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  • Installation error on Ubuntu 11.10

    - by Abhishek Chanda
    I upgraded to Ubuntu 11.10 and now, when I try to install or uninstall a software, I get this error installArchives() failed: (Reading database ... (Reading database ... 5% (Reading database ... 10% (Reading database ... 15% (Reading database ... 20% (Reading database ... 25% (Reading database ... 30% (Reading database ... 35% (Reading database ... 40% (Reading database ... 45% (Reading database ... 50% (Reading database ... 55% (Reading database ... 60% (Reading database ... 65% (Reading database ... 70% (Reading database ... 75% (Reading database ... 80% (Reading database ... 85% (Reading database ... 90% (Reading database ... 95% (Reading database ... 100% (Reading database ... 158945 files and directories currently installed.) Removing aisleriot ... Processing triggers for gconf2 ... Processing triggers for man-db ... Processing triggers for hicolor-icon-theme ... Processing triggers for libglib2.0-0 ... Processing triggers for gnome-menus ... Processing triggers for desktop-file-utils ... Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Setting up flashplugin-downloader (11.0.1.152ubuntu1) ... Downloading... --2012-05-02 18:47:29-- http://archive.canonical.com/pool/partner/a/adobe-flashplugin/adobe-flashplugin_11.0.1.152.orig.tar.gz Resolving archive.canonical.com... 91.189.92.150, 91.189.92.191 Connecting to archive.canonical.com|91.189.92.150|:80... connected. HTTP request sent, awaiting response... 404 Not Found 2012-05-02 18:47:29 ERROR 404: Not Found. download failed The Flash plugin is NOT installed. dpkg: error processing flashplugin-downloader (--configure): subprocess installed post-installation script returned error exit status 1 dpkg: dependency problems prevent configuration of flashplugin-installer: flashplugin-installer depends on flashplugin-downloader (>= 11.0.1.152ubuntu1); however: Package flashplugin-downloader is not configured yet. dpkg: error processing flashplugin-installer (--configure): dependency problems - leaving unconfigured No apport report written because the error message indicates its a followup error from a previous failure. Errors were encountered while processing: flashplugin-downloader flashplugin-installer Error in function: SystemError: E:Sub-process /usr/bin/dpkg returned an error code (1) Setting up flashplugin-downloader (11.0.1.152ubuntu1) ... Downloading... --2012-05-02 18:47:33-- http://archive.canonical.com/pool/partner/a/adobe-flashplugin/adobe-flashplugin_11.0.1.152.orig.tar.gz Resolving archive.canonical.com... 91.189.92.191, 91.189.92.150 Connecting to archive.canonical.com|91.189.92.191|:80... connected. HTTP request sent, awaiting response... 404 Not Found 2012-05-02 18:47:34 ERROR 404: Not Found. download failed The Flash plugin is NOT installed. dpkg: error processing flashplugin-downloader (--configure): subprocess installed post-installation script returned error exit status 1 dpkg: dependency problems prevent configuration of flashplugin-installer: flashplugin-installer depends on flashplugin-downloader (>= 11.0.1.152ubuntu1); however: Package flashplugin-downloader is not configured yet. dpkg: error processing flashplugin-installer (--configure): dependency problems - leaving unconfigured This seems to be a bug that has been reported.Does anyone know a workaround?

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  • MongoDB Crashed,Not able to start it again

    - by Kevin Parker
    Mongodb fail to start after showing this error...and not able to start it again..?Can u help me find out? *** glibc detected *** /usr/lib/mongodb/mongo: corrupted double-linked list: 0x000000000f750b50 *** Mon Nov 26 19:01:29 mongo got signal 11 (Segmentation fault), stack trace: ======= Backtrace: ========= /lib/x86_64-linux-gnu/libc.so.6(+0x788d6)[0x2b2db94198d6] /lib/x86_64-linux-gnu/libc.so.6(+0x7a841)[0x2b2db941b841] /lib/x86_64-linux-gnu/libc.so.6(cfree+0x73)[0x2b2db941f603] /usr/lib/mongodb/mongo(_ZN5boost6detail17sp_counted_impl_pIN5mongo7BSONObj6HolderEE7disposeEv+0x12)[0x45bd92] /usr/lib/mongodb/mongo(_ZN5boost6detail12shared_countD2Ev+0x49)[0x45d319] /lib/x86_64-linux-gnu/libc.so.6(exit+0xe1)[0x2b2db93da961] /usr/lib/mongodb/mongo(_Z10quitNicelyi+0x53)[0x458043] /lib/x86_64-linux-gnu/libpthread.so.0(+0xfc60)[0x2b2db753fc60] /lib/x86_64-linux-gnu/libc.so.6(kill+0x7)[0x2b2db93d4fe7] /lib/libreadline.so.6(+0x25888)[0x2b2db889b888] /lib/libreadline.so.6(rl_getc+0x5e)[0x2b2db889d9de] /lib/libreadline.so.6(rl_read_key+0xf8)[0x2b2db889e0c8] /lib/libreadline.so.6(readline_internal_char+0x61)[0x2b2db8889061] /lib/libreadline.so.6(readline+0x55)[0x2b2db88895b5] /usr/lib/mongodb/mongo(_Z13shellReadlinePKci+0x8a)[0x45694a] /usr/lib/mongodb/mongo(_Z5_mainiPPc+0x1506)[0x45a1a6] /usr/lib/mongodb/mongo(main+0x26)[0x45b1d6] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xff)[0x2b2db93bfeff] /usr/lib/mongodb/mongo[0x456449] ======= Memory map: ======== 00400000-0055c000 r-xp 00000000 fd:03 32385496 /usr/lib/mongodb/mongo 0075c000-00762000 r--p 0015c000 fd:03 32385496 /usr/lib/mongodb/mongo 00762000-00765000 rw-p 00162000 fd:03 32385496 /usr/lib/mongodb/mongo 00765000-00767000 rw-p 00765000 00:00 0 0f74e000-0f961000 rw-p 0f74e000 00:00 0 [heap] 2b2db730d000-2b2db732e000 r-xp 00000000 fd:03 32112840 /lib/x86_64-linux-gnu/ld-2.13.so 2b2db732e000-2b2db7331000 rw-p 2b2db732e000 00:00 0 2b2db7331000-2b2db7351000 rwxp 2b2db7331000 00:00 0 2b2db752d000-2b2db752e000 r--p 00020000 fd:03 32112840 /lib/x86_64-linux-gnu/ld-2.13.so 2b2db752e000-2b2db7530000 rw-p 00021000 fd:03 32112840 /lib/x86_64-linux-gnu/ld-2.13.so 2b2db7530000-2b2db7548000 r-xp 00000000 fd:03 32112843 /lib/x86_64-linux-gnu/libpthread-2.13.so 2b2db7548000-2b2db7748000 ---p 00018000 fd:03 32112843 /lib/x86_64-linux-gnu/libpthread-2.13.so 2b2db7748000-2b2db7749000 r--p 00018000 fd:03 32112843 /lib/x86_64-linux-gnu/libpthread-2.13.so 2b2db7749000-2b2db774a000 rw-p 00019000 fd:03 32112843 /lib/x86_64-linux-gnu/libpthread-2.13.so 2b2db774a000-2b2db774e000 rw-p 2b2db774a000 00:00 0 2b2db774e000-2b2db7836000 r-xp 00000000 fd:03 32380634 /usr/lib/x86_64-linux-gnu/libstdc++.so.6.0.14 2b2db7836000-2b2db7a35000 ---p 000e8000 fd:03 32380634 /usr/lib/x86_64-linux-gnu/libstdc++.so.6.0.14 2b2db7a35000-2b2db7a3d000 r--p 000e7000 fd:03 32380634 /usr/lib/x86_64-linux-gnu/libstdc++.so.6.0.14 2b2db7a3d000-2b2db7a3f000 rw-p 000ef000 fd:03 32380634 /usr/lib/x86_64-linux-gnu/libstdc++.so.6.0.14 2b2db7a3f000-2b2db7a55000 rw-p 2b2db7a3f000 00:00 0 2b2db7a55000-2b2db7a58000 r-xp 00000000 fd:03 32244866 /usr/lib/libboost_system.so.1.42.0 2b2db7a58000-2b2db7c57000 ---p 00003000 fd:03 32244866 /usr/lib/libboost_system.so.1.42.0 2b2db7c57000-2b2db7c58000 r--p 00002000 fd:03 32244866 /usr/lib/libboost_system.so.1.42.0 2b2db7c58000-2b2db7c59000 rw-p 00003000 fd:03 32244866 /usr/lib/libboost_system.so.1.42.0 2b2db7c59000-2b2db7c6d000 r-xp 00000000 fd:03 32244882 /usr/lib/libboost_thread.so.1.42.0 2b2db7c6d000-2b2db7e6c000 ---p 00014000 fd:03 32244882 /usr/lib/libboost_thread.so.1.42.0 2b2db7e6c000-2b2db7e6e000 r--p 00013000 fd:03 32244882 /usr/lib/libboost_thread.so.1.42.0 2b2db7e6e000-2b2db7e6f000 rw-p 00015000 fd:03 32244882 /usr/lib/libboost_thread.so.1.42.0 2b2db7e6f000-2b2db7e83000 r-xp 00000000 fd:03 32244880 /usr/lib/libboost_filesystem.so.1.42.0 2b2db7e83000-2b2db8082000 ---p 00014000 fd:03 32244880 Mon Nov 26 19:01:29 mongo got signal 6 (Aborted), stack trace: Mon Nov 26 19:01:29 0x45e03f 0x457694 0x2b2db93d4d80 0x2b2db93d4d05 0x2b2db93d8ab6 0x2b2db940fa9b 0x2b2db94198d6 0x2b2db941b841 0x2b2db941f603 0x45bd92 0x45d319 0x2b2db93da961 0x458043 0x2b2db753fc60 0x2b2db93d4fe7 0x2b2db889b888 0x2b2db889d9de 0x2b2db889e0c8 0x2b2db8889061 0x2b2db88895b5 /usr/lib/mongodb/mongo(_ZN5mongo15printStackTraceERSo+0x1f) [0x45e03f] /usr/lib/mongodb/mongo(_Z12quitAbruptlyi+0x324) [0x457694] /lib/x86_64-linux-gnu/libc.so.6(+0x33d80) [0x2b2db93d4d80] /lib/x86_64-linux-gnu/libc.so.6(gsignal+0x35) [0x2b2db93d4d05] /lib/x86_64-linux-gnu/libc.so.6(abort+0x186) [0x2b2db93d8ab6] /lib/x86_64-linux-gnu/libc.so.6(+0x6ea9b) [0x2b2db940fa9b] /lib/x86_64-linux-gnu/libc.so.6(+0x788d6) [0x2b2db94198d6] /lib/x86_64-linux-gnu/libc.so.6(+0x7a841) [0x2b2db941b841] /lib/x86_64-linux-gnu/libc.so.6(cfree+0x73) [0x2b2db941f603] /usr/lib/mongodb/mongo(_ZN5boost6detail17sp_counted_impl_pIN5mongo7BSONObj6HolderEE7disposeEv+0x12) [0x45bd92] /usr/lib/mongodb/mongo(_ZN5boost6detail12shared_countD2Ev+0x49) [0x45d319] /lib/x86_64-linux-gnu/libc.so.6(exit+0xe1) [0x2b2db93da961] /usr/lib/mongodb/mongo(_Z10quitNicelyi+0x53) [0x458043] /lib/x86_64-linux-gnu/libpthread.so.0(+0xfc60) [0x2b2db753fc60] /lib/x86_64-linux-gnu/libc.so.6(kill+0x7) [0x2b2db93d4fe7] /lib/libreadline.so.6(+0x25888) [0x2b2db889b888] /lib/libreadline.so.6(rl_getc+0x5e) [0x2b2db889d9de] /lib/libreadline.so.6(rl_read_key+0xf8) [0x2b2db889e0c8] /lib/libreadline.so.6(readline_internal_char+0x61) [0x2b2db8889061] /lib/libreadline.so.6(readline+0x55) [0x2b2db88895b5] Any One have any idea?Why MongoDb Crashed? OS:ubuntu 11.04 2.6.32-pony6-3 RAM:2 GB

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  • How to troubleshoot a PHP script that causes a Segmenation Fault?

    - by johnlai2004
    I posted this on stackoverflow.com as well because I'm not sure if this is a programming problem or a server problem. I'm using ubuntu 9.10, apache2, mysql5 and php5. I've noticed an unusual problem with some of my php programs. Sometimes when visiting a page like profile.edit.php, the browser throws a dialogue box asking to download profile.edit.php page. When I download it, there's nothing in the file. profile.edit.php is supposed to be a web form that edits user information. I've noticed this on some of my other php pages as well. I look in my apache error logs, and I see a segmentation fault message: [Mon Mar 08 15:40:10 2010] [notice] child pid 480 exit signal Segmentation fault (11) And also, the issue may or may not appear depending on which server I deploy my application too. Additonal Details This doesn't happen all the time though. It only happens sometimes. For example, profile.edit.php will load properly. But as soon as I hit the save button (form action="profile.edit.php?save=true"), then the page asks me to download profile.edit.php. Could it be that sometimes my php scripts consume too much resources? Sample code Upon save action, my profile.edit.php includes a data_access_object.php file. I traced the code in data_access_object.php to this line here if($params[$this->primaryKey]) { $q = "UPDATE $this->tableName SET ".implode(', ', $fields)." WHERE ".$this->primaryKey." = ?$this->primaryKey"; $this->bind($this->primaryKey, $params[$this->primaryKey], $this->tblFields[$this->primaryKey]['mysqlitype']); } else { $q = "INSERT $this->tableName SET ".implode(', ', $fields); } // Code executes perfectly up to this point // echo 'print this'; exit; // if i uncomment this line, profile.edit.php will actually show 'print this'. If I leave it commented, the browser will ask me to download profile.edit.php if(!$this->execute($q)){ $this->errorSave = -3; return false;} // When I jumped into the function execute(), every line executed as expected, right up to the return statement. And if it helps, here's the function execute($sql) in data_access_object.php function execute($sql) { // find all list types and explode them // eg. turn ?listId into ?listId0,?listId1,?listId2 $arrListParam = array_bubble_up('arrayName', $this->arrBind); foreach($arrListParam as $listName) if($listName) { $explodeParam = array(); $arrList = $this->arrBind[$listName]['value']; foreach($arrList as $key=>$val) { $newParamName = $listName.$key; $this->bind($newParamName,$val,$this->arrBind[$listName]['type']); $explodeParam[] = '?'.$newParamName; } $sql = str_replace("?$listName", implode(',',$explodeParam), $sql); } // replace all ?varName with ? for syntax compliance $sqlParsed = preg_replace('/\?[\w\d_\.]+/', '?', $sql); $this->stmt->prepare($sqlParsed); // grab all the parameters from the sql to create bind conditions preg_match_all('/\?[\w\d_\.]+/', $sql, $matches); $matches = $matches[0]; // store bind conditions $types = ''; $params = array(); foreach($matches as $paramName) { $types .= $this->arrBind[str_replace('?', '', $paramName)]['type']; $params[] = $this->arrBind[str_replace('?', '', $paramName)]['value']; } $input = array('types'=>$types) + $params; // bind it if(!empty($types)) call_user_func_array(array($this->stmt, 'bind_param'), $input); $stat = $this->stmt->execute(); if($GLOBALS['DEBUG_SQL']) echo '<p style="font-weight:bold;">SQL error after execution:</p> ' . $this->stmt->error.'<p>&nbsp;</p>'; $this->arrBind = array(); return $stat; }

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  • Installing Mod-wsgi 3.3 for apache 2.2 and python 3.2

    - by aaronasterling
    I am attempting to install Mod-wsgi 3.3 on an ubuntu 11.10 desktop edition with apache 2.2 and python 3.2 I downloaded the source tarball and extracted it. I configured it using the --with-python=/usr/bin/python3 option to configure. This is the only copy of python3 that I have installed. I then issued the commands make and sudo make install. I attempted to restart apache using sudo /etc/init.d/apache2 restart and get the following error message: apache2: Syntax error on line 203 of /etc/apache2/apache2.conf: Syntax error on line 1 of /etc/apache2/mods-enabled/wsgi.load: Cannot load /usr/lib/apache2/modules /mod_wsgi.so into server: /usr/lib/apache2/modules/mod_wsgi.so: undefined symbol: PyCObject_FromVoidPtr Action 'configtest' failed. The Apache error log may have more information. ...fail! The error logs only inform us that it's a segfault: ` I checked to make sure that it's linked against the right python library with ldd mod_wsgi.so and got the output linux-gate.so.1 => (0x00d66000) libpython3.2mu.so.1.0 => /usr/lib/libpython3.2mu.so.1.0 (0x0065b000) libpthread.so.0 => /lib/i386-linux-gnu/libpthread.so.0 (0x00a20000) libc.so.6 => /lib/i386-linux-gnu/libc.so.6 (0x00110000) libssl.so.1.0.0 => /lib/i386-linux-gnu/libssl.so.1.0.0 (0x0028c000) libcrypto.so.1.0.0 => /lib/i386-linux-gnu/libcrypto.so.1.0.0 (0x0044c000) libffi.so.6 => /usr/lib/i386-linux-gnu/libffi.so.6 (0x002d9000) libz.so.1 => /lib/i386-linux-gnu/libz.so.1 (0x00eb3000) libexpat.so.1 => /lib/i386-linux-gnu/libexpat.so.1 (0x00abe000) libdl.so.2 => /lib/i386-linux-gnu/libdl.so.2 (0x002e0000) libutil.so.1 => /lib/i386-linux-gnu/libutil.so.1 (0x00c47000) libm.so.6 => /lib/i386-linux-gnu/libm.so.6 (0x00e24000) /lib/ld-linux.so.2 (0x0042c000) It seems to be linking against the python3 library so I'm not sure what the issue is. I have read on another question that mod-python can present problems however it was never installed. I saw that the directive WSGIPythonHome can be used to point to the correct python version and created a directory /usr/bin/apache2-python/ with a link named python and python3(the name I passed to the configure script) to /usr/bin/python3 This results in the same error. So I'm pretty sure it's using the correct version of python. I am now at a loss. Thanks in advance for any help. update Using the version from the repository I get the following log when I attempt to request a page: [Wed Mar 21 13:21:11 2012] [notice] child pid 5567 exit signal Aborted (6) Fatal Python error: Py_Initialize: Unable to get the locale encoding LookupError: no codec search functions registered: can't find encoding [Wed Mar 21 13:21:13 2012] [notice] child pid 5568 exit signal Aborted (6) Fatal Python error: Py_Initialize: Unable to get the locale encoding LookupError: no codec search functions registered: can't find encoding [Wed Mar 21 13:21:14 2012] [notice] caught SIGTERM, shutting down If I comment out the instruction to load mod-wsgi, the page serves normally.

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  • Call to daemon in a /etc/init.d script is blocking, not running in background

    - by tony
    I have a Perl script that I want to daemonize. Basically this perl script will read a directory every 30 seconds, read the files that it finds and then process the data. To keep it simple here consider the following Perl script (called synpipe_server, there is a symbolic link of this script in /usr/sbin/) : #!/usr/bin/perl use strict; use warnings; my $continue = 1; $SIG{'TERM'} = sub { $continue = 0; print "Caught TERM signal\n"; }; $SIG{'INT'} = sub { $continue = 0; print "Caught INT signal\n"; }; my $i = 0; while ($continue) { #do stuff print "Hello, I am running " . ++$i . "\n"; sleep 3; } So this script basically prints something every 3 seconds. Then, as I want to daemonize this script, I've also put this bash script (also called synpipe_server) in /etc/init.d/ : #!/bin/bash # synpipe_server : This starts and stops synpipe_server # # chkconfig: 12345 12 88 # description: Monitors all production pipelines # processname: synpipe_server # pidfile: /var/run/synpipe_server.pid # Source function library. . /etc/rc.d/init.d/functions pname="synpipe_server" exe="/usr/sbin/synpipe_server" pidfile="/var/run/${pname}.pid" lockfile="/var/lock/subsys/${pname}" [ -x $exe ] || exit 0 RETVAL=0 start() { echo -n "Starting $pname : " daemon ${exe} RETVAL=$? PID=$! echo [ $RETVAL -eq 0 ] && touch ${lockfile} echo $PID > ${pidfile} } stop() { echo -n "Shutting down $pname : " killproc ${exe} RETVAL=$? echo if [ $RETVAL -eq 0 ]; then rm -f ${lockfile} rm -f ${pidfile} fi } restart() { echo -n "Restarting $pname : " stop sleep 2 start } case "$1" in start) start ;; stop) stop ;; status) status ${pname} ;; restart) restart ;; *) echo "Usage: $0 {start|stop|status|restart}" ;; esac exit 0 So, (if I have well understood the doc for daemon) the Perl script should run in the background and the output should be redirected to /dev/null if I execute : service synpipe_server start But here is what I get instead : [root@master init.d]# service synpipe_server start Starting synpipe_server : Hello, I am running 1 Hello, I am running 2 Hello, I am running 3 Hello, I am running 4 Caught INT signal [ OK ] [root@master init.d]# So it starts the Perl script but runs it without detaching it from the current terminal session, and I can see the output printed in my console ... which is not really what I was expecting. Moreover, the PID file is empty (or with a line feed only, no pid returned by daemon). Does anyone have any idea of what I am doing wrong ? EDIT : maybe I should say that I am on a Red Hat machine. Scientific Linux SL release 5.4 (Boron) Would it do the job if instead of using the daemon function, I use something like : nohup ${exe} >/dev/null 2>&1 & in the init script ?

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  • Error during GENERAL_REQUEST_ENTITY for POST results in ASP .NET session state never getting unlocked

    - by Jesse
    I have been trying to chase down the root cause of a condition where ASP .NET session state remains locked after a web request has been terminated due to an unexpected error. We use the SQL Server session state provider for session because we have several servers in a web farm. This issue first presented itself in the form of many requests getting stuck on the 'AcquireRequestState' event of their lifecycle for no apparent reason. I was able to finding corresponding entries for these requests in the session state database in SQL server that were all locked (column Locked = 1). I was also able to correlate these requests to entries in the IIS log with HTTP status codes of 500 (with a sub status of 0). These findings lead me to believe that, in some cases, a request was erroring out but was NOT releasing its lock on session state like it should. I enabled Failed Request Tracing in IIS for the website in question for status code 500 with all available providers selected each with the 'Verbose' setting for verbosity. I've since gathered several failed traces that have caused permanently locked ASP .NET sessions. They all share the same characteristics: They are all 'POST' requests where the browser is posting data to be processed/saved. They all have events indicating that the 'Session' module was invoked during the REQUEST_ACQUIRE_STATE event. At this point the request would have marked the row in the session state database as being "locked". This is normal and expected. They all have GENERAL_READ_ENTITY_START, GENERAL_READ_ENTITY_END, and GENERAL_REQUEST_ENTITY entries that appear to be reading in the data that was posted to the server as part of the request. This appears to be a buffered operation as these events get repeated over and over with each one reading in some subset of the posted data. At some point during the 'read entity' related events and error occurs. Some have the error code "Incorrect function. (0x80070001)" and others have "The I/O operation has been aborted because of either a thread exit or an application request. (0x800703e3)". Once the error has been encountered, they all jump directly to the END_REQUEST events. The issue here is that, under normal circumstances, there should be a RELEASE_REQUEST_STATE event that will allow the Session module to release the lock it has on the session. This event is being skipped in this scenario. Just to be sure, I enabled failed request tracing for the '200' status code as well and generated several traces of successful requests that do have the RELEASE_REQUEST_STATE event being handled by the Session module. My theory at this point is that some kind of network issue is causing the 'Incorrect function' and 'I/O operation has been aborted because of either a thread exit or an application request' errors, but I don't understand why this seems to be causing the request handling to skip over the RELEASE_REQUEST_STATE event. If the request went through REQUEST_ACQUIRE_STATE it seems like it should also hit RELEASE_REQUEST_STATE as well. I'm loathe to say that this is a bug in IIS or ASP .NET, but it certainly appears that way to me at this point. Are there any configuration changes I could make to help ensure that 'RELEASE_REQUEST_STATE' is fired under all error conditions?

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  • MPLS basic configuration

    - by Vineet Menon
    I want to test out MPLS VPN in my lab. I have 3 routers. 2 PEs and 1P router, all cisco 2921. Something like this, ----- ---- ----- | PE1 |.1____192.168.1.0____.2| P |.2____192.168.2.0____.1| PE2 | | | | | | | ----- ---- ----- lo0:10.1.1.1 lo0:10.1.1.2 lo0:10.1.1.3 Here's the configuration file for each of them, PE1 router hostname PE1 ! no ipv6 cef ip source-route ip cef ! ! ! ip vrf cust1 rd 100:100 route-target export 100:100 route-target import 100:100 ! ! interface Loopback0 ip address 10.1.1.1 255.255.255.255 ! interface GigabitEthernet0/0 ip address 192.168.1.1 255.255.255.0 duplex auto speed auto ! interface GigabitEthernet0/1 ip vrf forwarding cust1 ip address 172.16.1.1 255.255.255.0 duplex auto speed auto ! router ospf 1 network 10.1.1.1 0.0.0.0 area 0 network 192.168.1.0 0.0.0.255 area 0 ! router bgp 100 bgp log-neighbor-changes neighbor 10.1.1.3 remote-as 100 neighbor 10.1.1.3 update-source Loopback0 neighbor 172.16.1.2 remote-as 65001 ! address-family vpnv4 neighbor 10.1.1.3 activate neighbor 10.1.1.3 send-community extended exit-address-family For P router: hostname P ! no ipv6 cef ip source-route ip cef ! interface Loopback0 ip address 10.1.1.2 255.255.255.255 ! interface GigabitEthernet0/1 ip address 192.168.1.2 255.255.255.0 duplex auto speed auto ! interface GigabitEthernet0/2 ip address 192.168.2.2 255.255.255.0 duplex auto speed auto ! router ospf 1 network 10.1.1.2 0.0.0.0 area 0 network 192.168.1.0 0.0.0.255 area 0 network 192.168.2.0 0.0.0.255 area 0 ! For PE2 router: ! hostname PE2 ! no ipv6 cef ip source-route ip cef ! ! ! ip vrf cust1 rd 100:100 route-target export 100:100 route-target import 100:100 ! ! ! interface Loopback0 ip address 10.1.1.3 255.255.255.0 ! interface GigabitEthernet0/0 ip address 192.168.2.1 255.255.255.0 duplex auto speed auto ! interface GigabitEthernet0/1 ip vrf forwarding cust1 ip address 172.16.2.1 255.255.255.0 duplex auto speed auto ! router ospf 1 network 10.1.1.3 0.0.0.0 area 0 network 192.168.2.0 0.0.0.255 area 0 ! router bgp 100 bgp log-neighbor-changes neighbor 10.1.1.1 remote-as 100 neighbor 10.1.1.1 update-source Loopback0 neighbor 172.16.2.2 remote-as 65001 ! address-family vpnv4 neighbor 10.1.1.1 activate neighbor 10.1.1.1 send-community extended exit-address-family ! I am following this article form cisco. But things are not working properly. Any help would be appreciated.

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  • Setting environment variables in OS X

    - by Percival Ulysses
    Despite the warning that questions that can be answered are preferred, this question is more a request for comments. I apologize for this, but I feel that it is valuable nonetheless. The problem to set up environment variables such that they are available for GUI applications has been around since the dawn of Mac OS X. The solution with ~/.MacOSX/environment.plist never satisfied me because it was not reliable, and bash style globbing wasn't available. Another solution is the use of Login Hooks with a suitable shell script, but these are deprecated. The Apple approved way for such functionality as provided by login hooks is the use of Launch Agents. I provided a launch agent that is located in /Library/LaunchAgents/: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>Label</key> <string>user.conf.launchd</string> <key>Program</key> <string>/Users/Shared/conflaunchd.sh</string> <key>ProgramArguments</key> <array> <string>~/.conf.launchd</string> </array> <key>EnableGlobbing</key> <true/> <key>RunAtLoad</key> <true/> <key>LimitLoadToSessionType</key> <array> <string>Aqua</string> <string>StandardIO</string> </array> </dict> </plist> The real work is done in the shell script /Users/Shared/conflaunchd.sh, which reads ~/.conf.launchd and feeds it to launchctl: #! /bin/bash #filename="$1" filename="$HOME/.conf.launchd" if [ ! -r "$filename" ]; then exit fi eval $(/usr/libexec/path_helper -s) while read line; do # skip lines that only contain whitespace or a comment if [ ! -n "$line" -o `expr "$line" : '#'` -gt 0 ]; then continue; fi eval launchctl $line done <"$filename" exit 0 Notice the call of path_helper to get PATH set up right. Finally, ~/.conf.launchd looks like that setenv PATH ~/Applications:"${PATH}" setenv TEXINPUTS .:~/Documents/texmf//: setenv BIBINPUTS .:~/Documents/texmf/bibtex//: setenv BSTINPUTS .:~/Documents/texmf/bibtex//: # Locale setenv LANG en_US.UTF-8 These are launchctl commands, see its manpage for further information. Works fine for me (I should mention that I'm still a Snow Leopard guy), GUI applications such as texstudio can see my local texmf tree. Things that can be improved: The shell script has a #filename="$1" in it. This is not accidental, as the file name should be feeded to the script by the launch agent as an argument, but that doesn't work. It is possible to put the script in the launch agent itsself. I am not sure how secure this solution is, as it uses eval with user provided strings. It should be mentioned that Apple intended a somewhat similar approach by putting stuff in ~/launchd.conf, but it is currently unsupported as to this date and OS (see the manpage of launchd.conf). I guess that things like globbing would not work as they do in this proposal. Finally, I would mention the sources I used as information on Launch Agents, but StackExchange doesn't let me [1], [2], [3]. Again, I am sorry that this is not a real question, I still hope it is useful.

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  • Vista 64-bit, DISK BOOT FAILURE

    - by weka
    So I have this Acer Aspire AX3200-U3600A with Windows Vista (64-bit). Every night I turn it off and turn it back on in the morning. Around three weeks ago, I did a fresh factory reimage. Good as new. Then around two days ago, when I turned it on, I noticed it was running extremly slow. As in, it would often freeze up while I had multiple applications open when it usually never froze up. So I decided to restart my computer. Big mistake. My computer froze right after I clicked shut-down. I waited a while. Nothing. Waited some minutes. Nope. I decided to shut it down by pressing the power button. Here is where the problems begin. When I turned it back on, I saw the Windows logo and loading bar and then it loaded to black. I turned it off again forcefully by power button and then once more... then I got: AMD Data Change... Update New Data to DMI! then later the screen clears and I get: AHCI Option ROM BIOS Revision: 01.05.92 Date: 02-19-2008 Copyright (c) 2006-2008 Phoenix Technologies, LTD Port 01: Reset Port Error!! Port 02: then the screen clears again but this time, this loads from the bottom: Nvidia Boot Agent 249.0542 (copyright stuff... blah blah) PXE-E61: Media test failure, check cable. PXE-M0F: Exiting Nvidia Boot Agent DISK BOOT FAILURE, INSERT SYSTEM DISK AND PRESS ENTER. So I try to go into Safe Mode. Well, first of all it doesn't load as fast. After it loads disk.sys from windows/drivers, it will wait a while (2-3 mins) THEN load. However it loads the Acer eRecovery Management Tool. I have three options: Reset computer to factory default, Restore computer from user's backup, or Exit. However, the top two options are gray and disabled where as the Exit is in blue and definitely clickable. So obviously safe mode is not there... A strong thing to note: In the beginning when all of this started, I did a Boot Windows Normal from pressing f8 and I got to my desktop! It logged me in. I could see the icons on my files. However my desktop was extremely slow as in when I clicked on the Start menu, it would wait a while, then load up the menu with JUST the gradient, no text or icons... so as you can see... it saw my HDD? Also, before anyone says, I have NO USB plugged in. My mouse and keyboard are not USB inputs, I assure you. And this came without a recovery CD AND when I went in BIOS, to change the BOOT ORDER, I did NOT see a CD-ROM option. And when I tried pressing ALT+F10 to get into Acer eRecovery Management, the top two options were disabled as well. But sometimes on start-up, I get: Windows has encountered a problem communicating with a device connected to your computer. This error can be caused by unplugging a removable storage device such as an external USB drive while the device is in use, or by faulty hardware such as a hard drive or CD-ROM drive that is failing. Make sure any removeable storage is properly connected and then restart your computer. If you continue to receive this error message, contact the hardware manufacturer. Status: 0xc00000e9 Info: An unexpected I/O error has occured. Then I tried Last Known Good Configuration Settings, that gives me a BSOD. What should I do/

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  • Informaton of pendriver with libudv on linux

    - by Catanzaro
    I'm doing a little app in C that read the driver information of my pendrive: Plugged it and typed dmesg: [ 7676.243994] scsi 7:0:0:0: Direct-Access Lexar USB Flash Drive 1100 PQ: 0 ANSI: 0 CCS [ 7676.248359] sd 7:0:0:0: Attached scsi generic sg2 type 0 [ 7676.256733] sd 7:0:0:0: [sdb] 7831552 512-byte logical blocks: (4.00 GB/3.73 GiB) [ 7676.266559] sd 7:0:0:0: [sdb] Write Protect is off [ 7676.266566] sd 7:0:0:0: [sdb] Mode Sense: 43 00 00 00 [ 7676.266569] sd 7:0:0:0: [sdb] Assuming drive cache: write through [ 7676.285373] sd 7:0:0:0: [sdb] Assuming drive cache: write through [ 7676.285383] sdb: sdb1 [ 7676.298661] sd 7:0:0:0: [sdb] Assuming drive cache: write through [ 7676.298667] sd 7:0:0:0: [sdb] Attached SCSI removable disk with "udevadm info -q all -n /dev/sdb" P: /devices/pci0000:00/0000:00:11.0/0000:02:03.0/usb1/1-1/1-1:1.0/host7/target7:0:0/7:0:0:0/block/sdb N: sdb W: 36 S: block/8:16 S: disk/by-id/usb-Lexar_USB_Flash_Drive_AA5OCYQII8PSQXBB-0:0 S: disk/by-path/pci-0000:02:03.0-usb-0:1:1.0-scsi-0:0:0:0 E: UDEV_LOG=3 E: DEVPATH=/devices/pci0000:00/0000:00:11.0/0000:02:03.0/usb1/1-1/1-1:1.0/host7/target7:0:0/7:0:0:0/block/sdb E: MAJOR=8 E: MINOR=16 E: DEVNAME=/dev/sdb E: DEVTYPE=disk E: SUBSYSTEM=block E: ID_VENDOR=Lexar E: ID_VENDOR_ENC=Lexar\x20\x20\x20 E: ID_VENDOR_ID=05dc E: ID_MODEL=USB_Flash_Drive E: ID_MODEL_ENC=USB\x20Flash\x20Drive\x20 E: ID_MODEL_ID=a813 E: ID_REVISION=1100 E: ID_SERIAL=Lexar_USB_Flash_Drive_AA5OCYQII8PSQXBB-0:0 E: ID_SERIAL_SHORT=AA5OCYQII8PSQXBB E: ID_TYPE=disk E: ID_INSTANCE=0:0 E: ID_BUS=usb E: ID_USB_INTERFACES=:080650: E: ID_USB_INTERFACE_NUM=00 E: ID_USB_DRIVER=usb-storage E: ID_PATH=pci-0000:02:03.0-usb-0:1:1.0-scsi-0:0:0:0 E: ID_PART_TABLE_TYPE=dos E: UDISKS_PRESENTATION_NOPOLICY=0 E: UDISKS_PARTITION_TABLE=1 E: UDISKS_PARTITION_TABLE_SCHEME=mbr E: UDISKS_PARTITION_TABLE_COUNT=1 E: DEVLINKS=/dev/block/8:16 /dev/disk/by-id/usb-Lexar_USB_Flash_Drive_AA5OCYQII8PSQXBB-0:0 /dev/disk/by-path/pci-0000:02:03.0-usb-0:1:1.0-scsi-0:0:0:0 and my software is: Codice: Seleziona tutto #include <stdio.h> #include <libudev.h> #include <stdlib.h> #include <locale.h> #include <unistd.h> int main(void) { struct udev_enumerate *enumerate; struct udev_list_entry *devices, *dev_list_entry; struct udev_device *dev; /* Create the udev object */ struct udev *udev = udev_new(); if (!udev) { printf("Can't create udev\n"); exit(0); } enumerate = udev_enumerate_new(udev); udev_enumerate_add_match_subsystem(enumerate, "scsi_generic"); udev_enumerate_scan_devices(enumerate); devices = udev_enumerate_get_list_entry(enumerate); udev_list_entry_foreach(dev_list_entry, devices) { const char *path; /* Get the filename of the /sys entry for the device and create a udev_device object (dev) representing it */ path = udev_list_entry_get_name(dev_list_entry); dev = udev_device_new_from_syspath(udev, path); /* usb_device_get_devnode() returns the path to the device node itself in /dev. */ printf("Device Node Path: %s\n", udev_device_get_devnode(dev)); /* The device pointed to by dev contains information about the hidraw device. In order to get information about the USB device, get the parent device with the subsystem/devtype pair of "usb"/"usb_device". This will be several levels up the tree, but the function will find it.*/ dev = udev_device_get_parent_with_subsystem_devtype( dev, "block", "disk"); if (!dev) { printf("Errore\n"); exit(1); } /* From here, we can call get_sysattr_value() for each file in the device's /sys entry. The strings passed into these functions (idProduct, idVendor, serial, etc.) correspond directly to the files in the directory which represents the USB device. Note that USB strings are Unicode, UCS2 encoded, but the strings returned from udev_device_get_sysattr_value() are UTF-8 encoded. */ printf(" VID/PID: %s %s\n", udev_device_get_sysattr_value(dev,"idVendor"), udev_device_get_sysattr_value(dev, "idProduct")); printf(" %s\n %s\n", udev_device_get_sysattr_value(dev,"manufacturer"), udev_device_get_sysattr_value(dev,"product")); printf(" serial: %s\n", udev_device_get_sysattr_value(dev, "serial")); udev_device_unref(dev); } /* Free the enumerator object */ udev_enumerate_unref(enumerate); udev_unref(udev); return 0; } the problem is that i obtain in output: Device Node Path: /dev/sg0 Errore and dont view information. subsystem and the devtype i think that are inserted well : "block" and "disk". thanks for help. Bye

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  • LibPCL issues on Ubuntu 13.10

    - by user254885
    i wanted to install the Point Cloud Library but it does not work i use an ODROID board(ARM processor) Some packages could not be installed. This may mean that you have requested an impossible situation or if you are using the unstable distribution that some required packages have not yet been created or been moved out of Incoming. The following information may help to resolve the situation: The following packages have unmet dependencies: libpcl-all : Depends: libpcl-1.7-all but it is not going to be installed E: Unable to correct problems, you have held broken packages. by compiling v1.7 , i get these errors : /usr/lib/gcc/arm-linux-gnueabihf/4.8/../../../arm-linux-gnueabihf/libpthread.a(ptw-fcntl.o): In function `__fcntl_nocancel': /build/buildd/eglibc-2.17/nptl/../sysdeps/unix/sysv/linux/i386/fcntl.c:37: undefined reference to `__libc_do_syscall' /usr/lib/gcc/arm-linux-gnueabihf/4.8/../../../arm-linux-gnueabihf/libpthread.a(ptw-fcntl.o): In function `__libc_fcntl': /build/buildd/eglibc-2.17/nptl/../sysdeps/unix/sysv/linux/i386/fcntl.c:53: undefined reference to `__libc_do_syscall' /build/buildd/eglibc-2.17/nptl/../sysdeps/unix/sysv/linux/i386/fcntl.c:57: undefined reference to `__libc_do_syscall' /usr/lib/gcc/arm-linux-gnueabihf/4.8/../../../arm-linux-gnueabihf/libpthread.a(ptw-open64.o): In function `__libc_open64': /build/buildd/eglibc-2.17/nptl/../sysdeps/unix/sysv/linux/open64.c:41: undefined reference to `__libc_do_syscall' /build/buildd/eglibc-2.17/nptl/../sysdeps/unix/sysv/linux/open64.c:45: undefined reference to `__libc_do_syscall' /usr/lib/gcc/arm-linux-gnueabihf/4.8/../../../arm-linux-gnueabihf/libpthread.a(cancellation.o):/build/buildd/eglibc-2.17/nptl/cancellation.c:96: more undefined references to `__libc_do_syscall' follow collect2: error: ld returned 1 exit status make[2]: *** [bin/pcl_convert_pcd_ascii_binary] Error 1 make[1]: *** [io/tools/CMakeFiles/pcl_convert_pcd_ascii_binary.dir/all] Error 2 make: *** [all] Error 2 i could not find anything in google to solve these errors i believe some packages were not ported for ARM processors any help would be appreciated $ dpkg --list | grep headers ii linux-headers-3.0.63-odroidx2 20130215 ii linux-headers-3.0.71-odroidx2 20130415 ii linux-headers-3.0.74-odroidx2 20130417 ii linux-headers-3.0.75-odroidx2 20130426 ii linux-headers-3.1.10-6 3.1.10-6.10 ii linux-headers-3.1.10-6-ac100 3.1.10-6.10 ii linux-headers-ac100 3.1.10.6.2 installing packages did'nt do well sudo apt-get install linux-generic [sudo] password for odroid: Reading package lists... Done Building dependency tree Reading state information... Done The following packages were automatically installed and are no longer required: debugedit libasound2-dev libestools2.1-dev librpmbuild3 librpmsign1 thunderbird-locale-en thunderbird-locale-en-gb thunderbird-locale-en-us thunderbird-locale-ko Use 'apt-get autoremove' to remove them. The following extra packages will be installed: linux-headers-3.11.0-17 linux-headers-3.11.0-17-generic linux-headers-generic linux-image-3.11.0-17-generic linux-image-generic Suggested packages: fdutils linux-doc-3.11.0 linux-source-3.11.0 linux-tools The following NEW packages will be installed: linux-generic linux-headers-3.11.0-17 linux-headers-3.11.0-17-generic linux-headers-generic linux-image-3.11.0-17-generic linux-image-generic 0 upgraded, 6 newly installed, 0 to remove and 0 not upgraded. Need to get 58.2 MB of archives. After this operation, 203 MB of additional disk space will be used. Do you want to continue [Y/n]? y Get:1 http://ports.ubuntu.com/ubuntu-ports/ saucy-updates/main linux-image-3.11.0-17-generic armhf 3.11.0-17.31 [44.5 MB] Get:2 http://ports.ubuntu.com/ubuntu-ports/ saucy-updates/main linux-image-generic armhf 3.11.0.17.18 [2,356 B] Get:3 http://ports.ubuntu.com/ubuntu-ports/ saucy-updates/main linux-headers-3.11.0-17 all 3.11.0-17.31 [12.6 MB] Get:4 http://ports.ubuntu.com/ubuntu-ports/ saucy-updates/main linux-headers-3.11.0-17-generic armhf 3.11.0-17.31 [1,128 kB] Get:5 http://ports.ubuntu.com/ubuntu-ports/ saucy-updates/main linux-headers-generic armhf 3.11.0.17.18 [2,350 B] Get:6 http://ports.ubuntu.com/ubuntu-ports/ saucy-updates/main linux-generic armhf 3.11.0.17.18 [1,726 B] Fetched 58.2 MB in 13s (4,379 kB/s) Selecting previously unselected package linux-image-3.11.0-17-generic. (Reading database ... 258618 files and directories currently installed.) Unpacking linux-image-3.11.0-17-generic (from .../linux-image-3.11.0-17-generic_3.11.0-17.31_armhf.deb) ... Examining /etc/kernel/preinst.d/ Done. Selecting previously unselected package linux-image-generic. Unpacking linux-image-generic (from .../linux-image-generic_3.11.0.17.18_armhf.deb) ... Selecting previously unselected package linux-headers-3.11.0-17. Unpacking linux-headers-3.11.0-17 (from .../linux-headers-3.11.0-17_3.11.0-17.31_all.deb) ... Selecting previously unselected package linux-headers-3.11.0-17-generic. Unpacking linux-headers-3.11.0-17-generic (from .../linux-headers-3.11.0-17-generic_3.11.0-17.31_armhf.deb) ... Selecting previously unselected package linux-headers-generic. Unpacking linux-headers-generic (from .../linux-headers-generic_3.11.0.17.18_armhf.deb) ... Selecting previously unselected package linux-generic. Unpacking linux-generic (from .../linux-generic_3.11.0.17.18_armhf.deb) ... Setting up linux-image-3.11.0-17-generic (3.11.0-17.31) ... Running depmod. update-initramfs: deferring update (hook will be called later) cp: cannot stat ‘/boot/initrd.img-3.11.0-17-generic’: No such file or directory Failed to copy /boot/initrd.img-3.11.0-17-generic to /boot/initrd.img at /var/lib/dpkg/info/linux-image-3.11.0-17-generic.postinst line 730. dpkg: error processing linux-image-3.11.0-17-generic (--configure): subprocess installed post-installation script returned error exit status 2 dpkg: dependency problems prevent configuration of linux-image-generic: linux-image-generic depends on linux-image-3.11.0-17-generic; however: Package linux-image-3.11.0-17-generic is not configured yet. dpkg: error processing linux-image-generic (--configure): dependency problems - leaving unconfigured Setting up linux-headers-3.11.0-17 (3.11.0-17.31) ... No apport report written because MaxReports is reached already No apport report written because MaxReports is reached already Setting up linux-headers-3.11.0-17-generic (3.11.0-17.31) ... Examining /etc/kernel/header_postinst.d. Setting up linux-headers-generic (3.11.0.17.18) ... dpkg: dependency problems prevent configuration of linux-generic: linux-generic depends on linux-image-generic (= 3.11.0.17.18); however: Package linux-image-generic is not configured yet. dpkg: error processing linux-generic (--configure): dependency problems - leaving unconfigured No apport report written because MaxReports is reached already Errors were encountered while processing: linux-image-3.11.0-17-generic linux-image-generic linux-generic E: Sub-process /usr/bin/dpkg returned an error code (1) i had to uninstall these cos they were messing up other packages installation(buildessentials were already installed)

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  • C#: Does an IDisposable in a Halted Iterator Dispose?

    - by James Michael Hare
    If that sounds confusing, let me give you an example. Let's say you expose a method to read a database of products, and instead of returning a List<Product> you return an IEnumerable<Product> in iterator form (yield return). This accomplishes several good things: The IDataReader is not passed out of the Data Access Layer which prevents abstraction leak and resource leak potentials. You don't need to construct a full List<Product> in memory (which could be very big) if you just want to forward iterate once. If you only want to consume up to a certain point in the list, you won't incur the database cost of looking up the other items. This could give us an example like: 1: // a sample data access object class to do standard CRUD operations. 2: public class ProductDao 3: { 4: private DbProviderFactory _factory = SqlClientFactory.Instance 5:  6: // a method that would retrieve all available products 7: public IEnumerable<Product> GetAvailableProducts() 8: { 9: // must create the connection 10: using (var con = _factory.CreateConnection()) 11: { 12: con.ConnectionString = _productsConnectionString; 13: con.Open(); 14:  15: // create the command 16: using (var cmd = _factory.CreateCommand()) 17: { 18: cmd.Connection = con; 19: cmd.CommandText = _getAllProductsStoredProc; 20: cmd.CommandType = CommandType.StoredProcedure; 21:  22: // get a reader and pass back all results 23: using (var reader = cmd.ExecuteReader()) 24: { 25: while(reader.Read()) 26: { 27: yield return new Product 28: { 29: Name = reader["product_name"].ToString(), 30: ... 31: }; 32: } 33: } 34: } 35: } 36: } 37: } The database details themselves are irrelevant. I will say, though, that I'm a big fan of using the System.Data.Common classes instead of your provider specific counterparts directly (SqlCommand, OracleCommand, etc). This lets you mock your data sources easily in unit testing and also allows you to swap out your provider in one line of code. In fact, one of the shared components I'm most proud of implementing was our group's DatabaseUtility library that simplifies all the database access above into one line of code in a thread-safe and provider-neutral way. I went with my own flavor instead of the EL due to the fact I didn't want to force internal company consumers to use the EL if they didn't want to, and it made it easy to allow them to mock their database for unit testing by providing a MockCommand, MockConnection, etc that followed the System.Data.Common model. One of these days I'll blog on that if anyone's interested. Regardless, you often have situations like the above where you are consuming and iterating through a resource that must be closed once you are finished iterating. For the reasons stated above, I didn't want to return IDataReader (that would force them to remember to Dispose it), and I didn't want to return List<Product> (that would force them to hold all products in memory) -- but the first time I wrote this, I was worried. What if you never consume the last item and exit the loop? Are the reader, command, and connection all disposed correctly? Of course, I was 99.999999% sure the creators of C# had already thought of this and taken care of it, but inspection in Reflector was difficult due to the nature of the state machines yield return generates, so I decided to try a quick example program to verify whether or not Dispose() will be called when an iterator is broken from outside the iterator itself -- i.e. before the iterator reports there are no more items. So I wrote a quick Sequencer class with a Dispose() method and an iterator for it. Yes, it is COMPLETELY contrived: 1: // A disposable sequence of int -- yes this is completely contrived... 2: internal class Sequencer : IDisposable 3: { 4: private int _i = 0; 5: private readonly object _mutex = new object(); 6:  7: // Constructs an int sequence. 8: public Sequencer(int start) 9: { 10: _i = start; 11: } 12:  13: // Gets the next integer 14: public int GetNext() 15: { 16: lock (_mutex) 17: { 18: return _i++; 19: } 20: } 21:  22: // Dispose the sequence of integers. 23: public void Dispose() 24: { 25: // force output immediately (flush the buffer) 26: Console.WriteLine("Disposed with last sequence number of {0}!", _i); 27: Console.Out.Flush(); 28: } 29: } And then I created a generator (infinite-loop iterator) that did the using block for auto-Disposal: 1: // simply defines an extension method off of an int to start a sequence 2: public static class SequencerExtensions 3: { 4: // generates an infinite sequence starting at the specified number 5: public static IEnumerable<int> GetSequence(this int starter) 6: { 7: // note the using here, will call Dispose() when block terminated. 8: using (var seq = new Sequencer(starter)) 9: { 10: // infinite loop on this generator, means must be bounded by caller! 11: while(true) 12: { 13: yield return seq.GetNext(); 14: } 15: } 16: } 17: } This is really the same conundrum as the database problem originally posed. Here we are using iteration (yield return) over a large collection (infinite sequence of integers). If we cut the sequence short by breaking iteration, will that using block exit and hence, Dispose be called? Well, let's see: 1: // The test program class 2: public class IteratorTest 3: { 4: // The main test method. 5: public static void Main() 6: { 7: Console.WriteLine("Going to consume 10 of infinite items"); 8: Console.Out.Flush(); 9:  10: foreach(var i in 0.GetSequence()) 11: { 12: // could use TakeWhile, but wanted to output right at break... 13: if(i >= 10) 14: { 15: Console.WriteLine("Breaking now!"); 16: Console.Out.Flush(); 17: break; 18: } 19:  20: Console.WriteLine(i); 21: Console.Out.Flush(); 22: } 23:  24: Console.WriteLine("Done with loop."); 25: Console.Out.Flush(); 26: } 27: } So, what do we see? Do we see the "Disposed" message from our dispose, or did the Dispose get skipped because from an "eyeball" perspective we should be locked in that infinite generator loop? Here's the results: 1: Going to consume 10 of infinite items 2: 0 3: 1 4: 2 5: 3 6: 4 7: 5 8: 6 9: 7 10: 8 11: 9 12: Breaking now! 13: Disposed with last sequence number of 11! 14: Done with loop. Yes indeed, when we break the loop, the state machine that C# generates for yield iterate exits the iteration through the using blocks and auto-disposes the IDisposable correctly. I must admit, though, the first time I wrote one, I began to wonder and that led to this test. If you've never seen iterators before (I wrote a previous entry here) the infinite loop may throw you, but you have to keep in mind it is not a linear piece of code, that every time you hit a "yield return" it cedes control back to the state machine generated for the iterator. And this state machine, I'm happy to say, is smart enough to clean up the using blocks correctly. I suspected those wily guys and gals at Microsoft engineered it well, and I wasn't disappointed. But, I've been bitten by assumptions before, so it's good to test and see. Yes, maybe you knew it would or figured it would, but isn't it nice to know? And as those campy 80s G.I. Joe cartoon public service reminders always taught us, "Knowing is half the battle...". Technorati Tags: C#,.NET

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  • Collide with rotation of the object

    - by Lahiru
    I'm developing a mirror for lazer beam(Ball sprite). There I'm trying to redirect the laze beam according to the ration degree of the mirror(Rectangle). How can I collide the ball to the correct angle if the colliding object is with some angle(45 deg) rather than colliding back. here is an screen shot of my work here is my code using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace collision { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D ballTexture; Rectangle ballBounds; Vector2 ballPosition; Vector2 ballVelocity; float ballSpeed = 30f; Texture2D blockTexture; Rectangle blockBounds; Vector2 blockPosition; private Vector2 origin; KeyboardState keyboardState; //Font SpriteFont Font1; Vector2 FontPos; private String displayText; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here ballPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height * 0.25f); blockPosition = new Vector2(this.GraphicsDevice.Viewport.Width / 2, this.GraphicsDevice.Viewport.Height /2); ballVelocity = new Vector2(0, 1); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); ballTexture = Content.Load<Texture2D>("ball"); blockTexture = Content.Load<Texture2D>("mirror"); //create rectangles based off the size of the textures ballBounds = new Rectangle((int)(ballPosition.X - ballTexture.Width / 2), (int)(ballPosition.Y - ballTexture.Height / 2), ballTexture.Width, ballTexture.Height); blockBounds = new Rectangle((int)(blockPosition.X - blockTexture.Width / 2), (int)(blockPosition.Y - blockTexture.Height / 2), blockTexture.Width, blockTexture.Height); origin.X = blockTexture.Width / 2; origin.Y = blockTexture.Height / 2; // TODO: use this.Content to load your game content here Font1 = Content.Load<SpriteFont>("SpriteFont1"); FontPos = new Vector2(graphics.GraphicsDevice.Viewport.Width - 100, 20); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> /// private float RotationAngle; float circle = MathHelper.Pi * 2; float angle; protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here //check for collision between the ball and the block, or if the ball is outside the bounds of the screen if (ballBounds.Intersects(blockBounds) || !GraphicsDevice.Viewport.Bounds.Contains(ballBounds)) { //we have a simple collision! //if it has hit, swap the direction of the ball, and update it's position ballVelocity = -ballVelocity; ballPosition += ballVelocity * ballSpeed; } else { //move the ball a bit ballPosition += ballVelocity * ballSpeed; } //update bounding boxes ballBounds.X = (int)ballPosition.X; ballBounds.Y = (int)ballPosition.Y; blockBounds.X = (int)blockPosition.X; blockBounds.Y = (int)blockPosition.Y; keyboardState = Keyboard.GetState(); float val = 1.568017f/90; if (keyboardState.IsKeyDown(Keys.Space)) RotationAngle = RotationAngle + (float)Math.PI; if (keyboardState.IsKeyDown(Keys.Left)) RotationAngle = RotationAngle - val; angle = (float)Math.PI / 4.0f; // 90 degrees RotationAngle = angle; // RotationAngle = RotationAngle % circle; displayText = RotationAngle.ToString(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(); // Find the center of the string Vector2 FontOrigin = Font1.MeasureString(displayText) / 2; spriteBatch.DrawString(Font1, displayText, FontPos, Color.White, 0, FontOrigin, 1.0f, SpriteEffects.None, 0.5f); spriteBatch.Draw(ballTexture, ballPosition, Color.White); spriteBatch.Draw(blockTexture, blockPosition,null, Color.White, RotationAngle,origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } } }

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  • XNA: Rotating Bones

    - by MLM
    XNA 4.0 I am trying to learn how to rotate bones on a very simple tank model I made in Cinema 4D. It is rigged by 3 bones, Root - Main - Turret - Barrel I have binded all of the objects to the bones so that all translations/rotations work as planned in C4D. I exported it as .fbx I based my test project after: http://create.msdn.com/en-US/education/catalog/sample/simple_animation I can build successfully with no errors but all the rotations I try to do to my bones have no effect. I can transform my Root successfully using below but the bone transforms have no effect: myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; I am wondering if my model is just not right or something important I am missing in the code. Here is my Game1.cs using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; float aspectRatio; Tank myModel; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here myModel = new Tank(); base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here myModel.Load(Content); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here float time = (float)gameTime.TotalGameTime.TotalSeconds; // Move the pieces /* myModel.TurretRotation = (float)Math.Sin(time * 0.333f) * 1.25f; myModel.BarrelRotation = (float)Math.Sin(time * 0.25f) * 0.333f - 0.333f; */ base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // Calculate the camera matrices. float time = (float)gameTime.TotalGameTime.TotalSeconds; Matrix rotation = Matrix.CreateRotationY(MathHelper.ToRadians(45)); Matrix view = Matrix.CreateLookAt(new Vector3(2000, 500, 0), new Vector3(0, 150, 0), Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 10, 10000); // TODO: Add your drawing code here myModel.Draw(rotation, view, projection); base.Draw(gameTime); } } } And here is my tank class: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace ModelTesting { public class Tank { Model myModel; // Array holding all the bone transform matrices for the entire model. // We could just allocate this locally inside the Draw method, but it // is more efficient to reuse a single array, as this avoids creating // unnecessary garbage. public Matrix[] boneTransforms; // Shortcut references to the bones that we are going to animate. // We could just look these up inside the Draw method, but it is more // efficient to do the lookups while loading and cache the results. ModelBone MainBone; ModelBone TurretBone; ModelBone BarrelBone; // Store the original transform matrix for each animating bone. Matrix MainTransform; Matrix TurretTransform; Matrix BarrelTransform; // current animation positions float turretRotationValue; float barrelRotationValue; /// <summary> /// Gets or sets the turret rotation amount. /// </summary> public float TurretRotation { get { return turretRotationValue; } set { turretRotationValue = value; } } /// <summary> /// Gets or sets the barrel rotation amount. /// </summary> public float BarrelRotation { get { return barrelRotationValue; } set { barrelRotationValue = value; } } /// <summary> /// Load the model /// </summary> public void Load(ContentManager Content) { // TODO: use this.Content to load your game content here myModel = Content.Load<Model>("Models\\simple_tank02"); MainBone = myModel.Bones["Main"]; TurretBone = myModel.Bones["Turret"]; BarrelBone = myModel.Bones["Barrel"]; MainTransform = MainBone.Transform; TurretTransform = TurretBone.Transform; BarrelTransform = BarrelBone.Transform; // Allocate the transform matrix array. boneTransforms = new Matrix[myModel.Bones.Count]; } public void Draw(Matrix world, Matrix view, Matrix projection) { myModel.Root.Transform = world; Matrix turretRotation = Matrix.CreateRotationY(MathHelper.ToRadians(37)); Matrix barrelRotation = Matrix.CreateRotationX(barrelRotationValue); MainBone.Transform = MainTransform; TurretBone.Transform = turretRotation * TurretTransform; BarrelBone.Transform = barrelRotation * BarrelTransform; myModel.CopyAbsoluteBoneTransformsTo(boneTransforms); // Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } // Draw the mesh, will use the effects set above mesh.Draw(); } } } }

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  • Library like ENet, but for TCP?

    - by Milo
    I'm not looking to use boost::asio, it is overly complex for my needs. I'm building a game that is cross platform, for desktop, iPhone and Android. I found a library called ENet which is pretty much what I need, but it uses UDP which does not seem to support encryption and a few other things. Given that the game is an event driven card game, TCP seems like the right fit. However, all I have found is WINSOCK / berkley sockets and bost::asio. Here is a sample client server application with ENet: #include <enet/enet.h> #include <stdlib.h> #include <string> #include <iostream> class Host { ENetAddress address; ENetHost * server; ENetHost* client; ENetEvent event; public: Host() :server(NULL) { enet_initialize(); setupServer(); } void setupServer() { if(server) { enet_host_destroy(server); server = NULL; } address.host = ENET_HOST_ANY; /* Bind the server to port 1234. */ address.port = 1721; server = enet_host_create (& address /* the address to bind the server host to */, 32 /* allow up to 32 clients and/or outgoing connections */, 2 /* allow up to 2 channels to be used, 0 and 1 */, 0 /* assume any amount of incoming bandwidth */, 0 /* assume any amount of outgoing bandwidth */); } void daLoop() { while(true) { /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (server, & event, 5000) > 0) { ENetPacket * packet; switch (event.type) { case ENET_EVENT_TYPE_CONNECT: printf ("A new client connected from %x:%u.\n", event.peer -> address.host, event.peer -> address.port); /* Store any relevant client information here. */ event.peer -> data = "Client information"; /* Create a reliable packet of size 7 containing "packet\0" */ packet = enet_packet_create ("packet", strlen ("packet") + 1, ENET_PACKET_FLAG_RELIABLE); /* Extend the packet so and append the string "foo", so it now */ /* contains "packetfoo\0" */ enet_packet_resize (packet, strlen ("packetfoo") + 1); strcpy ((char*)& packet -> data [strlen ("packet")], "foo"); /* Send the packet to the peer over channel id 0. */ /* One could also broadcast the packet by */ /* enet_host_broadcast (host, 0, packet); */ enet_peer_send (event.peer, 0, packet); /* One could just use enet_host_service() instead. */ enet_host_flush (server); break; case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; case ENET_EVENT_TYPE_DISCONNECT: printf ("%s disconected.\n", event.peer -> data); /* Reset the peer's client information. */ event.peer -> data = NULL; } } } } ~Host() { if(server) { enet_host_destroy(server); server = NULL; } atexit (enet_deinitialize); } }; class Client { ENetAddress address; ENetEvent event; ENetPeer *peer; ENetHost* client; public: Client() :peer(NULL) { enet_initialize(); setupPeer(); } void setupPeer() { client = enet_host_create (NULL /* create a client host */, 1 /* only allow 1 outgoing connection */, 2 /* allow up 2 channels to be used, 0 and 1 */, 57600 / 8 /* 56K modem with 56 Kbps downstream bandwidth */, 14400 / 8 /* 56K modem with 14 Kbps upstream bandwidth */); if (client == NULL) { fprintf (stderr, "An error occurred while trying to create an ENet client host.\n"); exit (EXIT_FAILURE); } /* Connect to some.server.net:1234. */ enet_address_set_host (& address, "192.168.2.13"); address.port = 1721; /* Initiate the connection, allocating the two channels 0 and 1. */ peer = enet_host_connect (client, & address, 2, 0); if (peer == NULL) { fprintf (stderr, "No available peers for initiating an ENet connection.\n"); exit (EXIT_FAILURE); } /* Wait up to 5 seconds for the connection attempt to succeed. */ if (enet_host_service (client, & event, 20000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT) { std::cout << "Connection to some.server.net:1234 succeeded." << std::endl; } else { /* Either the 5 seconds are up or a disconnect event was */ /* received. Reset the peer in the event the 5 seconds */ /* had run out without any significant event. */ enet_peer_reset (peer); puts ("Connection to some.server.net:1234 failed."); } } void daLoop() { ENetPacket* packet; /* Create a reliable packet of size 7 containing "packet\0" */ packet = enet_packet_create ("backet", strlen ("backet") + 1, ENET_PACKET_FLAG_RELIABLE); /* Extend the packet so and append the string "foo", so it now */ /* contains "packetfoo\0" */ enet_packet_resize (packet, strlen ("backetfoo") + 1); strcpy ((char*)& packet -> data [strlen ("backet")], "foo"); /* Send the packet to the peer over channel id 0. */ /* One could also broadcast the packet by */ /* enet_host_broadcast (host, 0, packet); */ enet_peer_send (event.peer, 0, packet); /* One could just use enet_host_service() instead. */ enet_host_flush (client); while(true) { /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service (client, & event, 1000) > 0) { ENetPacket * packet; switch (event.type) { case ENET_EVENT_TYPE_RECEIVE: printf ("A packet of length %u containing %s was received from %s on channel %u.\n", event.packet -> dataLength, event.packet -> data, event.peer -> data, event.channelID); /* Clean up the packet now that we're done using it. */ enet_packet_destroy (event.packet); break; } } } } ~Client() { atexit (enet_deinitialize); } }; int main() { std::string a; std::cin >> a; if(a == "host") { Host host; host.daLoop(); } else { Client c; c.daLoop(); } return 0; } I looked at some socket tutorials and they seemed a bit too low level. I just need something that abstracts away the platform (eg, no WINSOCKS) and that has basic ability to keep track of connected clients and send them messages. Thanks

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • GLSL compiler messages from different vendors [on hold]

    - by revers
    I'm writing a GLSL shader editor and I want to parse GLSL compiler messages to make hyperlinks to invalid lines in a shader code. I know that these messages are vendor specific but currently I have access only to AMD's video cards. I want to handle at least NVidia's and Intel's hardware, apart from AMD's. If you have video card from different vendor than AMD, could you please give me the output of following C++ program: #include <GL/glew.h> #include <GL/freeglut.h> #include <iostream> using namespace std; #define STRINGIFY(X) #X static const char* fs = STRINGIFY( out vec4 out_Color; mat4 m; void main() { vec3 v3 = vec3(1.0); vec2 v2 = v3; out_Color = vec4(5.0 * v2.x, 1.0); vec3 k = 3.0; float = 5; } ); static const char* vs = STRINGIFY( in vec3 in_Position; void main() { vec3 v(5); gl_Position = vec4(in_Position, 1.0); } ); void printShaderInfoLog(GLint shader) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetShaderInfoLog(shader, infoLogLen, &charsWritten, infoLog); cout << "Log:\n" << infoLog << endl; delete [] infoLog; } } void printProgramInfoLog(GLint program) { int infoLogLen = 0; int charsWritten = 0; GLchar *infoLog; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLen); if (infoLogLen > 0) { infoLog = new GLchar[infoLogLen]; glGetProgramInfoLog(program, infoLogLen, &charsWritten, infoLog); cout << "Program log:\n" << infoLog << endl; delete [] infoLog; } } void initShaders() { GLuint v = glCreateShader(GL_VERTEX_SHADER); GLuint f = glCreateShader(GL_FRAGMENT_SHADER); GLint vlen = strlen(vs); GLint flen = strlen(fs); glShaderSource(v, 1, &vs, &vlen); glShaderSource(f, 1, &fs, &flen); GLint compiled; glCompileShader(v); bool succ = true; glGetShaderiv(v, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Vertex shader not compiled." << endl; succ = false; } printShaderInfoLog(v); glCompileShader(f); glGetShaderiv(f, GL_COMPILE_STATUS, &compiled); if (!compiled) { cout << "Fragment shader not compiled." << endl; succ = false; } printShaderInfoLog(f); GLuint p = glCreateProgram(); glAttachShader(p, v); glAttachShader(p, f); glLinkProgram(p); glUseProgram(p); printProgramInfoLog(p); if (!succ) { exit(-1); } delete [] vs; delete [] fs; } int main(int argc, char* argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(600, 600); glutCreateWindow("Triangle Test"); glewInit(); GLenum err = glewInit(); if (GLEW_OK != err) { cout << "glewInit failed, aborting." << endl; exit(1); } cout << "Using GLEW " << glewGetString(GLEW_VERSION) << endl; const GLubyte* renderer = glGetString(GL_RENDERER); const GLubyte* vendor = glGetString(GL_VENDOR); const GLubyte* version = glGetString(GL_VERSION); const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION); GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); cout << "GL Vendor : " << vendor << endl; cout << "GL Renderer : " << renderer << endl; cout << "GL Version : " << version << endl; cout << "GL Version : " << major << "." << minor << endl; cout << "GLSL Version : " << glslVersion << endl; initShaders(); return 0; } On my video card it gives: Status: Using GLEW 1.7.0 GL Vendor : ATI Technologies Inc. GL Renderer : ATI Radeon HD 4250 GL Version : 3.3.11631 Compatibility Profile Context GL Version : 3.3 GLSL Version : 3.30 Vertex shader not compiled. Log: Vertex shader failed to compile with the following errors: ERROR: 0:1: error(#132) Syntax error: '5' parse error ERROR: error(#273) 1 compilation errors. No code generated Fragment shader not compiled. Log: Fragment shader failed to compile with the following errors: WARNING: 0:1: warning(#402) Implicit truncation of vector from size 3 to size 2. ERROR: 0:1: error(#174) Not enough data provided for construction constructor WARNING: 0:1: warning(#402) Implicit truncation of vector from size 1 to size 3. ERROR: 0:1: error(#132) Syntax error: '=' parse error ERROR: error(#273) 2 compilation errors. No code generated Program log: Vertex and Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed. Or if you like, you could give me other compiler messages than proposed by me. To summarize, the question is: What are GLSL compiler messages formats (INFOs, WARNINGs, ERRORs) for different vendors? Please give me examples or pattern explanation. EDIT: Ok, it seems that this question is too broad, then shortly: How does NVidia's and Intel's GLSL compilers present ERROR and WARNING messages? AMD/ATI uses patterns like this: ERROR: <position>:<line_number>: <message> WARNING: <position>:<line_number>: <message> (examples are above).

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  • Error while installation of CHMSee

    - by Anshuman Chakraborty
    I have recently migrated from Windows to Ubuntu. My current locale shows below output :- cha@COMPUTER:~$ locale LANG=en_IN LANGUAGE=en_IN:en LC_CTYPE="en_IN" LC_NUMERIC="en_IN" LC_TIME="en_IN" LC_COLLATE="en_IN" LC_MONETARY="en_IN" LC_MESSAGES="en_IN" LC_PAPER="en_IN" LC_NAME="en_IN" LC_ADDRESS="en_IN" LC_TELEPHONE="en_IN" LC_MEASUREMENT="en_IN" LC_IDENTIFICATION="en_IN" LC_ALL= When I am trying to install CHMSee (or any other Application) using UBUNTU Software Center. I am getting below error. installArchives() failed: perl: warning: Setting locale failed. perl: warning: Please check that your locale settings: LANGUAGE = (unset), LC_ALL = (unset), LANG = "en_IN.ISO8859-1" are supported and installed on your system. perl: warning: Falling back to the standard locale ("C"). locale: Cannot set LC_CTYPE to default locale: No such file or directory locale: Cannot set LC_MESSAGES to default locale: No such file or directory locale: Cannot set LC_ALL to default locale: No such file or directory perl: warning: Setting locale failed. perl: warning: Please check that your locale settings: LANGUAGE = (unset), LC_ALL = (unset), LANG = "en_IN.ISO8859-1" are supported and installed on your system. perl: warning: Falling back to the standard locale ("C"). locale: Cannot set LC_CTYPE to default locale: No such file or directory locale: Cannot set LC_MESSAGES to default locale: No such file or directory locale: Cannot set LC_ALL to default locale: No such file or directory perl: warning: Setting locale failed. perl: warning: Please check that your locale settings: LANGUAGE = (unset), LC_ALL = (unset), LANG = "en_IN.ISO8859-1" are supported and installed on your system. perl: warning: Falling back to the standard locale ("C"). locale: Cannot set LC_CTYPE to default locale: No such file or directory locale: Cannot set LC_MESSAGES to default locale: No such file or directory locale: Cannot set LC_ALL to default locale: No such file or directory perl: warning: Setting locale failed. perl: warning: Please check that your locale settings: LANGUAGE = (unset), LC_ALL = (unset), LANG = "en_IN.ISO8859-1" are supported and installed on your system. perl: warning: Falling back to the standard locale ("C"). locale: Cannot set LC_CTYPE to default locale: No such file or directory locale: Cannot set LC_MESSAGES to default locale: No such file or directory locale: Cannot set LC_ALL to default locale: No such file or directory Selecting previously unselected package libchm1. (Reading database ... (Reading database ... 5% (Reading database ... 10% (Reading database ... 15% (Reading database ... 20% (Reading database ... 25% (Reading database ... 30% (Reading database ... 35% (Reading database ... 40% (Reading database ... 45% (Reading database ... 50% (Reading database ... 55% (Reading database ... 60% (Reading database ... 65% (Reading database ... 70% (Reading database ... 75% (Reading database ... 80% (Reading database ... 85% (Reading database ... 90% (Reading database ... 95% (Reading database ... 100% (Reading database ... 207053 files and directories currently installed.) Unpacking libchm1 (from .../libchm1_2%3a0.40a-1_i386.deb) ... Selecting previously unselected package libjavascriptcoregtk-1.0-0. Unpacking libjavascriptcoregtk-1.0-0 (from .../libjavascriptcoregtk-1.0-0_1.8.0-0ubuntu2_i386.deb) ... Selecting previously unselected package libwebkitgtk-1.0-common. Unpacking libwebkitgtk-1.0-common (from .../libwebkitgtk-1.0-common_1.8.0-0ubuntu2_all.deb) ... Selecting previously unselected package libwebkitgtk-1.0-0. Unpacking libwebkitgtk-1.0-0 (from .../libwebkitgtk-1.0-0_1.8.0-0ubuntu2_i386.deb) ... Selecting previously unselected package chmsee. Unpacking chmsee (from .../chmsee_1.3.0-2ubuntu2_i386.deb) ... Processing triggers for bamfdaemon ... Rebuilding /usr/share/applications/bamf.index... Processing triggers for desktop-file-utils ... Processing triggers for gnome-menus ... Processing triggers for hicolor-icon-theme ... Processing triggers for man-db ... locale: Cannot set LC_CTYPE to default locale: No such file or directory locale: Cannot set LC_MESSAGES to default locale: No such file or directory locale: Cannot set LC_ALL to default locale: No such file or directory Setting up qmail (1.06-4) ... The hostname -f command returned: $1 Your system needs to have a fully qualified domain name (fqdn) in order to install the var-qmail packages. Installation aborted. dpkg: error processing qmail (--configure): subprocess installed post-installation script returned error exit status 1 dpkg: dependency problems prevent configuration of qmail-run: qmail-run depends on qmail (>= 1.06-2.1); however: Package qmail is not configured yet. dpkg: error processing qmail-run (--configure): dependency problems - leaving unconfigured Setting up libchm1 (2:0.40a-1) ... No apport report written because the error message indicates its a followup error from a previous failure. Setting up libjavascriptcoregtk-1.0-0 (1.8.0-0ubuntu2) ... Setting up libwebkitgtk-1.0-common (1.8.0-0ubuntu2) ... Setting up libwebkitgtk-1.0-0 (1.8.0-0ubuntu2) ... Setting up chmsee (1.3.0-2ubuntu2) ... Processing triggers for libc-bin ... ldconfig deferred processing now taking place Errors were encountered while processing: qmail qmail-run Error in function: SystemError: E:Sub-process /usr/bin/dpkg returned an error code (1) Setting up qmail (1.06-4) ... The hostname -f command returned: $1 Your system needs to have a fully qualified domain name (fqdn) in order to install the var-qmail packages. Installation aborted. dpkg: error processing qmail (--configure): subprocess installed post-installation script returned error exit status 1 dpkg: dependency problems prevent configuration of qmail-run: qmail-run depends on qmail (>= 1.06-2.1); however: Package qmail is not configured yet. dpkg: error processing qmail-run (--configure): dependency problems - leaving unconfigured Can someone please help me in resolving this issue. The elaboration would be most appreciated since I am very new to this. Thanks, Anshuman Chakraborty

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  • Character jump animation is not working when i hit the space bar

    - by muzzy
    i am having an issue with my game in XNA. My jump sprite sheet for my character does not trigger when i hit the space bar. I cant seem to find the problem. Please help me. I am also put the code below to make things easier. namespace WindowsGame4 { public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // start of new code Texture2D playerWalk; // sprite sheet of walk cycle (14 frames) Texture2D idle; // idle animation Texture2D jump; // jump animation Vector2 playerPos; // to hold x and y position info for the player Point frameDimensions; // to hold width and height values for the frames int presentFrame; // to record which frame we are on at any given time int noOfFrames; // to hold the total number of frames in the spritesheet int elapsedTime; // to know how long each frame has been shown int frameDuration; // to hold info about how long each frame should be shown SpriteEffects flipDirection; // SpriteEffects object int speed; //rate of movement int upMovement; int downMovement; int rightMovement; int leftMovement; int jumpApex; string state; //this is going to be "idle","walking" or "jumping". KeyboardState previousKeyboardState; Vector2 originalPlayerPos; Vector2 movementDirection; Vector2 movementSpeed; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } protected override void Initialize() { // textures will be defined in the LoadContent() method playerPos = new Vector2(0, 200); // starting position for the player is at the left of the screen, and a Y position of 200 frameDimensions = new Point(55, 65); // each frame in the idle sprite sheet is 55 wide by 65 high presentFrame = 0; // start at frame 0 noOfFrames = 5; // there are 5 frames in the idle cycle elapsedTime = 0; // set elapsed time to start at 0 frameDuration = 80; // 80 milliseconds is how long each frame will show for (the higher the number, the slower the animation) flipDirection = SpriteEffects.None; // set the value of flipDirection to none speed = 200; upMovement = -2; downMovement = 2; rightMovement = 1; leftMovement = -1; jumpApex = 100; state = "idle"; previousKeyboardState = Keyboard.GetState(); originalPlayerPos = Vector2.Zero; movementDirection = Vector2.Zero; movementSpeed = Vector2.Zero; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); playerWalk = Content.Load<Texture2D>("sprites/walkSmall"); // load the walk cycle spritesheet idle = Content.Load<Texture2D>("sprites/idleCycle"); // load the idle cycle sprite sheet jump = Content.Load<Texture2D>("sprites/jump"); // load the jump cycle sprite sheet } protected override void UnloadContent() // we're not using this method at the moment { } protected override void Update(GameTime gameTime) // Update method - used it to call a number of other methods { if (Keyboard.GetState().IsKeyDown(Keys.Escape)) { this.Exit(); // Exit the game if the Escape key is pressed } KeyboardState presentKeyboardState = Keyboard.GetState(); UpdateMovement(presentKeyboardState, gameTime); UpdateIdle(presentKeyboardState, gameTime); UpdateJump(presentKeyboardState); UpdateAnimation(gameTime); playerPos += movementDirection * movementSpeed * (float)gameTime.ElapsedGameTime.TotalSeconds; previousKeyboardState = presentKeyboardState; base.Update(gameTime); } private void UpdateAnimation(GameTime gameTime) { elapsedTime += gameTime.ElapsedGameTime.Milliseconds; if (elapsedTime > frameDuration) { elapsedTime -= frameDuration; elapsedTime = elapsedTime - frameDuration; presentFrame++; if (presentFrame > noOfFrames) if (state != "jumping") { presentFrame = 0; } else { presentFrame = 8; } } } protected void UpdateMovement(KeyboardState presentKeyboardState, GameTime gameTime) { if (state == "idle") { movementSpeed = Vector2.Zero; movementDirection = Vector2.Zero; if (presentKeyboardState.IsKeyDown(Keys.Left)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = leftMovement; flipDirection = SpriteEffects.FlipHorizontally; } if (presentKeyboardState.IsKeyDown(Keys.Right)) { state = "walking"; movementSpeed.X = speed; movementDirection.X = rightMovement; flipDirection = SpriteEffects.None; } } } private void UpdateIdle(KeyboardState presentKeyboardState, GameTime gameTime) { if ((presentKeyboardState.IsKeyUp(Keys.Left) && previousKeyboardState.IsKeyDown(Keys.Left) || presentKeyboardState.IsKeyUp(Keys.Right) && previousKeyboardState.IsKeyDown(Keys.Right) && state != "jumping")) { state = "idle"; } } private void UpdateJump(KeyboardState presentKeyboardState) { if (state == "walking" || state == "idle") { if (presentKeyboardState.IsKeyDown(Keys.Space) && !presentKeyboardState.IsKeyDown(Keys.Space)) { presentFrame = 1; DoJump(); } } if (state == "jumping") { if (originalPlayerPos.Y - playerPos.Y > jumpApex) { movementDirection.Y = downMovement; } if (playerPos.Y > originalPlayerPos.Y) { playerPos.Y = originalPlayerPos.Y; state = "idle"; movementDirection = Vector2.Zero; } } } private void DoJump() { if (state != "jumping") { state = "jumping"; originalPlayerPos = playerPos; movementDirection.Y = upMovement; movementSpeed = new Vector2(speed, speed); } } protected override void Draw(GameTime gameTime) // Draw method { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); // begin the spritebatch if (state == "walking") { noOfFrames = 14; frameDimensions = new Point(55, 65); Vector2 playerWalkPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(playerWalk, playerWalkPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "idle") { noOfFrames = 5; frameDimensions = new Point(55, 65); Vector2 idlePos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(idle, idlePos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } if (state == "jumping") { noOfFrames = 9; frameDimensions = new Point(55, 92); Vector2 jumpPos = new Vector2(playerPos.X, playerPos.Y - 28); spriteBatch.Draw(jump, jumpPos, new Rectangle((presentFrame * frameDimensions.X), 0, frameDimensions.X, frameDimensions.Y), Color.White, 0, Vector2.Zero, 1, flipDirection, 0); } spriteBatch.End(); // end the spritebatch commands base.Draw(gameTime); } } }

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  • What's the best/most efficent way to create a semi-intelligent AI for a tic tac toe game?

    - by Link
    basically I am attempting to make a a efficient/smallish C game of Tic-Tac-Toe. I have implemented everything other then the AI for the computer so far. my squares are basically structs in an array with an assigned value based on the square. For example s[1].value = 1; therefore it's a x, and then a value of 3 would be a o. My question is whats the best way to create a semi-decent game playing AI for my tic-tac-toe game? I don't really want to use minimax, since It's not what I need. So how do I avoid a a lot of if statments and make it more efficient. Here is the rest of my code: #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> struct state{ // defined int state; // 0 is tie, 1 is user loss, 2 is user win, 3 is ongoing game int moves; }; struct square{ // one square of the board int value; // 1 is x, 3 is o char sign; // no space used }; struct square s[9]; //set up the struct struct state gamestate = {0,0}; //nothing void setUpGame(){ // setup the game int i = 0; for(i = 0; i < 9; i++){ s[i].value = 0; s[i].sign = ' '; } gamestate.moves=0; printf("\nHi user! You're \"x\"! I'm \"o\"! Good Luck :)\n"); } void displayBoard(){// displays the game board printf("\n %c | %c | %c\n", s[6].sign, s[7].sign, s[8].sign); printf("-----------\n"); printf(" %c | %c | %c\n", s[3].sign, s[4].sign, s[5].sign); printf("-----------\n"); printf(" %c | %c | %c\n\n", s[0].sign, s[1].sign, s[2].sign); } void getHumanMove(){ // get move from human int i; while(1){ printf(">>:"); char line[255]; // input the move to play fgets(line, sizeof(line), stdin); while(sscanf(line, "%d", &i) != 1) { //1 match of defined specifier on input line printf("Sorry, that's not a valid move!\n"); fgets(line, sizeof(line), stdin); } if(s[i-1].value != 0){printf("Sorry, That moves already been taken!\n\n");continue;} break; } s[i-1].value = 1; s[i-1].sign = 'x'; gamestate.moves++; } int sum(int x, int y, int z){return(x*y*z);} void getCompMove(){ // get the move from the computer } void checkWinner(){ // check the winner int i; for(i = 6; i < 9; i++){ // check cols if((sum(s[i].value,s[i-3].value,s[i-6].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[i].value,s[i-3].value,s[i-6].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } for(i = 0; i < 7; i+=3){ // check rows if((sum(s[i].value,s[i+1].value,s[i+2].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[i].value,s[i+1].value,s[i+2].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } if((sum(s[0].value,s[4].value,s[8].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[0].value,s[4].value,s[8].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} if((sum(s[2].value,s[4].value,s[6].value)) == 8){printf("The Winner is o!\n");gamestate.state=1;} if((sum(s[2].value,s[4].value,s[6].value)) == 1){printf("The Winner is x!\n");gamestate.state=2;} } void playGame(){ // start playing the game gamestate.state = 3; //set-up the gamestate srand(time(NULL)); int temp = (rand()%2) + 1; if(temp == 2){ // if two comp goes first temp = (rand()%2) + 1; if(temp == 2){ s[4].value = 2; s[4].sign = 'o'; gamestate.moves++; }else{ s[2].value = 2; s[2].sign = 'o'; gamestate.moves++; } } displayBoard(); while(gamestate.state == 3){ if(gamestate.moves<10); getHumanMove(); if(gamestate.moves<10); getCompMove(); checkWinner(); if(gamestate.state == 3 && gamestate.moves==9){ printf("The game is a tie :p\n"); break; } displayBoard(); } } int main(int argc, const char *argv[]){ printf("Welcome to Tic Tac Toe\nby The Elite Noob\nEnter 1-9 To play a move, standard numpad\n1 is bottom-left, 9 is top-right\n"); while(1){ // while game is being played printf("\nPress 1 to play a new game, or any other number to exit;\n>>:"); char line[255]; // input whether or not to play the game fgets(line, sizeof(line), stdin); int choice; // user's choice about playing or not while(sscanf(line, "%d", &choice) != 1) { //1 match of defined specifier on input line printf("Sorry, that's not a valid option!\n"); fgets(line, sizeof(line), stdin); } if(choice == 1){ setUpGame(); // set's up the game playGame(); // Play a Game }else {break;} // exit the application } printf("\nThank's For playing!\nHave a good Day!\n"); return 0; }

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  • C# 2D Camera Max Zoom

    - by Craig
    I have a simple ship sprite moving around the screen along with a 2D Camera. I have zooming in and out working, however when I zoom out it goes past the world bounds and has the cornflower blue background showing. How do I sort it that I can only zoom out as far as showing the entire world (which is a picture of OZ) and thats it? I dont want any of the cornflower blue showing. Cheers! namespace GamesCoursework_1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; // player variables Texture2D Ship; Vector2 Ship_Position; float Ship_Rotation = 0.0f; Vector2 Ship_Origin; Vector2 Ship_Velocity; const float tangentialVelocity = 4f; float friction = 0.05f; static Point CameraViewport = new Point(800, 800); Camera2d cam = new Camera2d((int)CameraViewport.X, (int)CameraViewport.Y); //Size of world static Point worldSize = new Point(1600, 1600); // Screen variables static Point worldCenter = new Point(worldSize.X / 2, worldSize.Y / 2); Rectangle playerBounds = new Rectangle(CameraViewport.X / 2, CameraViewport.Y / 2, worldSize.X - CameraViewport.X, worldSize.Y - CameraViewport.Y); Rectangle worldBounds = new Rectangle(0, 0, worldSize.X, worldSize.Y); Texture2D background; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = CameraViewport.X; graphics.PreferredBackBufferHeight = CameraViewport.Y; Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // TODO: use this.Content to load your game content here Ship = Content.Load<Texture2D>("Ship"); Ship_Origin.X = Ship.Width / 2; Ship_Origin.Y = Ship.Height / 2; background = Content.Load<Texture2D>("aus"); Ship_Position = new Vector2(worldCenter.X, worldCenter.Y); cam.Pos = Ship_Position; cam.Zoom = 1f; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here Ship_Position = Ship_Velocity + Ship_Position; keyPressed(); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); // TODO: Add your drawing code here spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null,null, cam.get_transformation(GraphicsDevice)); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.Draw(Ship, Ship_Position, Ship.Bounds, Color.White, Ship_Rotation, Ship_Origin, 1.0f, SpriteEffects.None, 0f); spriteBatch.End(); base.Draw(gameTime); } private void Ship_Move(Vector2 move) { Ship_Position += move; } private void keyPressed() { KeyboardState keyState; // Move right keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Right)) { Ship_Rotation = Ship_Rotation + 0.1f; } if (keyState.IsKeyDown(Keys.Left)) { Ship_Rotation = Ship_Rotation - 0.1f; } if (keyState.IsKeyDown(Keys.Up)) { Ship_Velocity.X = (float)Math.Cos(Ship_Rotation) * tangentialVelocity; Ship_Velocity.Y = (float)Math.Sin(Ship_Rotation) * tangentialVelocity; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } else if(Ship_Velocity != Vector2.Zero) { float i = Ship_Velocity.X; float j = Ship_Velocity.Y; Ship_Velocity.X = i -= friction * i; Ship_Velocity.Y = j -= friction * j; if ((int)Ship_Position.Y < playerBounds.Bottom && (int)Ship_Position.Y > playerBounds.Top) cam._pos.Y = Ship_Position.Y; if ((int)Ship_Position.X > playerBounds.Left && (int)Ship_Position.X < playerBounds.Right) cam._pos.X = Ship_Position.X; Ship_Position += new Vector2(tangentialVelocity, 0); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(-tangentialVelocity, 0.0f); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(-tangentialVelocity * 2, 0.0f); Ship_Position += new Vector2(0.0f, -tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, -tangentialVelocity * 2); Ship_Position += new Vector2(0.0f, tangentialVelocity); if (!worldBounds.Contains(new Point((int)Ship_Position.X, (int)Ship_Position.Y))) Ship_Position -= new Vector2(0.0f, 2 * tangentialVelocity); } if (keyState.IsKeyDown(Keys.Q)) { if (cam.Zoom < 2f) cam.Zoom += 0.05f; } if (keyState.IsKeyDown(Keys.A)) { if (cam.Zoom > 0.3f) cam.Zoom -= 0.05f; } } } }

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  • MySQL Utility Users' Console Oerview

    - by rudrap
    MySQL Utility Users' Console (mysqluc): The MySQL Utilities Users' Console is designed to make using the utilities easier via a dedicated console. It helps us to use the utilities without worrying about the python and utility paths. Why do we need a special console? - It does provide a unique shell environment with command completion, help for each utility, user defined variables, and type completion for options. - You no longer have to type out the entire name of the utility. - You don't need to remember the name of a database utility you want to use. - You can define variables and reuse them in your utility commands. - It is possible to run utility command along with mysqluc and come out of the mysqluc console. Console commands: mysqluc> help Command Description ----------------------           --------------------------------------------------- help utilities                     Display list of all utilities supported. help <utility>                  Display help for a specific utility. help or help commands   Show this list. exit or quit                       Exit the console. set <variable>=<value>  Store a variable for recall in commands. show options                   Display list of options specified by the user on launch. show variables                 Display list of variables. <ENTER>                       Press ENTER to execute command. <ESCAPE>                     Press ESCAPE to clear the command entry. <DOWN>                       Press DOWN to retrieve the previous command. <UP>                               Press UP to retrieve the next command in history. <TAB>                            Press TAB for type completion of utility, option,or variable names. <TAB><TAB>                Press TAB twice for list of matching type completion (context sensitive). How do I use it? Pre-requisites: - Download the latest version of MySQL Workbench. - Mysql Servers are running. - Your Pythonpath is set. (e.g. Export PYTHONPATH=/...../mysql-utilities/) Check the Version of mysqluc Utility: /usr/bin/python mysqluc.py –version It should display something like this MySQL Utilities mysqluc.py version 1.1.0 - MySQL Workbench Distribution 5.2.44 Copyright (c) 2010, 2012 Oracle and/or its affiliates. All rights reserved. This program is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE, to the extent permitted by law. Use of TAB to get the current utilities: mysqluc> mysqldb<TAB><TAB> Utility Description -------------        ------------------------------------------------------------ mysqldbcopy      copy databases from one server to another mysqldbexport    export metadata and data from databases mysqldbimport    import metadata and data from files mysqluc> mysqldbcopy –source=$se<TAB> Variable Value -------- ---------------------------------------------------------------------- server1 root@localhost:3306 server2 root@localhost:3307 you can see the variables starting with se and then decide which to use Run a utility via the console: /usr/bin/python mysqluc.py -e "mysqldbcopy --source=root@localhost:3306 --destination=root@localhost:3307 dbname" Get help for utilities in the console: mysqluc> help utilities Display help for a utility mysqluc> help mysqldbcopy Details about mysqldbcopy and its options set variables and use them in commands: mysqluc> set server1 = root@localhost:3306 mysqluc>show variables Variable Value -------- ---------------------------------------------------------------------- server1    root@localhost:3306 server2    root@localhost:3307 mysqluc> mysqldbcopy –source=$server1 –destination=$server2 dbname <Enter> Mysqldbcopy utility output will display. mysqluc>show options Display list of options specified by the user mysqluc SERVER=root@host123 VAR_A=57 -e "show variables" Variable Value -------- ----------------------------------------------------------------- SERVER root@host123 VAR_A 57 Finding option names for an Utility: mysqluc> mysqlserverclone --n Option Description ------------------- --------------------------------------------------------- --new-data=NEW_DATA the full path to the location of the data directory for the new instance --new-port=NEW_PORT the new port for the new instance - default=3307 --new-id=NEW_ID the server_id for the new instance - default=2 Limitations: User defined variables have a lifetime of the console run time.

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  • pyqt QObject: Cannot create children for a parent that is in a different thread

    - by memomk
    QObject: Cannot create children for a parent that is in a different thread. (Parent is QTextDocument(0x9919018), parent's thread is QThread(0x97331e0), current thread is flooderthread(0x97b4c10) error means ? am sorry because am new to pyqt here is the code : i know the code is finished yet but it should work i guess the problem is with myfun.log function... #! /usr/bin/python # -*- coding: utf-8 -*- import urllib, urllib2, itertools, threading, cookielib, Cookie, sys, time, hashlib, os from PyQt4 import QtCore, QtGui try: _fromUtf8 = QtCore.QString.fromUtf8 except AttributeError: _fromUtf8 = lambda s: s gui=QtGui.QApplication.processEvents texttoset="" class fun(): global texttoset def checkpassword(self): if ui.passwordcheck.isChecked()==True: return 1 else : return 0 def log(self, text): if text != False: firsttext=str(ui.console.toPlainText()) secondtext=firsttext+text+"\n" ui.console.setText(secondtext) log=open("log.log", "a") log.write(text+"\n") log.close() else : firsttext=str(ui.console.toPlainText()) secondtext=firsttext+texttoset+"\n" ui.console.setText(secondtext) log=open("log.log", "a") log.write(texttoset+"\n") log.close() def disable(self): MainWindow.setEnabled(False) pass def enable(self): MainWindow.setEnabled(True) pass def checkmethod(self): if ui.get.isChecked()==True: return 1 elif ui.post.isChecked()==True: return 2 else : return 0 def main(self): connecter() gui() f1.start() gui() time.sleep(3) gui() f2.start() gui() time.sleep(3) gui() f3.start() gui() time.sleep(3) gui() f4.start() gui() time.sleep(3) gui() f5.start() gui() self.sleep(3) gui() f6.start() gui() def killer(self): f1.terminate() f2.terminate() f3.terminate() f4.terminate() f5.terminate() f6.terminate() def close(self): self.killer() os.abort() sys.exit() myfun=fun() def connecter(): QtCore.QObject.connect(f1, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f1, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f1, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f2, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f2, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f2, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f3, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f3, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f3, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f4, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f4, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f4, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f5, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f5, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f5, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f6, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f6, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f6, QtCore.SIGNAL("disable()"), myfun.disable) x=0 num=0 class flooderthread(QtCore.QThread): global texttoset def __init__(self, x, num): QtCore.QThread.__init__(self) self.x=x self.num=num def log(self, text): texttolog=str(text) time.sleep(1) self.emit(QtCore.SIGNAL("log(bool)"), False) time.sleep(2) def enable(self): time.sleep(1) self.emit(QtCore.SIGNAL("enable()")) def disable(self): time.sleep(1) self.emit(QtCore.SIGNAL("disable()")) def run(self): connecter() self.log("\n\n--------------------------------------------------new session-------------------------------------\n\n") itered=False gui() self.disable() gui() self.log("setting params...") param={ui.dataname1.text():ui.datavalue1.text(),ui.dataname3.text():ui.datavalue3.text(),ui.dataname3.text():ui.datavalue3.text(), } self.log("checking password...") if myfun.checkpassword()==1: itered=True self.log("password is true") else : self.log("password is null ") self.log("itered operation") self.log("setting url") url=str(ui.url.text()) if url[:4]!="http" and url[:3]!="ftp": self.log("url error exiting the whole function") self.log("please set a valide protocole!!") gui() self.enable() gui() return 1 pass else : self.log("valid url") gui() self.log("url is "+url) self.log("setting proxy") proxy="http://"+ui.proxyuser.text()+":"+ui.proxypass.text()+"@"+ui.proxyhost.text()+":"+ui.proxyport.text() self.log("proxy is "+proxy) gui() self.log("preparing params...") urlparam=urllib.urlencode(param) gui() self.log("params are "+urlparam) self.log("setting up headers...") header={'User-Agent':str(ui.useragent.toPlainText())} self.log("headers are "+ str(header)) self.log("setting up proxy handler..") proxyhandler=urllib2.ProxyHandler({"http":str(proxy)}) self.log("checking method") if myfun.checkmethod()==1: self.log("method is get..") self.log("setting request..") finalurl=url+urlparam gui() self.log("final url is"+finalurl) req=urllib2.Request(finalurl, None, headers) elif myfun.checkmethod()==2: self.log("method is post...") self.log("setting request..") finalurl=url gui() self.log("final url is "+finalurl) req=urllib2.Request(finalurl, urlparam, header) else : self.log("error has been accourded") self.log("please select a method!!") gui() self.log("exiting the whole functions") gui() self.enable() return 1 pass self.log("intilizing cookies..") c1=Cookie.SimpleCookie() c1[str(ui.cookiename1.text())]=str(ui.cookievalue1.text()) c1[str(ui.cookiename1.text())]['path']='/' c1[str(ui.cookiename2.text())]=str(ui.cookievalue2.text()) c1[str(ui.cookiename2.text())]['path']='/' c1[str(ui.cookiename3.text())]=str(ui.cookievalue3.text()) c1[str(ui.cookiename3.text())]['domain']=url c1[str(ui.cookiename3.text())]['path']='/' c1[str(ui.cookiename4.text())]=str(ui.cookievalue4.text()) c1[str(ui.cookiename4.text())]['domain']=url c1[str(ui.cookiename4.text())]['path']='/' self.log("cookies are.. :"+str(c1)) cj=cookielib.CookieJar() cj.set_cookie(c1) opener = urllib2.build_opener(proxyhandler, urllib2.HTTPCookieProcessor(cj)) self.log("insatlling opener") urllib2.install_opener(opener) self.log("setting the two operations....") if itered==Fasle: self.log("starting the flooding loop") gui() while true: try: gui() opener.open(req) except e: self.log("error connecting : "+e.reason) self.log("will continue....") continue gui() elif itered==True: pass f1=flooderthread(1, 1) f2=flooderthread(2, 2) f3=flooderthread(3, 3) f4=flooderthread(4, 4) f5=flooderthread(5, 5) f6=flooderthread(6, 6) class Ui_MainWindow(object): def setupUi(self, MainWindow): MainWindow.setObjectName(_fromUtf8("MainWindow")) MainWindow.setMinimumSize(QtCore.QSize(838, 500)) MainWindow.setMaximumSize(QtCore.QSize(838, 500)) MainWindow.setWindowTitle(QtGui.QApplication.translate("MainWindow", "memo flooder", None, QtGui.QApplication.UnicodeUTF8)) self.centralwidget = QtGui.QWidget(MainWindow) self.centralwidget.setObjectName(_fromUtf8("centralwidget")) self.console=QtGui.QTextEdit(self.centralwidget) self.console.setGeometry(10, 350, 800,130) self.console.setReadOnly(True) self.console.setObjectName("console") self.groupBox = QtGui.QGroupBox(self.centralwidget) self.groupBox.setGeometry(QtCore.QRect(30, 50, 71, 80)) self.groupBox.setTitle(QtGui.QApplication.translate("MainWindow", "method:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox.setObjectName(_fromUtf8("groupBox")) self.post = QtGui.QRadioButton(self.groupBox) self.post.setGeometry(QtCore.QRect(10, 20, 61, 22)) self.post.setText(QtGui.QApplication.translate("MainWindow", "post", None, QtGui.QApplication.UnicodeUTF8)) self.post.setChecked(True) self.post.setObjectName(_fromUtf8("post")) self.get = QtGui.QRadioButton(self.groupBox) self.get.setGeometry(QtCore.QRect(10, 50, 51, 22)) self.get.setText(QtGui.QApplication.translate("MainWindow", "get", None, QtGui.QApplication.UnicodeUTF8)) self.get.setObjectName(_fromUtf8("get")) self.url = QtGui.QLineEdit(self.centralwidget) self.url.setGeometry(QtCore.QRect(70, 20, 671, 27)) self.url.setInputMethodHints(QtCore.Qt.ImhUrlCharactersOnly) self.url.setObjectName(_fromUtf8("url")) self.groupBox_2 = QtGui.QGroupBox(self.centralwidget) self.groupBox_2.setGeometry(QtCore.QRect(110, 50, 371, 111)) self.groupBox_2.setTitle(QtGui.QApplication.translate("MainWindow", "data:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_2.setObjectName(_fromUtf8("groupBox_2")) self.dataname1 = QtGui.QLineEdit(self.groupBox_2) self.dataname1.setGeometry(QtCore.QRect(20, 30, 101, 27)) self.dataname1.setObjectName(_fromUtf8("dataname1")) self.label = QtGui.QLabel(self.groupBox_2) self.label.setGeometry(QtCore.QRect(40, 10, 67, 17)) self.label.setText(QtGui.QApplication.translate("MainWindow", "name:", None, QtGui.QApplication.UnicodeUTF8)) self.label.setObjectName(_fromUtf8("label")) self.dataname2 = QtGui.QLineEdit(self.groupBox_2) self.dataname2.setGeometry(QtCore.QRect(130, 30, 113, 27)) self.dataname2.setObjectName(_fromUtf8("dataname2")) self.dataname3 = QtGui.QLineEdit(self.groupBox_2) self.dataname3.setGeometry(QtCore.QRect(250, 30, 113, 27)) self.dataname3.setObjectName(_fromUtf8("dataname3")) self.label_2 = QtGui.QLabel(self.groupBox_2) self.label_2.setGeometry(QtCore.QRect(40, 60, 67, 17)) self.label_2.setText(QtGui.QApplication.translate("MainWindow", "value:", None, QtGui.QApplication.UnicodeUTF8)) self.label_2.setObjectName(_fromUtf8("label_2")) self.datavalue1 = QtGui.QLineEdit(self.groupBox_2) self.datavalue1.setGeometry(QtCore.QRect(20, 80, 101, 27)) self.datavalue1.setObjectName(_fromUtf8("datavalue1")) self.datavalue2 = QtGui.QLineEdit(self.groupBox_2) self.datavalue2.setGeometry(QtCore.QRect(130, 80, 113, 27)) self.datavalue2.setObjectName(_fromUtf8("datavalue2")) self.datavalue3 = QtGui.QLineEdit(self.groupBox_2) self.datavalue3.setGeometry(QtCore.QRect(250, 80, 113, 27)) self.datavalue3.setObjectName(_fromUtf8("datavalue3")) self.groupBox_4 = QtGui.QGroupBox(self.centralwidget) self.groupBox_4.setGeometry(QtCore.QRect(670, 50, 151, 111)) self.groupBox_4.setTitle(QtGui.QApplication.translate("MainWindow", "password:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_4.setObjectName(_fromUtf8("groupBox_4")) self.passname = QtGui.QLineEdit(self.groupBox_4) self.passname.setGeometry(QtCore.QRect(10, 30, 113, 27)) self.passname.setObjectName(_fromUtf8("passname")) self.passvalue = QtGui.QLineEdit(self.groupBox_4) self.passvalue.setGeometry(QtCore.QRect(10, 80, 113, 27)) self.passvalue.setObjectName(_fromUtf8("passvalue")) self.passwordcheck = QtGui.QCheckBox(self.centralwidget) self.passwordcheck.setGeometry(QtCore.QRect(670, 180, 97, 22)) self.passwordcheck.setText(QtGui.QApplication.translate("MainWindow", "password", None, QtGui.QApplication.UnicodeUTF8)) self.passwordcheck.setChecked(True) self.passwordcheck.setObjectName(_fromUtf8("passwordcheck")) self.groupBox_5 = QtGui.QGroupBox(self.centralwidget) self.groupBox_5.setGeometry(QtCore.QRect(29, 169, 441, 81)) self.groupBox_5.setTitle(QtGui.QApplication.translate("MainWindow", "proxy:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_5.setObjectName(_fromUtf8("groupBox_5")) self.proxyhost = QtGui.QLineEdit(self.groupBox_5) self.proxyhost.setGeometry(QtCore.QRect(20, 30, 113, 27)) self.proxyhost.setObjectName(_fromUtf8("proxyhost")) self.proxyport = QtGui.QLineEdit(self.groupBox_5) self.proxyport.setGeometry(QtCore.QRect(140, 30, 51, 27)) self.proxyport.setInputMethodHints(QtCore.Qt.ImhDigitsOnly|QtCore.Qt.ImhPreferNumbers) self.proxyport.setObjectName(_fromUtf8("proxyport")) self.proxyuser = QtGui.QLineEdit(self.groupBox_5) self.proxyuser.setGeometry(QtCore.QRect(200, 30, 113, 27)) self.proxyuser.setObjectName(_fromUtf8("proxyuser")) self.proxypass = QtGui.QLineEdit(self.groupBox_5) self.proxypass.setGeometry(QtCore.QRect(320, 30, 113, 27)) self.proxypass.setObjectName(_fromUtf8("proxypass")) self.label_4 = QtGui.QLabel(self.groupBox_5) self.label_4.setGeometry(QtCore.QRect(100, 10, 67, 17)) self.label_4.setText(QtGui.QApplication.translate("MainWindow", "host", None, QtGui.QApplication.UnicodeUTF8)) self.label_4.setObjectName(_fromUtf8("label_4")) self.label_5 = QtGui.QLabel(self.groupBox_5) self.label_5.setGeometry(QtCore.QRect(150, 10, 67, 17)) self.label_5.setText(QtGui.QApplication.translate("MainWindow", "port", None, QtGui.QApplication.UnicodeUTF8)) self.label_5.setObjectName(_fromUtf8("label_5")) self.label_6 = QtGui.QLabel(self.groupBox_5) self.label_6.setGeometry(QtCore.QRect(200, 10, 67, 17)) self.label_6.setText(QtGui.QApplication.translate("MainWindow", "username", None, QtGui.QApplication.UnicodeUTF8)) self.label_6.setObjectName(_fromUtf8("label_6")) self.label_7 = QtGui.QLabel(self.groupBox_5) self.label_7.setGeometry(QtCore.QRect(320, 10, 67, 17)) self.label_7.setText(QtGui.QApplication.translate("MainWindow", "password", None, QtGui.QApplication.UnicodeUTF8)) self.label_7.setObjectName(_fromUtf8("label_7")) self.groupBox_6 = QtGui.QGroupBox(self.centralwidget) self.groupBox_6.setGeometry(QtCore.QRect(30, 260, 531, 91)) self.groupBox_6.setTitle(QtGui.QApplication.translate("MainWindow", "cookies:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_6.setObjectName(_fromUtf8("groupBox_6")) self.cookiename1 = QtGui.QLineEdit(self.groupBox_6) self.cookiename1.setGeometry(QtCore.QRect(10, 20, 113, 27)) self.cookiename1.setObjectName(_fromUtf8("cookiename1")) self.cookiename2 = QtGui.QLineEdit(self.groupBox_6) self.cookiename2.setGeometry(QtCore.QRect(140, 20, 113, 27)) self.cookiename2.setObjectName(_fromUtf8("cookename2")) self.cookiename3 = QtGui.QLineEdit(self.groupBox_6) self.cookiename3.setGeometry(QtCore.QRect(270, 20, 113, 27)) self.cookiename3.setObjectName(_fromUtf8("cookiename3")) self.cookiename4 = QtGui.QLineEdit(self.groupBox_6) self.cookiename4.setGeometry(QtCore.QRect(390, 20, 113, 27)) self.cookiename4.setObjectName(_fromUtf8("cookiename4")) self.cookievalue1 = QtGui.QLineEdit(self.groupBox_6) self.cookievalue1.setGeometry(QtCore.QRect(10, 50, 113, 27)) self.cookievalue1.setObjectName(_fromUtf8("cookievalue1")) self.cookievalue2 = QtGui.QLineEdit(self.groupBox_6) self.cookievalue2.setGeometry(QtCore.QRect(140, 50, 113, 27)) self.cookievalue2.setObjectName(_fromUtf8("cookievalue2")) self.cookievalue3 = QtGui.QLineEdit(self.groupBox_6) self.cookievalue3.setGeometry(QtCore.QRect(270, 50, 113, 27)) self.cookievalue3.setObjectName(_fromUtf8("cookievalue3")) self.cookievalue4 = QtGui.QLineEdit(self.groupBox_6) self.cookievalue4.setGeometry(QtCore.QRect(390, 50, 113, 27)) self.cookievalue4.setObjectName(_fromUtf8("cookievalue4")) self.groupBox_7 = QtGui.QGroupBox(self.centralwidget) self.groupBox_7.setGeometry(QtCore.QRect(570, 260, 251, 80)) self.groupBox_7.setTitle(QtGui.QApplication.translate("MainWindow", "useragents:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_7.setObjectName(_fromUtf8("groupBox_7")) self.useragent = QtGui.QTextEdit(self.groupBox_7) self.useragent.setGeometry(QtCore.QRect(10, 20, 211, 51)) self.useragent.setVerticalScrollBarPolicy(QtCore.Qt.ScrollBarAlwaysOn) self.useragent.setObjectName(_fromUtf8("useragent")) self.start = QtGui.QPushButton(self.centralwidget) self.start.setGeometry(QtCore.QRect(750, 20, 71, 27)) self.start.setText(QtGui.QApplication.translate("MainWindow", "start", None, QtGui.QApplication.UnicodeUTF8)) self.start.setObjectName(_fromUtf8("start")) self.label_3 = QtGui.QLabel(self.centralwidget) self.label_3.setGeometry(QtCore.QRect(30, 20, 67, 17)) self.label_3.setText(QtGui.QApplication.translate("MainWindow", "url :", None, QtGui.QApplication.UnicodeUTF8)) self.label_3.setObjectName(_fromUtf8("label_3")) MainWindow.setCentralWidget(self.centralwidget) QtCore.QObject.connect(self.start, QtCore.SIGNAL(_fromUtf8("clicked(bool)")), myfun.main) QtCore.QObject.connect(self.passwordcheck, QtCore.SIGNAL(_fromUtf8("clicked(bool)")), self.groupBox_4.setEnabled) QtCore.QMetaObject.connectSlotsByName(MainWindow) def __del__(): myfun.killer() os.abort() sys.exit() app = QtGui.QApplication(sys.argv) MainWindow = QtGui.QMainWindow() ui = Ui_MainWindow() ui.setupUi(MainWindow) myfun.log("\n\n--------------------------------------------------new session-------------------------------------\n\n") MainWindow.show() sys.exit(app.exec_())

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  • Alright, I'm still stuck on this homework problem. C++

    - by Josh
    Okay, the past few days I have been trying to get some input on my programs. Well I decided to scrap them for the most part and try again. So once again, I'm in need of help. For the first program I'm trying to fix, it needs to show the sum of SEVEN numbers. Well, I'm trying to change is so that I don't need the mem[##] = ####. I just want the user to be able to input the numbers and the program run from there and go through my switch loop. And have some kind of display..saying like the sum is?.. Here's my code so far. #include <iostream> #include <iomanip> #include <ios> using namespace std; int main() { const int READ = 10; const int WRITE = 11; const int LOAD = 20; const int STORE = 21; const int ADD = 30; const int SUBTRACT = 31; const int DIVIDE = 32; const int MULTIPLY = 33; const int BRANCH = 40; const int BRANCHNEG = 41; const int BRANCHZERO = 42; const int HALT = 43; int mem[100] = {0}; //Making it 100, since simpletron contains a 100 word mem. int operation; //taking the rest of these variables straight out of the book seeing as how they were italisized. int operand; int accum = 0; // the special register is starting at 0 int counter; for ( counter=0; counter < 100; counter++) mem[counter] = 0; // This is for part a, it will take in positive variables in //a sent-controlled loop and compute + print their sum. Variables from example in text. mem[0] = 1009; mem[1] = 1109; mem[2] = 2010; mem[3] = 2111; mem[4] = 2011; mem[5] = 3100; mem[6] = 2113; mem[7] = 1113; mem[8] = 4300; counter = 0; //Makes the variable counter start at 0. while(true) { operand = mem[ counter ]%100; // Finds the op codes from the limit on the mem (100) operation = mem[ counter ]/100; //using a switch loop to set up the loops for the cases switch ( operation ){ case READ: //reads a variable into a word from loc. Enter in -1 to exit cout <<"\n Input a positive variable: "; cin >> mem[ operand ]; counter++; break; case WRITE: // takes a word from location cout << "\n\nThe content at location " << operand << " is " << mem[operand]; counter++; break; case LOAD:// loads accum = mem[ operand ];counter++; break; case STORE: //stores mem[ operand ] = accum;counter++; break; case ADD: //adds accum += mem[operand];counter++; break; case SUBTRACT: // subtracts accum-= mem[ operand ];counter++; break; case DIVIDE: //divides accum /=(mem[ operand ]);counter++; break; case MULTIPLY: // multiplies accum*= mem [ operand ];counter++; break; case BRANCH: // Branches to location counter = operand; break; case BRANCHNEG: //branches if acc. is < 0 if (accum < 0) counter = operand; else counter++; break; case BRANCHZERO: //branches if acc = 0 if (accum == 0) counter = operand; else counter++; break; case HALT: // Program ends break; } } return 0; } part B int main() { const int READ = 10; const int WRITE = 11; const int LOAD = 20; const int STORE = 21; const int ADD = 30; const int SUBTRACT = 31; const int DIVIDE = 32; const int MULTIPLY = 33; const int BRANCH = 40; const int BRANCHNEG = 41; const int BRANCHZERO = 41; const int HALT = 43; int mem[100] = {0}; int operation; int operand; int accum = 0; int pos = 0; int j; mem[22] = 7; // loop 7 times mem[25] = 1; // increment by 1 mem[00] = 4306; mem[01] = 2303; mem[02] = 3402; mem[03] = 6410; mem[04] = 3412; mem[05] = 2111; mem[06] = 2002; mem[07] = 2312; mem[08] = 4210; mem[09] = 2109; mem[10] = 4001; mem[11] = 2015; mem[12] = 3212; mem[13] = 2116; mem[14] = 1101; mem[15] = 1116; mem[16] = 4300; j = 0; while ( true ) { operand = memory[ j ]%100; // Finds the op codes from the limit on the memory (100) operation = memory[ j ]/100; //using a switch loop to set up the loops for the cases switch ( operation ){ case 1: //reads a variable into a word from loc. Enter in -1 to exit cout <<"\n enter #: "; cin >> memory[ operand ]; break; case 2: // takes a word from location cout << "\n\nThe content at location " << operand << "is " << memory[operand]; break; case 3:// loads accum = memory[ operand ]; break; case 4: //stores memory[ operand ] = accum; break; case 5: //adds accum += mem[operand];; break; case 6: // subtracts accum-= memory[ operand ]; break; case 7: //divides accum /=(memory[ operand ]); break; case 8: // multiplies accum*= memory [ operand ]; break; case 9: // Branches to location j = operand; break; case 10: //branches if acc. is < 0 break; case 11: //branches if acc = 0 if (accum == 0) j = operand; break; case 12: // Program ends exit(0); break; } j++; } return 0; }

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  • Any way to turn off quips in OOWeb?

    - by Misha Koshelev
    http://ooweb.sourceforge.net/tutorial.html Not really a question, but I can't seem to stop writing stuff like this. Maybe someone will find it useful. I know rewriting an HTTP server is not the way to turn off the quips ;) /* Copyright 2010 Misha Koshelev. All Rights Reserved. */ package com.mksoft.common; import java.io.BufferedReader; import java.io.InputStreamReader; import java.io.IOException; import java.io.PrintWriter; import java.io.UnsupportedEncodingException; import java.net.URLDecoder; import java.text.SimpleDateFormat; import java.util.Date; import java.util.LinkedHashMap; import java.net.ServerSocket; import java.net.Socket; /** * Simple HTTP Server. * * @author Misha Koshelev */ public class HttpServer extends Thread { /* * Constants */ /** * 404 Not Found Result */ protected final static String result404NotFound="<html><head><title>404 Not Found</title></head><body bgcolor='#ffffff'><h1>404 Not Found</h1></body></html>"; /* * Variables */ /** * Port on which HTTP server handles requests. */ protected int port; public int getPort() { return port; } public void setPort(int _port) { port=_port; } /* * Constructors */ public HttpServer(int _port) { setPort(_port); } /* * Helpers */ /** * Errors */ protected void error(String message) { System.err.println(message); System.err.flush(); } /** * Debugging */ protected boolean debugOutput=true; protected void debug(String message) { if (debugOutput) { error(message); } } /** * Lock object */ private Object lock=new Object(); /** * Should we quit? */ protected boolean doQuit=false; /** * Are we done? */ protected boolean areWeDone=false; /** * Process POST request headers */ protected String processPostRequest(String url,LinkedHashMap<String,String> headers,String inputLine) { debug("HttpServer.processPostRequest: url=\""+url); if (debugOutput) { for (String key: headers.keySet()) { debug("HttpServer.processPostRequest: headers."+key+"=\""+headers.get(key)+"\""); } } debug("HttpServer.processPostRequest: inputLine=\""+inputLine+"\""); try { inputLine=new URLDecoder().decode(inputLine,"UTF-8"); } catch (UnsupportedEncodingException uee) { uee.printStackTrace(); } String[] keyValues=inputLine.split("&"); LinkedHashMap<String,String> post=new LinkedHashMap<String,String>(); for (int i=0;i<keyValues.length;i++) { String keyValue=keyValues[i]; int equals=keyValue.indexOf('='); String key=keyValue.substring(0,equals); String value=keyValue.substring(equals+1); post.put(key,value); } return post(url,headers,post); } /** * Server loop (here for exception handling purposes) */ protected void serverLoop() throws IOException { /* Start server socket */ ServerSocket serverSocket=null; try { serverSocket=new ServerSocket(getPort()); } catch (IOException ioe) { ioe.printStackTrace(); System.exit(1); } Socket clientSocket=null; while (true) { /* Quit if necessary */ if (doQuit) { break; } /* Accept incoming connections */ try { clientSocket=serverSocket.accept(); } catch (IOException ioe) { ioe.printStackTrace(); System.exit(1); } /* Read request */ BufferedReader in=null; String inputLine=null; String firstLine=null; String blankLine=null; LinkedHashMap<String,String> headers=new LinkedHashMap<String,String>(); try { in=new BufferedReader(new InputStreamReader(clientSocket.getInputStream())); while (true) { if (blankLine==null) { inputLine=in.readLine(); } else { /* POST request, read Content-length bytes */ int contentLength=new Integer(headers.get("Content-Length")).intValue(); StringBuilder sb=new StringBuilder(contentLength); for (int i=0;i<contentLength;i++) { sb.append((char)in.read()); } inputLine=sb.toString(); break; } if (firstLine==null) { firstLine=inputLine; } else if (blankLine==null) { if (inputLine.equals("")) { if (firstLine.startsWith("GET ")) { break; } blankLine=inputLine; } else { int colon=inputLine.indexOf(": "); String key=inputLine.substring(0,colon); String value=inputLine.substring(colon+2); headers.put(key,value); } } } } catch (IOException ioe) { ioe.printStackTrace(); } /* Process request */ String result=null; firstLine=firstLine.replaceAll(" HTTP/.*",""); if (firstLine.startsWith("GET ")) { result=get(firstLine.replaceFirst("GET ",""),headers); } else if (firstLine.startsWith("POST ")) { result=processPostRequest(firstLine.replaceFirst("POST ",""),headers,inputLine); } else { error("HttpServer.ServerLoop: Unhandled request \""+firstLine+"\""); } debug("HttpServer.ServerLoop: result=\""+result+"\""); /* Send response */ PrintWriter out=null; try { out=new PrintWriter(clientSocket.getOutputStream(),true); } catch (IOException ioe) { ioe.printStackTrace(); } if (result!=null) { out.println("HTTP/1.1 200 OK"); } else { out.println("HTTP/1.0 404 Not Found"); result=result404NotFound; } Date now=new Date(); out.println("Date: "+new SimpleDateFormat("EEE, d MMM yyyy HH:mm:ss z").format(now)); out.println("Content-Type: text/html; charset=UTF-8"); out.println("Content-Length: "+result.length()); out.println(""); out.print(result); /* Clean up */ out.close(); if (in!=null) { in.close(); } clientSocket.close(); } serverSocket.close(); areWeDone=true; synchronized(lock) { lock.notifyAll(); } } /* * Methods */ /** * Run server on port specified in constructor. */ public void run() { try { serverLoop(); } catch (IOException ioe) { ioe.printStackTrace(); System.exit(1); } } /** * Process GET request (should be overwritten). */ public String get(String url,LinkedHashMap<String,String> headers) { debug("HttpServer.get: url=\""+url+"\""); if (debugOutput) { for (String key: headers.keySet()) { debug("HttpServer.get: headers."+key+"=\""+headers.get(key)+"\""); } } if (url.equals("/")) { return "<html><head><title>HttpServer GET Test Page</title></head>\r\n"+ "<body bgcolor='#ffffff'>\r\n"+ "<center><h1>HttpServer GET Test Page</h1></center>\r\n"+ "<hr />\r\n"+ "<center><table>\r\n"+ "<form method='post' action='/'>\r\n"+ "<tr><td align=right>Test 1:</td>\r\n"+ " <td><input type='text' name='text 1' value='test me !!! !@#$'></td></tr>\r\n"+ "<tr><td align=right>Test 2:</td>\r\n"+ " <td><input type='text' name='text 2' value='type smthng'></td></tr>\r\n"+ "<tr><td>&nbsp;</td>\r\n"+ " <td align=right><input type='submit' value='Submit'></td></tr>\r\n"+ "</form>\r\n"+ "</table></center>\r\n"+ "<hr />\r\n"+ "<center><a href='/quit'>Shutdown Server</a></center>\r\n"+ "</html>"; } else if (url.equals("/quit")) { quit(); return ""; } else { return null; } } /** * Process POST request (should be overwritten). */ public String post(String url,LinkedHashMap<String,String> headers,LinkedHashMap<String,String> post) { debug("HttpServer.post: url=\""+url+"\""); if (debugOutput) { for (String key: headers.keySet()) { debug("HttpServer.post: headers."+key+"=\""+headers.get(key)+"\""); } } if (url.equals("/")) { String result="<html><head><title>HttpServer Post Test Page</title></head>\r\n"+ "<body bgcolor='#ffffff'>\r\n"+ "<center><h1>HttpServer Post Test Page</h1></center>\r\n"+ "<hr />\r\n"+ "<center><table>\r\n"+ "<tr><th>Key</th><th>Value</th></tr>\r\n"; for (String key: post.keySet()) { result+="<tr><td align=right>"+key+"</td><td align=left>"+post.get(key)+"</td></tr>\r\n"; } result+="</table></center>\r\n"+ "</html>"; return result; } else { return null; } } /** * Wait for server to quit. */ public void waitForCompletion() { while (areWeDone==false) { synchronized(lock) { try { lock.wait(); } catch (InterruptedException ie) { } } } } /** * Shutdown server. */ public void quit() { doQuit=true; } }

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