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  • WPF TextBlock refresh in real time

    - by TheOnlyBrien
    I'm new to C#, in fact, this is one of the first projects I've tried to start on my own. I am curious why the TextBlock will not refresh with the following code? The WPF window does not even show up when I add the "while" loop to the code. I just want this to have a real time display of the days since I was born. Please help me out or give me constructive direction. using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows; using System.Windows.Controls; using System.Windows.Data; using System.Windows.Documents; using System.Windows.Input; using System.Windows.Media; using System.Windows.Media.Imaging; using System.Windows.Navigation; using System.Windows.Shapes; namespace daysAliveWPF { /// <summary> /// Interaction logic for MainWindow.xaml /// </summary> public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); DateTime myBirthday = new DateTime(1984, 01, 19); while (true) { TimeSpan daysAlive = DateTime.Now.Subtract(myBirthday); MyTextBlock.Text = daysAlive.TotalDays.ToString(); } } } } Similar code has worked in a Console Window application, so I don't understand what's going on here. Console Application code snip that did work is: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace DisplayRealTime { class Program { static void Main(string[] args) { DateTime myBirthday = new DateTime(1984, 06, 19); while (true) { TimeSpan daysAlive = DateTime.Now.Subtract(myBirthday); Console.Write("\rTotal Days Alive: {0}", daysAlive.TotalDays.ToString(".#####")); } } } } Thank you!

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  • Time passage arithmetic explanation

    - by Cyber Axe
    I ported this from http://www.effectgames.com/effect/article.psp.html/joe/Old_School_Color_Cycling_with_HTML5 some time ago. However i'm now wanting to modify it for the purpose of changing it from floating point to fixed point maths for enhanced efficiency (for those who are going to talk about premature optimization and what not, i want to have my entire engine in fixed point both as a learning process for me and so i can port code more easily to systems in the future that dont have native floating points such as arm cpus) My initial conversion to fixed points just resulted in the cycling stuck on either the first or last frame of cycling. Plus it would be nice to understand better how it works so i can add more options and so forth in the future, my maths however sucks and the comments are limited so i don't really know how the maths work for determining the frame it shoud use (cycleAmount) I was also a beginner when i ported it as i had no idea between floating points and integers and what not. So in summary my question is, can anyone give an explination of the arithmatic used for determining the cycleAmount (which determings the "frame" of the cycle) This is the working floating point maths version of the code: public final void cycle(Colour[] sourceColours, double timeNow, double speedAdjust) { // Cycle all animated colour ranges in palette based on timestamp. sourceColours = sourceColours.clone(); int cycleSize; double cycleRate; double cycleAmount; Cycle cycle; for (int i = 0, len = cycles.length; i < len; ++i) { cycle = cycles[i]; cycleSize = (cycle.HIGH - cycle.LOW) + 1; cycleRate = cycle.RATE / (int) (CYCLE_SPEED / speedAdjust); cycleAmount = 0; if (cycle.REVERSE < 3) { // Standard Cycle cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize); if (cycle.REVERSE < 1) { cycleAmount = cycleSize - cycleAmount; // If below 1 make sure its not reversed. } } else if (cycle.REVERSE == 3) { // Ping-Pong cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize << 1); if (cycleAmount >= cycleSize) { cycleAmount = (cycleSize * 2) - cycleAmount; } } else if (cycle.REVERSE < 6) { // Sine Wave cycleAmount = DFLOAT_MOD((timeNow / (1000 / cycleRate)), cycleSize); cycleAmount = Math.sin((cycleAmount * 3.1415926 * 2) / cycleSize) + 1; if (cycle.REVERSE == 4) { cycleAmount *= (cycleSize / 4); } else if (cycle.REVERSE == 5) { cycleAmount *= (cycleSize >> 1); } } if (cycle.REVERSE == 2) { reverseColours(sourceColours, cycle); } if (USE_BLEND_SHIFT) { blendShiftColours(sourceColours, cycle, cycleAmount); } else { shiftColours(sourceColours, cycle, cycleAmount); } if (cycle.REVERSE == 2) { reverseColours(sourceColours, cycle); } } colours = sourceColours; } // This utility function allows for variable precision floating point modulus. private double DFLOAT_MOD(final double d, final double b) { return (Math.floor(d * PRECISION) % Math.floor(b * PRECISION)) / PRECISION; }

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  • Smooth animation when using fixed time step

    - by sythical
    I'm trying to implement the game loop where the physics is independent from rendering but my animation isn't as smooth as I would like it to be and it seems to periodically jump. Here is my code: // alpha is used for interpolation double alpha = 0, counter_old_time = 0; double accumulator = 0, delta_time = 0, current_time = 0, previous_time = 0; unsigned frame_counter = 0, current_fps = 0; const unsigned physics_rate = 40, max_step_count = 5; const double step_duration = 1.0 / 40.0, accumulator_max = step_duration * 5; // information about the circ;e (position and velocity) int old_pos_x = 100, new_pos_x = 100, render_pos_x = 100, velocity_x = 60; previous_time = al_get_time(); while(true) { current_time = al_get_time(); delta_time = current_time - previous_time; previous_time = current_time; accumulator += delta_time; if(accumulator > accumulator_max) { accumulator = accumulator_max; } while(accumulator >= step_duration) { if(new_pos_x > 1330) velocity_x = -15; else if(new_pos_x < 70) velocity_x = 15; old_pos_x = new_pos_x; new_pos_x += velocity_x; accumulator -= step_duration; } alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; al_clear_to_color(al_map_rgb(20, 20, 40)); // clears the screen al_draw_textf(font, al_map_rgb(255, 255, 255), 20, 20, 0, "current_fps: %i", current_fps); // print fps al_draw_filled_circle(render_pos_x, 400, 15, al_map_rgb(255, 255, 255)); // draw circle // I've added this to test how the program will behave when rendering takes // considerably longer than updating the game. al_rest(0.008); al_flip_display(); // swaps the buffers frame_counter++; if(al_get_time() - counter_old_time >= 1) { current_fps = frame_counter; frame_counter = 0; counter_old_time = al_get_time(); } } I have added a pause during the rendering part because I wanted to see how the code would behave when a lot of rendering is involved. Removing it makes the animation smooth but then I'll have to make sure that I don't let the frame rate drop too much and that doesn't seem like a good solution. I've been trying to fix this for a week and have had no luck so I'd be very grateful if someone can read through my code. Thank you! Edit: I added the following code to work out the actual velocity (pixels per second) of the ball each time the ball is rendered and surprisingly it's not constant so I'm guessing that's the issue. I'm not sure why it's not constant. alpha = accumulator / static_cast<double>(step_duration); render_pos_x = old_pos_x + (new_pos_x - old_pos_x) * alpha; cout << (render_pos_x - old_render_pos) / delta_time << endl; old_render_pos = render_pos_x;

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  • Coordinate based travel through multi-line path over elapsed time

    - by Chris
    I have implemented A* Path finding to decide the course of a sprite through multiple waypoints. I have done this for point A to point B locations but am having trouble with multiple waypoints, because on slower devices when the FPS slows and the sprite travels PAST a waypoint I am lost as to the math to switch directions at the proper place. EDIT: To clarify my path finding code is separate in a game thread, this onUpdate method lives in a sprite like class which happens in the UI thread for sprite updating. To be even more clear the path is only updated when objects block the map, at any given point the current path could change but that should not affect the design of the algorithm if I am not mistaken. I do believe all components involved are well designed and accurate, aside from this piece :- ) Here is the scenario: public void onUpdate(float pSecondsElapsed) { // this could be 4x speed, so on slow devices the travel moved between // frames could be very large. What happens with my original algorithm // is it will start actually doing circles around the next waypoint.. pSecondsElapsed *= SomeSpeedModificationValue; final int spriteCurrentX = this.getX(); final int spriteCurrentY = this.getY(); // getCoords contains a large array of the coordinates to each waypoint. // A waypoint is a destination on the map, defined by tile column/row. The // path finder converts these waypoints to X,Y coords. // // I.E: // Given a set of waypoints of 0,0 to 12,23 to 23, 0 on a 23x23 tile map, each tile // being 32x32 pixels. This would translate in the path finder to this: // -> 0,0 to 12,23 // Coord : x=16 y=16 // Coord : x=16 y=48 // Coord : x=16 y=80 // ... // Coord : x=336 y=688 // Coord : x=336 y=720 // Coord : x=368 y=720 // // -> 12,23 to 23,0 -NOTE This direction change gives me trouble specifically // Coord : x=400 y=752 // Coord : x=400 y=720 // Coord : x=400 y=688 // ... // Coord : x=688 y=16 // Coord : x=688 y=0 // Coord : x=720 y=0 // // The current update index, the index specifies the coordinate that you see above // I.E. final int[] coords = getCoords( 2 ); -> x=16 y=80 final int[] coords = getCoords( ... ); // now I have the coords, how do I detect where to set the position? The tricky part // for me is when a direction changes, how do I calculate based on the elapsed time // how far to go up the new direction... I just can't wrap my head around this. this.setPosition(newX, newY); }

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  • Media server...serving files...............for a limited time only

    - by Craig
    I’m new to Ubuntu and am seeking help with a media server I have built. I have a couple of HTPCs in my house running XBMC. I wanted to build one for the family room working double duty as a HTPC, and media server to share movies, TV shows, music, etc. on my Windows network. So using some spare old parts I had lying around I decided to go CRAZY and build my first Linux box. I used Ubuntu because it seemed to be the most user friendly variant, especially for people that are new to Linux. I had to do a few things to get the media files shared properly on my network: Made sure my two media drives auto-mount every time I boot the computer by editing the “fstab” file – “sudo nano /etc/fstab” Installed Samba - “sudo apt-get install samba” Set a password for Samba - “sudo smbpasswd –a USERNAME” Edited the Samba configuration file to make sure the computer was in my networks workgroup – “sudo nano /etc/samba/smb.conf” In the file manager (not sure if that’s the right name for it), I right-clicked my media folders and set the sharing and permissions. The sharing was done without guest access, and permissions were set to; Owner, Group, and Others - Access: Create and Delete Files. Adjusted the Power Management settings to never put the system into sleep mode. I checked to see if I had access to the files from a Windows 7 machine and I did (Woo Hoo!). But when I tried to play any of my video files from the Windows machine (using VLC media player), they would only play for about 2-5 minutes and then they would stop with an error message saying that the file could not be accessed (Booo...). I tried playing some files through XBMC running in Windows and they worked for a bit longer (about 10-15mins), but they also stopped playing. I installed the Linux version of XBMC on the server and played the files locally with no problems. It doesn’t seem to be an issue with the files themselves, it seems to be a sharing problem on my network. So my question to the Ubuntu gurus out there is: Did I miss adding/editing something in the Samba configuration file? Did I use the right method to share my media files (file manager vs. using the terminal)? Is it possible for the computer to still go to sleep without the screen going black (does that even make sense?). Are there any special settings in Ubuntu that I should be using since this computer as a media server (is there a media server mode?...!...?). Any help on this matter would be greatly appreciated. Thanks

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  • Real-Time Multi-User Gaming Platform

    - by Victor Engel
    I asked this question at Stack Overflow but was told it's more appropriate here, so I'm posting it again here. I'm considering developing a real-time multi-user game, and I want to gather some information about possibilities before I do some real development. I've thought about how best to ask the question, and for simplicity, the best way that occurred to me was to make an analogy to the field (or playground) game darebase. In the field game of darebase, there are two or more bases. To start, there is one team on each base. The game is a fancy game of tag. When two people meet out in the field, the person who left his base most recently timewise captures the other person. They then return to that person's base. Play continues until everyone is part of the same team. So, analogizing this to an online computer game, let's suppose there are an indefinite number of bases. When a person starts up the game, he has a team that is located at, for example, his current GPS coordinates. It could be a virtual world, but for sake of argument, let's suppose the virtual world corresponds to the player's actual GPS coordinates. The game software then consults the database to see where the closest other base is that is online, and the two teams play their game of virtual tag. Note that the user of the other base could have a different base than the one run by the current user as the closest base to him, in which case, he would be in two simultaneous battles, one with each base. When they go offline, the state of their players is saved on a server somewhere. Game logic calls for the players to have some automaton-logic of some sort, so they can fend for themselves in a limited way using basic rules, until their user goes online again. The user doesn't control the players' movements directly, but issues general directives that influence the players' movement logic. I think this analogy is good enough to frame my question. What sort of platforms are available to develop this sort of game? I've been looking at smartfoxserver, but I'm not convinced yet that it is the best option or even that it will work at all. One possibility, of course, would be to roll out my own web server, but I'd rather not do that if there is an existing service out there already that I could tap into. I will be developing for iOS devices at first. So any suggestions would be greatly appreciated. I think I need to establish the architecture first before proceeding with this project. Note that darbase is not the game I intend to implement, but, upon reflection, that might not be a bad idea either.

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  • Indefinite loops where the first time is different

    - by George T
    This isn't a serious problem or anything someone has asked me to do, just a seemingly simple thing that I came up with as a mental exercise but has stumped me and which I feel that I should know the answer to already. There may be a duplicate but I didn't manage to find one. Suppose that someone asked you to write a piece of code that asks the user to enter a number and, every time the number they entered is not zero, says "Error" and asks again. When they enter zero it stops. In other words, the code keeps asking for a number and repeats until zero is entered. In each iteration except the first one it also prints "Error". The simplest way I can think of to do that would be something like the folloing pseudocode: int number = 0; do { if(number != 0) { print("Error"); } print("Enter number"); number = getInput(); }while(number != 0); While that does what it's supposed to, I personally don't like that there's repeating code (you test number != 0 twice) -something that should generally be avoided. One way to avoid this would be something like this: int number = 0; while(true) { print("Enter number"); number = getInput(); if(number == 0) { break; } else { print("Error"); } } But what I don't like in this one is "while(true)", another thing to avoid. The only other way I can think of includes one more thing to avoid: labels and gotos: int number = 0; goto question; error: print("Error"); question: print("Enter number"); number = getInput(); if(number != 0) { goto error; } Another solution would be to have an extra variable to test whether you should say "Error" or not but this is wasted memory. Is there a way to do this without doing something that's generally thought of as a bad practice (repeating code, a theoretically endless loop or the use of goto)? I understand that something like this would never be complex enough that the first way would be a problem (you'd generally call a function to validate input) but I'm curious to know if there's a way I haven't thought of.

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  • Using elapsed time for SlowMo in XNA

    - by Dave Voyles
    I'm trying to create a slow-mo effect in my pong game so that when a player is a button the paddles and ball will suddenly move at a far slower speed. I believe my understanding of the concepts of adjusting the timing in XNA are done, but I'm not sure of how to incorporate it into my design exactly. The updates for my bats (paddles) are done in my Bat.cs class: /// Controls the bat moving up the screen /// </summary> public void MoveUp() { SetPosition(Position + new Vector2(0, -moveSpeed)); } /// <summary> /// Controls the bat moving down the screen /// </summary> public void MoveDown() { SetPosition(Position + new Vector2(0, moveSpeed)); } /// <summary> /// Updates the position of the AI bat, in order to track the ball /// </summary> /// <param name="ball"></param> public virtual void UpdatePosition(Ball ball) { size.X = (int)Position.X; size.Y = (int)Position.Y; } While the rest of my game updates are done in my GameplayScreen.cs class (I'm using the XNA game state management sample) Class GameplayScreen { ........... bool slow; .......... public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) base.Update(gameTime, otherScreenHasFocus, false); if (IsActive) { // SlowMo Stuff Elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (Slowmo) Elapsed *= .8f; MoveTimer += Elapsed; double elapsedTime = gameTime.ElapsedGameTime.TotalMilliseconds; if (Keyboard.GetState().IsKeyDown(Keys.Up)) slow = true; else if (Keyboard.GetState().IsKeyDown(Keys.Down)) slow = false; if (slow == true) elapsedTime *= .1f; // Updating bat position leftBat.UpdatePosition(ball); rightBat.UpdatePosition(ball); // Updating the ball position ball.UpdatePosition(); and finally my fixed time step is declared in the constructor of my Game1.cs Class: /// <summary> /// The main game constructor. /// </summary> public Game1() { IsFixedTimeStep = slow = false; } So my question is: Where do I place the MoveTimer or elapsedTime, so that my bat will slow down accordingly?

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  • Developer career feeling like going back in time every new job [closed]

    - by komediant
    Is there a good category for this question? My background is bachelor in ICT and for a hobby I am programming already since I was around twelve I think. Started with QBasic, Pascal, C, Java et cetera. Currently I am working for about eight/nine years. Half academics/medical and half company world. A few years ago I started with frameworks and I began with Grails (underlying Spring/Hibernate), which was a heavenly job, very productive and no hassle. My previous job I developed in pure Spring/Hibernate Java, which was a bit more writing annotations and XML and no conventions like Grails. But still, I did like Spring/Hibernate a lot and the professional setup with a developmentstreet, versioning, Jenkins/Sonar, log4j and a good IDE like IntellIJ. It felt quite 'clear' and organised, although I knew Grails which felt a bit more productive. But...at my current job almost half the code is pure servlet, hard coded JDBC (connections handled by yourself), scriptlets in all JSP pages, no service layer, no versioning, no Maven, HTML in DAO-layer, JAR-hell, no hot swap deployment locally, every change you have to deploy and hope it works fine on the server. All local development needs ugly scriptlet tags to check which environment it is running. Et cetera. Now and then developers work over in the evening - I don't - and still lots of issues are not solved and new projects are waiting. I hear the developers complaining, but somehow they feel like what they have now is "advanced" or they are in a sort of comfore zone. The lead developer seems open for new things, but half of the times he says he can implement MVC-framework features himself instead of using what is already out there. So in short, I currently feel like I miss all the modern framework techniques and that the company is going so slow forward. I just work here for two months now. What I do now is also code some partially ugly stuff, but it goes in completely into my nature and I feel uncomfortable with it. Coding something takes long(er) than estimated and my manager complains about why it takes so long and I feel ashamed for myself needing so much time. Where I was used to just writing a query I now build up whole try catch methods. My manager knows my complaints and the developers do so too. There will come a meeting to line out plans for 2013 on technology and the issues I and the company are facing. I am not looking for another job yet, it's close to wehre I live and the economy is fragile. Does anyone else have had this kind of career, like feeling going backwards witch technology? And how did you cope with it?

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  • Why does ffmpeg stop randomly in the middle of a process?

    - by acidzombie24
    ffmpeg feels like its taking a long time. I then look at my output file and i see it stops between 6 and 8mbs. A fully encoded file is about 14mb. Why does ffmpeg stop? My code locks up on StandardOutput.ReadToEnd();. I had to kill the process (after seeing it not move for more then 10 seconds when i see it update every second previously) then i get the results of stdout and err. stdout is "" stderr is below. The output msg shows the filesize ended. I also see a drop in my CPU usage when it stops. I copyed the argument from visual studios. CD to the same working directory and ran the cmd (bin/ffmpeg) and pasted the argument. It was able to complete. int soundProcess(string infn, string outfn) { string aa, aa2; aa = aa2 = "DEAD"; var app = new Process(); app.StartInfo.UseShellExecute = false; app.StartInfo.RedirectStandardOutput = true; app.StartInfo.RedirectStandardError = true; //*/ app.StartInfo.FileName = @"bin\ffmpeg.exe"; app.StartInfo.Arguments = string.Format(@"-i ""{0}"" -ab 192k -y {2} ""{1}""", infn, outfn, param); app.Start(); try { app.PriorityClass = ProcessPriorityClass.BelowNormal; } catch (Exception ex) { if (!Regex.IsMatch(ex.Message, @"Cannot process request because the process .*has exited")) throw ex; } aa = app.StandardOutput.ReadToEnd(); aa2 = app.StandardError.ReadToEnd(); app.WaitForExit(); if (aa2.IndexOf("could not find codec parameters") != -1) return 1; else if (aa == "DEAD" || aa2 == "DEAD") return -1; else if (aa2.Length != 0) return -2; else return 0; } The output of stderr. stdout is empty. FFmpeg version SVN-r15815, Copyright (c) 2000-2008 Fabrice Bellard, et al. configuration: --enable-memalign-hack --enable-postproc --enable-swscale --enable-gpl --enable-libfaac --enable-libfaad --enable-libgsm --enable-libmp3lame --enable-libvorbis --enable-libtheora --enable-libx264 --enable-libxvid --disable-ffserver --disable-vhook --enable-avisynth --enable-pthreads libavutil 49.12. 0 / 49.12. 0 libavcodec 52. 3. 0 / 52. 3. 0 libavformat 52.23. 1 / 52.23. 1 libavdevice 52. 1. 0 / 52. 1. 0 libswscale 0. 6. 1 / 0. 6. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Nov 13 2008 10:28:29, gcc: 4.2.4 (TDM-1 for MinGW) Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'C:\dev\src\trunk\prjname\prjname\App_Data/temp/m/o/6304266424778814852': Duration: 00:12:53.36, start: 0.000000, bitrate: 154 kb/s Stream #0.0(und): Audio: aac, 44100 Hz, stereo, s16 Output #0, ipod, to 'C:\dev\src\trunk\prjname\prjname\App_Data\temp\m\o\2.m4a': Stream #0.0(und): Audio: libfaac, 44100 Hz, stereo, s16, 192 kb/s Stream mapping: Stream #0.0 -> #0.0 Press [q] to stop encoding size= 87kB time=4.74 bitrate= 150.7kbits/s size= 168kB time=9.06 bitrate= 151.9kbits/s size= 265kB time=14.28 bitrate= 151.8kbits/s size= 377kB time=20.29 bitrate= 152.1kbits/s size= 487kB time=26.22 bitrate= 152.1kbits/s size= 594kB time=32.02 bitrate= 152.1kbits/s size= 699kB time=37.64 bitrate= 152.1kbits/s size= 808kB time=43.54 bitrate= 152.0kbits/s size= 930kB time=50.09 bitrate= 152.2kbits/s size= 1058kB time=57.05 bitrate= 152.0kbits/s size= 1193kB time=64.23 bitrate= 152.1kbits/s size= 1329kB time=71.63 bitrate= 152.0kbits/s size= 1450kB time=78.16 bitrate= 152.0kbits/s size= 1578kB time=85.05 bitrate= 152.0kbits/s size= 1706kB time=92.00 bitrate= 152.0kbits/s size= 1836kB time=98.94 bitrate= 152.0kbits/s size= 1971kB time=106.25 bitrate= 151.9kbits/s size= 2107kB time=113.57 bitrate= 152.0kbits/s size= 2214kB time=119.33 bitrate= 152.0kbits/s size= 2345kB time=126.39 bitrate= 152.0kbits/s size= 2479kB time=133.56 bitrate= 152.0kbits/s size= 2611kB time=140.76 bitrate= 152.0kbits/s size= 2745kB time=147.91 bitrate= 152.1kbits/s size= 2880kB time=155.20 bitrate= 152.0kbits/s size= 3013kB time=162.40 bitrate= 152.0kbits/s size= 3146kB time=169.58 bitrate= 152.0kbits/s size= 3277kB time=176.61 bitrate= 152.0kbits/s size= 3412kB time=183.90 bitrate= 152.0kbits/s size= 3540kB time=190.80 bitrate= 152.0kbits/s size= 3670kB time=197.81 bitrate= 152.0kbits/s size= 3805kB time=205.08 bitrate= 152.0kbits/s size= 3932kB time=211.93 bitrate= 152.0kbits/s size= 4052kB time=218.38 bitrate= 152.0kbits/s size= 4171kB time=224.82 bitrate= 152.0kbits/s size= 4277kB time=230.55 bitrate= 152.0kbits/s size= 4378kB time=235.96 bitrate= 152.0kbits/s size= 4486kB time=241.79 bitrate= 152.0kbits/s size= 4592kB time=247.50 bitrate= 152.0kbits/s size= 4698kB time=253.21 bitrate= 152.0kbits/s size= 4804kB time=258.95 bitrate= 152.0kbits/s size= 4906kB time=264.41 bitrate= 152.0kbits/s size= 5012kB time=270.09 bitrate= 152.0kbits/s size= 5118kB time=275.85 bitrate= 152.0kbits/s size= 5234kB time=282.10 bitrate= 152.0kbits/s size= 5331kB time=287.39 bitrate= 151.9kbits/s size= 5445kB time=293.55 bitrate= 152.0kbits/s size= 5555kB time=299.40 bitrate= 152.0kbits/s size= 5665kB time=305.37 bitrate= 152.0kbits/s size= 5766kB time=310.80 bitrate= 152.0kbits/s size= 5876kB time=316.70 bitrate= 152.0kbits/s size= 5984kB time=322.50 bitrate= 152.0kbits/s size= 6094kB time=328.49 bitrate= 152.0kbits/s size= 6212kB time=334.76 bitrate= 152.0kbits/s size= 6327kB time=340.99 bitrate= 152.0kbits/s

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  • how to cause linux system datetime to run faster than real world datetime?

    - by JamesThomasMoon1979
    Background I want to monitor a running linux system over several days. It's a custom gentoo build and with much custom software on board. This software has ongoing maintenance timers and cron scripts and other clock driven events. I need to verify these scheduled events are working. Problem Waiting for the system to step through daily and weekly activity is a long wait time. And modifying all clock-based timers on the system would be time consuming. Yet, I often want to test a system's end-to-end scheduled activities without waiting a week. Potential Solution Have the linux system under test appear to run through it's daily cycle of activity within just a few hours. My Question for Serverfault Is there a way to cause the system's time to run faster than real world time? My first thought is manipulating the ntp daemon to repeatedly and smoothly increment the clock . Any other ideas? And yes, I know this may have strange side affects. However, the system has no important or time critical interactions with systems outside of itself. And this may be a valuable testing technique.

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  • Implication of variable context switching time

    - by Rob
    Hi, I know that constant switching time of the Linux scheduler was a big achievement. I was just asking myself the question what would be the implication of a non-constant switching time. The only obvious reason I can think of is real-time systems where we have to meet deadlines. There it is obviously no ideal if the switching time is "random". Are there any other good reasons that favour constant switching times? Many thanks, Rob

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  • Real-time log parsing and reporting

    - by Alienfluid
    We have a small project we are working on part-time that runs on Nginx/MongoDB on Ubuntu 10.04 LTS Server. We'd like to be able to see reports on things like server load, requests/sec, response time, DB load, DB response time, etc. Is there an open source or free (as in beer) tool that can parse such logs and provide a real-time report? I looked into Splunk briefly, but I wanted to see if there are any others that are highly recommended.

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  • How to keep windows 2003 Daylight Saving values updated

    - by SirMoreno
    My web app runs on windows 2003 .Net 3.5 I have users from Israel (GMT +2), and Israel switched to Daylight saving time on 26/3/10 so now it's (GMT +3). I use TimeZoneInfo.ConvertTime that doesn’t know the Daylight saving time switch is on 26/3/10 so it still converts to GMT +2. I asked on StackOverflow: http://stackoverflow.com/questions/2530834/problem-with-timezoneinfo-converttime-missed-the-daylight-saving-switch/2532104#2532104 And I was told that I need to update: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Time Zones\Israel Standard Time\Dynamic DST I found this update: http://support.microsoft.com/kb/976098 That supposes to fix the Dynamic DST for 2010, Is this the update I need? Where can I find an update that handles 2011 2012… ? Will I need to update my windows every year to get the DST right? Thanks.

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  • Meinberg ntp for Windows - force more frequent updates?

    - by ana
    I have a Windows VM that has time drift problems, and left to its own devices will drift by minutes per day. I know there are issues with time on VMs, but I was hoping using the Meinberg NTP service would be successful. It works, generally, in that the time gets corrected in one big step about once every 70mins when it's at about 10mins offset. This has totally confused me as I thought NTP was meant to drift gently back towards the right time, and panic and die if the offset was more than 3 minutes. So (a) what is happening and (b) how do I make it update more regularly?

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  • Win 7 time service error

    - by casterle
    I see a warning in my Win7 Events Log: The time service has not synchronized the system time for 86400 seconds because none of the time service providers provided a usable time stamp. The message suggests that I run: w32tm /resync When I try to run that command, I get an error: The following error occurred: The specified module could not be found. <0x8007007E I can run w32tm with no arguments and get the expected list of w32tm commands, so the program is accessable and runs. Any help is greatly appreciated.

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  • Wireshark vs Netmon for precise time tagging

    - by Nic
    I'm using Wireshark to time tag and get some statistics on multicast traffic. When there is not much traffic, the stats looks good, but as soon as there is a bunch of packets arriving at the same time, I have stats that are not even possible (e.g. round trip time of 0ms) I'm wondering if Netmon could be more precise in time tagging packet because it is not relying on the Winpcap driver? Does anybody already faced the same situation? Thanks a lot, Nic

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  • Python to see if a file falls into a date range

    - by tod
    I have a script that I want to have an if statement check if a file falls between several specified date periods as it searches directories. I have been able to get the time in %Y-%m-%d format for the file, but I can't seem to be able to specify a date range for python to go through. Any ideas/help? Here's what I have so far for name in files: f = os.path.join(root, name) dt = os.path.getmtime(f) nwdt = time.gmtime(dt) ndt = time.strftime('%Y-%m-%d', nwdt)

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  • NTP daemon or ntpdate doesn't synchronize

    - by user2862333
    I'm having some problems with synchronization with an NTP server. 1) The NTP daemon doesn't sync the system clock at all, even though it's running (confirmed with /etc/init.d/ntp status). Forcing to sync with ntpd -q or ntpd -gq does not work either. 2) Stopping the NTP daemon and syncing manually with ntpdate does give me the following output: ~# ntpdate -d 0.debian.pool.ntp.org 6 Nov 16:48:53 ntpdate[4417]: ntpdate [email protected] Sat May 12 09:07:19 UTC 2012 (1) transmit(79.132.237.5) receive(79.132.237.5) transmit(85.234.197.2) receive(85.234.197.2) transmit(194.50.97.34) receive(194.50.97.34) transmit(79.132.237.1) receive(79.132.237.1) transmit(79.132.237.5) receive(79.132.237.5) transmit(85.234.197.2) receive(85.234.197.2) transmit(194.50.97.34) receive(194.50.97.34) transmit(79.132.237.1) receive(79.132.237.1) transmit(79.132.237.5) receive(79.132.237.5) transmit(85.234.197.2) receive(85.234.197.2) transmit(194.50.97.34) receive(194.50.97.34) transmit(79.132.237.1) receive(79.132.237.1) transmit(79.132.237.5) receive(79.132.237.5) transmit(85.234.197.2) receive(85.234.197.2) transmit(194.50.97.34) receive(194.50.97.34) transmit(79.132.237.1) receive(79.132.237.1) server 79.132.237.5, port 123 stratum 2, precision -20, leap 00, trust 000 refid [79.132.237.5], delay 0.05141, dispersion 0.00145 transmitted 4, in filter 4 reference time: d624e3b1.f490b90d Wed, Nov 6 2013 16:50:09.955 originate timestamp: d624e457.eaaf787c Wed, Nov 6 2013 16:52:55.916 transmit timestamp: d624e36c.4a7036fd Wed, Nov 6 2013 16:49:00.290 filter delay: 0.08537 0.05141 0.05151 0.06346 0.00000 0.00000 0.00000 0.00000 filter offset: 235.6038 235.6087 235.6095 235.6068 0.000000 0.000000 0.000000 0.000000 delay 0.05141, dispersion 0.00145 offset 235.608782 server 85.234.197.2, port 123 stratum 2, precision -20, leap 00, trust 000 refid [85.234.197.2], delay 0.05151, dispersion 0.00336 transmitted 4, in filter 4 reference time: d624e3e7.dc6cd02b Wed, Nov 6 2013 16:51:03.861 originate timestamp: d624e458.1c91031f Wed, Nov 6 2013 16:52:56.111 transmit timestamp: d624e36c.7da1d882 Wed, Nov 6 2013 16:49:00.490 filter delay: 0.05765 0.07750 0.06013 0.05151 0.00000 0.00000 0.00000 0.00000 filter offset: 235.6048 235.6014 235.6035 235.6078 0.000000 0.000000 0.000000 0.000000 delay 0.05151, dispersion 0.00336 offset 235.607826 server 194.50.97.34, port 123 stratum 3, precision -23, leap 00, trust 000 refid [194.50.97.34], delay 0.03021, dispersion 0.00090 transmitted 4, in filter 4 reference time: d624e38d.2bce952c Wed, Nov 6 2013 16:49:33.171 originate timestamp: d624e458.4dbbc114 Wed, Nov 6 2013 16:52:56.303 transmit timestamp: d624e36c.b0d38834 Wed, Nov 6 2013 16:49:00.690 filter delay: 0.03030 0.03636 0.03091 0.03021 0.00000 0.00000 0.00000 0.00000 filter offset: 235.6095 235.6085 235.6098 235.6105 0.000000 0.000000 0.000000 0.000000 delay 0.03021, dispersion 0.00090 offset 235.610589 server 79.132.237.1, port 123 stratum 3, precision -20, leap 00, trust 000 refid [79.132.237.1], delay 0.05113, dispersion 0.00305 transmitted 4, in filter 4 reference time: d624dfcb.6acea332 Wed, Nov 6 2013 16:33:31.417 originate timestamp: d624e458.838672ad Wed, Nov 6 2013 16:52:56.513 transmit timestamp: d624e36c.e405181c Wed, Nov 6 2013 16:49:00.890 filter delay: 0.06345 0.05113 0.05681 0.05656 0.00000 0.00000 0.00000 0.00000 filter offset: 235.6087 235.6038 235.6010 235.6074 0.000000 0.000000 0.000000 0.000000 delay 0.05113, dispersion 0.00305 offset 235.603888 6 Nov 16:49:00 ntpdate[4417]: step time server 79.132.237.5 offset 235.608782 sec Clearly, ntpdate can reach the NTP server(s), but after checking the clock, it hasn't changed and is still displaying the wrong time. Any ideas what would be the problem would be much appreciated.

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  • Time sync in data center

    - by ak
    We currently have setting to sync time when spread is more than 5 mins, but it's getting to a point where some applications don't accept it. What is best practice out there to sync time for all windows and unix boxes to sync with time server or domain controller. Windows time service is not made for high accuracy less then 10 secs. What are alternatives ?

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  • Modifying / Resetting the Last reboot time

    - by user3711455
    I am trying to recreate a problem I encountered to try to confirm the root causes of it. One of the possible theory is that the problem is being caused because the server hadn't restarted for along time. Since I've already restarted the computer, Is there a way of resetting/modifying the "Last Reboot time" so the computer thinks it hasn't restarted for along time? I am using systeminfo | find "System Boot Time" The computer is running Windows XP Embedded if it helps. Thanks

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  • Seriously, It’s Time to Get Your Content Act Together

    - by Mike Stiles
    Branded content, content marketing, social content, brand journalism, we’re seeing those terms more and more. Why? The technology tools are coming together. We should know. We can gather big data, crunch it, listen to the public, moderate, respond, get to know the customer intimately, know what they like, know what they want, we can target, distribute, amplify, measure engagement and reaction, modify strategy and even automate a great deal of all that. An amazing machine, a sleek, smooth-running engine has been built such that all the parts can interact and work together to deliver peak performance and maximum output. But that engine isn’t going anywhere without any gas. Content is the gas. Yes, we curate other people’s content. We can siphon their gas. There’s tech to help with that too. But as for the creation of original, worthwhile content made for a specific audience, our audience, machines can’t do that…at least not yet. Curated content is great. But somebody has to originate the content for it to be curated and shared. And since the need for good, curated content is obviously large and the desire to share is there, it’s a winning proposition for a brand to be a consistent producer of original content. And yet, it feels like content is an issue we’re avoiding. There’s a reluctance to build a massive pipeline if you have no idea what you’re going to run through it. The C-suite often doesn’t know what content is, that it’s different from ads, where to get it, who makes it, how long it should be, what the point of it is if there’s no hard sell of the product, what it costs, how to use it, how to measure it, how to make sure it’s good, or how to make sure it will keep flowing. It could be the reason many brands aren’t pulling the trigger on socially enabling the enterprise. And that’s a shame, because there are a lot of creative, daring, experimental, uniquely talented entertainers and journalists chomping at the bit to execute content for brands. But for many corporate executives, content is “weird,” and the people who make it are even weirder. The content side of the equation is human. It’s art, but art that can be informed by data. The natural inclination is for brands to turn to their agencies for such creative endeavors. But agencies are falling into one of two categories. They’re failing to transition from ads to content. In “Content Era, What’s the Role of Agencies?” Alexander Jutkowitz says agencies were made for one-hit campaigns, not ongoing content. Or, they’re ready and capable but can’t get clients to do the right things. Agencies have to make money, even if it means continuing to do the wrong things because that’s all the client will agree to. So what we wind up with in the pipeline is advertising, marketing-heavy content, content that was obviously created or spearheaded by non-creative executives, random & inconsistent content, copy written for SEO bots, and other completely uninteresting nightmares. Frank Rose, author of “The Art of Immersion,” writes, “Content without story and excitement is noise pollution.” In the old days, you made an ad and inserted it into shows made by people who knew what they were doing. You could bask in that show’s success and leverage their audience. Now, you are tasked with attracting, amassing and holding your own audience. You may just want to make, advertise and sell your widgets. But now there’s a war on for a precious commodity, attention. People are busy. They have filters to keep uninteresting and irrelevant things out. They value their time and expect value back when they give it up. Joe Pulizzi, founder of the Content Marketing Institute, says, "Your customers don't care about you, your products, your services…they care about themselves, their wants and their needs." Is it worth getting serious about content and doing it right? 61% of consumers feel better about a company that delivers custom content (Custom Content Council). Interesting content is one of the top 3 reasons people follow brands on social (Content+). 78% of consumers think organizations that provide custom content want to build good relationships with them (TMG Custom Media). On the B2B side, 80% of business decision makers prefer to get company info in a series of articles vs. an ad. So what’s the hang-up? Cited barriers to content marketing are lack of human resources (42%) and lack of budget (35%). 54% of brands don’t have a single on-site, dedicated content creator. And only 38% of brands have a content marketing strategy. Tech has built the biggest, most incredible stage for brands that’s ever been built. Putting something on that stage is your responsibility. Do a bad show, or no show at all, and you’ll be the beautiful, talented actress that never got discovered. @mikestilesPhoto: Gabriella Fabbri, stock.xchng

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  • Android Can't get two virtual joysticks to move independently and at the same time

    - by Cole
    @Override public boolean onTouch(View v, MotionEvent event) { // TODO Auto-generated method stub float r = 70; float centerLx = (float) (screenWidth*.3425); float centerLy = (float) (screenHeight*.4958); float centerRx = (float) (screenWidth*.6538); float centerRy = (float) (screenHeight*.4917); float dx = 0; float dy = 0; float theta; float c; int action = event.getAction(); int actionCode = action & MotionEvent.ACTION_MASK; int pid = (action & MotionEvent.ACTION_POINTER_INDEX_MASK) >> MotionEvent.ACTION_POINTER_INDEX_SHIFT; int fingerid = event.getPointerId(pid); int x = (int) event.getX(pid); int y = (int) event.getY(pid); c = FloatMath.sqrt(dx*dx + dy*dy); theta = (float) Math.atan(Math.abs(dy/dx)); switch (actionCode) { case MotionEvent.ACTION_DOWN: case MotionEvent.ACTION_POINTER_DOWN: //if touching down on left stick, set leftstick ID to this fingerid. if(x < screenWidth/2 && c<r*.8) { lsId = fingerid; dx = x-centerLx; dy = y-centerLy; touchingLs = true; } else if(x > screenWidth/2 && c<r*.8) { rsId = fingerid; dx = x-centerRx; dy = y-centerRy; touchingRs = true; } break; case MotionEvent.ACTION_MOVE: if (touchingLs && fingerid == lsId) { dx = x - centerLx; dy = y - centerLy; }else if (touchingRs && fingerid == rsId) { dx = x - centerRx; dy = y - centerRy; } c = FloatMath.sqrt(dx*dx + dy*dy); theta = (float) Math.atan(Math.abs(dy/dx)); //if touching outside left radius and moving left stick if(c >= r && touchingLs && fingerid == lsId) { if(dx>0 && dy<0) { //top right quadrant lsX = r * FloatMath.cos(theta); lsY = -(r * FloatMath.sin(theta)); Log.i("message", "top right"); } if(dx<0 && dy<0) { //top left quadrant lsX = -(r * FloatMath.cos(theta)); lsY = -(r * FloatMath.sin(theta)); Log.i("message", "top left"); } if(dx<0 && dy>0) { //bottom left quadrant lsX = -(r * FloatMath.cos(theta)); lsY = r * FloatMath.sin(theta); Log.i("message", "bottom left"); } else if(dx > 0 && dy > 0){ //bottom right quadrant lsX = r * FloatMath.cos(theta); lsY = r * FloatMath.sin(theta); Log.i("message", "bottom right"); } } if(c >= r && touchingRs && fingerid == rsId) { if(dx>0 && dy<0) { //top right quadrant rsX = r * FloatMath.cos(theta); rsY = -(r * FloatMath.sin(theta)); Log.i("message", "top right"); } if(dx<0 && dy<0) { //top left quadrant rsX = -(r * FloatMath.cos(theta)); rsY = -(r * FloatMath.sin(theta)); Log.i("message", "top left"); } if(dx<0 && dy>0) { //bottom left quadrant rsX = -(r * FloatMath.cos(theta)); rsY = r * FloatMath.sin(theta); Log.i("message", "bottom left"); } else if(dx > 0 && dy > 0) { rsX = r * FloatMath.cos(theta); rsY = r * FloatMath.sin(theta); Log.i("message", "bottom right"); } } else { if(c < r && touchingLs && fingerid == lsId) { lsX = dx; lsY = dy; } if(c < r && touchingRs && fingerid == rsId){ rsX = dx; rsY = dy; } } break; case MotionEvent.ACTION_UP: case MotionEvent.ACTION_POINTER_UP: if (fingerid == lsId) { lsId = -1; lsX = 0; lsY = 0; touchingLs = false; } else if (fingerid == rsId) { rsId = -1; rsX = 0; rsY = 0; touchingRs = false; } break; } return true; } There's a left joystick and a right joystick. Right now only one will move at a time. If someone could set me on the right track I would be incredibly grateful cause I've been having nightmares about this problem.

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  • First time shadow mapping problems

    - by user1294203
    I have implemented basic shadow mapping for the first time in OpenGL using shaders and I'm facing some problems. Below you can see an example of my rendered scene: The process of the shadow mapping I'm following is that I render the scene to the framebuffer using a View Matrix from the light point of view and the projection and model matrices used for normal rendering. In the second pass, I send the above MVP matrix from the light point of view to the vertex shader which transforms the position to light space. The fragment shader does the perspective divide and changes the position to texture coordinates. Here is my vertex shader, #version 150 core uniform mat4 ModelViewMatrix; uniform mat3 NormalMatrix; uniform mat4 MVPMatrix; uniform mat4 lightMVP; uniform float scale; in vec3 in_Position; in vec3 in_Normal; in vec2 in_TexCoord; smooth out vec3 pass_Normal; smooth out vec3 pass_Position; smooth out vec2 TexCoord; smooth out vec4 lightspace_Position; void main(void){ pass_Normal = NormalMatrix * in_Normal; pass_Position = (ModelViewMatrix * vec4(scale * in_Position, 1.0)).xyz; lightspace_Position = lightMVP * vec4(scale * in_Position, 1.0); TexCoord = in_TexCoord; gl_Position = MVPMatrix * vec4(scale * in_Position, 1.0); } And my fragment shader, #version 150 core struct Light{ vec3 direction; }; uniform Light light; uniform sampler2D inSampler; uniform sampler2D inShadowMap; smooth in vec3 pass_Normal; smooth in vec3 pass_Position; smooth in vec2 TexCoord; smooth in vec4 lightspace_Position; out vec4 out_Color; float CalcShadowFactor(vec4 lightspace_Position){ vec3 ProjectionCoords = lightspace_Position.xyz / lightspace_Position.w; vec2 UVCoords; UVCoords.x = 0.5 * ProjectionCoords.x + 0.5; UVCoords.y = 0.5 * ProjectionCoords.y + 0.5; float Depth = texture(inShadowMap, UVCoords).x; if(Depth < (ProjectionCoords.z + 0.001)) return 0.5; else return 1.0; } void main(void){ vec3 Normal = normalize(pass_Normal); vec3 light_Direction = -normalize(light.direction); vec3 camera_Direction = normalize(-pass_Position); vec3 half_vector = normalize(camera_Direction + light_Direction); float diffuse = max(0.2, dot(Normal, light_Direction)); vec3 temp_Color = diffuse * vec3(1.0); float specular = max( 0.0, dot( Normal, half_vector) ); float shadowFactor = CalcShadowFactor(lightspace_Position); if(diffuse != 0 && shadowFactor > 0.5){ float fspecular = pow(specular, 128.0); temp_Color += fspecular; } out_Color = vec4(shadowFactor * texture(inSampler, TexCoord).xyz * temp_Color, 1.0); } One of the problems is self shadowing as you can see in the picture, the crate has its own shadow cast on itself. What I have tried is enabling polygon offset (i.e. glEnable(POLYGON_OFFSET_FILL), glPolygonOffset(GLfloat, GLfloat) ) but it didn't change much. As you see in the fragment shader, I have put a static offset value of 0.001 but I have to change the value depending on the distance of the light to get more desirable effects , which not very handy. I also tried using front face culling when I render to the framebuffer, that didn't change much too. The other problem is that pixels outside the Light's view frustum get shaded. The only object that is supposed to be able to cast shadows is the crate. I guess I should pick more appropriate projection and view matrices, but I'm not sure how to do that. What are some common practices, should I pick an orthographic projection? From googling around a bit, I understand that these issues are not that trivial. Does anyone have any easy to implement solutions to these problems. Could you give me some additional tips? Please ask me if you need more information on my code. Here is a comparison with and without shadow mapping of a close-up of the crate. The self-shadowing is more visible.

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