Search Results

Search found 16473 results on 659 pages for 'game logic'.

Page 601/659 | < Previous Page | 597 598 599 600 601 602 603 604 605 606 607 608  | Next Page >

  • AMD processors witn graphics card bundled [closed]

    - by shybovycha
    Sorry for posting this question here - just don't know to which StackExchange website i should be writing. I've heard AMD created processors with video card bundled. So now these processors should work as fast as just usual processors with discrete video card but AMD's ones should use less power and spread less warm. Some googling around gave me the result like "AMD processors of A-series". They were mentioned to be build using that technology i described above. But on the other hand, we have a small rate of publishing and not-very-good quality of AMD drivers. I am a game-developer and web-developer so i need a powerful processor and graphics card and a lot of RAM on board (to make it possible to create a sample Grails application, for example or to create some 3D models in Maya/Cinema4D, for instance). Still i want my battery to be a long-living one, so power usage is a bit critical for me. So, my questions are: are there any processor building technology like i've described and which series they are (if they exist)? which processor shall fit the laptop the best: AMD one or i5/i7 on with nVidia graphics card for the purposes mentioned above?

    Read the article

  • Constant crashes in windows 7 64bit when playing games

    - by yx.
    I've tried everything I can possibly think of in trying to fix this problem and I'm totally out of ideas, so any help would be appreciated: The problem: whenever I fire up a game, it works for a short while with no problems and then it would crash. Either its a hard crash, forcing me to reboot, or windows would report that the display driver has stopped working and recovered. Here is a list of things I've already tried: Drivers - tried the latest drivers (catalyst 9.12) as well as the stock drivers that came with the video card. Also have the latest BIOS/chipset Memtest - Ran Memtest86+ overnight, had no problems, the windows diagnostic tool also does not find any problems. Overheating - Video card/cpu temperatures are well below peak (42 and 31 Celsius receptively) PSU Voltage - CPUID shows that the voltage levels are all above what they should be. The PSU itself is only roughly 16 months old and is a good model. HDD - No errors when checked GPU - Brand new (replaced previous card since I thought it was the problem, apparently not) Overclocking - Everything is at stock levels, memory voltage is set to manufacturer's standard Specs: Motherboard: ASUS P5Q Pro CPU: Core 2 Duo E8400 3.0 ghz OS: Windows 7 home premium 64 bit Memory: Mushkin Enhanced 4GB DDR2 GPU: Sapphire HD 5850 1GB PSU: SeaSonic M12 600W ATX12V DirectX: DX11 Event Viewer after a crash always has these logged: A fatal hardware error has occurred. Reported by component: Processor Core Error Source: Machine Check Exception Error Type: Bus/Interconnect Error Processor ID: 1 The details view of this entry contains further information. A fatal hardware error has occurred. Reported by component: Processor Core Error Source: Machine Check Exception Error Type: Bus/Interconnect Error Processor ID: 0 The details view of this entry contains further information. A previous card that I had (4850x2) also had these errors, so I changed video cards, but the same thing is happening.

    Read the article

  • Java games applet not connecting to Yahoo

    - by Steve
    Hi. I am trying to play a Y! game which use a java applet. The applet displays the message: Alert. Unable to connect to server. One of four things could have caused this: 1) You are behind a firewall. 2) You are not connected to the internet. 3) The games server is down. 4) You have a stale page in your cache. I have added an exception to the Windows firewall for java.exe. I am obviously connected to the Internet okay. The games server is not down when I am at home. I doubt it is down when I am at work. I have never successfully loaded this page before, so I doubt I have a stale page in cache. Could it be the corporate firewall? Nothing else in my web browser has been blocked before. Maybe the java applet connects on a different port to the browser. What should I test?

    Read the article

  • Can only ssh when not using wifi

    - by AChrapko
    So I have 3 machines, a windows 7 desktop that is always wired to my router, osX laptop, and raspberry pi running debian linux. My router is a Linksys e1000 wireless N. My goal is to be able to ssh the raspi from any machine, while it is connected via wifi. My problem is that when trying to ssh from either the win7 or osX to the Pi it either times out, or gives an error: "ssh: connect to host 192.168.1.### port 22: No route to host" The only times that I have managed to connect to the pi from any machine were when it connected to the router via an Ethernet cable. Currently with win7 desktop wired, macbook wireless, and pi wireless tests give the following: win7 ping macbook: Destination host unreachable. macbook ping win7: Request timeout. win7 ping pi: Destination host unreachable. macbook ping pi: Request timeout. blah blah blah Plugging the macbook into the router with an Ethernet cable all communication between win7 and macbook works. Pings, ssh, ftp, smb ect... No changes to the pi, still no connections possible to or from any of the other 2 machines. Note All machines, are able to connect to the internet and ssh to the same machine on a completely different network, wired or over wifi. Plugging the Pi in with Ethernet (and macbook still wired) I can ssh to the pi from both win7 and macbook. I can ssh from the pi to macbook. All machines still able to connect the the off network machine. Also another little side note- I was playing warcraft 3 with my roommates the other day, and the only time they were able to see my LAN game was when they were plugged into the router with an Ethernet cable. Once or twice one of the laptops was able to connect over wifi, but not without another computer connecting first via Ethernet. So basically does anyone have any info as to why my router seems to completely ignore local wireless traffic?

    Read the article

  • Minecraft server hosting hardware specifications [on hold]

    - by Andrew Wright
    I am planning on purchasing a server to rent off Minecraft game servers, largely to friends. I am planning on purchasing a 128GB RAM server to save on colocation costs (as I am likely to need more than 32GB and would have to rent 2U of space...) I am hoping for some advice about the processing power needed to deal with this level of RAM. The servers will be run in a shared environment on linux in a VM to make backups easier. The server I have in mind is dual CPU. I have been considering at the low end dual Xeon E5-2609V2 Quad-Core 2.5Ghz, and at the high end dual Xeon E5-2650V2 Eight-Core 2.6Ghz. The difference between these is 6.4 GT/s and 8 GT/s and £3000 for the lower spec server, £4300 for the higher spec. I was hoping I could get advice about whether it is worth paying for the extra/higher speed processor or if I would be wasting my money? Thank you for any help - I appreciate that this is not directly related to professional system administration.

    Read the article

  • Computer will freeze/ lock up after doing relatively stressful things

    - by GrowingCode247
    I'll first start off by saying that the issue GENERALLY doesn't occur unless I'm doing something remotely stressful for my computer. This issue used to occur whenever it felt it was necessary, however has not occurred completely randomly for a while now (thankfully) My computer's specs: CPU: AMD Phenom II X4 960T GPU: GeForce GTX 760 Memory: 16 GB RAM Resolution Used: 1680x1050, 59Hz (strange number for refresh rate?) res is highest for monitor Nvidia Driver version: 331.65 OS: Microsoft Windows 7 Ultimate (64-bit) Sometimes I will be able to go 2-3 games (about an hour, depending) and sometimes it will go maybe one game (20-30 minutes) and then my computer will run sluggishly and leave me unable to do much of anything. I can sometimes interact with programs at a very basic level (maximizing, minimizing), and I usually cannot close them in any way, not even through Task Manager. The highest temperature my GPU reaches is 76C, with the average being around 73C. During the time the temperatures are around 73C, my GPU's RAM usage is anywhere between 1250-1300 (out of 2GB). My CPU's temperature never goes over 60C, thankfully. The PSU should be fine. It's very mildly dusty but I feel as though that would not be causing this problem... I will clean it out as soon as everything else has been ruled out. Honestly I have no clue how to test the PSU for problems - same goes for my Motherboard. I cannot really think of what could be causing these freezes otherwise. Event Viewer details: EventID: 1 - VDS Basic Provider (I've no clue what this is) EventID: 3 - Kernel-EventTracing (Again, lost) EventID: 8003 - bowser (this seems fishy) and the one critical that I know others have been dealing with as I've browsed some other responses on the web: EventID: 41 - Kernel-Power any help to solve this problem would be GREATLY appreciated.

    Read the article

  • Non-restored Files Corrupted on System Restore

    - by Yar
    I restored OSX 10.6.2 today (was 10.6.3 and not booting) by copying the system over from a backup. The data directories were not touched. In the data directories, I'm seeing some files as 0 bytes, and getting permission-denied errors when copying, even when using sudo cp or the Finder itself. Some programs, differently, take the files at face value and see no permission problems (such as zip), but they see the files as zero bytes, which would be game-over for recovery. cp: .git/objects/fe/86b676974a44aa7f128a55bf27670f4a1073ca: could not copy extended attributes to /eraseme/blah/.git/objects/fe/86b676974a44aa7f128a55bf27670f4a1073ca: Operation not permitted I have tried sudo chown, sudo chmod -R 777 and sudo chflags -R nouchg which do not change the end result. Strangely, this is only affecting my .git directories (perhaps because they start with a period, but renaming them -- which works -- does not change anything). What else can I do to take ownership of these files? Edit: This question comes from StackOverflow because I originally thought it was a GIT problem. It's definitely not (just) GIT. Anyway, this is to help put some of the comments in context.

    Read the article

  • Windows 7 Account Settings Vanished

    - by Roy Tang
    So I came home and stumbled upon a bit of a mystery. When I got home my brother was using my desktop PC that was running Windows 7 (I have accounts for my 2 brothers and my mom on the machine, but mine is the only admin account). After he finished his game he logged out and I logged in to my account, but found only strangeness. My windows account seems to have been somewhat "reset", meaning: my quick launch shortcuts were gone my dropbox account did not automatically login my pidgin accounts were no longer there I had to relogin Steam iTunes could not launch (I had hooked up my iDevice before logging in) The Documents/Pictures/Music shortcuts in the start menu no longer work However, despite that: my desktop wallpaper was still correct my documents folder was still there in c:\Users\my account name\My Documents as expected Google Chrome settings seem to have been retained other accounts on the same machine seem to be fine I asked my brother if he had installed anything strange during the day, he only installed Yahoo Messenger. I last used the machine around 24 hours ago and it was fine then. I'm not sure what else has been affected. I'm inclined to just create a new admin user for me to use, but I'd like to have some idea of what actually happened.

    Read the article

  • Running two graphics cards (non-SLI) to power 3D on two different monitors?

    - by Delameko
    Hi, I'm a bit clueless about this, so excuse my naivety. I have two video cards, a Nvidia 8800 and a GT120, powering three monitors. I run two 3D game instances (two Everquest 2 clients), one on each of my first two monitors. It's been running fine, although sometimes it sounds like the computer is trying to take off. Today I realised that I was actually playing them on the two monitors that are both powered by the 8800. Thinking that I might as well make use of the power of both cards I tried switching the monitor cables over so that each card would be "powering" one of the clients. (Is it silly to assume this is how it works?) This doesn't seem to have had the desired effect, as the client running on the 8800 screen is running worse than it was before. Is it even possible to run two clients on separate GPUs? Is SLI the only way to utilise 2 GPUs? Is there something special I have to do? Or do I have to set the client to use a particular GPU (an option I can't seem to find in EQ2)? I run the clients in window mode if that makes any difference, and I'm running Win 7. Thanks.

    Read the article

  • "No such file or directory"?

    - by user1509541
    Ok, so I have a VDS laying around, and I thought I would turn it into a TF2 game server. When I connect to my server through PuTTY, and use wget to download the package "hldsupdatetool.bin" from Steampowered.com. I go to run it and it says "No such file or directory found". When I use "ls" to see what files are in directory, it lists "hldsupdatetool.bin" as being in the directory. So, why is it saying it's not there? This has been a headache for the past 2 days. It's returning: root@10004:~# wget http://www.steampowered.com/download/hldsupdatetool.bin --2012-07-08 06:04:49-- http://www.steampowered.com/download/hldsupdatetool.bin Resolving www.steampowered.com... 208.64.202.68 Connecting to www.steampowered.com|208.64.202.68|:80... connected. HTTP request sent, awaiting response... 200 OK Length: 3513408 (3.4M) [application/octet-stream] Saving to: “hldsupdatetool.bin.3” 100%[======================================>] 3,513,408 2.45M/s in 1.4s 2012-07-08 06:04:51 (2.45 MB/s) - “hldsupdatetool.bin.3” saved [3513408/3513408] root@10004:~# chmod +x hldsupdatetool.bin.3 root@10004:~# ./hldsupdatetool.bin.3 -bash: ./hldsupdatetool.bin.3: No such file or directory root@10004:~# More: root@10004:~# ls ffmpeg-packages hldsupdatetool.bin.1 hldsupdatetool.bin.3 hldsupdatetool.bin hldsupdatetool.bin.2 setup.sh root@10004:~# ls -la total 13828 drwx------ 4 root root 4096 Jul 8 06:04 . drwxr-xr-x 21 root root 4096 Jul 8 05:57 .. -rw------- 1 root root 8799 Jul 8 06:26 .bash_history -rw-r--r-- 1 root root 570 Jan 31 2010 .bashrc -rw-r--r-- 1 root root 4 Jul 2 19:39 .custombuild drwxr-xr-x 2 root root 4096 Jul 4 18:49 ffmpeg-packages ---x--xrwx 1 root root 3513408 Sep 2 2005 hldsupdatetool.bin -rwxr-xr-x 1 root root 3513408 Sep 2 2005 hldsupdatetool.bin.1 -rw-r--r-- 1 root root 3513408 Sep 2 2005 hldsupdatetool.bin.2 -rwxr-xr-x 1 root root 3513408 Sep 2 2005 hldsupdatetool.bin.3 -rw-r--r-- 1 root root 140 Nov 19 2007 .profile -rw------- 1 root root 1024 Jul 2 19:49 .rnd -rwxr-xr-x 1 root root 38866 May 23 22:02 setup.sh drwxr-xr-x 2 root root 4096 Jul 2 19:44 .ssh root@10004:~#

    Read the article

  • Some Portions of Computer Running Slow (Specifically Graphics)

    - by Mike Gates
    I noticed that a few things are running slow today on my Windows 7 laptop. Specifically, they are: Opening and closing windows takes several seconds for the animation to complete. Windows media player opens fine, but the movies are very laggy MMORPG's, such as RuneScape, are extremely laggy When waking my computer from sleep mode, after entering my password, my desktop takes about 3 seconds to fade in Other than those, everything runs at a normal speed. Things I've done that maybe contributed to this problem: Changed the graphics processor (by plugging in/unplugging the charger) [however, no matter how I change the graphics, I'm still getting this lagginess] Installed AdBlock, a Firefox addon [I recently removed it, and I'm still experiencing this problem] Went into Advanced System Settings, Clicked Settings, and unchecked a few visual things (such as the animation for opening and closing windows) [sure, this got rid of the opening/closing windows lag, but I like that little animation - plus that leaves all the other lag problems I'm experiencing] So, does anyone have any ideas/fixes? If so, please respond. Thank you. Some Other Information: I'm on a HP Pavillion dv7 laptop, 4285 Entertainment PC, with: intel CORE i5 inside, ATI Mobility Radeon Premium Graphics, Microsoft DirectX11 Opening and closing of windows: Defined as opening a program (i.e. Firefox) or closing it by hitting the X in the upper-right hand corner. Lately, the animation for opening and closing windows (which is simply either growing from the icon from the taskbar to fill the screen, or shrinking from the screen down towards the icon on the toolbar.) This problem also occurs for minimizing/maximizing windows. Very laggy movies: defined as .avi movie files saved to My Documents which skips several frames per second and seemingly slows down the movie as a whole Extremely laggy games: I tried RuneScape today, and movement in the game was at least 10x slower than it ever has been, even when playing on the lowest detail/graphics Desktop taking 3 seconds to fade in after sleep: in this scenario, I had no other programs running visibly. The computer generally fades to black from the password screen to the desktop in about 1 second, normally. However, it is now taking 3 or more seconds.

    Read the article

  • OpenVPN / iptables restrict some access

    - by RitonLaJoie
    I want to create an openvpn service on a dedicated server I have, for some friends so that they are able to play online games faster. Is there an easy way to restrict which traffic I allow them with iptables ? It seems iptable is not very easy to maintain and we can easily get kicked out of our own server. Rebooting on a rescue mode every time I would get kicked out because of bad iptable rules would just be a pain. As far as I understand, the tun interface would be providing the access. Which kind of rule in iptables would I have to implement to restrict their access to only 1 ip ? Also, I don't want this vpn to be the default gateway for all the traffic. I guess I should go with the option of pushing a route to the clients so that they connect to the IP of the game server through the VPN and use their regular routes through their ISP for all the other traffic ? As a side not, it seems Openvpn AS is not very robust. Is there some other (commercial is ok) product that would give me the same administration options through a web interface ? Is Webmin the only other solution ? Thanks !

    Read the article

  • What could possibly cause my computer to power down at random times?

    - by geoffreydv
    I have recently bought a new Power Supply and a new graphics card. My PC ran smoothly for a few months now but since a couple of days I'm having a strange problem. I am trying to isolate the problem to a specific piece of hardware (because if it's either the Power Supply or the Graphics card they are still under warranty). The problem started when I was playing a game (diablo 3). My PC suddenly powered down. I was unable to turn it on again by pressing the power button. I unplugged the power cable for a few seconds and plugged it back in. This time the pc powered on but the indication light turned orange instead of white as it normally does. The fans were not spinning and I did not see anything on my screen. After trying a couple of times I gave up. Two days later I tried again and this time the PC did boot up as usual. Everything looked okay until I tested if the problem was resolved by starting Diablo again. After about two minutes it powered down again as it did the first time. If I don't run any games my PC does power down after about 3-5 hours. Another fact that might be relevant: One time the PC did not shut down immediatly, instead first my graphics "powered down" but the music I was playing kept on playing. After about 20 seconds the pc powered down completely as usual. What I also noticed is that when I boot instantly after a power down, the chance of another power down occuring is much higher. Does anyone have an idea what could be causing this kind of behaviour or has a certain tool to diagnose the specific hardware parts? Thanks Specs: Memory: 6GB Processor: Intel i5 OS: Windows 7 64 bit The PC is a Dell Studio XPS 8100 with a replaced PSU and Graphics card: PSU: Corsair CX500 (500 watt) Graphics card: AMD Radeon 6850

    Read the article

  • C# .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

    Read the article

  • Need guidance on a Google Map application that has to show 250 000 polylines.

    - by lucian.jp
    I am looking for advice for an application I am developing that uses Google Map. Summary: A user has a list of criteria for searching a street segment that fulfills the criteria. The street segments will be colored with 3 colors for showing those below average, average and over average. Then the user clicks on the street segment to see an information window showing the properties of that specific segment hiding those not selected until he/she closes the window and other polyline becomes visible again. This looks quite like the Monopoly City Streets game Hasbro made some month ago the difference being I do not use Flash, I can’t use Open Street Map because it doesn’t list street segment (if it does the IDs won’t be the same anyway) and I do not have to show Google sketch building over. Information: I have a database of street segments with IDs, polyline points and centroid. The database has 6,000,000 street segment records in it. To narrow the generated data a bit we focus on city. The largest city we must show has 250,000 street segments. This means 250,000 line segment polyline to show. Our longest polyline uses 9600 characters which is stored in two 8000 varchar columns in SQL Server 2008. We need to use the API v3 because it is faster than the API v2 and the application will be ported to iPhone. For now it's an ASP.NET 3.5 with SQl Server 2008 application. Performance is a priority. Problems: Most of the demo projects that do this are made with API v2. So besides tutorial on the Google API v3 reference page I have nothing to compare performance or technology use to achieve my goal. There is no available .NET wrapper for the API v3 yet. Generating a 250,000 line segment polyline creates a heavy file which takes time to transfer and parse. (I have found a demo of one polyline of 390,000 points. I think the encoder would be far less efficient with more polylines with less points since there will be less rounding.) Since streets segments are shown based on criteria, polylines must be dynamically created and cache can't be used. Some thoughts: KML/KMZ: Pros: Since it is a standard we can easily load Bing maps, Yahoo! maps, Google maps, Google Earth, with the same KML file. The data generation would be the same. Cons: LineString in KML cannot be encoded polyline like the Google map API can handle. So it would probably be bigger and slower to display. Zipping the file at the size it will take more processing time and require the client side to uncompress the data and I am not quite sure with 250,000 data how an iPhone would handle this and how a server would handle 40 users browsing at the same time. JavaScript file: Pros: JavaScript file can have encoded polyline and would significantly reduce the file to transfer. Cons: Have to create my own stripped version of API v3 to add overlays, create polyline, etc. It is more complex than just create a KML file and point to the source. GeoRSS: This option isn't adapted for my needs I think, but I could be wrong. MapServer: I saw some post suggesting using MapServer to generate overlays. Not quite sure for the connection with our database and the performance it would give. Plus it requires a plugin for generating KML. It seems to me that it wouldn't allow me to do better than creating my own KML or JavaScript file. Maintenance would be simpler without. Monopoly City Streets: The game is now over, but for those who know what I am talking about Monopoly City Streets was showing at max zoom level only the streets that the centroid was inside the Bounds of the window. Moving the map was sending request to the server for the new streets to show. While I think this was ingenious, I have no idea how to implement something similar. The only thing I thought about was to compare if the long was inside the bound of map area X and same with Y. While this could improve performance significantly at high zoom level, this would give nothing when showing a whole city. Clustering: While cluster is awesome for marker, it seems we cannot cluster polylines. I would have liked something like MarkerClusterer for polylines and be able to cluster by my 3 polyline colors. This will probably stay as a “would have been freaking awesome but forget it”. Arrow: I will have in a future version to show a direction for the polyline and will have to show an arrow at the centroid. Loading an image or marker will only double my data so creating a custom overlay will probably be my only option. I have found that demo for something similar I would like to achieve. Unfortunately, the demo is very slow, but I only wish to show 1 arrow per polyline and not multiple like the demo. This functionality will depend on the format of data since I don't think KML support custom overlays. Criteria: While the application is done with ASP.NET 3.5, the port to the iPhone won't use the web to show the application and be limited in screen size for selecting the criteria. This is why I was more orienting on a service or page generating the file based on criteria passed in parameters. The service would than generate the file I need to display the polylines on the map. I could also create an aspx page that does this. The aspx page is more documented than the service way. There should be a reason. Questions: Should I create a web service to returns the street segments file or create an aspx page that return the file? Should I create a JavaScript file with encoded polyline or a KML with longitude/latitude based on the fact that maximum longitude/latitude polyline have 9600 characters and I have to render maximum 250,000 line segment polyline. Or should I go with a MapServer that generate the overlay? Will I be able to display simple arrow on the polyline on the next version. In case of KML generation is it faster to create the file with XDocument, XmlDocument, XmlWriter and this manually or just serialize the street segment in the stream? This is more a brainstorming Stack Overflow question than an actual code problem. Any answer helping narrow the possibilities is as good as someone having all the knowledge to point me out a better choice.

    Read the article

  • .Net 3.5 Asynchronous Socket Server Performance Problem

    - by iBrAaAa
    I'm developing an Asynchronous Game Server using .Net Socket Asynchronous Model( BeginAccept/EndAccept...etc.) The problem I'm facing is described like that: When I have only one client connected, the server response time is very fast but once a second client connects, the server response time increases too much. I've measured the time from a client sends a message to the server until it gets the reply in both cases. I found that the average time in case of one client is about 17ms and in case of 2 clients about 280ms!!! What I really see is that: When 2 clients are connected and only one of them is moving(i.e. requesting service from the server) it is equivalently equal to the case when only one client is connected(i.e. fast response). However, when the 2 clients move at the same time(i.e. requests service from the server at the same time) their motion becomes very slow (as if the server replies each one of them in order i.e. not simultaneously). Basically, what I am doing is that: When a client requests a permission for motion from the server and the server grants him the request, the server then broadcasts the new position of the client to all the players. So if two clients are moving in the same time, the server is eventually trying to broadcast to both clients the new position of each of them at the same time. EX: Client1 asks to go to position (2,2) Client2 asks to go to position (5,5) Server sends to each of Client1 & Client2 the same two messages: message1: "Client1 at (2,2)" message2: "Client2 at (5,5)" I believe that the problem comes from the fact that Socket class is thread safe according MSDN documentation http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.aspx. (NOT SURE THAT IT IS THE PROBLEM) Below is the code for the server: /// /// This class is responsible for handling packet receiving and sending /// public class NetworkManager { /// /// An integer to hold the server port number to be used for the connections. Its default value is 5000. /// private readonly int port = 5000; /// /// hashtable contain all the clients connected to the server. /// key: player Id /// value: socket /// private readonly Hashtable connectedClients = new Hashtable(); /// /// An event to hold the thread to wait for a new client /// private readonly ManualResetEvent resetEvent = new ManualResetEvent(false); /// /// keeps track of the number of the connected clients /// private int clientCount; /// /// The socket of the server at which the clients connect /// private readonly Socket mainSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); /// /// The socket exception that informs that a client is disconnected /// private const int ClientDisconnectedErrorCode = 10054; /// /// The only instance of this class. /// private static readonly NetworkManager networkManagerInstance = new NetworkManager(); /// /// A delegate for the new client connected event. /// /// the sender object /// the event args public delegate void NewClientConnected(Object sender, SystemEventArgs e); /// /// A delegate for the position update message reception. /// /// the sender object /// the event args public delegate void PositionUpdateMessageRecieved(Object sender, PositionUpdateEventArgs e); /// /// The event which fires when a client sends a position message /// public PositionUpdateMessageRecieved PositionUpdateMessageEvent { get; set; } /// /// keeps track of the number of the connected clients /// public int ClientCount { get { return clientCount; } } /// /// A getter for this class instance. /// /// only instance. public static NetworkManager NetworkManagerInstance { get { return networkManagerInstance; } } private NetworkManager() {} /// Starts the game server and holds this thread alive /// public void StartServer() { //Bind the mainSocket to the server IP address and port mainSocket.Bind(new IPEndPoint(IPAddress.Any, port)); //The server starts to listen on the binded socket with max connection queue //1024 mainSocket.Listen(1024); //Start accepting clients asynchronously mainSocket.BeginAccept(OnClientConnected, null); //Wait until there is a client wants to connect resetEvent.WaitOne(); } /// /// Receives connections of new clients and fire the NewClientConnected event /// private void OnClientConnected(IAsyncResult asyncResult) { Interlocked.Increment(ref clientCount); ClientInfo newClient = new ClientInfo { WorkerSocket = mainSocket.EndAccept(asyncResult), PlayerId = clientCount }; //Add the new client to the hashtable and increment the number of clients connectedClients.Add(newClient.PlayerId, newClient); //fire the new client event informing that a new client is connected to the server if (NewClientEvent != null) { NewClientEvent(this, System.EventArgs.Empty); } newClient.WorkerSocket.BeginReceive(newClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), newClient); //Start accepting clients asynchronously again mainSocket.BeginAccept(OnClientConnected, null); } /// Waits for the upcoming messages from different clients and fires the proper event according to the packet type. /// /// private void WaitForData(IAsyncResult asyncResult) { ClientInfo sendingClient = null; try { //Take the client information from the asynchronous result resulting from the BeginReceive sendingClient = asyncResult.AsyncState as ClientInfo; // If client is disconnected, then throw a socket exception // with the correct error code. if (!IsConnected(sendingClient.WorkerSocket)) { throw new SocketException(ClientDisconnectedErrorCode); } //End the pending receive request sendingClient.WorkerSocket.EndReceive(asyncResult); //Fire the appropriate event FireMessageTypeEvent(sendingClient.ConvertBytesToPacket() as BasePacket); // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } catch (SocketException e) { if (e.ErrorCode == ClientDisconnectedErrorCode) { // Close the socket. if (sendingClient.WorkerSocket != null) { sendingClient.WorkerSocket.Close(); sendingClient.WorkerSocket = null; } // Remove it from the hash table. connectedClients.Remove(sendingClient.PlayerId); if (ClientDisconnectedEvent != null) { ClientDisconnectedEvent(this, new ClientDisconnectedEventArgs(sendingClient.PlayerId)); } } } catch (Exception e) { // Begin receiving data from this client sendingClient.WorkerSocket.BeginReceive(sendingClient.Buffer, 0, BasePacket.GetMaxPacketSize(), SocketFlags.None, new AsyncCallback(WaitForData), sendingClient); } } /// /// Broadcasts the input message to all the connected clients /// /// public void BroadcastMessage(BasePacket message) { byte[] bytes = message.ConvertToBytes(); foreach (ClientInfo client in connectedClients.Values) { client.WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, client); } } /// /// Sends the input message to the client specified by his ID. /// /// /// The message to be sent. /// The id of the client to receive the message. public void SendToClient(BasePacket message, int id) { byte[] bytes = message.ConvertToBytes(); (connectedClients[id] as ClientInfo).WorkerSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendAsync, connectedClients[id]); } private void SendAsync(IAsyncResult asyncResult) { ClientInfo currentClient = (ClientInfo)asyncResult.AsyncState; currentClient.WorkerSocket.EndSend(asyncResult); } /// Fires the event depending on the type of received packet /// /// The received packet. void FireMessageTypeEvent(BasePacket packet) { switch (packet.MessageType) { case MessageType.PositionUpdateMessage: if (PositionUpdateMessageEvent != null) { PositionUpdateMessageEvent(this, new PositionUpdateEventArgs(packet as PositionUpdatePacket)); } break; } } } The events fired are handled in a different class, here are the event handling code for the PositionUpdateMessage (Other handlers are irrelevant): private readonly Hashtable onlinePlayers = new Hashtable(); /// /// Constructor that creates a new instance of the GameController class. /// private GameController() { //Start the server server = new Thread(networkManager.StartServer); server.Start(); //Create an event handler for the NewClientEvent of networkManager networkManager.PositionUpdateMessageEvent += OnPositionUpdateMessageReceived; } /// /// this event handler is called when a client asks for movement. /// private void OnPositionUpdateMessageReceived(object sender, PositionUpdateEventArgs e) { Point currentLocation = ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position; Point locationRequested = e.PositionUpdatePacket.Position; ((PlayerData)onlinePlayers[e.PositionUpdatePacket.PlayerId]).Position = locationRequested; // Broadcast the new position networkManager.BroadcastMessage(new PositionUpdatePacket { Position = locationRequested, PlayerId = e.PositionUpdatePacket.PlayerId }); }

    Read the article

  • Repaint window problems

    - by nXqd
    #include "stdafx.h" // Mario Headers #include "GameMain.h" #define MAX_LOADSTRING 100 // Global Variables: HINSTANCE hInst; // current instance TCHAR szTitle[MAX_LOADSTRING]; // The title bar text TCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name // Mario global variables ================= CGameMain* gGameMain; HWND hWnd; PAINTSTRUCT ps; // ======================================== // Forward declarations of functions included in this code module: ATOM MyRegisterClass(HINSTANCE hInstance); BOOL InitInstance(HINSTANCE, int); LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM); // My unprocess function ===================================== void OnCreate(HWND hWnd) { } void OnKeyUp(WPARAM wParam) { switch (wParam) { case VK_LEFT: gGameMain->KeyReleased(LEFT); break; case VK_UP: gGameMain->KeyReleased(UP); break; case VK_RIGHT: gGameMain->KeyReleased(RIGHT); break; case VK_DOWN: gGameMain->KeyReleased(DOWN); break; } } void OnKeyDown(HWND hWnd,WPARAM wParam) { switch (wParam) { case VK_LEFT: gGameMain->KeyPressed(LEFT); break; case VK_UP: gGameMain->KeyPressed(UP); break; case VK_RIGHT: gGameMain->KeyPressed(RIGHT); break; case VK_DOWN: gGameMain->KeyPressed(DOWN); break; } } void OnPaint(HWND hWnd) { HDC hdc = BeginPaint(hWnd,&ps); RECT rect; GetClientRect(hWnd,&rect); HDC hdcDouble = CreateCompatibleDC(hdc); HBITMAP hdcBitmap = CreateCompatibleBitmap(hdc,rect.right,rect.bottom); HBITMAP bmOld = (HBITMAP)SelectObject(hdcDouble, hdcBitmap); gGameMain->SetHDC(&hdcDouble); gGameMain->SendMessage(MESSAGE_PAINT); BitBlt(hdc,0,0,rect.right,rect.bottom,hdcDouble,0,0,SRCCOPY); SelectObject(hdcDouble,bmOld); DeleteDC(hdcDouble); DeleteObject(hdcBitmap); DeleteDC(hdc); } void OnDestroy() { gGameMain->isPlaying = false; EndPaint(hWnd,&ps); } // My unprocess function ===================================== ATOM MyRegisterClass(HINSTANCE hInstance) { WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_GDIMARIO)); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1); wcex.lpszMenuName = MAKEINTRESOURCE(IDC_GDIMARIO); wcex.lpszClassName = szWindowClass; wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL)); return RegisterClassEx(&wcex); } BOOL InitInstance(HINSTANCE hInstance, int nCmdShow) { hInst = hInstance; // Store instance handle in our global variable hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WIDTH, HEIGHT, 0, NULL, hInstance, NULL); if (!hWnd) { return FALSE; } // ---------------- Start gdiplus ------------------ GdiplusStartup(&gdiToken,&gdiStartInput,NULL); // ------------------------------------------------- // Init GameMain gGameMain = new CGameMain(); ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); return TRUE; } LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { int wmId, wmEvent; switch (message) { case WM_COMMAND: wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) { case IDM_ABOUT: DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About); break; case IDM_EXIT: DestroyWindow(hWnd); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_KEYDOWN: OnKeyDown(hWnd,wParam); break; case WM_KEYUP: OnKeyUp(wParam); break; case WM_CREATE: OnCreate(hWnd); break; case WM_PAINT: OnPaint(hWnd); break; case WM_DESTROY: OnDestroy(); PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } // Message handler for about box. INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam) { UNREFERENCED_PARAMETER(lParam); switch (message) { case WM_INITDIALOG: return (INT_PTR)TRUE; case WM_COMMAND: if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL) { EndDialog(hDlg, LOWORD(wParam)); return (INT_PTR)TRUE; } break; } return (INT_PTR)FALSE; } int APIENTRY _tWinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPTSTR lpCmdLine,int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // TODO: Place code here. MSG msg; HACCEL hAccelTable; // Initialize global strings LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); LoadString(hInstance, IDC_GDIMARIO, szWindowClass, MAX_LOADSTRING); MyRegisterClass(hInstance); // Perform application initialization: if (!InitInstance (hInstance, nCmdShow)) { return FALSE; } hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_GDIMARIO)); // Main message loop: // GameLoop PeekMessage(&msg,NULL,0,0,PM_NOREMOVE); while (gGameMain->isPlaying) { while (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } if (gGameMain->enterNextState) { gGameMain->SendMessage(MESSAGE_ENTER); gGameMain->enterNextState = false; } gGameMain->SendMessage(MESSAGE_UPDATE); InvalidateRect(hWnd,NULL,FALSE); /*if (gGameMain->exitCurrentState) { gGameMain->SendMessage(MESSAGE_EXIT); gGameMain->enterNextState = true; gGameMain->exitCurrentState = false; }*/ ::Sleep(gGameMain->timer); // Do your game stuff here } GdiplusShutdown(gdiToken); // Shut down gdiplus token return (int) msg.wParam; } I use InvalidateRect(hWnd,NULL,FALSE); for repaint window, but the problem I met is when I repaint without any changes in Game struct . First it paints my logo well, the second time ( just call InvalidateRect(hWnd,NULL,FALSE); without gGameMain-SendMessage(MESSAGE_ENTER); which is init some variables for painting . Thanks for reading this :)

    Read the article

  • Using glDrawElements does not draw my .obj file

    - by Hallik
    I am trying to correctly import an .OBJ file from 3ds Max. I got this working using glBegin() & glEnd() from a previous question on here, but had really poor performance obviously, so I am trying to use glDrawElements now. I am importing a chessboard, its game pieces, etc. The board, each game piece, and each square on the board is stored in a struct GroupObject. The way I store the data is like this: struct Vertex { float position[3]; float texCoord[2]; float normal[3]; float tangent[4]; float bitangent[3]; }; struct Material { float ambient[4]; float diffuse[4]; float specular[4]; float shininess; // [0 = min shininess, 1 = max shininess] float alpha; // [0 = fully transparent, 1 = fully opaque] std::string name; std::string colorMapFilename; std::string bumpMapFilename; std::vector<int> indices; int id; }; //A chess piece or square struct GroupObject { std::vector<Material *> materials; std::string objectName; std::string groupName; int index; }; All vertices are triangles, so there are always 3 points. When I am looping through the faces f section in the obj file, I store the v0, v1, & v2 in the Material-indices. (I am doing v[0-2] - 1 to account for obj files being 1-based and my vectors being 0-based. So when I get to the render method, I am trying to loop through every object, which loops through every material attached to that object. I set the material information and try and use glDrawElements. However, the screen is black. I was able to draw the model just fine when I looped through each distinct material with all the indices associated with that material, and it drew the model fine. This time around, so I can use the stencil buffer for selecting GroupObjects, I changed up the loop, but the screen is black. Here is my render loop. The only thing I changed was the for loop(s) so they go through each object, and each material in the object in turn. void GLEngine::drawModel() { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Vertex arrays setup glEnableClientState( GL_VERTEX_ARRAY ); glVertexPointer(3, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->position); glEnableClientState( GL_NORMAL_ARRAY ); glNormalPointer(GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->normal); glClientActiveTexture( GL_TEXTURE0 ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexCoordPointer(2, GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->texCoord); glUseProgram(blinnPhongShader); objects = model.getObjects(); // Loop through objects... for( int i=0 ; i < objects.size(); i++ ) { ModelOBJ::GroupObject *object = objects[i]; // Loop through materials used by object... for( int j=0 ; j<object->materials.size() ; j++ ) { ModelOBJ::Material *pMaterial = object->materials[j]; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f); // Draw faces, letting OpenGL loop through them glDrawElements( GL_TRIANGLES, pMaterial->indices.size(), GL_UNSIGNED_INT, &pMaterial->indices ); } } if (model.hasNormals()) glDisableClientState(GL_NORMAL_ARRAY); if (model.hasTextureCoords()) { glClientActiveTexture(GL_TEXTURE0); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } if (model.hasPositions()) glDisableClientState(GL_VERTEX_ARRAY); glBindTexture(GL_TEXTURE_2D, 0); glUseProgram(0); glDisable(GL_BLEND); } I don't know what I am missing that's important. If it's also helpful, here is where I read a 'f' face line and store the info in the obj importer in the pMaterial-indices. else if (sscanf(buffer, "%d/%d/%d", &v[0], &vt[0], &vn[0]) == 3) // v/vt/vn { fscanf(pFile, "%d/%d/%d", &v[1], &vt[1], &vn[1]); fscanf(pFile, "%d/%d/%d", &v[2], &vt[2], &vn[2]); v[0] = (v[0] < 0) ? v[0] + numVertices - 1 : v[0] - 1; v[1] = (v[1] < 0) ? v[1] + numVertices - 1 : v[1] - 1; v[2] = (v[2] < 0) ? v[2] + numVertices - 1 : v[2] - 1; currentMaterial->indices.push_back(v[0]); currentMaterial->indices.push_back(v[1]); currentMaterial->indices.push_back(v[2]); Again, this worked drawing it all together only separated by materials, so I haven't changed code anywhere else except added the indices to the materials within objects, and the loop in the draw method. Before everything was showing up black, now with the setup as above, I am getting an unhandled exception write violation on the glDrawElements line. I did a breakpoint there, and there are over 600 elements in the pMaterial-indices array, so it's not empty, it has indices to use. When I set the glDrawElements like this, it gives me the black screen but no errors glDrawElements( GL_TRIANGLES, pMaterial->indices.size(), GL_UNSIGNED_INT, &pMaterial->indices[0] ); I have also tried adding this when I loop through the faces on import if ( currentMaterial->startIndex == -1 ) currentMaterial->startIndex = v[0]; currentMaterial->triangleCount++; And when drawing... //in draw method glDrawElements( GL_TRIANGLES, pMaterial->triangleCount * 3, GL_UNSIGNED_INT, model.getIndexBuffer() + pMaterial->startIndex );

    Read the article

  • How to convert this procedural programming to object-oriented programming?

    - by manus91
    I have a source code that is needed to be converted by creating classes, objects and methods. So far, I've just done by converting the initial main into a separate class. But I don't know what to do with constructor and which variables are supposed to be private. This is the code : import java.util.*; public class Card{ private static void shuffle(int[][] cards){ List<Integer> randoms = new ArrayList<Integer>(); Random randomizer = new Random(); for(int i = 0; i < 8;) { int r = randomizer.nextInt(8)+1; if(!randoms.contains(r)) { randoms.add(r); i++; } } List<Integer> clonedList = new ArrayList<Integer>(); clonedList.addAll(randoms); Collections.shuffle(clonedList); randoms.addAll(clonedList); Collections.shuffle(randoms); int i=0; for(int r=0; r < 4; r++){ for(int c=0; c < 4; c++){ cards[r][c] = randoms.get(i); i++; } } } public static void play() throws InterruptedException { int ans = 1; int preview; int r1,c1,r2,c2; int[][] cards = new int[4][4]; boolean[][] cardstatus = new boolean[4][4]; boolean gameover = false; int moves; Scanner input = new Scanner(System.in); do{ moves = 0; shuffle(cards); System.out.print("Enter the time(0 to 5) in seconds for the preview of the answer : "); preview = input.nextInt(); while((preview<0) || (preview>5)){ System.out.print("Invalid time!! Re-enter time(0 - 5) : "); preview = input.nextInt(); } preview = 1000*preview; System.out.println(" "); for (int i =0; i<4;i++){ for (int j=0;j<4;j++){ System.out.print(cards[i][j]); System.out.print(" "); } System.out.println(""); System.out.println(""); } Thread.sleep(preview); for(int b=0;b<25;b++){ System.out.println(" "); } for(int r=0;r<4;r++){ for(int c=0;c<4;c++){ System.out.print("*"); System.out.print(" "); cardstatus[r][c] = false; } System.out.println(""); System.out.println(" "); } System.out.println(""); do{ do{ System.out.print("Please insert the first card row : "); r1 = input.nextInt(); while((r1<1) || (r1>4)){ System.out.print("Invalid coordinate!! Re-enter first card row : "); r1 = input.nextInt(); } System.out.print("Please insert the first card column : "); c1 = input.nextInt(); while((c1<1) || (c1>4)){ System.out.print("Invalid coordinate!! Re-enter first card column : "); c1 = input.nextInt(); } if(cardstatus[r1-1][c1-1] == true){ System.out.println("The card is already flipped!! Select another card."); System.out.println(""); } }while(cardstatus[r1-1][c1-1] != false); do{ System.out.print("Please insert the second card row : "); r2 = input.nextInt(); while((r2<1) || (r2>4)){ System.out.print("Invalid coordinate!! Re-enter second card row : "); r2 = input.nextInt(); } System.out.print("Please insert the second card column : "); c2 = input.nextInt(); while((c2<1) || (c2>4)){ System.out.print("Invalid coordinate!! Re-enter second card column : "); c2 = input.nextInt(); } if(cardstatus[r2-1][c2-1] == true){ System.out.println("The card is already flipped!! Select another card."); } if((r1==r2)&&(c1==c2)){ System.out.println("You can't select the same card twice!!"); continue; } }while(cardstatus[r2-1][c2-1] != false); r1--; c1--; r2--; c2--; System.out.println(""); System.out.println(""); System.out.println(""); for(int r=0;r<4;r++){ for(int c=0;c<4;c++){ if((r==r1)&&(c==c1)){ System.out.print(cards[r][c]); System.out.print(" "); } else if((r==r2)&&(c==c2)){ System.out.print(cards[r][c]); System.out.print(" "); } else if(cardstatus[r][c] == true){ System.out.print(cards[r][c]); System.out.print(" "); } else{ System.out.print("*"); System.out.print(" "); } } System.out.println(" "); System.out.println(" "); } System.out.println(""); if(cards[r1][c1] == cards[r2][c2]){ System.out.println("Cards Matched!!"); cardstatus[r1][c1] = true; cardstatus[r2][c2] = true; } else{ System.out.println("No cards match!!"); } Thread.sleep(2000); for(int b=0;b<25;b++){ System.out.println(""); } for(int r=0;r<4;r++){ for(int c=0;c<4;c++){ if(cardstatus[r][c] == true){ System.out.print(cards[r][c]); System.out.print(" "); } else{ System.out.print("*"); System.out.print(" "); } } System.out.println(""); System.out.println(" "); } System.out.println(""); System.out.println(""); System.out.println(""); gameover = true; for(int r=0;r<4;r++){ for( int c=0;c<4;c++){ if(cardstatus[r][c]==false){ gameover = false; break; } } if(gameover==false){ break; } } moves++; }while(gameover != true); System.out.println("Congratulations, you won!!"); System.out.println("It required " + moves + " moves to finish it."); System.out.println(""); System.out.print("Would you like to play again? (1=Yes / 0=No) : "); ans = input.nextInt(); }while(ans == 1); } } The main class is: import java.util.*; public class PlayCard{ public static void main(String[] args) throws InterruptedException{ Card game = new Card(); game.play(); } } Should I simplify the Card class by creating other classes? Through this code, my javadoc has no constructtor. So i need help on this!

    Read the article

  • Macbook Pro - Randomly sleeps and won't wake up

    - by James
    All, I have a Macbook Pro 13" (mid 2009) that has had a long time issues which seems to be getting worse. Occasionally, I will go to wake the computer with the keyboard and can't wake it. The HDD spins up, the light on the front of the computer stops blinking, but as soon as it seems like the display should light up, the HDD stops and the light begins blinking again. More rarely, the computer will suddenly sleep while I am using it and then enters the same sleep loop. The only way to resume working on the computer is to wait. Doing a hard restart just puts it right back into the 'sleep loop.' Here is an excerpt from kernel.log showing the laptops apparent narcolepsy: Jun 5 22:20:40 james-hales-macbook-pro kernel[0]: Wake reason: OHC1 Jun 5 22:20:40 james-hales-macbook-pro kernel[0]: Previous Sleep Cause: 5 Jun 5 22:20:40 james-hales-macbook-pro kernel[0]: The USB device Apple Internal Keyboard / Trackpad (Port 6 of Hub at 0x4000000) may have caused a wake by issuing a remote wakeup (2) Jun 5 22:20:40 james-hales-macbook-pro kernel[0]: HID tickle 31 ms Jun 5 22:20:41 james-hales-macbook-pro kernel[0]: 00000000 00000020 NVEthernet::setLinkStatus - not Active Jun 5 22:20:45 james-hales-macbook-pro kernel[0]: MacAuthEvent en1 Auth result for: 20:4e:7f:48:c0:ef MAC AUTH succeeded Jun 5 22:20:45 james-hales-macbook-pro kernel[0]: wlEvent: en1 en1 Link UP Jun 5 22:20:45 james-hales-macbook-pro kernel[0]: AirPort: Link Up on en1 Jun 5 22:20:45 james-hales-macbook-pro kernel[0]: en1: BSSID changed to 20:4e:7f:48:c0:ef Jun 5 22:20:46 james-hales-macbook-pro kernel[0]: AirPort: RSN handshake complete on en1 Jun 5 22:20:48 james-hales-macbook-pro kernel[0]: 00000000 00000020 NVEthernet::setLinkStatus - not Active Jun 5 22:20:54 james-hales-macbook-pro kernel[0]: Jun 5 22:20:55 james-hales-macbook-pro kernel[0]: Wake reason: OHC1 Jun 5 22:20:55 james-hales-macbook-pro kernel[0]: Previous Sleep Cause: 5 Jun 5 22:20:55 james-hales-macbook-pro kernel[0]: The USB device Apple Internal Keyboard / Trackpad (Port 6 of Hub at 0x4000000) may have caused a wake by issuing a remote wakeup (2) Jun 5 22:20:55 james-hales-macbook-pro kernel[0]: wlEvent: en1 en1 Link DOWN Jun 5 22:20:55 james-hales-macbook-pro kernel[0]: AirPort: Link Down on en1. Reason 4 (Disassociated due to inactivity). Jun 5 22:20:55 james-hales-macbook-pro kernel[0]: HID tickle 26 ms Jun 5 22:20:55 james-hales-macbook-pro kernel[0]: 00000000 00000020 NVEthernet::setLinkStatus - not Active Jun 5 22:20:58 james-hales-macbook-pro kernel[0]: MacAuthEvent en1 Auth result for: 20:4e:7f:48:c0:ef MAC AUTH succeeded Jun 5 22:20:58 james-hales-macbook-pro kernel[0]: wlEvent: en1 en1 Link UP Jun 5 22:20:58 james-hales-macbook-pro kernel[0]: AirPort: Link Up on en1 Jun 5 22:20:58 james-hales-macbook-pro kernel[0]: en1: BSSID changed to 20:4e:7f:48:c0:ef Jun 5 22:20:58 james-hales-macbook-pro kernel[0]: AirPort: RSN handshake complete on en1 Jun 5 22:21:02 james-hales-macbook-pro kernel[0]: 00000000 00000020 NVEthernet::setLinkStatus - not Active Jun 5 22:21:08 james-hales-macbook-pro kernel[0]: I have tried reseting the SMC and reinstalling Lion (short of erasing and installing) to no avail. The Genius bar has insisted that the problem would be resolved by reinstalling Lion (which they did, but didn't fix anything, still insisting...). Please don't say "logic board." Thoughts?

    Read the article

  • Cannot exclude a path from basic auth when using a front controller script

    - by Adam Monsen
    I have a small PHP/Apache2 web application wherein I'd like to do two seemingly incompatible operations: Route all requests through a single PHP script (a "front controller", if you will) Secure everything except API calls with HTTP basic authentication I can satisfy either requirement just fine in isolation, it's when I try to do both at once that I am blocked. For no good reason I'm trying to accomplish these requirements solely with Apache configuration. Here are the requirements stated as an example. A GET request for this URL: http://basic/api/listcars?max=10 should be sent through front.php without requiring basic auth. front.php will get /api/listcars?max=10 and do whatever it needs to with that. Here's what I think should work. In my /etc/hosts I added 127.0.0.1 basic and I am using this Apache config: <Location /> AuthType Basic AuthName "Home Secure" AuthUserFile /etc/apache2/passwords require valid-user </Location> <VirtualHost *:80> ServerName basic DocumentRoot /var/www/basic <Directory /var/www/basic> <IfModule mod_rewrite.c> RewriteEngine On RewriteCond %{SCRIPT_FILENAME} !-f RewriteCond %{SCRIPT_FILENAME} !-d RewriteRule ^(.*)$ /front.php/$1 [QSA,L] </IfModule> </Directory> <Location /api> Order deny,allow Allow from all Satisfy any </Location> </VirtualHost> But I still always get a HTTP 401: Authorization Required response. I can make it work by changing <Location /api> into <Location ~ /api> but this allows more than I want to past basic auth. I also tried changing the <Directory /var/www/basic> section into <Location />, but this doesn't work either (and it results in some strange values for PATH_TRANSLATED being passed to the script). I searched around and found many examples of selective exclusion of basic auth, but none that also incorporated a front controller. I could certainly do something like handle basic auth in the front controller, but if I can have Apache do that instead I'll be able to keep all authentication logic out of my PHP code. A friend suggested splitting this into two vhosts, which I know also works. This used to be two separate vhosts, actually. I'm using Apache 2.2.22 / PHP 5.3.10 on Ubuntu 12.04.

    Read the article

  • Benchmark MySQL Cluster using flexAsynch: No free node id found for mysqld(API)?

    - by quanta
    I am going to benchmark MySQL Cluster using flexAsynch follow this guide, details as below: mkdir /usr/local/mysqlc732/ cd /usr/local/src/mysql-cluster-gpl-7.3.2 cmake . -DCMAKE_INSTALL_PREFIX=/usr/local/mysqlc732/ -DWITH_NDB_TEST=ON make make install Everything works fine until this step: # /usr/local/mysqlc732/bin/flexAsynch -t 1 -p 80 -l 2 -o 100 -c 100 -n FLEXASYNCH - Starting normal mode Perform benchmark of insert, update and delete transactions 1 number of concurrent threads 80 number of parallel operation per thread 100 transaction(s) per round 2 iterations Load Factor is 80% 25 attributes per table 1 is the number of 32 bit words per attribute Tables are with logging Transactions are executed with hint provided No force send is used, adaptive algorithm used Key Errors are disallowed Temporary Resource Errors are allowed Insufficient Space Errors are disallowed Node Recovery Errors are allowed Overload Errors are allowed Timeout Errors are allowed Internal NDB Errors are allowed User logic reported Errors are allowed Application Errors are disallowed Using table name TAB0 NDBT_ProgramExit: 1 - Failed ndb_cluster.log: WARNING -- Failed to allocate nodeid for API at 127.0.0.1. Returned eror: 'No free node id found for mysqld(API).' I also have recompiled with -DWITH_DEBUG=1 -DWITH_NDB_DEBUG=1. How can I run flexAsynch in the debug mode? # /usr/local/mysqlc732/bin/flexAsynch -h FLEXASYNCH Perform benchmark of insert, update and delete transactions Arguments: -t Number of threads to start, default 1 -p Number of parallel transactions per thread, default 32 -o Number of transactions per loop, default 500 -l Number of loops to run, default 1, 0=infinite -load_factor Number Load factor in index in percent (40 -> 99) -a Number of attributes, default 25 -c Number of operations per transaction -s Size of each attribute, default 1 (PK is always of size 1, independent of this value) -simple Use simple read to read from database -dirty Use dirty read to read from database -write Use writeTuple in insert and update -n Use standard table names -no_table_create Don't create tables in db -temp Create table(s) without logging -no_hint Don't give hint on where to execute transaction coordinator -adaptive Use adaptive send algorithm (default) -force Force send when communicating -non_adaptive Send at a 10 millisecond interval -local 1 = each thread its own node, 2 = round robin on node per parallel trans 3 = random node per parallel trans -ndbrecord Use NDB Record -r Number of extra loops -insert Only run inserts on standard table -read Only run reads on standard table -update Only run updates on standard table -delete Only run deletes on standard table -create_table Only run Create Table of standard table -drop_table Only run Drop Table on standard table -warmup_time Warmup Time before measurement starts -execution_time Execution Time where measurement is done -cooldown_time Cooldown time after measurement completed -table Number of standard table, default 0

    Read the article

  • Nagios3: Conditional operators for service checks?

    - by Dave
    I'm trying to setup Nagios to monitor my various using hostgroups to define 'machine roles', against which I run services to check the machines by role. However, I'd like to use conditional operators that would enable me to run the service check against an intersection of two host groups, rather than their unions... i.e. using &&, ||, or () operators. For example, imagine I have the following servers: www-eu: Linux WWW (Apache) server, in the EU www-us: Windows WWW (IIS) server, in the US (West coast) ftp-eu: Linux FTP server, in the EU ftp-us: Windows FTP server, in the US I would want to create the following host groups: US-Servers: www-us, ftp-us EU-Servers: www-eu, ftp-eu WWW-Servers: www-us, www-eu FTP-Servers: ftp-us, ftp-eu Now say I'm interested in checking the HTTP response time for my web servers. Then let's say this particular Nagios service is running from the US (West Coast), and that I have a command called *check_http_response_time*. This command will check the responsiveness of the HTTP server, which I can provide an argument which defines the max response time before raising critical. My command might look like: check_http_response_time $HOSTNAME$ 50 Now traditionally, I can run my checks by specifying a list of host or hostgroups. define service{ use local-service hostgroup_name WWW-Servers # Servers = www-us, www-eu servicegroups WWW Checks service_description Check HTTP Response Time check_command check_http_response_time!50 } However, with the above service definition, given my Nagios service is in US West, I could reasonably expect that my EU server will return critical. Really, I want different thresholds for each region (50 for US West, 200 for EU.) I would have to permutate my service for each host and set their custom threshold, or alternatively permutate out my service groups by role & region (i.e. WWW-Servers-EU), and run my specific thresholds against those. Though the latter is better, both are much messier than I'd like... What I would love, and what this post is asking for, is a way to use hostgroups to perform an intersection using conditional logic, rather than a simple union. It might look like: define service{ use local-service hostgroup_name WWW-Servers && US-Servers servicegroups WWW Checks service_description Check HTTP Response Time check_command check_http_response_time!50 } It then would run the check only against servers that are in both WWW-Servers and US-Servers, in my example, just www-us. The benefits of such a feature would be significant for Nagios services configured for large-scale. Is this feature available? If it isn't, will it be available in the future? Is there an alternative way to accomplish this given the most recent Nagios version? Any tips/suggestions are most appreciated! Dave

    Read the article

  • How can I centralise MySQL data between 3 or more geographically separate servers?

    - by Andy Castles
    To explain the background to the question: We have a home-grown PHP application (for running online language-learning courses) running on a Linux server and using MySQL on localhost for saving user data (e.g. results of tests taken, marks of submitted work, time spent on different pages in the courses, etc). As we have students from different geographic locations we currently have 3 virtual servers hosted close to those locations (Spain, UK and Hong Kong) and users are added to the server closest to them (they access via different URLs, e.g. europe.domain.com, uk.domain.com and asia.domain.com). This works but is an administrative nightmare as we have to remember which server a particular user is on, and users can only connect to one server. We would like to somehow centralise the information so that all users are visible on any of the servers and users could connect to any of the 3 servers. The question is, what method should we use to implement this. It must be an issue that that lots of people have encountered but I haven't found anything conclusive after a fair bit of Googling around. The closest I have seen to solutions are: something like master-master replication, but I have read so many posts suggesting that this is not a good idea as things like auto_increment fields can break. circular replication, this sounded perfect but to quote from O'Reilly's High Performance MySQL, "In general, rings are brittle and best avoided" We're not against rewriting code in the application to make it work with whatever solution is required but I am not sure if replication is the correct thing to use. Thanks, Andy P.S. I should add that we experimented with writes to a central database and then using reads from a local database but the response time between the different servers for writing was pretty bad and it's also important that written data is available immediately for reading so if replication is too slow this could cause out-of-date data to be returned. Edit: I have been thinking about writing my own rudimentary replication script which would involve something like having each user given a server ID to say which is his "home server", e.g. users in asia would be marked as having the Hong Kong server as their own server. Then the replication scripts (which would be a PHP script set to run as a cron job reasonably frequently, e.g. every 15 minutes or so) would run independently on each of the servers in the system. They would go through the database and distribute any information about users with the "home server" set to the server that the script is running on to all of the other databases in the system. They would also need to suck new information which has been added to any of the other databases on the system where the "home server" flag is the server where the script is running. I would need to work out the details and build in the logic to deal with conflicts but I think it would be possible, however I wanted to make sure that there is not a correct solution for this already out there as it seems like it must be a problem that many people have already come across.

    Read the article

  • Where to get laptop replacement parts?

    - by wai
    I am sure some of us have older laptops that still works but just one or two parts started not working very well. However, to send it back to the manufacturer for repair might not be worth the money (as some of them even charge consultation fees just to have it checked) as these old laptops are most probably well beyond warranty. Replacing these one or two parts could give your laptop a new lease of life. For example, I have a Dell Inspiron 640m which the fan recently failed. Everything else still works. I know enough to open up the laptop (after reading the service manual) and put it back together again, hence a replacement fan could save it. However, finding these parts turned out to be difficult. I guess I wouldn't be able to get it from Dell since I have been searching around the Dell forums and concluded if I were going to get Dell to at least talk to me, I would have to pay some money (since my warranty expired). I found this online:- http://www.parts-people.com/index.php?action=item&id=3725 However, as I don't live in the United States, shipping alone would cost me 3 times more than the part in question. In addition, if there's a problem, it would be difficult because I probably would have to mail the parts back (costing more money). One of my friend spilled water on her Macbook, she sent it back to Apple and they told her the cost of repairing it exceeds that of buying a new Macbook. They probably have to change everything except the LCD screen. I opened it up and found that most of the parts are still working, only the RAM had fried. Replaced it and it's working again. For some time before discovering only the RAM fried, I was toying with the idea of replacing the logic board myself but looks like I didn't have to. =) Now I know there's a site for Macbooks used replacement parts:- http://www.ifixit.com/ The question is, does anyone know where to get replacement parts at their own locality? It might benefit the community as a whole. Someone might know a local computer store that sells precisely just the things we needed (for now, I hope to find a shop that sells just the fan). If you own a laptop which you had an easy experience finding the replacement parts, do post that as well. PS: I wish laptop manufacturers have outlets where they sell these replacement parts (or at least let you place an order).

    Read the article

< Previous Page | 597 598 599 600 601 602 603 604 605 606 607 608  | Next Page >