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  • After opening a mdb in a working copy

    - by John
    Hallo all, In my institute, Tortoise is employed for the purpose of version control. I find, if a mdb file which belongs to the working copy of a project reporitory is opened thru Access, the ordinary will be labelled with an explamation mark. Since the database has not been modified, I don't unterstand why Tortoise regards the opening as a kind of modification. Thanks in advance for any tips. John

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  • Our Look at Opera 10.50 Web Browser

    - by Asian Angel
    Everyone has been talking about the newest version of Opera recently but perhaps you have not looked at it too closely yet. Today we will take a look at 10.50 and let you see what this “new browser” is all about. The New Engines Carakan JavaScript Engine: Runs web applications up to 7 times faster than its predecessor Futhark Vega Graphics Library: Enables super fast and smooth graphics on everything from tab switching to webpage animation Presto 2.5: Provides support for HTML5, CSS2.1 and the latest CSS3 standards A Look at the Features Available If you have installed or used older versions of Opera before then the default look after a clean install will probably seem rather different. The main differences in appearance are mainly located within the “glass border” areas of the browser. The “Speed Dial” setup looks and works just as well as in previous versions. You can set a favorite wallpaper or image as your background and choose the number of “dials” using the “Configure Speed Dial Command”. One of the “standout” differences is the “O Button”. All of the menus have been condensed into this single access point but it only takes a few moments to find what you are looking for. If you have used the style before in earlier versions of Opera some of the items have been moved around. For those who prefer the “Menu Bar” that can be easily restored using the “Show Menu Bar Command”. If desired you can actually “extend” the “Tab Bar” downwards to display thumbnails of your open tabs. Just use your mouse to grab the bottom of the “Tab Bar” and adjust it to suit your personal needs. The only problem with this feature is that it will quickly use up a good sized portion of your available UI and browser window space. The “Password Manager” is ready to access when needed…the background for the button will turn a shiny metallic blue when you open a webpage that you have “Login Information” saved for. One of the new features is a small “Recycle Bin Button” in the upper right corner. Clicking on this will display a list of recently closed tabs letting you have easy access to any tabs that you may have accidentally closed. This is definitely a great feature to have as an easy access button. For those who were used to how the “Zoom Feature” looked before it has a new “look” to it. Instead of the pop-up menu-type listing of “view sizes” present before you now have a slider button that you can use to adjust the zooming level. For our default setup here the “Sidebar Panels” available were: “Bookmarks, Widgets, Unite, Notes, Downloads, History, & Panels”. Additional panels such as “Links, Windows, Search, Info, etc.” are available if you want and/or need them (accessible using the “Panels Plus Sign Button”). The “Opera Link Button” makes it easy for you to synchronize your “Speed Dial, Bookmarks, Personal Bar, Custom Searches, History & Notes”. Note: “Opera Link” requires an account and can be signed up for using the link provided below. Want to share files with your family and friends? “Unite” allows you to do that and more. With “Unite” you can: “Stream Music, Show Photo Galleries, Share Files and/or Folders, & host webpages directly from your browser”. We have a more in-depth look at “Unite” in our article here. Note: Use of “Unite” requires an Opera account. Got a slow internet connection? “Opera Turbo” can help with that by running the web traffic through their “compression servers” to speed up your web browsing. Keep in mind that “Opera Turbo” will not engage if you are accessing a secure website (i.e. your bank’s website) thus preserving your security. Note: “Opera Turbo” can be set up to automatically detect slow internet connections (i.e. crowded Wi-Fi in a cafe). Opera has a built-in “Private Browsing Mode” now for those who prefer anonymous browsing and want to keep the “history records clean” on their computer. To access it go to “Tabs and windows” and select “New private tab” or “New private window” as desired. When you open your new “Private Tab or Window” you will see the following message with details on how Opera will handle browsing information and a large “door hanger symbol”. Notice that the one tab is locked into “Private Browsing Mode” while the others are still working in “Regular Browsing Mode”. Very nice! A miniature version of the “door hanger symbol” will be present on any tab that is locked into “Private Browsing Mode”. If you are using Windows 7 then you will love how things look from your “Taskbar”. Here you can see four very nice looking thumbnails for the tabs that we had open. All that you have to do is click on the desired thumbnail… The “Context Menu” looks just as lovely as the thumbnails and definitely has some terrific functionality built into it. Add Enhanced Aero Capability If you love “Aero” and want more for your new Opera install then we have the perfect theme for you. The theme’s name is Z1-AV69 and once you have downloaded it you will need to place it in the “Skins Subfolder” in Opera’s “Program Files Folder”. Note: For our example we used version 1.10 but version 2.00 is now available (link provided below). Once you have restarted Opera, go to the “O Menu” and select “Appearance”. When the “Appearance Window” opens click on “Z1-Glass Skin” and then click “OK”. All of a sudden you will have more “Aero Goodness” to enjoy. Compare this screenshot with the one at the top of this article…the only part that is not transparent now is the browser window area itself. Want even more “Aero Goodness”? Right click on the “Tab Bar” and set “Tab Bar Placement” to “Left”. Note: You can achieve the same effect by setting the “Tab Bar Placement” to “Right”. With the “Speed Dial” visible you will be able to see your wallpaper with ease. While this is obviously not for everyone it does make for a great visual trick. Portable Versions Perhaps you need this wonderful new version of Opera to go with you wherever you do during the day. Not a problem…just visit the Opera USB website to choose a version that works best for you. You can select from “Zip or Exe” setup files and if needed update an older portable version using a “Zipped Update Files Package”. If you are updating an older version keep in mind that you will need to delete the old “OperaUSB.exe. File” due to changes with the new setup files. During our tests updating older portable versions went well for the most part but we did experience a few “odd UI quirks” here and there…so we recommend setting up a clean install if possible. Conclusion The new 10.50 release is a pleasure to use and is a recommended install for your system. Whether you are considering trying Opera for the first time or have been using it for a bit we think that you will pleased with everything that the 10.50 release has to offer. For those who would like to add User Scripts to Opera be certain to look at our how-to article here. Links Download Opera 10.50 for your location (Windows) Get the latest Snapshot versions for Linux & Mac Sign up for an Opera Link account View In-Depth detail on Opera 10.50’s features Download the Z1-AV69 Aero Theme Download Portable Opera 10.50 Similar Articles Productive Geek Tips Set the Speed Dial as the Opera Startup PageSet Up User Scripts in Opera BrowserScan Files for Viruses Before You Download With Dr.WebTurn Your Computer into a File, Music, and Web Server with Opera UniteSet the Default Browser on Ubuntu From the Command Line TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional Make your Joomla & Drupal Sites Mobile with OSMOBI Integrate Twitter and Delicious and Make Life Easier Design Your Web Pages Using the Golden Ratio Worldwide Growth of the Internet How to Find Your Mac Address Use My TextTools to Edit and Organize Text

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  • JMS Step 4 - How to Create an 11g BPEL Process Which Writes a Message Based on an XML Schema to a JMS Queue

    - by John-Brown.Evans
    JMS Step 4 - How to Create an 11g BPEL Process Which Writes a Message Based on an XML Schema to a JMS Queue ol{margin:0;padding:0} .c11_4{vertical-align:top;width:129.8pt;border-style:solid;background-color:#f3f3f3;border-color:#000000;border-width:1pt;padding:5pt 5pt 5pt 5pt} .c9_4{vertical-align:top;width:207pt;border-style:solid;background-color:#f3f3f3;border-color:#000000;border-width:1pt;padding:5pt 5pt 5pt 5pt}.c14{vertical-align:top;width:207pt;border-style:solid;border-color:#000000;border-width:1pt;padding:5pt 5pt 5pt 5pt} .c17_4{vertical-align:top;width:129.8pt;border-style:solid;border-color:#000000;border-width:1pt;padding:5pt 5pt 5pt 5pt} .c7_4{vertical-align:top;width:130pt;border-style:solid;border-color:#000000;border-width:1pt;padding:0pt 5pt 0pt 5pt} .c19_4{vertical-align:top;width:468pt;border-style:solid;border-color:#000000;border-width:1pt;padding:5pt 5pt 5pt 5pt} .c22_4{background-color:#ffffff} .c20_4{list-style-type:disc;margin:0;padding:0} .c6_4{font-size:8pt;font-family:"Courier New"} .c24_4{color:inherit;text-decoration:inherit} .c23_4{color:#1155cc;text-decoration:underline} .c0_4{height:11pt;direction:ltr} .c10_4{font-size:10pt;font-family:"Courier New"} .c3_4{padding-left:0pt;margin-left:36pt} .c18_4{font-size:8pt} .c8_4{text-align:center} .c12_4{background-color:#ffff00} .c2_4{font-weight:bold} .c21_4{background-color:#00ff00} .c4_4{line-height:1.0} .c1_4{direction:ltr} .c15_4{background-color:#f3f3f3} .c13_4{font-family:"Courier New"} .c5_4{font-style:italic} .c16_4{border-collapse:collapse} .title{padding-top:24pt;line-height:1.15;text-align:left;color:#000000;font-size:36pt;font-family:"Arial";font-weight:bold;padding-bottom:6pt} .subtitle{padding-top:18pt;line-height:1.15;text-align:left;color:#666666;font-style:italic;font-size:24pt;font-family:"Georgia";padding-bottom:4pt} li{color:#000000;font-size:10pt;font-family:"Arial"} p{color:#000000;font-size:10pt;margin:0;font-family:"Arial"} h1{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:18pt;font-family:"Arial";font-weight:normal;padding-bottom:0pt} h2{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:18pt;font-family:"Arial";font-weight:bold;padding-bottom:0pt} h3{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:14pt;font-family:"Arial";font-weight:normal;padding-bottom:0pt} h4{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-style:italic;font-size:11pt;font-family:"Arial";padding-bottom:0pt} h5{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:10pt;font-family:"Arial";font-weight:normal;padding-bottom:0pt} h6{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-style:italic;font-size:10pt;font-family:"Arial";padding-bottom:0pt} This post continues the series of JMS articles which demonstrate how to use JMS queues in a SOA context. The previous posts were: JMS Step 1 - How to Create a Simple JMS Queue in Weblogic Server 11g JMS Step 2 - Using the QueueSend.java Sample Program to Send a Message to a JMS Queue JMS Step 3 - Using the QueueReceive.java Sample Program to Read a Message from a JMS Queue In this example we will create a BPEL process which will write (enqueue) a message to a JMS queue using a JMS adapter. The JMS adapter will enqueue the full XML payload to the queue. This sample will use the following WebLogic Server objects. The first two, the Connection Factory and JMS Queue, were created as part of the first blog post in this series, JMS Step 1 - How to Create a Simple JMS Queue in Weblogic Server 11g. If you haven't created those objects yet, please see that post for details on how to do so. The Connection Pool will be created as part of this example. Object Name Type JNDI Name TestConnectionFactory Connection Factory jms/TestConnectionFactory TestJMSQueue JMS Queue jms/TestJMSQueue eis/wls/TestQueue Connection Pool eis/wls/TestQueue 1. Verify Connection Factory and JMS Queue As mentioned above, this example uses a WLS Connection Factory called TestConnectionFactory and a JMS queue TestJMSQueue. As these are prerequisites for this example, let us verify they exist. Log in to the WebLogic Server Administration Console. Select Services > JMS Modules > TestJMSModule You should see the following objects: If not, or if the TestJMSModule is missing, please see the abovementioned article and create these objects before continuing. 2. Create a JMS Adapter Connection Pool in WebLogic Server The BPEL process we are about to create uses a JMS adapter to write to the JMS queue. The JMS adapter is deployed to the WebLogic server and needs to be configured to include a connection pool which references the connection factory associated with the JMS queue. In the WebLogic Server Console Go to Deployments > Next and select (click on) the JmsAdapter Select Configuration > Outbound Connection Pools and expand oracle.tip.adapter.jms.IJmsConnectionFactory. This will display the list of connections configured for this adapter. For example, eis/aqjms/Queue, eis/aqjms/Topic etc. These JNDI names are actually quite confusing. We are expecting to configure a connection pool here, but the names refer to queues and topics. One would expect these to be called *ConnectionPool or *_CF or similar, but to conform to this nomenclature, we will call our entry eis/wls/TestQueue . This JNDI name is also the name we will use later, when creating a BPEL process to access this JMS queue! Select New, check the oracle.tip.adapter.jms.IJmsConnectionFactory check box and Next. Enter JNDI Name: eis/wls/TestQueue for the connection instance, then press Finish. Expand oracle.tip.adapter.jms.IJmsConnectionFactory again and select (click on) eis/wls/TestQueue The ConnectionFactoryLocation must point to the JNDI name of the connection factory associated with the JMS queue you will be writing to. In our example, this is the connection factory called TestConnectionFactory, with the JNDI name jms/TestConnectionFactory.( As a reminder, this connection factory is contained in the JMS Module called TestJMSModule, under Services > Messaging > JMS Modules > TestJMSModule which we verified at the beginning of this document. )Enter jms/TestConnectionFactory  into the Property Value field for Connection Factory Location. After entering it, you must press Return/Enter then Save for the value to be accepted. If your WebLogic server is running in Development mode, you should see the message that the changes have been activated and the deployment plan successfully updated. If not, then you will manually need to activate the changes in the WebLogic server console. Although the changes have been activated, the JmsAdapter needs to be redeployed in order for the changes to become effective. This should be confirmed by the message Remember to update your deployment to reflect the new plan when you are finished with your changes as can be seen in the following screen shot: The next step is to redeploy the JmsAdapter.Navigate back to the Deployments screen, either by selecting it in the left-hand navigation tree or by selecting the “Summary of Deployments” link in the breadcrumbs list at the top of the screen. Then select the checkbox next to JmsAdapter and press the Update button On the Update Application Assistant page, select “Redeploy this application using the following deployment files” and press Finish. After a few seconds you should get the message that the selected deployments were updated. The JMS adapter configuration is complete and it can now be used to access the JMS queue. To summarize: we have created a JMS adapter connection pool connector with the JNDI name jms/TestConnectionFactory. This is the JNDI name to be accessed by a process such as a BPEL process, when using the JMS adapter to access the previously created JMS queue with the JNDI name jms/TestJMSQueue. In the following step, we will set up a BPEL process to use this JMS adapter to write to the JMS queue. 3. Create a BPEL Composite with a JMS Adapter Partner Link This step requires that you have a valid Application Server Connection defined in JDeveloper, pointing to the application server on which you created the JMS Queue and Connection Factory. You can create this connection in JDeveloper under the Application Server Navigator. Give it any name and be sure to test the connection before completing it. This sample will use the connection name jbevans-lx-PS5, as that is the name of the connection pointing to my SOA PS5 installation. When using a JMS adapter from within a BPEL process, there are various configuration options, such as the operation type (consume message, produce message etc.), delivery mode and message type. One of these options is the choice of the format of the JMS message payload. This can be structured around an existing XSD, in which case the full XML element and tags are passed, or it can be opaque, meaning that the payload is sent as-is to the JMS adapter. In the case of an XSD-based message, the payload can simply be copied to the input variable of the JMS adapter. In the case of an opaque message, the JMS adapter’s input variable is of type base64binary. So the payload needs to be converted to base64 binary first. I will go into this in more detail in a later blog entry. This sample will pass a simple message to the adapter, based on the following simple XSD file, which consists of a single string element: stringPayload.xsd <?xml version="1.0" encoding="windows-1252" ?> <xsd:schema xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns="http://www.example.org" targetNamespace="http://www.example.org" elementFormDefault="qualified" <xsd:element name="exampleElement" type="xsd:string"> </xsd:element> </xsd:schema> The following steps are all executed in JDeveloper. The SOA project will be created inside a JDeveloper Application. If you do not already have an application to contain the project, you can create a new one via File > New > General > Generic Application. Give the application any name, for example JMSTests and, when prompted for a project name and type, call the project JmsAdapterWriteWithXsd and select SOA as the project technology type. If you already have an application, continue below. Create a SOA Project Create a new project and choose SOA Tier > SOA Project as its type. Name it JmsAdapterWriteSchema. When prompted for the composite type, choose Composite With BPEL Process. When prompted for the BPEL Process, name it JmsAdapterWriteSchema too and choose Synchronous BPEL Process as the template. This will create a composite with a BPEL process and an exposed SOAP service. Double-click the BPEL process to open and begin editing it. You should see a simple BPEL process with a Receive and Reply activity. As we created a default process without an XML schema, the input and output variables are simple strings. Create an XSD File An XSD file is required later to define the message format to be passed to the JMS adapter. In this step, we create a simple XSD file, containing a string variable and add it to the project. First select the xsd item in the left-hand navigation tree to ensure that the XSD file is created under that item. Select File > New > General > XML and choose XML Schema. Call it stringPayload.xsd and when the editor opens, select the Source view. then replace the contents with the contents of the stringPayload.xsd example above and save the file. You should see it under the xsd item in the navigation tree. Create a JMS Adapter Partner Link We will create the JMS adapter as a service at the composite level. If it is not already open, double-click the composite.xml file in the navigator to open it. From the Component Palette, drag a JMS adapter over onto the right-hand swim lane, under External References. This will start the JMS Adapter Configuration Wizard. Use the following entries: Service Name: JmsAdapterWrite Oracle Enterprise Messaging Service (OEMS): Oracle Weblogic JMS AppServer Connection: Use an existing application server connection pointing to the WebLogic server on which the above JMS queue and connection factory were created. You can use the “+” button to create a connection directly from the wizard, if you do not already have one. This example uses a connection called jbevans-lx-PS5. Adapter Interface > Interface: Define from operation and schema (specified later) Operation Type: Produce Message Operation Name: Produce_message Destination Name: Press the Browse button, select Destination Type: Queues, then press Search. Wait for the list to populate, then select the entry for TestJMSQueue , which is the queue created earlier. JNDI Name: The JNDI name to use for the JMS connection. This is probably the most important step in this exercise and the most common source of error. This is the JNDI name of the JMS adapter’s connection pool created in the WebLogic Server and which points to the connection factory. JDeveloper does not verify the value entered here. If you enter a wrong value, the JMS adapter won’t find the queue and you will get an error message at runtime, which is very difficult to trace. In our example, this is the value eis/wls/TestQueue . (See the earlier step on how to create a JMS Adapter Connection Pool in WebLogic Server for details.) MessagesURL: We will use the XSD file we created earlier, stringPayload.xsd to define the message format for the JMS adapter. Press the magnifying glass icon to search for schema files. Expand Project Schema Files > stringPayload.xsd and select exampleElement: string. Press Next and Finish, which will complete the JMS Adapter configuration. Wire the BPEL Component to the JMS Adapter In this step, we link the BPEL process/component to the JMS adapter. From the composite.xml editor, drag the right-arrow icon from the BPEL process to the JMS adapter’s in-arrow. This completes the steps at the composite level. 4. Complete the BPEL Process Design Invoke the JMS Adapter Open the BPEL component by double-clicking it in the design view of the composite.xml, or open it from the project navigator by selecting the JmsAdapterWriteSchema.bpel file. This will display the BPEL process in the design view. You should see the JmsAdapterWrite partner link under one of the two swim lanes. We want it in the right-hand swim lane. If JDeveloper displays it in the left-hand lane, right-click it and choose Display > Move To Opposite Swim Lane. An Invoke activity is required in order to invoke the JMS adapter. Drag an Invoke activity between the Receive and Reply activities. Drag the right-hand arrow from the Invoke activity to the JMS adapter partner link. This will open the Invoke editor. The correct default values are entered automatically and are fine for our purposes. We only need to define the input variable to use for the JMS adapter. By pressing the green “+” symbol, a variable of the correct type can be auto-generated, for example with the name Invoke1_Produce_Message_InputVariable. Press OK after creating the variable. ( For some reason, while I was testing this, the JMS Adapter moved back to the left-hand swim lane again after this step. There is no harm in leaving it there, but I find it easier to follow if it is in the right-hand lane, because I kind-of think of the message coming in on the left and being routed through the right. But you can follow your personal preference here.) Assign Variables Drag an Assign activity between the Receive and Invoke activities. We will simply copy the input variable to the JMS adapter and, for completion, so the process has an output to print, again to the process’s output variable. Double-click the Assign activity and create two Copy rules: for the first, drag Variables > inputVariable > payload > client:process > client:input_string to Invoke1_Produce_Message_InputVariable > body > ns2:exampleElement for the second, drag the same input variable to outputVariable > payload > client:processResponse > client:result This will create two copy rules, similar to the following: Press OK. This completes the BPEL and Composite design. 5. Compile and Deploy the Composite We won’t go into too much detail on how to compile and deploy. In JDeveloper, compile the process by pressing the Make or Rebuild icons or by right-clicking the project name in the navigator and selecting Make... or Rebuild... If the compilation is successful, deploy it to the SOA server connection defined earlier. (Right-click the project name in the navigator, select Deploy to Application Server, choose the application server connection, choose the partition on the server (usually default) and press Finish. You should see the message ---- Deployment finished. ---- in the Deployment frame, if the deployment was successful. 6. Test the Composite This is the exciting part. Open two tabs in your browser and log in to the WebLogic Administration Console in one tab and the Enterprise Manager 11g Fusion Middleware Control (EM) for your SOA installation in the other. We will use the Console to monitor the messages being written to the queue and the EM to execute the composite. In the Console, go to Services > Messaging > JMS Modules > TestJMSModule > TestJMSQueue > Monitoring. Note the number of messages under Messages Current. In the EM, go to SOA > soa-infra (soa_server1) > default (or wherever you deployed your composite to) and click on JmsAdapterWriteSchema [1.0], then press the Test button. Under Input Arguments, enter any string into the text input field for the payload, for example Test Message then press Test Web Service. If the instance is successful you should see the same text in the Response message, “Test Message”. In the Console, refresh the Monitoring screen to confirm a new message has been written to the queue. Check the checkbox and press Show Messages. Click on the newest message and view its contents. They should include the full XML of the entered payload. 7. Troubleshooting If you get an exception similar to the following at runtime ... BINDING.JCA-12510 JCA Resource Adapter location error. Unable to locate the JCA Resource Adapter via .jca binding file element The JCA Binding Component is unable to startup the Resource Adapter specified in the element: location='eis/wls/QueueTest'. The reason for this is most likely that either 1) the Resource Adapters RAR file has not been deployed successfully to the WebLogic Application server or 2) the '' element in weblogic-ra.xml has not been set to eis/wls/QueueTest. In the last case you will have to add a new WebLogic JCA connection factory (deploy a RAR). Please correct this and then restart the Application Server at oracle.integration.platform.blocks.adapter.fw.AdapterBindingException. createJndiLookupException(AdapterBindingException.java:130) at oracle.integration.platform.blocks.adapter.fw.jca.cci. JCAConnectionManager$JCAConnectionPool.createJCAConnectionFactory (JCAConnectionManager.java:1387) at oracle.integration.platform.blocks.adapter.fw.jca.cci. JCAConnectionManager$JCAConnectionPool.newPoolObject (JCAConnectionManager.java:1285) ... then this is very likely due to an incorrect JNDI name entered for the JMS Connection in the JMS Adapter Wizard. Recheck those steps. The error message prints the name of the JNDI name used. In this example, it was incorrectly entered as eis/wls/QueueTest instead of eis/wls/TestQueue. This concludes this example. Best regards John-Brown Evans Oracle Technology Proactive Support Delivery

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  • SQLAuthority News – SQL Server Technical Article – The Data Loading Performance Guide

    - by pinaldave
    The white paper describes load strategies for achieving high-speed data modifications of a Microsoft SQL Server database. “Bulk Load Methods” and “Other Minimally Logged and Metadata Operations” provide an overview of two key and interrelated concepts for high-speed data loading: bulk loading and metadata operations. After this background knowledge, white paper describe how these methods can be [...]

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  • MacBook Pro Late 2009 SATA Resets, Slowness

    - by A Student at a University
    My MacBook Pro runs slower the longer it's on. I am getting kernel warnings. The resets correlate with AC power connects and disconnects. I don't know if the warnings do. (How do I tell?) Are these bus CRC errors? Or something else? Can this damage the drive or corrupt data? What is it seeing that motivates these? 02:37:16 :[ 0.791992] ahci 0000:00:0b.0: PCI INT A -> Link[LSI0] -> GSI 20 (level, low) -> IRQ 20 02:37:16 :[ 0.792053] ahci 0000:00:0b.0: controller can't do PMP, turning off CAP_PMP 02:37:16 :[ 0.792104] ahci 0000:00:0b.0: AHCI 0001.0200 32 slots 6 ports 1.5 Gbps 0x3 impl IDE mode 02:37:16 :[ 0.792107] ahci 0000:00:0b.0: flags: 64bit ncq sntf pm led pio slum part boh 02:37:16 :[ 0.813473] scsi0 : ahci 02:37:16 :[ 0.823340] scsi1 : ahci 02:37:16 :[ 0.848164] ata1: SATA max UDMA/133 abar m8192@0xe7484000 port 0xe7484100 irq 43 02:37:16 :[ 0.848166] ata2: SATA max UDMA/133 abar m8192@0xe7484000 port 0xe7484180 irq 43 02:37:16 :[ 1.190132] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:16 :[ 1.190153] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:16 :[ 1.213568] ata1.00: ATA-8: OCZ-VERTEX2, 1.23, max UDMA/133 02:37:16 :[ 1.213572] ata1.00: 195371568 sectors, multi 1: LBA48 NCQ (depth 31/32) 02:37:16 :[ 1.227293] ata2.00: ATA-8: ST9500420ASG, 0002SDM1, max UDMA/133 02:37:16 :[ 1.227297] ata2.00: 976773168 sectors, multi 16: LBA48 NCQ (depth 31/32) 02:37:16 :[ 1.229570] ata2.00: configured for UDMA/133 02:37:16 :[ 1.240133] ata2: hard resetting link 02:37:16 :[ 1.260738] ata1.00: configured for UDMA/133 02:37:16 :[ 1.280122] ata1: hard resetting link 02:37:16 :[ 1.470125] usb 2-5: new high speed USB device using ehci_hcd and address 3 02:37:16 :[ 1.550165] firewire_core: created device fw0: GUID 58b035fffea99f5c, S800 02:37:16 :[ 1.631306] Initializing USB Mass Storage driver... 02:37:16 :[ 1.631392] scsi6 : usb-storage 2-5:1.0 02:37:16 :[ 1.631454] usbcore: registered new interface driver usb-storage 02:37:16 :[ 1.631455] USB Mass Storage support registered. 02:37:16 :[ 1.960128] usb 4-1: new full speed USB device using ohci_hcd and address 2 02:37:16 :[ 1.990101] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:16 :[ 1.994215] ata2.00: configured for UDMA/133 02:37:16 :[ 1.994220] ata2: EH complete 02:37:16 :[ 2.030097] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:16 :[ 2.090773] ata1.00: configured for UDMA/133 02:37:16 :[ 2.090778] ata1: EH complete 02:37:16 :[ 2.090931] scsi 0:0:0:0: Direct-Access ATA OCZ-VERTEX2 1.23 PQ: 0 ANSI: 5 02:37:16 :[ 2.091045] sd 0:0:0:0: Attached scsi generic sg0 type 0 02:37:16 :[ 2.091121] sd 0:0:0:0: [sda] 195371568 512-byte logical blocks: (100 GB/93.1 GiB) 02:37:16 :[ 2.091159] scsi 1:0:0:0: Direct-Access ATA ST9500420ASG 0002 PQ: 0 ANSI: 5 02:37:16 :[ 2.091163] sd 0:0:0:0: [sda] Write Protect is off 02:37:16 :[ 2.091183] sd 0:0:0:0: [sda] Write cache: enabled, read cache: enabled, doesn't support DPO or FUA 02:37:16 :[ 2.091252] sd 1:0:0:0: Attached scsi generic sg1 type 0 02:37:16 :[ 2.091337] sda: 02:37:16 :[ 2.091446] sd 1:0:0:0: [sdb] 976773168 512-byte logical blocks: (500 GB/465 GiB) 02:37:16 :[ 2.091580] sd 1:0:0:0: [sdb] Write Protect is off 02:37:16 :[ 2.091637] sd 1:0:0:0: [sdb] Write cache: enabled, read cache: enabled, doesn't support DPO or FUA 02:37:16 :[ 2.091756] sdb: sda1 sda2 02:37:16 :[ 2.093140] sd 0:0:0:0: [sda] Attached SCSI disk 02:37:16 :[ 2.093505] sdb1 sdb2 sdb3 02:37:16 :[ 2.093773] sd 1:0:0:0: [sdb] Attached SCSI disk 02:37:16 :[ 2.693899] EXT4-fs (dm-0): mounted filesystem with ordered data mode. Opts: (null) 02:37:16 :[ 5.483492] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro 02:37:16 :[ 7.905040] EXT4-fs (dm-2): mounted filesystem with ordered data mode. Opts: (null) 02:37:25 :[ 19.553095] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:37:25 :[ 19.555266] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:37:25 :[ 19.641533] ata1: hard resetting link 02:37:25 :[ 19.642084] ata2: hard resetting link 02:37:26 :[ 20.392606] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:26 :[ 20.392610] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:26 :[ 20.396697] ata2.00: configured for UDMA/133 02:37:26 :[ 20.396703] ata2: EH complete 02:37:26 :[ 20.451491] ata1.00: configured for UDMA/133 02:37:26 :[ 20.451498] ata1: EH complete 02:37:30 :[ 24.563725] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:37:30 :[ 24.565939] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:37:30 :[ 24.627246] ata1: hard resetting link 02:37:30 :[ 24.632250] ata2: hard resetting link 02:37:31 :[ 25.372582] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:31 :[ 25.382615] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 300) 02:37:31 :[ 25.386782] ata2.00: configured for UDMA/133 02:37:31 :[ 25.386788] ata2: EH complete 02:37:31 :[ 25.431668] ata1.00: configured for UDMA/133 02:37:31 :[ 25.431674] ata1: EH complete 02:45:54 :[ 529.141844] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 02:45:55 :[ 529.544529] EXT4-fs (dm-2): re-mounted. Opts: commit=0 02:45:55 :[ 529.622561] ata1: limiting SATA link speed to 1.5 Gbps 02:45:55 :[ 529.622583] ata1: hard resetting link 02:45:55 :[ 529.622609] ata2: limiting SATA link speed to 1.5 Gbps 02:45:55 :[ 529.622624] ata2: hard resetting link 02:45:56 :[ 530.380135] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:45:56 :[ 530.380157] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:45:56 :[ 530.384305] ata2.00: configured for UDMA/133 02:45:56 :[ 530.384314] ata2: EH complete 02:45:56 :[ 530.399225] ata1.00: configured for UDMA/133 02:45:56 :[ 530.399233] ata1: EH complete 02:45:58 :[ 532.395990] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:45:58 :[ 532.518270] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:45:58 :[ 532.590983] ata1: hard resetting link 02:45:58 :[ 532.591045] ata2: hard resetting link 02:45:59 :[ 533.340147] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:45:59 :[ 533.340168] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:45:59 :[ 533.344416] ata2.00: configured for UDMA/133 02:45:59 :[ 533.344424] ata2: EH complete 02:45:59 :[ 533.360839] ata1.00: configured for UDMA/133 02:45:59 :[ 533.360847] ata1: EH complete 02:45:59 :[ 533.584449] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 02:45:59 :[ 533.586999] EXT4-fs (dm-2): re-mounted. Opts: commit=0 02:45:59 :[ 533.660132] ata2: hard resetting link 02:45:59 :[ 533.660151] ata1: hard resetting link 02:46:00 :[ 534.412536] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:00 :[ 534.412562] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:00 :[ 534.416768] ata2.00: configured for UDMA/133 02:46:00 :[ 534.416777] ata2: EH complete 02:46:00 :[ 534.431396] ata1.00: configured for UDMA/133 02:46:00 :[ 534.431401] ata1: EH complete 02:46:03 :[ 537.384649] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:46:03 :[ 537.504214] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:46:03 :[ 537.586002] ata1: hard resetting link 02:46:03 :[ 537.586036] ata2: hard resetting link 02:46:04 :[ 538.330147] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:04 :[ 538.330168] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:04 :[ 538.334389] ata2.00: configured for UDMA/133 02:46:04 :[ 538.334398] ata2: EH complete 02:46:04 :[ 538.343511] ata1.00: configured for UDMA/133 02:46:04 :[ 538.343519] ata1: EH complete 02:46:04 :[ 538.456413] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 02:46:04 :[ 538.459404] EXT4-fs (dm-2): re-mounted. Opts: commit=0 02:46:04 :[ 538.540138] ata1.00: limiting speed to UDMA/100:PIO4 02:46:04 :[ 538.540159] ata1: hard resetting link 02:46:04 :[ 538.540202] ata2.00: limiting speed to UDMA/100:PIO4 02:46:04 :[ 538.540220] ata2: hard resetting link 02:46:05 :[ 539.290054] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:05 :[ 539.290041] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:05 :[ 539.294100] ata2.00: configured for UDMA/100 02:46:05 :[ 539.294106] ata2: EH complete 02:46:05 :[ 539.314125] ata1.00: configured for UDMA/100 02:46:05 :[ 539.314132] ------------[ cut here ]------------ 02:46:05 :[ 539.314140] WARNING: at /build/buildd/linux-2.6.35/drivers/ata/libata-eh.c:3638 ata_eh_finish+0xdf/0xf0() 02:46:05 :[ 539.314144] Hardware name: MacBookPro5,3 02:46:05 :[ 539.314146] Modules linked in: michael_mic arc4 xt_multiport binfmt_misc rfcomm sco bnep l2cap parport_pc ppdev nvidia(P) ipt_REJECT xt_recent snd_hda_codec_cirrus xt_limit xt_tcpudp ipt_addrtype xt_state snd_hda_intel snd_hda_codec snd_hwdep snd_pcm snd_seq_midi applesmc led_class ip6table_filter lib80211_crypt_tkip snd_rawmidi snd_seq_midi_event ip6_tables input_polldev hid_apple snd_seq wl(P) snd_timer snd_seq_device snd joydev bcm5974 usbhid mbp_nvidia_bl uvcvideo btusb videodev v4l1_compat v4l2_compat_ioctl32 nf_nat_irc hid nf_conntrack_irc soundcore snd_page_alloc i2c_nforce2 coretemp lib80211 bluetooth nf_nat_ftp nf_nat nf_conntrack_ipv4 nf_defrag_ipv4 nf_conntrack_ftp nf_conntrack lp parport iptable_filter ip_tables x_tables usb_storage firewire_ohci firewire_core forcedeth crc_itu_t ahci libahci 02:46:05 :[ 539.314221] Pid: 202, comm: scsi_eh_0 Tainted: P 2.6.35-25-generic #44-Ubuntu 02:46:05 :[ 539.314224] Call Trace: 02:46:05 :[ 539.314233] [<ffffffff8106091f>] warn_slowpath_common+0x7f/0xc0 02:46:05 :[ 539.314237] [<ffffffff8106097a>] warn_slowpath_null+0x1a/0x20 02:46:05 :[ 539.314242] [<ffffffff813dc77f>] ata_eh_finish+0xdf/0xf0 02:46:05 :[ 539.314246] [<ffffffff813e441e>] sata_pmp_error_handler+0x2e/0x40 02:46:05 :[ 539.314256] [<ffffffffa00021bf>] ahci_error_handler+0x1f/0x90 [libahci] 02:46:05 :[ 539.314261] [<ffffffff813dd6d2>] ata_scsi_error+0x492/0x5e0 02:46:05 :[ 539.314266] [<ffffffff813b24cd>] scsi_error_handler+0x10d/0x190 02:46:05 :[ 539.314270] [<ffffffff813b23c0>] ? scsi_error_handler+0x0/0x190 02:46:05 :[ 539.314275] [<ffffffff8107f266>] kthread+0x96/0xa0 02:46:05 :[ 539.314280] [<ffffffff8100aee4>] kernel_thread_helper+0x4/0x10 02:46:05 :[ 539.314284] [<ffffffff8107f1d0>] ? kthread+0x0/0xa0 02:46:05 :[ 539.314288] [<ffffffff8100aee0>] ? kernel_thread_helper+0x0/0x10 02:46:05 :[ 539.314291] ---[ end trace 76dbffc2d5d49d9b ]--- 02:46:05 :[ 539.314296] ata1: EH complete 02:46:12 :[ 547.040117] ata1: hard resetting link 02:46:13 :[ 547.390144] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:13 :[ 547.408430] ata1.00: configured for UDMA/100 02:46:13 :[ 547.408438] ------------[ cut here ]------------ 02:46:13 :[ 547.408447] WARNING: at /build/buildd/linux-2.6.35/drivers/ata/libata-eh.c:3638 ata_eh_finish+0xdf/0xf0() 02:46:13 :[ 547.408451] Hardware name: MacBookPro5,3 02:46:13 :[ 547.408453] Modules linked in: michael_mic arc4 xt_multiport binfmt_misc rfcomm sco bnep l2cap parport_pc ppdev nvidia(P) ipt_REJECT xt_recent snd_hda_codec_cirrus xt_limit xt_tcpudp ipt_addrtype xt_state snd_hda_intel snd_hda_codec snd_hwdep snd_pcm snd_seq_midi applesmc led_class ip6table_filter lib80211_crypt_tkip snd_rawmidi snd_seq_midi_event ip6_tables input_polldev hid_apple snd_seq wl(P) snd_timer snd_seq_device snd joydev bcm5974 usbhid mbp_nvidia_bl uvcvideo btusb videodev v4l1_compat v4l2_compat_ioctl32 nf_nat_irc hid nf_conntrack_irc soundcore snd_page_alloc i2c_nforce2 coretemp lib80211 bluetooth nf_nat_ftp nf_nat nf_conntrack_ipv4 nf_defrag_ipv4 nf_conntrack_ftp nf_conntrack lp parport iptable_filter ip_tables x_tables usb_storage firewire_ohci firewire_core forcedeth crc_itu_t ahci libahci 02:46:13 :[ 547.408528] Pid: 202, comm: scsi_eh_0 Tainted: P W 2.6.35-25-generic #44-Ubuntu 02:46:13 :[ 547.408531] Call Trace: 02:46:13 :[ 547.408540] [<ffffffff8106091f>] warn_slowpath_common+0x7f/0xc0 02:46:13 :[ 547.408544] [<ffffffff8106097a>] warn_slowpath_null+0x1a/0x20 02:46:13 :[ 547.408549] [<ffffffff813dc77f>] ata_eh_finish+0xdf/0xf0 02:46:13 :[ 547.408553] [<ffffffff813e441e>] sata_pmp_error_handler+0x2e/0x40 02:46:13 :[ 547.408563] [<ffffffffa00021bf>] ahci_error_handler+0x1f/0x90 [libahci] 02:46:13 :[ 547.408567] [<ffffffff813dd6d2>] ata_scsi_error+0x492/0x5e0 02:46:13 :[ 547.408572] [<ffffffff813b24cd>] scsi_error_handler+0x10d/0x190 02:46:13 :[ 547.408577] [<ffffffff813b23c0>] ? scsi_error_handler+0x0/0x190 02:46:13 :[ 547.408582] [<ffffffff8107f266>] kthread+0x96/0xa0 02:46:13 :[ 547.408587] [<ffffffff8100aee4>] kernel_thread_helper+0x4/0x10 02:46:13 :[ 547.408591] [<ffffffff8107f1d0>] ? kthread+0x0/0xa0 02:46:13 :[ 547.408595] [<ffffffff8100aee0>] ? kernel_thread_helper+0x0/0x10 02:46:13 :[ 547.408598] ---[ end trace 76dbffc2d5d49d9c ]--- 02:46:13 :[ 547.408620] ata1: EH complete 02:46:13 :[ 547.562470] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:46:13 :[ 547.671380] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:46:13 :[ 547.738198] ata1.00: limiting speed to UDMA/33:PIO4 02:46:13 :[ 547.738218] ata1: hard resetting link 02:46:13 :[ 547.738274] ata2: hard resetting link 02:46:14 :[ 548.482561] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:14 :[ 548.484083] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:14 :[ 548.486809] ata2.00: configured for UDMA/100 02:46:14 :[ 548.486818] ata2: EH complete 02:46:14 :[ 548.498998] ata1.00: configured for UDMA/33 02:46:14 :[ 548.499004] ata1: EH complete 02:46:18 :[ 552.410499] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:46:18 :[ 552.522521] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:46:18 :[ 552.529684] ata1: hard resetting link 02:46:18 :[ 552.529723] ata2: hard resetting link 02:46:19 :[ 553.280059] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:19 :[ 553.280068] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:19 :[ 553.284141] ata2.00: configured for UDMA/100 02:46:19 :[ 553.284150] ata2: EH complete 02:46:19 :[ 553.301629] ata1.00: configured for UDMA/33 02:46:19 :[ 553.301637] ata1: EH complete 02:46:21 :[ 556.078830] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 02:46:21 :[ 556.180361] EXT4-fs (dm-2): re-mounted. Opts: commit=0 02:46:22 :[ 556.262612] ata1: hard resetting link 02:46:22 :[ 556.262617] ata2: hard resetting link 02:46:22 :[ 557.010050] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:22 :[ 557.010070] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:22 :[ 557.014069] ata2.00: configured for UDMA/100 02:46:22 :[ 557.014075] ata2: EH complete 02:46:22 :[ 557.023646] ata1.00: configured for UDMA/33 02:46:22 :[ 557.023654] ata1: EH complete 02:46:30 :[ 565.047438] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:46:30 :[ 565.051554] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:46:30 :[ 565.108332] ata1: hard resetting link 02:46:30 :[ 565.108389] ata2.00: limiting speed to UDMA/33:PIO4 02:46:30 :[ 565.108406] ata2: hard resetting link 02:46:31 :[ 565.850048] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:31 :[ 565.850068] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:31 :[ 565.854304] ata2.00: configured for UDMA/33 02:46:31 :[ 565.854313] ata2: EH complete 02:46:31 :[ 565.868477] ata1.00: configured for UDMA/33 02:46:31 :[ 565.868485] ata1: EH complete 02:46:35 :[ 569.265469] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 02:46:35 :[ 569.268139] EXT4-fs (dm-2): re-mounted. Opts: commit=0 02:46:35 :[ 569.340079] ata1: hard resetting link 02:46:35 :[ 569.340113] ata2: hard resetting link 02:46:35 :[ 570.092568] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:35 :[ 570.092589] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:46:35 :[ 570.096828] ata2.00: configured for UDMA/33 02:46:35 :[ 570.096837] ata2: EH complete 02:46:35 :[ 570.110727] ata1.00: configured for UDMA/33 02:46:35 :[ 570.110735] ata1: EH complete 02:47:04 :[ 598.528232] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 02:47:04 :[ 598.653973] EXT4-fs (dm-2): re-mounted. Opts: commit=600 02:47:04 :[ 598.730854] ata1: hard resetting link 02:47:04 :[ 598.730910] ata2: hard resetting link 02:47:05 :[ 599.480136] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:47:05 :[ 599.480159] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 02:47:05 :[ 599.484206] ata2.00: configured for UDMA/33 02:47:05 :[ 599.484213] ata2: EH complete 02:47:05 :[ 599.496699] ata1.00: configured for UDMA/33 02:47:05 :[ 599.496707] ata1: EH complete 04:45:59 :[ 7733.756548] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 04:45:59 :[ 7733.882748] EXT4-fs (dm-2): re-mounted. Opts: commit=0 04:45:59 :[ 7733.960142] ata1: hard resetting link 04:45:59 :[ 7733.960189] ata2: hard resetting link 04:46:00 :[ 7734.701926] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 04:46:00 :[ 7734.719939] ata1.00: configured for UDMA/33 04:46:00 :[ 7734.719946] ata1: EH complete 04:46:00 :[ 7734.722547] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 04:46:00 :[ 7734.726652] ata2.00: configured for UDMA/33 04:46:00 :[ 7734.726659] ata2: EH complete 04:46:02 :[ 7736.656465] ACPI: EC: GPE storm detected, transactions will use polling mode 13:38:49 :[39704.188621] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 13:38:49 :[39704.280588] EXT4-fs (dm-2): re-mounted. Opts: commit=600 13:38:49 :[39704.360819] ata1: hard resetting link 13:38:49 :[39704.360882] ata2: hard resetting link 13:38:50 :[39705.112956] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 13:38:50 :[39705.114435] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 13:38:50 :[39705.118673] ata2.00: configured for UDMA/33 13:38:50 :[39705.118682] ata2: EH complete 13:38:50 :[39705.127076] ata1.00: configured for UDMA/33 13:38:50 :[39705.127084] ata1: EH complete 13:39:49 :[39764.142463] applesmc: F1Mn: write arg fail 13:48:11 :[40267.025145] applesmc: FS! : read arg fail 13:52:53 :[40548.596735] applesmc: FS! : read arg fail 13:53:58 :[40613.972856] applesmc: FS! : read arg fail 13:54:08 :[40624.057339] applesmc: FS! : read arg fail 13:58:20 :[40875.397749] applesmc: TC0D: read data fail 14:16:56 :[41991.722054] applesmc: Th2H: read data fail 14:22:32 :[42327.991522] applesmc: light sensor data length set to 10 14:26:19 :[42554.788886] applesmc: F1Mn: write arg fail 14:32:36 :[42931.860443] applesmc: TC0F: read data fail 14:34:32 :[43048.041469] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 14:34:33 :[43048.185850] EXT4-fs (dm-2): re-mounted. Opts: commit=0 14:34:33 :[43048.270184] ata1: hard resetting link 14:34:33 :[43048.270224] ata2: hard resetting link 14:34:33 :[43049.030049] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:33 :[43049.030065] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:33 :[43049.034106] ata2.00: configured for UDMA/33 14:34:33 :[43049.034112] ata2: EH complete 14:34:33 :[43049.056952] ata1.00: configured for UDMA/33 14:34:33 :[43049.056959] ------------[ cut here ]------------ 14:34:33 :[43049.056968] WARNING: at /build/buildd/linux-2.6.35/drivers/ata/libata-eh.c:3638 ata_eh_finish+0xdf/0xf0() 14:34:33 :[43049.056971] Hardware name: MacBookPro5,3 14:34:33 :[43049.056973] Modules linked in: michael_mic arc4 xt_multiport binfmt_misc rfcomm sco bnep l2cap parport_pc ppdev nvidia(P) ipt_REJECT xt_recent snd_hda_codec_cirrus xt_limit xt_tcpudp ipt_addrtype xt_state snd_hda_intel snd_hda_codec snd_hwdep snd_pcm snd_seq_midi applesmc led_class ip6table_filter lib80211_crypt_tkip snd_rawmidi snd_seq_midi_event ip6_tables input_polldev hid_apple snd_seq wl(P) snd_timer snd_seq_device snd joydev bcm5974 usbhid mbp_nvidia_bl uvcvideo btusb videodev v4l1_compat v4l2_compat_ioctl32 nf_nat_irc hid nf_conntrack_irc soundcore snd_page_alloc i2c_nforce2 coretemp lib80211 bluetooth nf_nat_ftp nf_nat nf_conntrack_ipv4 nf_defrag_ipv4 nf_conntrack_ftp nf_conntrack lp parport iptable_filter ip_tables x_tables usb_storage firewire_ohci firewire_core forcedeth crc_itu_t ahci libahci 14:34:33 :[43049.057048] Pid: 202, comm: scsi_eh_0 Tainted: P W 2.6.35-25-generic #44-Ubuntu 14:34:33 :[43049.057052] Call Trace: 14:34:33 :[43049.057060] [<ffffffff8106091f>] warn_slowpath_common+0x7f/0xc0 14:34:33 :[43049.057064] [<ffffffff8106097a>] warn_slowpath_null+0x1a/0x20 14:34:33 :[43049.057069] [<ffffffff813dc77f>] ata_eh_finish+0xdf/0xf0 14:34:33 :[43049.057074] [<ffffffff813e441e>] sata_pmp_error_handler+0x2e/0x40 14:34:33 :[43049.057083] [<ffffffffa00021bf>] ahci_error_handler+0x1f/0x90 [libahci] 14:34:33 :[43049.057088] [<ffffffff813dd6d2>] ata_scsi_error+0x492/0x5e0 14:34:33 :[43049.057093] [<ffffffff813b24cd>] scsi_error_handler+0x10d/0x190 14:34:33 :[43049.057097] [<ffffffff813b23c0>] ? scsi_error_handler+0x0/0x190 14:34:33 :[43049.057102] [<ffffffff8107f266>] kthread+0x96/0xa0 14:34:33 :[43049.057107] [<ffffffff8100aee4>] kernel_thread_helper+0x4/0x10 14:34:33 :[43049.057111] [<ffffffff8107f1d0>] ? kthread+0x0/0xa0 14:34:33 :[43049.057115] [<ffffffff8100aee0>] ? kernel_thread_helper+0x0/0x10 14:34:33 :[43049.057118] ---[ end trace 76dbffc2d5d49d9d ]--- 14:34:33 :[43049.057123] ata1: EH complete 14:34:41 :[43057.012698] ata1: hard resetting link 14:34:42 :[43057.362780] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:42 :[43057.381432] ata1.00: configured for UDMA/33 14:34:42 :[43057.381441] ------------[ cut here ]------------ 14:34:42 :[43057.381450] WARNING: at /build/buildd/linux-2.6.35/drivers/ata/libata-eh.c:3638 ata_eh_finish+0xdf/0xf0() 14:34:42 :[43057.381453] Hardware name: MacBookPro5,3 14:34:42 :[43057.381455] Modules linked in: michael_mic arc4 xt_multiport binfmt_misc rfcomm sco bnep l2cap parport_pc ppdev nvidia(P) ipt_REJECT xt_recent snd_hda_codec_cirrus xt_limit xt_tcpudp ipt_addrtype xt_state snd_hda_intel snd_hda_codec snd_hwdep snd_pcm snd_seq_midi applesmc led_class ip6table_filter lib80211_crypt_tkip snd_rawmidi snd_seq_midi_event ip6_tables input_polldev hid_apple snd_seq wl(P) snd_timer snd_seq_device snd joydev bcm5974 usbhid mbp_nvidia_bl uvcvideo btusb videodev v4l1_compat v4l2_compat_ioctl32 nf_nat_irc hid nf_conntrack_irc soundcore snd_page_alloc i2c_nforce2 coretemp lib80211 bluetooth nf_nat_ftp nf_nat nf_conntrack_ipv4 nf_defrag_ipv4 nf_conntrack_ftp nf_conntrack lp parport iptable_filter ip_tables x_tables usb_storage firewire_ohci firewire_core forcedeth crc_itu_t ahci libahci 14:34:42 :[43057.381530] Pid: 202, comm: scsi_eh_0 Tainted: P W 2.6.35-25-generic #44-Ubuntu 14:34:42 :[43057.381533] Call Trace: 14:34:42 :[43057.381542] [<ffffffff8106091f>] warn_slowpath_common+0x7f/0xc0 14:34:42 :[43057.381546] [<ffffffff8106097a>] warn_slowpath_null+0x1a/0x20 14:34:42 :[43057.381551] [<ffffffff813dc77f>] ata_eh_finish+0xdf/0xf0 14:34:42 :[43057.381556] [<ffffffff813e441e>] sata_pmp_error_handler+0x2e/0x40 14:34:42 :[43057.381565] [<ffffffffa00021bf>] ahci_error_handler+0x1f/0x90 [libahci] 14:34:42 :[43057.381569] [<ffffffff813dd6d2>] ata_scsi_error+0x492/0x5e0 14:34:42 :[43057.381575] [<ffffffff813b24cd>] scsi_error_handler+0x10d/0x190 14:34:42 :[43057.381579] [<ffffffff813b23c0>] ? scsi_error_handler+0x0/0x190 14:34:42 :[43057.381584] [<ffffffff8107f266>] kthread+0x96/0xa0 14:34:42 :[43057.381589] [<ffffffff8100aee4>] kernel_thread_helper+0x4/0x10 14:34:42 :[43057.381594] [<ffffffff8107f1d0>] ? kthread+0x0/0xa0 14:34:42 :[43057.381598] [<ffffffff8100aee0>] ? kernel_thread_helper+0x0/0x10 14:34:42 :[43057.381601] ---[ end trace 76dbffc2d5d49d9e ]--- 14:34:42 :[43057.381624] ata1: EH complete 14:34:42 :[43057.557887] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 14:34:42 :[43057.560517] EXT4-fs (dm-2): re-mounted. Opts: commit=600 14:34:42 :[43057.621194] ata1: hard resetting link 14:34:42 :[43057.621252] ata2: hard resetting link 14:34:43 :[43058.370141] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:43 :[43058.370162] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:43 :[43058.374407] ata2.00: configured for UDMA/33 14:34:43 :[43058.374415] ata2: EH complete 14:34:43 :[43058.381989] ata1.00: configured for UDMA/33 14:34:43 :[43058.381996] ata1: EH complete 14:34:43 :[43058.616228] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=600 14:34:43 :[43058.618931] EXT4-fs (dm-2): re-mounted. Opts: commit=600 14:34:43 :[43058.626687] ata1: hard resetting link 14:34:43 :[43058.626731] ata2: hard resetting link 14:34:44 :[43059.372908] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:44 :[43059.372932] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 14:34:44 :[43059.376997] ata2.00: configured for UDMA/33 14:34:44 :[43059.377003] ata2: EH complete 14:34:44 :[43059.392576] ata1.00: configured for UDMA/33 14:34:44 :[43059.392585] ata1: EH complete 15:48:19 :[47474.710860] ata1: hard resetting link 15:48:19 :[47474.710882] ata2: hard resetting link 15:48:20 :[47475.460144] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 15:48:20 :[47475.460169] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 15:48:20 :[47475.473709] ata1.00: configured for UDMA/33 15:48:20 :[47475.473717] ata1: EH complete 15:48:20 :[47475.727960] ata2.00: configured for UDMA/33 15:48:20 :[47475.727969] ata2: EH complete 16:29:39 :[49954.295017] EXT4-fs (dm-0): re-mounted. Opts: errors=remount-ro,commit=0 16:29:39 :[49954.622307] EXT4-fs (dm-2): re-mounted. Opts: commit=0 16:29:39 :[49954.710139] ata1: hard resetting link 16:29:39 :[49954.710174] ata2: hard resetting link 16:29:40 :[49955.460046] ata1: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 16:29:40 :[49955.460062] ata2: SATA link up 1.5 Gbps (SStatus 113 SControl 310) 16:29:40 :[49955.464138] ata2.00: configured for UDMA/33 16:29:40 :[49955.464144] ata2: EH complete 16:29:40 :[49955.473251] ata1.00: configured for UDMA/33 16:29:40 :[49955.473258] ata1: EH complete

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  • JMS Step 5 - How to Create an 11g BPEL Process Which Reads a Message Based on an XML Schema from a JMS Queue

    - by John-Brown.Evans
    JMS Step 5 - How to Create an 11g BPEL Process Which Reads a Message Based on an XML Schema from a JMS Queue .jblist{list-style-type:disc;margin:0;padding:0;padding-left:0pt;margin-left:36pt} ol{margin:0;padding:0} .c12_5{vertical-align:top;width:468pt;border-style:solid;background-color:#f3f3f3;border-color:#000000;border-width:1pt;padding:5pt 5pt 5pt 5pt} .c8_5{vertical-align:top;border-style:solid;border-color:#000000;border-width:1pt;padding:5pt 5pt 0pt 5pt} .c10_5{vertical-align:top;width:207pt;border-style:solid;border-color:#000000;border-width:1pt;padding:5pt 5pt 5pt 5pt} .c14_5{vertical-align:top;border-style:solid;border-color:#000000;border-width:1pt;padding:0pt 5pt 0pt 5pt} .c21_5{background-color:#ffffff} .c18_5{color:#1155cc;text-decoration:underline} .c16_5{color:#666666;font-size:12pt} .c5_5{background-color:#f3f3f3;font-weight:bold} .c19_5{color:inherit;text-decoration:inherit} .c3_5{height:11pt;text-align:center} .c11_5{font-weight:bold} .c20_5{background-color:#00ff00} .c6_5{font-style:italic} .c4_5{height:11pt} .c17_5{background-color:#ffff00} .c0_5{direction:ltr} .c7_5{font-family:"Courier New"} .c2_5{border-collapse:collapse} .c1_5{line-height:1.0} .c13_5{background-color:#f3f3f3} .c15_5{height:0pt} .c9_5{text-align:center} .title{padding-top:24pt;line-height:1.15;text-align:left;color:#000000;font-size:36pt;font-family:"Arial";font-weight:bold;padding-bottom:6pt} .subtitle{padding-top:18pt;line-height:1.15;text-align:left;color:#666666;font-style:italic;font-size:24pt;font-family:"Georgia";padding-bottom:4pt} li{color:#000000;font-size:10pt;font-family:"Arial"} p{color:#000000;font-size:10pt;margin:0;font-family:"Arial"} h1{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:24pt;font-family:"Arial";font-weight:normal} h2{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:18pt;font-family:"Arial";font-weight:normal} h3{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:14pt;font-family:"Arial";font-weight:normal} h4{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:12pt;font-family:"Arial";font-weight:normal} h5{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:11pt;font-family:"Arial";font-weight:normal} h6{padding-top:0pt;line-height:1.15;text-align:left;color:#888;font-size:10pt;font-family:"Arial";font-weight:normal} Welcome to another post in the series of blogs which demonstrates how to use JMS queues in a SOA context. The previous posts were: JMS Step 1 - How to Create a Simple JMS Queue in Weblogic Server 11g JMS Step 2 - Using the QueueSend.java Sample Program to Send a Message to a JMS Queue JMS Step 3 - Using the QueueReceive.java Sample Program to Read a Message from a JMS Queue JMS Step 4 - How to Create an 11g BPEL Process Which Writes a Message Based on an XML Schema to a JMS Queue Today we will create a BPEL process which will read (dequeue) the message from the JMS queue, which we enqueued in the last example. The JMS adapter will dequeue the full XML payload from the queue. 1. Recap and Prerequisites In the previous examples, we created a JMS Queue, a Connection Factory and a Connection Pool in the WebLogic Server Console. Then we designed and deployed a BPEL composite, which took a simple XML payload and enqueued it to the JMS queue. In this example, we will read that same message from the queue, using a JMS adapter and a BPEL process. As many of the configuration steps required to read from that queue were done in the previous samples, this one will concentrate on the new steps. A summary of the required objects is listed below. To find out how to create them please see the previous samples. They also include instructions on how to verify the objects are set up correctly. WebLogic Server Objects Object Name Type JNDI Name TestConnectionFactory Connection Factory jms/TestConnectionFactory TestJMSQueue JMS Queue jms/TestJMSQueue eis/wls/TestQueue Connection Pool eis/wls/TestQueue Schema XSD File The following XSD file is used for the message format. It was created in the previous example and will be copied to the new process. stringPayload.xsd <?xml version="1.0" encoding="windows-1252" ?> <xsd:schema xmlns:xsd="http://www.w3.org/2001/XMLSchema"                 xmlns="http://www.example.org"                 targetNamespace="http://www.example.org"                 elementFormDefault="qualified">   <xsd:element name="exampleElement" type="xsd:string">   </xsd:element> </xsd:schema> JMS Message After executing the previous samples, the following XML message should be in the JMS queue located at jms/TestJMSQueue: <?xml version="1.0" encoding="UTF-8" ?><exampleElement xmlns="http://www.example.org">Test Message</exampleElement> JDeveloper Connection You will need a valid Application Server Connection in JDeveloper pointing to the SOA server which the process will be deployed to. 2. Create a BPEL Composite with a JMS Adapter Partner Link In the previous example, we created a composite in JDeveloper called JmsAdapterWriteSchema. In this one, we will create a new composite called JmsAdapterReadSchema. There are probably many ways of incorporating a JMS adapter into a SOA composite for incoming messages. One way is design the process in such a way that the adapter polls for new messages and when it dequeues one, initiates a SOA or BPEL instance. This is possibly the most common use case. Other use cases include mid-flow adapters, which are activated from within the BPEL process. In this example we will use a polling adapter, because it is the most simple to set up and demonstrate. But it has one disadvantage as a demonstrative model. When a polling adapter is active, it will dequeue all messages as soon as they reach the queue. This makes it difficult to monitor messages we are writing to the queue, because they will disappear from the queue as soon as they have been enqueued. To work around this, we will shut down the composite after deploying it and restart it as required. (Another solution for this would be to pause the consumption for the queue and resume consumption again if needed. This can be done in the WLS console JMS-Modules -> queue -> Control -> Consumption -> Pause/Resume.) We will model the composite as a one-way incoming process. Usually, a BPEL process will do something useful with the message after receiving it, such as passing it to a database or file adapter, a human workflow or external web service. But we only want to demonstrate how to dequeue a JMS message using BPEL and a JMS adapter, so we won’t complicate the design with further activities. However, we do want to be able to verify that we have read the message correctly, so the BPEL process will include a small piece of embedded java code, which will print the message to standard output, so we can view it in the SOA server’s log file. Alternatively, you can view the instance in the Enterprise Manager and verify the message. The following steps are all executed in JDeveloper. Create the project in the same JDeveloper application used for the previous examples or create a new one. Create a SOA Project Create a new project and choose SOA Tier > SOA Project as its type. Name it JmsAdapterReadSchema. When prompted for the composite type, choose Empty Composite. Create a JMS Adapter Partner Link In the composite editor, drag a JMS adapter over from the Component Palette to the left-hand swim lane, under Exposed Services. This will start the JMS Adapter Configuration Wizard. Use the following entries: Service Name: JmsAdapterRead Oracle Enterprise Messaging Service (OEMS): Oracle WebLogic JMS AppServer Connection: Use an application server connection pointing to the WebLogic server on which the JMS queue and connection factory mentioned under Prerequisites above are located. Adapter Interface > Interface: Define from operation and schema (specified later) Operation Type: Consume Message Operation Name: Consume_message Consume Operation Parameters Destination Name: Press the Browse button, select Destination Type: Queues, then press Search. Wait for the list to populate, then select the entry for TestJMSQueue , which is the queue created in a previous example. JNDI Name: The JNDI name to use for the JMS connection. As in the previous example, this is probably the most common source of error. This is the JNDI name of the JMS adapter’s connection pool created in the WebLogic Server and which points to the connection factory. JDeveloper does not verify the value entered here. If you enter a wrong value, the JMS adapter won’t find the queue and you will get an error message at runtime, which is very difficult to trace. In our example, this is the value eis/wls/TestQueue . (See the earlier step on how to create a JMS Adapter Connection Pool in WebLogic Server for details.) Messages/Message SchemaURL: We will use the XSD file created during the previous example, in the JmsAdapterWriteSchema project to define the format for the incoming message payload and, at the same time, demonstrate how to import an existing XSD file into a JDeveloper project. Press the magnifying glass icon to search for schema files. In the Type Chooser, press the Import Schema File button. Select the magnifying glass next to URL to search for schema files. Navigate to the location of the JmsAdapterWriteSchema project > xsd and select the stringPayload.xsd file. Check the “Copy to Project” checkbox, press OK and confirm the following Localize Files popup. Now that the XSD file has been copied to the local project, it can be selected from the project’s schema files. Expand Project Schema Files > stringPayload.xsd and select exampleElement: string . Press Next and Finish, which will complete the JMS Adapter configuration.Save the project. Create a BPEL Component Drag a BPEL Process from the Component Palette (Service Components) to the Components section of the composite designer. Name it JmsAdapterReadSchema and select Template: Define Service Later and press OK. Wire the JMS Adapter to the BPEL Component Now wire the JMS adapter to the BPEL process, by dragging the arrow from the adapter to the BPEL process. A Transaction Properties popup will be displayed. Set the delivery mode to async.persist. This completes the steps at the composite level. 3 . Complete the BPEL Process Design Invoke the BPEL Flow via the JMS Adapter Open the BPEL component by double-clicking it in the design view of the composite.xml, or open it from the project navigator by selecting the JmsAdapterReadSchema.bpel file. This will display the BPEL process in the design view. You should see the JmsAdapterRead partner link in the left-hand swim lane. Drag a Receive activity onto the BPEL flow diagram, then drag a wire (left-hand yellow arrow) from it to the JMS adapter. This will open the Receive activity editor. Auto-generate the variable by pressing the green “+” button and check the “Create Instance” checkbox. This will result in a BPEL instance being created when a new JMS message is received. At this point it would actually be OK to compile and deploy the composite and it would pick up any messages from the JMS queue. In fact, you can do that to test it, if you like. But it is very rudimentary and would not be doing anything useful with the message. Also, you could only verify the actual message payload by looking at the instance’s flow in the Enterprise Manager. There are various other possibilities; we could pass the message to another web service, write it to a file using a file adapter or to a database via a database adapter etc. But these will all introduce unnecessary complications to our sample. So, to keep it simple, we will add a small piece of Java code to the BPEL process which will write the payload to standard output. This will be written to the server’s log file, which will be easy to monitor. Add a Java Embedding Activity First get the full name of the process’s input variable, as this will be needed for the Java code. Go to the Structure pane and expand Variables > Process > Variables. Then expand the input variable, for example, "Receive1_Consume_Message_InputVariable > body > ns2:exampleElement”, and note variable’s name and path, if they are different from this one. Drag a Java Embedding activity from the Component Palette (Oracle Extensions) to the BPEL flow, after the Receive activity, then open it to edit. Delete the example code and replace it with the following, replacing the variable parts with those in your sample, if necessary.: System.out.println("JmsAdapterReadSchema process picked up a message"); oracle.xml.parser.v2.XMLElement inputPayload =    (oracle.xml.parser.v2.XMLElement)getVariableData(                           "Receive1_Consume_Message_InputVariable",                           "body",                           "/ns2:exampleElement");   String inputString = inputPayload.getFirstChild().getNodeValue(); System.out.println("Input String is " + inputPayload.getFirstChild().getNodeValue()); Tip. If you are not sure of the exact syntax of the input variable, create an Assign activity in the BPEL process and copy the variable to another, temporary one. Then check the syntax created by the BPEL designer. This completes the BPEL process design in JDeveloper. Save, compile and deploy the process to the SOA server. 3. Test the Composite Shut Down the JmsAdapterReadSchema Composite After deploying the JmsAdapterReadSchema composite to the SOA server it is automatically activated. If there are already any messages in the queue, the adapter will begin polling them. To ease the testing process, we will deactivate the process first Log in to the Enterprise Manager (Fusion Middleware Control) and navigate to SOA > soa-infra (soa_server1) > default (or wherever you deployed your composite to) and click on JmsAdapterReadSchema [1.0] . Press the Shut Down button to disable the composite and confirm the following popup. Monitor Messages in the JMS Queue In a separate browser window, log in to the WebLogic Server Console and navigate to Services > Messaging > JMS Modules > TestJMSModule > TestJMSQueue > Monitoring. This is the location of the JMS queue we created in an earlier sample (see the prerequisites section of this sample). Check whether there are any messages already in the queue. If so, you can dequeue them using the QueueReceive Java program created in an earlier sample. This will ensure that the queue is empty and doesn’t contain any messages in the wrong format, which would cause the JmsAdapterReadSchema to fail. Send a Test Message In the Enterprise Manager, navigate to the JmsAdapterWriteSchema created earlier, press Test and send a test message, for example “Message from JmsAdapterWriteSchema”. Confirm that the message was written correctly to the queue by verifying it via the queue monitor in the WLS Console. Monitor the SOA Server’s Output A program deployed on the SOA server will write its standard output to the terminal window in which the server was started, unless this has been redirected to somewhere else, for example to a file. If it has not been redirected, go to the terminal session in which the server was started, otherwise open and monitor the file to which it was redirected. Re-Enable the JmsAdapterReadSchema Composite In the Enterprise Manager, navigate to the JmsAdapterReadSchema composite again and press Start Up to re-enable it. This should cause the JMS adapter to dequeue the test message and the following output should be written to the server’s standard output: JmsAdapterReadSchema process picked up a message. Input String is Message from JmsAdapterWriteSchema Note that you can also monitor the payload received by the process, by navigating to the the JmsAdapterReadSchema’s Instances tab in the Enterprise Manager. Then select the latest instance and view the flow of the BPEL component. The Receive activity will contain and display the dequeued message too. 4 . Troubleshooting This sample demonstrates how to dequeue an XML JMS message using a BPEL process and no additional functionality. For example, it doesn’t contain any error handling. Therefore, any errors in the payload will result in exceptions being written to the log file or standard output. If you get any errors related to the payload, such as Message handle error ... ORABPEL-09500 ... XPath expression failed to execute. An error occurs while processing the XPath expression; the expression is /ns2:exampleElement. ... etc. check that the variable used in the Java embedding part of the process was entered correctly. Possibly follow the tip mentioned in previous section. If this doesn’t help, you can delete the Java embedding part and simply verify the message via the flow diagram in the Enterprise Manager. Or use a different method, such as writing it to a file via a file adapter. This concludes this example. In the next post, we will begin with an AQ JMS example, which uses JMS to write to an Advanced Queue stored in the database. Best regards John-Brown Evans Oracle Technology Proactive Support Delivery

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  • Bullet physics in python and pygame

    - by Pomg
    I am programming a 2D sidescroller in python and pygame and am having trouble making a bullet go farther than just farther than the player. The bullet travels straight to the ground after i fire it. How, in python code using pygame do I make the bullet go farther. If you need code, here is the method that handles the bullet firing: self.xv += math.sin(math.radians(self.angle)) * self.attrs['speed'] self.yv += math.cos(math.radians(self.angle)) * self.attrs['speed'] self.rect.left += self.xv self.rect.top += self.yv

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • UDK game Prisoners/Guards

    - by RR_1990
    For school I need to make a little game with UDK, the concept of the game is: The player is the headguard, he will have some other guard (bots) who will follow him. Between the other guards and the player are some prisoners who need to evade the other guards. It needs to look like this My idea was to let the guard bots follow the player at a certain distance and let the prisoners bots in the middle try to evade the guard bots. Now is the problem i'm new to Unreal Script and the school doesn't support me that well. Untill now I have only was able to make the guard bots follow me. I hope you guys can help me or make me something that will make this game work. Here is the class i'm using to let te bots follow me: class ChaseControllerAI extends AIController; var Pawn player; var float minimalDistance; var float speed; var float distanceToPlayer; var vector selfToPlayer; auto state Idle { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event SeePlayer(Pawn p) { player = p; GotoState('Chase'); } Begin: player = none; self.Pawn.Velocity.x = 0.0; self.Pawn.Velocity.Y = 0.0; self.Pawn.Velocity.Z = 0.0; } state Chase { function BeginState(Name PreviousStateName) { Super.BeginState(PreviousStateName); } event PlayerOutOfReach() { `Log("ChaseControllerAI CHASE Player out of reach."); GotoState('Idle'); } // class ChaseController extends AIController; CONTINUED // State Chase (continued) event Tick(float deltaTime) { `Log("ChaseControllerAI in Event Tick."); selfToPlayer = self.player.Location - self.Pawn.Location; distanceToPlayer = Abs(VSize(selfToPlayer)); if (distanceToPlayer > minimalDistance) { PlayerOutOfReach(); } else { self.Pawn.Velocity = Normal(selfToPlayer) * speed; //self.Pawn.Acceleration = Normal(selfToPlayer) * speed; self.Pawn.SetRotation(rotator(selfToPlayer)); self.Pawn.Move(self.Pawn.Velocity*0.001); // or *deltaTime } } Begin: `Log("Current state Chase:Begin: " @GetStateName()@""); } defaultproperties { bAdjustFromWalls=true; bIsPlayer= true; minimalDistance = 1024; //org 1024 speed = 500; }

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  • Slow internet connection with mobile broadband

    - by Prasad
    I'm using a Huawei 156g USB stick to connect to the internet. In windows it reacts lightning fast and loads pages faster than my Ubuntu 10.10 does, It's not the connection type (HSDPA, WCDMA or gsm) it takes more time to connect, download speed seems okay (But not full speed i think) what is the matter with it? do I need to install some kind of drivers for it? I'm not behind a proxy. please help, I just searched around ask Ubuntu and nothing matched my problem :-(

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  • How are bullets simulated in video games?

    - by mahen23
    I have been playing games like MW2 recently and, as a programmer, I tend to ask myself how do they make the game so immersive. For example, how to they simulate bullet speed. When an NPC fires a bullet from his gun, does the bullet really travel from his gun to the given target or do they they completely ignore this part and just put a bullet hole on the target? If the bullet is really travelling from the gun to the target, at what speed is it actually travelling?

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  • How do I do Collisions in my JavaScript Game Code Below?

    - by Henry
    I'm trying to figure out how would I add collision detection to my code so that when the "Man" character touches the "RedHouse" the RedHouse disappears? Thanks. By the way, I'm new to how things are done on this site, so thus, if there is anything else needed or so, let me know. <title>HMan</title> <body style="background:#808080;"> <br> <canvas id="canvasBg" width="800px" height="500px"style="display:block;background:#ffffff;margin:100px auto 0px;"></canvas> <canvas id="canvasRedHouse" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasEnemy2" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <canvas id="canvasMan" width="800px" height="500px" style="display:block;margin:-500px auto 0px;"></canvas> <script> var isPlaying = false; var requestAnimframe = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame; var canvasBg = document.getElementById('canvasBg'); var ctxBg = canvasBg.getContext('2d'); var canvasRedHouse = document.getElementById('canvasRedHouse'); var ctxRedHouse = canvasRedHouse.getContext('2d'); var House1; House1 = new RedHouse(); var canvasMan = document.getElementById('canvasMan'); var ctxMan = canvasMan.getContext('2d'); var Man1; Man1 = new Man(); var imgSprite = new Image(); imgSprite.src = 'SpritesI.png'; imgSprite.addEventListener('load',init,false); function init() { drawBg(); startLoop(); document.addEventListener('keydown',checkKeyDown,false); document.addEventListener('keyup',checkKeyUp,false); } function drawBg() { var SpriteSourceX = 0; var SpriteSourceY = 0; var drawManOnScreenX = 0; var drawManOnScreenY = 0; ctxBg.drawImage(imgSprite,SpriteSourceX,SpriteSourceY,800,500,drawManOnScreenX, drawManOnScreenY,800,500); } function clearctxBg() { ctxBg.clearRect(0,0,800,500); } function Man() { this.SpriteSourceX = 10; this.SpriteSourceY = 540; this.width = 40; this.height = 115; this.DrawManOnScreenX = 100; this.DrawManOnScreenY = 260; this.speed = 10; this.actualFrame = 1; this.speed = 2; this.isUpKey = false; this.isRightKey = false; this.isDownKey = false; this.isLeftKey = false; } Man.prototype.draw = function () { clearCtxMan(); this.updateCoors(); this.checkDirection(); ctxMan.drawImage(imgSprite,this.SpriteSourceX,this.SpriteSourceY+this.height* this.actualFrame, this.width,this.height,this.DrawManOnScreenX,this.DrawManOnScreenY, this.width,this.height); } Man.prototype.updateCoors = function(){ this.leftX = this.DrawManOnScreenX; this.rightX = this.DrawManOnScreenX + this.width; this.topY = this.DrawManOnScreenY; this.bottomY = this.DrawManOnScreenY + this.height; } Man.prototype.checkDirection = function () { if (this.isUpKey && this.topY > 240) { this.DrawManOnScreenY -= this.speed; } if (this.isRightKey && this.rightX < 800) { this.DrawManOnScreenX += this.speed; } if (this.isDownKey && this.bottomY < 500) { this.DrawManOnScreenY += this.speed; } if (this.isLeftKey && this.leftX > 0) { this.DrawManOnScreenX -= this.speed; } if (this.isRightKey && this.rightX < 800) { if (this.actualFrame > 0) { this.actualFrame = 0; } else { this.actualFrame++; } } if (this.isLeftKey) { if (this.actualFrame > 2) { this.actualFrame = 2; } function checkKeyDown(var keyID = e.keyCode || e.which; if (keyID === 38) { Man1.isUpKey = true; e.preventDefault(); } if (keyID === 39 ) { Man1.isRightKey = true; e.preventDefault(); } if (keyID === 40 ) { Man1.isDownKey = true; e.preventDefault(); } if (keyID === 37 ) { Man1.isLeftKey = true; e.preventDefault(); } } function checkKeyUp(e) { var keyID = e.keyCode || e.which; if (keyID === 38 || keyID === 87) { Man1.isUpKey = false; e.preventDefault(); } if (keyID === 39 || keyID === 68) { Man1.isRightKey = false; e.preventDefault(); } if (keyID === 40 || keyID === 83) { Man1.isDownKey = false; e.preventDefault(); } if (keyID === 37 || keyID === 65) { Man1.isLeftKey = false; e.preventDefault(); } } function clearCtxMan() { ctxMan.clearRect(0,0,800,500); } function RedHouse() { this.srcX = 135; this.srcY = 525; this.width = 265; this.height = 245; this.drawX = 480; this.drawY = 85; } RedHouse.prototype.draw = function () { clearCtxRedHouse(); ctxRedHouse.drawImage(imgSprite,this.srcX,this.srcY, this.width,this.height,this.drawX,this.drawY,this.width,this.height); }; function clearCtxRedHouse() { ctxRedHouse.clearRect(0,0,800,500); } function loop() { if (isPlaying === true){ Man1.draw(); House1.draw(); requestAnimframe(loop); } } function startLoop(){ isPlaying = true; loop(); } function stopLoop(){ isPlaying = false; } </script> <style> .top{ position: absolute; top: 4px; left: 10px; color:black; } .top2{ position: absolute; top: 60px; left: 10px; color:black; } </style> <div class="top"> <p><font face="arial" color="black" size="4"><b>HGame</b><font/><p/> <p><font face="arial" color="black" size="3"> My Game Here <font/><p/> </div> <div class="top2"> <p><font face="arial" color="black" size="3"> It will start now <font/><p/> </div>

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  • Transmission torrent client very inconsistent speeds

    - by mark kirby
    I have inconsistent download speed using the transmission bit torrent client. The speed will vary greatly between 400kb and 1kb per second (My internet is crap 400kb is a acceptable maximum). I also noticed that even though hundreds of peers are available Transmission will only connect to about 20 at any time (I have set the connection limit to 200 per torrent and 500 max). I hope someone know a fix.

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  • Arrive steering behavior

    - by dbostream
    I bought a book called Programming game AI by example and I am trying to implement the arrive steering behavior. The problem I am having is that my objects oscillate around the target position; after oscillating less and less for awhile they finally come to a stop at the target position. Does anyone have any idea why this oscillating behavior occur? Since the examples accompanying the book are written in C++ I had to rewrite the code into C#. Below is the relevant parts of the steering behavior: private enum Deceleration { Fast = 1, Normal = 2, Slow = 3 } public MovingEntity Entity { get; private set; } public Vector2 SteeringForce { get; private set; } public Vector2 Target { get; set; } public Vector2 Calculate() { SteeringForce.Zero(); SteeringForce = SumForces(); SteeringForce.Truncate(Entity.MaxForce); return SteeringForce; } private Vector2 SumForces() { Vector2 force = new Vector2(); if (Activated(BehaviorTypes.Arrive)) { force += Arrive(Target, Deceleration.Slow); if (!AccumulateForce(force)) return SteeringForce; } return SteeringForce; } private Vector2 Arrive(Vector2 target, Deceleration deceleration) { Vector2 toTarget = target - Entity.Position; double distance = toTarget.Length(); if (distance > 0) { //because Deceleration is enumerated as an int, this value is required //to provide fine tweaking of the deceleration.. double decelerationTweaker = 0.3; double speed = distance / ((double)deceleration * decelerationTweaker); speed = Math.Min(speed, Entity.MaxSpeed); Vector2 desiredVelocity = toTarget * speed / distance; return desiredVelocity - Entity.Velocity; } return new Vector2(); } private bool AccumulateForce(Vector2 forceToAdd) { double magnitudeRemaining = Entity.MaxForce - SteeringForce.Length(); if (magnitudeRemaining <= 0) return false; double magnitudeToAdd = forceToAdd.Length(); if (magnitudeToAdd > magnitudeRemaining) magnitudeToAdd = magnitudeRemaining; SteeringForce += Vector2.NormalizeRet(forceToAdd) * magnitudeToAdd; return true; } This is the update method of my objects: public void Update(double deltaTime) { Vector2 steeringForce = Steering.Calculate(); Vector2 acceleration = steeringForce / Mass; Velocity = Velocity + acceleration * deltaTime; Velocity.Truncate(MaxSpeed); Position = Position + Velocity * deltaTime; } If you want to see the problem with your own eyes you can download a minimal example here. Thanks in advance.

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  • GUI device for throwing a ball

    - by Fredrik Johansson
    The hero has a ball, which shall be thrown with accuracy in a court on iPhone/iPad. The player is seen from above, in a 2D view. In game play, the player reach is between 1/15 and 1/6 of the height of the iPhone screen. The player will run, and try to outmaneuver his opponent, and then throw the ball at a specific location, which is guarded by the opponent (which is also shown on the screen). The player is controlled by a joystick, and that works ok, but how shall I control the stick? Maybe someone can propose a third control method? I've tried the following two approaches: Joystick: Hero has a reach of 1 meter, and this reach is marked with a semi-opaque circle around the player. The ball can be moved by a joystick. When the joystick is moved south, the ball is moved south within the reach circle. There is a direct coupling with the joystick and the position of the ball. I.e. when the joystick is moved max south, the ball is max south within the player reach. At each touch update the speed is calculated, and the Box2d ball position and ball speed are updated. NB, the ball will never be moved outside the reach as long as the player push the joystick. The ball is thrown by swiping the joystick to make the ball move, and then releasing the joystick. At release, the ball will get a smoothed speed of the joystick. Joystick Problem: The throwing accuracy gets bad, because the joystick can not be that big, and a small movement results in quite a large movement of the ball. If the user does not release before the end of the joystick maximum end point, the ball will stop, and when the user releases the joystick the speed of the ball will be zero. Bad... Touch pad A force is applied to the ball by a sweep on a touchpad. The ball is released when the sweep is ended, or when the ball is moved outside the player reach. As there is no one to one mapping between the swipe and the ball position, the precision can be improved. A large swipe can result in a small ball movement. Touch Pad Problem A touchpad is less intuitive. Users do not seem to know what to do with the touch pad. Some tap the touchpad, and then the ball just falls to the ground. As there is no one-to-one mapping, the ball can be moved outside the reach, and then it will just fall to the ground. It's a bit hard to control the ball, especially if the player also moves.

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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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  • 1000baseT/Full Supported and Advertised but not working!

    - by user11973
    Hello, i'm using a AT3IONT-I motherboard with integrated card. If I ethtool it to 1000 full duplex it wont work! Here is sudo ethtool eth0: Supported ports: [ TP ] Supported link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Supports auto-negotiation: Yes Advertised link modes: 10baseT/Half 10baseT/Full 100baseT/Half 100baseT/Full 1000baseT/Full Advertised pause frame use: Symmetric Receive-only Advertised auto-negotiation: Yes Speed: 100Mb/s Duplex: Full Port: Twisted Pair PHYAD: 0 Transceiver: internal Auto-negotiation: on MDI-X: Unknown Supports Wake-on: pumbg Wake-on: g Current message level: 0x00000033 (51) Link detected: yes here is sudo lshw -C network: *-network description: Ethernet interface product: RTL8111/8168B PCI Express Gigabit Ethernet controller vendor: Realtek Semiconductor Co., Ltd. physical id: 0 bus info: pci@0000:04:00.0 logical name: eth0 version: 03 serial: bc:ae:c5:8b:7d:33 size: 100MB/s capacity: 1GB/s width: 64 bits clock: 33MHz capabilities: pm msi pciexpress msix vpd bus_master cap_list rom ethernet physical tp 10bt 10bt-fd 100bt 100bt-fd 1000bt-fd autonegotiation configuration: autonegotiation=on broadcast=yes driver=r8168 driverversion=8.021.00-NAPI duplex=full ip=192.168.0.2 latency=0 link=yes multicast=yes port=twisted pair speed=100MB/s resources: irq:42 ioport:e800(size=256) memory:f8fff000-f8ffffff memory:f8ff8000-f8ffbfff memory:fbff0000-fbffffff And lspci -nn: 00:00.0 Host bridge [0600]: nVidia Corporation MCP79 Host Bridge [10de:0a82] (rev b1) 00:00.1 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0a88] (rev b1) 00:03.0 ISA bridge [0601]: nVidia Corporation MCP79 LPC Bridge [10de:0aad] (rev b3) 00:03.1 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0aa4] (rev b1) 00:03.2 SMBus [0c05]: nVidia Corporation MCP79 SMBus [10de:0aa2] (rev b1) 00:03.3 RAM memory [0500]: nVidia Corporation MCP79 Memory Controller [10de:0a89] (rev b1) 00:03.5 Co-processor [0b40]: nVidia Corporation MCP79 Co-processor [10de:0aa3] (rev b1) 00:04.0 USB Controller [0c03]: nVidia Corporation MCP79 OHCI USB 1.1 Controller [10de:0aa5] (rev b1) 00:04.1 USB Controller [0c03]: nVidia Corporation MCP79 EHCI USB 2.0 Controller [10de:0aa6] (rev b1) 00:06.0 USB Controller [0c03]: nVidia Corporation MCP79 OHCI USB 1.1 Controller [10de:0aa7] (rev b1) 00:06.1 USB Controller [0c03]: nVidia Corporation MCP79 EHCI USB 2.0 Controller [10de:0aa9] (rev b1) 00:08.0 Audio device [0403]: nVidia Corporation MCP79 High Definition Audio [10de:0ac0] (rev b1) 00:09.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Bridge [10de:0aab] (rev b1) 00:0b.0 RAID bus controller [0104]: nVidia Corporation MCP79 RAID Controller [10de:0abc] (rev b1) 00:0c.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0ac4] (rev b1) 00:10.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0aa0] (rev b1) 00:15.0 PCI bridge [0604]: nVidia Corporation MCP79 PCI Express Bridge [10de:0ac6] (rev b1) 03:00.0 VGA compatible controller [0300]: nVidia Corporation ION VGA [10de:087d] (rev b1) 04:00.0 Ethernet controller [0200]: Realtek Semiconductor Co., Ltd. RTL8111/8168B PCI Express Gigabit Ethernet controller [10ec:8168] (rev 03) If i use Code: sudo ethtool -s eth0 speed 1000 duplex full autoneg off then in ethtool speed is Unknown and it doesn't work; if I set it via pre-up it wont work either... Please help!! Thanks!

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  • How to apply effects that occur (or change) over time to characters in a game?

    - by Joshua Harris
    So assume that I have a system that applies Effects to Characters like so: public class Character { private Collection<Effect> _effects; public void AddEffect (Effect e) { e.ApplyTo(this); _effects.Add(e); } public void RemoveEffect (Effect e) { e.RemoveFrom(this); _effects.Remove(e); } } public interface Effect { public void ApplyTo (Character character); public void RemoveFrom (Character character); } Example Effect: Armor Buff for 5 seconds. void someFunction() { // Do Stuff ... Timer armorTimer = new Timer(5 seconds); ArmorBuff armorbuff = new ArmorBuff(); character.AddEffect(armorBuff); armorTimer.Start(); // Do more stuff ... } // Some where else in code public void ArmorTimer_Complete() { character.RemoveEffect(armorBuff); } public class ArmorBuff implements Effect { public void applyTo(Character character) { character.changeArmor(20); } public void removeFrom(Character character) { character.changeArmor(-20); } } Ok, so this example would buff the Characters armor for 5 seconds. Easy to get working. But what about effects that change over the duration of the effect being applied. Two examples come to mind: Damage Over Time: 200 damage every second for 3 seconds. I could mimic this by applying an Effect that lasts for 1 second and has a counter set to 3, then when it is removed it could deal 200 damage, clone itself, decrement the counter of the clone, and apply the clone to the character. If it repeats this until the counter is 0, then you got a damage over time ability. I'm not a huge fan of this approach, but it does describe the behavior exactly. Degenerating Speed Boost: Gain a speed boost that degrades over 3 seconds until you return to your normal speed. This is a bit harder. I can basically do the same thing as above except having timers set to some portion of a second, such that they occur fast enough to give the appearance of degenerating smoothly over time (even though they are really just stepping down incrementally). I feel like you could get away with only 12 steps over a second (maybe less, I would have to test it and see), but this doesn't seem very elegant to me. The only other way to implement this effect would be to change the system so that the Character checks the _effects collection for effects that alter any of the properties any time that they are being used. I could handle this in functions like getCurrentSpeed() and getCurrentArmor(), but you can imagine how much of a hassle it would be to have that kind of overhead every time you want to do a calculation with movement speed (which would be every time you move your character). Is there a better way to deal with these kinds of effects or events?

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  • I need help with specific types of movement.

    - by IronGiraffe
    I'm adding movable crates to my game and I need some help with my movement code. The way I've set up my movement code the crate's X and Y are moved according to a vector2 unless it hits a wall. Here's the movement code: if (frameCount % (delay / 2) == 0) { for (int i = 0; i < Math.Abs(cSpeed.X); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X + (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X += Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } else { if (!Level.CollideTiles(crateBounds.X - (Math.Sign(cSpeed.X) * 32), crateBounds.Y, crateBounds.Width, crateBounds.Height)) { if (cSpeed.X != 0) { crateBounds.X -= Math.Sign(cSpeed.X); } else { Equalize(2); } } else { cSpeed.X = 0f; } } } for (int i = 0; i < Math.Abs(cSpeed.Y); i++) { if (!Level.PlayerHit(new Rectangle(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height))) { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y + Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y += Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } else { if (!Level.CollideTiles(crateBounds.X, crateBounds.Y - Math.Sign(cSpeed.Y), crateBounds.Width, crateBounds.Height)) { crateBounds.Y -= Math.Sign(cSpeed.Y); } else { cSpeed.Y = 0f; } } } } The frameCount and delay variables just slow down the movement somewhat. Anyway, I've added a tool to my game that acts as a gravity well (drawing objects into it's center; the closer they get to the center the faster they go) and what I'm trying to do is make it so that the crate will bounce off the player (and vice versa) when they collide. Thus far, my code only keeps the crate and player from getting stuck inside each other (the player can still get stuck under the crate, but I'll fix that later.) So what I'd like to know is how I can best make the crate bounce off the player. The other movement problem I'm having is related to another tool which allows the player to pick up crates and move around with them. The problem is that the crate's movement while being carried isn't tied to the movement script (it moves the crate itself, instead of adding to speed), which makes the crate go through walls and such. I know what I have to do: make the crate's speed match the player's speed while the player is holding it, but I need the crate to snap to a certain position (just in front of the player) when the player grabs it and it needs to switch to another position (just in front of the player on the other side) when they player faces the other direction while holding it. What would be the best way to make it switch places while keeping all the movement tied to the speed vector?

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  • Implementing traffic conditions in TORCS

    - by user1837811
    I am working on a project about "Effects of Traffic conditions and Track Complexity on Car Driving Behavior". Is it possible to implement traffic in TORCS, or should I use another car simulator? By the word "traffic" I mean there are cars running on both tracks in both directions and I can detect the distances, direction and speed of these cars. Depending on this information I can decide whether I should slow down, speed up and calculate the correct timing to overtake.

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  • C++ Directx 11 D3DXVECTOR3 doesn't allow me to devide it

    - by Miguel P
    If i have a simple vector3 like this: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos)); It works perfect! But let's say i wanted to multiply it by: Speed*(float) timeHandler.GetDelta() So: D3DXVECTOR3 inversevector = D3DXVECTOR3( (pos+lookat_pos) * Speed*(float) timeHandler.GetDelta()); Now this fails completely, i've used this snippet before, but for some wierd reason it simply won't work( The vector somehow leads x,y,z to 0 or almost, no idea why). Do you have any idea why?

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  • Using multiplication and division with delta time

    - by tesselode
    Using delta time with addition and subtraction is easy. player.x += 100 * dt However, multiplication and division complicate things a bit. For example, let's say I want the player to double his speed every second. player.x = player.x * 2 * dt I can't do this because it'll slow down the player (unless delta time is really high). Division is the same way, except it'll speed things way up. How can I handle multiplication and division with delta time?

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