ubuntu.com/ubuntu/ precise/main python-pyudev all 0.13-1 [30.5 kB] Fetched 84.1 kB in 2s (31.6 kB/s) Selecting previously unselected package gir1.2-gconf-2.0. (Reading database ... 169322 files and directories currently installed.) Unpacking gir1.2-gconf-2.0 (from .../gir1.2-gconf-2.0_3.2.5-0ubuntu2_amd64.deb) ... Selecting previously unselected package python-pyudev. Unpacking python-pyudev (from .../python-pyudev_0.13-1_all.deb) ... Selecting previously unselected package touchpad-indicator. Unpacking touchpad-indicator (from .../touchpad-indicator_0.9.3.12-1ubuntu1_all.deb) ... Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Processing triggers for desktop-file-utils ... Processing triggers for gnome-menus ... Processing triggers for hicolor-icon-theme ... Processing triggers for software-center ... INFO:softwarecenter.db.update:no translation information in database needed Setting up gir1.2-gconf-2.0 (3.2.5-0ubuntu2) ... Setting up python-pyudev (0.13-1) ... Setting up touchpad-indicator (0.9.3.12-1ubuntu1) ... ------------------------------------------------------------------- Not able to find ( drivers/net/wireless/ath/ath9k/hw.c ) or ( drivers/net/wireless/ath/ath9k/hw.h )

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  • Screenshot Tour: Ubuntu Touch 14.04 on a Nexus 7

    - by Chris Hoffman
    Ubuntu 14.04 LTS will “form the basis of the first commercially available Ubuntu tablets,” according to Canonical. We installed Ubuntu Touch 14.04 on our own hardware to see what those tablets will be like. We don’t recommend installing this yourself, as it’s still not a polished, complete experience. We’re using “Ubuntu Touch” as shorthand here — apparently this project’s new name is “Ubuntu For Devices.” The Welcome Screen Ubuntu’s touch interface is all about edge swipes and hidden interface elements — it has a lot in common with Windows 8, actually. You’ll see the welcome screen when you boot up or unlock a Ubuntu tablet or phone. If you have new emails, text messages, or other information, it will appear on this screen along with the time and date. If you don’t, you’ll just see a message saying “No data sources available.” The Dash Swipe in from the right edge of the welcome screen to access the Dash, or home screen. This is actually very similar to the Dash on Ubuntu’s Unity desktop. This isn’t a surprise — Canonical wants the desktop and touch versions of Ubuntu to use the same code. In the future, the desktop and touch versions of Ubuntu will use the same version of Unity and Unity will adjust its interface depending on what type of device your’e using. Here you’ll find apps you have installed and apps available to install. Tap an installed app to launch it or tap an available app to view more details and install it. Tap the My apps or Available headings to view a complete list of apps you have installed or apps you can install. Tap the Search box at the top of the screen to start searching — this is how you’d search for new apps to install. As you’d expect, a touch keyboard appears when you tap in the Search field or any other text field. The launcher isn’t just for apps. Tap the Apps heading at the top of the screen and you’ll see hidden text appear — Music, Video, and Scopes. This hidden navigation is used throughout Ubuntu’s different apps and can be easy to miss at first. Swipe to the left or right to move between these screens. These screens are also similar to the different panels in Unity on the desktop. The Scopes section allows you to view different search scopes you have installed. These are used to search different sources when you start a search from the Dash. Search from the Music or Videos scopes to search for local media files on your device or media files online. For example, searching in the Music scope will show you music results from Grooveshark by default. Navigating Ubuntu Touch Swipe in from the left edge anywhere on the system to open the launcher, a bar with shortcuts to apps. This launcher is very similar to the launcher on the left of Ubuntu’s Unity desktop — that’s the whole idea, after all. Once you’ve opened an app, you can leave the app by swiping in from the left. The launcher will appear — keep moving your finger towards the right edge of teh screen. This will swipe the current app off the screen, taking you back to the Dash. Once back on the Dash, you’ll see your open apps represented as thumbnails under Recent. Tap a thumbnail here to go back to a running app. To remove an app from here, long-press it and tap the X button that appears. Swipe in from the right edge in any app to quickly switch between recent apps. Swipe in from the right edge and hold your finger down to reveal an application switcher that shows all your recent apps and lets you choose between them. Swipe down from the top of the screen to access the indicator panel. Here you can connect to Wi-Fi networks, view upcoming events, control GPS and Bluetooth hardware, adjust sound settings, see incoming messages, and more. This panel is for quick access to hardware settings and notifications, just like the indicators on Ubuntu’s Unity desktop. The Apps System settings not included in the pull-down panel are available in the System Settings app. To access it, tap My apps on the Dash and tap System Settings, search for the System Settings app, or open the launcher bar and tap the settings icon. The settings here a bit limited compared to other operating systems, but many of the important options are available here. You can add Evernote, Ubuntu One, Twitter, Facebook, and Google accounts from here. A free Ubuntu One account is mandatory for downloading and updating apps. A Google account can be used to sync contacts and calendar events. Some apps on Ubuntu are native apps, while many are web apps. For example, the Twitter, Gmail, Amazon, Facebook, and eBay apps included by default are all web apps that open each service’s mobile website as an app. Other applications, such as the Weather, Calendar, Dialer, Calculator, and Notes apps are native applications. Theoretically, both types of apps will be able to scale to different screen resolutions. Ubuntu Touch and Ubuntu desktop may one day share the same apps, which will adapt to different display sizes and input methods. Like Windows 8 apps, Ubuntu apps hide interface elements by default, providing you with a full-screen view of the content. Swipe up from the bottom of an app’s screen to view its interface elements. For example, swiping up from the bottom of the Web Browser app reveals Back, Forward, and Refresh buttons, along with an address bar and Activity button so you can view current and recent web pages. Swipe up even more from the bottom and you’ll see a button hovering in the middle of the app. Tap the button and you’ll see many more settings. This is an overflow area for application options and functions that can’t fit on the navigation bar. The Terminal app has a few surprising Easter eggs in this panel, including a “Hack into the NSA” option. Tap it and the following text will appear in the terminal: That’s not very nice, now tracing your location . . . . . . . . . . . .Trace failed You got away this time, but don’t try again. We’d expect to see such Easter eggs disappear before Ubuntu Touch actually ships on real devices. Ubuntu Touch has come a long way, but it’s still not something you want to use today. For example, it doesn’t even have a built-in email client — you’ll have to us your email service’s mobile website. Few apps are available, and many of the ones that are are just mobile websites. It’s not a polished operating system intended for normal users yet — it’s more of a preview for developers and device manufacturers. If you really want to try it yourself, you can install it on a Wi-Fi Nexus 7 (2013), Nexus 10, or Nexus 4 device. Follow Ubuntu’s installation instructions here.

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  • Different Not Automatically Implies Better

    - by Alois Kraus
    Originally posted on: http://geekswithblogs.net/akraus1/archive/2013/11/05/154556.aspxRecently I was digging deeper why some WCF hosted workflow application did consume quite a lot of memory although it did basically only load a xaml workflow. The first tool of choice is Process Explorer or even better Process Hacker (has more options and the best feature copy&paste does work). The three most important numbers of a process with regards to memory are Working Set, Private Working Set and Private Bytes. Working set is the currently consumed physical memory (parts can be shared between processes e.g. loaded dlls which are read only) Private Working Set is the physical memory needed by this process which is not shareable Private Bytes is the number of non shareable which is only visible in the current process (e.g. all new, malloc, VirtualAlloc calls do create private bytes) When you have a bigger workflow it can consume under 64 bit easily 500MB for a 1-2 MB xaml file. This does not look very scalable. Under 64 bit the issue is excessive private bytes consumption and not the managed heap. The picture is quite different for 32 bit which looks a bit strange but it seems that the hosted VB compiler is a lot less memory hungry under 32 bit. I did try to repro the issue with a medium sized xaml file (400KB) which does contain 1000 variables and 1000 if which can be represented by C# code like this: string Var1; string Var2; ... string Var1000; if (!String.IsNullOrEmpty(Var1) ) { Console.WriteLine(“Var1”); } if (!String.IsNullOrEmpty(Var2) ) { Console.WriteLine(“Var2”); } ....   Since WF is based on VB.NET expressions you are bound to the hosted VB.NET compiler which does result in (x64) 140 MB of private bytes which is ca. 140 KB for each if clause which is quite a lot if you think about the actually present functionality. But there is hope. .NET 4.5 does allow now C# expressions for WF which is a major step forward for all C# lovers. I did create some simple patcher to “cross compile” my xaml to C# expressions. Lets look at the result: C# Expressions VB Expressions x86 x86 On my home machine I have only 32 bit which gives you quite exactly half of the memory consumption under 64 bit. C# expressions are 10 times more memory hungry than VB.NET expressions! I wanted to do more with less memory but instead it did consume a magnitude more memory. That is surprising to say the least. The workflow does initialize in about the same time under x64 and x86 where the VB code does it in 2s whereas the C# version needs 18s. Also nearly ten times slower. That is a too high price to pay for any bigger sized xaml workflow to convert from VB.NET to C# expressions. If I do reduce the number of expressions to 500 then it does need 400MB which is about half of the memory. It seems that the cost per if does rise linear with the number of total expressions in a xaml workflow.  Expression Language Cost per IF Startup Time C# 1000 Ifs x64 1,5 MB 18s C# 500 Ifs x64 750 KB 9s VB 1000 Ifs x64 140 KB 2s VB 500 Ifs x64 70 KB 1s Now we can directly compare two MS implementations. It is clear that the VB.NET compiler uses the same underlying structure but it has much higher offset compared to the highly inefficient C# expression compiler. I have filed a connect bug here with a harsher wording about recent advances in memory consumption. The funniest thing is that one MS employee did give an Azure AppFabric demo around early 2011 which was so slow that he needed to investigate with xperf. He was after startup time and the call stacks with regards to VB.NET expression compilation were remarkably similar. In fact I only found this post by googling for parts of my call stacks. … “C# expressions will be coming soon to WF, and that will have different performance characteristics than VB” … What did he know Jan 2011 what I did no know until today? ;-). He knew that C# expression will come but that they will not be automatically have better footprint. It is about time to fix that. In its current state C# expressions are not usable for bigger workflows. That also explains the headline for today. You can cheat startup time by prestarting workflows so that the demo looks nice and snappy but it does hurt scalability a lot since you do need much more memory than necessary. I did find the stacks by enabling virtual allocation tracking within XPerf which is still the best tool out there. But first you need to look at your process to check where the memory is hiding: For the C# Expression compiler you do not need xperf. You can directly dump the managed heap and check with a profiler of your choice. But if the allocations are happening on the Private Data ( VirtualAlloc ) you can find it with xperf. There is a nice video on channel 9 explaining VirtualAlloc tracking it in greater detail. If your data allocations are on the Heap it does mean that the C/C++ runtime did create a heap for you where all malloc, new calls do allocate from it. You can enable heap tracing with xperf and full call stack support as well which is doable via xperf like it is shown also on channel 9. Or you can use WPRUI directly: To make “Heap Usage” it work you need to set for your executable the tracing flags (before you start it). For example devenv.exe HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\devenv.exe DWORD TracingFlags 1 Do not forget to disable it after you did complete profiling the process or it will impact the startup time quite a lot. You can with xperf attach directly to a running process and collect heap allocation information from a gone wild process. Very handy if you need to find out what a process was doing which has arrived in a funny state. “VirtualAlloc usage” does work without explicitly enabling stuff for a specific process and is always on machine wide. I had issues on my Windows 7 machines with the call stack collection and the latest Windows 8.1 Performance Toolkit. I was told that WPA from Windows 8.0 should work fine but I do not want to downgrade.

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  • Box2d Cocos2d circle crash on contact with ground

    - by Oliver Cooper
    this is my first question here so sorry if I do something wrong or this is too long. I have been reading this tutorial by Ray Wenderlich, I have modified it so it is flatter and gradually goes down hill. Basically I have a ball roll down a bumpy hill, but at the moment the ball only drops from about 100 pixels above. When ever the touch the app crashes (the app is a Mac Cocos2d Box2d app). The ball code is this: CGSize winSize = [CCDirector sharedDirector].winSize; self.oeva = [CCSprite spriteWithTexture:[[CCTextureCache sharedTextureCache] addImage:@"Ball.png"]rect:CGRectMake(0, 0, 64, 64)]; _oeva.position = CGPointMake(68, winSize.height/2); [self addChild:_oeva z:1]; b2BodyDef oevaBodyDef; oevaBodyDef.type = b2_dynamicBody; oevaBodyDef.position.Set(68/PTM_RATIO, (winSize.height/2)/PTM_RATIO); // oevaBodyDef.userData = _oeva; _oevaBody = world->CreateBody(&oevaBodyDef); b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position.Set(60/PTM_RATIO, 400/PTM_RATIO); bodyDef.userData = _oeva; b2Body *body = world->CreateBody(&bodyDef); // Define another box shape for our dynamic body. b2CircleShape dynamicBox; dynamicBox.m_radius = 70/PTM_RATIO;//These are mid points for our 1m box // Define the dynamic body fixture. b2FixtureDef fixtureDef; fixtureDef.shape = &dynamicBox; fixtureDef.density = 1.0f; fixtureDef.friction = 0.3f; body->CreateFixture(&fixtureDef); That works fine. This is the terrain code, this also works fine: -(void)generateTerrainWithWorld: (b2World *) inputWorld: (int) hillSize;{ b2BodyDef bd; bd.position.Set(0, 0); body = inputWorld->CreateBody(&bd); b2PolygonShape shape; b2FixtureDef fixtureDef; currentSlope = 0; CGSize winSize = [CCDirector sharedDirector].winSize; float xf = 0; float yf = (arc4random() % 10)+winSize.height/3; int x = 200; for(int i = 0; i < maxHillPoints; ++i) { hillPoints[i] = CGPointMake(xf, yf); xf = xf+ (arc4random() % x/2)+x/2; yf = ((arc4random() % 30)+winSize.height/3)-currentSlope; currentSlope +=10; } int hSegments; for (int i=0; i<maxHillPoints-1; i++) { CGPoint p0 = hillPoints[i-1]; CGPoint p1 = hillPoints[i]; hSegments = floorf((p1.x-p0.x)/cosineSegmentWidth); float dx = (p1.x - p0.x) / hSegments; float da = M_PI / hSegments; float ymid = (p0.y + p1.y) / 2; float ampl = (p0.y - p1.y) / 2; CGPoint pt0, pt1; pt0 = p0; for (int j = 0; j < hSegments+1; ++j) { pt1.x = p0.x + j*dx; pt1.y = ymid + ampl * cosf(da*j); fullHillPoints[fullHillPointsCount++] = pt1; pt0 = pt1; } } b2Vec2 p1v, p2v; for (int i=0; i<fullHillPointsCount-1; i++) { p1v = b2Vec2(fullHillPoints[i].x/PTM_RATIO,fullHillPoints[i].y/PTM_RATIO); p2v = b2Vec2(fullHillPoints[i+1].x/PTM_RATIO,fullHillPoints[i+1].y/PTM_RATIO); shape.SetAsEdge(p1v, p2v); body->CreateFixture(&shape, 0); } } However when ever the two collide the app crashes. The crash error is: Thread 6 CVDisplayLink: Program received signal: "SIGABRT" The error occurs on line 96 of b2ContactSolver.cpp: b2Assert(kNormal > b2_epsilon); The error log is: Assertion failed: (kNormal 1.19209290e-7F), function b2ContactSolver, file /Users/coooli01/Documents/Xcode Projects/Cocos2d/Hill Slide/Hill Slide/libs/Box2D/Dynamics/Contacts/b2ContactSolver.cpp, line 96. Sorry if I rambled on for too long, i've been stuck on this for ages.

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  • How do I get preferences to work in Android?

    - by Dan T
    I've really been struggling through this. New to Java/Android. I'm writing my first app and this is the first thing that has taken me longer than a couple days of searching to figure out. Here's the setup: It's a BAC calculator / drink counter: A formula is used to calculate the BAC. Here's the forumla: Bac = ((StandardDrinks / 2) * (GenderConstant / Weight)) - (0.017 * Hours); So as you can see, being able to modify the gender and weight will produce more accurate and personalized results. So I have them as doubles: double GenderConstant = 7.5; //9 for female double Weight = 180; To change these variables I would like the person to be able to go into the settings and choose different values. I have these things set up, but not linked to the variables shown above because I cannot for the life of me figure out how. Here they are: I press the menu button and this pops up. Great. I'll click Settings. Now the preferences pops up. Here is my preferences.xml: <?xml version="1.0" encoding="utf-8"?> <PreferenceScreen xmlns:android="http://schemas.android.com/apk/res/android"> <PreferenceCategory android:title="Personal Settings"> <ListPreference android:title="Gender" android:summary="Verify or deny the presence of a Y chromosome." android:key="genderPref" android:defaultValue="male" android:entries="@array/genderArray" android:entryValues="@array/genderValues" /> <ListPreference android:title="Weight" android:summary="How much the planet pulls on you, in pounds." android:key="weightPref" android:defaultValue="180" android:entries="@array/weightArray" android:entryValues="@array/weightValues" /> </PreferenceCategory> <PreferenceCategory android:title="Drink Settings"> <ListPreference android:title="Beer Size" android:summary="The volume of your beer, in ounces." android:key="beerPref" android:defaultValue="12" android:entries="@array/beerArray" android:entryValues="@array/beerValues" /> <ListPreference android:title="Shot Size" android:summary="The volume of your shot, in ounces." android:key="shotPref" android:defaultValue="1.5" android:entries="@array/shotArray" android:entryValues="@array/shotValues" /> <ListPreference android:title="Wine Size" android:summary="The volume of your wine, in ounces." android:key="winePref" android:defaultValue="5" android:entries="@array/wineArray" android:entryValues="@array/wineValues" /> </PreferenceCategory> </PreferenceScreen> Onward to the weight ListPreference: And that shows up. The values are stored as string-arrays in res/values/arrays.xml. Here's a sample, of just the weight ones: <string-array name="weightArray"> <item>120 lbs</item> <item>150 lbs</item> <item>180 lbs</item> <item>210 lbs</item> <item>240 lbs</item> <item>270 lbs</item> </string-array> <string-array name="weightValues"> <item>120</item> <item>150</item> <item>180</item> <item>210</item> <item>240</item> <item>270</item> </string-array> This is basically as far as I've gotten. I can click a value, sure, but it doesn't change the formula because it's not linked with the doubles I created in DrinkingBuddy.java. All of the stuff displayed in the settings are just empty shells for now, including the spinner on the main layout (the default time is just set to 1 hour) I did create a Preferences.java and have tried implementing various combinations of code found in tutorials and resources around the web, but to no avail. Here it is anyway, filled with failed attempts to make beerPref (the settings option to change how many ounces in the beer) correlate with a variable in my main class: package com.dantoth.drinkingbuddy; import android.app.Activity; import android.content.SharedPreferences; import android.os.Bundle; import android.preference.Preference; import android.preference.PreferenceActivity; import android.preference.Preference.OnPreferenceClickListener; public class Preferences extends PreferenceActivity { public static final String PREF_BEER_SIZE = "PREF_BEER_SIZE"; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); addPreferencesFromResource(R.xml.preferences); //Get the custom preference Preference beerPref = (Preference) findPreference("beerPref"); beerPref.setOnPreferenceClickListener(new OnPreferenceClickListener() { public boolean onPreferenceClick(Preference preference) { SharedPreferences customSharedPreference = getSharedPreferences("myCustomSharedPrefs", Activity.MODE_PRIVATE); SharedPreferences.Editor editor = customSharedPreference.edit(); editor.commit(); return true; }} );} } A full on tutorial and sample code would be AWESOME as I've yet to find any reliable guides out there.

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  • [OpenGL ES - Android] Better way to generate tiles

    - by Inoe
    Hi ! I'll start by saying that i'm REALLY new to OpenGL ES (I started yesterday =), but I do have some Java and other languages experience. I've looked a lot of tutorials, of course Nehe's ones and my work is mainly based on that. As a test, I started creating a "tile generator" in order to create a small Zelda-like game (just moving a dude in a textured square would be awsome :p). So far, I have achieved a working tile generator, I define a char map[][] array to store wich tile is on : private char[][] map = { {0, 0, 20, 11, 11, 11, 11, 4, 0, 0}, {0, 20, 16, 12, 12, 12, 12, 7, 4, 0}, {20, 16, 17, 13, 13, 13, 13, 9, 7, 4}, {21, 24, 18, 14, 14, 14, 14, 8, 5, 1}, {21, 22, 25, 15, 15, 15, 15, 6, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {21, 22, 23, 0, 0, 0, 0, 3, 2, 1}, {26, 0, 0, 0, 0, 0, 0, 3, 2, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 1} }; It's working but I'm no happy with it, I'm sure there is a beter way to do those things : 1) Loading Textures : I create an ugly looking array containing the tiles I want to use on that map : private int[] textures = { R.drawable.herbe, //0 R.drawable.murdroite_haut, //1 R.drawable.murdroite_milieu, //2 R.drawable.murdroite_bas, //3 R.drawable.angledroitehaut_haut, //4 R.drawable.angledroitehaut_milieu, //5 }; (I cutted this on purpose, I currently load 27 tiles) All of theses are stored in the drawable folder, each one is a 16*16 tile. I then use this array to generate the textures and store them in a HashMap for a later use : int[] tmp_tex = new int[textures.length]; gl.glGenTextures(textures.length, tmp_tex, 0); texturesgen = tmp_tex; //Store the generated names in texturesgen for(int i=0; i < textures.length; i++) { //Bitmap bmp = BitmapFactory.decodeResource(context.getResources(), textures[i]); InputStream is = context.getResources().openRawResource(textures[i]); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } // Get a new texture name // Load it up this.textureMap.put(new Integer(textures[i]),new Integer(i)); int tex = tmp_tex[i]; gl.glBindTexture(GL10.GL_TEXTURE_2D, tex); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); } I'm quite sure there is a better way to handle that... I just was unable to figure it. If someone has an idea, i'm all ears. 2) Drawing the tiles What I did was create a single square and a single texture map : /** The initial vertex definition */ private float vertices[] = { -1.0f, -1.0f, 0.0f, //Bottom Left 1.0f, -1.0f, 0.0f, //Bottom Right -1.0f, 1.0f, 0.0f, //Top Left 1.0f, 1.0f, 0.0f //Top Right }; private float texture[] = { //Mapping coordinates for the vertices 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f }; Then, in my draw function, I loop through the map to define the texture to use (after pointing to and enabling the buffers) : for(int y = 0; y < Y; y++){ for(int x = 0; x < X; x++){ tile = map[y][x]; try { //Get the texture from the HashMap int textureid = ((Integer) this.textureMap.get(new Integer(textures[tile]))).intValue(); gl.glBindTexture(GL10.GL_TEXTURE_2D, this.texturesgen[textureid]); } catch(Exception e) { return; } //Draw the vertices as triangle strip gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3); gl.glTranslatef(2.0f, 0.0f, 0.0f); //A square takes 2x so I move +2x before drawing the next tile } gl.glTranslatef(-(float)(2*X), -2.0f, 0.0f); //Go back to the begining of the map X-wise and move 2y down before drawing the next line } This works great by I really think that on a 1000*1000 or more map, it will be lagging as hell (as a reminder, this is a typical Zelda world map : http://vgmaps.com/Atlas/SuperNES/LegendOfZelda-ALinkToThePast-LightWorld.png ). I've read things about Vertex Buffer Object and DisplayList but I couldn't find a good tutorial and nodoby seems to be OK on wich one is the best / has the better support (T1 and Nexus One are ages away). I think that's it, I've putted a lot of code but I think it helps. Thanks in advance !

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  • Django CMS - not able to upload images through cmsplugin_filer_image

    - by Luke
    i have a problem with a local installation on django cms 2.3.3: i've installed it trough pip, in a separated virtualenv. next i followed the tutorial for settings.py configuration, i started the server. Then in the admin i created an page (home), and i've tried to add an image in the placeholder through the cmsplugin_filer_image, but the upload seems that doesn't work. here's my settings.py: # Django settings for cms1 project. # -*- coding: utf-8 -*- import os gettext = lambda s: s PROJECT_PATH = os.path.abspath(os.path.dirname(__file__)) DEBUG = True TEMPLATE_DEBUG = DEBUG ADMINS = ( # ('Your Name', '[email protected]'), ) MANAGERS = ADMINS DATABASES = { 'default': { 'ENGINE': 'django.db.backends.postgresql_psycopg2', # Add 'postgresql_psycopg2', 'mysql', 'sqlite3' or 'oracle'. 'NAME': 'cms1', # Or path to database file if using sqlite3. 'USER': 'cms', # Not used with sqlite3. 'PASSWORD': 'cms', # Not used with sqlite3. 'HOST': '', # Set to empty string for localhost. Not used with sqlite3. 'PORT': '', # Set to empty string for default. Not used with sqlite3. } } # Local time zone for this installation. Choices can be found here: # http://en.wikipedia.org/wiki/List_of_tz_zones_by_name # although not all choices may be available on all operating systems. # In a Windows environment this must be set to your system time zone. TIME_ZONE = 'Europe/Rome' # Language code for this installation. All choices can be found here: # http://www.i18nguy.com/unicode/language-identifiers.html LANGUAGE_CODE = 'it-it' SITE_ID = 1 # If you set this to False, Django will make some optimizations so as not # to load the internationalization machinery. USE_I18N = True # If you set this to False, Django will not format dates, numbers and # calendars according to the current locale. USE_L10N = True # If you set this to False, Django will not use timezone-aware datetimes. USE_TZ = True # Absolute filesystem path to the directory that will hold user-uploaded files. # Example: "/home/media/media.lawrence.com/media/" MEDIA_ROOT = os.path.join(PROJECT_PATH, "media") # URL that handles the media served from MEDIA_ROOT. Make sure to use a # trailing slash. # Examples: "http://media.lawrence.com/media/", "http://example.com/media/" MEDIA_URL = '/media/' # Absolute path to the directory static files should be collected to. # Don't put anything in this directory yourself; store your static files # in apps' "static/" subdirectories and in STATICFILES_DIRS. # Example: "/home/media/media.lawrence.com/static/" STATIC_ROOT = os.path.join(PROJECT_PATH, "static") STATIC_URL = "/static/" # Additional locations of static files STATICFILES_DIRS = ( os.path.join(PROJECT_PATH, "static_auto"), # Put strings here, like "/home/html/static" or "C:/www/django/static". # Always use forward slashes, even on Windows. # Don't forget to use absolute paths, not relative paths. ) # List of finder classes that know how to find static files in # various locations. STATICFILES_FINDERS = ( 'django.contrib.staticfiles.finders.FileSystemFinder', 'django.contrib.staticfiles.finders.AppDirectoriesFinder', # 'django.contrib.staticfiles.finders.DefaultStorageFinder', ) # Make this unique, and don't share it with anybody. SECRET_KEY = '^c2q3d8w)f#gk%5i)(#i*lwt%lm-!2=(*1d!1cf+rg&amp;-hqi_9u' # List of callables that know how to import templates from various sources. TEMPLATE_LOADERS = ( 'django.template.loaders.filesystem.Loader', 'django.template.loaders.app_directories.Loader', # 'django.template.loaders.eggs.Loader', ) MIDDLEWARE_CLASSES = ( 'django.middleware.common.CommonMiddleware', 'django.contrib.sessions.middleware.SessionMiddleware', 'django.middleware.csrf.CsrfViewMiddleware', 'django.contrib.auth.middleware.AuthenticationMiddleware', 'django.contrib.messages.middleware.MessageMiddleware', 'cms.middleware.multilingual.MultilingualURLMiddleware', 'cms.middleware.page.CurrentPageMiddleware', 'cms.middleware.user.CurrentUserMiddleware', 'cms.middleware.toolbar.ToolbarMiddleware', # Uncomment the next line for simple clickjacking protection: # 'django.middleware.clickjacking.XFrameOptionsMiddleware', ) ROOT_URLCONF = 'cms1.urls' # Python dotted path to the WSGI application used by Django's runserver. WSGI_APPLICATION = 'cms1.wsgi.application' TEMPLATE_DIRS = ( os.path.join(PROJECT_PATH, "templates"), # Put strings here, like "/home/html/django_templates" or "C:/www/django/templates". # Always use forward slashes, even on Windows. # Don't forget to use absolute paths, not relative paths. ) CMS_TEMPLATES = ( ('template_1.html', 'Template One'), ('template_2.html', 'Template Two'), ) TEMPLATE_CONTEXT_PROCESSORS = ( 'django.contrib.auth.context_processors.auth', 'django.core.context_processors.i18n', 'django.core.context_processors.request', 'django.core.context_processors.media', 'django.core.context_processors.static', 'cms.context_processors.media', 'sekizai.context_processors.sekizai', ) LANGUAGES = [ ('it', 'Italiano'), ('en', 'English'), ] INSTALLED_APPS = ( 'django.contrib.auth', 'django.contrib.contenttypes', 'django.contrib.sessions', 'django.contrib.sites', 'django.contrib.messages', 'django.contrib.staticfiles', 'cms', #django CMS itself 'mptt', #utilities for implementing a modified pre-order traversal tree 'menus', #helper for model independent hierarchical website navigation 'south', #intelligent schema and data migrations 'sekizai', #for javascript and css management #'cms.plugins.file', 'cms.plugins.flash', 'cms.plugins.googlemap', 'cms.plugins.link', #'cms.plugins.picture', 'cms.plugins.snippet', 'cms.plugins.teaser', 'cms.plugins.text', #'cms.plugins.video', 'cms.plugins.twitter', 'filer', 'cmsplugin_filer_file', 'cmsplugin_filer_folder', 'cmsplugin_filer_image', 'cmsplugin_filer_teaser', 'cmsplugin_filer_video', 'easy_thumbnails', 'PIL', # Uncomment the next line to enable the admin: 'django.contrib.admin', # Uncomment the next line to enable admin documentation: # 'django.contrib.admindocs', ) # A sample logging configuration. The only tangible logging # performed by this configuration is to send an email to # the site admins on every HTTP 500 error when DEBUG=False. # See http://docs.djangoproject.com/en/dev/topics/logging for # more details on how to customize your logging configuration. LOGGING = { 'version': 1, 'disable_existing_loggers': False, 'filters': { 'require_debug_false': { '()': 'django.utils.log.RequireDebugFalse' } }, 'handlers': { 'mail_admins': { 'level': 'ERROR', 'filters': ['require_debug_false'], 'class': 'django.utils.log.AdminEmailHandler' } }, 'loggers': { 'django.request': { 'handlers': ['mail_admins'], 'level': 'ERROR', 'propagate': True, }, } } when i try to upload an image, in the clipboard section i don't have the thumbnail, but just an 'undefined' message: and this is the runserver console while trying to upload: [20/Oct/2012 15:15:56] "POST /admin/filer/clipboard/operations/upload/?qqfile=29708_1306856312320_7706073_n.jpg HTTP/1.1" 500 248133 [20/Oct/2012 15:15:56] "GET /it/admin/filer/folder/unfiled_images/undefined HTTP/1.1" 301 0 [20/Oct/2012 15:15:56] "GET /it/admin/filer/folder/unfiled_images/undefined/ HTTP/1.1" 404 1739 Also, this is project filesystem: cms1 +-- cms1 ¦   +-- __init__.py ¦   +-- __init__.pyc ¦   +-- media ¦   ¦   +-- filer_public ¦   ¦   +-- 2012 ¦   ¦   +-- 10 ¦   ¦   +-- 20 ¦   ¦   +-- 29708_1306856312320_7706073_n_1.jpg ¦   ¦   +-- 29708_1306856312320_7706073_n_2.jpg ¦   ¦   +-- 29708_1306856312320_7706073_n_3.jpg ¦   ¦   +-- 29708_1306856312320_7706073_n_4.jpg ¦   ¦   +-- 29708_1306856312320_7706073_n_5.jpg ¦   ¦   +-- 29708_1306856312320_7706073_n_6.jpg ¦   ¦   +-- 29708_1306856312320_7706073_n_7.jpg ¦   ¦   +-- 29708_1306856312320_7706073_n.jpg ¦   ¦   +-- torrent-client-macosx.jpg ¦   +-- settings.py ¦   +-- settings.pyc ¦   +-- static ¦   +-- static_auto ¦   +-- static_manual ¦   +-- templates ¦   ¦   +-- base.html ¦   ¦   +-- template_1.html ¦   ¦   +-- template_2.html ¦   +-- urls.py ¦   +-- urls.pyc ¦   +-- wsgi.py ¦   +-- wsgi.pyc +-- manage.py So files are uploaded, but they are not accessible to cms. there's a similar question here, but doens't help me so much. It would be very helpful any help on this issue to me. Thanks, luke

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  • Android "application stopped unexpectedly" - google Hello MapView Tutoria

    - by Cookie
    Hi, I'm trying the Hello MapView Tutorial at the moment. Whe I launch the program in the emulator, I get a huge number of errors (none of the exceptions seems to be related with lines in my code). The emulator window tells the program "stopped unexpectedly". Can anybody tell me which is the key line in the error output? What do I have to change? 05-02 15:04:57.195: ERROR/vold(26): Error opening switch name path '/sys/class/switch/test2' (No such file or directory) 05-02 15:04:57.195: ERROR/vold(26): Error bootstrapping switch '/sys/class/switch/test2' (No such file or directory) 05-02 15:04:57.195: ERROR/vold(26): Error opening switch name path '/sys/class/switch/test' (No such file or directory) 05-02 15:04:57.195: ERROR/vold(26): Error bootstrapping switch '/sys/class/switch/test' (No such file or directory) 05-02 15:05:10.659: ERROR/MemoryHeapBase(51): error opening /dev/pmem: No such file or directory 05-02 15:05:10.659: ERROR/SurfaceFlinger(51): Couldn't open /sys/power/wait_for_fb_sleep or /sys/power/wait_for_fb_wake 05-02 15:05:10.699: ERROR/libEGL(51): couldn't load <libhgl.so> library (Cannot load library: load_library[984]: Library 'libhgl.so' not found) 05-02 15:05:11.403: ERROR/libEGL(62): couldn't load <libhgl.so> library (Cannot load library: load_library[984]: Library 'libhgl.so' not found) 05-02 15:05:14.775: ERROR/BatteryService(51): Could not open '/sys/class/power_supply/usb/online' 05-02 15:05:14.775: ERROR/BatteryService(51): Could not open '/sys/class/power_supply/battery/batt_vol' 05-02 15:05:14.775: ERROR/BatteryService(51): Could not open '/sys/class/power_supply/battery/batt_temp' 05-02 15:05:15.148: ERROR/EventHub(51): could not get driver version for /dev/input/mouse0, Not a typewriter 05-02 15:05:15.148: ERROR/EventHub(51): could not get driver version for /dev/input/mice, Not a typewriter 05-02 15:05:15.282: ERROR/System(51): Failure starting core service 05-02 15:05:15.282: ERROR/System(51): java.lang.SecurityException 05-02 15:05:15.282: ERROR/System(51): at android.os.BinderProxy.transact(Native Method) 05-02 15:05:15.282: ERROR/System(51): at android.os.ServiceManagerProxy.addService(ServiceManagerNative.java:146) 05-02 15:05:15.282: ERROR/System(51): at android.os.ServiceManager.addService(ServiceManager.java:72) 05-02 15:05:15.282: ERROR/System(51): at com.android.server.ServerThread.run(SystemServer.java:162) 05-02 15:05:15.302: ERROR/AndroidRuntime(51): Crash logging skipped, no checkin service 05-02 15:05:17.012: ERROR/LockPatternKeyguardView(51): Failed to bind to GLS while checking for account 05-02 15:05:21.795: ERROR/ActivityThread(100): Failed to find provider info for com.google.settings 05-02 15:05:21.819: ERROR/ActivityThread(100): Failed to find provider info for com.google.settings 05-02 15:05:25.872: ERROR/ApplicationContext(51): Couldn't create directory for SharedPreferences file shared_prefs/wallpaper-hints.xml 05-02 15:05:28.923: ERROR/vold(26): Cannot start volume '/sdcard' (volume is not bound) 05-02 15:05:26.879: ERROR/ActivityThread(97): Failed to find provider info for android.server.checkin 05-02 15:05:30.211: ERROR/ActivityThread(97): Failed to find provider info for android.server.checkin 05-02 15:05:30.430: ERROR/ActivityThread(97): Failed to find provider info for android.server.checkin 05-02 15:05:32.463: ERROR/MediaPlayerService(30): Couldn't open fd for content://settings/system/notification_sound 05-02 15:05:32.489: ERROR/MediaPlayer(51): Unable to to create media player 05-02 15:05:34.783: ERROR/ActivityThread(51): Failed to find provider info for com.google.settings 05-02 15:05:34.783: ERROR/ActivityThread(51): Failed to find provider info for com.google.settings 05-02 15:05:35.359: ERROR/AndroidRuntime(201): Uncaught handler: thread main exiting due to uncaught exception 05-02 15:05:35.395: ERROR/AndroidRuntime(201): java.lang.RuntimeException: Unable to instantiate activity ComponentInfo{org.diretto.client.smartphone.android/org.diretto.client.smartphone.android.ShowMap}: java.lang.ClassNotFoundException: org.diretto.client.smartphone.android.ShowMap in loader dalvik.system.PathClassLoader@4376af90 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2324) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2417) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at android.app.ActivityThread.access$2100(ActivityThread.java:116) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1794) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at android.os.Handler.dispatchMessage(Handler.java:99) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at android.os.Looper.loop(Looper.java:123) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at android.app.ActivityThread.main(ActivityThread.java:4203) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at java.lang.reflect.Method.invokeNative(Native Method) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at java.lang.reflect.Method.invoke(Method.java:521) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:791) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:549) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at dalvik.system.NativeStart.main(Native Method) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): Caused by: java.lang.ClassNotFoundException: org.diretto.client.smartphone.android.ShowMap in loader dalvik.system.PathClassLoader@4376af90 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at dalvik.system.PathClassLoader.findClass(PathClassLoader.java:243) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at java.lang.ClassLoader.loadClass(ClassLoader.java:573) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at java.lang.ClassLoader.loadClass(ClassLoader.java:532) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at android.app.Instrumentation.newActivity(Instrumentation.java:1097) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2316) 05-02 15:05:35.395: ERROR/AndroidRuntime(201): ... 11 more 05-02 15:05:35.527: ERROR/dalvikvm(201): Unable to open stack trace file '/data/anr/traces.txt': Permission denied

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