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  • How To Approach 360 Degree Snake

    - by Austin Brunkhorst
    I've recently gotten into XNA and must say I love it. As sort of a hello world game I decided to create the classic game "Snake". The 90 degree version was very simple and easy to implement. But as I try to make a version of it that allows 360 degree rotation using left and right arrows, I've come into sort of a problem. What i'm doing now stems from the 90 degree version: Iterating through each snake body part beginning at the tail, and ending right before the head. This works great when moving every 100 milliseconds. The problem with this is that it makes for a choppy style of gameplay as technically the game progresses at only 6 fps rather than it's potential 60. I would like to move the snake every game loop. But unfortunately because the snake moves at the rate of it's head's size it goes way too fast. This would mean that the head would need to move at a much smaller increment such as (2, 2) in it's direction rather than what I have now (32, 32). Because I've been working on this game off and on for a couple of weeks while managing school I think that I've been thinking too hard on how to accomplish this. It's probably a simple solution, i'm just not catching it. Here's some pseudo code for what I've tried based off of what makes sense to me. I can't really think of another way to do it. for(int i = SnakeLength - 1; i > 0; i--){ current = SnakePart[i], next = SnakePart[i - 1]; current.x = next.x - (current.width * cos(next.angle)); current.y = next.y - (current.height * sin(next.angle)); current.angle = next.angle; } SnakeHead.x += cos(SnakeAngle) * SnakeSpeed; SnakeHead.y += sin(SnakeAngle) * SnakeSpeed; This produces something like this: Code in Action. As you can see each part always stays behind the head and doesn't make a "Trail" effect. A perfect example of what i'm going for can be found here: Data Worm. Not the viewport rotation but the trailing effect of the triangles. Thanks for any help!

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  • Has Little Endian won?

    - by espertus
    When teaching recently about the Big vs. Little Endian battle, a student asked whether it had been settled, and I realized I didn't know. Looking at the Wikipedia article, it seems that the most popular current OS/architecture pairs use Little Endian but that Internet Protocol specifies Big Endian for transferring numeric values in packet headers. Would that be a good summary of the current status? Do current network cards or CPUs provide hardware support for switching byte order?

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  • box2d tween what am I missing

    - by philipp
    I have a Box2D project and I want to tween an kinematic body from position A, to position B. The tween function, got it from this blog: function easeInOut(t , b, c, d ){ if ( ( t /= d / 2 ) < 1){ return c/2 * t * t * t * t + b; } return -c/2 * ( (t -= 2 ) * t * t * t - 2 ) + b; } where t is the current value, b the start, c the end and d the total amount of frames (in my case). I am using the method introduced by this lesson of todd's b2d tutorials to move the body by setting its linear Velocity so here is relevant update code of the sprite: if( moveData.current == moveData.total ){ this._body.SetLinearVelocity( new b2Vec2() ); return; } var t = easeNone( moveData.current, 0, 1, moveData.total ); var step = moveData.length / moveData.total * t; var dir = moveData.direction.Copy(); //this is the line that I think might be corrected dir.Multiply( t * moveData.length * fps /moveData.total ) ; var bodyPosition = this._body.GetWorldCenter(); var idealPosition = bodyPosition.Copy(); idealPosition.Add( dir ); idealPosition.Subtract( bodyPosition.Copy() ); moveData.current++; this._body.SetLinearVelocity( idealPosition ); moveData is an Object that holds the global values of the tween, namely: current frame (int), total frames (int), the length of the total distance to travel (float) the direction vector (targetposition - bodyposition) (b2Vec2) and the start of the tween (bodyposition) (b2Vec2) Goal is to tween the body based on a fixed amount of frames: in moveData.total frames. The value of t is always between 0 and 1 and the only thing that is not working correctly is the resulting distance the body travels. I need to calculate the multiplier for the direction vector. What am I missing to make it work?? Greetings philipp

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  • How to setup HDMI output on m11x with Nvidia GeForce GT 540M? (Bumblebee) Help?

    - by Alexander Tritan
    I have an Alienware m11x with Optimus Technology. I setup (Fresh Install) Ubuntu 12.04 with bumblebee as below. Please help me set up the HDMI output so that I can connect it to my monitor. $ uname -a Linux ubuntu 3.2.0-24-generic-pae #39-Ubuntu SMP Mon May 21 18:54:21 UTC 2012 i686 i686 i386 GNU/Linux $ lspci | grep -i vga 00:02.0 VGA compatible controller: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) 01:00.0 VGA compatible controller: NVIDIA Corporation GF108 [GeForce GT 540M] (rev a1) $ dpkg --get-selections bumblebee install bumblebee-nvidia install $ bumblebeed -version bumblebeed --version bumblebeed (Bumblebee) 3.0 Copyright (C) 2011 The Bumblebee Project Should xrandr normally show HDMI? $ xrandr -q Screen 0: minimum 320 x 200, current 1366 x 768, maximum 8192 x 8192 LVDS1 connected 1366x768+0+0 (normal left inverted right x axis y axis) 256mm x 144mm 1366x768 60.0*+ 1360x768 59.8 60.0 1024x768 60.0 800x600 60.3 56.2 640x480 59.9 VGA1 disconnected (normal left inverted right x axis y axis) $ cat /etc/X11/xorg.conf Section "ServerLayout" Identifier "Layout0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" Option "NoLogo" "true" Option "ConnectedMonitor" "DFP" EndSection $ cat /etc/bumblebee/xorg.conf.nvidia Section "ServerLayout" Identifier "Layout0" EndSection Section "Device" Identifier "Device1" Driver "nvidia" VendorName "NVIDIA Corporation" Option "NoLogo" "true" Option "ConnectedMonitor" "DFP" EndSection $ cat /etc/bumblebee/xorg.conf.nouveau Section "ServerLayout" Identifier "Layout0" Screen "Screen0" Option "AutoAddDevices" "true" EndSection Section "Device" Identifier "Device0" Driver "nouveau" EndSection Section "Screen" Identifier "Screen0" Device "Device0" EndSection and finally the biggest config file below: $cat /etc/bumblebee/bumblebee.conf [bumblebeed] VirtualDisplay=:8 KeepUnusedXServer=true ServerGroup=bumblebee TurnCardOffAtExit=false NoEcoModeOverride=false Driver= [optirun] VGLTransport=proxy AllowFallbackToIGC=false PMMethod=none [driver-nvidia] KernelDriver=nvidia-current Module=nvidia PMMethod=none LibraryPath=/usr/lib/nvidia-current:/usr/lib32/nvidia-current XorgModulePath=/usr/lib/nvidia-current/xorg,/usr/lib/xorg/modules XorgConfFile=/etc/bumblebee/xorg.conf.nvidia [driver-nouveau] KernelDriver=nouveau PMMethod=none XorgConfFile=/etc/bumblebee/xorg.conf.nouveau Any ideas on setting up the Optimus to output to the HDMI T.V.? I want to enable my HDMI with my GeForce GT 540M.

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  • I cannot install a proporietary fglrx driver

    - by Chris
    OK my install failed while installing the amd proprietary driver. I keep seeing references to a Nvidia driver, but I do not have or even want anything pertaining to Nvidia. Here are my latest entries for the jockey.log: 2012-10-11 20:31:24,103 DEBUG: fglrx_updates is not the alternative in use 2012-10-11 20:31:24,119 DEBUG: fglrx.enabled(fglrx_updates): target_alt None current_alt /usr/lib/fglrx/ld.so.conf other target alt None other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-11 20:31:24,119 DEBUG: fglrx_updates is not the alternative in use 2012-10-11 20:31:24,322 DEBUG: fglrx.enabled(fglrx): target_alt /usr/lib/fglrx/ld.so.conf current_alt /usr/lib/fglrx/ld.so.conf other target alt /usr/lib/fglrx/alt_ld.so.conf other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-11 20:31:24,323 DEBUG: XorgDriverHandler(%s, %s).enabled(): No X.org driver set, not checking 2012-10-11 20:31:24,450 DEBUG: fglrx.enabled(fglrx_updates): target_alt None current_alt /usr/lib/fglrx/ld.so.conf other target alt None other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-11 20:31:24,450 DEBUG: fglrx_updates is not the alternative in use 2012-10-11 20:31:24,465 DEBUG: fglrx.enabled(fglrx_updates): target_alt None current_alt /usr/lib/fglrx/ld.so.conf other target alt None other current alt /usr/lib/fglrx/alt_ld.so.conf 2012-10-11 20:31:24,465 DEBUG: fglrx_updates is not the alternative in use

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  • Improve mouse movement in First person game

    - by brainydexter
    In my current FPS game, I have the mouse setup in a way, that it always forces the position of the mouse to be centered at the screen. This gets the job done, but also gets very annoying, since the mouse is "fixed" at the center of the screen. Here is what I am doing: get mouse current position find offset from center of the screen set mouse current position to center of the screen apply difference to m_pTransformation (transformation matrix of the player) Is there a better way to deal with this ?

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  • Refactoring a Single Rails Model with large methods & long join queries trying to do everything

    - by Kelseydh
    I have a working Ruby on Rails Model that I suspect is inefficient, hard to maintain, and full of unnecessary SQL join queries. I want to optimize and refactor this Model (Quiz.rb) to comply with Rails best practices, but I'm not sure how I should do it. The Rails app is a game that has Missions with many Stages. Users complete Stages by answering Questions that have correct or incorrect Answers. When a User tries to complete a stage by answering questions, the User gets a Quiz entry with many Attempts. Each Attempt records an Answer submitted for that Question within the Stage. A user completes a stage or mission by getting every Attempt correct, and their progress is tracked by adding a new entry to the UserMission & UserStage join tables. All of these features work, but unfortunately the Quiz.rb Model has been twisted to handle almost all of it exclusively. The callbacks began at 'Quiz.rb', and because I wasn't sure how to leave the Quiz Model during a multi-model update, I resorted to using Rails Console to have the @quiz instance variable via self.some_method do all the heavy lifting to retrieve every data value for the game's business logic; resulting in large extended join queries that "dance" all around the Database schema. The Quiz.rb Model that Smells: class Quiz < ActiveRecord::Base belongs_to :user has_many :attempts, dependent: :destroy before_save :check_answer before_save :update_user_mission_and_stage accepts_nested_attributes_for :attempts, :reject_if => lambda { |a| a[:answer_id].blank? }, :allow_destroy => true #Checks every answer within each quiz, adding +1 for each correct answer #within a stage quiz, and -1 for each incorrect answer def check_answer stage_score = 0 self.attempts.each do |attempt| if attempt.answer.correct? == true stage_score += 1 elsif attempt.answer.correct == false stage_score - 1 end end stage_score end def winner return true end def update_user_mission_and_stage ####### #Step 1: Checks if UserMission exists, finds or creates one. #if no UserMission for the current mission exists, creates a new UserMission if self.user_has_mission? == false @user_mission = UserMission.new(user_id: self.user.id, mission_id: self.current_stage.mission_id, available: true) @user_mission.save else @user_mission = self.find_user_mission end ####### #Step 2: Checks if current UserStage exists, stops if true to prevent duplicate entry if self.user_has_stage? @user_mission.save return true else ####### ##Step 3: if step 2 returns false: ##Initiates UserStage creation instructions #checks for winner (winner actions need to be defined) if they complete last stage of last mission for a given orientation if self.passed? && self.is_last_stage? && self.is_last_mission? create_user_stage_and_update_user_mission self.winner #NOTE: The rest are the same, but specify conditions that are available to add badges or other actions upon those conditions occurring: ##if user completes first stage of a mission elsif self.passed? && self.is_first_stage? && self.is_first_mission? create_user_stage_and_update_user_mission #creates user badge for finishing first stage of first mission self.user.add_badge(5) self.user.activity_logs.create(description: "granted first-stage badge", type_event: "badge", value: "first-stage") #If user completes last stage of a given mission, creates a new UserMission elsif self.passed? && self.is_last_stage? && self.is_first_mission? create_user_stage_and_update_user_mission #creates user badge for finishing first mission self.user.add_badge(6) self.user.activity_logs.create(description: "granted first-mission badge", type_event: "badge", value: "first-mission") elsif self.passed? create_user_stage_and_update_user_mission else self.passed? == false return true end end end #Creates a new UserStage record in the database for a successful Quiz question passing def create_user_stage_and_update_user_mission @nu_stage = @user_mission.user_stages.new(user_id: self.user.id, stage_id: self.current_stage.id) @nu_stage.save @user_mission.save self.user.add_points(50) end #Boolean that defines passing a stage as answering every question in that stage correct def passed? self.check_answer >= self.number_of_questions end #Returns the number of questions asked for that stage's quiz def number_of_questions self.attempts.first.answer.question.stage.questions.count end #Returns the current_stage for the Quiz, routing through 1st attempt in that Quiz def current_stage self.attempts.first.answer.question.stage end #Gives back the position of the stage relative to its mission. def stage_position self.attempts.first.answer.question.stage.position end #will find the user_mission for the current user and stage if it exists def find_user_mission self.user.user_missions.find_by_mission_id(self.current_stage.mission_id) end #Returns true if quiz was for the last stage within that mission #helpful for triggering actions related to a user completing a mission def is_last_stage? self.stage_position == self.current_stage.mission.stages.last.position end #Returns true if quiz was for the first stage within that mission #helpful for triggering actions related to a user completing a mission def is_first_stage? self.stage_position == self.current_stage.mission.stages_ordered.first.position end #Returns true if current user has a UserMission for the current stage def user_has_mission? self.user.missions.ids.include?(self.current_stage.mission.id) end #Returns true if current user has a UserStage for the current stage def user_has_stage? self.user.stages.include?(self.current_stage) end #Returns true if current user is on the last mission based on position within a given orientation def is_first_mission? self.user.missions.first.orientation.missions.by_position.first.position == self.current_stage.mission.position end #Returns true if current user is on the first stage & mission of a given orientation def is_last_mission? self.user.missions.first.orientation.missions.by_position.last.position == self.current_stage.mission.position end end My Question Currently my Rails server takes roughly 500ms to 1 sec to process single @quiz.save action. I am confident that the slowness here is due to sloppy code, not bad Database ERD design. What does a better solution look like? And specifically: Should I use join queries to retrieve values like I did here, or is it better to instantiate new objects within the model instead? Or am I missing a better solution? How should update_user_mission_and_stage be refactored to follow best practices? Relevant Code for Reference: quizzes_controller.rb w/ Controller Route Initiating Callback: class QuizzesController < ApplicationController before_action :find_stage_and_mission before_action :find_orientation before_action :find_question def show end def create @user = current_user @quiz = current_user.quizzes.new(quiz_params) if @quiz.save if @quiz.passed? if @mission.next_mission.nil? && @stage.next_stage.nil? redirect_to root_path, notice: "Congratulations, you have finished the last mission!" elsif @stage.next_stage.nil? redirect_to [@mission.next_mission, @mission.first_stage], notice: "Correct! Time for Mission #{@mission.next_mission.position}", info: "Starting next mission" else redirect_to [@mission, @stage.next_stage], notice: "Answer Correct! You passed the stage!" end else redirect_to [@mission, @stage], alert: "You didn't get every question right, please try again." end else redirect_to [@mission, @stage], alert: "Sorry. We were unable to save your answer. Please contact the admministrator." end @questions = @stage.questions.all end private def find_stage_and_mission @stage = Stage.find(params[:stage_id]) @mission = @stage.mission end def find_question @question = @stage.questions.find_by_id params[:id] end def quiz_params params.require(:quiz).permit(:user_id, :attempt_id, {attempts_attributes: [:id, :quiz_id, :answer_id]}) end def find_orientation @orientation = @mission.orientation @missions = @orientation.missions.by_position end end Overview of Relevant ERD Database Relationships: Mission - Stage - Question - Answer - Attempt <- Quiz <- User Mission - UserMission <- User Stage - UserStage <- User Other Models: Mission.rb class Mission < ActiveRecord::Base belongs_to :orientation has_many :stages has_many :user_missions, dependent: :destroy has_many :users, through: :user_missions #SCOPES scope :by_position, -> {order(position: :asc)} def stages_ordered stages.order(:position) end def next_mission self.orientation.missions.find_by_position(self.position.next) end def first_stage next_mission.stages_ordered.first end end Stage.rb: class Stage < ActiveRecord::Base belongs_to :mission has_many :questions, dependent: :destroy has_many :user_stages, dependent: :destroy has_many :users, through: :user_stages accepts_nested_attributes_for :questions, reject_if: :all_blank, allow_destroy: true def next_stage self.mission.stages.find_by_position(self.position.next) end end Question.rb class Question < ActiveRecord::Base belongs_to :stage has_many :answers, dependent: :destroy accepts_nested_attributes_for :answers, :reject_if => lambda { |a| a[:body].blank? }, :allow_destroy => true end Answer.rb: class Answer < ActiveRecord::Base belongs_to :question has_many :attempts, dependent: :destroy end Attempt.rb: class Attempt < ActiveRecord::Base belongs_to :answer belongs_to :quiz end User.rb: class User < ActiveRecord::Base belongs_to :school has_many :activity_logs has_many :user_missions, dependent: :destroy has_many :missions, through: :user_missions has_many :user_stages, dependent: :destroy has_many :stages, through: :user_stages has_many :orientations, through: :school has_many :quizzes, dependent: :destroy has_many :attempts, through: :quizzes def latest_stage_position self.user_missions.last.user_stages.last.stage.position end end UserMission.rb class UserMission < ActiveRecord::Base belongs_to :user belongs_to :mission has_many :user_stages, dependent: :destroy end UserStage.rb class UserStage < ActiveRecord::Base belongs_to :user belongs_to :stage belongs_to :user_mission end

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  • Static classes and/or singletons -- How many does it take to become a code smell?

    - by Earlz
    In my projects I use quite a lot of static classes. These are usually classes that naturally seem to fit into a single-instance type of thing. Many times I use static classes and recently I've started using some singletons. How many of these does it take to become a code smell? For instance, in my recent project which has a lot of static classes is an Authentication library for ASP.Net. I use a static class for a helper class that fixes ASP.Net error codes so it can be used like CustomErrorsFixer.Fix(Context); Or my authentication class itself is a static class //in global.asax's begin_application Authentication.SomeState="blah"; Authentication.SomeOption=true; //etc //in global.asax's begin_request Authentication.Authenticate(); When are static or singleton classes bad to use? Am I doing it wrong, or am I just in a project that by definition has very little per-instance state associated with it? The only per-instance state I have is stored in HttpContext.Current.Items like so: /// <summary> /// The current user logged in for the HTTP request. If there is not a user logged in, this will be null. /// </summary> public static UserData CurrentUser{ get{ return HttpContext.Current.Items["fscauth_currentuser"] as UserData; //use HttpContext.Current as a little place to persist static data for this request } private set{ HttpContext.Current.Items["fscauth_currentuser"]=value; } }

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  • Reading a large SQL Errorlog

    - by steveh99999
    I came across an interesting situation recently where a SQL instance had been configured with the Audit of successful and failed logins being written to the errorlog. ie This meant… every time a user or the application connected to the SQL instance – an entry was written to the errorlog. This meant…  huge SQL Server errorlogs. Opening an errorlog in the usual way, using SQL management studio, was extremely slow… Luckily, I was able to use xp_readerrorlog to work around this – here’s some example queries..   To show errorlog entries from the currently active log, just for today :- DECLARE @now DATETIME DECLARE @midnight DATETIME SET @now = GETDATE() SET @midnight =  DATEADD(d, DATEDIFF(d, 0, getdate()), 0) EXEC xp_readerrorlog 0,1,NULL,NULL,@midnight,@now   To find out how big the current errorlog actually is, and what the earliest and most recent entries are in the errorlog :- CREATE TABLE #temp_errorlog (Logdate DATETIME, ProcessInfo VARCHAR(20),Text VARCHAR(4000)) INSERT INTO #temp_errorlog EXEC xp_readerrorlog 0 -- for current errorlog SELECT COUNT(*) AS 'Number of entries in errorlog', MIN(logdate) AS 'ErrorLog Starts', MAX(logdate) AS 'ErrorLog Ends' FROM #temp_errorlog DROP TABLE #temp_errorlog To show just DBCC history  information in the current errorlog :- EXEC xp_readerrorlog 0,1,'dbcc'   To show backup errorlog entries in the current errorlog :- CREATE TABLE #temp_errorlog (Logdate DATETIME, ProcessInfo VARCHAR(20),Text VARCHAR(4000)) INSERT INTO #temp_errorlog EXEC xp_readerrorlog 0 -- for current errorlog SELECT * from #temp_errorlog WHERE ProcessInfo = 'Backup' ORDER BY Logdate DROP TABLE #temp_errorlog XP_Errorlog is an undocumented system stored procedure – so no official Microsoft link describing the parameters it takes – however,  there’s a good blog on this here And, if you do have a problem with huge errorlogs – please consider running system stored procedure  sp_cycle_errorlog on a nightly or regular basis.  But if you do this,  remember to change the amount of errorlogs you do retain – the default of 6 might not be sufficient for you….

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  • How can I host a website on a dynamically-assigned IP address?

    - by nick
    I recently upgraded my internet to the point that it is much faster and more reliable than my current webhost. I would like to move my current domain to be hosted at home, but my IP address is dynamic. As far as I know, I only get a new IP when I restart my modem and or router (which is almost never) or when cable one (my ISP) pushes out a firmware update (rarely). There are a few ways I can see doing this: Convince my ISP to give me a static IP Assign my router my current IP to force a static IP (which might work?) Set my DNS record to my current IP address and update it on the rare occasions that it changes. Obviously I'm hoping that the first one works, but I don't want to pay a lot of extra money (if that's what it takes) to get a static IP address. Which of these options will work most reliably?

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  • environment variable issue in shell

    - by George2
    I am using Red Hat Linux Enterprise 5. I know the theory that -- using export to set environment variable, the environment variable will apply to current and child environment, but without using export to set environment variable, the environment variable will only apply to the current environment. My confusion is, what is the exact definition of "child environment" and "current environment"? For example, $ var1=123 $ echo "Hello [$var1]" the value of var1 (which is 123) is printed in shell, but I think echo is a command invoked by current shell, and it (the echo command) should be a child environment of current shell and the value of var1 should not (because not using export var1=123) impact echo. Any comments? Thanks in advance!

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  • JBox2D Polygon Collisions Acting Strange

    - by andy
    I have been playing around with JBox2D and Slick2D and made a little demo with a ground object, a box object, and two different polygons. The problem I am facing is that the collision-detection for the polygons seems to be off (see picture below), but the box's collision works fine. My Code: Main Class package main; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.World; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.SlickException; import org.newdawn.slick.state.BasicGameState; import org.newdawn.slick.state.StateBasedGame; import shapes.Box; import shapes.Polygon; public class State1 extends BasicGameState{ World world; int velocityIterations; int positionIterations; float pixelsPerMeter; int state; Box ground; Box box1; Polygon poly1; Polygon poly2; Renderer renderer; public State1(int state) { this.state = state; } @Override public void init(GameContainer gc, StateBasedGame game) throws SlickException { velocityIterations = 10; positionIterations = 10; pixelsPerMeter = 1f; world = new World(new Vec2(0.f, -9.8f)); renderer = new Renderer(gc, gc.getGraphics(), pixelsPerMeter, world); box1 = new Box(-100f, 200f, 40, 50, BodyType.DYNAMIC, world); ground = new Box(-14, -275, 50, 900, BodyType.STATIC, world); poly1 = new Polygon(50f, 10f, new Vec2[] { new Vec2(-6f, -14f), new Vec2(0f, -20f), new Vec2(6f, -14f), new Vec2(10f, 10f), new Vec2(-10f, 10f) }, BodyType.DYNAMIC, world); poly2 = new Polygon(0f, 10f, new Vec2[] { new Vec2(10f, 0f), new Vec2(20f, 0f), new Vec2(30f, 10f), new Vec2(30f, 20f), new Vec2(20f, 30f), new Vec2(10f, 30f), new Vec2(0f, 20f), new Vec2(0f, 10f) }, BodyType.DYNAMIC, world); } @Override public void update(GameContainer gc, StateBasedGame game, int delta) throws SlickException { world.step((float)delta / 180f, velocityIterations, positionIterations); } @Override public void render(GameContainer gc, StateBasedGame game, Graphics g) throws SlickException { renderer.render(); } @Override public int getID() { return this.state; } } Polygon Class package shapes; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.BodyDef; import org.jbox2d.dynamics.BodyType; import org.jbox2d.dynamics.FixtureDef; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; public class Polygon { public float x, y; public Color color; public BodyType bodyType; org.newdawn.slick.geom.Polygon poly; BodyDef def; PolygonShape ps; FixtureDef fd; Body body; World world; Vec2[] verts; public Polygon(float x, float y, Vec2[] verts, BodyType bodyType, World world) { this.verts = verts; this.x = x; this.y = y; this.bodyType = bodyType; this.world = world; init(); } public void init() { def = new BodyDef(); def.type = bodyType; def.position.set(x, y); ps = new PolygonShape(); ps.set(verts, verts.length); fd = new FixtureDef(); fd.shape = ps; fd.density = 2.0f; fd.friction = 0.7f; fd.restitution = 0.5f; body = world.createBody(def); body.createFixture(fd); } } Rendering Class package main; import org.jbox2d.collision.shapes.PolygonShape; import org.jbox2d.collision.shapes.ShapeType; import org.jbox2d.common.MathUtils; import org.jbox2d.common.Vec2; import org.jbox2d.dynamics.Body; import org.jbox2d.dynamics.Fixture; import org.jbox2d.dynamics.World; import org.newdawn.slick.Color; import org.newdawn.slick.GameContainer; import org.newdawn.slick.Graphics; import org.newdawn.slick.geom.Polygon; import org.newdawn.slick.geom.Transform; public class Renderer { World world; float pixelsPerMeter; GameContainer gc; Graphics g; public Renderer(GameContainer gc, Graphics g, float ppm, World world) { this.world = world; this.pixelsPerMeter = ppm; this.g = g; this.gc = gc; } public void render() { Body current = world.getBodyList(); Vec2 center = current.getLocalCenter(); while(current != null) { Vec2 pos = current.getPosition(); g.pushTransform(); g.translate(pos.x * pixelsPerMeter + (0.5f * gc.getWidth()), -pos.y * pixelsPerMeter + (0.5f * gc.getHeight())); Fixture f = current.getFixtureList(); while(f != null) { ShapeType type = f.getType(); g.setColor(getColor(current)); switch(type) { case POLYGON: { PolygonShape shape = (PolygonShape)f.getShape(); Vec2[] verts = shape.getVertices(); int count = shape.getVertexCount(); Polygon p = new Polygon(); for(int i = 0; i < count; i++) { p.addPoint(verts[i].x, verts[i].y); } p.setCenterX(center.x); p.setCenterY(center.y); p = (Polygon)p.transform(Transform.createRotateTransform(current.getAngle() + MathUtils.PI, center.x, center.y)); p = (Polygon)p.transform(Transform.createScaleTransform(pixelsPerMeter, pixelsPerMeter)); g.draw(p); break; } case CIRCLE: { f.getShape(); } default: } f = f.getNext(); } g.popTransform(); current = current.getNext(); } } public Color getColor(Body b) { Color c = new Color(1f, 1f, 1f); switch(b.m_type) { case DYNAMIC: if(b.isActive()) { c = new Color(255, 123, 0); } else { c = new Color(99, 99, 99); } break; case KINEMATIC: break; case STATIC: c = new Color(111, 111, 111); break; default: break; } return c; } } Any help with fixing the collisions would be greatly appreciated, and if you need any other code snippets I would be happy to provide them.

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  • how to fetch the website code in my local machine

    - by vipin8169
    i have a local GIT repository in my system by name 'git_repo' under which i had the whole codebase for a website(pre-configured by someone else), including all the jsps, js, css etc. I used the following commands to create the local git repository out of the main repository: git branch //to show the current branch git checkout -b branch_local_name origin/Main_branch_name //to create local repository in current branch git fetch //to fetch the current build Accidently, i deleted all the contents of the local folder and i don't know what to do fetch the contents of that website again. Please help !!!

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  • Code base migration - old versioning system to modern

    - by JohnP
    Our current code base is contained in a versioning system that is old and outdated (Visual Sourcesafe 5.0, mid 1990's), and contains a mix of packages that are no longer used, ones that are being used but no longer updated, and newer code. It is also a mix of 4 languages, and includes libraries for some of our systems (Such as Dialogic, Sun Tzu {clipper}) implementations. This breaks down into the following categories: Legacy code - No longer used (Systems that have been retired or replaced, etc) Legacy code - In current use (No intentions for upgrades or minor bug fixes, only major fixes if needed) Current code - In current use, and will be used for future versions/development Support libraries - For both legacy and current code (Some of the legacy libraries are no longer available as well) We would like to migrate this to a newer versioning system as we will be adding more developers, and expanding the reach to include remote programmers. When migrating, how do you structure it? Do you just perform a dump of all the data and then import it into the new system, or do you segregate according to type before you bring it into the new system? Do you set up a separate area for libraries, or keep them with the relevant packages? Do you separate by language, system, both? A general outline and methodology is fine, it doesn't need to be broken down to individual program level.

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  • including files in a symlink directory when backing up with duplicity

    - by Rob
    I'm backing up using Duplicity, great tool. I'm unable to include files in the backup that are within a directory that is a symlink. Using the following: duplicity <dup args> --include /var/www/**/current --exclude '**' duplicity will only backup the symlink I've tried: duplicity <dup args> --include /var/www/**/current/* --exclude '**' # and duplicity <dup args> --include /var/www/**/current/** --exclude '**' Not even then symlink is backed up. the "current" directory links to directory like: /var/www/host.com/de9f2c7fd25e1b3afad3e85a0bd17d9b100db4b3 The files contains a few static html & css files. I want those files to be backed up, regardless of which sha'd directory "current" points to. Any help appreciated.

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  • Error loading libGL.so.1

    - by jdp407
    When attempting to run various pieces of software (notably Steam and Yenka), I have come across an error similar to this: enter code here error while loading shared libraries: libGL.so.1: cannot open shared object file: No such file or directory I'm running a 64 bit system, with an NVidia Optimus card (I dual boot for certain windows only software that requires a dedicated graphics card). I have bumblebee installed, and I am using the nvidia-current driver, rather that one downloaded from NVidia, as recommended. The library (libGL.so.1) is not present in the top directory of /usr/lib, however it is present in /usr/lib32/nvidia-current, as a softlink to /usr/lib32/nvidia-current/libGL.so.304.64. A section of the output from ldconfig -p: libGL.so.1 (libc6,x86-64, OS ABI: Linux 2.4.20) => /usr/lib/x86_64-linux-gnu/mesa/libGL.so.1 libGL.so (libc6,x86-64, OS ABI: Linux 2.4.20) => /usr/lib/x86_64-linux-gnu/libGL.so libGL.so (libc6,x86-64, OS ABI: Linux 2.4.20) => /usr/lib/x86_64-linux-gnu/mesa/libGL.so Obviously a library with that name is being loaded, but they are located in /usr/lib/x86_64-linux-gnu, however installed software doesn't seem to able to 'see' it. For Steam, running it with optirun causes it to work, but this is not the case for Yenka. I assume that optirun causes the library stored in /usr/lib32/nvidia-current to be used, which allows Steam to run, so I can't understant why Yenka won't run. Can anyone explain why software can't see the normal mesa library, and why Yenka refuses to run with the nvidia-current library?

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  • Hosting a website from a dynamic IP

    - by nick
    I recently upgraded my internet to the point that it is much faster and more reliable than my current webhost. I would like to move my current domain to be hosted at home, but my IP address is dynamic. As far as I know, I only get a new IP when I restart my modem and or router (which is almost never) or when cable one (my ISP) pushes out a firmware update (rarely). There are a few ways I can see doing this 1) convince my ISP to give me a static IP 2) assign my router my current IP to force a static IP (which might work?) 3) set my dns record to my current IP address and update it on the rare occasions that it changes. Obviously I'm hoping that the first one works, but I don't want to pay a lot of extra money (if that's what it takes) to get a static IP address. Has anyone had any luck with something like that?

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  • mysql 5.1 - innodb - query_cache_size - 9,418,108 queries have been removed from the query cache due to lack of memory

    - by Tom C
    Currently running on a 16GB system - Ubuntu 64 bit. INnodb Buffer Pool is set to 10GB. tuning-primer shows the following: QUERY CACHE Query cache is enabled Current query_cache_size = 512 M Current query_cache_used = 501 M Current query_cache_limit = 4 M Current Query cache Memory fill ratio = 97.87 % Current query_cache_min_res_unit = 4 K However, 9418108 queries have been removed from the query cache due to lack of memory Perhaps you should raise query_cache_size That is over 9million queries removed. System uptime is 8 days. Should I remove the Query Cache altogether? Our db is always under heavy I/O. tia

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  • Traversing Java Object Arrays [migrated]

    - by Sundi
    Please Help. Program does not read Array rentBooks[] in the for() loop this option is selected when choosing option 2 then option 4 in the menu The Array reads perfectly when reading the items after the setBook() Method import java.io.File; import java.io.FileNotFoundException; import java.util.Scanner; import java.io.*; import java.util.Locale; import java.text.SimpleDateFormat ; class Library { protected static String Author; protected static String Title; SimpleDateFormat PublicationDate; int itemCode; int available = 1; } class Book extends Library { protected static String PublisherName; protected static String Edition; static Book[] rentBooks = new Book[5]; //Book[] rentBooks = new Book[5]; int count = 0; public Book() { String start= "start"; showBook.main(anza); } public void setBook( String Auth, String Titl, String PublishName) { this.Author = Auth; this.Title = Titl; this.PublisherName = PublishName; } public void getBook() { //System.out.println("*************BOOKS*************************"); System.out.println( "\n\nThe Author of the first Book is "+ this.Author ); System.out.println( "The Title of the book is "+ this.Title); System.out.println( "The Publisher of the book is "+ this.PublisherName ); // System.out.println( "The Edition of the book is "+ Edition ); } } class showBook{ static Book[] rentBooks = new Book[5]; static Book[] rentBooks2 = new Book[5]; static int a,b; //for ( a=0; a < 5; a++ ) //rentBooks2[a] = new Book(); public static void main(String[] args) { File file = new File("Book2.txt"); //Book libraryBooks = new Book(); int j; //initialise Array Class Objects for( j = 0; j < 5; j++) { rentBooks[j] = new Book(); } int i = 0; try{ Scanner scanner = new Scanner(file); scanner.useDelimiter(","); String loan=""; int loan2; while( scanner.hasNextLine()) { //Should the Books be Stored in An Array? // At the moment you have separate objects stored in unknown location String Author = scanner.next(); String Title = scanner.next(); String PublisherName = scanner.next(); if ( i < 4) { System.out.println(i); rentBooks[i].setBook(Author, Title, PublisherName); rentBooks[i].getBook(); // MEMBERS SHOWN i++; } public class readBook4{ public static void main(String[] args) { int number =0; System.out.println( "Please select one of the choices below " ); System.out.println( "Select option 1 to list all items in the library "); System.out.println( "Select option 2 to list the items by category"); System.out.println( "Select option 3 to choose item available in the library "); System.out.println( "Select option 7 to exit " ); InputStreamReader isr = new InputStreamReader( System.in); BufferedReader buffer = new BufferedReader( isr); String input = ""; try { input = buffer.readLine(); number = Integer.parseInt(input); //int number = Integer.parseInt( Edition); if ( number == 1 ) { System.out.println( " \nThanks you are reading "+ input); //showStudent.main(args); showPeriodical.main(args); showDVD.main(args); // showBook.main(args); } if ( number == 2 ) { //jht.cls(); int number2; System.out.println( "Please select one of the choices below " ); System.out.println( "Select option 4 to list Books only "); System.out.println( "Select option 5 to list the Periodicals only"); System.out.println( "Select option 6 to list DVDs only"); InputStreamReader isr2 = new InputStreamReader(System.in); BufferedReader buffer2 = new BufferedReader(isr2); String input2 = ""; try { input2 = buffer2.readLine(); buffer.close(); } catch(IOException e) { System.out.println("An input error has occured"); } //System.out.println("Thanks, you are reading" + input2); number2 = Integer.parseInt(input2); if ( number2 == 4 ) { showBook.main(args); } if ( number2 == 5 ) { showPeriodical.main(args); } if ( number2 == 6 ) { showDVD.main(args); } // readBook4.main(args); } if( number == 3 ) { //showBook.main(args); showBook.availableBooks(); showDVD.availableDVD(); showPeriodical.availablePeriodical(); } if ( number == 7 ) { showStudent.main(args); } buffer.close(); } catch( IOException e ) { System.out.println( " An input error has occured "); } //System.out.println( " \nThanks you are reading "+ input); } } } //buffer.close(); scanner.close(); } catch( FileNotFoundException e) { System.out.println("File not Found"); } for ( i=0; i < 5; i++ ) rentBooks[i].getBook(); //ARRAY NOT SHOWN } }

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  • c#: exporting swf object as image to Word

    - by Lynn
    Hello in my Asp.net web page (C# on backend) I use a Repeater, whose items consist of a title and a Flex chart (embedded .swf file). I am trying to export the contents of the Repeater to a Word document. My problem is to convert the SWF files into images and pass it on to the Word document. The swf object has a public function which returns a byteArray representation of itself (public function grabScreen():ByteArray), but I do not know how to call it directly from c#. I have access to the mxml files, so I can make modifications to the swf files, if needed. The code is shown below, and your help is appreciated :) .aspx <asp:Button ID="Button1" runat="server" text="export to Word" onclick="print2"/> <asp:Repeater ID="rptrQuestions" runat="server" OnItemDataBound="rptrQuestions_ItemDataBound" > ... <ItemTemplate> <tr> <td> <div align="center"> <asp:Label class="text" Text='<%#DataBinder.Eval(Container.DataItem, "Question_title")%>' runat="server" ID="lbl_title" NAME="lbl_title"/> <br> </div> </td> </tr> <tr><td> <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" id="result_survey" width="100%" height="100%" codebase="http://fpdownload.macromedia.com/get/flashplayer/current/swflash.cab"> <param name="movie" value="result_survey.swf" /> <param name="quality" value="high" /> <param name="bgcolor" value="#ffffff" /> <param name="allowScriptAccess" value="sameDomain" /> <param name="flashvars" value='<%#DataBinder.Eval(Container.DataItem, "rank_order")%>' /> <embed src="result_survey.swf?rankOrder='<%#DataBinder.Eval(Container.DataItem, "rank_order")%>' quality="high" bgcolor="#ffffff" width="100%" height="100%" name="result_survey" align="middle" play="true" loop="false" allowscriptaccess="sameDomain" type="application/x-shockwave-flash" pluginspage="http://www.adobe.com/go/getflashplayer"> </embed> </object> </td></tr> </ItemTemplate> </asp:Repeater> c# protected void print2(object sender, EventArgs e) { HttpContext.Current.Response.Clear(); HttpContext.Current.Response.Charset = ""; HttpContext.Current.Response.ContentEncoding = System.Text.Encoding.UTF7; HttpContext.Current.Response.Cache.SetCacheability(HttpCacheability.NoCache); HttpContext.Current.Response.ContentType = "application/msword"; HttpContext.Current.Response.AddHeader("content-disposition", "attachment;filename=" + "Report.doc"); EnableViewState = false; System.IO.StringWriter sw = new System.IO.StringWriter(); HtmlTextWriter htw = new HtmlTextWriter(sw); // Here I render the Repeater foreach (RepeaterItem row in rptrQuestions.Items) { row.RenderControl(htw); } StringBuilder sb1 = new StringBuilder(); sb1 = sb1.Append("<table>" + sw.ToString() + "</table>"); HttpContext.Current.Response.Write(sb1.ToString()); HttpContext.Current.Response.Flush(); HttpContext.Current.Response.End(); } .mxml //################################################## // grabScreen (return image representation of the SWF movie (snapshot) //###################################################### public function grabScreen() : ByteArray { return ImageSnapshot.captureImage( boxMain, 0, new PNGEncoder() ).data(); }

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  • linked list problem (with insert)

    - by JohnWong
    The problem appears with the insert function that I wrote. 3 conditions must work, I tested b/w 1 and 2, b/w 2 and 3 and as last element, they worked. But b/w 3 and 4, it did not work. It only display up to the new added record, and did not show the fourth element. Efficiency is not my concern here (not yet). Please guide me through this debug process. Thank you very much. #include<iostream> #include<string> using namespace std; struct List // we create a structure called List { string name; string tele; List *nextAddr; }; void populate(List *); void display(List *); void insert(List *); int main() { const int MAXINPUT = 3; char ans; List * data, * current, * point; // create two pointers data = new List; current = data; for (int i = 0; i < (MAXINPUT - 1); i++) { populate(current); current->nextAddr = new List; current = current->nextAddr; } // last record we want to do it sepeartely populate(current); current->nextAddr = NULL; cout << "The current list consists of the following data records: " << endl; display(data); // now ask whether user wants to insert new record or not cout << "Do you want to add a new record (Y/N)?"; cin >> ans; if (ans == 'Y' || ans == 'y') { /* To insert b/w first and second, use point as parameter between second and third uses point->nextAddr between third and fourth uses point->nextAddr->nextAddr and insert as last element, uses current instead */ point = data; insert(()); display(data); } return 0; } void populate(List *data) { cout << "Enter a name: "; cin >> data->name; cout << "Enter a phone number: "; cin >> data->tele; return; } void display(List *content) { while (content != NULL) { cout << content->name << " " << content->tele; content = content->nextAddr; cout << endl; // we skip to next line } return; } void insert(List *last) { List * temp = last->nextAddr; //save the next address to temp last->nextAddr = new List; // now modify the address pointed to new allocation last = last->nextAddr; populate(last); last->nextAddr = temp; // now link all three together, eg 1-NEW-2 return; }

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  • Failure connecting to Dell MD3200i from XenServer 6.2 pool

    - by Tom Sparrow
    This question also asked at Citrix Forums http://forums.citrix.com/thread.jspa?threadID=332289 I have a MD3200i that is currently working fine with my Xen5.6 pool, but I cannot get a connection to the new 6.2 pool to work. I previously had a problem with a 6.0 upgrade (which is why the old pool is still on 5.6), but rolled back rather than fix it as it wasn't urgent at the time. This install is on new machines - I tried 6.1 first (which had the same problems) then 6.2 was released the second day after installation so I switched to that. I've not installed anything from the Dell resource DVD at this point - I can't find anything saying I should, and everything I have read suggests it shouldn't be necessary. I can ping all 8 ip addresses from both servers in the pool, iscsiadm -m discovery works fine, I can login to the nodes and iscsiadm reports the sessions active correctly. I've added the required sections to multipath.conf, but multipath -ll reports DM multipath kernel driver not loaded immediately after boot. The following is a log of a test session immediately after boot. root@xen3 ~]# iscsiadm -m node --loginall=all Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.101,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.101,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.104,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.102,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.103,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.104,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.102,3260] Logging in to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.103,3260] Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.101,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.101,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.104,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.102,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.103,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.104,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.130.102,3260]: successful Login to [iface: default, target: iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91, portal: 192.168.131.103,3260]: successful [root@xen3 ~]# iscsiadm -m session tcp: [1] 192.168.130.101:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [2] 192.168.131.101:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [3] 192.168.131.104:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [4] 192.168.131.102:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [5] 192.168.130.103:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [6] 192.168.130.104:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [7] 192.168.130.102:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [8] 192.168.131.103:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 [root@xen3 ~]# service multipathd restart ok Stopping multipathd daemon: [ OK ] Starting multipathd daemon: [ OK ] [root@xen3 ~]# multipath Jul 04 09:58:47 | DM multipath kernel driver not loaded Jul 04 09:58:47 | DM multipath kernel driver not loaded [root@xen3 ~]# multipath -ll Jul 04 09:59:03 | DM multipath kernel driver not loaded Jul 04 09:59:03 | DM multipath kernel driver not loaded [ root@xen3 ~]# modprobe dm_multipath [root@xen3 ~]# multipath Jul 04 10:19:50 | 36b8ca3a0e7024800194a0bd11891cd14: ignoring map create: 1Dell_Internal_Dual_SD_0123456789AB undef Dell,Internal Dual SD size=1.9G features='0' hwhandler='0' wp=undef `-+- policy='round-robin 0' prio=1 status=undef `- 7:0:0:0 sdb 8:16 undef ready running [root@xen3 ~]# multipath -ll 1Dell_Internal_Dual_SD_0123456789AB dm-1 Dell,Internal Dual SD size=1.9G features='0' hwhandler='0' wp=rw `-+- policy='round-robin 0' prio=1 status=enabled `- 7:0:0:0 sdb 8:16 active ready running [root@xen3 ~]# iscsiadm -m session tcp: [1] 192.168.130.101:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [2] 192.168.131.101:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [3] 192.168.131.104:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [4] 192.168.131.102:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [5] 192.168.130.103:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [6] 192.168.130.104:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [7] 192.168.130.102:3260,2 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 tcp: [8] 192.168.131.103:3260,1 iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 [root@xen3 ~]# dmesg | tail -n 50 [ 1161.881010] sd 8:0:0:0: [sdf] Unhandled error code [ 1161.881013] sd 8:0:0:0: [sdf] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1161.881017] sd 8:0:0:0: [sdf] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1161.881024] end_request: I/O error, dev sdf, sector 0 [ 1161.881031] Buffer I/O error on device sdf, logical block 0 [ 1161.881045] sd 15:0:0:0: [sdi] Unhandled error code [ 1161.881048] sd 15:0:0:0: [sdi] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1161.881052] sd 15:0:0:0: [sdi] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1161.881058] end_request: I/O error, dev sdi, sector 0 [ 1161.881065] Buffer I/O error on device sdi, logical block 0 [ 1161.881122] sd 9:0:0:0: [sdg] Unhandled error code [ 1161.881124] sd 9:0:0:0: [sdg] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1161.881126] sd 9:0:0:0: [sdg] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1161.881132] end_request: I/O error, dev sdg, sector 0 [ 1161.881140] Buffer I/O error on device sdg, logical block 0 [ 1168.220951] connection6:0: ping timeout of 15 secs expired, recv timeout 10, last rx 84060, last ping 85060, now 86560 [ 1168.220957] connection7:0: ping timeout of 15 secs expired, recv timeout 10, last rx 84060, last ping 85060, now 86560 [ 1168.220967] connection7:0: detected conn error (1011) [ 1168.220969] connection4:0: ping timeout of 15 secs expired, recv timeout 10, last rx 84060, last ping 85060, now 86560 [ 1168.220973] connection4:0: detected conn error (1011) [ 1168.220975] connection3:0: ping timeout of 15 secs expired, recv timeout 10, last rx 84060, last ping 85060, now 86560 [ 1168.220978] connection3:0: detected conn error (1011) [ 1168.220985] connection6:0: detected conn error (1011) [ 1168.480994] sd 14:0:0:0: [sde] Unhandled error code [ 1168.480998] sd 14:0:0:0: [sde] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1168.481001] sd 14:0:0:0: [sde] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1168.481009] end_request: I/O error, dev sde, sector 0 [ 1168.481015] Buffer I/O error on device sde, logical block 0 [ 1168.481076] sd 11:0:0:0: [sdc] Unhandled error code [ 1168.481078] sd 11:0:0:0: [sdc] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1168.481080] sd 11:0:0:0: [sdc] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1168.481087] end_request: I/O error, dev sdc, sector 0 [ 1168.481092] Buffer I/O error on device sdc, logical block 0 [ 1168.481144] sd 10:0:0:0: [sdd] Unhandled error code [ 1168.481147] sd 10:0:0:0: [sdd] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1168.481150] sd 10:0:0:0: [sdd] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1168.481156] end_request: I/O error, dev sdd, sector 0 [ 1168.481163] Buffer I/O error on device sdd, logical block 0 [ 1168.481168] sd 13:0:0:0: [sdj] Unhandled error code [ 1168.481170] sd 13:0:0:0: [sdj] Result: hostbyte=DID_TRANSPORT_DISRUPTED driverbyte=DRIVER_OK [ 1168.481172] sd 13:0:0:0: [sdj] CDB: Read(10): 28 00 00 00 00 00 00 00 08 00 [ 1168.481178] end_request: I/O error, dev sdj, sector 0 [ 1168.481184] Buffer I/O error on device sdj, logical block 0 [ 1457.105996] device-mapper: multipath round-robin: version 1.0.0 loaded [ 1457.106155] device-mapper: multipath: Cannot access device path 8:0: -16 [ 1457.106164] device-mapper: table: 252:1: multipath: error getting device [ 1457.106172] device-mapper: ioctl: error adding target to table [ 1457.171292] device-mapper: multipath: Cannot access device path 8:0: -16 [ 1457.171299] device-mapper: table: 252:1: multipath: error getting device [ 1457.171304] device-mapper: ioctl: error adding target to table [root@xen3 ~]# fdisk -l Disk /dev/sda: 299.4 GB, 299439751168 bytes 255 heads, 63 sectors/track, 36404 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Device Boot Start End Blocks Id System /dev/sda1 1 5 40131 de Dell Utility /dev/sda2 * 6 528 4194304 83 Linux Partition 2 does not end on cylinder boundary. /dev/sda3 528 1050 4194304 83 Linux /dev/sda4 1050 36404 283986359+ 8e Linux LVM Disk /dev/sdb: 2040 MB, 2040528896 bytes 255 heads, 63 sectors/track, 248 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Device Boot Start End Blocks Id System /dev/sdb1 1 248 1992028+ 83 Linux Disk /dev/dm-1: 2040 MB, 2040528896 bytes 255 heads, 63 sectors/track, 248 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Device Boot Start End Blocks Id System /dev/dm-1p1 1 248 1992028+ 83 Linux [root@xen3 ~]# xe sr-probe type=lvmoiscsi device-config:target=192.168.130.101 device-config:targetIQN=iqn.1984-05.com.dell:powervault.md3200i.6782bcb0006bd850000000004ed88b91 Error code: SR_BACKEND_FAILURE_107 Error parameters: , The SCSIid parameter is missing or incorrect, <?xml version="1.0" ?> <iscsi-target/> Note: the xml ends there correctly on the last line - it doesn't ever return a list of LUNs (and there is one in the group on the SAN for those servers.

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  • problem with my texture coordinates on a square.

    - by Evan Kimia
    Im very new to OpenGL ES, and have been doing a tutorial to build a square. The square is made, and now im trying to map a 256 by 256 image onto it. The problem is, im only seeing a very zoomed in portion of this bitmap; Im fairly certain my texture coords are whats wrong here. Thanks! package se.jayway.opengl.tutorial; import java.io.IOException; import java.io.InputStream; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.ShortBuffer; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.GLUtils; public class Square { // Our vertices. private float vertices[] = { -1.0f, 1.0f, 0.0f, // 0, Top Left -1.0f, -1.0f, 0.0f, // 1, Bottom Left 1.0f, -1.0f, 0.0f, // 2, Bottom Right 1.0f, 1.0f, 0.0f, // 3, Top Right }; //Our texture. private float texture[] = { 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, }; // The order we like to connect them. private short[] indices = { 0, 1, 2, 0, 2, 3 }; // Our vertex buffer. private FloatBuffer vertexBuffer; // Our index buffer. private ShortBuffer indexBuffer; //texture buffer. private FloatBuffer textureBuffer; //Our texture pointer. private int[] textures = new int[1]; public Square() { // a float is 4 bytes, therefore we multiply the number if // vertices with 4. ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertexBuffer = vbb.asFloatBuffer(); vertexBuffer.put(vertices); vertexBuffer.position(0); // a float is 4 bytes, therefore we multiply the number of // vertices with 4. ByteBuffer tbb = ByteBuffer.allocateDirect(texture.length * 4); vbb.order(ByteOrder.nativeOrder()); textureBuffer = tbb.asFloatBuffer(); textureBuffer.put(texture); textureBuffer.position(0); // short is 2 bytes, therefore we multiply the number if // vertices with 2. ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2); ibb.order(ByteOrder.nativeOrder()); indexBuffer = ibb.asShortBuffer(); indexBuffer.put(indices); indexBuffer.position(0); } /** * This function draws our square on screen. * @param gl */ public void draw(GL10 gl) { // Counter-clockwise winding. gl.glFrontFace(GL10.GL_CCW); // Enable face culling. gl.glEnable(GL10.GL_CULL_FACE); // What faces to remove with the face culling. gl.glCullFace(GL10.GL_BACK); //Bind our only previously generated texture in this case gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); // Enabled the vertices buffer for writing and to be used during // rendering. gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); //Enable texture buffer array gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Specifies the location and data format of an array of vertex // coordinates to use when rendering. gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer); // Disable the vertices buffer. gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); //Disable the texture buffer. gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Disable face culling. gl.glDisable(GL10.GL_CULL_FACE); } /** * Load the textures * * @param gl - The GL Context * @param context - The Activity context */ public void loadGLTexture(GL10 gl, Context context) { //Get the texture from the Android resource directory InputStream is = context.getResources().openRawResource(R.drawable.test); Bitmap bitmap = null; try { //BitmapFactory is an Android graphics utility for images bitmap = BitmapFactory.decodeStream(is); } finally { //Always clear and close try { is.close(); is = null; } catch (IOException e) { } } //Generate one texture pointer... gl.glGenTextures(1, textures, 0); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //Clean up bitmap.recycle(); } }

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  • hover effect jQuery

    - by Ori Cohen
    I have a bunch of li elements that I want to alternate in color using odds and evens, and then highlight based on mouse hover. In order to un-highlight I need to keep track of what the color used to be, odd or even. To do this when I apply the highlight color, I first set an arbitrary attribute to it. Are there any downsides to doing it this way? Is there a better way? Here's the code: <script type="text/javascript"> var init = function(event){ $("li:odd").css({'background-color' : '#eeeeee', 'font-weight' : 'bold'}); $("li:even").css('background-color', '#cccccc'); //initial colors setup $("li").hover( function () //hover over { var current = $(this); current.attr('old-background', current.css('background-color')); current.css('background-color', '#ffee99'); } , function() //hover out { var current = $(this); current.css('background-color', current.attr('old-background')); }) } $(document).ready(init); </script> So is there a better way to do this?

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  • DirectX 10 Primitive is not displayed

    - by pypmannetjies
    I am trying to write my first DirectX 10 program that displays a triangle. Everything compiles fine, and the render function is called, since the background changes to black. However, the triangle I'm trying to draw with a triangle strip primitive is not displayed at all. The Initialization function: bool InitDirect3D(HWND hWnd, int width, int height) { //****** D3DDevice and SwapChain *****// DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory(&swapChainDesc, sizeof(swapChainDesc)); swapChainDesc.BufferCount = 1; swapChainDesc.BufferDesc.Width = width; swapChainDesc.BufferDesc.Height = height; swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swapChainDesc.BufferDesc.RefreshRate.Numerator = 60; swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.OutputWindow = hWnd; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.Windowed = TRUE; if (FAILED(D3D10CreateDeviceAndSwapChain( NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &swapChainDesc, &pSwapChain, &pD3DDevice))) return fatalError(TEXT("Hardware does not support DirectX 10!")); //***** Shader *****// if (FAILED(D3DX10CreateEffectFromFile( TEXT("basicEffect.fx"), NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, pD3DDevice, NULL, NULL, &pBasicEffect, NULL, NULL))) return fatalError(TEXT("Could not load effect file!")); pBasicTechnique = pBasicEffect->GetTechniqueByName("Render"); pViewMatrixEffectVariable = pBasicEffect->GetVariableByName( "View" )->AsMatrix(); pProjectionMatrixEffectVariable = pBasicEffect->GetVariableByName( "Projection" )->AsMatrix(); pWorldMatrixEffectVariable = pBasicEffect->GetVariableByName( "World" )->AsMatrix(); //***** Input Assembly Stage *****// D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = 2; D3D10_PASS_DESC PassDesc; pBasicTechnique->GetPassByIndex(0)->GetDesc(&PassDesc); if (FAILED( pD3DDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &pVertexLayout))) return fatalError(TEXT("Could not create Input Layout.")); pD3DDevice->IASetInputLayout( pVertexLayout ); //***** Vertex buffer *****// UINT numVertices = 100; D3D10_BUFFER_DESC bd; bd.Usage = D3D10_USAGE_DYNAMIC; bd.ByteWidth = sizeof(vertex) * numVertices; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; bd.MiscFlags = 0; if (FAILED(pD3DDevice->CreateBuffer(&bd, NULL, &pVertexBuffer))) return fatalError(TEXT("Could not create vertex buffer!"));; UINT stride = sizeof(vertex); UINT offset = 0; pD3DDevice->IASetVertexBuffers( 0, 1, &pVertexBuffer, &stride, &offset ); //***** Rasterizer *****// // Set the viewport viewPort.Width = width; viewPort.Height = height; viewPort.MinDepth = 0.0f; viewPort.MaxDepth = 1.0f; viewPort.TopLeftX = 0; viewPort.TopLeftY = 0; pD3DDevice->RSSetViewports(1, &viewPort); D3D10_RASTERIZER_DESC rasterizerState; rasterizerState.CullMode = D3D10_CULL_NONE; rasterizerState.FillMode = D3D10_FILL_SOLID; rasterizerState.FrontCounterClockwise = true; rasterizerState.DepthBias = false; rasterizerState.DepthBiasClamp = 0; rasterizerState.SlopeScaledDepthBias = 0; rasterizerState.DepthClipEnable = true; rasterizerState.ScissorEnable = false; rasterizerState.MultisampleEnable = false; rasterizerState.AntialiasedLineEnable = true; ID3D10RasterizerState* pRS; pD3DDevice->CreateRasterizerState(&rasterizerState, &pRS); pD3DDevice->RSSetState(pRS); //***** Output Merger *****// // Get the back buffer from the swapchain ID3D10Texture2D *pBackBuffer; if (FAILED(pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer))) return fatalError(TEXT("Could not get back buffer.")); // create the render target view if (FAILED(pD3DDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView))) return fatalError(TEXT("Could not create the render target view.")); // release the back buffer pBackBuffer->Release(); // set the render target pD3DDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL); return true; } The render function: void Render() { if (pD3DDevice != NULL) { pD3DDevice->ClearRenderTargetView(pRenderTargetView, D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f)); //create world matrix static float r; D3DXMATRIX w; D3DXMatrixIdentity(&w); D3DXMatrixRotationY(&w, r); r += 0.001f; //set effect matrices pWorldMatrixEffectVariable->SetMatrix(w); pViewMatrixEffectVariable->SetMatrix(viewMatrix); pProjectionMatrixEffectVariable->SetMatrix(projectionMatrix); //fill vertex buffer with vertices UINT numVertices = 3; vertex* v = NULL; //lock vertex buffer for CPU use pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**) &v ); v[0] = vertex( D3DXVECTOR3(-1,-1,0), D3DXVECTOR4(1,0,0,1) ); v[1] = vertex( D3DXVECTOR3(0,1,0), D3DXVECTOR4(0,1,0,1) ); v[2] = vertex( D3DXVECTOR3(1,-1,0), D3DXVECTOR4(0,0,1,1) ); pVertexBuffer->Unmap(); // Set primitive topology pD3DDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP ); //get technique desc D3D10_TECHNIQUE_DESC techDesc; pBasicTechnique->GetDesc(&techDesc); for(UINT p = 0; p < techDesc.Passes; ++p) { //apply technique pBasicTechnique->GetPassByIndex(p)->Apply(0); //draw pD3DDevice->Draw(numVertices, 0); } pSwapChain->Present(0,0); } }

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