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  • How to map TFS to two local directories

    - by Buh Buh
    I am working with a web application, using TFS. Every time I build the site it takes an unproductivly long time to start up again. I would like to have a second mapping of the site on my c drive, where I would only get latest and build once a day, so this version would always be fast. This would be like a "readonly" directory as I wouldn't personally make any edits to it. Please let me know if this possible, or if you have any alternative.

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  • JavaOne 2012 - Java Certification

    - by sowmya
    The Java Tutorials are a great resource to learn the Java language and prepare for the JDK 7 certification exams. The lesson titled Preparation for Java Programmer Language Certification simplifies the learning process by mapping the Java certification objectives to relevant sections in the Java Tutorials. The JavaOne 2012 session titled Java Certifications: Learn, Pass, and Teach also provides more information. - Sowmya

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  • 12.04 Unity 3D Not working where as Unity 2D works fine

    - by Stephen Martin
    I updated from 11.10 to 12.04 using the distribution upgrade, after that I couldn't log into using the Unity 3D desktop after logging in I would either never get unity's launcher or I would get the launcher and once I tried to do anything the windows lost their decoration and nothing would respond. If I use Unity 2D it works fine and in fact I'm using it to type this. I managed to get some info out of dmesg that looks like it's the route of whats happening. dmesg: [ 109.160165] [drm:i915_hangcheck_elapsed] *ERROR* Hangcheck timer elapsed... GPU hung [ 109.160180] [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state [ 109.167587] [drm:i915_wait_request] *ERROR* i915_wait_request returns -11 (awaiting 1226 at 1218, next 1227) [ 109.672273] [drm:i915_reset] *ERROR* Failed to reset chip. output of lspci | grep vga 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) output of /usr/lib/nux/unity_support_test -p IN 12.04 OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no The same command in 11.10: stephenm@mcr-ubu1:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes stephenm@mcr-ubu1:~$ output of /var/log/Xorg.0.log [ 11.971] (II) intel(0): EDID vendor "LPL", prod id 307 [ 11.971] (II) intel(0): Printing DDC gathered Modelines: [ 11.971] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 12.770] (II) intel(0): Allocated new frame buffer 2176x800 stride 8704, tiled [ 15.087] (II) intel(0): EDID vendor "LPL", prod id 307 [ 15.087] (II) intel(0): Printing DDC gathered Modelines: [ 15.087] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 33.310] (II) XKB: reuse xkmfile /var/lib/xkb/server-93A39E9580D1D5B855D779F4595485C2CC66E0CF.xkm [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 41.519] [mi] Increasing EQ size to 512 to prevent dropped events. [ 42.079] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 42.079] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. [ 42.598] (II) intel(0): EDID vendor "LPL", prod id 307 [ 42.598] (II) intel(0): Printing DDC gathered Modelines: [ 42.598] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 51.052] (II) AIGLX: Suspending AIGLX clients for VT switch I know im using the beta version so I'm not expecting it to work but does any one know what the problem may be or even why they Unity compatibility test is describing my video card as vmware when its an intel i915 and Ubuntu is running on the metal not virtualised. Unity 3D worked fine in 11.10

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  • Unity 3D Not working where as Unity 2D works fine [closed]

    - by Stephen Martin
    I updated from 11.10 to 12.04 using the distribution upgrade, after that I couldn't log into using the Unity 3D desktop after logging in I would either never get unity's launcher or I would get the launcher and once I tried to do anything the windows lost their decoration and nothing would respond. If I use Unity 2D it works fine and in fact I'm using it to type this. I managed to get some info out of dmesg that looks like it's the route of whats happening. dmesg: [ 109.160165] [drm:i915_hangcheck_elapsed] *ERROR* Hangcheck timer elapsed... GPU hung [ 109.160180] [drm] capturing error event; look for more information in /debug/dri/0/i915_error_state [ 109.167587] [drm:i915_wait_request] *ERROR* i915_wait_request returns -11 (awaiting 1226 at 1218, next 1227) [ 109.672273] [drm:i915_reset] *ERROR* Failed to reset chip. output of lspci | grep vga 00:02.0 VGA compatible controller: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07) output of /usr/lib/nux/unity_support_test -p IN 12.04 OpenGL vendor string: VMware, Inc. OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x300) OpenGL version string: 2.1 Mesa 8.0.2 Not software rendered: no Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: no The same command in 11.10: stephenm@mcr-ubu1:~$ /usr/lib/nux/unity_support_test -p OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI Mobile Intel® GM45 Express Chipset OpenGL version string: 2.1 Mesa 7.11 Not software rendered: yes Not blacklisted: yes GLX fbconfig: yes GLX texture from pixmap: yes GL npot or rect textures: yes GL vertex program: yes GL fragment program: yes GL vertex buffer object: yes GL framebuffer object: yes GL version is 1.4+: yes Unity 3D supported: yes stephenm@mcr-ubu1:~$ output of /var/log/Xorg.0.log [ 11.971] (II) intel(0): EDID vendor "LPL", prod id 307 [ 11.971] (II) intel(0): Printing DDC gathered Modelines: [ 11.971] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 12.770] (II) intel(0): Allocated new frame buffer 2176x800 stride 8704, tiled [ 15.087] (II) intel(0): EDID vendor "LPL", prod id 307 [ 15.087] (II) intel(0): Printing DDC gathered Modelines: [ 15.087] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 33.310] (II) XKB: reuse xkmfile /var/lib/xkb/server-93A39E9580D1D5B855D779F4595485C2CC66E0CF.xkm [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.900] (WW) intel(0): flip queue failed: Invalid argument [ 34.900] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.913] (WW) intel(0): flip queue failed: Invalid argument [ 34.913] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 34.926] (WW) intel(0): flip queue failed: Invalid argument [ 34.926] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 35.501] (WW) intel(0): flip queue failed: Invalid argument [ 35.501] (WW) intel(0): Page flip failed: Invalid argument [ 41.519] [mi] Increasing EQ size to 512 to prevent dropped events. [ 42.079] (EE) intel(0): Detected a hung GPU, disabling acceleration. [ 42.079] (EE) intel(0): When reporting this, please include i915_error_state from debugfs and the full dmesg. [ 42.598] (II) intel(0): EDID vendor "LPL", prod id 307 [ 42.598] (II) intel(0): Printing DDC gathered Modelines: [ 42.598] (II) intel(0): Modeline "1280x800"x0.0 69.30 1280 1328 1360 1405 800 803 809 822 -hsync -vsync (49.3 kHz) [ 51.052] (II) AIGLX: Suspending AIGLX clients for VT switch I know im using the beta version so I'm not expecting it to work but does any one know what the problem may be or even why they Unity compatibility test is describing my video card as vmware when its an intel i915 and Ubuntu is running on the metal not virtualised. Unity 3D worked fine in 11.10

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  • Spritesheet per pixel collision XNA

    - by Jixi
    So basically i'm using this: public bool IntersectPixels(Rectangle rectangleA, Color[] dataA,Rectangle rectangleB, Color[] dataB) { int top = Math.Max(rectangleA.Top, rectangleB.Top); int bottom = Math.Min(rectangleA.Bottom, rectangleB.Bottom); int left = Math.Max(rectangleA.Left, rectangleB.Left); int right = Math.Min(rectangleA.Right, rectangleB.Right); for (int y = top; y < bottom; y++) { for (int x = left; x < right; x++) { Color colorA = dataA[(x - rectangleA.Left) + (y - rectangleA.Top) * rectangleA.Width]; Color colorB = dataB[(x - rectangleB.Left) + (y - rectangleB.Top) * rectangleB.Width]; if (colorA.A != 0 && colorB.A != 0) { return true; } } } return false; } In order to detect collision, but i'm unable to figure out how to use it with animated sprites. This is my animation update method: public void AnimUpdate(GameTime gameTime) { if (!animPaused) { animTimer += (float)gameTime.ElapsedGameTime.TotalMilliseconds; if (animTimer > animInterval) { currentFrame++; animTimer = 0f; } if (currentFrame > endFrame || endFrame <= currentFrame || currentFrame < startFrame) { currentFrame = startFrame; } objRect = new Rectangle(currentFrame * TextureWidth, frameRow * TextureHeight, TextureWidth, TextureHeight); origin = new Vector2(objRect.Width / 2, objRect.Height / 2); } } Which works with multiple rows and columns. and how i call the intersect: public bool IntersectPixels(Obj me, Vector2 pos, Obj o) { Rectangle collisionRect = new Rectangle(me.objRect.X, me.objRect.Y, me.objRect.Width, me.objRect.Height); collisionRect.X += (int)pos.X; collisionRect.Y += (int)pos.Y; if (IntersectPixels(collisionRect, me.TextureData, o.objRect, o.TextureData)) { return true; } return false; } Now my guess is that i have to update the textureData everytime the frame changes, no? If so then i already tried it and miserably failed doing so :P Any hints, advices? If you need to see any more of my code just let me know and i'll update the question. Updated almost functional collisionRect: collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.Texture.Width / (int)((me.frameCount - 1) * me.TextureWidth), me.Texture.Height); What it does now is "move" the block up 50%, shouldn't be too hard to figure out. Update: Alright, so here's a functional collision rectangle(besides the height issue) collisionRect = new Rectangle((int)me.Position.X, (int)me.Position.Y, me.TextureWidth / (int)me.frameCount - 1, me.TextureHeight); Now the problem is that using breakpoints i found out that it's still not getting the correct color values of the animated sprite. So it detects properly but the color values are always: R:0 G:0 B:0 A:0 ??? disregard that, it's not true afterall =P For some reason now the collision area height is only 1 pixel..

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  • Encode two integers into colour values and compare them in a HLSL shader

    - by Ben Slinger
    I am writing a 2D point and click adventure game in Monogame, and I'd like to be able to create an image mask for every room which defines which parts of the background a character can walk behind, and at which Y value a character needs to be at for the background to be drawn above the character. I haven't done any shader work before but after doing some reading I thought the following solution should work: Create a mask for the room with different walk behind areas painted in a colour that defines the baseline Y value (Walk Behind Mask) Render all objects to a RenderTarget2D (Base Texture) Render all objects to a different RenderTarget2D, but changing every pixel of each object to a colour that defines its Y value (Position Mask) Pass these two textures plus the image mask into the shader, and for each pixel compare the colour of the image mask to the colour of the Position Mask to the Walk Behind Mask - if the Position Mask pixel is larger (thus lower on the screen and closer to the camera) than the Walk Behind Mask, draw the pixel from the Base Texture, otherwise draw a transparent pixel (allowing the background to show through). I've got it mostly working, but I'm having trouble packing and unpacking the Y values into colours and retrieving them correctly in the shader. Here are some code examples of how I'm doing it so far: (When drawing to the Position Mask RenderTarget2D) Color posColor = new Color(((int)Position.Y >> 16) & 255, ((int)Position.Y >> 8) & 255, (int)Position.Y & 255); So as far as I can tell, this should be taking the first 3 bytes of the position integer and encoding them into a 4 byte colour (ignoring the alpha as the 4th byte). This seems to work fine, as when my character is at Y = 600, the resulting Color from this is: {[Color: R=0, G=2, B=88, A=255, PackedValue=4283957760]}. I then have an area in my Walk Behind Mask that I only want the character to be displayed behind if his Y value is lower than 655, so I've painted it with R=0, G=2, B=143, A=255. Now, I think I have the shader OK as well, here's what I have: sampler BaseTexture : register(s0); sampler MaskTexture : register(s1); sampler PositionTexture : register(s2); float4 mask( float2 coords : TEXCOORD0 ) : COLOR0 { float4 color = tex2D(BaseTexture, coords); float4 maskColor = tex2D(MaskTexture, coords); float4 positionColor = tex2D(PositionTexture, coords); float maskCompare = (maskColor.r * pow(2,24)) + (maskColor.g * pow(2,16)) + (maskColor.b * pow(2,8)); float positionCompare = (positionColor.r * pow(2,24)) + (positionColor.g * pow(2,16)) + (positionColor.b * pow(2,8)); return positionCompare < maskCompare ? float4(0,0,0,0) : color; } technique Technique1 { pass NoEffect { PixelShader = compile ps_3_0 mask(); } } This isn't working, however - currently all characters are displayed behind the walk behind area, regardless of their Y value. I tried printing out some debug info by grabbing the pixel from both the Position Mask and the Walk Under Mask under the current mouse position, and it seems like maybe the colours aren't being rendered to the Position Mask correctly? When calculating the colour in that code above I'm getting R=0, G=2, B=88, A=255, but when I mouseover my character I get R=0, G=0, B=30, A=255. Any ideas what I'm doing wrong? It seems like maybe I'm losing some information when rendering to the RenderTarget2D, but I'm now knowledgeable enough to figure out what's happening. Also, I should probably ask, is this an efficient way to do this? Will there be a performance impact? Edit: Whoops, turns out there was a bug that I'd introduced myself, I was drawing out the Position Mask with the position Color, left over from some early testing I was doing. So this solution is working perfectly, though I'm still interested in whether this is an efficient solution performance wise.

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  • Bitmap font rendering, UV generation and vertex placement

    - by jack
    I am generating a bitmap, however, I am not sure on how to render the UV's and placement. I had a thread like this once before, but it was too loosely worded as to what I was looking to do. What I am doing right now is creating a large 1024x1024 image with characters evenly placed every 64 pixels. Here is an example of what I mean. I then save the bitmap X/Y information to a file (which is all multiples of 64). However, I am not sure how to properly use this information and bitmap to render. This falls into two different categories, UV generation and kerning. Now I believe I know how to do both of these, however, when I attempt to couple them together I will get horrendous results. For example, I am trying to render two different text arrays, "123" and "njfb". While ignoring the texture quality (I will be increasing the texture to provide more detail once I fix this issue), here is what it looks like when I try to render them. http://img64.imageshack.us/img64/599/badfontrendering.png Now for the algorithm. I am doing my letter placement with both GetABCWidth and GetKerningPairs. I am using GetABCWidth for the width of the characters, then I am getting the kerning information for adjust the characters. Does anyone have any suggestions on how I can implement my own bitmap font renderer? I am trying to do this without using external libraries such as angel bitmap tool or freetype. I also want to stick to the way the bitmap font sheet is generated so I can do extra effects in the future. Rendering Algorithm for(U32 c = 0, vertexID = 0, i = 0; c < numberOfCharacters; ++c, vertexID += 4, i += 6) { ObtainCharInformation(fontName, m_Text[c]); letterWidth = (charInfo.A + charInfo.B + charInfo.C) * scale; if(c != 0) { DWORD BytesReq = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, 0, 0, &mat); U8 * glyphImg= new U8[BytesReq]; DWORD r = GetGlyphOutlineW(dc, m_Text[c], GGO_GRAY8_BITMAP, &gm, BytesReq, glyphImg, &mat); for (int k=0; k<nKerningPairs; k++) { if ((kerningpairs[k].wFirst == previousCharIndex) && (kerningpairs[k].wSecond == m_Text[c])) { letterBottomLeftX += (kerningpairs[k].iKernAmount * scale); break; } } letterBottomLeftX -= (gm.gmCellIncX * scale); } SetVertex(letterBottomLeftX, 0.0f, zFight, vertexID); SetVertex(letterBottomLeftX, letterHeight, zFight, vertexID + 1); SetVertex(letterBottomLeftX + letterWidth, letterHeight, zFight, vertexID + 2); SetVertex(letterBottomLeftX + letterWidth, 0.0f, zFight, vertexID + 3); zFight -= 0.001f; float BottomLeftX = (F32)(charInfo.bitmapXOrigin) / (float)m_BitmapWidth; float BottomLeftY = (F32)(charInfo.bitmapYOrigin + charInfo.charBitmapHeight) / (float)m_BitmapWidth; float TopLeftX = BottomLeftX; float TopLeftY = (F32)(charInfo.bitmapYOrigin) / (float)m_BitmapWidth; float TopRightX = (F32)(charInfo.bitmapXOrigin + charInfo.B - charInfo.C) / (float)m_BitmapWidth; float TopRightY = TopLeftY; float BottomRightX = TopRightX; float BottomRightY = BottomLeftY; SetTextureCoordinate(TopLeftX, TopLeftY, vertexID + 1); SetTextureCoordinate(BottomLeftX, BottomLeftY, vertexID + 0); SetTextureCoordinate(BottomRightX, BottomRightY, vertexID + 3); SetTextureCoordinate(TopRightX, TopRightY, vertexID + 2); /// index setting letterBottomLeftX += letterWidth; previousCharIndex = m_Text[c]; }

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  • Error X3650 when compiling shader in XNA

    - by Saikai
    I'm attempting to convert the XBDEV.NET Mosaic Shader for use in my XNA project and having trouble. The compiler errors out because of the half globals. At first I tried replacing the globals and just writing the variables explicitly in the code, but that garbles the Output. Next I tried replacing all the half with float vars, but that still garbles the resulting Image. I call the effect file from SpriteBatch.Begin(). Is there a way to convert this shader to the new pixel shader conventions? Are there any good tutorials for this topic? Here is the shader file for reference: /*****************************************************************************/ /* File: tiles.fx Details: Modified version of the NVIDIA Composer FX Demo Program 2004 Produces a tiled mosaic effect on the output. Requires: Vertex Shader 1.1 Pixel Shader 2.0 Modified by: [email protected] (www.xbdev.net) */ /*****************************************************************************/ float4 ClearColor : DIFFUSE = { 0.0f, 0.0f, 0.0f, 1.0f}; float ClearDepth = 1.0f; /******************************** TWEAKABLES *********************************/ half NumTiles = 40.0; half Threshhold = 0.15; half3 EdgeColor = {0.7f, 0.7f, 0.7f}; /*****************************************************************************/ texture SceneMap : RENDERCOLORTARGET < float2 ViewportRatio = { 1.0f, 1.0f }; int MIPLEVELS = 1; string format = "X8R8G8B8"; string UIWidget = "None"; >; sampler SceneSampler = sampler_state { texture = <SceneMap>; AddressU = CLAMP; AddressV = CLAMP; MIPFILTER = NONE; MINFILTER = LINEAR; MAGFILTER = LINEAR; }; /***************************** DATA STRUCTS **********************************/ struct vertexInput { half3 Position : POSITION; half3 TexCoord : TEXCOORD0; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { half4 HPosition : POSITION; half2 UV : TEXCOORD0; }; /******************************* Vertex shader *******************************/ vertexOutput VS_Quad( vertexInput IN) { vertexOutput OUT = (vertexOutput)0; OUT.HPosition = half4(IN.Position, 1); OUT.UV = IN.TexCoord.xy; return OUT; } /********************************** pixel shader *****************************/ half4 tilesPS(vertexOutput IN) : COLOR { half size = 1.0/NumTiles; half2 Pbase = IN.UV - fmod(IN.UV,size.xx); half2 PCenter = Pbase + (size/2.0).xx; half2 st = (IN.UV - Pbase)/size; half4 c1 = (half4)0; half4 c2 = (half4)0; half4 invOff = half4((1-EdgeColor),1); if (st.x > st.y) { c1 = invOff; } half threshholdB = 1.0 - Threshhold; if (st.x > threshholdB) { c2 = c1; } if (st.y > threshholdB) { c2 = c1; } half4 cBottom = c2; c1 = (half4)0; c2 = (half4)0; if (st.x > st.y) { c1 = invOff; } if (st.x < Threshhold) { c2 = c1; } if (st.y < Threshhold) { c2 = c1; } half4 cTop = c2; half4 tileColor = tex2D(SceneSampler,PCenter); half4 result = tileColor + cTop - cBottom; return result; } /*****************************************************************************/ technique tiles { pass p0 { VertexShader = compile vs_1_1 VS_Quad(); ZEnable = false; ZWriteEnable = false; CullMode = None; PixelShader = compile ps_2_0 tilesPS(); } }

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  • DrawIndexedPrimitives overdraws data in previous buffer if called in loop

    - by Daniel Excinsky
    I doubled the question from stackoverflow here, and will delete the opposite of a question that gave me the answer. I have the Draw method in one of my renderers, that loops through the dictionary and gets precollected and preinitialized buffers. When dictionary has only one element, everything is just fine. But with more elements what I get on the screen is only the data from the last buffer (I suppose, not sure) My Draw method: public void Draw(GameTime gameTime) { if (!_areStaticEffectsSet) { // blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas); blockEffect.Parameters["HorizonColor"].SetValue(World.HORIZONCOLOR); blockEffect.Parameters["NightColor"].SetValue(World.NIGHTCOLOR); blockEffect.Parameters["MorningTint"].SetValue(World.MORNINGTINT); blockEffect.Parameters["EveningTint"].SetValue(World.EVENINGTINT); blockEffect.Parameters["SunColor"].SetValue(World.SUNCOLOR); _areStaticEffectsSet = true; } blockEffect.Parameters["World"].SetValue(Matrix.Identity); blockEffect.Parameters["View"].SetValue(_player.CameraView); blockEffect.Parameters["Projection"].SetValue(_player.CameraProjection); blockEffect.Parameters["CameraPosition"].SetValue(_player.CameraPosition); blockEffect.Parameters["timeOfDay"].SetValue(_world.TimeOfDay); var viewFrustum = new BoundingFrustum(_player.CameraView * _player.CameraProjection); _graphicsDevice.BlendState = BlendState.Opaque; _graphicsDevice.DepthStencilState = DepthStencilState.Default; foreach (KeyValuePair<int, Texture2D> textureAtlas in textureAtlases) { blockEffect.Parameters["TextureAtlas"].SetValue(textureAtlas.Value); foreach (EffectPass pass in blockEffect.CurrentTechnique.Passes) { pass.Apply(); //TODO: ?????????? ??????????????? ?? ?????? ?? ??????? ??????? VertexBuffer ? IndexBuffer foreach (Chunk chunk in _world.Chunks.Values) { if (chunk == null || chunk.IsDisposed) { continue; } if (chunk.BoundingBox.Intersects(viewFrustum) && chunk.GetBlockIndexBuffer(textureAtlas.Key) != null) { lock (chunk) { if (chunk.GetBlockIndexBuffer(textureAtlas.Key).IndexCount > 0) { VertexBuffer vertexBuffer = chunk.GetBlockVertexBuffer(textureAtlas.Key); IndexBuffer indexBuffer = chunk.GetBlockIndexBuffer(textureAtlas.Key); //if (chunk.DrawIndex == new Vector3i(0, 0, 0)) //{ //if (textureAtlas.Key == -1) //{ //var varray = new [] //{ //new VertexPositionTextureLight(new Vector3(0,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(0,68,1), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)), //new VertexPositionTextureLight(new Vector3(1,68,0), new Vector2(0,1),1,new Vector3(0,0,0), new Vector3(1,1,1)) //}; //var iarray = new short[] {0, 1, 2}; //vertexBuffer = new VertexBuffer(_graphicsDevice, typeof(VertexPositionTextureLight), varray.Length, BufferUsage.WriteOnly); //indexBuffer = new IndexBuffer(_graphicsDevice, IndexElementSize.SixteenBits, iarray.Length, BufferUsage.WriteOnly); //vertexBuffer.SetData(varray); //indexBuffer.SetData(iarray); } } _graphicsDevice.SetVertexBuffer(vertexBuffer); _graphicsDevice.Indices = indexBuffer; _graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexBuffer.VertexCount, 0, indexBuffer.IndexCount / 3); } } } } } } } Noteworthy things about the code: XNA version is 4.0. I've commented the debugging code in the loop, but left it for it may bring some insight. I try not only to change vertices/indices in the loop, but textureAtlas also. Code in the shader about textureAtlas: Texture TextureAtlas; sampler TextureAtlasSampler = sampler_state { texture = <TextureAtlas>; magfilter = POINT; minfilter = POINT; mipfilter = POINT; AddressU = WRAP; AddressV = WRAP; }; struct VSInput { float4 Position : POSITION0; float2 TexCoords1 : TEXCOORD0; float SunLight : COLOR0; float3 LocalLight : COLOR1; float3 Normal : NORMAL0; }; VertexPositionTextureLight is my own realization of IVertexType. So, do anybody know about this problem, or see the wrongness in my code (that's far more likely)?

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  • Best approach to depth streaming via existing codec

    - by Kevin
    I'm working on a development system (and game) intended for games set mostly in static third-person views. We produce our scenery by CG and photographic techniques. Our background art is rendered off-line by a production-grade renderer. To allow the runtime imagery to properly interact with the background art, I wrote a program to convert from depth output by Mental Ray into a texture, and a pixel shader to draw a quad such that the Z data comes from the texture. This technique is working out very well, but now we've decided that some of the camera angle changes between scenes should be animated. The animation itself is straightforward to produce from our CG models. We intend to encode it to some HD video codec such as H.264. The problem is that in order to maintain our runtime imagery on the screen, the depth buffer will need to be loaded for each video frame. Due to the bandwidth, the video's depth data will need to be compressed efficiently. I've looked into methods for performing temporal compression of depth info and found an interesting research paper here: http://web4.cs.ucl.ac.uk/staff/j.kautz/publications/depth-streaming.pdf The method establishes a mapping between 16-bit depth values and YCbCr values. The mapping is tuned to the properties of existing video codecs in order to maximize precision of the decoded depths after the YCbCr has undergone video compression. It allows an existing, unmodified video codec to be used on the backend. I'm looking at how to pull this off with the least possible work. (This design change was unplanned.) Our game engine itself is native C++, presently for Win32 and DirectX, although we've worked hard to keep platform dependence segregated because we intend other ports. We don't have motion video facilities in the engine yet but will ultimately need that anyway for cinematics. I was planning on using some off-the-shelf motion video solution we can plug into our engine, and haven't chosen one yet. This new added requirement makes selecting one harder since, among other things, we'll now need to bypass colourspace conversion on one of the streams, and also will need to be playing two streams simultaneously in lockstep, on top of in some cases audio on one of them (for the cinematics). I'm also wondering if it's possible (or even useful) to do the conversion from YCbCr to depth in a pixel shader, or if it's better to just do it in CPU and separately load the resulting depth values into a locked tex. The conversion unfortunately does involve branching logic per-pixel. (There are more naive mappings that don't need branching, but they produce inferior results.) It could be reduced to a table lookup but the table would be 32MB. Programming is second-nature to me but I'm not that experienced with pix shaders and have zero knowledge of off-the-shelf video solutions. I'd therefore be interested in advice from others who may have dealt more with depth streaming, pixel shaders, and/or off-the-shelf codecs, regarding how feasible the proposed application is and what off-the-shelf video systems out there would best get along with this usage case.

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  • Multithreading 2D gravity calculations

    - by Postman
    I'm building a space exploration game and I've currently started working on gravity ( In C# with XNA). The gravity still needs tweaking, but before I can do that, I need to address some performance issues with my physics calculations. This is using 100 objects, normally rendering 1000 of them with no physics calculations gets well over 300 FPS (which is my FPS cap), but any more than 10 or so objects brings the game (and the single thread it runs on) to its knees when doing physics calculations. I checked my thread usage and the first thread was killing itself from all the work, so I figured I just needed to do the physics calculation on another thread. However when I try to run the Gravity.cs class's Update method on another thread, even if Gravity's Update method has nothing in it, the game is still down to 2 FPS. Gravity.cs public void Update() { foreach (KeyValuePair<string, Entity> e in entityEngine.Entities) { Vector2 Force = new Vector2(); foreach (KeyValuePair<string, Entity> e2 in entityEngine.Entities) { if (e2.Key != e.Key) { float distance = Vector2.Distance(entityEngine.Entities[e.Key].Position, entityEngine.Entities[e2.Key].Position); if (distance > (entityEngine.Entities[e.Key].Texture.Width / 2 + entityEngine.Entities[e2.Key].Texture.Width / 2)) { double angle = Math.Atan2(entityEngine.Entities[e2.Key].Position.Y - entityEngine.Entities[e.Key].Position.Y, entityEngine.Entities[e2.Key].Position.X - entityEngine.Entities[e.Key].Position.X); float mult = 0.1f * (entityEngine.Entities[e.Key].Mass * entityEngine.Entities[e2.Key].Mass) / distance * distance; Vector2 VecForce = new Vector2((float)Math.Cos(angle), (float)Math.Sin(angle)); VecForce.Normalize(); Force = Vector2.Add(Force, VecForce * mult); } } } entityEngine.Entities[e.Key].Position += Force; } } Yeah, I know. It's a nested foreach loop, but I don't know how else to do the gravity calculation, and this seems to work, it's just so intensive that it needs its own thread. (Even if someone knows a super efficient way to do these calculations, I'd still like to know how I COULD do it on multiple threads instead) EntityEngine.cs (manages an instance of Gravity.cs) public class EntityEngine { public Dictionary<string, Entity> Entities = new Dictionary<string, Entity>(); public Gravity gravity; private Thread T; public EntityEngine() { gravity = new Gravity(this); } public void Update() { foreach (KeyValuePair<string, Entity> e in Entities) { Entities[e.Key].Update(); } T = new Thread(new ThreadStart(gravity.Update)); T.IsBackground = true; T.Start(); } } EntityEngine is created in Game1.cs, and its Update() method is called within Game1.cs. I need my physics calculation in Gravity.cs to run every time the game updates, in a separate thread so that the calculation doesn't slow the game down to horribly low (0-2) FPS. How would I go about making this threading work? (any suggestions for an improved Planetary Gravity system are welcome if anyone has them) I'm also not looking for a lesson in why I shouldn't use threading or the dangers of using it incorrectly, I'm looking for a straight answer on how to do it. I've already spent an hour googling this very question with little results that I understood or were helpful. I don't mean to come off rude, but it always seems hard as a programming noob to get a straight meaningful answer, I usually rather get an answer so complex I'd easily be able to solve my issue if I understood it, or someone saying why I shouldn't do what I want to do and offering no alternatives (that are helpful). Thank you for the help!

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  • XNA 2D Board game - trouble with the cursor

    - by Adorjan
    I just have started making a simple 2D board game using XNA, but I got stuck at the movement of the cursor. This is my problem: I have a 10x10 table on with I should use a cursor to navigate. I simply made that table with the spriteBatch.Draw() function because I couldn't do it on another way. So here is what I did with the cursor: public override void LoadContent() { ... mutato.Position = new Vector2(X, Y); //X=103, Y=107; mutato.Sebesseg = 45; ... mutato.Initialize(content.Load<Texture2D>("cursor"),mutato.Position,mutato.Sebesseg); ... } public override void HandleInput(InputState input) { if (input == null) throw new ArgumentNullException("input"); // Look up inputs for the active player profile. int playerIndex = (int)ControllingPlayer.Value; KeyboardState keyboardState = input.CurrentKeyboardStates[playerIndex]; if (input.IsPauseGame(ControllingPlayer) || gamePadDisconnected) { ScreenManager.AddScreen(new PauseMenuScreen(), ControllingPlayer); } else { // Otherwise move the player position. if (keyboardState.IsKeyDown(Keys.Down)) { Y = (int)mutato.Position.Y + mutato.Move; } if (keyboardState.IsKeyDown(Keys.Up)) { Y = (int)mutato.Position.Y - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Left)) { X = (int)mutato.Position.X - mutato.Move; } if (keyboardState.IsKeyDown(Keys.Right)) { X = (int)mutato.Position.X + mutato.Move; } } } public override void Draw(GameTime gameTime) { mutato.Draw(spriteBatch); } Here's the cursor's (mutato) class: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Battleship.Components { class Cursor { public Texture2D Cursortexture; public Vector2 Position; public int Move; public void Initialize(Texture2D texture, Vector2 position,int move) { Cursortexture = texture; Position = position; Move = move; } public void Update() { } public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(Cursortexture, Position, Color.White); } } } And here is a part of the InputState class where I think I should change something: public bool IsNewKeyPress(Keys key, PlayerIndex? controllingPlayer, out PlayerIndex playerIndex) { if (controllingPlayer.HasValue) { // Read input from the specified player. playerIndex = controllingPlayer.Value; int i = (int)playerIndex; return (CurrentKeyboardStates[i].IsKeyDown(key) && LastKeyboardStates[i].IsKeyUp(key)); } } If I leave the movement operation like this it doesn't have any sense: X = (int)mutato.Position.X - mutato.Move; However if I modify it to this: X = (int)mutato.Position.X--; it moves smoothly. Instead of this I need to move the cursor by fields (45 pixels), but I don't have any idea how to manage it.

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  • Windows7 - “The specified network password is not correct.” when the password is in fact correct.

    - by Win7 Home User
    I have a samba server setup for some time now. It is a Hardware NAS - which unfortunately does not provide access to the Samba logs. (the exact model of the NAS is called Addonics NAS Adapter ) I also have a Windows Vista and a Windows XP machine - from both I am able to map \\192.168.0.20\Smd with no errors ( net use l: \\192.168.0.20\Smd works, after asking for my username and password). I also bought a brand new computer, with Windows 7, and when I try to execute the same exact net use command on it - using the exact same username/password pair, I get a "The specified network password is not correct." message. I also tried mapping from the Windows explorer menu, and got the same error. I synchronized the clocks of the two machines, tried again... and yet the same error persists. So what is really surprising here is that mapping works from WindowXP and Windows Vista machines, but fails from a Windows7 machine using the exact same command and username/password - Anyone has any idea of what could be causing this or how to solve the problem? Thanks

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  • How do I keep a table up to date across 4 db's to be used in SQL Replication Filtering?

    - by Refracted Paladin
    I have a Win Form, Data Entry, application that uses 4 seperate Data Bases. This is an occasionally connected app that uses Merge Replication (SQL 2005) to stay in Sync. This is working just fine. The next hurdle I am trying to tackle is adding Filters to my Publications. Right now we are replicating 70mbs, compressed, to each of our 150 subscribers when, truthfully, they only need a tiny fraction of that. Using Filters I am able to accomplish this(see code below) but I had to make a mapping table in order to do so. This mapping table consists of 3 columns. A PrimaryID(Guid), WorkerName(varchar), and ClientID(int). The problem is I need this table present in all FOUR Databases in order to use it for the filter since, to my knowledge, views or cross-db query's are not allowed in a Filter Statement. What are my options? Seems like I would set it up to be maintained in 1 Database and then use Triggers to keep it updated in the other 3 Databases. In order to be a part of the Filter I have to include that table in the Replication Set so how do I flag it appropriately. Is there a better way, altogether? SELECT <published_columns> FROM [dbo].[tblPlan] WHERE [ClientID] IN (select ClientID from [dbo].[tblWorkerOwnership] where WorkerID = SUSER_SNAME()) Which allows you to chain together Filters, this next one is below the first one so it only pulls from the first's Filtered Set. SELECT <published_columns> FROM [dbo].[tblPlan] INNER JOIN [dbo].[tblHealthAssessmentReview] ON [tblPlan].[PlanID] = [tblHealthAssessmentReview].[PlanID] P.S. - I know how illogical the DB structure sounds. I didn't make it. I inherited it and was then told to make it a "disconnected app."

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  • Missing Home Folder XP Clients 2008R2 Domain

    - by minamhere
    We just completed a migration from Server 2003 to Server 2008R2. Everything seems to have gone well except that many of our desktops have stopped mapping the Home Folder as set in Active Directory. Other mappings that are defined on individual clients are mapping just fine, these mappings are all on the same file server as the failing Home Folders. Half of the users are on 1 file server and half are on another. Users from both servers are having this problem. I have enabled the Group Policy setting to "Wait for network before logging in". I enabled the policy to "Run Logon Scripts synchronously". There are no errors on the Domain Controller or either File Server. When I enabled Group Policy Preferences as an attempted workaround, I get this error: The user 'V:' preference item in the '<Policy Name>' Group Policy object did not apply because it failed with error code '0x800708ca This network connection does not exist.' This error was suppressed. This seems to indicate that the network connection is not ready by the time Group Policy is processed. But isn't this the point of the "Wait before logging in" and "Run Logon scripts synchronously" settings? Some other background facts: The new Server 2008R2 installation is a Virtual Machine. It is on a new Subnet in a different building from the old server. DNS and DHCP were also migrated from the old DC to this new DC. These Home Folders were all working properly before the migration. Are there new security restrictions/policies in Server 2008R2 that might be causing this? Is there a way to check whether I have an underlying network connectivity issue? Maybe moving the server to the new building is causing a delay/timeout? Any thoughts or ideas on what could be causing this or how I can resolve this? Thanks.

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  • can't access SATA card config screen on boot, nor access the disks

    - by Ronald
    We've just upgraded our file server using an ASUS P6T WS Pro board, running FreeBSD-RELEASE 8.2 and using zfs to manage 12 WD20EARS disks. Since our 3ware card has been giving us trouble we started using the six on-board SATA connectors and got a SuperMicro USAS2-L8i to provide eight more ports. Mechanically, the card is an awkward fit but electrically it all seems ok. Upon boot, the LSI controller shows up and states that pressing ctrl-c will bring up the LSI Config Utility. When doing that, the message changes to state that the utility will be started after initialization, however that never happens. There does seem to be an error message that's only displayed too briefly to read and seems to be about PCI and "not enough space". (That message is pushed off by a hardware summary and I've found no way to scroll back at this point.) The disks do not show up in any recognizable ways after booting, either. I found a hint in another discussion to check the address mapping on either the card or the motherboard BIOS, but have found no way to do that. So what I tried on a hunch is to disable everything that's on-board, including network adapters, Firewire controller and SATA. In fact, after doing that, I can successfully launch the LSI Config Utility. As far as I can tell, all looks well in there, and when booting in that configuration it also displays a list of the disks connected to it, which looks just fine as well. Only problem now is that I can't boot that way, because I need the on-board SATA controller and network adapters. As soon as I re-enable any of them I'm back to square one. That discussion I mentioned about mapping addresses said to try D000, then D7FF, then DFFF, in order. The LSI Config Utility shows the card address as D000 but offers no way of changing it. Any tips or insights would be appreciated.

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  • IIS 6 ASP.NET default handler-mappings and virtual directories

    - by mlauter
    I'm having a problem with setting a default mapping in IIS 6. I want to secure *.HTML files with ASP.NET forms authentication. The problem seems to have something to do with using virtual directories to hold the html files. Here's how it's setup: sample directory tree c:/inetpub/ (nothing in here) d:/web_files/my_web_apps d:/web_files/my_web_apps/app1/ d:/web_files/my_web_apps/app2/ d:/web_files/my_web_apps/html_files/ app1 and app2 both access the same html_files directory, so html_files is set as a virtual directory in the web apps in IIS... sample web directory tree //app1/html_files/ (points to physical directory: d:/web_files/my_web_apps/html_files/) //app2/html_files/ (points to physical directory: d:/web_files/my_web_apps/html_files/) If I put a file called test.html in the root of //app1/ and then add the default mapping to the asp.net dll and setup my security on the root folder with deny="?", then accessing test.html works exactly as expected. If I'm not authenticated, it takes me to the login.aspx page, and if I am authenticated then it displays test.html. If I put the test.html file in the html_files directory I get a totally different behavior. Now the login.aspx page loads and I stuck some code in to check if I was still authenticated: <p>autheticated: <%=User.Identity.IsAuthenticated%></p> I figured it would say false because why else would it bother to load the login page? Nope, it says true - so it knows i'm authenticated, but it won't give me access to the test.html file. I've spent several hours on this and haven't been able to solve it. I'm going to spend some more time on google to see if I've missed something. Fingers crossed.

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  • NAT cause huge External (actually internal) bandwidth usage

    - by user67953
    We have 4 servers running in a data center, with internal IP: 192.168.3.* assigned. A hardware (FORTIGATE) firewall configured NAT, and it will lead the traffic as: external IP: 111.222.333.10 -> 192.168.3.10 www.server1.com 111.222.333.11 -> 192.168.3.11 www.server2.com 111.222.333.12 -> 192.168.3.12 www.server3.com In DNS, we have www.server1.com A 111.222.333.10 Now if I send a lot of data to www.server1.com from www.server2.com, the data will be send through 111.222.333.10 (external IP) and this cause our bandwidth usage huge (expensive!). The work around I have is to add a local host mapping to server2: 192.168.3.10 www.server1.com. That way when send files from server2 to www.server1.com, it will be internal. However, we are having more and more servers, it would be hard to manually add mapping to every server. Just wondering do we have another solution for this? Can we do something in the FORTIGATE firewall? ps. The DNS server being used is public, such as opendns, Google dns etc.

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  • IIS 7 URL Rewrite to GeoServer running on Apache

    - by Maxim Zaslavsky
    I'm building a mapping application based on OpenLayers that uses GeoServer to serve up mapping data. The problem I'm having is that besides the map images I'm requesting through WMS, I'm using jQuery AJAX to get information from GeoServer. As GeoServer is running on a different port, my requests are being blocked due to cross-site scripting security policies in JavaScript. As a Java application, GeoServer runs on Apache on port 8080, while my IIS instance is running on port 80. Instead of building a proxy, I've decided to use URL Rewriting in IIS7 to fix this problem. I'm following this guide, but it's still not working. Here are my URL Rewrite rule settings: Matches URL: (.*) Condition: {HTTP_URL} matching /geoserver Action: rewrite to http://localhost:8080/{R:1}, appending query string When I request http://localhost/geoserver/wms?QUERY_LAYERS=SanDiego:FWSA_sandiego&LAYERS=SanDiego:FWSA_sandiego&SERVICE=WMS&VERSION=1.1.1&FEATURE_COUNT=20&REQUEST=GetFeatureInfo&EXCEPTIONS=application/vnd.ogc.se_xml&BBOX=-13009123.590156,3862057.2905992,-13006066.109025,3865114.7717302&INFO_FORMAT=text/html&x=20&y=20&width=40&height=40&srs=EPSG:900913, however, all I get is a 404, although the same request on port 8080 returns the proper result. What am I doing wrong? Thanks in advance.

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  • How To Map Fn+Key (Multiple Keys) To Other Key in Windows?

    - by Mohamed Meligy
    I've got a ThinkPad W530 laptop, which replaces the Application Key (also known as Menu Key or Mouse Right Click key, usually between Right Alt and Right Ctrl) with the Print Screen key. So, I need to replace Prt/Scr with Application key. That's easy, all key mapping software like SharpKeys or whatever can do that. There are even a few threads in SuperUser about dozen of those. But then, the different part to this question from the others (which is why it's not a duplicate, I think) is that I also don't want to completely lose the Prt/Scr key. I'm thinking about replacing it with either: Fn + Prt/Scr Fn + F2 These seemed to have no special meaning, so, I'm not overriding anything, just adding functionality to either of them (one of them, not both), to be the new Prt/Scr key. I couldn't find any key mapping software that can detect or let me select more than one key to map, even when the other key is something like Fn key (although they all can map Fn key itself, without combination). I know it may make sense why this restriction exists, but it'll be really useful if I can override it though. Do you know any program that can do that? Thanks a lot.

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  • IIS 404 custom error

    - by Greg B
    I've deployed an ASP.NET 3.5 app to a 64bit Windows 2003 R2 server. In the web.config I have the following <customErrors mode="RemoteOnly" defaultRedirect="/404/"> <error statusCode="404" redirect="/404/"/> <error statusCode="500" redirect="/500/"/> </customErrors> In the website properties in IIS Manager I have set the 404 and 500 errors to Type = "URL" and the same URLs as in the web.config. I have a wildcard application map to the .NET 2.0 aspnet_isapi.dll with "Verify file exists" turned off. If I try to hit a fake .aspx file I successfully get sent to the 404 page. I belive this is because there is an explicit mapping for .aspx to the .NET DLL. If I try to access a fake directory I simply recieve a plain text response saying: The system cannot find the file specified. It would appear that these requests for directories are not being routed through the .NET pipeline, which is what I would expect (and need) to happen becuase of the wildcard application mapping. Any ideas?

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  • ffmpeg - creating DNxHD MFX files with alphas

    - by Hugh
    Hi all, I'm struggling with something in FFMpeg at the moment... I'm trying to make DNxHD 1080p/24, 36Mb/s MXF files from a sequence of PNG files. My current command-line is: ffmpeg -y -f image2 -i /tmp/temp.%04d.png -s 1920x1080 -r 24 -vcodec dnxhd -f mxf -pix_fmt rgb32 -b 36Mb /tmp/temp.mxf To which ffmpeg gives me the output: Input #0, image2, from '/tmp/temp.%04d.png': Duration: 00:00:01.60, start: 0.000000, bitrate: N/A Stream #0.0: Video: png, rgb32, 1920x1080, 25 tbr, 25 tbn, 25 tbc Output #0, mxf, to '/tmp/temp.mxf': Stream #0.0: Video: dnxhd, yuv422p, 1920x1080, q=2-31, 36000 kb/s, 90k tbn, 24 tbc Stream mapping: Stream #0.0 -> #0.0 [mxf @ 0x1005800]unsupported video frame rate Could not write header for output file #0 (incorrect codec parameters ?) There are a few things in here that concern me: The output stream is insisting on being yuv422p, which doesn't support alpha. 24fps is an unsupported video frame rate? I've tried 23.976 too, and get the same thing. I then tried the same thing, but writing to a quicktime (still DNxHD, though) with: ffmpeg -y -f image2 -i /tmp/temp.%04d.png -s 1920x1080 -r 24 -vcodec dnxhd -f mov -pix_fmt rgb32 -b 36Mb /tmp/temp.mov This gives me the output: Input #0, image2, from '/tmp/1274263259.28098.%04d.png': Duration: 00:00:01.60, start: 0.000000, bitrate: N/A Stream #0.0: Video: png, rgb32, 1920x1080, 25 tbr, 25 tbn, 25 tbc Output #0, mov, to '/tmp/1274263259.28098.mov': Stream #0.0: Video: dnxhd, yuv422p, 1920x1080, q=2-31, 36000 kb/s, 90k tbn, 24 tbc Stream mapping: Stream #0.0 -> #0.0 Press [q] to stop encoding frame= 39 fps= 9 q=1.0 Lsize= 7177kB time=1.62 bitrate=36180.8kbits/s video:7176kB audio:0kB global headers:0kB muxing overhead 0.013636% Which obviously works, to a certain extent, but still has the issue of being yuv422p, and therefore losing the alpha. If I'm going to QuickTime, then I can get what I need using Shake, but my main aim here is to be able to generate .mxf files. Any thoughts? Thanks

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  • How do I keep a table in sync across multiple SQL Databases?

    - by Refracted Paladin
    I have a Win Form, Data Entry, application that uses 4 seperate Data Bases. This is an occasionally connected app that uses Merge Replication (SQL 2005) to stay in Sync. This is working just fine. The next hurdle I am trying to tackle is adding Filters to my Publications. Right now we are replicating 70mbs, compressed, to each of our 150 subscribers when, truthfully, they only need a tiny fraction of that. Using Filters I am able to accomplish this(see code below) but I had to make a mapping table in order to do so. This mapping table consists of 3 columns. A PrimaryID(Guid), WorkerName(varchar), and ClientID(int). The problem is I need this table present in all FOUR Databases in order to use it for the filter since, to my knowledge, views or cross-db query's are not allowed in a Filter Statement. What are my options? Seems like I would set it up to be maintained in 1 Database and then use Triggers to keep it updated in the other 3 Databases. In order to be a part of the Filter I have to include that table in the Replication Set so how do I flag it appropriately. Is there a better way, altogether? SELECT <published_columns> FROM [dbo].[tblPlan] WHERE [ClientID] IN (select ClientID from [dbo].[tblWorkerOwnership] where WorkerID = SUSER_SNAME()) Which allows you to chain together Filters, this next one is below the first one so it only pulls from the first's Filtered Set. SELECT <published_columns> FROM [dbo].[tblPlan] INNER JOIN [dbo].[tblHealthAssessmentReview] ON [tblPlan].[PlanID] = [tblHealthAssessmentReview].[PlanID] P.S. - I know how illogical the DB structure sounds. I didn't make it. I inherited it and was then told to make it a "disconnected app." Go figure!

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  • Permissions Required for Sharepoint Backups

    - by Wyatt Barnett
    We are in the process of rolling out an extranet for some of our partners using WSS 3.0 as the platform. We already use it internally for a variety of things, and we are using the following powershell script to backup the server: param( $url="http://localhost", $backupFolder="c:\" ) [System.Reflection.Assembly]::LoadWithPartialName("Microsoft.SharePoint") $site= new-Object Microsoft.SharePoint.SPSite($url) $names=$site.WebApplication.Sites.Names foreach ($name in $names) { $n2 = "" if ($name.Length -eq 0) { $n2="ROOT" } else { $n2 = $name } $tmp=$n2.Replace("/", "_") + ".sbk" $saveas = "" if ($backupFolder.Length -eq 0) { $saveas = $tmp } else { $saveas = join-path -path $backupFolder -childPath $tmp } $site.WebApplication.Sites.Backup($name, $saveas, "true") write-host "$n2 backed up to $saveas." } This script works perfectly on the current installation running as our domain backup user. On the new box, it fails when ran as the backup user--claiming "The web application located at http://extranet/" could not be found. That url does, in fact, work so I'm fairly certain it isn't anything that dumb and rather is some permissions issue. Especially because, when executed from my security context, the script works perfectly. I have tried making the backup user a farm owner, as well as added him to the various site collection admin groups on the extranet. The one major difference between the extranet and the intranet server is that the extranet has an alternative access mapping (for https://xnet.example.com) and also uses forms authentication for that mapping. Anyhow, what permissions (or other voodoo) do I need to setup to get this script to work properly?

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  • publickey authentication only works with existing ssh session

    - by aaron
    publickey authentication only works for me if I've already got one ssh session open. I am trying to log into a host running Ubuntu 10.10 desktop with publickey authentication, and it fails when I first log in: [me@my-laptop:~]$ ssh -vv host ... debug1: Next authentication method: publickey debug1: Offering public key: /Users/me/.ssh/id_rsa ... debug2: we did not send a packet, disable method debug1: Next authentication method: password me@hosts's password: And the /var/log/auth.log output: Jan 16 09:57:11 host sshd[1957]: reverse mapping checking getaddrinfo for cpe-70-114-155-20.austin.res.rr.com [70.114.155.20] failed - POSSIBLE BREAK-IN ATTEMPT! Jan 16 09:57:13 host sshd[1957]: pam_sm_authenticate: Called Jan 16 09:57:13 host sshd[1957]: pam_sm_authenticate: username = [astacy] Jan 16 09:57:13 host sshd[1959]: Passphrase file wrapped Jan 16 09:57:15 host sshd[1959]: Error attempting to add filename encryption key to user session keyring; rc = [1] Jan 16 09:57:15 host sshd[1957]: Accepted password for astacy from 70.114.155.20 port 42481 ssh2 Jan 16 09:57:15 host sshd[1957]: pam_unix(sshd:session): session opened for user astacy by (uid=0) Jan 16 09:57:20 host sudo: astacy : TTY=pts/0 ; PWD=/home/astacy ; USER=root ; COMMAND=/usr/bin/tail -f /var/log/auth.log The strange thing is that once I've got this first login session, I run the exact same ssh command, and publickey authentication works: [me@my-laptop:~]$ ssh -vv host ... debug1: Server accepts key: pkalg ssh-rsa blen 277 ... [me@host:~]$ And the /var/log/auth.log output is: Jan 16 09:59:11 host sshd[2061]: reverse mapping checking getaddrinfo for cpe-70-114-155-20.austin.res.rr.com [70.114.155.20] failed - POSSIBLE BREAK-IN ATTEMPT! Jan 16 09:59:11 host sshd[2061]: Accepted publickey for astacy from 70.114.155.20 port 39982 ssh2 Jan 16 09:59:11 host sshd[2061]: pam_unix(sshd:session): session opened for user astacy by (uid=0) What do I need to do to make publickey authentication work on the first login? NOTE: When I installed Ubuntu 10.10, I checked the 'encrypt home folder' option. I'm wondering if this has something to do with the log message "Error attempting to add filename encryption key to user session keyring"

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