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  • manual install perl-5.10.1-3.tar.bz2 on cygwin

    - by Jason
    Hi, I have the binaries: perl-5.10.1-3.tar.bz2 and I don't have access (admin privileges) to run setup.exe for cygwin, my question is how can I install manually inside cygwin the module for perl: perl-5.10.1-3.tar.bz2 ? (or maybe can I get the sources and compile? can someone tell me please how?) thanks

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  • Mac OS X 10.6.3 update freezes mouse

    - by Kriem
    Ever since I updated my early 2010 MacBook Pro 13" with the 10.6.3 update, the mouse pointer freezes for 5 to 10 seconds, every now and then. The keyboard is next to unresponsive when this happens. Are there more people having the same problem? Is this a known bug? Is there a solution?

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  • ESX3.5 Cluster & MD3000i -- Both servers see iSCSI Targets, Only one server can use partition.

    - by GruffTech
    Alright. First and foremost, Warning. This is a bigger-then-normal question. I like to be thorough and try to eliminate all possible "easymode" answers, as well as give everyone a feel of what i've tried. I've included several images of our setup and the problem it is having.. TLDR Version: So I've followed the guides located here: ESX Deployment Guide V1 this is the guide Dell has sent me to setup two ESX3.5 servers mounting a Dell MD3000i. It doesn't work. Both servers can't use the same storage partition on the MD3000. Both servers see it, but only one server can actually use it. (that server being whatever server created the partition on the target.) Both ESX servers are members of the Host Group. Full Version I have 2 ESX3.5 Servers (10.0.7.102, also called EPI2, and 10.0.7.103, also called EPI3.) connected to a iSCSI SAN Device (Dell MD3000i). Both ESX servers can "scan" the SAN and see the LUNS. Part One: MD3000i Storage On the MD3000i, Both servers are in my host group. I have two partitions, VM1 and VM2, both 1.6TB (vmware doesn't like anything past 2tb.) And you can even see that the ESX servers are targetting the MD3000 just fine. Part Two: The ESX Servers Figure 1. So as you can see above, Both ESX Servers (10.0.7.102 and 10.0.7.103) are able to see and scan the MD3000i SAN. Figure 2. Above is the storage both servers see. I created the storage partition on EPI2 (102). I then Extended the partition to include the second LUN for a grand total of 3.27 TB of storage. When i "rescan" on 103 (the server not mounting the partition), I get the below log in log/messages. Mar 11 10:41:18 epi3 kernel: scsi1: remove-single-device 0 0 0 failed, device busy(4). being the only line that grabs my attentions. (EPI3 is the server name) Mar 11 10:41:04 epi3 vmkiscsid[5436]: Connected to Discovery Address 192.168.130.101 Mar 11 10:41:04 epi3 vmkiscsid[5437]: Connected to Discovery Address 192.168.130.102 Mar 11 10:41:04 epi3 vmkiscsid[5438]: Connected to Discovery Address 192.168.131.101 Mar 11 10:41:04 epi3 vmkiscsid[5439]: Connected to Discovery Address 192.168.131.102 Mar 11 10:41:17 epi3 kernel: scsi singledevice 2 0 0 0 Mar 11 10:41:17 epi3 kernel: Vendor: DELL Model: MD3000i Rev: 0735 Mar 11 10:41:17 epi3 kernel: Type: Direct-Access ANSI SCSI revision: 05 Mar 11 10:41:17 epi3 kernel: VMWARE SCSI Id: Supported VPD pages for sdb : 0x0 0x80 0x83 0x85 0x86 0x87 0xc0 0xc1 0xc2 0xc3 0xc4 0xc8 0xc9 0xca 0xd0 Mar 11 10:41:17 epi3 kernel: VMWARE SCSI Id: Device id info for sdb: 0x1 0x3 0x0 0x10 0x60 0x1 0xe4 0xf0 0x0 0x1a 0x1a 0xa2 0x0 0x0 0x15 0xe2 0x4d 0x75 0xf6 0x99 0x53 0x98 0x0 0x54 0x69 0x71 0x6e 0x2e 0x31 0x39 0x38 0x34 0x2d 0x30 0x35 0x2e 0x63 0x6f 0x6d 0x2e 0x64 0x65 0x6c 0x6c 0x3a 0x70 0x6f 0x77 0x65 0x72 0x76 0x61 0x75 0x6c 0x74 0x2e 0x36 0x30 0x30 0x31 0x65 0x34 0x66 0x30 0x30 0x30 0x31 0x61 0x31 0x61 0x61 0x32 0x30 0x30 0x30 0x30 0x30 0x30 0x30 0x30 0x34 0x37 0x39 0x30 0x36 0x32 0x32 0x65 0x2c 0x74 0x2c 0x30 0x78 0x30 0x30 0x30 0x31 0x30 0x30 0x30 0x30 0x30 0x30 0x30 0x32 0x0 0x0 0x0 0x51 0x94 0x0 0x4 0x0 0x0 0x80 0x1 0x53 0xa8 0x0 0x44 0x69 0x71 0x6e 0x2e 0x31 0x39 0x38 0x34 0x2d 0x30 0x35 0x2e 0x63 0x6f 0x6d 0x2e 0x64 0x65 0x6c 0x6c 0x3a 0x70 0x6f 0x77 0x65 0x72 0x76 0x61 0x75 0x6c 0x74 0x2e 0x36 0x30 0x30 0x31 0x65 0x34 0x66 0x30 0x30 0x30 0x31 0x61 0x31 0x61 0x61 0x32 0x30 0x30 0x30 0x30 0x30 0x30 0x30 0x30 0x34 0x37 0x39 0x30 0x36 0x32 0x32 0x65 0x0 0x0 0x0 0x0 Mar 11 10:41:17 epi3 kernel: VMWARE SCSI Id: Id for sdb 0x60 0x01 0xe4 0xf0 0x00 0x1a 0x1a 0xa2 0x00 0x00 0x15 0xe2 0x4d 0x75 0xf6 0x99 0x4d 0x44 0x33 0x30 0x30 0x30 Mar 11 10:41:17 epi3 kernel: VMWARE: Unique Device attached as scsi disk sdb at scsi2, channel 0, id 0, lun 0 Mar 11 10:41:17 epi3 kernel: Attached scsi disk sdb at scsi2, channel 0, id 0, lun 0 Mar 11 10:41:17 epi3 kernel: scan_scsis starting finish Mar 11 10:41:17 epi3 kernel: SCSI device sdb: 3509329920 512-byte hdwr sectors (1797751 MB) Mar 11 10:41:17 epi3 kernel: sdb: sdb1 Mar 11 10:41:17 epi3 kernel: scan_scsis done with finish Mar 11 10:41:17 epi3 kernel: scsi singledevice 2 0 0 1 Mar 11 10:41:17 epi3 kernel: Vendor: DELL Model: MD3000i Rev: 0735 Mar 11 10:41:17 epi3 kernel: Type: Direct-Access ANSI SCSI revision: 05 Mar 11 10:41:18 epi3 kernel: VMWARE SCSI Id: Supported VPD pages for sdc : 0x0 0x80 0x83 0x85 0x86 0x87 0xc0 0xc1 0xc2 0xc3 0xc4 0xc8 0xc9 0xca 0xd0 Mar 11 10:41:18 epi3 kernel: VMWARE SCSI Id: Device id info for sdc: 0x1 0x3 0x0 0x10 0x60 0x1 0xe4 0xf0 0x0 0x1a 0x1a 0x86 0x0 0x0 0xd 0xb7 0x4d 0x75 0xf2 0x77 0x53 0x98 0x0 0x54 0x69 0x71 0x6e 0x2e 0x31 0x39 0x38 0x34 0x2d 0x30 0x35 0x2e 0x63 0x6f 0x6d 0x2e 0x64 0x65 0x6c 0x6c 0x3a 0x70 0x6f 0x77 0x65 0x72 0x76 0x61 0x75 0x6c 0x74 0x2e 0x36 0x30 0x30 0x31 0x65 0x34 0x66 0x30 0x30 0x30 0x31 0x61 0x31 0x61 0x61 0x32 0x30 0x30 0x30 0x30 0x30 0x30 0x30 0x30 0x34 0x37 0x39 0x30 0x36 0x32 0x32 0x65 0x2c 0x74 0x2c 0x30 0x78 0x30 0x30 0x30 0x31 0x30 0x30 0x30 0x30 0x30 0x30 0x30 0x32 0x0 0x0 0x0 0x51 0x94 0x0 0x4 0x0 0x0 0x80 0x1 0x53 0xa8 0x0 0x44 0x69 0x71 0x6e 0x2e 0x31 0x39 0x38 0x34 0x2d 0x30 0x35 0x2e 0x63 0x6f 0x6d 0x2e 0x64 0x65 0x6c 0x6c 0x3a 0x70 0x6f 0x77 0x65 0x72 0x76 0x61 0x75 0x6c 0x74 0x2e 0x36 0x30 0x30 0x31 0x65 0x34 0x66 0x30 0x30 0x30 0x31 0x61 0x31 0x61 0x61 0x32 0x30 0x30 0x30 0x30 0x30 0x30 0x30 0x30 0x34 0x37 0x39 0x30 0x36 0x32 0x32 0x65 0x0 0x0 0x0 0x0 Mar 11 10:41:18 epi3 kernel: VMWARE SCSI Id: Id for sdc 0x60 0x01 0xe4 0xf0 0x00 0x1a 0x1a 0x86 0x00 0x00 0x0d 0xb7 0x4d 0x75 0xf2 0x77 0x4d 0x44 0x33 0x30 0x30 0x30 Mar 11 10:41:18 epi3 kernel: VMWARE: Unique Device attached as scsi disk sdc at scsi2, channel 0, id 0, lun 1 Mar 11 10:41:18 epi3 kernel: Attached scsi disk sdc at scsi2, channel 0, id 0, lun 1 Mar 11 10:41:18 epi3 kernel: scan_scsis starting finish Mar 11 10:41:18 epi3 kernel: SCSI device sdc: 3509329920 512-byte hdwr sectors (1797751 MB) Mar 11 10:41:18 epi3 kernel: sdc: sdc1 Mar 11 10:41:18 epi3 kernel: scan_scsis done with finish Mar 11 10:41:18 epi3 kernel: scsi1: remove-single-device 0 0 0 failed, device busy(4). Mar 11 10:41:18 epi3 kernel: scsi singledevice 1 0 0 0 Things I've Tried: Removing iSCSI targets from only 103, disabling iSCSI, rebooting, enabled iSCSI, re-adding targets, rescan. Same result. Removing partition on 102, Formatted partition on 103 instead. Same result, except flipped. 103 can use storage, 102 can not. Starting Over. Removing all iSCSI Targets on both ESX Boxes, disabling iSCSI, turning off the firewall for iSCSI, rebooting ESX. Then on the MD3000, Removed the Host Group, Removed the Host-to-Virtual Mappings, Restarted the SAN. Followed the Documentation again, same result. Both servers see the storage, but only one server can use it. Disabling and Re-enabling VMware DRS and HA. Same result. Flat-out turning off VMware DRS and HA, and doing the "start over" step to see if maybe that borked it. Same Result. I'm kinda loosing my mind here, Everything i read online says "just partition it and if the ESX boxes can see the targets, it just works".... well crap. Any ideas, any other things to try? Can anyone atleast point me in the right direction? I'm really tired of working from 1am til 4am (our maintenance hours)

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  • Server randomly freezes

    - by PsySkeletor
    Im facing a very strange issue, my debian squeeze freezes up always at night (Berlin, time). Here is what i get from a time and after doing this a few times, it becomes frozen and must be hard-reset. From /var/log/messages Dec 11 01:36:11 srv156 kernel: [125983.204251] CPU 1: Dec 11 01:36:11 srv156 kernel: [125983.204251] Modules linked in: xt_multiport nf_conntrack_ipv4 nf_defrag_ipv4 xt_recent xt_state nf_conntrack xt_tcpudp iptable_filter ip_tables x_tables hwmon_vid snd_hda_codec_atihdmi snd_hda_intel snd_hda_codec snd_hwdep snd_pcm radeon snd_timer ttm drm_kms_helper snd k10temp i2c_piix4 soundcore snd_page_alloc edac_core parport_pc drm i2c_algo_bit i2c_core shpchp pci_hotplug pcspkr edac_mce_amd parport wmi evdev processor button ext3 jbd mbcache raid1 md_mod sd_mod crc_t10dif ata_generic ahci ohci_hcd pata_atiixp e100 mii libata xhci floppy ehci_hcd thermal thermal_sys usbcore scsi_mod nls_base [last unloaded: i2c_dev] Dec 11 01:36:11 srv156 kernel: [125983.204251] Pid: 758, comm: flush-9:0 Tainted: G B 2.6.32-5-amd64 #1 GA-78LMT-USB3 Dec 11 01:36:11 srv156 kernel: [125983.204251] RIP: 0010:[<ffffffff810b3506>] [<ffffffff810b3506>] find_get_pages_tag+0x66/0xdd Dec 11 01:36:11 srv156 kernel: [125983.204251] RSP: 0018:ffff8804235e7b30 EFLAGS: 00000286 Dec 11 01:36:11 srv156 kernel: [125983.204251] RAX: ffffffffffffffff RBX: ffff8804235e7c00 RCX: 0000000000000000 Dec 11 01:36:11 srv156 kernel: [125983.204251] RDX: 0000000000040000 RSI: ffffea000496b2a8 RDI: ffffea000496b2a0 Dec 11 01:36:11 srv156 kernel: [125983.204251] RBP: ffffffff8101166e R08: ffff8804235e7af0 R09: 0000000000000000 Dec 11 01:36:11 srv156 kernel: [125983.204251] R10: 0000000000000000 R11: 0000000000040000 R12: ffff8804235e7c08 Dec 11 01:36:11 srv156 kernel: [125983.204251] R13: 0000000d22678a20 R14: ffff8804235e7af0 R15: 00000000091b9060 Dec 11 01:36:11 srv156 kernel: [125983.204251] FS: 0000000000000000(0000) GS:ffff880010440000(0000) knlGS:000000007ebf7b70 Dec 11 01:36:11 srv156 kernel: [125983.204522] CS: 0010 DS: 0018 ES: 0018 CR0: 000000008005003b Dec 11 01:36:11 srv156 kernel: [125983.204522] CR2: 00000000dec86000 CR3: 0000000001001000 CR4: 00000000000006e0 Dec 11 01:36:11 srv156 kernel: [125983.204522] DR0: 0000000000000000 DR1: 0000000000000000 DR2: 0000000000000000 Dec 11 01:36:11 srv156 kernel: [125983.204522] DR3: 0000000000000000 DR6: 00000000ffff0ff0 DR7: 0000000000000400 Dec 11 01:36:11 srv156 kernel: [125983.204522] Call Trace: Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff810bb792>] ? pagevec_lookup_tag+0x1a/0x21 Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff810ba330>] ? write_cache_pages+0x162/0x327 Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff810b9d48>] ? __writepage+0x0/0x25 Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff8110758a>] ? writeback_single_inode+0xe7/0x2da Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff81108290>] ? writeback_inodes_wb+0x424/0x4ff Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff81108497>] ? wb_writeback+0x12c/0x1ab Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff8110870d>] ? wb_do_writeback+0x14f/0x165 Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff81108754>] ? bdi_writeback_task+0x31/0xaa Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff810c8664>] ? bdi_start_fn+0x0/0xd0 Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff810c86d4>] ? bdi_start_fn+0x70/0xd0 Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff810c8664>] ? bdi_start_fn+0x0/0xd0 Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff81064ac1>] ? kthread+0x79/0x81 Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff81011baa>] ? child_rip+0xa/0x20 Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff81064a48>] ? kthread+0x0/0x81 Dec 11 01:36:11 srv156 kernel: [125983.204522] [<ffffffff81011ba0>] ? child_rip+0x0/0x20 From /var/log/syslog Dec 10 21:20:29 srv156 kernel: [110625.162930] BUG: Bad page map in process java pte:14fa4f067 pmd:424b54067 Dec 10 21:20:29 srv156 kernel: [110625.162937] page:ffffea000496c148 flags:0200000000000878 count:2 mapcount:-1 mapping:ffff88014f8d7de8 index:2f4 Dec 10 21:20:29 srv156 kernel: [110625.162946] addr:0000000009096000 vm_flags:00100077 anon_vma:ffff880422410d40 mapping:(null) index:9096 Dec 10 21:20:29 srv156 kernel: [110625.162955] Pid: 21356, comm: java Tainted: G B 2.6.32-5-amd64 #1 Dec 10 21:20:29 srv156 kernel: [110625.162961] Call Trace: Dec 10 21:20:29 srv156 kernel: [110625.162966] [<ffffffff810ca4bf>] ? print_bad_pte+0x232/0x24a Dec 10 21:20:29 srv156 kernel: [110625.162973] [<ffffffff810cb56f>] ? unmap_vmas+0x62d/0x931 Dec 10 21:20:29 srv156 kernel: [110625.162980] [<ffffffff810cfc74>] ? exit_mmap+0xc4/0x148 Dec 10 21:20:29 srv156 kernel: [110625.162986] [<ffffffff8104bbc1>] ? mmput+0x3c/0xdf Dec 10 21:20:29 srv156 kernel: [110625.162992] [<ffffffff8104f81e>] ? exit_mm+0x102/0x10d Dec 10 21:20:29 srv156 kernel: [110625.162998] [<ffffffff81051243>] ? do_exit+0x1f8/0x6c9 Dec 10 21:20:29 srv156 kernel: [110625.163004] [<ffffffff81071abb>] ? futex_wake+0xd6/0xe7 Dec 10 21:20:29 srv156 kernel: [110625.163010] [<ffffffff8105178a>] ? do_group_exit+0x76/0x9d Dec 10 21:20:29 srv156 kernel: [110625.163016] [<ffffffff8105df9f>] ? get_signal_to_deliver+0x310/0x339 Dec 10 21:20:29 srv156 kernel: [110625.163023] [<ffffffff81010037>] ? do_notify_resume+0x87/0x73f Dec 10 21:20:29 srv156 kernel: [110625.163029] [<ffffffff810cc664>] ? handle_mm_fault+0x7aa/0x80f Dec 10 21:20:29 srv156 kernel: [110625.163036] [<ffffffff81073f14>] ? compat_sys_futex+0x10d/0x12b Dec 10 21:20:29 srv156 kernel: [110625.163043] [<ffffffff812fb546>] ? do_page_fault+0x2e0/0x2fc Dec 10 21:20:29 srv156 kernel: [110625.163049] [<ffffffff81010e0e>] ? int_signal+0x12/0x17 Dec 10 21:20:29 srv156 kernel: [110625.163114] BUG: Bad page state in process java pfn:14fa0c Dec 10 21:20:29 srv156 kernel: [110625.163120] page:ffffea000496b2a0 flags:020000000002001c count:0 mapcount:-1 mapping:ffff88039dc0db30 index:11e3 Dec 10 21:20:29 srv156 kernel: [110625.164563] Pid: 21356, comm: java Tainted: G B 2.6.32-5-amd64 #1 Dec 10 21:20:29 srv156 kernel: [110625.164570] Call Trace: Dec 10 21:20:29 srv156 kernel: [110625.164578] [<ffffffff810b71a9>] ? bad_page+0x116/0x129 Dec 10 21:20:29 srv156 kernel: [110625.164586] [<ffffffff810b7692>] ? free_pages_check+0x38/0x57 Dec 10 21:20:29 srv156 kernel: [110625.164595] [<ffffffff810b89cf>] ? free_hot_cold_page+0x46/0x190 Dec 10 21:20:29 srv156 kernel: [110625.164603] [<ffffffff810b8b82>] ? __pagevec_free+0x69/0x7f Dec 10 21:20:29 srv156 kernel: [110625.164611] [<ffffffff810bba3f>] ? release_pages+0x137/0x18d Dec 10 21:20:29 srv156 kernel: [110625.164620] [<ffffffff810d8559>] ? free_pages_and_swap_cache+0x57/0x73 Dec 10 21:20:29 srv156 kernel: [110625.164629] [<ffffffff810cb5ed>] ? unmap_vmas+0x6ab/0x931 Dec 10 21:20:29 srv156 kernel: [110625.164637] [<ffffffff810cfc74>] ? exit_mmap+0xc4/0x148 Dec 10 21:20:29 srv156 kernel: [110625.164644] [<ffffffff8104bbc1>] ? mmput+0x3c/0xdf Dec 10 21:20:29 srv156 kernel: [110625.164652] [<ffffffff8104f81e>] ? exit_mm+0x102/0x10d Dec 10 21:20:29 srv156 kernel: [110625.164660] [<ffffffff81051243>] ? do_exit+0x1f8/0x6c9 Dec 10 21:20:29 srv156 kernel: [110625.164667] [<ffffffff81071abb>] ? futex_wake+0xd6/0xe7 Dec 10 21:20:29 srv156 kernel: [110625.164675] [<ffffffff8105178a>] ? do_group_exit+0x76/0x9d Dec 10 21:20:29 srv156 kernel: [110625.164683] [<ffffffff8105df9f>] ? get_signal_to_deliver+0x310/0x339 Dec 10 21:20:29 srv156 kernel: [110625.164692] [<ffffffff81010037>] ? do_notify_resume+0x87/0x73f Dec 10 21:20:29 srv156 kernel: [110625.164700] [<ffffffff810cc664>] ? handle_mm_fault+0x7aa/0x80f The last piece of log, has been recently posted, because I've just found it. It seems Java process do something and began to slowly eat all the resources of the server. I don't know exactly if this could be the root cause. Im using Debian Squeeze. uname -a Linux srv156 2.6.32-5-amd64 #1 SMP Sun Sep 23 11:00:33 UTC 2012 x86_64 GNU/Linux I really will appreciate your help, i dont know what more to do.

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  • Radeon HD4850 serious issues when using DirectX 10

    - by ricsmania
    Hello, I have a problem with my video card. Whenever I run a DirectX 10 game, it works for a few seconds (10 or so) and then starts displaying nothing but big polygons. I have tested this with Crysis and Resident Evil 5, both have the same problems. The same games running under DirectX 9 work fine, except for some small black squares once in a while. I have the following specs: Asus P7P55D LE Intel Core i5 750 Sapphire Radeon HD4850 1GB 2x2GB Patriot Viper II Sector 5, DDR3 1600 MHz OCZ Stealth X Stream 500SXS 500W At first I thought it could be the video card overheating (it has stock cooling), but the game crashes even when it's running at 50 degrees C, and it's never been higher than 70. I also thought it could be the PSU, but as far as I know 500W is enough for this computer, especially because I haven't overclocked anything. My OS is Windows 7 X64 and I am using Catalyst 10.10, but I have also tried many older versions with no success. I don't think there is a problem with the card itself, or else it wouldn't run DirectX 9 games I believe. I have spent many hours searching for a solution but I couldn't, so any help is appreciated. Thank you. EDIT: I did some further investigation about the problem, and it seems taspeotis was right, it might be related to memory. I slightly underclocked the memory from 993 to 965 MHz and the problem went away completely. Both the black squares using DirectX 9 and the weird polygons using DirectX 10. I was using RE DirectX 10 Benchmark, as it consistently crashed around the same point, and now I can play the full benchmark with no artifacts at all. Unfortunately, the underclock has an obvious hit in performance. Although it's not critical, it's definitely noticeable. So, if the video memory test software showed no erros, but the card needs an underclock to work, what might be the problem? Temperature? Voltage? By the way, I couldn't find what the default voltage for this card is. And what is a good software to try and increase it? I tried Ati Tray Tools but it has a bug that increases the clock speed dramatically whenever I change something in the Overclock tab, so I'm afraid it might fry my card. Worst case scenario, if I don't find I solution I will try to slightly increase the GPU clock to compensate for the memory clock. Thank you again.

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  • Software Raid 10 on VirtualBox?

    - by user791022
    I want to learn how to use Software Raid 10, is it possible to use VirtualBox by adding four storage images? This is my plan: 4x 100mb partitions (1 on each drive) configured as a raid 1 for /boot in ext3. Then with the remaining space on each drive, setup a software raid partition and configure it to to LVM and raid 10. In the LVM, set up a 4gb swap partition and the remaining space as the root partition ( / ) as ext3.

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  • AS11 Oracle B2B Sync Support - Series 1

    - by sinkarbabu.kirubanithi
    Synchronous message support has been enabled in Oracle B2B 11G. This would help customers to send the business message and receive the corresponding business response synchronously. We would like to keep this blog entry as three part series, first one would carry Oracle B2B configuration related details followed by 'how it can be consumed and utilized in an enterprise' using composites backed model. And, the last one would talk about more sophisticated seeded support built on Oracle B2B platform (Note: the last one is still in description phase and ETA hasn't been finalized yet). Details: In an effort to enable synchronous processing in Oracle B2B, we provided a platform using the existing 'callout' mechanism. In this case, we expect the 'callout' attached to the agreement to deliver incoming business message (inbound) to back-end application and get the corresponding business response from back-end and deliver it to Oracle B2B as its output. The output of 'callout' would be processed as outbound message and the same will be attached as a response for the inbound message. Requirements to enable Sync Support: Outbound side: Outbound Agreement - to send business message request Inbound Agreement - to receive business message response Inbound side: Inbound Agreement - to receive business message request Outbound Agreement - to send business message response Agreement Level Callout - to deliver the inbound request to back-end and get the corresponding business response This feature is supported only for HTTP based transport to exchange messages with Trading Partners. One may initiate the outbound message (enqueue) using any of the available Transports in Oracle B2B. Configuration: Outbound side: Please add "syncresponse=true" as "Additional Transport Header" parameter for remote Trading Partner's HTTP delivery channel configuration. This would enable Oracle B2B to process the HTTP response as inbound message and deliver the same to back-end application. All other configuration related to Agreement and Document setup remain same. Inbound side: There is no change in Agreement and Document setup. To enable "Sync Support", you need to build a 'callout' that takes the responsibility of delivering inbound message to back-end and get the corresponding business response from the back-end and attach the same as its output. Oracle B2B treats the output of 'callout' as outbound message and deliver it to Trading Partner as synchronous HTTP response. The requests that needs to processed synchronously should be received by "syncreceiver" (http://:/b2b/syncreceiver) endpoint in Oracle B2B. Exception Handling: Existing Oracle B2B exception handling applies to this use case as well. Here's the sample callout, SampleSyncCallout.java We will get you second part that talks about 'SOA composites' backed model to design the "Sync Support" use case from back-end to Trading Partners, stay tuned.

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  • Ideas for my MSc project and Google Summer of Code 2011

    - by Chris Wilson
    I'm currently putting together ideas for my master's project which I'll be working on over the summer, and I would like to be able to use this time to help Ubuntu in some way. I have the freedom to come up with pretty much any project in the field of software development/engineering provided it Is a substantial piece of software (for reference, I will be working on it for five full months) Solves a problem for more people than just myself I was hoping to use this project as an opportunity to get some experience with the underbelly of Linux, so that I can mention on my CV that I have 'experience in developing for *NIX in C++', which I'm noticing more and more companies are looking for these days, probably because stuff's moving to cloud servers and that's where Linux rules the roost. My problem is that, since I don't have the experience to begin with, I'm not sure what to do for such a project, and I was wondering if anyone could help me with this. I've noticed from Daniel Holbach's blog that Ubuntu participated in the Google Summer of Code 2010, and that project ideas for that can be found here. However, I have not been able to find anything related to Ubuntu and GSoC 2011, but I have noticed from the GSoC timeline that the list of mentoring organisations will not be published until March 18th. I have two questions here. Has Ubuntu applied to be a part of Summer of Code 2011, and what is the status of the 2010 project list linked to earlier. Were they all implemented or are there still some that can be picked up now, should I not participate in GSoC? I'd like to do something for Ubuntu, but I'd rather not spend my time reinventing the wheel.

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  • Mark your calendar : Oracle Week, Nov 18-22, Herzliya

    - by Frederic Pariente
    The local ISV Engineering will be participating at the Israel Oracle Week on Nov 18-22, come meet us there! MARK YOUR CALENDAR Oracle Week Israel Date : November 18-22, 2012 Time : 09:00-16:30 Location :  Daniel HotelHerzliyaIsrael Tracks : DatabaseMiddlewareDevelopment InfrastructureBusiness ApplicationsBig Data ManagementSOA & BPMBI JavaITCloud  Here is a sample list of the Solaris 11 sessions to date, make sure to register for these. Number Name Date Track 12224 Optimizing Enterprise Applications with Oracle Solaris 11 19/11/2012 Infrastructure 12327 Oracle Solaris 11: Engineered Cloud Security with Wire-Speed Encryption and Delegated Admin 20/11/2012 Infrastructure, Cloud 12425 Simplified Lifecycle Management in Oracle Solaris 11 with AI, IPS and Ops Center 21/11/2012 Infrastructure 12528 Oracle Solaris 11 Administration: Zone, Resource Management and System Security 22/11/2012 Infrastructure 12127 Built for Cloud: Virtualization Use Cases and Technologies in Oracle Solaris 11 18/11/2012 Infrastructure, Cloud See you there!

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  • Cocos2d-x v3 invalid conversion from 'cocos2d::Layer* [on hold]

    - by Hammerh5
    Hello guys I'm learning cocos2d-x v3 right but most of the code that I can find is to the version 2. My specific error is this one, when I try to compile my cocos2s-x 3 project this error shows. invalid conversion from 'cocos2d::Layer to Game* [-fpermisive]* What I want to do is create a new game scene in the following code: //Game.cpp #include "Game.h" Scene* Game::scene() { scene *sc = CCScene::create(); sc->setTag(TAG_GAME_SCENE); const Game *g = Game::create(); //Here is where the conversions fails. sc->addChild(g, 0, TAG_GAME_LAYER); return sc; } Of course this is my header file //Game.h #include "cocos2d.h" #include "Mole.h" #include "AppDelegate.h" using namespace cocos2d; class Game: public cocos2d::Layer { cocos2d::CCArray *moles; float timeBetweenMoles, timeElapsed, increaseMolesAtTime, increaseElapsed, lastMoleHiTime; int molesAtOnce; cocos2d::CCSize s; bool isPaused; public: CCString *missSound, *hitSound; static cocos2d::Scene* scene(); virtual bool init(); void showMole(); void initializeGame(); void onEnterTransitionDidFinish(); void onExit(); void onTouchesBegan(const std::vector<cocos2d::Touch *> &touches, cocos2d::Event *event); void tick(float dt); cocos2d::CCArray* getMoles(bool isUp); //LAYER_CREATE_FUNC(Game); }; #endif /* GAME_H_ */ I don't know what's wrong I suppose this code works fine in Cocos2d-x v2. It's maybe some changes in the C++ version ?

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  • SQL Server 2012 : Changes to system objects in RC0

    - by AaronBertrand
    As with every new major milestone, one of the first things I do is check out what has changed under the covers. Since RC0 was released yesterday, I've been poking around at some of the DMV and other system changes. Here is what I have noticed: New objects in RC0 that weren't in CTP3 Quick summary: We see a bunch of new aggregates for use with geography and geometry. I've stayed away from that area of programming so I'm not going to dig into them. There is a new extended procedure called sp_showmemo_xml....(read more)

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  • AS11 Oracle B2B Sync Support - Series 2

    - by sinkarbabu.kirubanithi
    In the earlier series, we discussed about how to model "Sync Support" in Oracle B2B. And, we haven't discussed how the response can be consumed synchronously by the back-end application or initiator of sync request. In this sequel, we will see how we can extend it to the SOA composite applications to model the end-to-end usecase, this would help the initiator of sync request to receive the response synchronously. Series 2 - is little lengthier for blog standards so be prepared before you continue further :). Let's start our discussion with a high-level scenario where one need to initiate a synchronous request and get response synchronously. There are various approaches available, we will see one simplest approach here. Components Involved: 1. Oracle B2B 2. Oracle JCA JMS Adapter 3. Oracle BPEL 4. All of the above are wrapped up in a single SOA composite application. Oracle B2B: Skipping the "Sync Support" setup part in B2B, as we have already discussed that in the earlier series 1. Here we have provided "Sync Support" samples that can be imported to B2B directly and users can start testing the same in few minutes. Initiator Sample: This requires two JMS queues to be created, one for B2B to receive initial outbound sync request and the other is for B2B to deliver the incoming sync response to the back-end. Please enable "Use JMS Id" option in both internal listening and delivery channels. This would enable JCA JMS Adapter to correlate the initial B2B request and response and in turn it would be returned as synchronous response of BPEL. Internal Listening Channel Image: Internal Delivery Channel Image: To get going without much challenges, just create queues in Weblogic with the JNDI mentioned in the above two screenshots. If you want to use different names, then you may have to change the queue jndi names in sample after importing it into B2B. Here are the Queue related JNDI names used in the sample, 1. Internal Listening Channel Queue details, Name: JNDI Name: jms/b2b/syncreplyqueue 2. Internal Delivery Channel Queue details, Name: JNDI Name: jms/b2b/syncrequestqueue Here is the Initiator Sample Acme.zip Note: You may have to adjust the ip address of GlobalChips endpoint in the Delivery Channel. Responder Sample: Contains B2B meta-data and the Callout. Just import the sample and place the callout binary under "/tmp/callout" directory. If you choose to use a different location for callout, then you may have to change the same in B2B Configuration after importing the sample. Here are the artifacts, 1. Callout Source SampleCallout.java 2. Callout Binary sample-callout.jar 3. Responder Sample GlobalChips.zip Callout Details: Just gives the static response XML that needs to be sent back as response for the inbound sync request. For a sample purpose, we have given static response but in production you may have to invoke a web service or something similar to get the response. IMPORTANT NOTE: For Sync Support use case, responder is not expected to deliver the inbound sync request to backend as the process of delivering and getting the response from backend are expected from the Callout. This default behavior can be overridden by enabling the config property "b2b.SyncAppDelivery=true" in B2B config mbean (b2b-config.xml). This makes B2B to deliver the inbound sync request to be delivered to backend queue but the response to be sent to remote caller still has to come from Callout. 2. Oracle JCA JMS Adapter: On the initiator side, we have used JCA JMS Request/Reply pattern to send/receive the synchronous message from B2B. 3. Oracle BPEL: Exposes WS-SOAP Endpoint that takes payload as input and passes the same to B2B and returns the synchronous response of B2B as SOAP response. For outside world, it looks as if it is the synchronous web service endpoint but under the cover it uses JMS to trigger/initiate B2B to send and receive the synchronous response. 4. Composite application: All the components discussed above are wired in SOA composite application that helps to model a end-to-end synchronous use case. Here's the composite application sca_B2BSyncSample_rev1.0.jar, you may just deploy this to your AS11 SOA to make use of it. For any editing, you can just import the project in your JDEV under any SOA Application. Here are the composite application screenshots, Composite Application: BPEL With JCA JMS Adapter (Request/Reply):

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  • Url Navigation

    - by russ.bishop
    One of the new features is URL-based navigation which is useful for creating intranet links or auto-generating email links (such as from workflow systems, etc). For IIS 6 and earlier, the format is as follows: http://machine/drm-client/Logon.aspx? app=<appname>&action=go&ver=<version name>&hier=<hier name>&node=<node name> Just replace the fields with their appropriate values (URL-encoded of course). <node name> is optional. If provided it will open the hierarchy and expand directly to the target node. Otherwise the hierarchy is opened to the top node. Note that if the specified version is not loaded it will be loaded automatically.

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  • SSMS Tools Pack now supports Denali CTP1

    - by AaronBertrand
    Earlier today, Mladen Prajdic ( blog | twitter ) released an updated version of his SSMS Tools Pack (v.1.9.4), a free add-in for Management Studio that provides a ton of helpful functionality that isn't available with the native tools. I'm really glad this happened, because I've installed Denali on all of my VMs and have been using it for most of my work, and I've been missing some of the little things the tool adds. In addition to adding Denali support, Mladen also fixed a handful of minor bugs...(read more)

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  • SQL Server 2012 : A couple of notes about installing RC0

    - by AaronBertrand
    If you're going to install Distributed Replay Controller I've posted about this on twitter a few times, but I thought I should put it down somewhere permanent as well. When you install RC0, and have selected the Distributed Replay Controller, you should be very careful about choosing the "Add Current User" button on the following dialog (I felt compelled to embellish with the skull and crossbones): If you click this button (it may also happen for the Add... button), you may experience a little delay...(read more)

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  • std::map for storing static const Objects

    - by Sean M.
    I am making a game similar to Minecraft, and I am trying to fine a way to keep a map of Block objects sorted by their id. This is almost identical to the way that Minecraft does it, in that they declare a bunch of static final Block objects and initialize them, and then the constructor of each block puts a reference of that block into whatever the Java equivalent of a std::map is, so there is a central place to get ids and the Blocks with those ids. The problem is, that I am making my game in C++, and trying to do the exact same thing. In Block.h, I am declaring the Blocks like so: //Block.h public: static const Block Vacuum; static const Block Test; And in Block.cpp I am initializing them like so: //Block.cpp const Block Block::Vacuum = Block("Vacuum", 0, 0); const Block Block::Test = Block("Test", 1, 0); The block constructor looks like this: Block::Block(std::string name, uint16 id, uint8 tex) { //Check for repeat ids if (IdInUse(id)) { fprintf(stderr, "Block id %u is already in use!", (uint32)id); throw std::runtime_error("You cannot reuse block ids!"); } _id = id; //Check for repeat names if (NameInUse(name)) { fprintf(stderr, "Block name %s is already in use!", name); throw std::runtime_error("You cannot reuse block names!"); } _name = name; _tex = tex; //fprintf(stdout, "Using texture %u\n", _tex); _transparent = false; _solidity = 1.0f; idMap[id] = this; nameMap[name] = this; } And finally, the maps that I'm using to store references of Blocks in relation to their names and ids are declared as such: std::map<uint16, Block*> Block::idMap = std::map<uint16, Block*>(); //The map of block ids std::map<std::string, Block*> Block::nameMap = std::map<std::string, Block*>(); //The map of block names The problem comes when I try to get the Blocks in the maps using a method called const Block* GetBlock(uint16 id), where the last line is return idMap.at(id);. This line returns a Block with completely random values like _visibility = 0xcccc and such like that, found out through debugging. So my question is, is there something wrong with the blocks being declared as const obejcts, and then stored at pointers and accessed later on? The reason I cant store them as Block& is because that makes a copy of the Block when it is entered, so the block wouldn't have any of the attributes that could be set afterwards in the constructor of any child class, so I think I need to store them as a pointer. Any help is greatly appreciated, as I don't fully understand pointers yet. Just ask if you need to see any other parts of the code.

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  • How do you pronounce the '...' operator

    - by Uri
    Now, in c++ '...' became a first class operator. In speech, how do you pronounce it? So far I've heard: dot dot dot triple dot ellipsis related: Is it OK to replace ... with ellipsis in writing? e.g. "The ellipsis operator expands the pack" EDIT (clarification): We are all aware that '...' as a punctuation mark is indeed called ellipsis. But in the context of C++ we don't pronounce the names of the punctuation mark. For example, the '&' operator, depends on the context is pronounced as 'and', 'bitwise and', 'address of', 'logical and' (when && is used), or 'reference'. It is rarely pronounced as 'ampersand'. In speeches, I've a feeling that 'dot dot dot' is used more often. For example: http://channel9.msdn.com/Events/GoingNative/GoingNative-2012/Variadic-Templates-are-Funadic (an excellent presentation about variadic templates). On the other hand, 'dot dot dot' is awkward hard to pronouce ('d' and 't' are both pronounce with the tongue). Can we pronounce it 'unpack'?

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  • Webcast: New Features of Solaris 11.1 and Solaris Cluster 4.1

    - by Jeff Victor
    If you missed last week's webcast of the new features in Oracle Solaris 11.1 you can view the recording. The speakers discuss changes that improve performance and scalability, particularly for Oracle DB, and many other enhancements. New features include Optimized Shared Memory (improves DB startup time), accelerated kernel locks (improves Oracle RAC performance and scalability), virtual memory improvements, a DTrace data collecter in the DB, Zones installed on Shared Storage (simplifies migration), Data Center Bridging, and Edge Virtual Bridging. To view the archived webcast, you must register and use the URL that you receive in e-mail.

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • How to setup the c++ rule of three in a virtual base class

    - by Minion91
    I am trying to create a pure virtual base class (or simulated pure virtual) my goal: User can't create instances of BaseClass. Derived classes have to implement default constructor, copy constructor, copy assignment operator and destructor. My attempt: class Base { public: virtual ~Base() {}; /* some pure virtual functions */ private: Base() = default; Base(const Base& base) = default; Base& operator=(const Base& base) = default; } This gives some errors complaining that (for one) the copy constructor is private. But i don't want this mimicked constructor to be called. Can anyone give me the correct construction to do this if this is at all possible?

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  • Dynamic Quad/Oct Trees

    - by KKlouzal
    I've recently discovered the power of Quadtrees and Octrees and their role in culling/LOD applications, however I've been pondering on the implementations for a Dynamic Quad/Oct Tree. Such tree would not require a complete rebuild when some of the underlying data changes (Vertex Data). Would it be possible to create such a tree? What would that look like? Could someone point me in the correct direction to get started? The application here would, in my scenario, be used for a dynamically changing spherical landscape with over 10,000,000 verticies. The use of Quad/Oct Trees is obvious for Culling & LOD as well as the benefits from not having to completely recompute the tree when the underlying data changes.

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  • What is use of universal character names in identifiers in C++

    - by Jan Hudec
    The C++ standard (I noticed it in the new one, but it did already exist in C++03) specifies universal character names, written as \uNNNN and \UNNNNNNNN and representing the characters with unicode codepoints NNNN/NNNNNNNN. This is useful with string literals, especially since explicitly UTF-8, UTF-16 and UCS-4 string literals are also defined. However, the universal character literals are also allowed in identifiers. What is the motivation behind that? The syntax is obviously totally unreadable, the identifiers may be mangled for the linker and it's not like there was any standard function to retrieve symbols by name anyway. So why would anybody actually use an identifier with universal character literals in it? Edit: Since it actually existed in C++03 already, additional question would be whether you actually saw a code that used it?

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  • How do .so files avoid problems associated with passing header-only templates like MS dll files have?

    - by Doug T.
    Based on the discussion around this question. I'd like to know how .so files/the ELF format/the gcc toolchain avoid problems passing classes defined purely in header files (like the std library). According to Jan in that answer, the dynamic linker/loader only picks one version of such a class to load if its defined in two .so files. So if two .so files have two definitions, perhaps with different compiler options/etc, the dynamic linker can pick one to use. Is this correct? How does this work with inlining? For example, MSVC inlines templates aggressively. This makes the solution I describe above untenable for dlls. Does Gcc never inline header-only templates like the std library as MSVC does? If so wouldn't that make the functionality of ELF described above ineffective in these cases?

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