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  • Unselecting RadioButtons in Java Swing

    - by Thomas
    When displaying a group of JRadioButtons, initially none of them is selected (unless you programmatically enforce that). I would like to be able to put buttons back into that state even after the user already selected one, i.e., none of the buttons should be selected. However, using the usual suspects doesn't deliver the required effect: calling 'setSelected(false)' on each button doesn't work. Interestingly, it does work when the buttons are not put into a ButtonGroup - unfortunately, the latter is required for JRadioButtons to be mutually exclusive. Also, using the setSelected(ButtonModel, boolean) - method of javax.swing.ButtonGroup doesn't do what I want. I've put together a small program to demonstrate the effect: two radio buttons and a JButton. Clicking the JButton should unselect the radio buttons so that the window looks exactly as it does when it first pops up. import java.awt.Container; import java.awt.GridLayout; import java.awt.event.*; import javax.swing.*; /** * This class creates two radio buttons and a JButton. Initially, none * of the radio buttons is selected. Clicking on the JButton should * always return the radio buttons into that initial state, i.e., * should disable both radio buttons. */ public class RadioTest implements ActionListener { /* create two radio buttons and a group */ private JRadioButton button1 = new JRadioButton("button1"); private JRadioButton button2 = new JRadioButton("button2"); private ButtonGroup group = new ButtonGroup(); /* clicking this button should unselect both button1 and button2 */ private JButton unselectRadio = new JButton("Unselect radio buttons."); /* In the constructor, set up the group and event listening */ public RadioTest() { /* put the radio buttons in a group so they become mutually * exclusive -- without this, unselecting actually works! */ group.add(button1); group.add(button2); /* listen to clicks on 'unselectRadio' button */ unselectRadio.addActionListener(this); } /* called when 'unselectRadio' is clicked */ public void actionPerformed(ActionEvent e) { /* variant1: disable both buttons directly. * ...doesn't work */ button1.setSelected(false); button2.setSelected(false); /* variant2: disable the selection via the button group. * ...doesn't work either */ group.setSelected(group.getSelection(), false); } /* Test: create a JFrame which displays the two radio buttons and * the unselect-button */ public static void main(String[] args) { JFrame frame = new JFrame(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); RadioTest test = new RadioTest(); Container contentPane = frame.getContentPane(); contentPane.setLayout(new GridLayout(3,1)); contentPane.add(test.button1); contentPane.add(test.button2); contentPane.add(test.unselectRadio); frame.setSize(400, 400); frame.setVisible(true); } } Any ideas anyone? Thanks!

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  • How does the event dispatch thread work?

    - by Roman
    With the help of people on stackoverflow I was able to get the following working code of the simples GUI countdown (it just displays a window counting down seconds). My main problem with this code is the invokeLater stuff. As far as I understand the invokeLater send a task to the event dispatching thread (EDT) and then the EDT execute this task whenever it "can" (whatever it means). Is it right? To my understanding the code works like that: In the main method we use invokeLater to show the window (showGUI method). In other words, the code displaying the window will be executed in the EDT. In the main method we also start the counter and the counter (by construction) is executed in another thread (so it is not in the event dispatching thread). Right? The counter is executed in a separate thread and periodically it calls updateGUI. The updateGUI is supposed to update GUI. And GUI is working in the EDT. So, updateGUI should also be executed in the EDT. It is why the code for the updateGUI is inclosed in the invokeLater. Is it right? What is not clear to me is why we call the counter from the EDT. Anyway it is not executed in the EDT. It starts immediately a new thread and the counter is executed there. So, why we cannot call the counter in the main method after the invokeLater block? import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.SwingUtilities; public class CountdownNew { static JLabel label; // Method which defines the appearance of the window. public static void showGUI() { JFrame frame = new JFrame("Simple Countdown"); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); label = new JLabel("Some Text"); frame.add(label); frame.pack(); frame.setVisible(true); } // Define a new thread in which the countdown is counting down. public static Thread counter = new Thread() { public void run() { for (int i=10; i>0; i=i-1) { updateGUI(i,label); try {Thread.sleep(1000);} catch(InterruptedException e) {}; } } }; // A method which updates GUI (sets a new value of JLabel). private static void updateGUI(final int i, final JLabel label) { SwingUtilities.invokeLater( new Runnable() { public void run() { label.setText("You have " + i + " seconds."); } } ); } public static void main(String[] args) { SwingUtilities.invokeLater(new Runnable() { public void run() { showGUI(); counter.start(); } }); } }

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  • Memory Leak with Swing Drag and Drop

    - by tom
    I have a JFrame that accepts top-level drops of files. However after a drop has occurred, references to the frame are held indefinitely inside some Swing internal classes. I believe that disposing of the frame should release all of its resources, so what am I doing wrong? Example import java.awt.datatransfer.DataFlavor; import java.io.File; import java.util.List; import javax.swing.JFrame; import javax.swing.JLabel; import javax.swing.TransferHandler; public class DnDLeakTester extends JFrame { public static void main(String[] args) { new DnDLeakTester(); //Prevent main from returning or the jvm will exit while (true) { try { Thread.sleep(10000); } catch (InterruptedException e) { } } } public DnDLeakTester() { super("I'm leaky"); add(new JLabel("Drop stuff here")); setTransferHandler(new TransferHandler() { @Override public boolean canImport(final TransferSupport support) { return (support.isDrop() && support .isDataFlavorSupported(DataFlavor.javaFileListFlavor)); } @Override public boolean importData(final TransferSupport support) { if (!canImport(support)) { return false; } try { final List<File> files = (List<File>) support.getTransferable().getTransferData(DataFlavor.javaFileListFlavor); for (final File f : files) { System.out.println(f.getName()); } } catch (Exception e) { e.printStackTrace(); } return true; } }); setDefaultCloseOperation(DISPOSE_ON_CLOSE); pack(); setVisible(true); } } To reproduce, run the code and drop some files on the frame. Close the frame so it's disposed of. To verify the leak I take a heap dump using JConsole and analyse it with the Eclipse Memory Analysis tool. It shows that sun.awt.AppContext is holding a reference to the frame through its hashmap. It looks like TransferSupport is at fault. What am I doing wrong? Should I be asking the DnD support code to clean itself up somehow? I'm running JDK 1.6 update 19.

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  • UIScrollView Infinite Scrolling

    - by Ben Robinson
    I'm attempting to setup a scrollview with infinite (horizontal) scrolling. Scrolling forward is easy - I have implemented scrollViewDidScroll, and when the contentOffset gets near the end I make the scrollview contentsize bigger and add more data into the space (i'll have to deal with the crippling effect this will have later!) My problem is scrolling back - the plan is to see when I get near the beginning of the scroll view, then when I do make the contentsize bigger, move the existing content along, add the new data to the beginning and then - importantly adjust the contentOffset so the data under the view port stays the same. This works perfectly if I scroll slowly (or enable paging) but if I go fast (not even very fast!) it goes mad! Heres the code: - (void) scrollViewDidScroll:(UIScrollView *)scrollView { float pageNumber = scrollView.contentOffset.x / 320; float pageCount = scrollView.contentSize.width / 320; if (pageNumber > pageCount-4) { //Add 10 new pages to end mainScrollView.contentSize = CGSizeMake(mainScrollView.contentSize.width + 3200, mainScrollView.contentSize.height); //add new data here at (320*pageCount, 0); } //*** the problem is here - I use updatingScrollingContent to make sure its only called once (for accurate testing!) if (pageNumber < 4 && !updatingScrollingContent) { updatingScrollingContent = YES; mainScrollView.contentSize = CGSizeMake(mainScrollView.contentSize.width + 3200, mainScrollView.contentSize.height); mainScrollView.contentOffset = CGPointMake(mainScrollView.contentOffset.x + 3200, 0); for (UIView *view in [mainContainerView subviews]) { view.frame = CGRectMake(view.frame.origin.x+3200, view.frame.origin.y, view.frame.size.width, view.frame.size.height); } //add new data here at (0, 0); } //** MY CHECK! NSLog(@"%f", mainScrollView.contentOffset.x); } As the scrolling happens the log reads: 1286.500000 1285.500000 1284.500000 1283.500000 1282.500000 1281.500000 1280.500000 Then, when pageNumber<4 (we're getting near the beginning): 4479.500000 4479.500000 Great! - but the numbers should continue to go down in the 4,000s but the next log entries read: 1278.000000 1277.000000 1276.500000 1275.500000 etc.... Continiuing from where it left off! Just for the record, if scrolled slowly the log reads: 1294.500000 1290.000000 1284.500000 1280.500000 4476.000000 4476.000000 4473.000000 4470.000000 4467.500000 4464.000000 4460.500000 4457.500000 etc.... Any ideas???? Thanks Ben.

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  • How to move a kinect skeleton to another position

    - by Ewerton
    I am working on a extension method to move one skeleton to a desired position in the kinect field os view. My code receives a skeleton to be moved and the destiny position, i calculate the distance between the received skeleton hip center and the destiny position to find how much to move, then a iterate in the joint applying this factor. My code, actualy looks like this. public static Skeleton MoveTo(this Skeleton skToBeMoved, Vector4 destiny) { Joint newJoint = new Joint(); ///Based on the HipCenter (i dont know if it is reliable, seems it is.) float howMuchMoveToX = Math.Abs(skToBeMoved.Joints[JointType.HipCenter].Position.X - destiny.X); float howMuchMoveToY = Math.Abs(skToBeMoved.Joints[JointType.HipCenter].Position.Y - destiny.Y); float howMuchMoveToZ = Math.Abs(skToBeMoved.Joints[JointType.HipCenter].Position.Z - destiny.Z); float howMuchToMultiply = 1; // Iterate in the 20 Joints foreach (JointType item in Enum.GetValues(typeof(JointType))) { newJoint = skToBeMoved.Joints[item]; // This adjust, try to keeps the skToBeMoved in the desired position if (newJoint.Position.X < 0) howMuchToMultiply = 1; // if the point is in a negative position, carry it to a "more positive" position else howMuchToMultiply = -1; // if the point is in a positive position, carry it to a "more negative" position // applying the new values to the joint SkeletonPoint pos = new SkeletonPoint() { X = newJoint.Position.X + (howMuchMoveToX * howMuchToMultiply), Y = newJoint.Position.Y, // * (float)whatToMultiplyY, Z = newJoint.Position.Z, // * (float)whatToMultiplyZ }; newJoint.Position = pos; skToBeMoved.Joints[item] = newJoint; //if (skToBeMoved.Joints[JointType.HipCenter].Position.X < 0) //{ // if (item == JointType.HandLeft) // { // if (skToBeMoved.Joints[item].Position.X > 0) // { // } // } //} } return skToBeMoved; } Actualy, only X position is considered. Now, THE PROBLEM: If i stand in a negative position, and move my hand to a positive position, a have a strange behavior, look this image To reproduce this behaviour you could use this code using (SkeletonFrame frame = e.OpenSkeletonFrame()) { if (frame == null) return new Skeleton(); if (skeletons == null || skeletons.Length != frame.SkeletonArrayLength) { skeletons = new Skeleton[frame.SkeletonArrayLength]; } frame.CopySkeletonDataTo(skeletons); Skeleton skeletonToTest = skeletons.Where(s => s.TrackingState == SkeletonTrackingState.Tracked).FirstOrDefault(); Vector4 newPosition = new Vector4(); newPosition.X = -0.03412333f; newPosition.Y = 0.0407479f; newPosition.Z = 1.927342f; newPosition.W = 0; // ignored skeletonToTest.MoveTo(newPosition); } I know, this is simple math, but i cant figure it out why this is happen. Any help will be apreciated.

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  • Delphi Unit local variables - how to make each instance unique?

    - by Justin
    Ok, this, I'm sure is something simple that is easy to do. The problem : I've inherited scary spaghetti code and am slowly trying to better it when new features need adding - generally when a refactor makes adding the new feature neater. I've got a bunch of code I'm packing into a single unit which, in different places in the application, controls the same physical thing in the outside world. The control appears in several places in the application and operates slightly differently in each instance. What I've done is to create a unit with all of the features I need which I can simply drop, as a frame, into each form that requires it. Each form then uses the unit's interface methods to customise the behaviour for each instance. The problem within the problem : In the unit in question (the frame) I have a variable declared in the IMPLEMENTATION section - local to the unit. I also have a procedure, declared in the TYPE section which takes an argument and assigns that argument to the local variable in question - each form passes a unique variable to each instance of the frame/unit. What I want it to do is for each instance of the frame to keep its own version of that variable, different from the others, and use that to define how it operates. What seems to be happening, however, is that all instances are using the same value, even if I explicitly pass each instance a different variable. ie: Unit FlexibleUnit; interface uses //the uses stuff type TFlexibleUnit=class(TFrame) //declarations including procedure makeThisInstanceX(passMeTheVar:integer); private // public // end; implementation uses //the uses var myLocalVar; procedure makeThisInstanceX(passMeTheVar:integer); begin myLocalVar:=passMeTheVar; end; //other procedures using myLocalVar //etc to the end; Now somewhere in another Form I've dropped this Frame onto the Design pane, sometimes two of these frames on one Form, and have it declared in the proper places, etc. Each is unique in that : ThisFlexibleUnit : TFlexibleUnit; ThatFlexibleUnit : TFlexibleUnit; and when I do a: ThisFlexibleUnit.makeThisInstanceX(var1); //want to behave in way "var1" ThatFlexibleUnit.makeThisInstanceX(var2); //want to behave in way "var2" it seems that they both share the same variable "myLocalVar". Am I doing this wrong, in principle? If this is the correct method then it's a matter of debugging what I have (which is too huge to post) but if this is not correct in principle then is there a way to do what I am suggesting? Thanks in advance, Stack Overflow - you guys (and gals!) are legendary.

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  • Displaying xaml resources dynamically?

    - by Robert
    I used Mike Swanson's illustrator to xaml converter to convert some of my images to xaml. The convert creates a viewbox that contains the image. These viewboxes I made resource files in my program. The code below shows what I'm trying to do: I have a viewmodel that has an enum variable called PrimaryWinding of type Windings. The values PrimD and PrimY of the enum select the respective PrimD and PrimY xaml files in the resources. <UserControl.Resources> <DataTemplate x:Key="PrimTrafo" DataType="{x:Type l:Windings}"> <Frame Source="{Binding}" x:Name="PART_Image" NavigationUIVisibility="Hidden"> <Frame.LayoutTransform> <ScaleTransform ScaleX="0.5" ScaleY="0.5"/> </Frame.LayoutTransform> </Frame> <DataTemplate.Triggers> <DataTrigger Binding="{Binding}" Value="PrimD"> <Setter TargetName="PART_Image" Property="Source" Value="Resources\PrimD.xaml" /> </DataTrigger> <DataTrigger Binding="{Binding}" Value="PrimY"> <Setter TargetName="PART_Image" Property="Source" Value="Resources\PrimY.xaml" /> </DataTrigger> </DataTemplate.Triggers> </DataTemplate> </UserControl.Resources> <!--The contentcontrol that holds the datatemplate defined above--> <Grid > <Grid.ColumnDefinitions> <ColumnDefinition Width="2*"></ColumnDefinition> <ColumnDefinition Width="2*"></ColumnDefinition> <ColumnDefinition Width="1*"></ColumnDefinition> </Grid.ColumnDefinitions> <ContentControl Grid.Column="0" Content="{Binding PrimaryWinding}" ContentTemplate="{StaticResource PrimTrafo}"/> </Grid> This code works. Only I can't resize the drawings to the size of the grid cell. I added the ScaleTransform class to resize the image. Is a Frame the wrong class to hold the drawings? Should I use the ScaleTransform class to resize the drawing to the size of the cell? And how can I do that dynamically?

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  • How do I make a rectangle move in an image?

    - by alicedimarco
    Basically I have an image loaded, and when I click a portion of the image, a rectangle (with no fill) shows up. If I click another part of the image again, that rectangle will show up once more. With each click, the same rectangle should appear. So far I have this code, now I don't know how to make the image appear. My image from my file directory. I have already made the code to get the image from my file directory. import java.awt.Color; import java.awt.Graphics; import java.awt.event.MouseEvent; import java.awt.event.MouseListener; import javax.swing.JFrame; import javax.swing.JOptionPane; import javax.swing.JPanel; public class MP2 extends JPanel implements MouseListener{ JFrame frame; JPanel panel; int x = 0; int y = 0; String input; public MP2(){ } public static void main(String[] args){ JFrame frame = new JFrame(); MP2 panel = new MP2(); panel.addMouseListener(panel); frame.add(panel); frame.setSize(200,200); frame.setVisible(true); } public void mouseClicked(MouseEvent event) { // TODO Auto-generated method stub this.x = event.getX(); this.y = event.getY(); this.repaint(); input = JOptionPane.showInputDialog("Something pops out"); System.out.println(input); } public void mouseEntered(MouseEvent arg0) { // TODO Auto-generated method stub } public void mouseExited(MouseEvent arg0) { // TODO Auto-generated method stub } public void mousePressed(MouseEvent arg0) { // TODO Auto-generated method stub } public void mouseReleased(MouseEvent arg0) { // TODO Auto-generated method stub } public void paintComponent(Graphics g){ super.paintComponent(g); // this.setBackground(Color.white); *Sets the bg color of the panel g.setColor(new Color(255,0,0)); g.drawRect(x, y, 100, 100); } }

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  • C# drawing and invalidating 2 lines to meet

    - by BlueMonster
    If i have 2 lines on a page as such: e.Graphics.DrawLine(blackPen, w, h, h, w); e.Graphics.DrawLine(blackPen, w2, h2, h2, w2); how would i animate the first line to reach the second line's position? I have the following method which calculates the distance between two points (i'm assuming i would use this?) public int Distance2D(int x1, int y1, int x2, int y2) { // ______________________ //d = &#8730; (x2-x1)^2 + (y2-y1)^2 // //Our end result int result = 0; //Take x2-x1, then square it double part1 = Math.Pow((x2 - x1), 2); //Take y2-y1, then sqaure it double part2 = Math.Pow((y2 - y1), 2); //Add both of the parts together double underRadical = part1 + part2; //Get the square root of the parts result = (int)Math.Sqrt(underRadical); //Return our result return result; } How would i re-draw the line (on a timer) to reach the second line's position? I've looked a lot into XAML (story-boarding) and such - but i want to know how to do this on my own. Any ideas? I know i would need a method which runs in a loop re-drawing the line after moving the position a tid bit. I would have to call Invalidate() in order to make the line appear as though it's moving... but how would i do this? how would i move that line slowly over to the other line? I'm pretty sure i'd have to use double buffering if i'm doing this as well... as such: SetStyle(ControlStyles.DoubleBuffer | ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint, true); This doesn't quiet work, i'm not quiet sure how to fix it. Any ideas? protected override void OnPaint(PaintEventArgs e) { Distance2D(w, h, w2, h2); if (w2 != w && h2 != h) { e.Graphics.DrawLine(blackPen, (w * (int)frame), (h * (int)frame), (h * (int)frame), (w * (int)frame)); e.Graphics.DrawLine(blackPen, w2, h2, h2, w2); } else { t.Abort(); } base.OnPaint(e); } public void MoveLine() { for (int i = 0; i < 126; i++) { frame += .02; Invalidate(); Thread.Sleep(30); } } private void button1_Click(object sender, EventArgs e) { t = new Thread(new ThreadStart(MoveLine)); t.Start(); }

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  • PHP_AUTH_USER only known in certain frames

    - by Rob
    Getting very confused by PHP_AUTH_USER. Within my web pages I have .htaccess files in every directory, controlling who can (and cant) see certain folders. In order to further customise the pages I was hoping to use PHP_AUTH_USER within the PHP code, i.e. tailor page contents based on the user. This only seems to work partially. The code snippets below hopefully demonstrate my problems. The main index.php creates a framed page with a menu structure in the top left hand corners, some irrelvant stuff in top right and then the tailor made contents in bottom frame. In top left the user is correctly shown, but in the bottom frame PHP_AUTH_USER doesnt seem to be set anymore (it returns empty and when printing all $HTTP_SERVER_VARS its not listed). Script.php is in a different path, but they all have .htaccess files in them and all other contents is displayed correctly. Why does it not know about PHP_AUTH_USER there? Running version php version 5.2.12 on chrome. index.php <FRAMESET ROWS="35%, *"> <FRAMESET COLS="25%, *"> <FRAME SRC="Menu.php"> <FRAME SRC="Something.php"> </FRAMESET> <FRAME SRC="../OtherPath/Script.php?large=1" name="outputlisting"> </FRAMESET> </FRAMESET> Menu.php <ul> <li>Reporting <ul> <li>Link1 <a href="../OtherPath/Script.php" target="outputlisting">All</a>, <a href="../OtherPath/Script.php?large=1" target="outputlisting">Big</a> </ul> <?php echo 'IP Address: ' . $_SERVER['REMOTE_ADDR'] . '<br />'; echo 'User: ' . $_SERVER['PHP_AUTH_USER']; ?> Script.php <?php echo 'User: ' . $_SERVER['PHP_AUTH_USER']; ?>

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  • Linux router: ping doesn't route back

    - by El Barto
    I have a Debian box which I'm trying to set up as a router and an Ubuntu box which I'm using as a client. My problem is that when the Ubuntu client tries to ping a server on the Internet, all the packets are lost (though, as you can see below, they seem to go to the server and back without problem). I'm doing this in the Ubuntu Box: # ping -I eth1 my.remote-server.com PING my.remote-server.com (X.X.X.X) from 10.1.1.12 eth1: 56(84) bytes of data. ^C --- my.remote-server.com ping statistics --- 13 packets transmitted, 0 received, 100% packet loss, time 12094ms (I changed the name and IP of the remote server for privacy). From the Debian Router I see this: # tcpdump -i eth1 -qtln icmp tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth1, link-type EN10MB (Ethernet), capture size 65535 bytes IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 7, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 305, seq 8, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 8, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 305, seq 9, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 9, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 305, seq 10, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 10, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 305, seq 11, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 305, seq 11, length 64 ^C 9 packets captured 9 packets received by filter 0 packets dropped by kernel # tcpdump -i eth2 -qtln icmp tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth2, link-type EN10MB (Ethernet), capture size 65535 bytes IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 213, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 213, length 64 IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 214, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 214, length 64 IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 215, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 215, length 64 IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 216, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 216, length 64 IP 192.168.1.10 > X.X.X.X: ICMP echo request, id 360, seq 217, length 64 IP X.X.X.X > 192.168.1.10: ICMP echo reply, id 360, seq 217, length 64 ^C 10 packets captured 10 packets received by filter 0 packets dropped by kernel And at the remote server I see this: # tcpdump -i eth0 -qtln icmp tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth0, link-type EN10MB (Ethernet), capture size 96 bytes IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 1, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 1, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 2, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 2, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 3, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 3, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 4, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 4, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 5, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 5, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 6, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 6, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 7, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 7, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 8, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 8, length 64 IP Y.Y.Y.Y > X.X.X.X: ICMP echo request, id 360, seq 9, length 64 IP X.X.X.X > Y.Y.Y.Y: ICMP echo reply, id 360, seq 9, length 64 18 packets captured 228 packets received by filter 92 packets dropped by kernel Here "X.X.X.X" is my remote server's IP and "Y.Y.Y.Y" is my local network's public IP. So, what I understand is that the ping packets are coming out of the Ubuntu box (10.1.1.12), to the router (10.1.1.1), from there to the next router (192.168.1.1) and reaching the remote server (X.X.X.X). Then they come back all the way to the Debian router, but they never reach the Ubuntu box back. What am I missing? Here's the Debian router setup: # ifconfig eth1 Link encap:Ethernet HWaddr 94:0c:6d:82:0d:98 inet addr:10.1.1.1 Bcast:10.1.1.255 Mask:255.255.255.0 inet6 addr: fe80::960c:6dff:fe82:d98/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:105761 errors:0 dropped:0 overruns:0 frame:0 TX packets:48944 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:40298768 (38.4 MiB) TX bytes:44831595 (42.7 MiB) Interrupt:19 Base address:0x6000 eth2 Link encap:Ethernet HWaddr 6c:f0:49:a4:47:38 inet addr:192.168.1.10 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::6ef0:49ff:fea4:4738/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:38335992 errors:0 dropped:0 overruns:0 frame:0 TX packets:37097705 errors:0 dropped:0 overruns:0 carrier:1 collisions:0 txqueuelen:1000 RX bytes:4260680226 (3.9 GiB) TX bytes:3759806551 (3.5 GiB) Interrupt:27 eth3 Link encap:Ethernet HWaddr 94:0c:6d:82:c8:72 UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:20 Base address:0x2000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:3408 errors:0 dropped:0 overruns:0 frame:0 TX packets:3408 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:358445 (350.0 KiB) TX bytes:358445 (350.0 KiB) tun0 Link encap:UNSPEC HWaddr 00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00 inet addr:10.8.0.1 P-t-P:10.8.0.2 Mask:255.255.255.255 UP POINTOPOINT RUNNING NOARP MULTICAST MTU:1500 Metric:1 RX packets:2767779 errors:0 dropped:0 overruns:0 frame:0 TX packets:1569477 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:100 RX bytes:3609469393 (3.3 GiB) TX bytes:96113978 (91.6 MiB) # route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 10.8.0.2 0.0.0.0 255.255.255.255 UH 0 0 0 tun0 127.0.0.1 0.0.0.0 255.255.255.255 UH 0 0 0 lo 10.8.0.0 10.8.0.2 255.255.255.0 UG 0 0 0 tun0 192.168.1.0 0.0.0.0 255.255.255.0 U 1 0 0 eth2 10.1.1.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 0.0.0.0 192.168.1.1 0.0.0.0 UG 0 0 0 eth2 # arp -n # Note: Here I have changed all the different MACs except the ones corresponding to the Ubuntu box (on 10.1.1.12 and 192.168.1.12) Address HWtype HWaddress Flags Mask Iface 192.168.1.118 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.72 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.94 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.102 ether NN:NN:NN:NN:NN:NN C eth2 10.1.1.12 ether 00:1e:67:15:2b:f0 C eth1 192.168.1.86 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.2 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.61 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.64 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.116 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.91 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.52 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.93 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.87 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.92 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.100 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.40 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.53 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.1 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.83 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.89 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.12 ether 00:1e:67:15:2b:f1 C eth2 192.168.1.77 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.66 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.90 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.65 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.41 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.78 ether NN:NN:NN:NN:NN:NN C eth2 192.168.1.123 ether NN:NN:NN:NN:NN:NN C eth2 # iptables -L -n Chain INPUT (policy ACCEPT) target prot opt source destination Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination # iptables -L -n -t nat Chain PREROUTING (policy ACCEPT) target prot opt source destination Chain POSTROUTING (policy ACCEPT) target prot opt source destination MASQUERADE all -- 10.1.1.0/24 !10.1.1.0/24 MASQUERADE all -- !10.1.1.0/24 10.1.1.0/24 Chain OUTPUT (policy ACCEPT) target prot opt source destination And here's the Ubuntu box: # ifconfig eth0 Link encap:Ethernet HWaddr 00:1e:67:15:2b:f1 inet addr:192.168.1.12 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::21e:67ff:fe15:2bf1/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:28785139 errors:0 dropped:0 overruns:0 frame:0 TX packets:19050735 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:32068182803 (32.0 GB) TX bytes:6061333280 (6.0 GB) Interrupt:16 Memory:b1a00000-b1a20000 eth1 Link encap:Ethernet HWaddr 00:1e:67:15:2b:f0 inet addr:10.1.1.12 Bcast:10.1.1.255 Mask:255.255.255.0 inet6 addr: fe80::21e:67ff:fe15:2bf0/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:285086 errors:0 dropped:0 overruns:0 frame:0 TX packets:12719 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:30817249 (30.8 MB) TX bytes:2153228 (2.1 MB) Interrupt:16 Memory:b1900000-b1920000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:86048 errors:0 dropped:0 overruns:0 frame:0 TX packets:86048 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:11426538 (11.4 MB) TX bytes:11426538 (11.4 MB) # route -n Kernel IP routing table Destination Gateway Genmask Flags Metric Ref Use Iface 0.0.0.0 192.168.1.1 0.0.0.0 UG 0 0 0 eth0 0.0.0.0 10.1.1.1 0.0.0.0 UG 100 0 0 eth1 10.1.1.0 0.0.0.0 255.255.255.0 U 0 0 0 eth1 10.8.0.0 192.168.1.10 255.255.255.0 UG 0 0 0 eth0 169.254.0.0 0.0.0.0 255.255.0.0 U 1000 0 0 eth0 192.168.1.0 0.0.0.0 255.255.255.0 U 1 0 0 eth0 # arp -n # Note: Here I have changed all the different MACs except the ones corresponding to the Debian box (on 10.1.1.1 and 192.168.1.10) Address HWtype HWaddress Flags Mask Iface 192.168.1.70 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.90 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.97 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.103 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.13 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.120 (incomplete) eth0 192.168.1.111 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.118 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.51 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.102 (incomplete) eth0 192.168.1.64 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.52 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.74 (incomplete) eth0 192.168.1.94 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.121 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.72 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.87 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.91 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.71 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.78 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.83 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.88 (incomplete) eth0 192.168.1.82 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.98 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.100 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.93 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.73 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.11 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.85 (incomplete) eth0 192.168.1.112 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.89 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.65 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.81 ether NN:NN:NN:NN:NN:NN C eth0 10.1.1.1 ether 94:0c:6d:82:0d:98 C eth1 192.168.1.53 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.116 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.61 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.10 ether 6c:f0:49:a4:47:38 C eth0 192.168.1.86 (incomplete) eth0 192.168.1.119 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.66 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.1 ether NN:NN:NN:NN:NN:NN C eth0 192.168.1.1 ether NN:NN:NN:NN:NN:NN C eth1 192.168.1.92 ether NN:NN:NN:NN:NN:NN C eth0 # iptables -L -n Chain INPUT (policy ACCEPT) target prot opt source destination Chain FORWARD (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination # iptables -L -n -t nat Chain PREROUTING (policy ACCEPT) target prot opt source destination Chain INPUT (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination Chain POSTROUTING (policy ACCEPT) target prot opt source destination Edit: Following Patrick's suggestion, I did a tcpdump con the Ubuntu box and I see this: # tcpdump -i eth1 -qtln icmp tcpdump: verbose output suppressed, use -v or -vv for full protocol decode listening on eth1, link-type EN10MB (Ethernet), capture size 65535 bytes IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 1, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 1, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 2, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 2, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 3, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 3, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 4, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 4, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 5, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 5, length 64 IP 10.1.1.12 > X.X.X.X: ICMP echo request, id 21967, seq 6, length 64 IP X.X.X.X > 10.1.1.12: ICMP echo reply, id 21967, seq 6, length 64 ^C 12 packets captured 12 packets received by filter 0 packets dropped by kernel So the question is: if all packets seem to be coming and going, why does ping report 100% packet loss?

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  • DirectX11 Swap Chain RGBA vs BGRA Format

    - by Nathan
    I was wondering if anyone could elaborate any further on something that's been bugging me. In DirectX9 the main supported back buffer formats were D3DFMT_X8R8B8G8 and D3DFMT_A8R8G8B8 (Both being BGRA in layout). http://msdn.microsoft.com/en-us/library/windows/desktop/bb174314(v=vs.85).aspx With the initial version of DirectX10 their was no support for BGRA and all the textbooks and online tutorials recommend DXGI_FORMAT_R8G8B8A8_UNORM (being RGBA in layout). Now with DirectX11 BGRA is supported again and it seems as if microsoft recommends using a BGRA format as the back buffer format. http://msdn.microsoft.com/en-us/library/windows/apps/hh465096.aspx Are there any suggestions or are there performance implications of using one or the other? (I assume not as obviously by specifying the format of the underlying resource the runtime will handle what bits your passing through and than infer how to utilise them based on the format.)

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  • DirectX11 Swap Chain Format

    - by Nathan
    I was wondering if anyone could elaborate any further on something thats been bugging be me. In DirectX9 the main supported back buffer formats were D3DFMT_X8R8B8G8 and D3DFMT_A8R8G8B8 (Both being BGRA in layout). http://msdn.microsoft.com/en-us/library/windows/desktop/bb174314(v=vs.85).aspx With the initial version of DirectX10 their was no support for BGRA and all the textbooks and online tutorials recommend DXGI_FORMAT_R8G8B8A8_UNORM (being RGBA in layout). Now with DirectX11 BGRA is supported again and it seems as if microsoft recommends using a BGRA format as the back buffer format. http://msdn.microsoft.com/en-us/library/windows/apps/hh465096.aspx Is their any suggestions or are their performance implications of using one or the other. (I assume not as obviously by specifying the format of the underlying resource the runtime will handle what bits your passing through and than infer how to utilise them based on the format). Any feedback is appreciated.

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  • DHCPDISCOVER requests from an off-by-one MAC address

    - by Aleksandr Levchuk
    In a Linux DHCP server I'm getting a bunch of these log lines: dhcpd: DHCPDISCOVER from 00:30:48:fe:5c:9c via eth1: network 192.168.2.0/24: no free leases I don't have any machines with 00:30:48:fe:5c:9c and I don't intend to give out an IP to 00:30:48:fe:5c:9c (whatever that could be). I tracked down the server that this is coming from and killed all the DHCP clients that were running but the DHCPDISCOVER requests do not stop. I can prove that this is the sending server by pulling the Ethernet cable - the requests stop. The strange thing is that the sending server only has 2 interfaces which are: 00:30:48:fe:5c:9a 00:30:48:fe:5c:9b What can be the cause of the off-by-one address? Who could be sending the requests? Details On the DHCP client: root@n34:~# ip link 1: lo: <LOOPBACK,UP,LOWER_UP> mtu 16436 qdisc noqueue state UNKNOWN link/loopback 00:00:00:00:00:00 brd 00:00:00:00:00:00 2: eth0: <BROADCAST,MULTICAST,UP,LOWER_UP> mtu 1500 qdisc mq state UP qlen 100 link/ether 00:30:48:fe:5c:9a brd ff:ff:ff:ff:ff:ff 3: eth1: <NO-CARRIER,BROADCAST,MULTICAST,UP> mtu 1500 qdisc mq state DOWN qlen 1000 link/ether 00:30:48:fe:5c:9b brd ff:ff:ff:ff:ff:ff 4: ib0: <BROADCAST,MULTICAST> mtu 2044 qdisc noop state DOWN qlen 256 link/infiniband 80:00:00:48:fe:80:00:00:00:00:00:00:00:02:c9:03:00:08:81:9f brd 00:ff:ff:ff:ff:12:40:1b:ff:ff:00:00:00:00:00:00:ff:ff:ff:ff 5: ib1: <BROADCAST,MULTICAST,UP,LOWER_UP> mtu 2044 qdisc pfifo_fast state UP qlen 256 link/infiniband 80:00:00:49:fe:80:00:00:00:00:00:00:00:02:c9:03:00:08:81:a0 brd 00:ff:ff:ff:ff:12:40:1b:ff:ff:00:00:00:00:00:00:ff:ff:ff:ff Same info: root@n34:~# ifconfig -a eth0 Link encap:Ethernet HWaddr 00:30:48:fe:5c:9a inet addr:192.168.2.234 Bcast:192.168.2.255 Mask:255.255.255.0 inet6 addr: fe80::230:48ff:fefe:5c9a/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:72544 errors:0 dropped:0 overruns:0 frame:0 TX packets:152773 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:100 RX bytes:4908592 (4.6 MiB) TX bytes:89815782 (85.6 MiB) Memory:dfd60000-dfd80000 eth1 Link encap:Ethernet HWaddr 00:30:48:fe:5c:9b UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Memory:dfde0000-dfe00000 ib0 Link encap:UNSPEC HWaddr 80-00-00-48-FE-80-00-00-00-00-00-00-00-00-00-00 BROADCAST MULTICAST MTU:2044 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:256 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) ib1 Link encap:UNSPEC HWaddr 80-00-00-49-FE-80-00-00-00-00-00-00-00-00-00-00 inet addr:192.168.3.234 Bcast:192.168.3.255 Mask:255.255.255.0 inet6 addr: fe80::202:c903:8:81a0/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:2044 Metric:1 RX packets:1330 errors:0 dropped:0 overruns:0 frame:0 TX packets:255 errors:0 dropped:5 overruns:0 carrier:0 collisions:0 txqueuelen:256 RX bytes:716415 (699.6 KiB) TX bytes:17584 (17.1 KiB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:8 errors:0 dropped:0 overruns:0 frame:0 TX packets:8 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:560 (560.0 B) TX bytes:560 (560.0 B) The nodes were imaged with Perseus which uses kexec instead of rebooting.

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  • OpenGL's matrix stack vs Hand multiplying

    - by deft_code
    Which is more efficient using OpenGL's transformation stack or applying the transformations by hand. I've often heard that you should minimize the number of state transitions in your graphics pipeline. Pushing and popping translation matrices seem like a big change. However, I wonder if the graphics card might be able to more than make up for pipeline hiccup by using its parallel execution hardware to bulk multiply the vertices. My specific case. I have font rendered to a sprite sheet. The coordinates of each character or a string are calculated and added to a vertex buffer. Now I need to move that string. Would it be better to iterate through the vertex buffer and adjust each of the vertices by hand or temporarily push a new translation matrix?

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  • Get the onended event for an AudioBuffer in HTML5/Chrome

    - by Matthew James Davis
    So I am playing audio file in Chrome and I want to detect when playing has ended so I can delete references to it. Here is my code var source = context.createBufferSource(); source.buffer = sound.buffer; source.loop = sound.loop; source.onended = function() { delete playingSounds[soundName]; } source.connect(mainNode); source.start(0, sound.start, sound.length); however, the event handler doesn't fire. Is this not yet supported as described by the W3 specification? Or am I doing something wrong?

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  • Why does setting a geometry shader cause my sprites to vanish?

    - by ChaosDev
    My application has multiple screens with different tasks. Once I set a geometry shader to the device context for my custom terrain, it works and I get the desired results. But then when I get back to the main menu, all sprites and text disappear. These sprites don't dissappear when I use pixel and vertex shaders. The sprites are being drawn through D3D11, of course, with specified view and projection matrices as well an input layout, vertex, and pixel shader. I'm trying DeviceContext->ClearState() but it does not help. Any ideas? void gGeometry::DrawIndexedWithCustomEffect(gVertexShader*vs,gPixelShader* ps,gGeometryShader* gs=nullptr) { unsigned int offset = 0; auto context = mp_D3D->mp_Context; //set topology context->IASetPrimitiveTopology(m_Topology); //set input layout context->IASetInputLayout(mp_inputLayout); //set vertex and index buffers context->IASetVertexBuffers(0,1,&mp_VertexBuffer->mp_Buffer,&m_VertexStride,&offset); context->IASetIndexBuffer(mp_IndexBuffer->mp_Buffer,mp_IndexBuffer->m_DXGIFormat,0); //send constant buffers to shaders context->VSSetConstantBuffers(0,vs->m_CBufferCount,vs->m_CRawBuffers.data()); context->PSSetConstantBuffers(0,ps->m_CBufferCount,ps->m_CRawBuffers.data()); if(gs!=nullptr) { context->GSSetConstantBuffers(0,gs->m_CBufferCount,gs->m_CRawBuffers.data()); context->GSSetShader(gs->mp_D3DGeomShader,0,0);//after this call all sprites disappear } //set shaders context->VSSetShader( vs->mp_D3DVertexShader, 0, 0 ); context->PSSetShader( ps->mp_D3DPixelShader, 0, 0 ); //draw context->DrawIndexed(m_indexCount,0,0); } //sprites void gSpriteDrawer::Draw(gTexture2D* texture,const RECT& dest,const RECT& source, const Matrix& spriteMatrix,const float& rotation,Vector2d& position,const Vector2d& origin,const Color& color) { VertexPositionColorTexture* verticesPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; unsigned int TriangleVertexStride = sizeof(VertexPositionColorTexture); unsigned int offset = 0; float halfWidth = ( float )dest.right / 2.0f; float halfHeight = ( float )dest.bottom / 2.0f; float z = 0.1f; int w = texture->Width(); int h = texture->Height(); float tu = (float)source.right/(w); float tv = (float)source.bottom/(h); float hu = (float)source.left/(w); float hv = (float)source.top/(h); Vector2d t0 = Vector2d( hu+tu, hv); Vector2d t1 = Vector2d( hu+tu, hv+tv); Vector2d t2 = Vector2d( hu, hv+tv); Vector2d t3 = Vector2d( hu, hv+tv); Vector2d t4 = Vector2d( hu, hv); Vector2d t5 = Vector2d( hu+tu, hv); float ex=(dest.right/2)+(origin.x); float ey=(dest.bottom/2)+(origin.y); Vector4d v4Color = Vector4d(color.r,color.g,color.b,color.a); VertexPositionColorTexture vertices[] = { { Vector3d( dest.right-ex, -ey, z),v4Color, t0}, { Vector3d( dest.right-ex, dest.bottom-ey , z),v4Color, t1}, { Vector3d( -ex, dest.bottom-ey , z),v4Color, t2}, { Vector3d( -ex, dest.bottom-ey , z),v4Color, t3}, { Vector3d( -ex, -ey , z),v4Color, t4}, { Vector3d( dest.right-ex, -ey , z),v4Color, t5}, }; auto mp_context = mp_D3D->mp_Context; // Lock the vertex buffer so it can be written to. mp_context->Map(mp_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); // Get a pointer to the data in the vertex buffer. verticesPtr = (VertexPositionColorTexture*)mappedResource.pData; // Copy the data into the vertex buffer. memcpy(verticesPtr, (void*)vertices, (sizeof(VertexPositionColorTexture) * 6)); // Unlock the vertex buffer. mp_context->Unmap(mp_vertexBuffer, 0); //set vertex shader mp_context->IASetVertexBuffers( 0, 1, &mp_vertexBuffer, &TriangleVertexStride, &offset); //set texture mp_context->PSSetShaderResources( 0, 1, &texture->mp_SRV); //set matrix to shader mp_context->UpdateSubresource(mp_matrixBuffer, 0, 0, &spriteMatrix, 0, 0 ); mp_context->VSSetConstantBuffers( 0, 1, &mp_matrixBuffer); //draw sprite mp_context->Draw( 6, 0 ); }

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  • Slow boot on Ubuntu 12.04

    - by Hailwood
    My Ubuntu is booting really slow (Windows is booting faster...). I am using Ubuntu a Dell Inspiron 1545 Pentium(R) Dual-Core CPU T4300 @ 2.10GHz, 4GB Ram, 500GB HDD running Ubuntu 12.04 with gnome-shell 3.4.1. After running dmesg the culprit seems to be this section, in particular the last three lines: [26.557659] ADDRCONF(NETDEV_UP): eth0: link is not ready [26.565414] ADDRCONF(NETDEV_UP): eth0: link is not ready [27.355355] Console: switching to colour frame buffer device 170x48 [27.362346] fb0: radeondrmfb frame buffer device [27.362347] drm: registered panic notifier [27.362357] [drm] Initialized radeon 2.12.0 20080528 for 0000:01:00.0 on minor 0 [27.617435] init: udev-fallback-graphics main process (1049) terminated with status 1 [30.064481] init: plymouth-stop pre-start process (1500) terminated with status 1 [51.708241] CE: hpet increased min_delta_ns to 20113 nsec [59.448029] eth2: no IPv6 routers present But I have no idea how to start debugging this. sudo lshw -C video $ sudo lshw -C video *-display description: VGA compatible controller product: RV710 [Mobility Radeon HD 4300 Series] vendor: Hynix Semiconductor (Hyundai Electronics) physical id: 0 bus info: pci@0000:01:00.0 version: 00 width: 32 bits clock: 33MHz capabilities: pm pciexpress msi vga_controller bus_master cap_list rom configuration: driver=fglrx_pci latency=0 resources: irq:48 memory:e0000000-efffffff ioport:de00(size=256) memory:f6df0000-f6dfffff memory:f6d00000-f6d1ffff After loading the propriety driver my new dmesg log is below (starting from the first major time gap): [2.983741] EXT4-fs (sda6): mounted filesystem with ordered data mode. Opts: (null) [25.094327] ADDRCONF(NETDEV_UP): eth0: link is not ready [25.119737] udevd[520]: starting version 175 [25.167086] lp: driver loaded but no devices found [25.215341] fglrx: module license 'Proprietary. (C) 2002 - ATI Technologies, Starnberg, GERMANY' taints kernel. [25.215345] Disabling lock debugging due to kernel taint [25.231924] wmi: Mapper loaded [25.318414] lib80211: common routines for IEEE802.11 drivers [25.318418] lib80211_crypt: registered algorithm 'NULL' [25.331631] [fglrx] Maximum main memory to use for locked dma buffers: 3789 MBytes. [25.332095] [fglrx] vendor: 1002 device: 9552 count: 1 [25.334206] [fglrx] ioport: bar 1, base 0xde00, size: 0x100 [25.334229] pci 0000:01:00.0: PCI INT A -> GSI 16 (level, low) -> IRQ 16 [25.334235] pci 0000:01:00.0: setting latency timer to 64 [25.337109] [fglrx] Kernel PAT support is enabled [25.337140] [fglrx] module loaded - fglrx 8.96.4 [Mar 12 2012] with 1 minors [25.342803] Adding 4189180k swap on /dev/sda7. Priority:-1 extents:1 across:4189180k [25.364031] type=1400 audit(1338241723.027:2): apparmor="STATUS" operation="profile_load" name="/sbin/dhclient" pid=606 comm="apparmor_parser" [25.364491] type=1400 audit(1338241723.031:3): apparmor="STATUS" operation="profile_load" name="/usr/lib/NetworkManager/nm-dhcp-client.action" pid=606 comm="apparmor_parser" [25.364760] type=1400 audit(1338241723.031:4): apparmor="STATUS" operation="profile_load" name="/usr/lib/connman/scripts/dhclient-script" pid=606 comm="apparmor_parser" [25.394328] wl 0000:0c:00.0: PCI INT A -> GSI 17 (level, low) -> IRQ 17 [25.394343] wl 0000:0c:00.0: setting latency timer to 64 [25.415531] acpi device:36: registered as cooling_device2 [25.416688] input: Video Bus as /devices/LNXSYSTM:00/device:00/PNP0A03:00/device:34/LNXVIDEO:00/input/input6 [25.416795] ACPI: Video Device [VID] (multi-head: yes rom: no post: no) [25.416865] [Firmware Bug]: Duplicate ACPI video bus devices for the same VGA controller, please try module parameter "video.allow_duplicates=1"if the current driver doesn't work. [25.425133] lib80211_crypt: registered algorithm 'TKIP' [25.448058] snd_hda_intel 0000:00:1b.0: PCI INT A -> GSI 21 (level, low) -> IRQ 21 [25.448321] snd_hda_intel 0000:00:1b.0: irq 47 for MSI/MSI-X [25.448353] snd_hda_intel 0000:00:1b.0: setting latency timer to 64 [25.738867] eth1: Broadcom BCM4315 802.11 Hybrid Wireless Controller 5.100.82.38 [25.761213] input: HDA Intel Mic as /devices/pci0000:00/0000:00:1b.0/sound/card0/input7 [25.761406] input: HDA Intel Headphone as /devices/pci0000:00/0000:00:1b.0/sound/card0/input8 [25.783432] dcdbas dcdbas: Dell Systems Management Base Driver (version 5.6.0-3.2) [25.908318] EXT4-fs (sda6): re-mounted. Opts: errors=remount-ro [25.928155] input: Dell WMI hotkeys as /devices/virtual/input/input9 [25.960561] udevd[543]: renamed network interface eth1 to eth2 [26.285688] init: failsafe main process (835) killed by TERM signal [26.396426] input: PS/2 Mouse as /devices/platform/i8042/serio2/input/input10 [26.423108] input: AlpsPS/2 ALPS GlidePoint as /devices/platform/i8042/serio2/input/input11 [26.511297] Bluetooth: Core ver 2.16 [26.511383] NET: Registered protocol family 31 [26.511385] Bluetooth: HCI device and connection manager initialized [26.511388] Bluetooth: HCI socket layer initialized [26.511391] Bluetooth: L2CAP socket layer initialized [26.512079] Bluetooth: SCO socket layer initialized [26.530164] Bluetooth: BNEP (Ethernet Emulation) ver 1.3 [26.530168] Bluetooth: BNEP filters: protocol multicast [26.553893] type=1400 audit(1338241724.219:5): apparmor="STATUS" operation="profile_replace" name="/sbin/dhclient" pid=928 comm="apparmor_parser" [26.554860] Bluetooth: RFCOMM TTY layer initialized [26.554866] Bluetooth: RFCOMM socket layer initialized [26.554868] Bluetooth: RFCOMM ver 1.11 [26.557910] type=1400 audit(1338241724.223:6): apparmor="STATUS" operation="profile_load" name="/usr/lib/lightdm/lightdm/lightdm-guest-session-wrapper" pid=927 comm="apparmor_parser" [26.559166] type=1400 audit(1338241724.223:7): apparmor="STATUS" operation="profile_replace" name="/usr/lib/NetworkManager/nm-dhcp-client.action" pid=928 comm="apparmor_parser" [26.559574] type=1400 audit(1338241724.223:8): apparmor="STATUS" operation="profile_replace" name="/usr/lib/connman/scripts/dhclient-script" pid=928 comm="apparmor_parser" [26.575519] type=1400 audit(1338241724.239:9): apparmor="STATUS" operation="profile_load" name="/usr/lib/telepathy/mission-control-5" pid=931 comm="apparmor_parser" [26.581100] type=1400 audit(1338241724.247:10): apparmor="STATUS" operation="profile_load" name="/usr/lib/telepathy/telepathy-*" pid=931 comm="apparmor_parser" [26.582794] type=1400 audit(1338241724.247:11): apparmor="STATUS" operation="profile_load" name="/usr/bin/evince" pid=929 comm="apparmor_parser" [26.605672] ppdev: user-space parallel port driver [27.592475] sky2 0000:09:00.0: eth0: enabling interface [27.604329] ADDRCONF(NETDEV_UP): eth0: link is not ready [27.606962] ADDRCONF(NETDEV_UP): eth0: link is not ready [27.852509] vesafb: mode is 1024x768x32, linelength=4096, pages=0 [27.852513] vesafb: scrolling: redraw [27.852515] vesafb: Truecolor: size=0:8:8:8, shift=0:16:8:0 [27.852523] mtrr: type mismatch for e0000000,400000 old: write-back new: write-combining [27.852527] mtrr: type mismatch for e0000000,200000 old: write-back new: write-combining [27.852531] mtrr: type mismatch for e0000000,100000 old: write-back new: write-combining [27.852534] mtrr: type mismatch for e0000000,80000 old: write-back new: write-combining [27.852538] mtrr: type mismatch for e0000000,40000 old: write-back new: write-combining [27.852541] mtrr: type mismatch for e0000000,20000 old: write-back new: write-combining [27.852544] mtrr: type mismatch for e0000000,10000 old: write-back new: write-combining [27.852548] mtrr: type mismatch for e0000000,8000 old: write-back new: write-combining [27.852551] mtrr: type mismatch for e0000000,4000 old: write-back new: write-combining [27.852554] mtrr: type mismatch for e0000000,2000 old: write-back new: write-combining [27.852558] mtrr: type mismatch for e0000000,1000 old: write-back new: write-combining [27.853154] vesafb: framebuffer at 0xe0000000, mapped to 0xffffc90005580000, using 3072k, total 3072k [27.853405] Console: switching to colour frame buffer device 128x48 [27.853426] fb0: VESA VGA frame buffer device [28.539800] fglrx_pci 0000:01:00.0: irq 48 for MSI/MSI-X [28.540552] [fglrx] Firegl kernel thread PID: 1168 [28.540679] [fglrx] Firegl kernel thread PID: 1169 [28.540789] [fglrx] Firegl kernel thread PID: 1170 [28.540932] [fglrx] IRQ 48 Enabled [29.845620] [fglrx] Gart USWC size:1236 M. [29.845624] [fglrx] Gart cacheable size:489 M. [29.845629] [fglrx] Reserved FB block: Shared offset:0, size:1000000 [29.845632] [fglrx] Reserved FB block: Unshared offset:fc21000, size:3df000 [29.845635] [fglrx] Reserved FB block: Unshared offset:1fffb000, size:5000 [59.700023] eth2: no IPv6 routers present

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  • Getting started with Oracle Database In-Memory Part III - Querying The IM Column Store

    - by Maria Colgan
    In my previous blog posts, I described how to install, enable, and populate the In-Memory column store (IM column store). This weeks post focuses on how data is accessed within the IM column store. Let’s take a simple query “What is the most expensive air-mail order we have received to date?” SELECT Max(lo_ordtotalprice) most_expensive_order FROM lineorderWHERE  lo_shipmode = 5; The LINEORDER table has been populated into the IM column store and since we have no alternative access paths (indexes or views) the execution plan for this query is a full table scan of the LINEORDER table. You will notice that the execution plan has a new set of keywords “IN MEMORY" in the access method description in the Operation column. These keywords indicate that the LINEORDER table has been marked for INMEMORY and we may use the IM column store in this query. What do I mean by “may use”? There are a small number of cases were we won’t use the IM column store even though the object has been marked INMEMORY. This is similar to how the keyword STORAGE is used on Exadata environments. You can confirm that the IM column store was actually used by examining the session level statistics, but more on that later. For now let's focus on how the data is accessed in the IM column store and why it’s faster to access the data in the new column format, for analytical queries, rather than the buffer cache. There are four main reasons why accessing the data in the IM column store is more efficient. 1. Access only the column data needed The IM column store only has to scan two columns – lo_shipmode and lo_ordtotalprice – to execute this query while the traditional row store or buffer cache has to scan all of the columns in each row of the LINEORDER table until it reaches both the lo_shipmode and the lo_ordtotalprice column. 2. Scan and filter data in it's compressed format When data is populated into the IM column it is automatically compressed using a new set of compression algorithms that allow WHERE clause predicates to be applied against the compressed formats. This means the volume of data scanned in the IM column store for our query will be far less than the same query in the buffer cache where it will scan the data in its uncompressed form, which could be 20X larger. 3. Prune out any unnecessary data within each column The fastest read you can execute is the read you don’t do. In the IM column store a further reduction in the amount of data accessed is possible due to the In-Memory Storage Indexes(IM storage indexes) that are automatically created and maintained on each of the columns in the IM column store. IM storage indexes allow data pruning to occur based on the filter predicates supplied in a SQL statement. An IM storage index keeps track of minimum and maximum values for each column in each of the In-Memory Compression Unit (IMCU). In our query the WHERE clause predicate is on the lo_shipmode column. The IM storage index on the lo_shipdate column is examined to determine if our specified column value 5 exist in any IMCU by comparing the value 5 to the minimum and maximum values maintained in the Storage Index. If the value 5 is outside the minimum and maximum range for an IMCU, the scan of that IMCU is avoided. For the IMCUs where the value 5 does fall within the min, max range, an additional level of data pruning is possible via the metadata dictionary created when dictionary-based compression is used on IMCU. The dictionary contains a list of the unique column values within the IMCU. Since we have an equality predicate we can easily determine if 5 is one of the distinct column values or not. The combination of the IM storage index and dictionary based pruning, enables us to only scan the necessary IMCUs. 4. Use SIMD to apply filter predicates For the IMCU that need to be scanned Oracle takes advantage of SIMD vector processing (Single Instruction processing Multiple Data values). Instead of evaluating each entry in the column one at a time, SIMD vector processing allows a set of column values to be evaluated together in a single CPU instruction. The column format used in the IM column store has been specifically designed to maximize the number of column entries that can be loaded into the vector registers on the CPU and evaluated in a single CPU instruction. SIMD vector processing enables the Oracle Database In-Memory to scan billion of rows per second per core versus the millions of rows per second per core scan rate that can be achieved in the buffer cache. I mentioned earlier in this post that in order to confirm the IM column store was used; we need to examine the session level statistics. You can monitor the session level statistics by querying the performance views v$mystat and v$statname. All of the statistics related to the In-Memory Column Store begin with IM. You can see the full list of these statistics by typing: display_name format a30 SELECT display_name FROM v$statname WHERE  display_name LIKE 'IM%'; If we check the session statistics after we execute our query the results would be as follow; SELECT Max(lo_ordtotalprice) most_expensive_order FROM lineorderWHERE lo_shipmode = 5; SELECT display_name FROM v$statname WHERE  display_name IN ('IM scan CUs columns accessed',                        'IM scan segments minmax eligible',                        'IM scan CUs pruned'); As you can see, only 2 IMCUs were accessed during the scan as the majority of the IMCUs (44) in the LINEORDER table were pruned out thanks to the storage index on the lo_shipmode column. In next weeks post I will describe how you can control which queries use the IM column store and which don't. +Maria Colgan

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  • problem with loading in .FBX meshes in DirectX 10

    - by N0xus
    I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class. How ever, when I run the program this is what renders: In the debug output window the following errors keep appearing: D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ] D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ] The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running The .fx file is as follows: float4x4 matWorld; float4x4 matView; float4x4 matProjection; struct VS_INPUT { float4 Pos:POSITION; float2 TexCoord:TEXCOORD; }; struct PS_INPUT { float4 Pos:SV_POSITION; float2 TexCoord:TEXCOORD; }; Texture2D diffuseTexture; SamplerState diffuseSampler { Filter = MIN_MAG_MIP_POINT; AddressU = WRAP; AddressV = WRAP; }; // // Vertex Shader // PS_INPUT VS( VS_INPUT input ) { PS_INPUT output=(PS_INPUT)0; float4x4 viewProjection=mul(matView,matProjection); float4x4 worldViewProjection=mul(matWorld,viewProjection); output.Pos=mul(input.Pos,worldViewProjection); output.TexCoord=input.TexCoord; return output; } // // Pixel Shader // float4 PS(PS_INPUT input ) : SV_Target { return diffuseTexture.Sample(diffuseSampler,input.TexCoord); //return float4(1.0f,1.0f,1.0f,1.0f); } RasterizerState NoCulling { FILLMODE=SOLID; CULLMODE=NONE; }; technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetRasterizerState(NoCulling); } } In my game, the .fx file and model are called and set as follows: Loading in shader file //Set the shader flags - BMD DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif ID3D10Blob * pErrorBuffer=NULL; if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) ) { char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer(); //If the creation of the Effect fails then a message box will be shown MessageBoxA( NULL, pErrorStr, "Error", MB_OK ); return false; } //Get the technique called Render from the effect, we need this for rendering later on m_pTechnique=m_pEffect->GetTechniqueByName("Render"); //Number of elements in the layout UINT numElements = TexturedLitVertex::layoutSize; //Get the Pass description, we need this to bind the vertex to the pipeline D3D10_PASS_DESC PassDesc; m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); //Create Input layout to describe the incoming buffer to the input assembler if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) ) { return false; } model loading: m_pTestRenderable=new CRenderable(); //m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices); m_pModelLoader = new CModelLoader(); m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" ); m_pGameObjectTest = new CGameObject(); m_pGameObjectTest->setRenderable( m_pTestRenderable ); // Set primitive topology, how are we going to interpet the vertices in the vertex buffer md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) ) { MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK ); return false; } m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource(); m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource ); Finally, the draw function code: //All drawing will occur between the clear and present m_pViewMatrixVariable->SetMatrix( ( float* )m_matView ); m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() ); //Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex UINT stride = m_pTestRenderable->getStride(); //The offset from start of the buffer to where our vertices are located UINT offset = m_pTestRenderable->getOffset(); ID3D10Buffer * pVB=m_pTestRenderable->getVB(); //Bind the vertex buffer to input assembler stage - md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset ); md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 ); //Get the Description of the technique, we need this in order to loop through each pass in the technique D3D10_TECHNIQUE_DESC techDesc; m_pTechnique->GetDesc( &techDesc ); //Loop through the passes in the technique for( UINT p = 0; p < techDesc.Passes; ++p ) { //Get a pass at current index and apply it m_pTechnique->GetPassByIndex( p )->Apply( 0 ); //Draw call md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0); //m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0); } Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail. Any insight a fresh pair eyes could give on this would be great.

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  • Why does Ubuntu only detect one USB LAN adapters at a time?

    - by EGO
    I try to connect real switch with my computer for an exam preparation, for this purpose I need more than one LAN cards, and there is only one built in LAN card in my computer. So, to get more LAN cards, I bought 4 USB Ethernet adapters (as I have 4 usb ports in may laptop 2 usb 2.0 ports, 2 usb 3.0 ports). When I plug these adapters in my computer Ubuntu only detects one LAN card from 2.0 usb ports, and one LAN card from 3.0 ports. And sometimes detects only one USB LAN from all the usb ports. Actually the real problem is Ubuntu shows these USB LAN adapters in the "lsusb", but does not list them in "ifconfig". Kontron (Industrial Computer Source / ICS Advent) is my LAN USB ethernet. abc@ubuntu:~$ lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 003 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 004 Device 001: ID 1d6b:0003 Linux Foundation 3.0 root hub Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hu Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hu Bus 002 Device 012: ID 0fe6:9700 Kontron (Industrial Computer Source / ICS Advent) Bus 001 Device 003: ID 138a:0018 Validity Sensors, Inc. Bus 001 Device 004: ID 064e:e258 Suyin Corp. Bus 003 Device 011: ID 0fe6:9700 Kontron (Industrial Computer Source / ICS Advent) Bus 002 Device 013: ID 0fe6:9700 Kontron (Industrial Computer Source / ICS Advent) Bus 003 Device 012: ID 0fe6:9700 Kontron (Industrial Computer Source / ICS Advent) Bus 002 Device 005: ID 0a5c:21b4 Broadcom Corp. BCM2070 Bluetooth 2.1 + EDR -- etho is my built in LAN card, while eth1 is the only USB LAN card that ubuntu has detected. abc@ubuntu:~$ ifconfig eth0 Link encap:Ethernet HWaddr 2c:27:d7:a5:d2:39 inet6 addr: fe80::2e27:d7ff:fea5:d239/64 Scope:Link UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:21056 errors:0 dropped:1 overruns:0 frame:0 TX packets:5669 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:1407289 (1.4 MB) TX bytes:372566 (372.5 KB) Interrupt:49 Base address:0xa000 eth1 Link encap:Ethernet HWaddr 00:e0:4c:53:44:58 inet6 addr: fe80::2e0:4cff:fe53:4458/64 Scope:Link UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:9230 errors:0 dropped:0 overruns:0 frame:0 TX packets:9230 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:557648 (557.6 KB) TX bytes:557648 (557.6 KB) wlan0 Link encap:Ethernet HWaddr cc:52:af:5e:78:05 inet addr:192.168.1.65 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::ce52:afff:fe5e:7805/64 Scope:LinkU UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:17389 errors:0 dropped:0 overruns:0 frame:0 TX packets:12231 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:22452248 (22.4 MB) TX bytes:1502750 (1.5 MB) If I unplug the USB LAN card which Ubuntu has detected, then Ubuntu will detect a USB LAN card from the remaining plugged adapters, and process go on untill I plug all the USB LAN adapters. Looking for some urgent help. Thanks

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  • InnoDB Compression Improvements in MySQL 5.6

    - by Inaam Rana
    MySQL 5.6 comes with significant improvements for the compression support inside InnoDB. The enhancements that we'll talk about in this piece are also a good example of community contributions. The work on these was conceived, implemented and contributed by the engineers at Facebook. Before we plunge into the details let us familiarize ourselves with some of the key concepts surrounding InnoDB compression. In InnoDB compressed pages are fixed size. Supported sizes are 1, 2, 4, 8 and 16K. The compressed page size is specified at table creation time. InnoDB uses zlib for compression. InnoDB buffer pool will attempt to cache compressed pages like normal pages. However, whenever a page is actively used by a transaction, we'll always have the uncompressed version of the page as well i.e.: we can have a page in the buffer pool in compressed only form or in a state where we have both the compressed page and uncompressed version but we'll never have a page in uncompressed only form. On-disk we'll always only have the compressed page. When both compressed and uncompressed images are present in the buffer pool they are always kept in sync i.e.: changes are applied to both atomically. Recompression happens when changes are made to the compressed data. In order to minimize recompressions InnoDB maintains a modification log within a compressed page. This is the extra space available in the page after compression and it is used to log modifications to the compressed data thus avoiding recompressions. DELETE (and ROLLBACK of DELETE) and purge can be performed without recompressing the page. This is because the delete-mark bit and the system fields DB_TRX_ID and DB_ROLL_PTR are stored in uncompressed format on the compressed page. A record can be purged by shuffling entries in the compressed page directory. This can also be useful for updates of indexed columns, because UPDATE of a key is mapped to INSERT+DELETE+purge. A compression failure happens when we attempt to recompress a page and it does not fit in the fixed size. In such case, we first try to reorganize the page and attempt to recompress and if that fails as well then we split the page into two and recompress both pages. Now lets talk about the three major improvements that we made in MySQL 5.6.Logging of Compressed Page Images:InnoDB used to log entire compressed data on the page to the redo logs when recompression happens. This was an extra safety measure to guard against the rare case where an attempt is made to do recovery using a different zlib version from the one that was used before the crash. Because recovery is a page level operation in InnoDB we have to be sure that all recompress attempts must succeed without causing a btree page split. However, writing entire compressed data images to the redo log files not only makes the operation heavy duty but can also adversely affect flushing activity. This happens because redo space is used in a circular fashion and when we generate much more than normal redo we fill up the space much more quickly and in order to reuse the redo space we have to flush the corresponding dirty pages from the buffer pool.Starting with MySQL 5.6 a new global configuration parameter innodb_log_compressed_pages. The default value is true which is same as the current behavior. If you are sure that you are not going to attempt to recover from a crash using a different version of zlib then you should set this parameter to false. This is a dynamic parameter.Compression Level:You can now set the compression level that zlib should choose to compress the data. The global parameter is innodb_compression_level - the default value is 6 (the zlib default) and allowed values are 1 to 9. Again the parameter is dynamic i.e.: you can change it on the fly.Dynamic Padding to Reduce Compression Failures:Compression failures are expensive in terms of CPU. We go through the hoops of recompress, failure, reorganize, recompress, failure and finally page split. At the same time, how often we encounter compression failure depends largely on the compressibility of the data. In MySQL 5.6, courtesy of Facebook engineers, we have an adaptive algorithm based on per-index statistics that we gather about compression operations. The idea is that if a certain index/table is experiencing too many compression failures then we should try to pack the 16K uncompressed version of the page less densely i.e.: we let some space in the 16K page go unused in an attempt that the recompression won't end up in a failure. In other words, we dynamically keep adding 'pad' to the 16K page till we get compression failures within an agreeable range. It works the other way as well, that is we'll keep removing the pad if failure rate is fairly low. To tune the padding effort two configuration variables are exposed. innodb_compression_failure_threshold_pct: default 5, range 0 - 100,dynamic, implies the percentage of compress ops to fail before we start using to padding. Value 0 has a special meaning of disabling the padding. innodb_compression_pad_pct_max: default 50, range 0 - 75, dynamic, the  maximum percentage of uncompressed data page that can be reserved as pad.

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  • KVM + Cloudmin + IpTables

    - by Alex
    I have a KVM virtualization on a machine. I use Ubuntu Server + Cloudmin (in order to manage virtual machine instances). On a host system I have four network interfaces: ebadmin@saturn:/var/log$ ifconfig br0 Link encap:Ethernet HWaddr 10:78:d2:ec:16:38 inet addr:192.168.0.253 Bcast:192.168.0.255 Mask:255.255.255.0 inet6 addr: fe80::1278:d2ff:feec:1638/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:589337 errors:0 dropped:0 overruns:0 frame:0 TX packets:334357 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:753652448 (753.6 MB) TX bytes:43385198 (43.3 MB) br1 Link encap:Ethernet HWaddr 6e:a4:06:39:26:60 inet addr:192.168.10.1 Bcast:192.168.10.255 Mask:255.255.255.0 inet6 addr: fe80::6ca4:6ff:fe39:2660/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:16995 errors:0 dropped:0 overruns:0 frame:0 TX packets:13309 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:2059264 (2.0 MB) TX bytes:1763980 (1.7 MB) eth0 Link encap:Ethernet HWaddr 10:78:d2:ec:16:38 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:610558 errors:0 dropped:0 overruns:0 frame:0 TX packets:332382 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:769477564 (769.4 MB) TX bytes:44360402 (44.3 MB) Interrupt:20 Memory:fe400000-fe420000 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:239632 errors:0 dropped:0 overruns:0 frame:0 TX packets:239632 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:50738052 (50.7 MB) TX bytes:50738052 (50.7 MB) tap0 Link encap:Ethernet HWaddr 6e:a4:06:39:26:60 inet6 addr: fe80::6ca4:6ff:fe39:2660/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:17821 errors:0 dropped:0 overruns:0 frame:0 TX packets:13703 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:500 RX bytes:2370468 (2.3 MB) TX bytes:1782356 (1.7 MB) br0 is connected to a real network, br1 is used to create a private network shared between guest systems. Now I need to configure iptables for network access. First of all I allow ssh sessions on port 8022 on the host system, then I allow all connections in state RELATED, ESTABLISHED. This is working ok. I install another system as guest, it's IP address is 192.168.10.2, and now I have two problems: I want to allow the access from this host to the outside world, cannot accomplish this. I can ssh from the host. I want to be able to ssh to the guest from the outside world using 8023 port. Cannot accomplish this. Full iptables configuration is following: ebadmin@saturn:/var/log$ sudo iptables --list [sudo] password for ebadmin: Chain INPUT (policy DROP) target prot opt source destination ACCEPT all -- anywhere anywhere ACCEPT tcp -- anywhere anywhere tcp dpt:8022 ACCEPT all -- anywhere anywhere state RELATED,ESTABLISHED LOG all -- anywhere anywhere LOG level warning Chain FORWARD (policy ACCEPT) target prot opt source destination LOG all -- anywhere anywhere LOG level warning Chain OUTPUT (policy ACCEPT) target prot opt source destination LOG all -- anywhere anywhere LOG level warning ebadmin@saturn:/var/log$ sudo iptables -t nat --list Chain PREROUTING (policy ACCEPT) target prot opt source destination DNAT tcp -- anywhere anywhere tcp spt:8023 to:192.168.10.2:22 Chain INPUT (policy ACCEPT) target prot opt source destination Chain OUTPUT (policy ACCEPT) target prot opt source destination Chain POSTROUTING (policy ACCEPT) target prot opt source destination The worst of all is that I don't know how to interpret iptables logs. I don't see the final decision of the firewall. Need help urgently.

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  • How does interpolation actually work to smooth out an object's movement?

    - by user22241
    I've asked a few similar questions over the past 8 months or so with no real joy, so I am going make the question more general. I have an Android game which is OpenGL ES 2.0. within it I have the following Game Loop: My loop works on a fixed time step principle (dt = 1 / ticksPerSecond) loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ updateLogic(dt); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; } render(); My intergration works like this: sprite.posX+=sprite.xVel*dt; sprite.posXDrawAt=sprite.posX*width; Now, everything works pretty much as I would like. I can specify that I would like an object to move across a certain distance (screen width say) in 2.5 seconds and it will do just that. Also because of the frame skipping that I allow in my game loop, I can do this on pretty much any device and it will always take 2.5 seconds. Problem However, the problem is that when a render frame skips, the graphic stutter. It's extremely annoying. If I remove the ability to skip frames, then everything is smooth as you like, but will run at different speeds on different devices. So it's not an option. I'm still not sure why the frame skips, but I would like to point out that this is Nothing to do with poor performance, I've taken the code right back to 1 tiny sprite and no logic (apart from the logic required to move the sprite) and I still get skipped frames. And this is on a Google Nexus 10 tablet (and as mentioned above, I need frame skipping to keep the speed consistent across devices anyway). So, the only other option I have is to use interpolation (or extrapolation), I've read every article there is out there but none have really helped me to understand how it works and all of my attempted implementations have failed. Using one method I was able to get things moving smoothly but it was unworkable because it messed up my collision. I can foresee the same issue with any similar method because the interpolation is passed to (and acted upon within) the rendering method - at render time. So if Collision corrects position (character now standing right next to wall), then the renderer can alter it's position and draw it in the wall. So I'm really confused. People have said that you should never alter an object's position from within the rendering method, but all of the examples online show this. So I'm asking for a push in the right direction, please do not link to the popular game loop articles (deWitters, Fix your timestep, etc) as I've read these multiple times. I'm not asking anyone to write my code for me. Just explain please in simple terms how Interpolation actually works with some examples. I will then go and try to integrate any ideas into my code and will ask more specific questions if need-be further down the line. (I'm sure this is a problem many people struggle with).

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  • Triangle Strips and Tangent Space Normal Mapping

    - by Koarl
    Short: Do triangle strips and Tangent Space Normal mapping go together? According to quite a lot of tutorials on bump mapping, it seems common practice to derive tangent space matrices in a vertex program and transform the light direction vector(s) to tangent space and then pass them on to a fragment program. However, if one was using triangle strips or index buffers, it is a given that the vertex buffer contains vertices that sit at border edges and would thus require more than one normal to derive tangent space matrices to interpolate between in fragment programs. Is there any reasonable way to not have duplicate vertices in your buffer and still use tangent space normal mapping? Which one do you think is better: Having normal and tangent encoded in the assets and just optimize the geometry handling to alleviate the cost of duplicate vertices or using triangle strips and computing normals/tangents completely at run time? Thinking about it, the more reasonable answer seems to be the first one, but why might my professor still be fussing about triangle strips when it seems so obvious?

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