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  • Collision detection by sliding against a plane in XNA

    - by Bevin
    Hello, I am attempting to engineer a collision detection algorithm for a custom Minecraft client I'm making. Basically, the entire world is made up of cubes, and the player (or camera) needs to be able to stand on and move against these cubes. The result I want is illustrated in this image: The green line is the player's movement vector. When the player is brushing up against a plane of one of the cubes, I want the vector to change to one that is perpendicular with the plane. The vector should, however, keep all of it's velocity in the plane's direction, yet lose all velocity towards the plane. I hope I've made my question clear. What is the best and most efficient way to implement a collision detection system like this? Also, will a system like this allow for a simple gravity component?

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  • Distance between numpy arrays, columnwise

    - by Jaapsneep
    I have 2 arrays in 2D, where the column vectors are feature vectors. One array is of size F x A, the other of F x B, where A << B. As an example, for A = 2 and F = 3 (B can be anything): arr1 = np.array( [[1, 4], [2, 5], [3, 6]] ) arr2 = np.array( [[1, 4, 7, 10, ..], [2, 5, 8, 11, ..], [3, 6, 9, 12, ..]] ) I want to calculate the distance between arr1 and a fragment of arr2 that is of equal size (in this case, 3x2), for each possible fragment of arr2. The column vectors are independent of each other, so I believe I should calculate the distance between each column vector in arr1 and a collection of column vectors ranging from i to i + A from arr2 and take the sum of these distances (not sure though). Does numpy offer an efficient way of doing this, or will I have to take slices from the second array and, using another loop, calculate the distance between each column vector in arr1 and the corresponding column vector in the slice?

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  • Templates --> How to decipher, decide if necessary and create?

    - by ML
    Hi All, I have a few classes in a project that I inherited that are really old, last I knew they compiled with CodeWarrior 8. I am not in XCode 3.2 Here is an example of what I struggle with: template <class registeredObject> typename std::vector<registeredObject>::iterator FxRegistry<registeredObject>::begin(void) { return mRegistryList.begin(); } The errors are: no 'typename std::vector<registeredObject, std::allocator<_CharT> >::iterator FxRegistry<registeredObject>::begin()' member function declared in class 'FxRegistry<registeredObject>' template definition of non-template 'typename std::vector<registeredObject, std::allocator<_CharT> >::iterator FxRegistry<registeredObject>::begin()' How do I decide how to solve these and where do I start looking?

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  • C++ String tokenisation from 3D .obj files

    - by Ben
    I'm pretty new to C++ and was looking for a good way to pull the data out of this line. A sample line that I might need to tokenise is f 11/65/11 16/70/16 17/69/17 I have a tokenisation method that splits strings into a vector as delimited by a string which may be useful static void Tokenise(const string& str, vector<string>& tokens, const string& delimiters = " ") The only way I can think of doing it is to tokenise with " " as a delimiter, remove the first item from the resulting vector, then tokenise each part by itself. Is there a good way to do this all in one?

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  • What to return as an iterator when there is no container?

    - by DaClown
    I have an inheritance structure of objects with begin() and end() as pure virtual member functions in the base class. From this objects I'm planning to build a composite structure. This inner objects have std::vector member the begin() and end() get their data from. But in a leaf class there is no vector. Now I try to find a return value for begin() and end() in the leaf classes. What would be a good way to do that? The easiest way would be to have a vector member in the leaf classes with no elements in it to fuel begin() and end(), but this just doesn't feel right.

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  • Application Engineering and Number of Users

    - by Kramii
    Apart from performance concerns, should web-based applications be built differently according to the number of (concurrent) users? If so, what are the main differences for (say) 4, 40, 400 and 4000 users? I'm particularly interested in how logging, error handling, design patterns etc. would be be used according to the number of concurrent users.

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  • Matlab - Propagate unit vectors on to the edge of shape boundaries

    - by Graham
    Hi I have a set of unit vectors which I want to propagate on to the edge of shape boundary defined by a binary image. The shape boundary is defined by a 1px wide white edge. I also have the coordinates of these points stored in a 2 row by n column matrix. The shape forms a concave boundary with no holes within itself made of around 2500 points. What would be the best method to do this? Are there some sort of ray tracing algorithms that could be used? Or would it be a case of taking the unit vector and multiplying it by a scalar and testing after multiplication if the end point of the vector is outside the shape boundary. When the end point of the unit vector is outside the shape, just find the point of intersection? Thank you very much in advance for any help!

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  • What's the bug in the following code ?

    - by Johannes
    #include <iostream> #include <algorithm> #include <vector> #include <boost/array.hpp> #include <boost/bind.hpp> int main() { boost::array<int, 4> a = {45, 11, 67, 23}; std::vector<int> v(a.begin(), a.end()); std::vector<int> v2; std::transform(v.begin(), v.end(), v2.begin(), boost::bind(std::multiplies<int>(), _1, 2)); std::copy(v2.begin(), v2.end(), std::ostream_iterator<int>(std::cout, " ")); } When run, this gives a creepy segmentation fault. Please tell me where I'm going wrong.

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  • Getting object coordinates from camera

    - by user566757
    I've implemented a camera in Java using a position vector and three direction vectors so I can use gluLookAt(); moving around in `ghost mode' works fine enough, but I want to add collision detection. I can't seem to figure out how to transform my position vector to coordinates in which OpenGL draws my objects. A rough sketch of my drawing loop is this: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.setView(); drawer.drawTheScene(); I'm at a loss of how to proceed; looking at the ModelView matrix between calls and my position vector, I haven't found any kind of correlation.

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  • C++ Multithreaded server help

    - by kisplit
    Hello all, I'm working on a multithreaded server in c++ using boost-asio. Currently a design problem I'm running into deals with erasing a connection. I have a single server instance which holds a vector of connection objects. These connections receive commands which I parse. One command in particular deals with sending data to ALL connections in my vector. Now when a connection disconnects I'm currently erasing this connection from the vector and calling the destructor. It seems like I'm going to run into problems when someone 'SendAll' at the same time someone 'Disconnect'. Could anyone recommend a better design or just point me in the right direction? Any help greatly appreciated. Thanks

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  • Android - doInBackground() error in AsyncTask

    - by AimanB
    What my app here basically does is it captures a photo or import from gallery, and when the Upload button is pressed, the image will be uploaded to a localhost server. Before I implemented AsyncTask into the process, it doesn't have any problem uploading whatsoever. Now that I've put AsyncTask, everything went wrong. I don't know which part that I do wrong in this phase. This is what logcat shows when I try to upload an image file: 10-28 17:23:25.989: E/AndroidRuntime(3356): FATAL EXCEPTION: AsyncTask #5 10-28 17:23:25.989: E/AndroidRuntime(3356): java.lang.RuntimeException: An error occured while executing doInBackground() 10-28 17:23:25.989: E/AndroidRuntime(3356): at android.os.AsyncTask$3.done(AsyncTask.java:299) 10-28 17:23:25.989: E/AndroidRuntime(3356): at java.util.concurrent.FutureTask.finishCompletion(FutureTask.java:352) 10-28 17:23:25.989: E/AndroidRuntime(3356): at java.util.concurrent.FutureTask.setException(FutureTask.java:219) 10-28 17:23:25.989: E/AndroidRuntime(3356): at java.util.concurrent.FutureTask.run(FutureTask.java:239) 10-28 17:23:25.989: E/AndroidRuntime(3356): at android.os.AsyncTask$SerialExecutor$1.run(AsyncTask.java:230) 10-28 17:23:25.989: E/AndroidRuntime(3356): at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1080) 10-28 17:23:25.989: E/AndroidRuntime(3356): at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:573) 10-28 17:23:25.989: E/AndroidRuntime(3356): at java.lang.Thread.run(Thread.java:856) 10-28 17:23:25.989: E/AndroidRuntime(3356): Caused by: java.lang.RuntimeException: Can't create handler inside thread that has not called Looper.prepare() 10-28 17:23:25.989: E/AndroidRuntime(3356): at android.os.Handler.<init>(Handler.java:197) 10-28 17:23:25.989: E/AndroidRuntime(3356): at android.os.Handler.<init>(Handler.java:111) 10-28 17:23:25.989: E/AndroidRuntime(3356): at android.widget.Toast$TN.<init>(Toast.java:324) 10-28 17:23:25.989: E/AndroidRuntime(3356): at android.widget.Toast.<init>(Toast.java:91) 10-28 17:23:25.989: E/AndroidRuntime(3356): at android.widget.Toast.makeText(Toast.java:238) 10-28 17:23:25.989: E/AndroidRuntime(3356): at com.aiman.webshopper.UploadImageActivity$1execMultiPostAsync.doInBackground(UploadImageActivity.java:268) 10-28 17:23:25.989: E/AndroidRuntime(3356): at com.aiman.webshopper.UploadImageActivity$1execMultiPostAsync.doInBackground(UploadImageActivity.java:1) 10-28 17:23:25.989: E/AndroidRuntime(3356): at android.os.AsyncTask$2.call(AsyncTask.java:287) 10-28 17:23:25.989: E/AndroidRuntime(3356): at java.util.concurrent.FutureTask.run(FutureTask.java:234) This is my code for the Upload activity: public class UploadImageActivity extends Activity implements OnItemSelectedListener { InputStream inputStream; private ImageView imageView; String the_string_response; private static final int SELECT_PICTURE = 0; private static final int CAMERA_REQUEST = 1888; private static final String SERVER_UPLOAD_URI = "...myserver.php"; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_upload_image); imageView = (ImageView) findViewById(R.id.imgUpload); } public void capturePhoto(View view) { Intent cameraIntent = new Intent( android.provider.MediaStore.ACTION_IMAGE_CAPTURE); File f = new File(android.os.Environment.getExternalStorageDirectory(), "temp.jpg"); cameraIntent.putExtra(MediaStore.EXTRA_OUTPUT, Uri.fromFile(f)); startActivityForResult(cameraIntent, CAMERA_REQUEST); } public void pickPhoto(View view) { // TODO: launch the photo picker Intent intent = new Intent(); intent.setType("image/*"); intent.setAction(Intent.ACTION_GET_CONTENT); startActivityForResult(Intent.createChooser(intent, "Select Picture"), SELECT_PICTURE); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); if (requestCode == CAMERA_REQUEST && resultCode == RESULT_OK) { File f = new File(Environment.getExternalStorageDirectory() .toString()); for (File temp : f.listFiles()) { if (temp.getName().equals("temp.jpg")) { f = temp; break; } } try { BitmapFactory.Options bitmapOptions = new BitmapFactory.Options(); Bitmap bitmap = BitmapFactory.decodeFile(f.getAbsolutePath(), bitmapOptions); imageView.setImageBitmap(bitmap); String path = android.os.Environment .getExternalStorageDirectory() + File.separator + "Phoenix" + File.separator + "default"; f.delete(); OutputStream outFile = null; File file = new File(path, String.valueOf(System .currentTimeMillis()) + ".jpg"); try { outFile = new FileOutputStream(file); bitmap.compress(Bitmap.CompressFormat.JPEG, 85, outFile); outFile.flush(); outFile.close(); } catch (FileNotFoundException e) { e.printStackTrace(); } catch (IOException e) { e.printStackTrace(); } catch (Exception e) { e.printStackTrace(); } } catch (Exception e) { e.printStackTrace(); } } if (requestCode == SELECT_PICTURE && resultCode == RESULT_OK) { Bitmap bitmap = getPath(data.getData()); imageView.setImageBitmap(bitmap); } } private Bitmap getPath(Uri uri) { String[] projection = { MediaStore.Images.Media.DATA }; Cursor cursor = getContentResolver().query(uri, projection, null, null, null); int column_index = cursor.getColumnIndexOrThrow(projection[0]); cursor.moveToFirst(); String filePath = cursor.getString(column_index); cursor.close(); // Convert file path into bitmap image using below line. Bitmap bitmap = BitmapFactory.decodeFile(filePath); return bitmap; } public void uploadPhoto(View view) { try { executeMultipartPost(); } catch (Exception e) { e.printStackTrace(); } } public void executeMultipartPost() throws Exception { class execMultiPostAsync extends AsyncTask<String, Void, String>{ @Override protected String doInBackground(String... params){ // Choose image here BitmapDrawable drawable = (BitmapDrawable) imageView.getDrawable(); Bitmap bitmap = drawable.getBitmap(); ByteArrayOutputStream stream = new ByteArrayOutputStream(); bitmap.compress(Bitmap.CompressFormat.JPEG, 50, stream); // compress to // which // format // you want. byte[] byte_arr = stream.toByteArray(); String image_str = Base64.encodeBytes(byte_arr); ArrayList<NameValuePair> nameValuePairs = new ArrayList<NameValuePair>(); nameValuePairs.add(new BasicNameValuePair("image", image_str)); try { HttpClient httpclient = new DefaultHttpClient(); /* * HttpPost(parameter): Server URI */ HttpPost httppost = new HttpPost(SERVER_UPLOAD_URI); httppost.setEntity(new UrlEncodedFormEntity(nameValuePairs)); HttpResponse response = httpclient.execute(httppost); the_string_response = convertResponseToString(response); } catch (Exception e) { Toast.makeText(UploadImageActivity.this, "ERROR " + e.getMessage(), Toast.LENGTH_LONG).show(); System.out.println("Error in http connection " + e.toString()); } return the_string_response; } @Override protected void onPostExecute(String result) { super.onPostExecute(result); Toast.makeText(UploadImageActivity.this, "Response " + result, Toast.LENGTH_LONG) .show(); } public String convertResponseToString(HttpResponse response) throws IllegalStateException, IOException { String res = ""; StringBuffer buffer = new StringBuffer(); inputStream = response.getEntity().getContent(); int contentLength = (int) response.getEntity().getContentLength(); // getting // content // lengt Toast.makeText(UploadImageActivity.this, "contentLength : " + contentLength, Toast.LENGTH_LONG).show(); if (contentLength < 0) { } else { byte[] data = new byte[512]; int len = 0; try { while (-1 != (len = inputStream.read(data))) { buffer.append(new String(data, 0, len)); // converting to // string and // appending to // stringbuffer } } catch (IOException e) { e.printStackTrace(); } try { inputStream.close(); // closing the stream } catch (IOException e) { e.printStackTrace(); } res = buffer.toString(); // converting stringbuffer to string Toast.makeText(UploadImageActivity.this, "Result : " + res, Toast.LENGTH_LONG).show(); // System.out.println("Response => " + // EntityUtils.toString(response.getEntity())); } return res; } } execMultiPostAsync exec = new execMultiPostAsync(); exec.execute(); } } Can someone please check if I put the AsyncTask task correctly in this activity? I think I've made a mistake somewhere.

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  • Vectors for a 2D/3D World in Java

    - by jax
    I reading about Mathematics in Games and am wondering what is the best way to represent a Vector location in Java. I know there is a Vector class but I don't think this is what I need. There is also a Matrix class which looks like it may be what I want (a 1 dimensional matrix maybe). In particular, if I were to create a location Vector such as: v(x,y,z) where x,y and z are the coordinates in 3D space, what would be the best way to represent this in Java. It would be nice if I could also add, subtract and find the dot-product of Vectors. ideas?

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  • Sending message to multiple contacts of mobile by providing search facility in J2ME

    - by learn
    I wan to send the message to multiple contacts in the contactlist for(int j=0;j<vector.size();j++){ listofContacts=new ListofContacts(); listofContacts=(ListofContacts)vector.elementAt(j); list.setFitPolicy(1); list.append(listofContacts.contactname + " "+ listofContacts.contactno,null); System.out.println(listofContacts.contactname + " "+ listofContacts.contactno); } here i have taken all the contacts of contact list in vector and the listofcontacts is the class containing the name and number. To show the list of contacts for selection i am using list control with multiple choice. The code is working fine and message is sent to all the contacts which are selected by the user but as we know there may be 1000 of contacts in phonebook and in these case to select a particular user we have to scroll down the list. Now how to keep the search facility so that we can directly go to the required contact and if it is not possible with the list control which control is to be used so that multiple contacts can be selected and also search facility is available.

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  • C++: Delete a struct?

    - by Rosarch
    I have a struct that contains pointers: struct foo { char* f; int* d; wchar* m; } I have a vector of shared pointers to these structs: vector<shared_ptr<foo>> vec; vec is allocated on the stack. When it passes out of scope at the end of the method, its destructor will be called. (Right?) That will in turn call the destructor of each element in the vector. (Right?) Does calling delete foo delete just the pointers such as foo.f, or does it actually free the memory from the heap?

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  • Please suggest good book/website to for Threads and Concurrency?

    - by learner
    I have gone through Head First Java and some other sites but I couldn't find complete stuff related to Threads and additional concurrency packages at one place. Please suggest a book/website which covers complete Threads with more details like Synchronize and locking of objects More detailed about volatile Visibility issues in Threads java.util.concurrent package java.util.concurrent.atomic package

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  • C++ putting a 2d array of floats into a char*

    - by sam
    Hello, I'm trying to take a 2d vector of floats (input) and put them into a char* (output) in c++. void foo(const std::vector<std::vector<float> > &input, char* &output ) { char charBuf[sizeof(output)]; int counter = 0; for(unsigned int i=0; i<input.size(); i++) { for(unsigned int p=0; p<input.at(i).size(); p++) { //what the heck goes here } }

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  • Member classes versus #includes

    - by ShallowThoughts
    I've recently discovered that it is bad form to have #includes in your header files because anyone who uses your code gets all those extra includes they won't necessarily want. However, for classes that have member variables defined as a type of another class, what's the alternative? For example, I was doing things the following way for the longest time: /* Header file for class myGrades */ #include <vector> //bad #include "classResult.h" //bad class myGrades { vector<classResult> grades; int average; int bestScore; } (Please excuse the fact that this is a highly artificial example) So, if I want to get rid of the #include lines, is there any way I can keep the vector or do I have to approach programming my code in an entirely different way?

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  • Intermittent wired network issues in 14.04

    - by Tommy Brunn
    Since yesterday, my wired network connection has been dropping for a couple of seconds every 30 seconds or so. To my knowledge, I had not made any changes to my network. Output of ifconfig -a: ? ~ ifconfig -a eth0 Link encap:Ethernet HWaddr 6c:f0:49:b9:b1:7f inet addr:192.168.0.16 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::6ef0:49ff:feb9:b17f/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:11597 errors:0 dropped:0 overruns:0 frame:0 TX packets:9783 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:10101682 (10.1 MB) TX bytes:1215142 (1.2 MB) Interrupt:48 Base address:0x8000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:65536 Metric:1 RX packets:96691 errors:0 dropped:0 overruns:0 frame:0 TX packets:96691 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:13594355 (13.5 MB) TX bytes:13594355 (13.5 MB) lspci |grep Ethernet: 04:00.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL8111/8168/8411 PCI Express Gigabit Ethernet Controller (rev 03) Pinging my router: ? ~ ping 192.168.0.1 PING 192.168.0.1 (192.168.0.1) 56(84) bytes of data. 64 bytes from 192.168.0.1: icmp_seq=1 ttl=64 time=0.435 ms 64 bytes from 192.168.0.1: icmp_seq=2 ttl=64 time=0.571 ms ping: sendmsg: Network is unreachable ping: sendmsg: Network is unreachable ping: sendmsg: Network is unreachable ping: sendmsg: Network is unreachable ping: sendmsg: Network is unreachable 64 bytes from 192.168.0.1: icmp_seq=8 ttl=64 time=1.03 ms And the output of route: ? ~ route Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface default 192.168.0.1 0.0.0.0 UG 0 0 0 eth0 192.168.0.0 * 255.255.255.0 U 1 0 0 eth0 Some messages from /var/logs/syslog: ? ~ tail -f /var/log/syslog Jun 6 10:37:34 lolbox dhclient: RCV: Advertise message on eth0 from fe80::120d:7fff:fe97:9d54. Jun 6 10:37:34 lolbox dhclient: IA_NA status code NoAddrsAvail. Jun 6 10:37:37 lolbox dnsmasq[1138]: Maximum number of concurrent DNS queries reached (max: 150) Jun 6 10:37:37 lolbox dnsmasq[1362]: Maximum number of concurrent DNS queries reached (max: 150) Jun 6 10:37:39 lolbox dhclient: XMT: Solicit on eth0, interval 8660ms. Jun 6 10:37:39 lolbox dhclient: RCV: Advertise message on eth0 from fe80::120d:7fff:fe97:9d54. Jun 6 10:37:39 lolbox dhclient: IA_NA status code NoAddrsAvail. Jun 6 10:37:47 lolbox dhclient: XMT: Solicit on eth0, interval 16820ms. Jun 6 10:37:47 lolbox dhclient: RCV: Advertise message on eth0 from fe80::120d:7fff:fe97:9d54. Jun 6 10:37:47 lolbox dhclient: IA_NA status code NoAddrsAvail. Jun 6 10:38:04 lolbox dhclient: XMT: Solicit on eth0, interval 34410ms. Jun 6 10:38:04 lolbox dhclient: RCV: Advertise message on eth0 from fe80::120d:7fff:fe97:9d54. Jun 6 10:38:04 lolbox dhclient: IA_NA status code NoAddrsAvail. Jun 6 10:38:16 lolbox NetworkManager[862]: <warn> (eth0): DHCPv6 request timed out. Jun 6 10:38:16 lolbox NetworkManager[862]: <info> (eth0): canceled DHCP transaction, DHCP client pid 13045 Jun 6 10:38:16 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 4 of 5 (IPv6 Configure Timeout) scheduled... Jun 6 10:38:16 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 4 of 5 (IPv6 Configure Timeout) started... Jun 6 10:38:16 lolbox NetworkManager[862]: <info> (eth0): device state change: activated -> failed (reason 'ip-config-unavailable') [100 120 5] Jun 6 10:38:16 lolbox NetworkManager[862]: <info> NetworkManager state is now DISCONNECTED Jun 6 10:38:16 lolbox NetworkManager[862]: <warn> Activation (eth0) failed for connection 'Wired connection 1' Jun 6 10:38:16 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 4 of 5 (IPv6 Configure Timeout) complete. Jun 6 10:38:16 lolbox NetworkManager[862]: <info> (eth0): device state change: failed -> disconnected (reason 'none') [120 30 0] Jun 6 10:38:16 lolbox NetworkManager[862]: <info> (eth0): deactivating device (reason 'none') [0] Jun 6 10:37:34 lolbox whoopsie[1133]: online Jun 6 10:38:16 lolbox whoopsie[1133]: offline Jun 6 10:38:16 lolbox dbus[485]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Jun 6 10:38:16 lolbox dbus[485]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Jun 6 10:38:16 lolbox NetworkManager[862]: <info> (eth0): canceled DHCP transaction, DHCP client pid 13044 Jun 6 10:38:16 lolbox NetworkManager[862]: <warn> DNS: plugin dnsmasq update failed Jun 6 10:38:16 lolbox NetworkManager[862]: <info> Removing DNS information from /sbin/resolvconf Jun 6 10:38:16 lolbox avahi-daemon[619]: Withdrawing address record for fe80::6ef0:49ff:feb9:b17f on eth0. Jun 6 10:38:16 lolbox avahi-daemon[619]: Leaving mDNS multicast group on interface eth0.IPv6 with address fe80::6ef0:49ff:feb9:b17f. Jun 6 10:38:16 lolbox avahi-daemon[619]: Interface eth0.IPv6 no longer relevant for mDNS. Jun 6 10:38:16 lolbox avahi-daemon[619]: Withdrawing address record for 192.168.0.16 on eth0. Jun 6 10:38:16 lolbox avahi-daemon[619]: Leaving mDNS multicast group on interface eth0.IPv4 with address 192.168.0.16. Jun 6 10:38:16 lolbox avahi-daemon[619]: Interface eth0.IPv4 no longer relevant for mDNS. Jun 6 10:38:16 lolbox dnsmasq[1362]: setting upstream servers from DBus Jun 6 10:38:17 lolbox avahi-daemon[619]: Joining mDNS multicast group on interface eth0.IPv6 with address fe80::6ef0:49ff:feb9:b17f. Jun 6 10:38:17 lolbox avahi-daemon[619]: New relevant interface eth0.IPv6 for mDNS. Jun 6 10:38:17 lolbox avahi-daemon[619]: Registering new address record for fe80::6ef0:49ff:feb9:b17f on eth0.*. Jun 6 10:38:18 lolbox dnsmasq[1138]: no servers found in /var/run/dnsmasq/resolv.conf, will retry Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Auto-activating connection 'Wired connection 1'. Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Activation (eth0) starting connection 'Wired connection 1' Jun 6 10:38:18 lolbox NetworkManager[862]: <info> (eth0): device state change: disconnected -> prepare (reason 'none') [30 40 0] Jun 6 10:38:18 lolbox NetworkManager[862]: <info> NetworkManager state is now CONNECTING Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) scheduled... Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) started... Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) scheduled... Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) complete. Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) starting... Jun 6 10:38:18 lolbox NetworkManager[862]: <info> (eth0): device state change: prepare -> config (reason 'none') [40 50 0] Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) successful. Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) scheduled. Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) complete. Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) started... Jun 6 10:38:18 lolbox NetworkManager[862]: <info> (eth0): device state change: config -> ip-config (reason 'none') [50 70 0] Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Activation (eth0) Beginning DHCPv4 transaction (timeout in 45 seconds) Jun 6 10:38:18 lolbox NetworkManager[862]: <info> dhclient started with pid 13160 Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Activation (eth0) Beginning DHCPv6 transaction (timeout in 45 seconds) Jun 6 10:38:18 lolbox NetworkManager[862]: <info> dhclient started with pid 13161 Jun 6 10:38:18 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) complete. Jun 6 10:38:18 lolbox avahi-daemon[619]: Withdrawing address record for fe80::6ef0:49ff:feb9:b17f on eth0. Jun 6 10:38:18 lolbox avahi-daemon[619]: Leaving mDNS multicast group on interface eth0.IPv6 with address fe80::6ef0:49ff:feb9:b17f. Jun 6 10:38:18 lolbox avahi-daemon[619]: Interface eth0.IPv6 no longer relevant for mDNS. Jun 6 10:38:18 lolbox dhclient: Internet Systems Consortium DHCP Client 4.2.4 Jun 6 10:38:18 lolbox dhclient: Copyright 2004-2012 Internet Systems Consortium. Jun 6 10:38:18 lolbox dhclient: All rights reserved. Jun 6 10:38:18 lolbox dhclient: For info, please visit https://www.isc.org/software/dhcp/ Jun 6 10:38:18 lolbox dhclient: Jun 6 10:38:19 lolbox dhclient: Internet Systems Consortium DHCP Client 4.2.4 Jun 6 10:38:19 lolbox dhclient: Copyright 2004-2012 Internet Systems Consortium. Jun 6 10:38:19 lolbox dhclient: All rights reserved. Jun 6 10:38:19 lolbox dhclient: For info, please visit https://www.isc.org/software/dhcp/ Jun 6 10:38:19 lolbox dhclient: Jun 6 10:38:19 lolbox NetworkManager[862]: <info> (eth0): DHCPv4 state changed nbi -> preinit Jun 6 10:38:19 lolbox dhclient: Bound to *:546 Jun 6 10:38:19 lolbox dhclient: Listening on Socket/eth0 Jun 6 10:38:19 lolbox dhclient: Sending on Socket/eth0 Jun 6 10:38:19 lolbox NetworkManager[862]: <info> (eth0): DHCPv6 state changed nbi -> preinit6 Jun 6 10:38:19 lolbox dhclient: Listening on LPF/eth0/6c:f0:49:b9:b1:7f Jun 6 10:38:19 lolbox dhclient: Sending on LPF/eth0/6c:f0:49:b9:b1:7f Jun 6 10:38:19 lolbox dhclient: Sending on Socket/fallback Jun 6 10:38:19 lolbox dhclient: DHCPREQUEST of 192.168.0.16 on eth0 to 255.255.255.255 port 67 (xid=0x3fc9376d) Jun 6 10:38:19 lolbox dhclient: XMT: Solicit on eth0, interval 1020ms. Jun 6 10:38:19 lolbox dhclient: send_packet6: Cannot assign requested address Jun 6 10:38:19 lolbox dhclient: dhc6: send_packet6() sent -1 of 77 bytes Jun 6 10:38:20 lolbox dhclient: DHCPACK of 192.168.0.16 from 192.168.0.1 Jun 6 10:38:20 lolbox dhclient: bound to 192.168.0.16 -- renewal in 41481 seconds. Jun 6 10:38:20 lolbox NetworkManager[862]: <info> (eth0): DHCPv4 state changed preinit -> reboot Jun 6 10:38:20 lolbox NetworkManager[862]: <info> address 192.168.0.16 Jun 6 10:38:20 lolbox NetworkManager[862]: <info> prefix 24 (255.255.255.0) Jun 6 10:38:20 lolbox NetworkManager[862]: <info> gateway 192.168.0.1 Jun 6 10:38:20 lolbox NetworkManager[862]: <info> nameserver '83.255.245.11' Jun 6 10:38:20 lolbox NetworkManager[862]: <info> nameserver '193.150.193.150' Jun 6 10:38:20 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Configure Commit) scheduled... Jun 6 10:38:20 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) started... Jun 6 10:38:20 lolbox avahi-daemon[619]: Joining mDNS multicast group on interface eth0.IPv4 with address 192.168.0.16. Jun 6 10:38:20 lolbox avahi-daemon[619]: New relevant interface eth0.IPv4 for mDNS. Jun 6 10:38:20 lolbox avahi-daemon[619]: Registering new address record for 192.168.0.16 on eth0.IPv4. Jun 6 10:38:20 lolbox dhclient: XMT: Solicit on eth0, interval 2110ms. Jun 6 10:38:20 lolbox dhclient: send_packet6: Cannot assign requested address Jun 6 10:38:20 lolbox dhclient: dhc6: send_packet6() sent -1 of 77 bytes Jun 6 10:38:20 lolbox avahi-daemon[619]: Joining mDNS multicast group on interface eth0.IPv6 with address fe80::6ef0:49ff:feb9:b17f. Jun 6 10:38:20 lolbox avahi-daemon[619]: New relevant interface eth0.IPv6 for mDNS. Jun 6 10:38:20 lolbox avahi-daemon[619]: Registering new address record for fe80::6ef0:49ff:feb9:b17f on eth0.*. Jun 6 10:38:21 lolbox NetworkManager[862]: <info> (eth0): device state change: ip-config -> secondaries (reason 'none') [70 90 0] Jun 6 10:38:21 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) complete. Jun 6 10:38:21 lolbox NetworkManager[862]: <info> (eth0): device state change: secondaries -> activated (reason 'none') [90 100 0] Jun 6 10:38:21 lolbox NetworkManager[862]: <info> NetworkManager state is now CONNECTED_GLOBAL Jun 6 10:38:21 lolbox NetworkManager[862]: <info> Policy set 'Wired connection 1' (eth0) as default for IPv4 routing and DNS. Jun 6 10:38:21 lolbox NetworkManager[862]: <info> Writing DNS information to /sbin/resolvconf Jun 6 10:38:21 lolbox dnsmasq[1362]: setting upstream servers from DBus Jun 6 10:38:21 lolbox dnsmasq[1362]: using nameserver 127.0.0.1#53 Jun 6 10:38:21 lolbox dnsmasq[1362]: using nameserver 193.150.193.150#53 Jun 6 10:38:21 lolbox dnsmasq[1362]: using nameserver 83.255.245.11#53 Jun 6 10:38:21 lolbox NetworkManager[862]: <info> Activation (eth0) successful, device activated. Jun 6 10:38:21 lolbox whoopsie[1133]: message repeated 2 times: [ offline] Jun 6 10:38:21 lolbox whoopsie[1133]: online Jun 6 10:38:21 lolbox ntpdate[13217]: Can't find host ntp.ubuntu.com: Name or service not known (-2) Jun 6 10:38:21 lolbox ntpdate[13217]: no servers can be used, exiting Jun 6 10:38:22 lolbox dnsmasq[1138]: reading /var/run/dnsmasq/resolv.conf Jun 6 10:38:22 lolbox dnsmasq[1138]: using nameserver 127.0.1.1#53 Jun 6 10:38:22 lolbox dhclient: XMT: Solicit on eth0, interval 4080ms. Jun 6 10:38:22 lolbox dhclient: RCV: Advertise message on eth0 from fe80::120d:7fff:fe97:9d54. Jun 6 10:38:22 lolbox dhclient: IA_NA status code NoAddrsAvail. Jun 6 10:38:26 lolbox dhclient: XMT: Solicit on eth0, interval 8450ms. Jun 6 10:38:26 lolbox dhclient: RCV: Advertise message on eth0 from fe80::120d:7fff:fe97:9d54. Jun 6 10:38:26 lolbox dhclient: IA_NA status code NoAddrsAvail. Jun 6 10:38:35 lolbox dhclient: XMT: Solicit on eth0, interval 16630ms. Jun 6 10:38:35 lolbox dhclient: RCV: Advertise message on eth0 from fe80::120d:7fff:fe97:9d54. Jun 6 10:38:35 lolbox dhclient: IA_NA status code NoAddrsAvail. Jun 6 10:38:51 lolbox dhclient: XMT: Solicit on eth0, interval 34860ms. Jun 6 10:38:51 lolbox dhclient: RCV: Advertise message on eth0 from fe80::120d:7fff:fe97:9d54. Jun 6 10:38:51 lolbox dhclient: IA_NA status code NoAddrsAvail. Jun 6 10:38:58 lolbox dnsmasq[1138]: Maximum number of concurrent DNS queries reached (max: 150) Jun 6 10:38:58 lolbox dnsmasq[1362]: Maximum number of concurrent DNS queries reached (max: 150) Jun 6 10:39:04 lolbox NetworkManager[862]: <warn> (eth0): DHCPv6 request timed out. Jun 6 10:39:04 lolbox NetworkManager[862]: <info> (eth0): canceled DHCP transaction, DHCP client pid 13161 Jun 6 10:39:04 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 4 of 5 (IPv6 Configure Timeout) scheduled... Jun 6 10:39:04 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 4 of 5 (IPv6 Configure Timeout) started... Jun 6 10:39:04 lolbox NetworkManager[862]: <info> (eth0): device state change: activated -> failed (reason 'ip-config-unavailable') [100 120 5] Jun 6 10:39:04 lolbox NetworkManager[862]: <info> NetworkManager state is now DISCONNECTED Jun 6 10:39:04 lolbox NetworkManager[862]: <warn> Activation (eth0) failed for connection 'Wired connection 1' Jun 6 10:38:22 lolbox whoopsie[1133]: online Jun 6 10:39:04 lolbox whoopsie[1133]: offline Jun 6 10:39:04 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 4 of 5 (IPv6 Configure Timeout) complete. Jun 6 10:39:04 lolbox dbus[485]: [system] Activating service name='org.freedesktop.nm_dispatcher' (using servicehelper) Jun 6 10:39:04 lolbox NetworkManager[862]: <info> (eth0): device state change: failed -> disconnected (reason 'none') [120 30 0] Jun 6 10:39:04 lolbox NetworkManager[862]: <info> (eth0): deactivating device (reason 'none') [0] Jun 6 10:39:04 lolbox dbus[485]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' Jun 6 10:39:04 lolbox NetworkManager[862]: <info> (eth0): canceled DHCP transaction, DHCP client pid 13160 Jun 6 10:39:04 lolbox avahi-daemon[619]: Withdrawing address record for fe80::6ef0:49ff:feb9:b17f on eth0. Jun 6 10:39:04 lolbox avahi-daemon[619]: Leaving mDNS multicast group on interface eth0.IPv6 with address fe80::6ef0:49ff:feb9:b17f. Jun 6 10:39:04 lolbox avahi-daemon[619]: Interface eth0.IPv6 no longer relevant for mDNS. Jun 6 10:39:04 lolbox avahi-daemon[619]: Withdrawing address record for 192.168.0.16 on eth0. Jun 6 10:39:04 lolbox avahi-daemon[619]: Leaving mDNS multicast group on interface eth0.IPv4 with address 192.168.0.16. Jun 6 10:39:04 lolbox avahi-daemon[619]: Interface eth0.IPv4 no longer relevant for mDNS. Jun 6 10:39:04 lolbox NetworkManager[862]: <warn> DNS: plugin dnsmasq update failed Jun 6 10:39:04 lolbox NetworkManager[862]: <info> Removing DNS information from /sbin/resolvconf Jun 6 10:39:04 lolbox dnsmasq[1362]: setting upstream servers from DBus Jun 6 10:39:05 lolbox avahi-daemon[619]: Joining mDNS multicast group on interface eth0.IPv6 with address fe80::6ef0:49ff:feb9:b17f. Jun 6 10:39:05 lolbox avahi-daemon[619]: New relevant interface eth0.IPv6 for mDNS. Jun 6 10:39:05 lolbox avahi-daemon[619]: Registering new address record for fe80::6ef0:49ff:feb9:b17f on eth0.*. Jun 6 10:39:06 lolbox dnsmasq[1138]: no servers found in /var/run/dnsmasq/resolv.conf, will retry Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Auto-activating connection 'Wired connection 1'. Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Activation (eth0) starting connection 'Wired connection 1' Jun 6 10:39:07 lolbox NetworkManager[862]: <info> (eth0): device state change: disconnected -> prepare (reason 'none') [30 40 0] Jun 6 10:39:07 lolbox NetworkManager[862]: <info> NetworkManager state is now CONNECTING Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) scheduled... Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) started... Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) scheduled... Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 1 of 5 (Device Prepare) complete. Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) starting... Jun 6 10:39:07 lolbox NetworkManager[862]: <info> (eth0): device state change: prepare -> config (reason 'none') [40 50 0] Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) successful. Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) scheduled. Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 2 of 5 (Device Configure) complete. Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) started... Jun 6 10:39:07 lolbox NetworkManager[862]: <info> (eth0): device state change: config -> ip-config (reason 'none') [50 70 0] Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Activation (eth0) Beginning DHCPv4 transaction (timeout in 45 seconds) Jun 6 10:39:07 lolbox NetworkManager[862]: <info> dhclient started with pid 13270 Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Activation (eth0) Beginning DHCPv6 transaction (timeout in 45 seconds) Jun 6 10:39:07 lolbox NetworkManager[862]: <info> dhclient started with pid 13271 Jun 6 10:39:07 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 3 of 5 (IP Configure Start) complete. Jun 6 10:39:07 lolbox avahi-daemon[619]: Withdrawing address record for fe80::6ef0:49ff:feb9:b17f on eth0. Jun 6 10:39:07 lolbox avahi-daemon[619]: Leaving mDNS multicast group on interface eth0.IPv6 with address fe80::6ef0:49ff:feb9:b17f. Jun 6 10:39:07 lolbox avahi-daemon[619]: Interface eth0.IPv6 no longer relevant for mDNS. Jun 6 10:39:07 lolbox dhclient: Internet Systems Consortium DHCP Client 4.2.4 Jun 6 10:39:07 lolbox dhclient: Copyright 2004-2012 Internet Systems Consortium. Jun 6 10:39:07 lolbox dhclient: All rights reserved. Jun 6 10:39:07 lolbox dhclient: For info, please visit https://www.isc.org/software/dhcp/ Jun 6 10:39:07 lolbox dhclient: Jun 6 10:39:08 lolbox dhclient: Internet Systems Consortium DHCP Client 4.2.4 Jun 6 10:39:08 lolbox dhclient: Copyright 2004-2012 Internet Systems Consortium. Jun 6 10:39:08 lolbox dhclient: All rights reserved. Jun 6 10:39:08 lolbox dhclient: For info, please visit https://www.isc.org/software/dhcp/ Jun 6 10:39:08 lolbox dhclient: Jun 6 10:39:08 lolbox dhclient: Bound to *:546 Jun 6 10:39:08 lolbox dhclient: Listening on Socket/eth0 Jun 6 10:39:08 lolbox dhclient: Sending on Socket/eth0 Jun 6 10:39:08 lolbox kernel: [ 1446.098590] type=1400 audit(1402043948.002:75): apparmor="DENIED" operation="signal" profile="/usr/lib/NetworkManager/nm-dhcp-client.action" pid=13273 comm="nm-dhcp-client." requested_mask="send" denied_mask="send" signal=term peer="/sbin/dhclient" Jun 6 10:39:08 lolbox kernel: [ 1446.098599] type=1400 audit(1402043948.002:76): apparmor="DENIED" operation="signal" profile="/sbin/dhclient" pid=13273 comm="nm-dhcp-client." requested_mask="receive" denied_mask="receive" signal=term peer="/usr/lib/NetworkManager/nm-dhcp-client.action" Jun 6 10:39:08 lolbox NetworkManager[862]: <info> (eth0): DHCPv4 state changed nbi -> preinit Jun 6 10:39:08 lolbox dhclient: Listening on LPF/eth0/6c:f0:49:b9:b1:7f Jun 6 10:39:08 lolbox dhclient: Sending on LPF/eth0/6c:f0:49:b9:b1:7f Jun 6 10:39:08 lolbox dhclient: Sending on Socket/fallback Jun 6 10:39:08 lolbox dhclient: DHCPREQUEST of 192.168.0.16 on eth0 to 255.255.255.255 port 67 (xid=0x3e0183b9) Jun 6 10:39:08 lolbox dhclient: XMT: Solicit on eth0, interval 1050ms. Jun 6 10:39:08 lolbox dhclient: send_packet6: Cannot assign requested address Jun 6 10:39:08 lolbox dhclient: dhc6: send_packet6() sent -1 of 77 bytes Jun 6 10:39:09 lolbox dhclient: DHCPACK of 192.168.0.16 from 192.168.0.1 Jun 6 10:39:09 lolbox dhclient: bound to 192.168.0.16 -- renewal in 35498 seconds. Jun 6 10:39:09 lolbox NetworkManager[862]: <info> (eth0): DHCPv4 state changed preinit -> reboot Jun 6 10:39:09 lolbox NetworkManager[862]: <info> address 192.168.0.16 Jun 6 10:39:09 lolbox NetworkManager[862]: <info> prefix 24 (255.255.255.0) Jun 6 10:39:09 lolbox NetworkManager[862]: <info> gateway 192.168.0.1 Jun 6 10:39:09 lolbox NetworkManager[862]: <info> nameserver '83.255.245.11' Jun 6 10:39:09 lolbox NetworkManager[862]: <info> nameserver '193.150.193.150' Jun 6 10:39:09 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Configure Commit) scheduled... Jun 6 10:39:09 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) started... Jun 6 10:39:09 lolbox avahi-daemon[619]: Joining mDNS multicast group on interface eth0.IPv4 with address 192.168.0.16. Jun 6 10:39:09 lolbox avahi-daemon[619]: New relevant interface eth0.IPv4 for mDNS. Jun 6 10:39:09 lolbox avahi-daemon[619]: Registering new address record for 192.168.0.16 on eth0.IPv4. Jun 6 10:39:09 lolbox avahi-daemon[619]: Joining mDNS multicast group on interface eth0.IPv6 with address fe80::6ef0:49ff:feb9:b17f. Jun 6 10:39:09 lolbox avahi-daemon[619]: New relevant interface eth0.IPv6 for mDNS. Jun 6 10:39:09 lolbox avahi-daemon[619]: Registering new address record for fe80::6ef0:49ff:feb9:b17f on eth0.*. Jun 6 10:39:10 lolbox dhclient: XMT: Solicit on eth0, interval 2180ms. Jun 6 10:39:10 lolbox dhclient: RCV: Advertise message on eth0 from fe80::120d:7fff:fe97:9d54. Jun 6 10:39:10 lolbox dhclient: IA_NA status code NoAddrsAvail. Jun 6 10:39:10 lolbox NetworkManager[862]: <info> (eth0): device state change: ip-config -> secondaries (reason 'none') [70 90 0] Jun 6 10:39:10 lolbox NetworkManager[862]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) complete. Jun 6 10:39:10 lolbox NetworkManager[862]: <info> (eth0): device state change: secondaries -> activated (reason 'none') [90 100 0] Jun 6 10:39:10 lolbox NetworkManager[862]: <info> NetworkManager state is now CONNECTED_GLOBAL Jun 6 10:39:10 lolbox NetworkManager[862]: <info> Policy set 'Wired connection 1' (eth0) as default for IPv4 routing and DNS. Jun 6 10:39:10 lolbox NetworkManager[862]: <info> Writing DNS information to /sbin/resolvconf Jun 6 10:39:10 lolbox dnsmasq[1362]: setting upstream servers from DBus Jun 6 10:39:10 lolbox dnsmasq[1362]: using nameserver 127.0.0.1#53 Jun 6 10:39:10 lolbox dnsmasq[1362]: using nameserver 193.150.193.150#53 Jun 6 10:39:10 lolbox dnsmasq[1362]: using nameserver 83.255.245.11#53 Jun 6 10:39:10 lolbox NetworkManager[862]: <info> Activation (eth0) successful, device activated. Jun 6 10:39:10 lolbox whoopsie[1133]: message repeated 2 times: [ offline] Jun 6 10:39:10 lolbox whoopsie[1133]: online Jun 6 10:39:10 lolbox ntpdate[13339]: Can't find host ntp.ubuntu.com: Name or service not known (-2) Jun 6 10:39:10 lolbox ntpdate[13339]: no servers can be used, exiting Jun 6 10:39:11 lolbox dnsmasq[1138]: reading /var/run/dnsmasq/resolv.conf Jun 6 10:39:11 lolbox dnsmasq[1138]: using nameserver 127.0.1.1#53 Jun 6 10:39:12 lolbox dhclient: XMT: Solicit on eth0, interval 4350ms. Jun 6 10:39:12 lolbox dhclient: RCV: Advertise message on eth0 from fe80::120d:7fff:fe97:9d54. Jun 6 10:39:12 lolbox dhclient: IA_NA status code NoAddrsAvail. Jun 6 10:39:16 lolbox dhclient: XMT: Solicit on eth0, interval 8740ms. Jun 6 10:39:16 lolbox dhclient: RCV: Advertise message on eth0 from fe80::120d:7fff:fe97:9d54. Jun 6 10:39:16 lolbox dhclient: IA_NA status code NoAddrsAvail. Jun 6 10:39:17 lolbox dnsmasq[1138]: Maximum number of concurrent DNS queries reached (max: 150) Jun 6 10:39:17 lolbox dnsmasq[1362]: Maximum number of concurrent DNS queries reached (max: 150) Jun 6 10:39:25 lolbox dhclient: XMT: Solicit on eth0, interval 17610ms. Jun 6 10:39:25 lolbox dhclient: RCV: Advertise message on eth0 from fe80::120d:7fff:fe97:9d54. Jun 6 10:39:25 lolbox dhclient: IA_NA status code NoAddrsAvail.

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  • Oracle Enterprise Manager 11g Application Management Suite for Oracle E-Business Suite Now Available

    - by chung.wu
    Oracle Enterprise Manager 11g Application Management Suite for Oracle E-Business Suite is now available. The management suite combines features that were available in the standalone Application Management Pack for Oracle E-Business Suite and Application Change Management Pack for Oracle E-Business Suite with Oracle's market leading real user monitoring and configuration management capabilities to provide the most complete solution for managing E-Business Suite applications. The features that were available in the standalone management packs are now packaged into Oracle E-Business Suite Plug-in 4.0, which is now fully certified with Oracle Enterprise Manager 11g Grid Control. This latest plug-in extends Grid Control with E-Business Suite specific management capabilities and features enhanced change management support. In addition, this latest release of Application Management Suite for Oracle E-Business Suite also includes numerous real user monitoring improvements. General Enhancements This new release of Application Management Suite for Oracle E-Business Suite offers the following key capabilities: Oracle Enterprise Manager 11g Grid Control Support: All components of the management suite are certified with Oracle Enterprise Manager 11g Grid Control. Built-in Diagnostic Ability: This release has numerous major enhancements that provide the necessary intelligence to determine if the product has been installed and configured correctly. There are diagnostics for Discovery, Cloning, and User Monitoring that will validate if the appropriate patches, privileges, setups, and profile options have been configured. This feature improves the setup and configuration time to be up and operational. Lifecycle Automation Enhancements Application Management Suite for Oracle E-Business Suite provides a centralized view to monitor and orchestrate changes (both functional and technical) across multiple Oracle E-Business Suite systems. In this latest release, it provides even more control and flexibility in managing Oracle E-Business Suite changes.Change Management: Built-in Diagnostic Ability: This latest release has numerous major enhancements that provide the necessary intelligence to determine if the product has been installed and configured correctly. There are diagnostics for Customization Manager, Patch Manager, and Setup Manager that will validate if the appropriate patches, privileges, setups, and profile options have been configured. Enhancing the setup time and configuration time to be up and operational. Customization Manager: Multi-Node Custom Application Registration: This feature automates the process of registering and validating custom products/applications on every node in a multi-node EBS system. Public/Private File Source Mappings and E-Business Suite Mappings: File Source Mappings & E-Business Suite Mappings can be created and marked as public or private. Only the creator/owner can define/edit his/her own mappings. Users can use public mappings, but cannot edit or change settings. Test Checkout Command for Versions: This feature allows you to test/verify checkout commands at the version level within the File Source Mapping page. Prerequisite Patch Validation: You can specify prerequisite patches for Customization packages and for Release 12 Oracle E-Business Suite packages. Destination Path Population: You can now automatically populate the Destination Path for common file types during package construction. OAF File Type Support: Ability to package Oracle Application Framework (OAF) customizations and deploy them across multiple Oracle E-Business Suite instances. Extended PLL Support: Ability to distinguish between different types of PLLs (that is, Report and Forms PLL files). Providing better granularity when managing PLL objects. Enhanced Standard Checker: Provides greater and more comprehensive list of coding standards that are verified during the package build process (for example, File Driver exceptions, Java checks, XML checks, SQL checks, etc.) HTML Package Readme: The package Readme is in HTML format and includes the file listing. Advanced Package Search Capabilities: The ability to utilize more criteria within the advanced search package (that is, Public, Last Updated by, Files Source Mapping, and E-Business Suite Mapping). Enhanced Package Build Notifications: More detailed information on the results of a package build process. Better, more detailed troubleshooting guidance in the event of build failures. Patch Manager:Staged Patches: Ability to run Patch Manager with no external internet access. Customer can download Oracle E-Business Suite patches into a shared location for Patch Manager to access and apply. Supports highly secured production environments that prohibit external internet connections. Support for Superseded Patches: Automatic check for superseded patches. Allows users to easily add superseded patches into the Patch Run. More comprehensive and correct Patch Runs. Removes many manual and laborious tasks, frees up Apps DBAs for higher value-added tasks. Automatic Primary Node Identification: Users can now specify which is the "primary node" (that is, which node hosts the Shared APPL_TOP) during the Patch Run interview process, available for Release 12 only. Setup Manager:Preview Extract Results: Ability to execute an extract in "proof mode", and examine the query results, to determine accuracy. Used in conjunction with the "where" clause in Advanced Filtering. This feature can provide better and more accurate fine tuning of extracts. Use Uploaded Extracts in New Projects: Ability to incorporate uploaded extracts in new projects via new LOV fields in package construction. Leverages the Setup Manager repository to access extracts that have been uploaded. Allows customer to reuse uploaded extracts to provision new instances. Re-use Existing (that is, historical) Extracts in New Projects: Ability to incorporate existing extracts in new projects via new LOV fields in package construction. Leverages the Setup Manager repository to access point-in-time extracts (snapshots) of configuration data. Allows customer to reuse existing extracts to provision new instances. Allows comparative historical reporting of identical APIs, executed at different times. Support for BR100 formats: Setup Manager can now automatically produce reports in the BR100 format. Native support for industry standard formats. Concurrent Manager API Support: General Foundation now provides an API for management of "Concurrent Manager" configuration data. Ability to migrate Concurrent Managers from one instance to another. Complete the setup once and never again; no need to redefine the Concurrent Managers. User Experience Management Enhancements Application Management Suite for Oracle E-Business Suite includes comprehensive capabilities for user experience management, supporting both real user and synthetic transaction based user monitoring techniques. This latest release of the management suite include numerous improvements in real user monitoring support. KPI Reporting: Configurable decimal precision for reporting of KPI and SLA values. By default, this is two decimal places. KPI numerator and denominator information. It is now possible to view KPI numerator and denominator information, and to have it available for export. Content Messages Processing: The application content message facility has been extended to distinguish between notifications and errors. In addition, it is now possible to specify matching rules that can be used to refine a selected content message specification. Note this is only available for XPath-based (not literal) message contents. Data Export: The Enriched data export facility has been significantly enhanced to provide improved performance and accessibility. Data is no longer stored within XML-based files, but is now stored within the Reporter database. However, it is possible to configure an alternative database for its storage. Access to the export data is through SQL. With this enhancement, it is now more easy than ever to use tools such as Oracle Business Intelligence Enterprise Edition to analyze correlated data collected from real user monitoring and business data sources. SNMP Traps for System Events: Previously, the SNMP notification facility was only available for KPI alerting. It has now been extended to support the generation of SNMP traps for system events, to provide external health monitoring of the RUEI system processes. Performance Improvements: Enhanced dashboard performance. The dashboard facility has been enhanced to support the parallel loading of items. In the case of dashboards containing large numbers of items, this can result in a significant performance improvement. Initial period selection within Data Browser and reports. The User Preferences facility has been extended to allow you to specify the initial period selection when first entering the Data Browser or reports facility. The default is the last hour. Performance improvement when querying the all sessions group. Technical Prerequisites, Download and Installation Instructions The Linux version of the plug-in is available for immediate download from Oracle Technology Network or Oracle eDelivery. For specific information regarding technical prerequisites, product download and installation, please refer to My Oracle Support note 1224313.1. The following certifications are in progress: * Oracle Solaris on SPARC (64-bit) (9, 10) * HP-UX Itanium (11.23, 11.31) * HP-UX PA-RISC (64-bit) (11.23, 11.31) * IBM AIX on Power Systems (64-bit) (5.3, 6.1)

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  • How to move the camera sideways in libgdx

    - by Bubblewrap
    I want to move the camera sideways (strafe/truck), now i had the following in mind, but it doesn't look like there are standard methods to achieve this in libgdx. If i want to move the camera sideways by x, i think i need to do the following: Create a Matrix4 mat Determine the orthogonal vector v between camera.direction and camera.up translate mat by v*x multiply camera.position by mat Will this approach do what i think it does, and is it a good way to do it? And how can i do this in libgdx? I get "stuck" at step 2, as in, i have not found any standard method in libgdx to calculate an orthogonal vector. EDIT: I think i can use camera.direction.crs(camera.up) to find v. Guess i can now try this approach tonight and see if it works.

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Ray picking - get direction from pitch and yaw

    - by Isaac Waller
    I am attempting to cast a ray from the center of the screen and check for collisions with objects. When rendering, I use these calls to set up the camera: GL11.glRotated(mPitch, 1, 0, 0); GL11.glRotated(mYaw, 0, 1, 0); GL11.glTranslated(mPositionX, mPositionY, mPositionZ); I am having trouble creating the ray, however. This is the code I have so far: ray.origin = new Vector(mPositionX, mPositionY, mPositionZ); ray.direction = new Vector(?, ?, ?); My question is: what should I put in the question mark spots? I.e. how can I create the ray direction from the pitch and roll? Any help would be much appreciated!

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  • Camera rotation - First Person Camera using GLM

    - by tempvar
    I've just switched from deprecated opengl functions to using shaders and GLM math library and i'm having a few problems setting up my camera rotations (first person camera). I'll show what i've got setup so far. I'm setting up my ViewMatrix using the glm::lookAt function which takes an eye position, target and up vector // arbitrary pos and target values pos = glm::vec3(0.0f, 0.0f, 10.0f); target = glm::vec3(0.0f, 0.0f, 0.0f); up = glm::vec3(0.0f, 1.0f, 0.0f); m_view = glm::lookAt(pos, target, up); i'm using glm::perspective for my projection and the model matrix is just identity m_projection = glm::perspective(m_fov, m_aspectRatio, m_near, m_far); model = glm::mat4(1.0); I send the MVP matrix to my shader to multiply the vertex position glm::mat4 MVP = camera->getProjection() * camera->getView() * model; // in shader gl_Position = MVP * vec4(vertexPos, 1.0); My camera class has standard rotate and translate functions which call glm::rotate and glm::translate respectively void camera::rotate(float amount, glm::vec3 axis) { m_view = glm::rotate(m_view, amount, axis); } void camera::translate(glm::vec3 dir) { m_view = glm::translate(m_view, dir); } and i usually just use the mouse delta position as the amount for rotation Now normally in my previous opengl applications i'd just setup the yaw and pitch angles and have a sin and cos to change the direction vector using (gluLookAt) but i'd like to be able to do this using GLM and matrices. So at the moment i have my camera set 10 units away from the origin facing that direction. I can see my geometry fine, it renders perfectly. When i use my rotation function... camera->rotate(mouseDeltaX, glm::vec3(0, 1, 0)); What i want is for me to look to the right and left (like i would with manipulating the lookAt vector with gluLookAt) but what's happening is It just rotates the model i'm looking at around the origin, like im just doing a full circle around it. Because i've translated my view matrix, shouldn't i need to translate it to the centre, do the rotation then translate back away for it to be rotating around the origin? Also, i've tried using the rotate function around the x axis to get pitch working, but as soon as i rotate the model about 90 degrees, it starts to roll instead of pitch (gimbal lock?). Thanks for your help guys, and if i've not explained it well, basically i'm trying to get a first person camera working with matrix multiplication and rotating my view matrix is just rotating the model around the origin.

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  • Getting started with Oracle Database In-Memory Part III - Querying The IM Column Store

    - by Maria Colgan
    In my previous blog posts, I described how to install, enable, and populate the In-Memory column store (IM column store). This weeks post focuses on how data is accessed within the IM column store. Let’s take a simple query “What is the most expensive air-mail order we have received to date?” SELECT Max(lo_ordtotalprice) most_expensive_order FROM lineorderWHERE  lo_shipmode = 5; The LINEORDER table has been populated into the IM column store and since we have no alternative access paths (indexes or views) the execution plan for this query is a full table scan of the LINEORDER table. You will notice that the execution plan has a new set of keywords “IN MEMORY" in the access method description in the Operation column. These keywords indicate that the LINEORDER table has been marked for INMEMORY and we may use the IM column store in this query. What do I mean by “may use”? There are a small number of cases were we won’t use the IM column store even though the object has been marked INMEMORY. This is similar to how the keyword STORAGE is used on Exadata environments. You can confirm that the IM column store was actually used by examining the session level statistics, but more on that later. For now let's focus on how the data is accessed in the IM column store and why it’s faster to access the data in the new column format, for analytical queries, rather than the buffer cache. There are four main reasons why accessing the data in the IM column store is more efficient. 1. Access only the column data needed The IM column store only has to scan two columns – lo_shipmode and lo_ordtotalprice – to execute this query while the traditional row store or buffer cache has to scan all of the columns in each row of the LINEORDER table until it reaches both the lo_shipmode and the lo_ordtotalprice column. 2. Scan and filter data in it's compressed format When data is populated into the IM column it is automatically compressed using a new set of compression algorithms that allow WHERE clause predicates to be applied against the compressed formats. This means the volume of data scanned in the IM column store for our query will be far less than the same query in the buffer cache where it will scan the data in its uncompressed form, which could be 20X larger. 3. Prune out any unnecessary data within each column The fastest read you can execute is the read you don’t do. In the IM column store a further reduction in the amount of data accessed is possible due to the In-Memory Storage Indexes(IM storage indexes) that are automatically created and maintained on each of the columns in the IM column store. IM storage indexes allow data pruning to occur based on the filter predicates supplied in a SQL statement. An IM storage index keeps track of minimum and maximum values for each column in each of the In-Memory Compression Unit (IMCU). In our query the WHERE clause predicate is on the lo_shipmode column. The IM storage index on the lo_shipdate column is examined to determine if our specified column value 5 exist in any IMCU by comparing the value 5 to the minimum and maximum values maintained in the Storage Index. If the value 5 is outside the minimum and maximum range for an IMCU, the scan of that IMCU is avoided. For the IMCUs where the value 5 does fall within the min, max range, an additional level of data pruning is possible via the metadata dictionary created when dictionary-based compression is used on IMCU. The dictionary contains a list of the unique column values within the IMCU. Since we have an equality predicate we can easily determine if 5 is one of the distinct column values or not. The combination of the IM storage index and dictionary based pruning, enables us to only scan the necessary IMCUs. 4. Use SIMD to apply filter predicates For the IMCU that need to be scanned Oracle takes advantage of SIMD vector processing (Single Instruction processing Multiple Data values). Instead of evaluating each entry in the column one at a time, SIMD vector processing allows a set of column values to be evaluated together in a single CPU instruction. The column format used in the IM column store has been specifically designed to maximize the number of column entries that can be loaded into the vector registers on the CPU and evaluated in a single CPU instruction. SIMD vector processing enables the Oracle Database In-Memory to scan billion of rows per second per core versus the millions of rows per second per core scan rate that can be achieved in the buffer cache. I mentioned earlier in this post that in order to confirm the IM column store was used; we need to examine the session level statistics. You can monitor the session level statistics by querying the performance views v$mystat and v$statname. All of the statistics related to the In-Memory Column Store begin with IM. You can see the full list of these statistics by typing: display_name format a30 SELECT display_name FROM v$statname WHERE  display_name LIKE 'IM%'; If we check the session statistics after we execute our query the results would be as follow; SELECT Max(lo_ordtotalprice) most_expensive_order FROM lineorderWHERE lo_shipmode = 5; SELECT display_name FROM v$statname WHERE  display_name IN ('IM scan CUs columns accessed',                        'IM scan segments minmax eligible',                        'IM scan CUs pruned'); As you can see, only 2 IMCUs were accessed during the scan as the majority of the IMCUs (44) in the LINEORDER table were pruned out thanks to the storage index on the lo_shipmode column. In next weeks post I will describe how you can control which queries use the IM column store and which don't. +Maria Colgan

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  • Shadow mapping with deffered shading for directional lights - shadow map projection problem

    - by Harry
    I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve position from depth. I think that there is the biggest problem but code looks ok for me. Now more about problem: Shadow map projected onto meshes looks bad scaled and translated and also some informations from shadow map texture aren't visible. You can see it on this screen: http://img5.imageshack.us/img5/2254/93dn.png Yelow frustum is light frustum and I have mixed shadow map preview and actual scene. As you can see shadows are in wrong place and shadow of cone and sphere aren't visible. Could you look at my codes and tell me where I have a mistake? // create shadow map if(!_shd)glGenTextures(1, &_shd); glBindTexture(GL_TEXTURE_2D, _shd); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT,NULL); // shadow map size glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, _shd, 0); glDrawBuffer(GL_NONE); // setting camera Vector dire=Vector(0,0,1); ACamera.setLookAt(dire,Vector(0)); ACamera.setPerspectiveView(60.0f,1,0.1f,10.0f); // currently needed for proper frustum corners calculation Vector min(ACamera._point[0]),max(ACamera._point[0]); for(int i=0;i<8;i++){ max=Max(max,ACamera._point[i]); min=Min(min,ACamera._point[i]); } ACamera.setOrthogonalView(min.x,max.x,min.y,max.y,-max.z,-min.z); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _s_buffer); // framebuffer for shadow map // rendering to depth buffer glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _g_buffer); Shaders["DirLight"].set(true); Matrix4 bias; bias.x.set(0.5,0.0,0.0,0.0); bias.y.set(0.0,0.5,0.0,0.0); bias.z.set(0.0,0.0,0.5,0.0); bias.w.set(0.5,0.5,0.5,1.0); Shaders["DirLight"].set("textureMatrix",ACamera.matrix*Projection3D*bias); // order of multiplications are 100% correct, everything gives mi the same result as using glm glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D,_shd); lightDir(dir); // light calculations Vertex Shader makes nothing related to shadow calculatons Pixel shader function which calculates if pixel is in shadow or not: float readShadowMap(vec3 eyeDir) { // retrieve depth of pixel float z = texture2D(depth, gl_FragCoord.xy/screen).z; vec3 pos = vec3(gl_FragCoord.xy/screen, z); // transform by the projection and view inverse vec4 worldSpace = inverse(View)*inverse(ProjectionMatrix)*vec4(pos*2-1,1); worldSpace /= worldSpace.w; vec4 coord=textureMatrix*worldSpace; float vis=1.0f; if(texture2D(shadow, coord.xy).z < coord.z-0.001)vis=0.2f; return vis; } I also have question about shadows specifically for directional light. Currently I always look at 0,0,0 position and in further implementation I have to move light frustum along to camera frustum. I've found how to do this here: http://www.gamedev.net/topic/505893-orthographic-projection-for-shadow-mapping/ but it doesn't give me what I want. Maybe because of problems mentioned above, but I want know your opinion. EDIT: vec4 worldSpace is position read from depht of the scene (not shadow map). Maybe I wasn't precise so I'll try quick explain what is what: View is camera view matrix, ProjectionMatrix is camera projection,. First I try to get world space position from depth map and then multiply it by textureMatrix which is light view *light projection*bias. Rest of code is the same as in many tutorials. I can't use vertex shader to make something like gl_Position=textureMatrix*gl_Vertex and get it interpolated in fragment shader because of deffered rendering use so I want get it from depht buffer. EDIT2: I also tried make it as in Coding Labs tutorial about Shadow Mapping with Deferred Rendering but unfortunately this either works wrong.

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