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  • Enterprise Manager 12c: New DSS Demos Available

    - by Javier Puerta
    Enterprise Manager Cloud Control 12c Application Replay Demo Now Available! User Experience Monitoring with Enterprise Manager Cloud Control 12c and Real User Experience Insight 12R1 Now Available! Oracle Enterprise Manager Cloud Control 12c: Database Management Packs demo upgrade     Enterprise Manager Cloud Control 12c Application Replay Demo Now Available! We are pleased to announce the availability of the Oracle Application Replay demo that showcases some of the key capabilities of performing realistic, production scale testing of your web and packaged Oracle applications. This demo specifically focuses on capturing production web traffic from an E-Business Suite application and replaying the captured workload on a test E-Business Suite application to assess the impact of an application infrastructure change on the workload. The target audiences are application developers, quality assurance teams, IT managers and production control staff that deal in day-to-day change management activities and trouble shooting of production environments. Demo Highlights: Enterprise Manager 12c workflows for capturing application workload Seamless integration of Application Replay with Real User Experience Insight for application workload capture Enterprise Manager 12c centralized workflows for replaying captured application workloads in a test environment Demonstrates how to minimize risk when deploying a complex EBusiness Suite application infrastructure change. Rich reporting capability for performance analysis and problem detection User Experience Monitoring with Enterprise Manager Cloud Control 12c and Real User Experience Insight 12R1 Now Available! We are pleased to announce the availability of the Oracle Real User Experience Insight demo that showcases some of the key capabilities of user experience monitoring. This demo specifically focuses on business reporting, integrated performance diagnostics, tracking of customer journey’s through RUEI’s userflow tracking capabilities and it’s Key Performance Indicators tracking and configuration. Demo Highlights: Application-centric dashboard Integration with Oracle Enterprise Manager 12c – JVMD, ADP and BTM Session diagnostics and user session replay Monitoring through “Key Performance Indicators” (KPI) --- create alerts/incidents FUSION Application centric dashboards & integrated BI Oracle Enterprise Manager Cloud Control 12c: Database Management Packs demo upgrade DSS is pleased to announce an upgrade to the Oracle Enterprise Manager Cloud Control 12c: Database Management Packs demo. While retaining the content from the initial release of the demo—Diagnostic and Tuning Packs, Test Data Management and Data Masking, and Real Application Testing—the demo now includes a new Data Masking for Real Application Testing scenario. Demo Features: Diagnostic and Tuning Packs SQL Performance Analyzer Database Replay Data Masking Masking Real Application Testing workloads Testing pending Optimizer statistics Test Data Management

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  • How to properly do weapon cool-down reload timer in multi-player laggy environment?

    - by John Murdoch
    I want to handle weapon cool-down timers in a fair and predictable way on both client on server. Situation: Multiple clients connected to server, which is doing hit detection / physics Clients have different latency for their connections to server ranging from 50ms to 500ms. They want to shoot weapons with fairly long reload/cool-down times (assume exactly 10 seconds) It is important that they get to shoot these weapons close to the cool-down time, as if some clients manage to shoot sooner than others (either because they are "early" or the others are "late") they gain a significant advantage. I need to show time remaining for reload on player's screen Clients can have clocks which are flat-out wrong (bad timezones, etc.) What I'm currently doing to deal with latency: Client collects server side state in a history, tagged with server timestamps Client assesses his time difference with server time: behindServerTimeNs = (behindServerTimeNs + (System.nanoTime() - receivedState.getServerTimeNs())) / 2 Client renders all state received from server 200 ms behind from his current time, adjusted by what he believes his time difference with server time is (whether due to wrong clocks, or lag). If he has server states on both sides of that calculated time, he (mostly LERP) interpolates between them, if not then he (LERP) extrapolates. No other client-side prediction of movement, e.g., to make his vehicle seem more responsive is done so far, but maybe will be added later So how do I properly add weapon reload timers? My first idea would be for the server to send each player the time when his reload will be done with each world state update, the client then adjusts it for the clock difference and thus can estimate when the reload will be finished in client-time (perhaps considering also for latency that the shoot message from client to server will take as well?), and if the user mashes the "shoot" button after (or perhaps even slightly before?) that time, send the shoot event. The server would get the shoot event and consider the time shot was made as the server time when it was received. It would then discard it if it is nowhere near reload time, execute it immediately if it is past reload time, and hold it for a few physics cycles until reload is done in case if it was received a bit early. It does all seem a bit convoluted, and I'm wondering whether it will work (e.g., whether it won't be the case that players with lower ping get better reload rates), and whether there are more elegant solutions to this problem.

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  • Why does my code dividing a 2D array into chunks fail?

    - by Borog
    I have a 2D-Array representing my world. I want to divide this huge thing into smaller chunks to make collision detection easier. I have a Chunk class that consists only of another 2D Array with a specific width and height and I want to iterate through the world, create new Chunks and add them to a list (or maybe a Map with Coordinates as the key; we'll see about that). world = new World(8192, 1024); Integer[][] chunkArray; for(int a = 0; a < map.getHeight() / Chunk.chunkHeight; a++) { for(int b = 0; b < map.getWidth() / Chunk.chunkWidth; b++) { Chunk chunk = new Chunk(); chunkArray = new Integer[Chunk.chunkWidth][Chunk.chunkHeight]; for(int x = Chunk.chunkHeight*a; x < Chunk.chunkHeight*(a+1); x++) { for(int y = Chunk.chunkWidth*b; y < Chunk.chunkWidth*(b+1); y++) { // Yes, the tileMap actually is [height][width] I'll have // to fix that somewhere down the line -.- chunkArray[y][x] = map.getTileMap()[x*a][y*b]; // TODO:Attach to chunk } } chunkList.add(chunk); } } System.out.println(chunkList.size()); The two outer loops get a new chunk in a specific row and column. I do that by dividing the overall size of the map by the chunkSize. The inner loops then fill a new chunkArray and attach it to the chunk. But somehow my maths is broken here. Let's assume the chunkHeight = chunkWidth = 64. For the first Array I want to start at [0][0] and go until [63][63]. For the next I want to start at [64][64] and go until [127][127] and so on. But I get an out of bounds exception and can't figure out why. Any help appreciated! Actually I think I know where the problem lies: chunkArray[y][x] can't work, because y goes from 0-63 just in the first iteration. Afterwards it goes from 64-127, so sure it is out of bounds. Still no nice solution though :/ EDIT: if(y < Chunk.chunkWidth && x < Chunk.chunkHeight) chunkArray[y][x] = map.getTileMap()[y][x]; This works for the first iteration... now I need to get the commonly accepted formula.

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  • Best Frameworks/libraries/engines for 2D multiplayer C# Webbased RPG

    - by Thirlan
    Title is a mouthful but important because I'm looking to meet a specific criteria and it's complex enough that I need a lot of help in finding what I'm looking for. I really want people's suggestions because I trust it a lot more than anything else, so I just need to clearly define what it is I want heh : P Game is a 2D RPG. Think of Secret of Mana. Game is online multiplayer, but not MMO sized. Game must be webbased! I'm looking to the future and want to hit as many platforms as possible. I'm leaning to Webgl because of this, but still looking around. Since the users are seeing the game through the webbrowser the front-end should be mainly responsible for drawing, taking input and some basic checking such as preliminary collision detection. This is important because it means the game engine is NOT on the client's machine. The server should be responsible for the game engine and all the calculations. This means the server is doing all the work and the client is mostly a dumb terminal. Server language is c# I'm looking for fast project execution so I want to use as many pre-existing tools as possible. This would make sense because I'm making a game here, not an engine. I'm not creating some new revolutionary graphics or pushing the physics engines to the next level. Preference for commercially supported tools. For game mechanics reasons and for reasons 4 and 5, don't think I can use existing 2D rpg engines. I've seen them out there and I fear that if I try and use them they will have too many restrictions, but will be happy to hear out suggestions. So all this means I need a game engine on the server, or maybe just a physics engine, and then I need another engine/library to draw everything that the server is sending to the client on the webbrowser. Maybe this is how 50% of games work on the web and there are plenty of frameworks that support this! I wouldn't actually don't know : ( but my gut is telling me that most webgames are single player and 90% of the game is running on the client. So... any suggestions?

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric (2D) game with moderate-scale multiplayer - 20-30 players. I've had some difficulty getting a good movement prediction implementation in place. Right now, clients are authoritative for their own position. The server performs validation and broad-scale cheat detection, and I fully realize that the system will never be fully robust against cheating. However, the performance and implementation tradeoffs work well for me right now. Given that I'm dealing with sprite graphics, the game has 8 defined directions rather than free movement. Whenever the player changes their direction or speed (walk, run, stop), a "true" 3D velocity is set on the entity and a packet it sent to the server with the new movement state. In addition, every 250ms additional packets are transmitted with the player's current position for state updates on the server as well as for client prediction. After the server validates the packet, it gets automatically distributed to all of the other "nearby" players. Client-side, all entities with non-zero velocity (ie/ moving entities) are tracked and updated by a rudimentary "physics" system - basically nothing more than changing the position by the velocity according to the elapsed time slice (40ms or so). What I'm struggling with is how to implement clean movement prediction. I have the nagging suspicion that I've made a design mistake somewhere. I've been over the Unreal, Half-life, and all other movement prediction/lag compensation articles I could find, but they all seam geared toward shooters: "Don't send each control change, send updates every 120ms, server is authoritative, client predicts, etc". Unfortunately, that style of design won't work well for me - there's no 3D environment so each individual state change is important. 1) Most of the samples I saw tightly couple movement prediction right into the entities themselves. For example, storing the previous state along with the current state. I'd like to avoid that and keep entities with their "current state" only. Is there a better way to handle this? 2) What should happen when the player stops? I can't interpolate to the correct position, since they might need to walk backwards or another strange direction if their position is too far ahead. 3) What should happen when entities collide? If the current player collides with something, the answer is simple - just stop the player from moving. But what happens if two entities take up the same space on the server? What if the local prediction causes a remote entity to collide with the player or another entity - do I stop them as well? If the prediction had the misfortune of sticking them in front of a wall that the player has gone around, the prediction will never be able to compensate and once the error gets to high the entity will snap to the new position.

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  • Could I be going crazy with Event Handlers? Am I going the "wrong way" with my design?

    - by sensae
    I guess I've decided that I really like event handlers. I may be suffering a bit from analysis paralysis, but I'm concerned about making my design unwieldy or running into some other unforeseen consequence to my design decisions. My game engine currently does basic sprite-based rendering with a panning overhead camera. My design looks a bit like this: SceneHandler Contains a list of classes that implement the SceneListener interface (currently only Sprites). Calls render() once per tick, and sends onCameraUpdate(); messages to SceneListeners. InputHandler Polls the input once per tick, and sends a simple "onKeyPressed" message to InputListeners. I have a Camera InputListener which holds a SceneHandler instance and triggers updateCamera(); events based on what the input is. AgentHandler Calls default actions on any Agents (AI) once per tick, and will check a stack for any new events that are registered, dispatching them to specific Agents as needed. So I have basic sprite objects that can move around a scene and use rudimentary steering behaviors to travel. I've gotten onto collision detection, and this is where I'm not sure the direction my design is going is good. Is it a good practice to have many, small event handlers? I imagine going the way I am that I'd have to implement some kind of CollisionHandler. Would I be better off with a more consolidated EntityHandler which handles AI, collision updates, and other entity interactions in one class? Or will I be fine just implementing many different event handling subsystems which pass messages to each other based on what kind of event it is? Should I write an EntityHandler which is simply responsible for coordinating all these sub event handlers? I realize in some cases, such as my InputHandler and SceneHandler, those are very specific types of events. A large portion of my game code won't care about input, and a large portion won't care about updates that happen purely in the rendering of the scene. Thus I feel my isolation of those systems is justified. However, I'm asking this question specifically approaching game logic type events.

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  • How should game objects be aware of each other?

    - by Jefffrey
    I find it hard to find a way to organize game objects so that they are polymorphic but at the same time not polymorphic. Here's an example: assuming that we want all our objects to update() and draw(). In order to do that we need to define a base class GameObject which have those two virtual pure methods and let polymorphism kicks in: class World { private: std::vector<GameObject*> objects; public: // ... update() { for (auto& o : objects) o->update(); for (auto& o : objects) o->draw(window); } }; The update method is supposed to take care of whatever state the specific class object needs to update. The fact is that each objects needs to know about the world around them. For example: A mine needs to know if someone is colliding with it A soldier should know if another team's soldier is in proximity A zombie should know where the closest brain, within a radius, is For passive interactions (like the first one) I was thinking that the collision detection could delegate what to do in specific cases of collisions to the object itself with a on_collide(GameObject*). Most of the the other informations (like the other two examples) could just be queried by the game world passed to the update method. Now the world does not distinguish objects based on their type (it stores all object in a single polymorphic container), so what in fact it will return with an ideal world.entities_in(center, radius) is a container of GameObject*. But of course the soldier does not want to attack other soldiers from his team and a zombie doesn't case about other zombies. So we need to distinguish the behavior. A solution could be the following: void TeamASoldier::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<TeamBSoldier*>(e)) // shoot towards enemy } void Zombie::update(const World& world) { auto list = world.entities_in(position, eye_sight); for (const auto& e : list) if (auto enemy = dynamic_cast<Human*>(e)) // go and eat brain } but of course the number of dynamic_cast<> per frame could be horribly high, and we all know how slow dynamic_cast can be. The same problem also applies to the on_collide(GameObject*) delegate that we discussed earlier. So what it the ideal way to organize the code so that objects can be aware of other objects and be able to ignore them or take actions based on their type?

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  • Physics Engine [Collision Response, 2-dimensional] experts, help!! My stack is unstable!

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they hardly stand still! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have: I would try adding a damping term (proportional to velocity) to the Baumgarte. Is this a good idea in general? If not I would not want to waste my time trying to tune the parameter hoping it magically works. Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :)

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  • Where i set touch effect when a spawn Srite are comming on the screen?

    - by shihab_returns
    I just create a scene where create a spawn spirit that comes from above screen height in Landscape mode. Now i want to remove spirits when i touch on it. I tried but seems the code not works and crashed also after a while. here is my code: /** TimerHandler for collision detection and cleaning up */ IUpdateHandler detect = new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(float pSecondsElapsed) { Iterator<AnimatedSprite> targets = targetLL.iterator(); AnimatedSprite _target; while (targets.hasNext()) { _target = targets.next(); if (_target.getY() >= cameraHeight) { // removeSprite(_target, targets); tPool.recyclePoolItem(_target); targets.remove(); Log.d("ok", "---------Looop Inside-----"); // fail(); break; } } targetLL.addAll(TargetsToBeAdded); TargetsToBeAdded.clear(); } }; /** adds a target at a random location and let it move along the y-axis */ public void addTarget() { Random rand = new Random(); int minX = mTargetTextureRegion.getWidth(); int maxX = (int) (mCamera.getWidth() - mTargetTextureRegion.getWidth()); int rangeX = maxX - minX; Log.d("----point----", "minX:" + minX + "maxX:" + maxX + "rangeX:" + rangeX); int rX = rand.nextInt(rangeX) + minX; int rY = (int) mCamera.getHeight() + mTargetTextureRegion.getHeight(); Log.d("---Random x----", "Random x" + rX + "Random y" + rY); target = tPool.obtainPoolItem(); target.setPosition(rX, rY); target.animate(100); mMainScene.attachChild(target, 1); mMainScene.registerTouchArea(target); int minDuration = 2; int maxDuration = 32; int rangeDuration = maxDuration - minDuration; int actualDuration = rand.nextInt(rangeDuration) + minDuration; // MoveXModifier mod = new MoveXModifier(actualDuration, target.getX(), // -target.getWidth()); MoveYModifier mody = new MoveYModifier(actualDuration, -target.getHeight(), cameraHeight + 10); target.registerEntityModifier(mody.deepCopy()); TargetsToBeAdded.add(target); } @Override public boolean onAreaTouched(final TouchEvent pSceneTouchEvent, final ITouchArea pTouchArea, final float pTouchAreaLocalX, final float pTouchAreaLocalY) { if (pTouchArea == target) { Toast.makeText(getApplicationContext(), "Yoooooooo", Toast.LENGTH_LONG).show(); } return true; } ** My question is where i implements IOnAreaTouchListener in My code. ? ** Thanks in Advance.

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • Why is my Linux box dropping network connection? [closed]

    - by Robo
    I have a Debian server in the form of a Raspberry Pi running Raspian. It has a USB Wi-Fi connection. Sometimes it would not respond when I SSH to it, and would require a reboot. I found something in syslog that may indicate what the problem is, can someone help with what this means? Dec 16 15:34:17 raspberrypi wpa_supplicant[1501]: wlan0: WPA: Group rekeying completed with 00:21:29:6c:5c:3d [GTK=CCMP] Dec 16 16:17:01 raspberrypi /USR/SBIN/CRON[2109]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Dec 16 16:34:17 raspberrypi wpa_supplicant[1501]: wlan0: WPA: Group rekeying completed with 00:21:29:6c:5c:3d [GTK=CCMP] Dec 16 17:17:01 raspberrypi /USR/SBIN/CRON[2127]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Dec 16 17:34:17 raspberrypi wpa_supplicant[1501]: wlan0: WPA: Group rekeying completed with 00:21:29:6c:5c:3d [GTK=CCMP] Dec 16 18:17:01 raspberrypi /USR/SBIN/CRON[2142]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Dec 16 18:34:17 raspberrypi wpa_supplicant[1501]: wlan0: WPA: Group rekeying completed with 00:21:29:6c:5c:3d [GTK=CCMP] Dec 16 19:17:01 raspberrypi /USR/SBIN/CRON[2161]: (root) CMD ( cd / && run-parts --report /etc/cron.hourly) Dec 16 19:31:29 raspberrypi kernel: [16615.391509] ieee80211 phy0: wlan0: No probe response from AP 00:21:29:6c:5c:3d after 500ms, disconnecting. Dec 16 19:31:29 raspberrypi wpa_supplicant[1501]: wlan0: CTRL-EVENT-DISCONNECTED bssid=00:21:29:6c:5c:3d reason=4 Dec 16 19:31:29 raspberrypi kernel: [16615.416189] cfg80211: Calling CRDA to update world regulatory domain Dec 16 19:31:30 raspberrypi ifplugd(wlan0)[1444]: Link beat lost. Dec 16 19:31:40 raspberrypi ifplugd(wlan0)[1444]: Executing '/etc/ifplugd/ifplugd.action wlan0 down'. Dec 16 19:31:40 raspberrypi wpa_supplicant[1501]: wlan0: CTRL-EVENT-TERMINATING - signal 15 received Dec 16 19:31:40 raspberrypi ifplugd(wlan0)[1444]: Program executed successfully. Dec 16 19:31:42 raspberrypi ntpd[1928]: Deleting interface #2 wlan0, 192.168.1.10#123, interface stats: received=321, sent=327, dropped=0, active_time=16596 secs Dec 16 19:31:42 raspberrypi ntpd[1928]: 202.6.116.123 interface 192.168.1.10 -> (none) Dec 16 19:31:42 raspberrypi ntpd[1928]: 203.99.128.34 interface 192.168.1.10 -> (none) Dec 16 19:31:42 raspberrypi ntpd[1928]: 203.118.148.40 interface 192.168.1.10 -> (none) Dec 16 19:31:42 raspberrypi ntpd[1928]: 202.89.49.65 interface 192.168.1.10 -> (none) Dec 16 19:31:42 raspberrypi ntpd[1928]: peers refreshed

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  • How to auto advance a PowerPoint slide after an exit animation is over?

    - by joooc
    PowerPoint entrance animation set up with "Start: With Previous" starts right when a new slide is advanced. However, if you set up an exit animation in the same way, it doesn't start with a slide ending sequence. Instead, the "Start: On Click" trigger needs to be used and after your exit animation is over you still need one extra click just to advance to the next slide. Workarounds to this are obvious: create a duplicate slide, make your ending animations from the original slide being your starting animations on the duplicate slide and let them be followed with whatever you want or create a transition slide with those ending animations only and set up "Change Advance slide - Automatically after - [the time it takes your animations to finish]". These workarounds will make it work for your audience, visually. However, it has an impact on slide numbers you might need to adjust accordingly and/or duplicate content changes. If you are the only one creating and using your presentation, this might be just fine. But if you are creating a presentation in collaborative mode with three other people and don't even know who will be the presenter at the end, you can mess things up. Let's be specific: most of my slides have 0.2s fly in entrance animation applied to blocks of content coming from right, bottom or left. Advancing to the next slide I want them to fly out in another 0.2s exit animation being followed by new slide 0.2s fly in entrance animation of the new blocks. The swapping of the blocks should be triggered while advancing to the next slide, as usually. As mentioned, I'm not able to achieve this without one extra click between the slides. I wrote a VBA script that should start together with an exit animation and will auto advance a slide after 0.3s when the exit animation is over. That way I should get rid of those extra clicks which are needed right now. Sub nextslide() iTime = 0.3 Start = Timer While Timer < Start + iTime DoEvents Wend With SlideShowWindows(1).View .GotoSlide (ActivePresentation.SlideShowWindow.View.Slide.SlideIndex + 1) End With End Sub It works well when binded on a box, button or another object. But I can't make it run on a single click (anywhere on the slide) so that it could start together with the exit animation onclick trigger. Creating a big transparent rectangular shape over the whole slide and binding the macro on it doesn't help either. By clicking it you only get the macro running, exit animation is not triggered. Anyway, I don't want to bind the macro to any other workaround object but the slide itself. Anyone knows how to trigger a PowerPoint VBA script on slide onclick event? Anyone knows a secret setting that will make the exit animation work as expected i.e. animating right before exiting a slide while transitioning to the next one? Anyone knows how to beat this dragon? Thank you!

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  • SCCM 2012 - Windows 8 WSUS

    - by Owen
    We're using SCCM 2012 to deploy Windows Updates on our domain, and our Windows 8 clients have started failing with error 80240438 when they try to update. Windows 7 clients update fine, but Windows 8 clients refuse to do anything. I've done a search online and it seems to only reference Windows InTune. Has anyone seen any similar behavior on Windows 8 machines? If we don't get that error, we're getting 80244021 which seems to indicate that the server can't be found.... but they can resolve it just fine and our exceptions are defined on the proxy too. A bit stuck here! 2012-11-22 14:45:28:935 476 998 Agent ********* 2012-11-22 14:45:28:935 476 998 Agent ** END ** Agent: Finding updates [CallerId = AutomaticUpdates] 2012-11-22 14:45:28:935 476 998 Agent ************* 2012-11-22 14:45:28:935 476 998 Agent WARNING: WU client failed Searching for update with error 0x80240438 2012-11-22 14:45:28:935 476 c74 AU >>## RESUMED ## AU: Search for updates [CallId = {EAECB947-48AC-43BE-8F98-C44727E4A131} ServiceId = {3DA21691-E39D-4DA6-8A4B-B43877BCB1B7}] 2012-11-22 14:45:28:935 476 c74 AU # WARNING: Search callback failed, result = 0x80240438 2012-11-22 14:45:28:935 476 c74 AU ######### 2012-11-22 14:45:28:935 476 c74 AU ## END ## AU: Search for updates [CallId = {EAECB947-48AC-43BE-8F98-C44727E4A131} ServiceId = {3DA21691-E39D-4DA6-8A4B-B43877BCB1B7}] 2012-11-22 14:45:28:935 476 c74 AU ############# 2012-11-22 14:45:28:935 476 c74 AU All AU searches complete. 2012-11-22 14:45:28:935 476 c74 AU # WARNING: Failed to find updates with error code 80240438 2012-11-22 14:45:28:935 476 c74 AU AU setting next detection timeout to 2012-11-22 04:12:23 2012-11-22 14:45:33:936 476 c9c Report REPORT EVENT: {EE35CD79-FD2A-472D-BFC9-0420F5D60C04} 2012-11-22 14:45:28:935+1300 1 148 [AGENT_DETECTION_FAILED] 101 {00000000-0000-0000-0000-000000000000} 0 80240438 AutomaticUpdates Failure Software Synchronization Windows Update Client failed to detect with error 0x80240438. 2012-11-22 14:45:33:938 476 c9c Report CWERReporter::HandleEvents - WER report upload completed with status 0x8 2012-11-22 14:45:33:938 476 c9c Report WER Report sent: 7.8.9200.16420 0x80240438 00000000-0000-0000-0000-000000000000 Scan 101 Managed 2012-11-22 14:45:33:938 476 c9c Report CWERReporter finishing event handling. (00000000) Thanks in advance

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  • PowerShell: New-PSDrive error handling

    - by mazebuhu
    Hello, I have a script where I mount with the command "New-PSDrive" a network drive. Now, since the script is running as a "cronjob" on a server I want to have some error detection. If for any reason the command New-PSDrive fails the script should stop executing and notify that something went wrong. I have the following code: Try { New-PSDrive -Name A -PSProvider FileSystem -Root \\server\share } Catch { ... handle error case ... } ... other code ... For testing reasons I specified a wrong server name and I get the following error "New-PSDrive : Drive root "\wrongserver\share" does not exist or it's not a folder". Which is OK since the server does not exists. But the script does not go into the Catch clause and stop. It happily continues to run and ends up in a mess since no drive is mounted :-) So my question, why? Is there any difference in Exception handling in PowerShell? I should also note that I'm a noob in PowerShell scripting. Bye, Martin

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  • Ipsec config problem // openswan

    - by user90696
    I try to configure Ipsec on server with openswan as client. But receive error - possible, it's auth error. What I wrote wrong in config ? Thank you for answers. #1: STATE_MAIN_I2: sent MI2, expecting MR2 003 "f-net" #1: received Vendor ID payload [Cisco-Unity] 003 "f-net" #1: received Vendor ID payload [Dead Peer Detection] 003 "f-net" #1: ignoring unknown Vendor ID payload [ca917959574c7d5aed4222a9df367018] 003 "f-net" #1: received Vendor ID payload [XAUTH] 108 "f-net" #1: STATE_MAIN_I3: sent MI3, expecting MR3 003 "f-net" #1: discarding duplicate packet; already STATE_MAIN_I3 010 "f-net" #1: STATE_MAIN_I3: retransmission; will wait 20s for response 003 "f-net" #1: discarding duplicate packet; already STATE_MAIN_I3 003 "f-net" #1: discarding duplicate packet; already STATE_MAIN_I3 003 "f-net" #1: discarding duplicate packet; already STATE_MAIN_I3 010 "f-net" #1: STATE_MAIN_I3: retransmission; will wait 40s for response 031 "f-net" #1: max number of retransmissions (2) reached STATE_MAIN_I3. Possible authentication failure: no acceptable response to our first encrypted message 000 "f-net" #1: starting keying attempt 2 of at most 3, but releasing whack other side - Cisco ASA. parameters for my connection on our Linux server : VPN Gateway 8.*.*.* (Cisco ) Phase 1 Exchange Type Main Mode Identification Type IP Address Local ID 4.*.*.* (our Linux server IP) Remote ID 8.*.*.* (VPN server IP) Authentication PSK Pre Shared Key Diffie-Hellman Key Group DH 5 (1536 bit) or DH 2 (1024 bit) Encryption Algorithm AES 256 HMAC Function SHA-1 Lifetime 86.400 seconds / no volume limit Phase 2 Security Protocol ESP Connection Mode Tunnel Encryption Algorithm AES 256 HMAC Function SHA-1 Lifetime 3600 seconds / 4.608.000 kilobytes DPD / IKE Keepalive 15 seconds PFS off Remote Network 192.168.100.0/24 Local Network 1 10.0.0.0/16 ............... Local Network 5 current openswan config : # config setup klipsdebug=all plutodebug="control parsing" protostack=netkey nat_traversal=no virtual_private=%v4:10.0.0.0/8,%v4:192.168.0.0/16,%v4:172.16.0.0/12 oe=off nhelpers=0 conn f-net type=tunnel keyexchange=ike authby=secret auth=esp esp=aes256-sha1 keyingtries=3 pfs=no aggrmode=no keylife=3600s ike=aes256-sha1-modp1024 # left=4.*.*.* leftsubnet=10.0.0.0/16 leftid=4.*.*.* leftnexthop=%defaultroute right=8.*.*.* rightsubnet=192.168.100.0/24 rightid=8.*.*.* rightnexthop=%defaultroute auto=add

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  • Cygwin vim doesn't load files in runtimepath

    - by durron597
    I created a custom syntax file, and but none of the files in $VIMRUNTIME seem to load. I followed these pieces of the documentation: http://vimdoc.sourceforge.net/htmldoc/filetype.html#new-filetype http://vimdoc.sourceforge.net/htmldoc/syntax.html#mysyntaxfile When I do :echo &runtimepath I get: /home/durron597/.vim,/usr/share/vim/vimfiles,/usr/share/vim/vim73,/usr/share/vim/vimfiles/after,/home/durron597/.vim/after However, if I open a file with vim -D, here's the listed files as I type f: /etc/vimrc /home/durron597/.vimrc /usr/share/vim/vim73/plugin/getscriptPlugin.vim /usr/share/vim/vim73/plugin/gzip.vim /usr/share/vim/vim73/plugin/matchparen.vim /usr/share/vim/vim73/plugin/netrwPlugin.vim /usr/share/vim/vim73/plugin/rrhelper.vim /usr/share/vim/vim73/plugin/spellfile.vim /usr/share/vim/vim73/plugin/tarPlugin.vim /usr/share/vim/vim73/plugin/tohtml.vim /usr/share/vim/vim73/plugin/vimballPlugin.vim /usr/share/vim/vim73/plugin/zipPlugin.vim Here's the output of ls -lR durron597@Durron597 ~/.vim $ ls -lR .: total 0 drwxr-xr-x+ 1 durron597 None 0 Jun 3 11:06 ftdetect drwxr-xr-x+ 1 durron597 None 0 Jun 3 11:06 syntax ./ftdetect: total 1.0K -rw-r--r-- 1 durron597 None 45 Jun 3 11:06 mytype.vim ./syntax: total 4.0K -rw-r--r-- 1 durron597 None 740 Jun 3 11:06 mytype.vim The exact exact paths are: /home/durron597/.vim/ftdetect/mytype.vim /home/durron597/.vim/syntax/mytype.vim Note: the problem is that these files don't seem to be loaded at all, not that these files have internal mistakes Output of :filetype filetype detection:ON plugin:ON indent:OFF Edit 3: No, really, the files are in the right place: $ find /home -name '*.vim' /home/durron597/.vim /home/durron597/.vim/ftdetect/fix.vim /home/durron597/.vim/syntax/fix.vim

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  • Why does my Belkin wireless router has eMule port open?

    - by Jeremy Powell
    I have a Belkin F6D4230-4 v1 router. When I port scan it with nmap I get the following: $ sudo nmap -sS -A -T5 192.168.2.1 -p- Starting Nmap 5.00 ( http://nmap.org ) at 2010-04-17 11:40 CDT Interesting ports on 192.168.2.1: Not shown: 65532 closed ports PORT STATE SERVICE VERSION 80/tcp open http Belkin 2307 wifi router http config (IP_SHARER httpd 1.0) |_ html-title: '+i1+' 4661/tcp filtered unknown 4662/tcp filtered edonkey MAC Address: 00:22:75:5D:52:D8 (Belkin International) Device type: WAP|broadband router|firewall|printer|specialized|webcam Running (JUST GUESSING) : Linksys embedded (95%), TRENDnet embedded (95%), Netgear embedded (92%), Canon embedded (89%), On Time RTOS (89%), Symantec embedded (89%), D-Link embedded (86%), Polycom embedded (85%) Aggressive OS guesses: Linksys WRT54GC or TRENDnet TEW-431BRP wireless broadband router (95%), TRENDnet TW100-BRF114 broadband router (95%), Netgear FR114P ProSafe VPN firewall (92%), Canon PIXMA MX850 printer (89%), On Time RTOS (89%), Symantec Firewall/VPN 100 (89%), D-Link DI-714P+ wireless broadband router (86%), Polycom ViewStation video conferencing system (85%) No exact OS matches for host (test conditions non-ideal). Network Distance: 1 hop Service Info: Device: WAP OS and Service detection performed. Please report any incorrect results at http://nmap.org/submit/ . Nmap done: 1 IP address (1 host up) scanned in 21.57 seconds Why are the 4461 and 4462 ports open? This is a basic, out-of-the-box installation.

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  • Resize Debian in VirtualBox

    - by Poni
    I have a VM with one HD of size 3GB and I'd like to enlarge its HD to 7GB. So I execute this command on the host (while guest is shutdown): VBoxManage modifyhd debian.vdi --resize 7168 Then I run the guest, Debian 6, and then: smith@debian6:~$ df -h Filesystem Size Used Avail Use% Mounted on /dev/sda1 2.8G 2.6G 60M 98% / tmpfs 61M 0 61M 0% /lib/init/rw udev 57M 160K 57M 1% /dev tmpfs 61M 0 61M 0% /dev/shm smith@debian6:~$ sudo parted /dev/sda print Model: ATA VBOX HARDDISK (scsi) Disk /dev/sda: 3221MB Sector size (logical/physical): 512B/512B Partition Table: msdos Number Start End Size Type File system Flags 1 1049kB 3035MB 3034MB primary ext3 boot 2 3036MB 3220MB 185MB extended 5 3036MB 3220MB 185MB logical linux-swap(v1) smith@debian6:~$ cat /proc/partitions major minor #blocks name 8 0 3145728 sda 8 1 2962432 sda1 8 2 1 sda2 8 5 180224 sda5 So, no automatic resizing (detection) of the HD/partition (while VirtualBox, in the host, shows it's 7GB now). Ok... Then I do: smith@debian6:~$ sudo resize2fs /dev/sda1 resize2fs 1.41.12 (17-May-2010) The filesystem is already 740608 blocks long. Nothing to do! smith@debian6:~$ sudo parted GNU Parted 2.3 Using /dev/sda Welcome to GNU Parted! Type 'help' to view a list of commands. (parted) select /dev/sda1 Using /dev/sda1 (parted) resize WARNING: you are attempting to use parted to operate on (resize) a file system. parted's file system manipulation code is not as robust as what you'll find in dedicated, file-system-specific packages like e2fsprogs. We recommend you use parted only to manipulate partition tables, whenever possible. Support for performing most operations on most types of file systems will be removed in an upcoming release. Partition number? 1 Start? 0 End? [3034MB]? Here I'm stuck. At the above parted it asks me to resize to 3GB. No point in that, right.. What should I do in order to enlarge this partition?

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  • Red Hat 5.3 on HP Proliant DL380 G5 and failed drive on RAID controller

    - by thinkdreams
    I have a development ERP server here in my office that I assist with support on, and originally the DBA requested a single drive setup for some of the drives on the server. Thus the hardware RAID controller (an HP embedded controller) looks like: c0d0 (2 drive) RAID-1 c0d1 (2 drive) RAID-1 c0d2 (1 drive) No RAID <-- Failed c0d3 (1 drive) No RAID c0d4 (1 drive) No RAID c0d5 (1 drive) No RAID c0d2 has failed. I replaced the drive immediately with a spare using the hot-swap, but the c0d2 continues to mark itself as failed, even when I umount the partition. I'm loathe to reboot the server since I'm concerned about the server coming back up in rescue mode but I'm afraid that's the only way to get the system to re-read the drive. I assumed there was some sort of auto-detection routine for this, but I haven't been able to figure out the proper procedure. I have installed the HP ACU CLI utilties, so I can see the hardware RAID setup. I'd really like to find out what the proper procedure should have been, where I went wrong, and how to correct it now. Obviously this goes without saying I should NOT have listened to the DBA and set the drives up as RAID-1 throughout as was my first instinct. He wasn't worried about data loss, but it sure would have been easier to replace the failed drive. :)

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  • I must clear my cmos to be able to boot

    - by Fredou
    I have this Asus p7p55d-e pro for about 8 months(got it last July) and for this last 3-4 days I cannot boot without clearing my CMOS what I have is: Seasonic M12D 750W ASUS P7P55D-E Pro Intel Core i5 760 Quad Core Processor Lynnfield LGA1156 XFX GeForce® 8800 GT Alpha Dog 512MB DDR3 Standard (PV-T88P-YDF4) 2x Corsair XMS3 CMX4GX3M2A1600C7 4GB DDR3 2X2GB DDR3-1600 CL 7-8-7-20 I tried to remove all the unnecessary stuff: HD/dvd/pci card/usb cable/etc I tried with only 1 dimm filled, instead of my 4, each one individually it didn't work I tried changing the battery, here goes a few dollars to nowhere, didn't work if I don't reset the CMOS it sometime stock on RAM led, sometime on BOOT DEVICE led, when this happen, it stuck on CPU speed detection when I boot right after the reset, i MUST click on the F2 option (boot with default bios setting) if i go into the bios and save/restart, i have to reset it again when booted, everything is rock solid stable, tried memtest, cpu stress, etc, etc. without issue what should be my next step? trying a new psu? (i need to find one..) doing rma? (i need this mb since it's my only computer...) something else?

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  • external postfix forwarding to zimbra server

    - by Marko
    I want to migrate from my current mail server (old_server) for my domain mydomain.com. old_server setup is Postfix+LDAP+Cyrus. Now I want to migrate my domain mail to Zimbra server (zimbra), but I am considering option to leave current mail server working in the first phase, and then to only have subset of email addresses to be forwarded to zimbra server. It seems that zimbra refers this in their documentation as 'edge MTA'. Current config mydomain.com MX: old_server <---------- smtp send ----------> smtp receive New config mydomain.com MX: old_server zimbra <------------------------------------------- smtp send ----------> smtp receive ---- forward ----> smtp receive I need following: old_server to receive mail for my domain as before, but for some of the email addresses I want them to be delivered to zimbra server. I should be able to determine which email addresses will be forwarded. I would like to avoid possible false spam detections for mails from mydomain.com due to this setup. Questions: How should I configure postfix on old_server to support this mail forwarding? To avoid false spam detection, can I have outgoing mail from mydomain.com to be sent by zimbra or should I use old_server? Is there anything extra I would need to do in order to avoid possibility of my outgoing mails being marked as spam on other servers?

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  • different nmap results

    - by aasasas
    Hello I have a scan on my server form outside and from inside, why results are different? [root@xxx ~]# nmap -sV -p 0-65535 localhost Starting Nmap 5.51 ( http://nmap.org ) at 2011-02-16 07:59 MSK Nmap scan report for localhost (127.0.0.1) Host is up (0.000015s latency). rDNS record for 127.0.0.1: localhost.localdomain Not shown: 65534 closed ports PORT STATE SERVICE VERSION 22/tcp open ssh OpenSSH 4.3 (protocol 2.0) 80/tcp open http Apache httpd 2.2.3 ((CentOS)) Service detection performed. Please report any incorrect results at http://nmap.org/submit/ . Nmap done: 1 IP address (1 host up) scanned in 7.99 seconds AND sh-3.2# nmap -sV -p 0-65535 xxx.com Starting Nmap 5.51 ( http://nmap.org ) at 2011-02-16 00:01 EST Warning: Unable to open interface vmnet1 -- skipping it. Warning: Unable to open interface vmnet8 -- skipping it. Stats: 0:07:49 elapsed; 0 hosts completed (1 up), 1 undergoing SYN Stealth Scan SYN Stealth Scan Timing: About 36.92% done; ETC: 00:22 (0:13:21 remaining) Stats: 0:22:05 elapsed; 0 hosts completed (1 up), 1 undergoing Service Scan Service scan Timing: About 75.00% done; ETC: 00:23 (0:00:02 remaining) Nmap scan report for xxx.com (x.x.x.x) Host is up (0.22s latency). Not shown: 65528 closed ports PORT STATE SERVICE VERSION 21/tcp open tcpwrapped 22/tcp open ssh OpenSSH 4.3 (protocol 2.0) 25/tcp open tcpwrapped 80/tcp open http Apache httpd 2.2.3 ((CentOS)) 110/tcp open tcpwrapped 143/tcp open tcpwrapped 443/tcp open tcpwrapped 8080/tcp open http-proxy?

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  • Why does ATI 5570 HD video card driver installation cause Windows 7 To Blue Screen?

    - by Mort
    This one is for the hive mind. I have a brand new Dell Optiplex 760 workstation with 4 gigabytes of RAM running Windows 7 Professional (32bit). This is a new box with nothing installed other than what was provided for directly by Dell. I installed a Saphire ATI PCI Express 5570 HD. Upon trying to install the 10.4 Catalyst drivers the system will blue screen. It blue screens during the hardware detection phase of the installation process. I have already performed the following trouble shooting steps: Changed system RAM Installed only 2 gigabytes of RAM Installed different versions of Catalyst drivers (10.4 - 9.12) Tried to install video only component of driver (vs entire Catalyst suite) Made sure Windows 7 was fully updated Flashed mother board BIOS to current version Removed and re-seated video card Contacted ATI Support (We all know how this went......) Verified supply outputting properly The blue screen error (via Windows BugCheck entry in event log) is a 0x000000CA and refers to a plug and play error most likely caused by a bad driver. The problem is that the driver installation process never gets far enough to actually install a driver. The resolution center in Windows provides a solution of installing the 10.4 Catalyst driver to resolve issue (which fails). Looking for some alternate views to resolve.

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  • Azure load-balancing strategy

    - by growse
    I'm currently building out a small web deployment using VM instances on MS Azure. The main problem I'm facing at the moment is trying to figure out how to get the load-balancing to detect if a particular VM has failed and not route traffic to that VM. As far as I can tell, there are only only two load-balancing options: Have multiple VMs (web01, web02, web03 etc.) within the same 'cloud service' behind a single VIP, and configure the endpoints to be load balanced. Create multiple 'cloud services', put a single web VM in each and create a traffic manager service across all these services. It appears that (1) is extremely simplistic and doesn't attempt to do any host failure detection. (2) appears to be much more varied, but requires me to put all my webservers in their own individual cloud service. Traffic manager appears to be much more directed at a geographic failover scenario, where you have multiple cloud services across different regions. This approach also has the disadvantage in that my web servers won't be able to communicate with my databases on internal IP addresses, unlike scenario (1). What's the best approach here?

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  • Load Testing a Security/Gateway Appliance

    - by Joel Coel
    In a couple weeks I will load testing a security/gateway appliance. We're a small residential college, and that "residential" means the traffic moving through the appliance is a bit like the Wild West. We have everything from Facebook to World of Warcraft, BitTorrent to Netflix, or Halo to YouTube... basically anything you might find in the home of a high-school or college aged person. Somewhere in there some real academic work gets done as well. We rely on our current appliance for traffic shaping, antivirus, malware filtering, intrusion detection on our servers, logging and abuse reporting, and even some content filtering. All this puts a decent load when we have students around, and I'm concerned about the ability of the new candidate to keep up. On paper it should handle things, but I'm worried. Prior experience is that vendors greatly over-report what an appliance can handle. The product also includes a licensed session limit, and I'm also worried that just a few misbehaving students could unwittingly bring us to that limit and cause service disruptions. I need to know this will work for our campus in order to commit to it. Going a performance level higher in that product takes the pricing way out of line with what we expect and have done in the past. What I need is a good way to load test this guy. My problem is that our current level of summer traffic is less than one percent of what it will be when students come back just six weeks from now. Any ideas on how to really stress this thing and see what it can do, in a way that will give me some clear ideas o. How that will scale for our campus? For the curious, I'm looking at a Watchguard 515, but it could be anything. If I were evaluating a competitor, I'd ask the same question.

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