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  • Applications: The mathematics of movement, Part 1

    - by TechTwaddle
    Before you continue reading this post, a suggestion; if you haven’t read “Programming Windows Phone 7 Series” by Charles Petzold, go read it. Now. If you find 150+ pages a little too long, at least go through Chapter 5, Principles of Movement, especially the section “A Brief Review of Vectors”. This post is largely inspired from this chapter. At this point I assume you know what vectors are, how they are represented using the pair (x, y), what a unit vector is, and given a vector how you would normalize the vector to get a unit vector. Our task in this post is simple, a marble is drawn at a point on the screen, the user clicks at a random point on the device, say (destX, destY), and our program makes the marble move towards that point and stop when it is reached. The tricky part of this task is the word “towards”, it adds a direction to our problem. Making a marble bounce around the screen is simple, all you have to do is keep incrementing the X and Y co-ordinates by a certain amount and handle the boundary conditions. Here, however, we need to find out exactly how to increment the X and Y values, so that the marble appears to move towards the point where the user clicked. And this is where vectors can be so helpful. The code I’ll show you here is not ideal, we’ll be working with C# on Windows Mobile 6.x, so there is no built-in vector class that I can use, though I could have written one and done all the math inside the class. I think it is trivial to the actual problem that we are trying to solve and can be done pretty easily once you know what’s going on behind the scenes. In other words, this is an excuse for me being lazy. The first approach, uses the function Atan2() to solve the “towards” part of the problem. Atan2() takes a point (x, y) as input, Atan2(y, x), note that y goes first, and then it returns an angle in radians. What angle you ask. Imagine a line from the origin (0, 0), to the point (x, y). The angle which Atan2 returns is the angle the positive X-axis makes with that line, measured clockwise. The figure below makes it clear, wiki has good details about Atan2(), give it a read. The pair (x, y) also denotes a vector. A vector whose magnitude is the length of that line, which is Sqrt(x*x + y*y), and a direction ?, as measured from positive X axis clockwise. If you’ve read that chapter from Charles Petzold’s book, this much should be clear. Now Sine and Cosine of the angle ? are special. Cosine(?) divides x by the vectors length (adjacent by hypotenuse), thus giving us a unit vector along the X direction. And Sine(?) divides y by the vectors length (opposite by hypotenuse), thus giving us a unit vector along the Y direction. Therefore the vector represented by the pair (cos(?), sin(?)), is the unit vector (or normalization) of the vector (x, y). This unit vector has a length of 1 (remember sin2(?) + cos2(?) = 1 ?), and a direction which is the same as vector (x, y). Now if I multiply this unit vector by some amount, then I will always get a point which is a certain distance away from the origin, but, more importantly, the point will always be on that line. For example, if I multiply the unit vector with the length of the line, I get the point (x, y). Thus, all we have to do to move the marble towards our destination point, is to multiply the unit vector by a certain amount each time and draw the marble, and the marble will magically move towards the click point. Now time for some code. The application, uses a timer based frame draw method to draw the marble on the screen. The timer is disabled initially and whenever the user clicks on the screen, the timer is enabled. The callback function for the timer follows the standard Update and Draw cycle. private double totLenToTravelSqrd = 0; private double startPosX = 0, startPosY = 0; private double destX = 0, destY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     destX = e.X;     destY = e.Y;     double x = marble1.x - destX;     double y = marble1.y - destY;     //calculate the total length to be travelled     totLenToTravelSqrd = x * x + y * y;     //store the start position of the marble     startPosX = marble1.x;     startPosY = marble1.y;     timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) {     UpdatePosition();     DrawMarble(); } Form1_MouseUp() method is called when ever the user touches and releases the screen. In this function we save the click point in destX and destY, this is the destination point for the marble and we also enable the timer. We store a few more values which we will use in the UpdatePosition() method to detect when the marble has reached the destination and stop the timer. So we store the start position of the marble and the square of the total length to be travelled. I’ll leave out the term ‘sqrd’ when speaking of lengths from now on. The time out interval of the timer is set to 40ms, thus giving us a frame rate of about ~25fps. In the timer callback, we update the marble position and draw the marble. We know what DrawMarble() does, so here, we’ll only look at how UpdatePosition() is implemented; private void UpdatePosition() {     //the vector (x, y)     double x = destX - marble1.x;     double y = destY - marble1.y;     double incrX=0, incrY=0;     double distanceSqrd=0;     double speed = 6;     //distance between destination and current position, before updating marble position     distanceSqrd = x * x + y * y;     double angle = Math.Atan2(y, x);     //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction     incrX = speed * Math.Cos(angle);     incrY = speed * Math.Sin(angle);     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and current point, after updating marble position     x = destX - marble1.x;     y = destY - marble1.y;     double newDistanceSqrd = x * x + y * y;     //length from start point to current marble position     x = startPosX - (marble1.x);     y = startPosY - (marble1.y);     double lenTraveledSqrd = x * x + y * y;     //check for end conditions     if ((int)lenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because destination reached");         timer1.Enabled = false;     }     else if (Math.Abs((int)distanceSqrd - (int)newDistanceSqrd) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New position");         timer1.Enabled = false;     } } Ok, so in this function, first we subtract the current marble position from the destination point to give us a vector. The first three lines of the function construct this vector (x, y). The vector (x, y) has the same length as the line from (marble1.x, marble1.y) to (destX, destY) and is in the direction pointing from (marble1.x, marble1.y) to (destX, destY). Note that marble1.x and marble1.y denote the center point of the marble. Then we use Atan2() to get the angle which this vector makes with the positive X axis and use Cosine() and Sine() of that angle to get the unit vector along that same direction. We multiply this unit vector with 6, to get the values which the position of the marble should be incremented by. This variable, speed, can be experimented with and determines how fast the marble moves towards the destination. After this, we check for bounds to make sure that the marble stays within the screen limits and finally we check for the end condition and stop the timer. The end condition has two parts to it. The first case is the normal case, where the user clicks well inside the screen. Here, we stop when the total length travelled by the marble is greater than or equal to the total length to be travelled. Simple enough. The second case is when the user clicks on the very corners of the screen. Like I said before, the values marble1.x and marble1.y denote the center point of the marble. When the user clicks on the corner, the marble moves towards the point, and after some time tries to go outside of the screen, this is when the bounds checking comes into play and corrects the marble position so that the marble stays inside the screen. In this case the marble will never travel a distance of totLenToTravelSqrd, because of the correction is its position. So here we detect the end condition when there is not much change in marbles position. I use the value 4 in the second condition above. After experimenting with a few values, 4 seemed to work okay. There is a small thing missing in the code above. In the normal case, case 1, when the update method runs for the last time, marble position over shoots the destination point. This happens because the position is incremented in steps (which are not small enough), so in this case too, we should have corrected the marble position, so that the center point of the marble sits exactly on top of the destination point. I’ll add this later and update the post. This has been a pretty long post already, so I’ll leave you with a video of how this program looks while running. Notice in the video that the marble moves like a bot, without any grace what so ever. And that is because the speed of the marble is fixed at 6. In the next post we will see how to make the marble move a little more elegantly. And also, if Atan2(), Sine() and Cosine() are a little too much to digest, we’ll see how to achieve the same effect without using them, in the next to next post maybe. Ciao!

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  • How can I strip down Ubuntu?

    - by Thomas Owens
    I'm trying to fix what I consider a bloated install of Ubuntu. When I install Ubuntu on a machine, I get things that I don't want - web browsers, office applications, media players, accessibility utilities, Ubuntu One, and so on. My goal is to create a way that I can have an install of Ubuntu that contains only the most minimal packages - the administrative tools and package manager, a GUI (my preference would be GNOME), a text editor, core drivers (video cards, network cards - wired and wireless, input devices), and anything else that I have to have to run a stable distribution. From there, I would like to pick and choose which packages I install to create my own customized system. After playing around with other distros like Arch and Slackware, like how they provide a barebones install by default. However, I get trapped in a "configuration hell" - right now, I tried moving away from Ubuntu and to Arch, but after spending 6 hours with it, I still don't have a usable system. It's half configured and I don't have any usable software packages to enable me to work. Is anything that can help me available? Either something like the OpenSUSE builder that lets you choose applications and packages for the CD, an advanced installation mode where I can choose the packages to install and which to ignore, or a guide on how to strip Ubuntu down to its bare bones? And I suppose a natural follow up to this is once I have a stripped down Ubuntu, will this affect updating at all? When Canonical releases the next version of Ubuntu, I don't want any bloatware reinstalled. And yes, most of the applications that come with Ubuntu, I simply don't use. Ever.

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  • Bad DMA/do_IRQ errors on suspend/resume, with occasional freezing

    - by Steve Kroon
    Every time I suspend or resume my laptop (Dell Latitude E6520, bought this year), I get 2 messages of the form displayed on the console just before shutting down/starting up: [ 407.107610] ehci_hcd 0000:00:1d.0: dma_pool_free buffer-128, f6f18000/36f18000 (bad dma) On occasion, I get a message of the form: [ 3753.979066] do_IRQ: 0.177 No irq handler for vector (irq -1) On occasion, my machine freezes with a flashing Caps Lock button when suspending, after which I need to do a hard shutdown. This never happened before the messages started appearing (a while back), and I think it never happens without a do_IRQ message appearing (although I'm not sure about that). [There's nothing in the owner's manual on a flashing Caps Lock button; apparently it may be a kernel panic if the scroll lock also flashes, but the laptop doesn't have a scroll lock light, and there's no message on the console saying kernel panic.] Are these bad DMA/do IRQ messages serious, and what can I do to investigate/troubleshoot them and the freezing? Edit: I've also now received the following error messages a few times: [246943.023908] JBD: I/O error detected when updating journal superblock for sdb1. [246943.023958] Buffer I/O error on device sdb1, logical block 0 [246943.023996] EXT3-fs (sdb1): I/O error while writing superblock Edit: Output of dmesg at http://pastebin.com/ra7MTQEj ; contents of /var/log/kern.log at http://pastebin.com/i6jf0Md9 Edit: the output of some smartctl (-a, -x, --log=error, --log=xerror) instructions is available at http://paste.ubuntu.com/1088488/ . Edit (31/8/2012): Output of dmesg|grep -i ehci available at http://paste.ubuntu.com/1177246/ .

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  • Handling Deployment to Multiple Environments

    - by JayGee
    How should I handle deploying web applications to multiple servers? Constraints I have a dev, test and prod environment. No build server is available. Developers can't deploy to prod. The people that do deploy to prod copy files from test to prod. They don't have VS installed. Currently The way it's handled is using web.config transform. However, to deploy to prod involves putting prod code on the test server where it's copied over. Problem Sometimes simple mistakes are made, such as forgetting to change test back to the right environment after deployment. Or the test config gets moved to prod instead of the prod config. Solution So the question is, what is the best way to prevent mistakes from happening? My first thought is let the app determine which server it's on at runtime and use the appropriate settings/connection strings/etc... However, the server names could change in the not too distant future. So if multiple apps are hard coded, that would mean updating all of them. The easiest way to handle that situation would be to place a DLL in the GAC that determines the environment. Are there any drawbacks or possible complications that this would cause? Or is there a better solution to the problem than this?

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  • How to create single integer index value based on two integers where first is unlimited?

    - by Jan Doggen
    I have table data containing an integer value X ranging from 1.... unknown, and an integer value Y ranging from 1..9 The data need to be presented in order 'X then Y'. For one visual component I can set multiple index names: X;Y But for another component I need a one-dimensional integer value as index (sort order). If X were limited to an upper bound of say 100, the one-dimensional value could simply be X*100 + Y. If the one-dimensional value could have been a real, it could be X + Y/10. But if I want to keep X unlimited, is there a way to calculate a single integer 'indexing' value from X and Y? [Added] Background information: I have a Gantt/TreeList component where the tasks are ordered on a TaskIndex integer. This does not need to be a real database field, I can make it a calculated field in the underlying client dataset. My table data is e.g. as follows: ID Baseline ParentID 1 0 0 (task) 5 2 1 (baseline) 8 1 1 (baseline) 9 0 0 (task) 12 0 0 (task) 16 1 12 (baseline) Task 1 has two baselines numbered 1 and 2 (IDs 8 and 5) Task 9 has no baselines Task 12 has one baseline numbered 1 (ID 16) Baselines number 1-9 (the Y variable from my question); 0 or null identify the tasks ID's are unlimited (the X variable) The user plays with visibility of baselines, e.g. he wants to see all tasks with all baselines labeled 1. This is done by updating a filter on the table. Right now I constantly have to recalculate TaskIndex after changing the filter (looping through records). It would be nice if TaskIndex could be calculated on the fly for each record knowing only the data in the current record (I work in Delphi where a client dataset has an OnCalcFields event handler, that is triggered for each record when necessary). I have no control over the inner workings of the visual component.

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  • Bug fix for Eclipse runtime plugin

    - by Peter Benedikovic
    This blog is intended to inform about bug fix that solves this issue. Before continuing further, one important note – the linux and mac users do not need to read further because this bug appears only on Windows.  The problem was that the runtime plugin registered new runtime and server each time the Eclipse started. Users ended up with server view looking like this: I have created new runtime plugin which is now available at the update site http://download.java.net/glassfish/eclipse/indigo (or the same ending with juno for Juno users). You will still need to unistall the buggy plugin and (optionally but recommended) to remove runtimes created by this plugin. Here is the guide how to install bugfix: Uninstall buggy runtime plugin via menu Help->About Eclipse->Installation details. Remove runtimes created by old plugin – via Window->Preferences->Server->Runtime Environment. After pressing remove button you may be asked if you want to remove also the servers based on runtime being removed. Recommended is to do so. Now you can install new runtime plugin. Go to Help->Install New Software. You may ask why I haven‘t provided the update for buggy runtime which could be installed via Check for updates feature of Eclipse. It has two main reasons: The bug fix is needed only for Windows users so I didn't want to bother other users by updating working plugin. The runtime plugin has had structure that was not quite suitable for Eclipse update. This structure is now changed so future bugs (I am sure that there will be no such ;)) can be fixed by standard update. Have a good one!

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  • Managing the Domino Effect (with Tutor Publisher Reports)

    - by [email protected]
    When an organization upgrades their business application or improves a process, it triggers changes that will reverberate throughout an organization, like a falling row of dominoes standing on end. A tangible and repeatable way to communicate change is with updated process documentation. But how do organizations get their arms around all the documents that are impacted by an application upgrade or process improvement? A small change in one place will trigger subsequent changes in other areas. A simple domino chain of questions can go like this. What screens have changed? Do the new screens change the process in place? In what procedural documents are the screens referenced? Who uses the screens and must be notified of the changes? What other documents are affected? Will the change affect current company policy? Tutor Publisher compiles focused, easy to read impact analysis reports of your process documentation library that answer these tough questions. Tutor reports make it easy to quickly target the information and documents that require updating. In turn, the updated documents are used to communicate the change. The Tutor writing methodology and Publisher reports provide organizations the means to confidently keep documentation in sync with the way the business runs. Start managing the domino effect in your organization. Get a grip on it here!

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  • Virtualbox shared folder mount from fstab fails; works once bootup is complete

    - by Ben
    I've got Ubuntu 13.10 installed in Virtualbox 4.3. The host machine is Windows. I have a couple of Virtualbox shared folders being mounted by /etc/fstab. Until recently this setup worked just fine, but after upgrading from Ubuntu 13.04 and Virtualbox 4.2 (at essentially the same time) the fstab mounting stopped working. I get the following error during boot: An error occurred while mounting /home/benme/Documents. keys:Press S to skip mounting or M for manual recovery Pressing M for manual recovery and then trying to mount manually also fails: root@benme-vb:~# cd /home/benme root@benme-vb:/home/benme# mount Documents /sbin/mount.vboxsf: mounting failed with the error: No such device But if I instead skip mounting during boot, wait for Unity to start and then mount manually in a shell, everything works fine: benme-vb ~ % ls Documents benme-vb ~ % sudo mount Documents [sudo] password for benme: benme-vb ~ % ls Documents # actual file list omitted Note that when I mount manually I'm letting mount take all the options from /etc/fstab, and it works. This suggests to me that it's some sort of timing issue, where Virtualbox isn't "ready" to provide the shared file mounts at the point /etc/fstab mounts are run during bootup. Here's the fstab line, just for completeness: Documents /home/benme/Documents vboxsf uid=benme,gid=benme,dmode=774,fmode=664 0 0 Is there something I can do about this from the Ubuntu side? Or does anyone happen to know more about this from the Virtualbox angle? I've found an old report on the Virtualbox bug-tracker with identical symptoms, but in that case the user had updated Virtualbox without updating their guest additions and resolving that fixed the problem; this isn't happening here, I've definitely got the 4.3 guest additions installed.

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  • How can I perform 2D side-scroller collision checks in a tile-based map?

    - by bill
    I am trying to create a game where you have a player that can move horizontally and jump. It's kind of like Mario but it isn't a side scroller. I'm using a 2D array to implement a tile map. My problem is that I don't understand how to check for collisions using this implementation. After spending about two weeks thinking about it, I've got two possible solutions, but both of them have some problems. Let's say that my map is defined by the following tiles: 0 = sky 1 = player 2 = ground The data for the map itself might look like: 00000 10002 22022 For solution 1, I'd move the player (the 1) a complete tile and update the map directly. This make the collision easy because you can check if the player is touching the ground simply by looking at the tile directly below the player: // x and y are the tile coordinates of the player. The tile origin is the upper-left. if (grid[x][y+1] == 2){ // The player is standing on top of a ground tile. } The problem with this approach is that the player moves in discrete tile steps, so the animation isn't smooth. For solution 2, I thought about moving the player via pixel coordinates and not updating the tile map. This will make the animation much smoother because I have a smaller movement unit per frame. However, this means I can't really accurately store the player in the tile map because sometimes he would logically be between two tiles. But the bigger problem here is that I think the only way to check for collision is to use Java's intersection method, which means the player would need to be at least a single pixel "into" the ground to register collision, and that won't look good. How can I solve this problem?

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  • The best way to structure/design game code

    - by Edward
    My question is quite broad and related to the 2D game code design/architecture/structure. Usually the main game consists of the main loop where you update & render your world states. However, it's recommended for many purposes to separate rendering from the game-logic and so on. I am kinda confused about the whole situation. Many game engines/libs/sdks don't follow separation schema. They propagate a way where you define some scenes/stages and they contain some objects and the scene/stage controls the user input and so on. For example, in cocos2d(-x) and libgdx (stage2d) the games are usually done the way that the update logic happens at the same time/place as rendering. Also, the propagated way is to have a structure where an object knows how to draw itself - which is not a separation of updating & rendering. The same with Flash based games, they are usually done the way when an object (class) contains a swf or a texture and some data and holds some update logic itself, or updated from main Scene. And again this object already knows how to draw itself via "addChild". Also, some people recommend to use MVC pattern, which will require to completely obey the structure of those engines/libs/sdks. Maybe I am overthinking everything, but I am totally confused. I would be grateful if somebody could point me to a correct direction with the game code structures. What is your way of doing things in libgdx/cocos2d/flash?

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  • How to improve designer and developer work flow?

    - by mbdev
    I work in a small startup with two front end developers and one designer. Currently the process starts with the designer sending a png file with the whole page design and assets if needed. My task as front end developer is to convert it to a HTML/CSS page. My work flow currently looks like this: Lay out the distinct parts using html elements. Style each element very roughly (floats, minimal fonts and padding) so I can modify it using inspection. Using Chrome Developer Tools (inspect) add/change css attributes while updating the css file. Refresh the page after X amount of changes Use Pixel Perfect to refine the design more. Sit with the designer to make last adjustments. Inferring the paddings, margins, font sizes using trial and error takes a lot of time and I feel the process could become more efficient but not sure how to improve it. Using PSD files is not an option since buying Photoshop for each developer is currently not considered. Design guide is also not available since design is still evolving and new features are introduced. Ideas for improving the process above and sharing how the process looks like in your company will be great.

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  • Strange robots.txt - how and why did it get there?

    - by Mick
    I recently created a very simple, pure HTML website which I have hosted with "hostmonster". Hostmonster had very good reviews on some comparison website and in general so far they appear to be perfectly good in every way... At least I thought so until just now... I have been making lots of edits to my site on an almost daily basis. My site now appears on the first page (7th on the list) for my most important keyphrase when doing a google search. But I did notice some problem with the snippet chosen by google. I asked a question on this site about snippets and got some great answers. I then made some modifications to my meta data and within 48hrs the google snippet for my search was perfect. The odd thing though was that looking at the "cached" version google had, it appeared that the cache was still very odl- like three weeks previous. This seemed very odd - how could it be that the google robots had read my new metadata without updating the cache? This puzzled me greatly. Just now it occurred to me that maybe I had some goofey setting in my robots.txt file. I didn't actually remember even making one - but I thought I'd have a look just in case. Much to my horror, I saw that there was a robots.txt and it contained the disturbing text below: sitemap: http://cdn.attracta.com/sitemap/728687.xml.gz Intuitively this looks like some kind of junk, spam trick, and I had indeed been getting some spam from "attracta". So my questions are: 1. Should I simply delete this robots.txt? 2. Was the file there all along - placed there because of some commercial tie-in between attracta and hostmonster. 3. Does the attracta robots file explain the lack of re-caching?

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  • /etc/resolv.conf nameserver fd00::1

    - by user88631
    My /etc/resolv.conf constantly get a mysterious entry, i run a home network with ipv6 provided by ravd, the interface is auto-configured by Network manager (all name server lookups are lost when this line is first in my /etc/resolv.conf) . Dynamic resolv.conf(5) file for glibc resolver(3) generated by resolvconf(8) **# DO NOT EDIT THIS FILE BY HAND -- YOUR CHANGES WILL BE OVERWRITTEN** nameserver fd00::1 nameserver 192.168.1.1 search home.int When ping is working cat /etc/resolv.conf # Dynamic resolv.conf(5) file for glibc resolver(3) generated by resolvconf(8) # DO NOT EDIT THIS FILE BY HAND -- YOUR CHANGES WILL BE OVERWRITTEN nameserver 192.168.1.1 search home.int So something is putting fd00::1 at start of file, not if I ping6 fd00::1 I get Destination unreachable: Administratively prohibited To diagnose this I ran the router with single cable to connected to ubuntu machine. Ran tcpdump + restarted network on ubuntu. "tcpdump ip6 -e -i eth0 | grep fd00" finds nothing, it's not being advertised via the network.. The only hit I got was when an upstream router refused a connection attempt from the ubuntu machine to fd00::1. I have also switched on debug for network manager & it appears to set the mystery line.. 15:22:14 storage-pc NetworkManager[349]: <info> Activation (eth0) Stage 5 of 5 (IPv4 Commit) complete. 15:22:14 storage-pc NetworkManager[349]: <warn> dnsmasq exited with error: Other problem (5) 15:22:14 storage-pc NetworkManager[349]: <debug> [1346822534.281528] [nm-dns-manager.c:598] update_dns(): updating resolv.conf 15:22:14 storage-pc NetworkManager[349]: <debug> [1346822534.281875] [nm-dns-manager.c:719] update_dns(): DNS: plugin dnsmasq ignored (caching disabled) 15:22:14 storage-pc NetworkManager[349]: <info> ((null)): writing resolv.conf to /sbin/resolvconf 15:22:14 storage-pc dbus[2184]: [system] Successfully activated service 'org.freedesktop.nm_dispatcher' 15:22:14 storage-pc dnsmasq[2875]: reading /etc/resolv.conf 15:22:14 storage-pc dnsmasq[2875]: using nameserver 192.168.1.1#53 15:22:14 storage-pc dnsmasq[2875]: using nameserver fd00::1#53 Any suggestions on how to find out where this comes from?

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  • Update Manager won't open (error related to pythonverbose)

    - by Mateus Machado Luna
    I'm having an issue with update-manager. Last night, my computer restart suddenly during the update process. Now it won't open and it keep appearing on the notifier with a message warning that an error occurred. The error is the same that is displayed when I try to open it on the terminal: Error in sitecustomize; set PYTHONVERBOSE for traceback: EOFError: EOF read where not expected Traceback (most recent call last): File "/usr/bin/update-manager", line 26, in <module> from __future__ import print_function EOFError: EOF read where not expected I've already seen some questions here, but most of them are related to problems with ppas and the source.list file. This seems to be a bug on update-manager itself. I've already tried to remove it and install again, but the problem persists. I also noted another bug: my source-center doesn't open too. The message for it is similar to the other one: Error in sitecustomize; set PYTHONVERBOSE for traceback: EOFError: EOF read where not expected Traceback (most recent call last): File "/usr/lib/command-not-found", line 5, in <module> from __future__ import absolute_import, print_function EOFError: EOF read where not expected For now I'm using apt-get update && upgrade for updating and the Synaptic for the source management. But I really would like to fix this stuff. Anyone can help? I'm with Ubuntu 12.10, Gnome-remix, 64-bits.

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  • Which .NET REST approach/technology/tool should I use?

    - by SonOfPirate
    I am implementing a RESTful web service and several client applications that are mostly in Silverlight. I am finding a litany of options for developing both the server-side and client-side of the API but am not sure which is the best approach. I'm concerned about stability as well as a platform that will continue to exist a few months from now. We started using the REST Starter Kit with .NET 3.5 but moved to the new WCF Web API when updating to .NET 4.0. All of their documentation indicates that WCF Web API is the replacement for the RSK. However, Web API is only in Preview 4 and does not include support for Silverlight or Windows Phone 7 clients (yet). WCF Web API looks like a wrapper on top of the WCF WebHttp Services stuff provided in the System.ServiceModel.Web library which makes me think that maybe it would be simpler to just go with the built-in stuff but Web API does offer some nice features. I am specifically tied-up trying to determine the best course for the client-side. My main requirement is that I need to support deserializing into my client-side objects quickly and easily. The Web API offers a nice client library but doesn't have a Silverlight version. I'd like to use the latest approach and the toolset that is being actively developed and supported. Is the REST Starter Kit really obsolete? Has anyone had any success implementing the WCF Web API toolkit? Is there merit to using either of these over the built-in WCF WebHttp Services features found in System.ServiceModel.Web? Is there a single solution that works for any client (web, Silverlight, etc.)? What suggestions do you have?

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  • UPDATE MANAGER UNABLE TO UPDATE

    - by muguro
    Requires installation of untrusted packages The action would require the installation of packages from not authenticated sources. i get this error every time i try updating. the system shows that it has 466 updates but fails after clicking update more details have this accountsservice apparmor apport apport-gtk apt apt-transport-https apt-utils aptdaemon aptdaemon-data at-spi2-core bamfdaemon base-files bcmwl-kernel-source bind9-host compiz compiz-core compiz-gnome compiz-plugins-default cron cups cups-bsd cups-client cups-common cups-filters cups-ppdc dbus dbus-x11 dconf-gsettings-backend dconf-service desktop-file-utils dmsetup dnsutils empathy empathy-common eog evince evince-common evolution-data-server evolution-data-server-common firefox firefox-globalmenu firefox-gnome-support firefox-locale-en fontconfig fontconfig-config fonts-liberation fonts-opensymbol foomatic-filters gcalctool gdb ghostscript ghostscript-cups ghostscript-x ginn gir1.2-atspi-2.0 gir1.2-dbusmenu-glib-0.4 gir1.2-dbusmenu-gtk-0.4 gir1.2-gst-plugins-base-0.10 gir1.2-gtk-3.0 gir1.2-gtksource-3.0 gir1.2-gudev-1.0 gir1.2-javascriptcoregtk-3.0 gir1.2-launchpad-integration-3.0 gir1.2-pango-1.0 gir1.2-rb-3.0 gir1.2-totem-1.0 gir1.2-ubuntuoneui-3.0 gir1.2-unity-5.0 gir1.2-webkit-3.0 glib-networking glib-networking-common glib-networking-services gnome-accessibility-themes gnome-control-center gnome-control-center-data gnome-desktop3-data gnome-games-data gnome-icon-theme gnome-media gnome-orca gnome-settings-daemon gnome-sudoku gnomine gnupg google-talkplugin gpgv grub-common grub-pc grub-pc-bin grub2-common gstreamer0.10-alsa gstreamer0.10-plugins-base gstreamer0.10-plugins-base-apps gstreamer0.10-x gvfs gvfs-backends gvfs-bin gvfs-common gvfs-daemons gvfs-fuse gvfs-libs gwibber gwibber-service gwibber-service-facebook gwibber-service-identica gwibber-service-twitter hdparm hplip hplip-data indicator-sound initscripts isc-dhcp-client isc-dhcp-common jockey-common jockey-gtk krb5-locales landscape-client-ui-install language-pack-en language-pack-en-base language-pack-gnome-en language-pack-gnome-en-base launchpad-integration libaccountsservice0 libapt-inst1.4 libapt-pkg4.12 libart-2.0-2 libasound2 libatspi2.0-0 libbamf0 libbamf3-0 libbind9-80 libc-bin libc-dev-bin libc6 libc6-dev libcairo-gobject2 libcairo2

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  • Sending changes to a terrain heightmap over UDP

    - by Floomi
    This is a more conceptual, thinking-out-loud question than a technical one. I have a 3D heightmapped terrain as part of a multiplayer RTS that I would like to terraform over a network. The terraforming will be done by units within the gameworld; the player will paint a "target heightmap" that they'd like the current terrain to resemble and units will deform towards that on their own (a la Perimeter). Given my terrain is 257x257 vertices, the naive approach of sending heights when they change will flood the bandwidth very quickly - updating a quarter of the terrain every second will hit ~66kB/s. This is clearly way too much. My next thought was to move to a brush-based system, where you send e.g. the centre of a circle, its radius, and some function defining the influence of the brush from the centre going outwards. But even with reliable UDP the "start" and "stop" messages could still be delayed. I guess I could compare timestamps and compensate for this, although it'd likely mean that clients would deform verts too much on their local simulations and then have to smooth them back to the correct heights. I could also send absolute vert heights in the "start" and "stop" messages to guarantee correct data on the clients. Alternatively I could treat brushes in a similar way to units, and do the standard position + velocity + client-side prediction jazz on them, with the added stipulation that they deform terrain within a certain radius around them. The server could then intermittently do a pass and send (a subset of) recently updated verts to clients as and when there's bandwidth to spare. Any other suggestions, or indications that I'm on the right (or wrong!) track with any of these ideas would be greatly appreciated.

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  • How to Change System Application Pages (Like AccessDenied.aspx, Signout.aspx etc)

    - by Jayant Sharma
    An advantage of SharePoint 2010 over SharePoint 2007 is, we can programatically change the URL of System Application Pages. For Example, It was not very easy to change the URL of AccessDenied.aspx page in SharePoint 2007 but in SharePoint 2010 we can easily change the URL with just few lines of code. For this purpose we have two methods available: GetMappedPage UpdateMappedPage: returns true if the custom application page is successfully mapped; otherwise, false. You can override following pages. Member name Description None AccessDenied Specifies AccessDenied.aspx. Confirmation Specifies Confirmation.aspx. Error Specifies Error.aspx. Login Specifies Login.aspx. RequestAccess Specifies ReqAcc.aspx. Signout Specifies SignOut.aspx. WebDeleted Specifies WebDeleted.aspx. ( http://msdn.microsoft.com/en-us/library/microsoft.sharepoint.administration.spwebapplication.spcustompage.aspx ) So now Its time to implementation, using (SPSite site = new SPSite(http://testserver01)) {   //Get a reference to the web application.   SPWebApplication webApp = site.WebApplication;   webApp.UpdateMappedPage(SPWebApplication.SPCustomPage.AccessDenied, "/_layouts/customPages/CustomAccessDenied.aspx");   webApp.Update(); } Similarly, you can use  SPCustomPage.Confirmation, SPCustomPage.Error, SPCustomPage.Login, SPCustomPage.RequestAccess, SPCustomPage.Signout and SPCustomPage.WebDeleted to override these pages. To  reset the mapping, set the Target value to Null like webApp.UpdateMappedPage(SPWebApplication.SPCustomPage.AccessDenied, null);webApp.Update();One restricted to location in the /_layouts folder. When updating the mapped page, the URL has to start with “/_layouts/”. Ref: http://msdn.microsoft.com/en-us/library/gg512103.aspx#bk_spcustapp http://msdn.microsoft.com/en-us/library/microsoft.sharepoint.administration.spwebapplication.updatemappedpage.aspx

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  • FULL LIST Difference Edubuntu over Ubuntu

    - by Richard Kemp
    I have always used Edubuntu rather than Ubuntu because I have many children including home educated ones who casually use the education offerings. I appreciate many but not all of the extra offerings. I never got beyond 8.04.4 LTS, so am considering updating. I note now with Edubuntu 12.04 it is 2GB i.e.4 times bigger, even apparently using squashfs. I do now have to consider whether the extra resources are worth it in each computer in my household. I am sick of reading over and over again 'Edubuntu is Unbuntu with extras such as blah blah', and in a different place the same thing but with a different blah blah. I downloaded Edubuntu 12.04 and ran it 'live'. Can't say I got on at all with the Unity Interface (this can be changed when installed), but the apparent education stuff seemed quite small and pathetic, I am obviously not finding it. Is there anywhere a FULL LIST of what Edubuntu has pre-installed has over Ubuntu, so a sensible decision can be made whether to go for it, or just add packages that look relevant to me to Ubuntu. Is there truly no other difference between Unbuntu/Edubuntu but the extra educational packages? (I for example have no school server, but if I understood exactly what is involved, with the number of computers in the house, it may be worth creating one!) Please advise. Thank You.

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  • Oracle VM server for SPARC 2.2 on S11

    - by Liam Merwick
    Oracle VM Server for SPARC 2.2 has been released for a little while now. The https://blogs.oracle.com/virtualization blog has an overview of all the 2.2 features. Initially, what was released was the SVR4 package for Solaris 10 (which is unbundled and wasn't constrained by any external schedule). On Solaris 11, the 'ldomsmanager' package is built into Solaris (and therefore doesn't need to be downloaded separately) so it is delivered as part of an S11 Support Repository Update (SRU). Some of the features in 2.2 are specific to S11 (SR-IOV and the ability to live migrate between machines with different CPU types) and so there have been many requests to know when are the S11 bits coming. Solaris 11 SRU8.5 was released on Friday and this includes Oracle VM server for SPARC 2.2 so if you're already running an S11 SRU all you need do is a 'pkg update' to get the 2.2 bits. If you're still running the original S11 and your 'pkg publisher' output shows the /release repository then you'll need to sign up for the /support repo by getting the appropriate keys and certificates to access the repository (requires a support contract). The 2.2 Admin Guide documents how to do this upgrade on S11 Two S11 articles which have some useful details on upgrading (not just 'ldomsmanager') via the support repositories are: How to Update Oracle Solaris 11 Systems From Oracle Support Repositories by Glynn Foster Tips for Updating Your Oracle Solaris 11 System from the Oracle Support Repository by Peter Dennis In particular, if you'd like to stick with the v2.1 release when upgrading to SRU8.5 or greater, see the 'pkg freeze' section of Peter's article.

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  • Problem with DirectX scene-graph

    - by Alex
    I'm trying to implement a basic scene graph in DirectX using C++. I am using a left child-right sibling binary tree to do this. I'm having trouble updating each node's world transformation relative to its parent (and its parent's parent etc.). I'm struggling to get it to work recursively, though I can get it to work like this: for(int i = 0; i < NUM_OBJECTS; i++) { // Initialize to identity matrix. D3DXMatrixIdentity(&mObject[i].toWorldXForm); int k = i; while( k != -1 ) { mObject[i].toWorldXForm *= mObject[k].toParentXForm; k = mObject[k].parent; } } toWorldXForm is the object's world transform and toParentXForm is the object's transform relative to the parent. I want to do this using a method within my object class (the code above is in my main class). This is what I've tried but it doesn't work (only works with nodes 1 generation away from the root) if (this->sibling != NULL) this->sibling->update(toParentXForm); D3DXMatrixIdentity(&toWorldXForm); this->toWorldXForm *= this->toParentXForm; this->toWorldXForm *= toParentXForm; toParentXForm *= this->toParentXForm; if (this->child != NULL) this->child->update(toParentXForm); Sorry if I've not been clear, please tell me if there's anything else you need to know. I've no doubt it's merely a silly mistake on my part, hopefully an outside view will be able to spot the problem.

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  • How to handle multiple effect files in XNA

    - by Adam 'Pi' Burch
    So I'm using ModelMesh and it's built in Effects parameter to draw a mesh with some shaders I'm playing with. I have a simple GUI that lets me change these parameters to my heart's desire. My question is, how do I handle shaders that have unique parameters? For example, I want a 'shiny' parameter that affects shaders with Phong-type specular components, but for an environment mapping shader such a parameter doesn't make a lot of sense. How I have it right now is that every time I call the ModelMesh's Draw() function, I set all the Effect parameters as so foreach (ModelMesh m in model.Meshes) { if (isDrawBunny == true)//Slightly change the way the world matrix is calculated if using the bunny object, since it is not quite centered in object space { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position + bunnyPositionTransform); } else //If not rendering the bunny, draw normally { world = boneTransforms[m.ParentBone.Index] * Matrix.CreateScale(scale) * rotation * Matrix.CreateTranslation(position); } foreach (Effect e in m.Effects) { Matrix ViewProjection = camera.ViewMatrix * camera.ProjectionMatrix; e.Parameters["ViewProjection"].SetValue(ViewProjection); e.Parameters["World"].SetValue(world); e.Parameters["diffuseLightPosition"].SetValue(lightPositionW); e.Parameters["CameraPosition"].SetValue(camera.Position); e.Parameters["LightColor"].SetValue(lightColor); e.Parameters["MaterialColor"].SetValue(materialColor); e.Parameters["shininess"].SetValue(shininess); //e.Parameters //e.Parameters["normal"] } m.Draw(); Note the prescience of the example! The solutions I've thought of involve preloading all the shaders, and updating the unique parameters as needed. So my question is, is there a best practice I'm missing here? Is there a way to pull the parameters a given Effect needs from that Effect? Thank you all for your time!

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • Cannot access personal website from home IP. More details inside.

    - by GX67
    This is a recent problem I've been having. My site can be accessed from almost everywhere else except from my home IP, where I do most of my editing/updating, etc. I've tested my connection from my school's network, a friend's connection from out of state (multiple states), and through a tethered connection with my friend's Android. It works in all those cases, both viewing, accessing the cPanel, and using FTP. Here's the problem that happens to me when I try to view it from my home IP: The page times out in Firefox, IE, and Chrome. Using the cmd, I ran tracert and ping, both as failed attempts. Log here. downforeveryoneorjustme.com says my site is up. So do the other site checkers. I can't access my cPanel or FTP accounts. I can't access the host site. (I use perfectz.info for hosting, and I can't access their site either.) System settings: No firewall enabled. Ports are seemingly properly forwarded. (e.g. The ports are open in the router settings, and are open everywhere else.) I have an email forwarder set up from the cPanel that works just fine. (i.e. I can receive emails sent to that address. If any other information is needed, I'll do my best to provide it. UPDATE @ilhan: I use two things: 1) The site cPanel from in-browser. 2) Dreamweaver CS5 FTP. @Matthias: I tested both, and it passes the dual stack with a 10/10. What should I do then?

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  • Input Handling and Game loop

    - by Bob Coder
    So, I intercept the WM_KEYDOWN and other messages. Thing is, my game can't/shouldn't react to these messages just yet, since my game might be currently drawing to the screen or in the middle of updating my game entities. So the idea is to keep a keyboardstate and mousestate, which is updated by the part of my code that intercepts the windows messages. These states just keep track of which keys/buttons are currently pressed. Then, at the start of my game's update function, I access these keyboard and mouse states and my game reacts to the user input. Now, which is the best way to access these states? I assume that windows messages can be sent whenever, so the keyboard/mouse states are constantly being edited. Accessing say a list of currently pressed keys in the keyboard state the same time another part of the code is editing the list would cause problems. Should I make a deep copy of a state and act on that? How would I deal with the garbage generated though, this would take place every frame.

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