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  • Prepare community images for google image search indexing

    - by Vittorio Vittori
    Hi, I'm trying to understand how can I do to let my site be reachable from google image search spiders. I like how last.fm solution, and I thought to use a technique like his staff do to let google find artists images on their pages. When I'm looking for an artist and I search it on google image search, as often as not I find an image from last.fm artists page, I make an example: If I search the band Pure Reason Revolution It brings me here, the artist's image page http://www.last.fm/music/Pure+Reason+Revolution/+images/4284073 Now if I take a look to the image file, i can see it's named: http://userserve-ak.last.fm/serve/500/4284073/Pure+Reason+Revolution+4.jpg so if I try to undertand how the service works I can try to say: http://userserve-ak.last.fm/serve/ the server who serve the images 500/ the selected size for the image 4284073/ the image id for database Pure+Reason+Revolution+4.jpg the image name I thought it's difficult to think the real filename for the image is Pure+Reason+Revolution+4.jpg for image overwrite problems when an user upload it, in fact if I digit: http://userserve-ak.last.fm/serve/500/4284073.jpg I probably find the real image location and filename With this tecnique the image is highly reachable from search engines and easily archived. My question is, does exist some guide or tutorial to approach on this kind of tecniques, or something similar?

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  • Prepare your site images for google image search indexing

    - by Vittorio Vittori
    Hi, I'm trying to understand how can I do to let my site be reachable from google image search spiders. I like how last.fm solution, and I thought to use a technique like his staff do to let google find artists images on their pages. When I'm looking for an artist and I search it on google image search, as often as not I find an image from last.fm artists page, I make an example: If I search the band Pure Reason Revolution It brings me here, the artist's image page http://www.last.fm/music/Pure+Reason+Revolution/+images/4284073 Now if I take a look to the image file, i can see it's named: http://userserve-ak.last.fm/serve/500/4284073/Pure+Reason+Revolution+4.jpg so if I try to undertand how the service works I can try to say: http://userserve-ak.last.fm/serve/ the server who serve the images 500/ the selected size for the image 4284073/ the image id for database Pure+Reason+Revolution+4.jpg the image name I thought it's difficult to think the real filename for the image is Pure+Reason+Revolution+4.jpg for image overwrite problems when an user upload it, in fact if I digit: http://userserve-ak.last.fm/serve/500/4284073.jpg I probably find the real image location and filename With this tecnique the image is highly reachable from search engines and easily archived. My question is, does exist some guide or tutorial to approach on this kind of tecniques, or something similar?

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  • What algorithm can I use to determine points within a semi-circle?

    - by khayman218
    I have a list of two-dimensional points and I want to obtain which of them fall within a semi-circle. Originally, the target shape was a rectangle aligned with the x and y axis. So the current algorithm sorts the pairs by their X coord and binary searches to the first one that could fall within the rectangle. Then it iterates over each point sequentially. It stops when it hits one that is beyond both the X and Y upper-bound of the target rectangle. This does not work for a semi-circle as you cannot determine an effective upper/lower x and y bounds for it. The semi-circle can have any orientation. Worst case, I will find the least value of a dimension (say x) in the semi-circle, binary search to the first point which is beyond it and then sequentially test the points until I get beyond the upper bound of that dimension. Basically testing an entire band's worth of points on the grid. The problem being this will end up checking many points which are not within the bounds.

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  • How to sort a Pandas DataFrame according to multiple criteria?

    - by user1715271
    I have the following DataFrame containing song names, their peak chart positions and the number of weeks they spent at position no 1: Song Peak Weeks 76 Paperback Writer 1 16 117 Lady Madonna 1 9 118 Hey Jude 1 27 22 Can't Buy Me Love 1 17 29 A Hard Day's Night 1 14 48 Ticket To Ride 1 14 56 Help! 1 17 109 All You Need Is Love 1 16 173 The Ballad Of John And Yoko 1 13 85 Eleanor Rigby 1 14 87 Yellow Submarine 1 14 20 I Want To Hold Your Hand 1 24 45 I Feel Fine 1 15 60 Day Tripper 1 12 61 We Can Work It Out 1 12 10 She Loves You 1 36 155 Get Back 1 6 8 From Me To You 1 7 115 Hello Goodbye 1 7 2 Please Please Me 2 20 92 Strawberry Fields Forever 2 12 93 Penny Lane 2 13 107 Magical Mystery Tour 2 16 176 Let It Be 2 14 0 Love Me Do 4 26 157 Something 4 9 166 Come Together 4 10 58 Yesterday 8 21 135 Back In The U.S.S.R. 19 3 164 Here Comes The Sun 58 19 96 Sgt. Pepper's Lonely Hearts Club Band 63 12 105 With A Little Help From My Friends 63 7 I'd like to rank these songs in order of popularity, so I'd like to sort them according to the following criteria: songs that reached the highest position come first, but if there is a tie, the songs that remained in the charts for the longest come first. I can't seem to figure out how to do this in Pandas.

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  • Conditionally colour data points outside of confidence bands in R

    - by D W
    I need to colour datapoints that are outside of the the confidence bands on the plot below differently from those within the bands. Should I add a separate column to my dataset to record whether the data points are within the confidence bands? Can you provide an example please? Example dataset: ## Dataset from http://www.apsnet.org/education/advancedplantpath/topics/RModules/doc1/04_Linear_regression.html ## Disease severity as a function of temperature # Response variable, disease severity diseasesev<-c(1.9,3.1,3.3,4.8,5.3,6.1,6.4,7.6,9.8,12.4) # Predictor variable, (Centigrade) temperature<-c(2,1,5,5,20,20,23,10,30,25) ## For convenience, the data may be formatted into a dataframe severity <- as.data.frame(cbind(diseasesev,temperature)) ## Fit a linear model for the data and summarize the output from function lm() severity.lm <- lm(diseasesev~temperature,data=severity) jpeg('~/Desktop/test1.jpg') # Take a look at the data plot( diseasesev~temperature, data=severity, xlab="Temperature", ylab="% Disease Severity", pch=16, pty="s", xlim=c(0,30), ylim=c(0,30) ) title(main="Graph of % Disease Severity vs Temperature") par(new=TRUE) # don't start a new plot ## Get datapoints predicted by best fit line and confidence bands ## at every 0.01 interval xRange=data.frame(temperature=seq(min(temperature),max(temperature),0.01)) pred4plot <- predict( lm(diseasesev~temperature), xRange, level=0.95, interval="confidence" ) ## Plot lines derrived from best fit line and confidence band datapoints matplot( xRange, pred4plot, lty=c(1,2,2), #vector of line types and widths type="l", #type of plot for each column of y xlim=c(0,30), ylim=c(0,30), xlab="", ylab="" )

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  • Page Entirely Blank Despite Having Source Code! (TinyMCE, FireFox)

    - by Chris Cooper
    Alright guys, here's a tough one... In reference to this page. The page will seemingly randomly not display the output of server when using Firefox (version 3.5). I have not seen this problem occur in Safari or IE. The best way to have the problem occur is just reload the page about 10 times and it ought to have happened by then, and once it does - it'll continue on subsequent refreshes until you change the page. The problem is literally the browser not displaying the output (code). Viewing the source shows all the appropriate code yet the browser displays a blank white page. The web developer and firebug plugins don't show any errors that would indicate the problem. I have tested this on a separate system and OS and it occurs in Firefox on that system as well. The problem did not occur until after TinyMCE (A Rich Text Editor JavaScript library for textareas) was added to the project. TinyMCE works however, where it should. I know this is a confusing problem, but I am completely lost as to what could be causing this significant issue. Thanks in advance. EDIT: If it's any help... I've noticed that if I cause a css file error by changing a stylesheet source to something non-existant (xxx.css), the page will continuously display without a problem (besides whatever related css not showing due to the src change). I've also noticed that causing any simple javascript error with some bad code will cause the page to load properly continuously (besides of course javascript not running on the page). EDIT#2: Moving all <script> tags down at the tail of the <body> 'fixes' (well, hides) this error and the page shows normally. A band-aid.

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  • Eclipc java,writting a program [closed]

    - by ghassar
    I have an important exercise for that i found in the internet please i need help in using eclipc java thanks i have to design, implement, test and document a Java program (a set of classes) for one of the following problem specifications: Problem 1 – Jubilee Estate Agency Property Management System A local Estate Agent would like a prototype system to keep track of properties that are offered for sale. The Estate Agent sells domestic and commercial properties. You will need to define classes that represent the Estate Agency System. You should design your system and the classes that you will need before starting coding. Your system must have a graphical user interface and be designed and developed using the object-oriented principles of the MVC architecture design pattern i.e. the user interface class must be separate from the other classes. The initial basic requirements for the system are as follows: • Include a list of domestic properties for sale that include details of: address, description, selling price, and number of rooms • Include a list of commercial properties for sale that include details of: address, description, selling price, and area in square metres • Enable the properties that are for sale to be viewed on the screen • Allow the customer to select one or more properties to be placed on a ‘viewing list’ so that the properties can be visited in person • Display on the screen the viewing list that shows the details of the properties chosen • Provide a basic search facility to find properties that are for sale in a particular price band and display the results • Enable a property to be marked as sold

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • A*, Tile costs and heuristic; How to approach

    - by Kevin Toet
    I'm doing exercises in tile games and AI to improve my programming. I've written a highly unoptimised pathfinder that does the trick and a simple tile class. The first problem i ran into was that the heuristic was rounded to int's which resulted in very straight paths. Resorting a Euclidian Heuristic seemed to fixed it as opposed to use the Manhattan approach. The 2nd problem I ran into was when i tried added tile costs. I was hoping to use the value's of the flags that i set on the tiles but the value's were too small to make the pathfinder consider them a huge obstacle so i increased their value's but that breaks the flags a certain way and no paths were found anymore. So my questions, before posting the code, are: What am I doing wrong that the Manhatten heuristic isnt working? What ways can I store the tile costs? I was hoping to (ab)use the enum flags for this The path finder isnt considering the chance that no path is available, how do i check this? Any code optimisations are welcome as I'd love to improve my coding. public static List<Tile> FindPath( Tile startTile, Tile endTile, Tile[,] map ) { return FindPath( startTile, endTile, map, TileFlags.WALKABLE ); } public static List<Tile> FindPath( Tile startTile, Tile endTile, Tile[,] map, TileFlags acceptedFlags ) { List<Tile> open = new List<Tile>(); List<Tile> closed = new List<Tile>(); open.Add( startTile ); Tile tileToCheck; do { tileToCheck = open[0]; closed.Add( tileToCheck ); open.Remove( tileToCheck ); for( int i = 0; i < tileToCheck.neighbors.Count; i++ ) { Tile tile = tileToCheck.neighbors[ i ]; //has the node been processed if( !closed.Contains( tile ) && ( tile.flags & acceptedFlags ) != 0 ) { //Not in the open list? if( !open.Contains( tile ) ) { //Set G int G = 10; G += tileToCheck.G; //Set Parent tile.parentX = tileToCheck.x; tile.parentY = tileToCheck.y; tile.G = G; //tile.H = Math.Abs(endTile.x - tile.x ) + Math.Abs( endTile.y - tile.y ) * 10; //TODO omg wtf and other incredible stories tile.H = Vector2.Distance( new Vector2( tile.x, tile.y ), new Vector2(endTile.x, endTile.y) ); tile.Cost = tile.G + tile.H + (int)tile.flags; //Calculate H; Manhattan style open.Add( tile ); } //Update the cost if it is else { int G = 10;//cost of going to non-diagonal tiles G += map[ tile.parentX, tile.parentY ].G; //If this path is shorter (G cost is lower) then change //the parent cell, G cost and F cost. if ( G < tile.G ) //if G cost is less, { tile.parentX = tileToCheck.x; //change the square's parent tile.parentY = tileToCheck.y; tile.G = G;//change the G cost tile.Cost = tile.G + tile.H + (int)tile.flags; // add terrain cost } } } } //Sort costs open = open.OrderBy( o => o.Cost).ToList(); } while( tileToCheck != endTile ); closed.Reverse(); List<Tile> validRoute = new List<Tile>(); Tile currentTile = closed[ 0 ]; validRoute.Add( currentTile ); do { //Look up the parent of the current cell. currentTile = map[ currentTile.parentX, currentTile.parentY ]; currentTile.renderer.material.color = Color.green; //Add tile to list validRoute.Add( currentTile ); } while ( currentTile != startTile ); validRoute.Reverse(); return validRoute; } And my Tile class: [Flags] public enum TileFlags: int { NONE = 0, DIRT = 1, STONE = 2, WATER = 4, BUILDING = 8, //handy WALKABLE = DIRT | STONE | NONE, endofenum } public class Tile : MonoBehaviour { //Tile Properties public int x, y; public TileFlags flags = TileFlags.DIRT; public Transform cachedTransform; //A* properties public int parentX, parentY; public int G; public float Cost; public float H; public List<Tile> neighbors = new List<Tile>(); void Awake() { cachedTransform = transform; } }

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  • Increasing efficiency of N-Body gravity simulation

    - by Postman
    I'm making a space exploration type game, it will have many planets and other objects that will all have realistic gravity. I currently have a system in place that works, but if the number of planets goes above 70, the FPS decreases an practically exponential rates. I'm making it in C# and XNA. My guess is that I should be able to do gravity calculations between 100 objects without this kind of strain, so clearly my method is not as efficient as it should be. I have two files, Gravity.cs and EntityEngine.cs. Gravity manages JUST the gravity calculations, EntityEngine creates an instance of Gravity and runs it, along with other entity related methods. EntityEngine.cs public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { e.Value.Update(); } gravity.Update(); } (Only relevant piece of code from EntityEngine, self explanatory. When an instance of Gravity is made in entityEngine, it passes itself (this) into it, so that gravity can have access to entityEngine.Entities (a dictionary of all planet objects)) Gravity.cs namespace ExplorationEngine { public class Gravity { private EntityEngine entityEngine; private Vector2 Force; private Vector2 VecForce; private float distance; private float mult; public Gravity(EntityEngine e) { entityEngine = e; } public void Update() { //First loop foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { //Reset the force vector Force = new Vector2(); //Second loop foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { //Make sure the second value is not the current value from the first loop if (e2.Value != e.Value ) { //Find the distance between the two objects. Because Fg = G * ((M1 * M2) / r^2), using Vector2.Distance() and then squaring it //is pointless and inefficient because distance uses a sqrt, squaring the result simple cancels that sqrt. distance = Vector2.DistanceSquared(e2.Value.Position, e.Value.Position); //This makes sure that two planets do not attract eachother if they are touching, completely unnecessary when I add collision, //For now it just makes it so that the planets are not glitchy, performance is not significantly improved by removing this IF if (Math.Sqrt(distance) > (e.Value.Texture.Width / 2 + e2.Value.Texture.Width / 2)) { //Calculate the magnitude of Fg (I'm using my own gravitational constant (G) for the sake of time (I know it's 1 at the moment, but I've been changing it) mult = 1.0f * ((e.Value.Mass * e2.Value.Mass) / distance); //Calculate the direction of the force, simply subtracting the positions and normalizing works, this fixes diagonal vectors //from having a larger value, and basically makes VecForce a direction. VecForce = e2.Value.Position - e.Value.Position; VecForce.Normalize(); //Add the vector for each planet in the second loop to a force var. Force = Vector2.Add(Force, VecForce * mult); //I have tried Force += VecForce * mult, and have not noticed much of an increase in speed. } } } //Add that force to the first loop's planet's position (later on I'll instead add to acceleration, to account for inertia) e.Value.Position += Force; } } } } I have used various tips (about gravity optimizing, not threading) from THIS question (that I made yesterday). I've made this gravity method (Gravity.Update) as efficient as I know how to make it. This O(N^2) algorithm still seems to be eating up all of my CPU power though. Here is a LINK (google drive, go to File download, keep .Exe with the content folder, you will need XNA Framework 4.0 Redist. if you don't already have it) to the current version of my game. Left click makes a planet, right click removes the last planet. Mouse moves the camera, scroll wheel zooms in and out. Watch the FPS and Planet Count to see what I mean about performance issues past 70 planets. (ALL 70 planets must be moving, I've had 100 stationary planets and only 5 or so moving ones while still having 300 fps, the issue arises when 70+ are moving around) After 70 planets are made, performance tanks exponentially. With < 70 planets, I get 330 fps (I have it capped at 300). At 90 planets, the FPS is about 2, more than that and it sticks around at 0 FPS. Strangely enough, when all planets are stationary, the FPS climbs back up to around 300, but as soon as something moves, it goes right back down to what it was, I have no systems in place to make this happen, it just does. I considered multithreading, but that previous question I asked taught me a thing or two, and I see now that that's not a viable option. I've also thought maybe I could do the calculations on my GPU instead, though I don't think it should be necessary. I also do not know how to do this, it is not a simple concept and I want to avoid it unless someone knows a really noob friendly simple way to do it that will work for an n-body gravity calculation. (I have an NVidia gtx 660) Lastly I've considered using a quadtree type system. (Barnes Hut simulation) I've been told (in the previous question) that this is a good method that is commonly used, and it seems logical and straightforward, however the implementation is way over my head and I haven't found a good tutorial for C# yet that explains it in a way I can understand, or uses code I can eventually figure out. So my question is this: How can I make my gravity method more efficient, allowing me to use more than 100 objects (I can render 1000 planets with constant 300+ FPS without gravity calculations), and if I can't do much to improve performance (including some kind of quadtree system), could I use my GPU to do the calculations?

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  • Passive FTP on Windows Server 2008 R2 using the IIS7 FTP-Server

    - by ntor
    Hello serverFault-community! During the last few days I have been setting up a Windows Server 2008 R2 in a VMware. I installed the standard FTP-Server on it by using the Webserver (IIS)-role. Everything works fine with accessing my FTP-Site with ftp://localhost in Firefox. I can also get access to it via the local IP of my Server. Actually everything works fine in my LAN. But here's my problem: I want to get access "from outside", using the external IP or a dyndns-URL. I have a LinkSys-Router in front of my Server, therefore I'm forwarding all the important ports. If you may now think "this idiot has probably forgotten some ports", I must dissappoint you. It even works getting access to my Server-Website and messing around in some WebInterfaces. The problem is my passive FTP (active works for me). I always get a timeout, when e.g. FileZilla waits for a response to the LIST-command. The one big thing I don't get, is, why my Server sends a response to the PASV-command, naming a port like 40918, even if I have restricted the data port range for my passive FTP ( in the IIS-Manager) to e.g. [5000-5009]. I simply don't want to open and forward all possible data ports! And another thing is, I can't specify a static external IP-adress for my server, since I don't own any. I hope I have explained my problem in a comprehensible way. If not, simply ask by posting a comment! LG ntor PS: I have already mainly tried following articles: Out Of Band FTP 7 shows "Operation timed out" How to Configure Windows Firewall for a Passive Mode FTP Server ServerFault --- Passive ftp on Server 2008 --- EDIT: --- There is one idea rising up in my mind: When I use FileZilla to connect by passive mode I always get something like this: 227 Entering Passive Mode (192,168,1,102,160,86) According to a Rhinosof-article FZ tries to connect on port "160*256+86 = 41046", although I have restricted the data ports (as mentioned above). Could this be caused by the router, that doesn't forward out-ports directly, but uses different ones? (-- The IP-Adress given is the local one, since I'm not able to define a static external in the IIS-Mgr)

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  • Setting up a very mixed Active Directory network to work with PowerShell Remote Administration

    - by erictheavg
    Summary: I want to be able to monitor the computers on my network, but don't need it to be automated. We're too small to purchase anything like MOM, but too big to do anything manually (~100 machines in two locations). I just keep running into issues, and was wondering if there's a master list of Group Policy settings I can distribute to my environment to get Remote Powershell working. Environment: Our AD network is pretty mixed. The end users have XP SP3, Win 7, and Win 7 x64. The servers include Win2k3 SP2, Win2k8, Win2k8 x64, Win2k8 R2, and Win2k8 R2 x64. Details: I'm trying to get it to work with Remote Powershell, but I run into errors like the following: Connecting to remote server failed with the following error message : The WinRM client cannot process the request. Default authentication may be used with an IP address under the following conditions: the transport is HTTPS or the destination is in the TrustedHosts list, and explicit credentials are provided. Use winrm.cmd to configure TrustedHosts. Note that computers in the TrustedHosts list might not be authenticated. For more information on how to set TrustedHosts run the following command: winrm help config. For more information, see the about_Remote_Troubleshooting Help topic. + CategoryInfo : OpenError: (:) [], PSRemotingTransportException + FullyQualifiedErrorId : PSSessionStateBroken Then I go to the computer (Win2k3 SP2 server) and run winrm quickconfig per the recommendations via google, and it says: Make these changes [y/n]? y WinRM has been updated to receive requests. WinRM service started. WSManFault Message = The client cannot connect to the destination specified in the request. Verify that the service on the destination is running and is accepting requests. Consult the logs and documentation for the WS-Management service running on the destination, most commonly IIS or WinRM. If the destination is the WinRM service, run the following command on the destination to analyze and configure the WinRM service: "winrm quickconfig". Error number: -2144108526 0x80338012 The client cannot connect to the destination specified in the request. Verify that the service on the destination is running and is accepting requests. Consult the logs and documentation for the WS-Management service running on the destination, most commonly IIS or WinRM. If the destination is the WinRM service, run the following command on the destination to analyze and configure the WinRM service: "winrm quickconfig". That's right. It tells me to remedy my winrm quickconfig failure by running winrm quickconfig. I don't want to band-aid this project one google search at a time. I'm sure there is a step-by-step tutorial out there on how to set up a network for powershell remote administration. Does anyone know of one? Books are acceptable. Thanks in advance! I didn't think my question would get this long.

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  • WiFi signal is lost every 3 minutes

    - by Software Monkey
    For several weeks now my Android phone has been losing it's WiFi signal momentarily, typically at about 3 minute intervals (about 3 minutes, 1.5 seconds) and occasionally at some longer interval that always seems to be just over 3 minutes. This causes an interruption of several seconds while the WiFi connection is re-established and typically fails any kind of download/streaming that is happening, makes web sites "unreachable" and generally makes the phone unusable as a data device due to the frequency. The signal remains down for about a second, but the phone takes a few more seconds to reconnect to the router. This happens regardless of proximity to the router, which otherwise show a very strong signal - usually -40 to -30 dBm or better in the same room, nowhere less than 060 dBm anywhere in the house. Changing channels does not help (I've tried 1, 4, 8 and 9). Nor does turning off the router's guest access. Nor does turning off the 5.0 GHz band. Monitoring the signal on my phone with WiFi analyzer, shows all WiFi signals on all channels drop to nothing when the WiFi connection is lost (there are two other networks on different channels which are strong enough to be relevant, with about 6 others constantly fading in and out). WiFi analyzer shows 3 separate signals for my router, the main 2.4 GHz, the guest 2.4 GHz and the 5.0 GHz. Using WiFi Analyzer on my wife's phone side-by-side shows no change in signal when my phone drops, nor does her phone drop. Monitoring the signal using our laptop, side-by-side likewise shows no signal loss and likewise the laptop does not lose it's WiFi connection. But, at work, the phone seems to not exhibit the same behavior, or, if it does, it's very occasional. Monitoring it all day at work I only saw the signal drop 3 or 4 times. The signal strength of the various networks there is comparatively weak. AT&T were super helpful: "Sorry, we can't help you with WiFi problems. You could try doing a factory reset on your phone". </sarcasm The router is relatively new, but has been working fine with this phone since last Dec. Phone : Motorola Atrix (about 8 months old). Router : Belkin N750 DB (F9K1103 v1 (01C)). Router Firmware: 1.00.46 (2011/10/28 6:37:11). Security : WPA/WPA2-Personal (PSK)

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  • Wifi network stopped being visible (and usable) (Linksys wag320n)

    - by s427
    Basically, my wifi network simply stopped working for no apparent reason. It doesn't appear in the list of the available networks anymore. I can see all my neighbors' networks, but not mine. It's as if it doesn't exist anymore. The internet connection (non-wifi), which goes through the same modem/router, is fine though. I already had a similar problem about one year ago (see here: Wifi network SSID not visible ), just after buying this very modem. I finally got it to work after performing two factory resets and getting rid of the Cisco "Magic" software; but this time it's not working. I use a linksys router-modem (WAG320N) which is directly connected (via network cable) to my desktop computer (Windows 7). I have (mainly) two devices that use the wifi network: my phone (Samsung Galaxy Nexus) and an Asus tablet (TF201, aka Transformer Prime). I also resurrected an old laptop computer (Dell, running Windows XP) to test that, and it doesn't see anything either (apart from the 20 other wifi networks, of course ^^). This wifi network was working just fine and has been for about a year. I haven't touched the modem settings so I have no idea what's causing the problem. I tried: making my phone "forget" about my network, hoping it would see it again after that: no luck. re-entering the network informations (SSID/password) manually on my phone: still no luck (says it's not in range) exporting the modem configuration, resetting the modem (factory reset, via modem admin), restarting it, importing the configuration: nope. factory reset, turning it off for 15 minutes, restarting, re-factory reset, and entering the configuration manually: still nothing. Has anybody experienced something similar before? Have you any suggestion to fix that? Thanks in advance. PS: to clear things up, here are the settings of my modem regarding wifi: Basic wireless settings: Configuration: manual Radio Band: 2.4GHz Wireless Network Mode: B/G/N-Mixed SSID: s427 Channel Bandwidth: Wide - 40 MHz Channel Wide Channel: 9 - 2.452GHz Standard Channel: 11 - 2.462GHz SSID Broadcast: Enable Advanced Wireless Settings AP Isolation: Disable Authentication Type: Auto Basic Rate: Default Transmission Rate: Auto N Transmission Rate: Auto CTS Protection Mode: Disable Beacon Interval: 100 DTIM Interval: 1 Fragmentation Threshold: 2346 RTS Threshold: 2346

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  • CodePlex Daily Summary for Friday, May 28, 2010

    CodePlex Daily Summary for Friday, May 28, 2010New ProjectsBang: BangBox Office: Event Management for Community Theater Groups: Box Office is an event management web application to help theater groups manage & promote their shows. Manage performance schedules, sell tickets, ...CellsOnWeb: El espacio de las células del Programa Académico Microsoft en Argentina. CRM 4.0 Plugin Queue Item Counter: This is a crm 4.0 plugin to count queue items in each folder and display the number at the end of the name. For example, if the queue name is "Tes...Date Calculator: Date Calculator is a small desktop utility developed using Windows Forms .NET technology. This utility is analogous to the "Date calculation" modul...Enterprise Library Investigate: Enterprise Library Investigate ProjecteProject Management: Ứng dụng nền tảng web hỗ trợ quản lí và giám sát tiến độ dự án của tổ chức doanh nghiệp.Fiddler TreeView Panel Extension: Extension for Fiddler, to display the session information in a TreeView panel instead of the default ListBox, so it groups the information logicall...Git Source Control Provider: Git Source Control Provider is a Visual Studio Plug-in that integrates Git with Visual Studio.InspurProjects: Project on Inspur Co.Kryptonite: The Kryptonite project aims to improve development of websites based on the Kentico CMS. MLang .NET Wrapper: Detect the encoding of a text without BOM (Byte Order Mask) and choose the best Encoding for persistence or network transport of textMondaze: Proof of concept using Windows Azure.MultipointControls: A collection of controls that applied Windows Multipoint Mouse SDK. Windows Multipoint Mouse SDK enable app to have multiple mice interact simultan...Mundo De Bloques: "Mundo de bloques" makes it easier for analists to find the shortest way between two states in a problem using an heuristic function for Artificial...MyRPGtests: Just some tests :)OffInvoice Add-in for MS Office 2010: Project Description: The project it's based in the ability to extend funtionality in the Microsoft Office 2010 suite.OpenGraph .NET: A C# client for the Facebook Graph API. Supports desktop, web, ASP.NET MVC, and Silverlight connections and real-time updates. PLEASE NOTE: I dis...Portable Extensible Metadata (PEM) Data Annotation Generator: This project intends to help developers who uses PEM - Portable Extensible Metadata for Entity Framework generating Data Annotation information fro...Production and sale of plastic window systems: Automation company produces window design, production and sale of plastic window systems, management of sales contracts and their execution, print ...Renjian Storm (Renjian Image Viewer Uploader): Renjian Image Viewer UploaderShark Web Intelligence CMS: Shark Web Intelligence Inc. Content Management System.Shuffleboard Game for Windows Phone 7: This is a sample Shuffleboard game written in Silverlight for Windows Phone 7. It demonstrates physics, procedural animation, perspective transform...Silverlight Property Grid: Visual Studio Style PropertyGrid for Silverlight.SvnToTfs: Simple tool that migrates every Subversion revision toward Team Foundation Server 2010. It is developed in C# witn a WPF front-end.Tamias: Basic Cms Mvc Contrib Portable Area: The goal of this project is to have a easy-to-integrate basic cms for ASP.NET MVC applications based on MVC Contrib Portable Areas.TwitBy: TwitBy is a Twitter client for anyone who uses Twitter. It's easy to use and all of the major features are there. More features to come. H...Under Construction: A simple site that can be used as a splash for sites being upgraded or developed. UO Editor: The Owner & Organisation Editor makes it easy to view and edit the names of the registered owner and registered organization for your Windows OS. N...webform2010: this is the test projectWireless Network: ssWiX Toolset: The Windows Installer XML (WiX) is a toolset that builds Windows installation packages from XML source code. The toolset supports a command line en...Xna.Extend: A collection of easy to use Xna components for aiding a game programmer in developing thee next big thing. I plan on using the components from this...New ReleasesA Guide to Parallel Programming: Drop 4 - Guide Preface, Chapters 1 - 5, and code: This is Drop 4 with Guide Preface, Chapters 1 - 5, and References, and the accompanying code samples. This drop requires Visual Studio 2010 Beta 2 ...Ajax Toolkit for ASP.NET MVC: MAT 1.1: MAT 1.1Community Forums NNTP bridge: Community Forums NNTP Bridge V09: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release solves ...Community Forums NNTP bridge: Community Forums NNTP Bridge V10: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has add...Community Forums NNTP bridge: Community Forums NNTP Bridge V11: Release of the Community Forums NNTP Bridge to access the social and anwsers MS forums with a single, open source NNTP bridge. This release has add...CSS 360 Planetary Calendar: Beta Release: =============================================================================== Beta Release Version: 0.2 Description: This is the beta release de...Date Calculator: DateCalculator v1.0: This is the first release and as far as I know this is a stable version.eComic: eComic 2010.0.0.4: Version 2010.0.0.4 Change LogFixed issues in the "Full Screen Control Panel" causing it to lack translucence Added loupe magnification control ...Expression Encoder Batch Processor: Runtime Application v0.2: New in this version: Added more error handling if files not exist. Added button/feature to quit after current encoding job. Added code to handl...Fiddler TreeView Panel Extension: FiddlerTreeViewPanel 0.7: Initial compiled version of the assembly, ready to use. Please refer to http://fiddlertreeviewpanel.codeplex.com/ for instructions and installation.Gardens Point LEX: Gardens Point LEX v1.1.4: The main distribution is a zip file. This contains the binary executable, documentation, source code and the examples. ChangesVersion 1.1.4 corre...Gardens Point Parser Generator: Gardens Point Parser Generator v1.4.1: Version 1.4.1 differs from version 1.4.0 only in containing a corrected version of a previously undocumented feature which allows the generation of...IsWiX: IsWiX 1.0.264.0: Build 1.0.264.0 - built against Fireworks 1.0.264.0. Adds support for autogenerating the SourceDir prepreprocessor variable and gives user choice t...Matrix: Matrix 0.5.2: Updated licenseMesopotamia Experiment: Mesopotamia 1.2.90: Release Notes - Ugraded to Microsoft Robotics Developer Studio 2008 R3 Bug Fixes - Fix to keep any sole organisms that penetrate to the next fitne...Microsoft Crm 4.0 Filtered Lookup: Microsoft Crm 4.0 Filtered Lookup: How to use: Allow passing custom querystring values: Create a DWORD registry key named [DisableParameterFilter] under [HKEY_LOCAL_MACHINE\SOFTWAR...MSBuild Extension Pack: May 2010: The MSBuild Extension Pack May 2010 release provides a collection of over 340 MSBuild tasks. A high level summary of what the tasks currently cover...MultiPoint Vote: MultiPointVote v.1: This accepts user inputs: number of participants, poll/survey title and the list of options A text file containing the items listed line per line...Mundo De Bloques: Mundo de Bloques, Release 1: "Mundo de bloques" makes it easier for analists to find the shortest way between two states in a problem using an heuristic function for Artificial...OffInvoice Add-in for MS Office 2010: OffInvoice for Office 2010 V1.0 Installer: Add-in for MS Word 2010 or MS Excel 2010 to allow the management (issuing, visualization and reception) of electronic invoices, based in the XML fo...OpenGraph .NET: 0.9.1 Beta: This is the first public release of OpenGraph .NET.patterns & practices: Composite WPF and Silverlight: Prism v2.2 - May 2010 Release: Composite Application Guidance for WPF and Silverlight - May 2010 Release (Prism V2.2) The Composite Application Guidance for WPF and Silverlight ...Portable Extensible Metadata (PEM) Data Annotation Generator: Release 49376: First release.Production and sale of plastic window systems: Yanuary 2009: NOTEBefore loading program, make sure you have installed MySQL and created DataBase that store in Source Code (look at below) Where Is The Source?...PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT: PROGRAMMABLE SOFTWARE DEVELOPMENT ENVIRONMENT--3.2: The current version of the Programmable Software Development Environment has the capability of reading an optional text file in each source develop...Rapidshare Episode Downloader: RED 0.8.6: - Fixed Edit form to actually save the data - Added Bypass Validation to enable future episodes - Added Search parameter to Edit form - Added refr...Renjian Storm (Renjian Image Viewer Uploader): Renjian Storm 0.6: 人间风暴 v0.6 稳定版sELedit: sELedit v1.1b: + Fixed: when export and import items to text files, there was a bug with "NULL" bytes in the unicode stringShake - C# Make: Shake v0.1.21: Changes: FileTask CopyDir method modified, see documentationSharePoint Labs: SPLab7001A-ENU-Level100: SPLab7001A-ENU-Level100 This SharePoint Lab will teach how to analyze and audit WSP files. WSP files are somewhere in a no man's land between ITPro...SharePoint Rsync List: 1.0.0.3: Fix spcontext dispose bug in menu try and run jobs only on central admin server mark a single file failure if file not copied don't delete destinat...Shuffleboard Game for Windows Phone 7: Shuffleboard 1.0.0.1: Source code, solution files, and assets.Software Is Hardwork: Sw. Is Hw. Lib. 3.0.0.x+04: Sw. Is Hw. Lib. 3.0.0.x+04SoulHackers Demon Unite(Chinese version): WPFClient pre alpha: can unite 2, 3 or more demons. can un-unite 1 demon to 2 demon (no triple un-unite yet).Team Deploy: Team Deploy 2010 R1: This is the initial release for Team Deploy 2010 for TFS Team Build 2010. All features from Team Build 2.x are functional in this version. Comple...Under Construction: Under Construction: All Files required to show under construction page. The Page will pull through the Domain name that the site is being run on this allows you to use...Unit Driven: Version 0.0.5: - Tests nested by namespace parts. - Run buttons properly disabled based on currently running tests. - Timeouts for async tests enabled.UO Editor: UO Editor v1.0: Initial ReleaseVCC: Latest build, v2.1.30527.0: Automatic drop of latest buildWeb Service Software Factory Contrib: Import WSDL 2010: Generate Service Contract models from existing WSDL documents for Web Service Software Factory 2010. Usage: Install the vsix and right click on a S...Most Popular ProjectsRawrWBFS ManagerAJAX Control ToolkitMicrosoft SQL Server Product Samples: DatabaseSilverlight ToolkitWindows Presentation Foundation (WPF)patterns & practices – Enterprise LibraryMicrosoft SQL Server Community & SamplesPHPExcelASP.NETMost Active ProjectsAStar.netpatterns & practices – Enterprise LibraryGMap.NET - Great Maps for Windows Forms & PresentationSqlServerExtensionsBlogEngine.NETRawrpatterns & practices: Windows Azure Security GuidanceCodeReviewCustomer Portal Accelerator for Microsoft Dynamics CRMIonics Isapi Rewrite Filter

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • delete empty cell matlab

    - by AP
    I have a question : I am generating a excel file through matlab and i have empty cells in middle of it here is the code i am using to open a empty matrix newfile= cell(5,5); [newfile{:}]= deal(''); [newfile{:}]= deal(' '); I do some processing here then i write xlswrite .... now i output i get is file with some empty cells and some data. IS there a command by which i can delete the empty rows, without effecting the rows which have data? Another question : IS there a way to append onto this excel file i am writing. I run this file everyday and would like to add aumatically rather than me manually copying and pasting everyday. thanks

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  • Frame Buffers wont work with pyglet.

    - by Matthew Mitchell
    I have this code: def setup_framebuffer(surface): #Create texture if not done already if surface.texture is None: create_texture(surface) #Render child to parent if surface.frame_buffer is None: surface.frame_buffer = glGenFramebuffersEXT(1) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, surface.texture, 0) glPushAttrib(GL_VIEWPORT_BIT) glViewport(0,0,surface._scale[0],surface._scale[1]) glMatrixMode(GL_PROJECTION) glLoadIdentity() #Load the projection matrix gluOrtho2D(0,surface._scale[0],0,surface._scale[1]) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) for this despite the second parameter printing as 1 for a test I did, I get: glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, surface.frame_buffer) I only got this after implementing pyglet. GLUT is too limited. Thank you.

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  • Error: (subscript) logical subscript too long

    - by frespider
    Can some one let me know why I am getting this error and how I can fix it? Here is the code What I am trying to do is remove the rows that associated 1's if the column of that one's less than 10 a0=rep(1,40) a=rep(0:1,20) b=c(rep(1,20),rep(0,20)) c0=c(rep(0,12),rep(1,28)) c1=c(rep(1,5),rep(0,35)) c2=c(rep(1,8),rep(0,32)) c3=c(rep(1,23),rep(0,17)) c4=c(rep(1,6),rep(0,34)) x=matrix(cbind(a0,a,b,c0,c1,c2,c3,c4),nrow=40,ncol=8) nam <- paste("V",2:9,sep="") colnames(x)<-nam dat <- cbind(y=rnorm(40,50,7),x) #=================================== toSum <- colSums(dat) Col <- Val <- NULL for(i in 1:length(toSum)){ if(toSum[i]<10){ Col <- c(Col,colnames(dat)[i]) Val <- c(Val,toSum[i])} } cs <- colSums(dat) < 10 indx <- dat[,which(cs)]==0 for(i in 1:dim(indx)[2]){ datnw <- dat[indx[,i],] dat <- datnw} datnw2 <- dat[, -which(cs)] Thanks

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  • OnVisualChildrenChanged in silverlight?

    - by user275561
    WPF has a method that you can override which is the OnVisualChildrenChanged so when Children are added or removed you know about them. However, it silverlight there is no such method. So how would I go implementing this? I am trying to create a BubbleBreaker type of game and so I have a class that extends the Canvas. The canvas will lay out those said bubbles in a matrix grid. When they pop I need to know to move the bubbles to the left.

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  • How to pass Multivalued parameters through URL in SSRS 2005

    - by Kali Charan Tripathi
    Hi All, I have main matrix report and I want to navigate my sub report from main report by Jump To URL:(Using below JavaScript function) method. ="javascript:void(window.open('http://localhost/ReportServer/Pages/ReportViewer.aspx?%2fKonsolidata_Data_Exporting_Project%2fEXPORT_REPORT_TEST&rs:Command=Render&RP_cntry="+Fields!STD_CTRY_NM.Value+"&RP_cll_typ_l1="+Join(Parameters!RP_cll_typ_l1.Value,",")+"'))" It is ok for the Single valued but giving exception for the multivalued Like An error has occurred during report processing. (rsProcessingAborted) Cannot read the next data row for the data set DS_GRID_DATA. (rsErrorReadingNextDataRow) Conversion failed when converting the nvarchar value '1,2,3,4' to data type int. Basically I have defined Parameters!RP_cll_typ_l1 as multivalued into my subreport as per ssrs multivalued parameter passing method. The value is going on sub report as '1,2,3,4' (not understandable by data set) It should be like as '1’,’2’,’3’,’4' or 1,2,3,4 How can I resolve this please help if any have solution? Thanks Kali Charan Tripathi(India) [email protected] [email protected]

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  • How to Solve N-Queens Problem in Scheme?

    - by Philip
    Hi, I'm stuck on the extended exercise 28.2 of How to Design Programs. Here is the link to the question: http://www.htdp.org/2003-09-26/Book/curriculum-Z-H-35.html#node_chap_28 I used a vector of true or false values to represent the board instead of using a list. This is what I've got which doesn't work: #lang Scheme (define-struct posn (i j)) ;takes in a position in i, j form and a board and returns a natural number that represents the position in index form ;example for board xxx ; xxx ; xxx ;(0, 1) - 1 ;(2, 1) - 7 (define (board-ref a-posn a-board) (+ (* (sqrt (vector-length a-board)) (posn-i a-posn)) (posn-j a-posn))) ;reverse of the above function ;1 - (0, 1) ;7 - (2, 1) (define (get-posn n a-board) (local ((define board-length (sqrt (vector-length a-board)))) (make-posn (floor (/ n board-length)) (remainder n board-length)))) ;determines if posn1 threatens posn2 ;true if they are on the same row/column/diagonal (define (threatened? posn1 posn2) (cond ((= (posn-i posn1) (posn-i posn2)) #t) ((= (posn-j posn1) (posn-j posn2)) #t) ((= (abs (- (posn-i posn1) (posn-i posn2))) (abs (- (posn-j posn1) (posn-j posn2)))) #t) (else #f))) ;returns a list of positions that are not threatened or occupied by queens ;basically any position with the value true (define (get-available-posn a-board) (local ((define (get-ava index) (cond ((= index (vector-length a-board)) '()) ((vector-ref a-board index) (cons index (get-ava (add1 index)))) (else (get-ava (add1 index)))))) (get-ava 0))) ;consume a position in the form of a natural number and a board ;returns a board after placing a queen on the position of the board (define (place n a-board) (local ((define (foo x) (cond ((not (board-ref (get-posn x a-board) a-board)) #f) ((threatened? (get-posn x a-board) (get-posn n a-board)) #f) (else #t)))) (build-vector (vector-length a-board) foo))) ;consume a list of positions in the form of natural number and consumes a board ;returns a list of boards after placing queens on each of the positions on the board (define (place/list alop a-board) (cond ((empty? alop) '()) (else (cons (place (first alop) a-board) (place/list (rest alop) a-board))))) ;returns a possible board after placing n queens on a-board ;returns false if impossible (define (placement n a-board) (cond ((zero? n) a-board) (else (local ((define available-posn (get-available-posn a-board))) (cond ((empty? available-posn) #f) (else (or (placement (sub1 n) (place (first available-posn) a-board)) (placement/list (sub1 n) (place/list (rest available-posn) a-board))))))))) ;returns a possible board after placing n queens on a list of boards ;returns false if all the boards are not valid (define (placement/list n boards) (cond ((empty? boards) #f) ((zero? n) (first boards)) ((not (boolean? (placement n (first boards)))) (first boards)) (else (placement/list n (rest boards)))))

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  • OpenCV: How to copy CvSeq data into CvMat?

    - by Can Bal
    I have a CvSeq structure at hand, which is the output of an available OpenCV function. This holds 128 bytes of data in each of the sequence elements. I want to copy each of these 128-byte elements into rows of a CvMat structure to form a N-by-128 of type CV_32FC1. What would be the most efficient way to do this? I thought of using memcpy but I couldn't come up with a working solution. For the details, I want to calculate the SURF features in an image by cvExtractSURF() function, and copy the SURF descriptors into a matrix for passing it to the cvKMeans2().

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  • Noise Estimation / Noise Measurement in Image

    - by Drazick
    Hello. I want to estimate the noise in an image. Let's assume the model of an Image + White Noise. Now I want to estimate the Noise Variance. My method is to calculate the Local Variance (3*3 up to 21*21 Blocks) of the image and then find areas where the Local Variance is fairly constant (By calculating the Local Variance of the Local Variance Matrix). I assume those areas are "Flat" hence the Variance is almost "Pure" noise. Yet I don't get constant results. Is there a better way? Thanks.

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  • NDepend query methods/types in framework assembly being used by other assemblies/types

    - by icelava
    I am trying to determine which types or methods in a base framework assembly are being used by other assemblies in the application system. I cannot seem to find a straight-cut query to do that. What i have to do is first determine which assemblies are directly using the framework assembly, then manually list them in a second query SELECT TYPES FROM ASSEMBLIES "IBM.Data.DB2" WHERE IsDirectlyUsedBy "ASSEMBLY:FirstDirectUsedByAssebmly" OR IsDirectlyUsedBy "ASSEMBLY:SecondDirectUsedByAssebmly" OR IsDirectlyUsedBy "ASSEMBLY:ThirdDirectUsedByAssebmly" OR IsDirectlyUsedBy "ASSEMBLY:FourthDirectUsedByAssebmly" Is there a better/faster way to query for this? Additionally, the query results are focused on the matched types only. The Dependency graph or matrix exported only shows details of those. I do not know how to render a graph that shows those types or methods plus show the dependent types/methods from other assemblies that are consuming them?

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