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  • Determine when a loud sound is played in C#

    - by Eric P
    I want to determine if another program plays a sound above a certain threshold. I am not looking for checking the volume settings on the computer or anything like that. I really just need to see if any app plays something higher then what I am expecting. Anyone know if this is possible or how to do it?

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  • F# and ArcObjects, Part 3

    - by Marko Apfel
    Today i played a little bit with IFeature-sequences and piping data. The result was a calculator of the bounding box around all features in a feature class. Maybe a little bit dirty, but for learning was it OK. ;-) open System;; #I "C:\Program Files\ArcGIS\DotNet";; #r "ESRI.ArcGIS.System.dll";; #r "ESRI.ArcGIS.DataSourcesGDB.dll";; #r "ESRI.ArcGIS.Geodatabase.dll";; #r "ESRI.ArcGIS.Geometry.dll";; open ESRI.ArcGIS.esriSystem;; open ESRI.ArcGIS.DataSourcesGDB;; open ESRI.ArcGIS.Geodatabase;; open ESRI.ArcGIS.Geometry; let aoInitialize = new AoInitializeClass();; let status = aoInitialize.Initialize(esriLicenseProductCode.esriLicenseProductCodeArcEditor);; let workspacefactory = new SdeWorkspaceFactoryClass();; let connection = "SERVER=okul;DATABASE=p;VERSION=sde.default;INSTANCE=sde:sqlserver:okul;USER=s;PASSWORD=g";; let workspace = workspacefactory.OpenFromString(connection, 0);; let featureWorkspace = (box workspace) :?> IFeatureWorkspace;; let featureClass = featureWorkspace.OpenFeatureClass("Praxair.SFG.BP_L_ROHR");; let queryFilter = new QueryFilterClass();; let featureCursor = featureClass.Search(queryFilter, true);; let featureCursorSeq (featureCursor : IFeatureCursor) = let actualFeature = ref (featureCursor.NextFeature()) seq { while (!actualFeature) <> null do yield actualFeature do actualFeature := featureCursor.NextFeature() };; let min x y = if x < y then x else y;; let max x y = if x > y then x else y;; let info s (x : IEnvelope) = printfn "%s xMin:{%f} xMax: {%f} yMin:{%f} yMax: {%f}" s x.XMin x.XMax x.YMin x.YMax;; let con (env1 : IEnvelope) (env2 : IEnvelope) = let env = (new EnvelopeClass()) :> IEnvelope env.XMin <- min env1.XMin env2.XMin env.XMax <- max env1.XMax env2.XMax env.YMin <- min env1.YMin env2.YMin env.YMax <- max env1.YMax env2.YMax info "Intermediate" env env;; let feature = featureClass.GetFeature(100);; let ext = feature.Extent;; let BoundingBox featureClassName = let featureClass = featureWorkspace.OpenFeatureClass(featureClassName) let queryFilter = new QueryFilterClass() let featureCursor = featureClass.Search(queryFilter, true) let featureCursorSeq (featureCursor : IFeatureCursor) = let actualFeature = ref (featureCursor.NextFeature()) seq { while (!actualFeature) <> null do yield actualFeature do actualFeature := featureCursor.NextFeature() } featureCursorSeq featureCursor |> Seq.map (fun feature -> (!feature).Extent) |> Seq.fold (fun (acc : IEnvelope) a -> info "Intermediate" acc (con acc a)) ext ;; let boundingBox = BoundingBox "Praxair.SFG.BP_L_ROHR";; info "Ende-Info:" boundingBox;;

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  • 2D Skeletal Animation Transformations

    - by Brad Zeis
    I have been trying to build a 2D skeletal animation system for a while, and I believe that I'm fairly close to finishing. Currently, I have the following data structures: struct Bone { Bone *parent; int child_count; Bone **children; double x, y; }; struct Vertex { double x, y; int bone_count; Bone **bones; double *weights; }; struct Mesh { int vertex_count; Vertex **vertices; Vertex **tex_coords; } Bone->x and Bone->y are the coordinates of the end point of the Bone. The starting point is given by (bone->parent->x, bone->parent->y) or (0, 0). Each entity in the game has a Mesh, and Mesh->vertices is used as the bounding area for the entity. Mesh->tex_coords are texture coordinates. In the entity's update function, the position of the Bone is used to change the coordinates of the Vertices that are bound to it. Currently what I have is: void Mesh_update(Mesh *mesh) { int i, j; double sx, sy; for (i = 0; i < vertex_count; i++) { if (mesh->vertices[i]->bone_count == 0) { continue; } sx, sy = 0; for (j = 0; j < mesh->vertices[i]->bone_count; j++) { sx += (/* ??? */) * mesh->vertices[i]->weights[j]; sy += (/* ??? */) * mesh->vertices[i]->weights[j]; } mesh->vertices[i]->x = sx; mesh->vertices[i]->y = sy; } } I think I have everything I need, I just don't know how to apply the transformations to the final mesh coordinates. What tranformations do I need here? Or is my approach just completely wrong?

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  • Picture rendered from above and below using an Orthographic camera do not match

    - by Roy T.
    I'm using an orthographic camera to render slices of a model (in order to voxelize it). I render each slice both from above and below in order to determine what is inside each slice. I am using an orthographic camera The model I render is a simple 'T' shape constructed from two cubes. The cubes have the same dimensions and have the same Y (height) coordinate. See figure 1 for a render of it in Blender. I render this model once directly from above and once directly from below. My expectation was that I would get exactly the same image (except for mirroring over the y-axis). However when I render using a very low resolution render target (25x25) the position (in pixels) of the 'T' is different when rendered from above as opposed to rendered from below. See figure 2 and 3. The pink blocks are not part of the original rendering but I've added them so you can easily count/see the differences. Figure 2: the T rendered from above Figure 3: the T rendered from below This is probably due to what I've read about pixel and texel coordinates which might be biased to the top-left as seen from the camera. Since I'm using the same 'up' vector for both of my camera's my bias only shows on the x-axis. I've tried to change the position of the camera and it's look-at by, what I thought, should be half a pixel. I've tried both shifting a single camera and shifting both cameras and while I see some effect I am not able to get a pixel-by-pixel perfect copy from both camera's. Here I initialize the camera and compute, what I believe to be, half pixel. boundsDimX and boundsDimZ is a slightly enlarged bounding box around the model which I also use as the width and height of the view volume of the orthographic camera. Matrix projection = Matrix.CreateOrthographic(boundsDimX, boundsDimZ, 0.5f, sliceHeight + 0.5f); Vector3 halfPixel = new Vector3(boundsDimX / (float)renderTarget.Width, 0, boundsDimY / (float)renderTarget.Height) * 0.5f; This is the code where I set the camera position and camera look ats // Position camera if (downwards) { float cameraHeight = bounds.Max.Y + 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, // possibly adjust by half a pixel? cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight - 1.0f, cameraPosition.Z); } else { float cameraHeight = bounds.Max.Y - 0.501f - (sliceHeight * i); Vector3 cameraPosition = new Vector3 ( boundsCentre.X, cameraHeight, boundsCentre.Z ); camera.Position = cameraPosition; camera.LookAt = new Vector3(cameraPosition.X, cameraHeight + 1.0f, cameraPosition.Z); } Main Question Now you've seen all the problems and code you can guess it. My main question is. How do I align both camera's so that they each render exactly the same image (mirrored along the Y axis)? Figure 1 the original model rendered in blender

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  • Largest sphere inside a frustum

    - by Will
    How do you find the largest sphere that you can draw in perspective? Viewed from the top, it'd be this: Added: on the frustum on the right, I've marked four points I think we know something about. We can unproject all eight corners of the frusum, and the centres of the near and far ends. So we know point 1, 3 and 4. We also know that point 2 is the same distance from 3 as 4 is from 3. So then we can compute the nearest point on the line 1 to 4 to point 2 in order to get the centre? But the actual math and code escapes me. I want to draw models (which are approximately spherical and which I have a miniball bounding sphere for) as large as possible. Update: I've tried to implement the incircle-on-two-planes approach as suggested by bobobobo and Nathan Reed : function getFrustumsInsphere(viewport,invMvpMatrix) { var midX = viewport[0]+viewport[2]/2, midY = viewport[1]+viewport[3]/2, centre = unproject(midX,midY,null,null,viewport,invMvpMatrix), incircle = function(a,b) { var c = ray_ray_closest_point_3(a,b); a = a[1]; // far clip plane b = b[1]; // far clip plane c = c[1]; // camera var A = vec3_length(vec3_sub(b,c)), B = vec3_length(vec3_sub(a,c)), C = vec3_length(vec3_sub(a,b)), P = 1/(A+B+C), x = ((A*a[0])+(B*a[1])+(C*a[2]))*P, y = ((A*b[0])+(B*b[1])+(C*b[2]))*P, z = ((A*c[0])+(B*c[1])+(C*c[2]))*P; c = [x,y,z]; // now the centre of the incircle c.push(vec3_length(vec3_sub(centre[1],c))); // add its radius return c; }, left = unproject(viewport[0],midY,null,null,viewport,invMvpMatrix), right = unproject(viewport[2],midY,null,null,viewport,invMvpMatrix), horiz = incircle(left,right), top = unproject(midX,viewport[1],null,null,viewport,invMvpMatrix), bottom = unproject(midX,viewport[3],null,null,viewport,invMvpMatrix), vert = incircle(top,bottom); return horiz[3]<vert[3]? horiz: vert; } I admit I'm winging it; I'm trying to adapt 2D code by extending it into 3 dimensions. It doesn't compute the insphere correctly; the centre-point of the sphere seems to be on the line between the camera and the top-left each time, and its too big (or too close). Is there any obvious mistakes in my code? Does the approach, if fixed, work?

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  • Android Touch Event Collision Detection

    - by chrissb
    I'm relatively new to both Java and Android, so hopefully the problem I'm having is stemming from something pretty minor that I've overlooked. I've got a (very early stage) game that I've started working on, for Android using Java. At this stage, when the user touches the screen, if they touched a point at which there is an enemy, the enemies health is decreased and they become immobile (for the current implementation at least). The issue that I'm having is that the touch detection doesn't always seem to work. I've got a testing sprite set up that goes to the eventX and eventY coordinates of the touch down event, and it always seems to collide with the enemy object. Yet, the enemy doesn't always register as being hit, and sometimes a hit is registered when the sprite indicates the touch coordinates were outside of the enemies bounding box. I realise that this probably doesn't mean much without any code, so here's what I've got so far. Be gentle, as this is literally my first attempt at something more than basic movement etc. First off, the MainGamePanel class registers the touch event, and informs the levelmanager class (which is what I set up to monitor/handle enemies) public boolean onTouchEvent(MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN){ levelManager.handleActionDown((int)event.getX(), (int)event.getY()); targetX=event.getX(); targetY=event.getY(); } if (event.getAction() == MotionEvent.ACTION_MOVE) { //the gestures } if (event.getAction() == MotionEvent.ACTION_UP) { //touch was released } return true; } From there, in the levelmanager class the touch event is passed on to all of the enemies within a list array: public static void handleActionDown(int eventX,int eventY){ hit=false; for (enemy1 en : enemy1array){ en.handleActionDown(eventX, eventY); } } The rest of the collision code is handled within the enemies handleActionDown function: public void handleActionDown(int eventX, int eventY) { if(eventX>this.x-enemy1bitmap.getWidth() && eventX<this.x+enemy1bitmap.getWidth() && eventY>this.y-enemy1bitmap.getHeight() && eventY<this.x+enemy1bitmap.getHeight()){ takeDamage(1); levelmanager.setHit(); } } I should probably be using getWidth()/2 and getHeight()/2 for it to be more accurate, but I expanded the area to test this - although I've noticed no improvement. At this stage, the games detection over whether or not the enemy is hit is spotty at best. Generally it takes two or three attempts before a collision is successfully registered, even though the sprite that is being used for testing and set to the eventX and eventY coordinates always indicates that the collision should have worked. Hopefully someone can steer me in the right direction here, and if more information is needed, ask away! Cheers, -Chris

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  • x axis detection issues platformer starter kit

    - by dbomb101
    I've come across a problem with the collision detection code in the platformer starter kit for xna.It will send up the impassible flag on the x axis despite being nowhere near a wall in either direction on the x axis, could someone could tell me why this happens ? Here is the collision method. /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, TileCollision collision = Level.GetCollision(x, y); if (collision != TileCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == TileCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == TileCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } //This is the section which deals with collision on the x-axis else if (collision == TileCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; }

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  • Creating a frozen bubble clone

    - by Vaughan Hilts
    This photo illustrates the environment: http://i.imgur.com/V4wbp.png I'll shoot the cannon, it'll bounce off the wall and it's SUPPOSED to stick to the bubble. It does at pretty much every other angle. The problem is always reproduced here, when hit off the wall into those bubbles. It also exists in other cases, but I'm not sure what triggers it. What actually happens: The ball will sometimes set to the wrong cell, and my "dropping" code will detect it as a loner and drop it off the stage. *There are many implementations of "Frozen Bubble" on the web, but I can't for the life of me find a good explanation as to how the algorithm for the "Bubble Sticking" works. * I see this: http://www.wikiflashed.com/wiki/BubbleBobble https://frozenbubblexna.svn.codeplex.com/svn/FrozenBubble/ But I can't figure out the algorithims... could anyone explain possibly the general idea behind getting the balls to stick? Code in question: //Counstruct our bounding rectangle for use var nX = currentBall.x + ballvX * gameTime; var nY = currentBall.y - ballvY * gameTime; var movingRect = new BoundingRectangle(nX, nY, 32, 32); var able = false; //Iterate over the cells and draw our bubbles for (var x = 0; x < 8; x++) { for (var y = 0; y < 12; y++) { //Get the bubble at this layout var bubble = bubbleLayout[x][y]; var rowHeight = 27; //If this slot isn't empty, draw if (bubble != null) { var bx = 0, by = 0; if (y % 2 == 0) { bx = x * 32 + 270; by = y * 32 + 45; } else { bx = x * 32 + 270 + 16; by = y * 32 + 45; } //Check var targetBox = new BoundingRectangle(bx, by, 32, 32); if (targetBox.intersects(movingRect)) { able = true; } } } } cellY = Math.round((currentBall.y - 45) / 32); if (cellY % 2 == 0) cellX = Math.round((currentBall.x - 270) / 32); else cellX = Math.round((currentBall.x - 270 - 16) / 32); Any ideas are very much welcome. Things I've tried: Flooring and Ceiling values Changing the wall bounce to a lower value Slowing down the ball None of these seem to affect it. Is there something in my math I'm not getting?

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  • Question about BoundingSpheres and Ray intersections

    - by NDraskovic
    I'm working on a XNA project (not really a game) and I'm having some trouble with picking algorithm. I have a few types of 3D models that I draw to the screen, and one of them is a switch. So I'm trying to make a picking algorithm that would enable the user to click on the switch and that would trigger some other function. The problem is that the BoundingSphere.Intersect() method always returns null as result. This is the code I'm using: In the declaration section: ` //Basic matrices private Matrix world = Matrix.CreateTranslation(new Vector3(0, 0, 0)); private Matrix view = Matrix.CreateLookAt(new Vector3(10, 10, 10), new Vector3(0, 0, 0), Vector3.UnitY); private Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 600f, 0.01f, 100f); //Collision detection variables Viewport mainViewport; List<BoundingSphere> spheres = new List<BoundingSphere>(); Ray ControlRay; Vector3 nearPoint, farPoint, nearPlane, farPlane, direction; ` And then in the Update method: ` nearPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 0.0f); farPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 10.0f); nearPoint = GraphicsDevice.Viewport.Unproject(nearPlane, projection, view, world); farPoint = GraphicsDevice.Viewport.Unproject(farPlane, projection, view, world); direction = farPoint - nearPoint; direction.Normalize(); ControlRay = new Ray(nearPoint, direction); if (spheres.Count != 0) { for (int i = 0; i < spheres.Count; i++) { if (spheres[i].Intersects(ControlRay) != null) { Window.Title = spheres[i].Center.ToString(); } else { Window.Title = "Empty"; } } ` The "spheres" list gets filled when the 3D object data gets loaded (I read it from a .txt file). For every object marked as switch (I use simple numbers to determine which object is to be drawn), a BoundingSphere is created (center is on the coordinates of the 3D object, and the diameter is always the same), and added to the list. The objects are drawn normally (and spheres.Count is not 0), I can see them on the screen, but the Window title always says "Empty" (of course this is just for testing purposes, I will add the real function when I get positive results) meaning that there is no intersection between the ControlRay and any of the bounding spheres. I think that my basic matrices (world, view and projection) are making some problems, but I cant figure out what. Please help.

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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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  • Box2D Difference Between WorldCenter and Position

    - by Free Lancer
    So this problem has been brothering for a couple of days now. First off, what is the difference between say Body.getWorldCenter() and Body.getPosition(). I heard that WorldCenter might have to do with the center of gravity or something. Second, When I create a Box2D Body for a sprite the Body is always at the lower left corner. I check it by printing a Rectangle of 1 pixel around the box.getWorldCenter(). From what I understand the Body should be in the center of the Sprite and its bounding box should wrap around the Sprite, correct? Here's an image of what I mean (The Sprite is Red, Body Blue): Here's some code: Body Creator: public static Body createBoxBody( final World pPhysicsWorld, final BodyType pBodyType, final FixtureDef pFixtureDef, Sprite pSprite ) { float pRotation = 0; float pCenterX = pSprite.getX() + pSprite.getWidth() / 2; float pCenterY = pSprite.getY() + pSprite.getHeight() / 2; float pWidth = pSprite.getWidth(); float pHeight = pSprite.getHeight(); final BodyDef boxBodyDef = new BodyDef(); boxBodyDef.type = pBodyType; //boxBodyDef.position.x = pCenterX / Constants.PIXEL_METER_RATIO; //boxBodyDef.position.y = pCenterY / Constants.PIXEL_METER_RATIO; boxBodyDef.position.x = pSprite.getX() / Constants.PIXEL_METER_RATIO; boxBodyDef.position.y = pSprite.getY() / Constants.PIXEL_METER_RATIO; Vector2 v = new Vector2( boxBodyDef.position.x * Constants.PIXEL_METER_RATIO, boxBodyDef.position.y * Constants.PIXEL_METER_RATIO ); Gdx.app.log("@Physics", "createBoxBody():: Box Position: " + v); // Temporary Box shape of the Body final PolygonShape boxPoly = new PolygonShape(); final float halfWidth = pWidth * 0.5f / Constants.PIXEL_METER_RATIO; final float halfHeight = pHeight * 0.5f / Constants.PIXEL_METER_RATIO; boxPoly.setAsBox( halfWidth, halfHeight ); // set the anchor point to be the center of the sprite pFixtureDef.shape = boxPoly; final Body boxBody = pPhysicsWorld.createBody(boxBodyDef); Gdx.app.log("@Physics", "createBoxBody():: Box Center: " + boxBody.getPosition().mul(Constants.PIXEL_METER_RATIO)); boxBody.createFixture(pFixtureDef); boxBody.setTransform( boxBody.getWorldCenter(), MathUtils.degreesToRadians * pRotation ); boxPoly.dispose(); return boxBody; } Making the Sprite: public Car( Texture texture, float pX, float pY, World world ) { super( "Car" ); mSprite = new Sprite( texture ); mSprite.setSize( mSprite.getWidth() / 6, mSprite.getHeight() / 6 ); mSprite.setPosition( pX, pY ); mSprite.setOrigin( mSprite.getWidth()/2, mSprite.getHeight()/2); FixtureDef carFixtureDef = new FixtureDef(); // Set the Fixture's properties, like friction, using the car's shape carFixtureDef.restitution = 1f; carFixtureDef.friction = 1f; carFixtureDef.density = 1f; // needed to rotate body using applyTorque mBody = Physics.createBoxBody( world, BodyDef.BodyType.DynamicBody, carFixtureDef, mSprite ); }

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  • HTML5 platformer collision detection problem

    - by fnx
    I'm working on a 2D platformer game, and I'm having a lot of trouble with collision detection. I've looked trough some tutorials, questions asked here and Stackoverflow, but I guess I'm just too dumb to understand what's wrong with my code. I've wanted to make simple bounding box style collisions and ability to determine on which side of the box the collision happens, but no matter what I do, I always get some weird glitches, like the player gets stuck on the wall or the jumping is jittery. You can test the game here: Platform engine test. Arrow keys move and z = run, x = jump, c = shoot. Try to jump into the first pit and slide on the wall. Here's the collision detection code: function checkCollisions(a, b) { if ((a.x > b.x + b.width) || (a.x + a.width < b.x) || (a.y > b.y + b.height) || (a.y + a.height < b.y)) { return false; } else { handleCollisions(a, b); return true; } } function handleCollisions(a, b) { var a_top = a.y, a_bottom = a.y + a.height, a_left = a.x, a_right = a.x + a.width, b_top = b.y, b_bottom = b.y + b.height, b_left = b.x, b_right = b.x + b.width; if (a_bottom + a.vy > b_top && distanceBetween(a_bottom, b_top) + a.vy < distanceBetween(a_bottom, b_bottom)) { a.topCollision = true; a.y = b.y - a.height + 2; a.vy = 0; a.canJump = true; } else if (a_top + a.vy < b_bottom && distanceBetween(a_top, b_bottom) + a.vy < distanceBetween(a_top, b_top)) { a.bottomCollision = true; a.y = b.y + b.height; a.vy = 0; } else if (a_right + a.vx > b_left && distanceBetween(a_right, b_left) < distanceBetween(a_right, b_right)) { a.rightCollision = true; a.x = b.x - a.width - 3; //a.vx = 0; } else if (a_left + a.vx < b_right && distanceBetween(a_left, b_right) < distanceBetween(a_left, b_left)) { a.leftCollision = true; a.x = b.x + b.width + 3; //a.vx = 0; } } function distanceBetween(a, b) { return Math.abs(b-a); }

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  • NetBackup with VSS and Instant Recovery - Failing to delete old snapshots

    - by Jonathan Bourke
    We are attempting to implement Microsoft VSS for snap-shotting in our NetBackup 6.5.3.1 environment. The clients are both 32 & 64 bit Windows 2003 Server. Snapshot parameters are: Instant recovery is enabled Maximum snapshots = 1 Provider type = 1 (System) Snapshot attribute = 1 (Differential) All backups successfully complete, and VSS shadows are successfully created both for the snapshot backup and for the open files (shadow copy components). The Issue: NetBackup is not clearing or overwriting old snapshots with each successive backup. When we list shadows, and shadow storage, it is increasing and increasing. IT is not honouring the Maximum Snapshot setting. The Logs: The bpfis log doesn’t really appear to show any errors other than for methods which we are not employing (VxVM, Flashsnap, etc.). A section is as follows: 11:54:10.744 [348.4724] <2> logparams: D:\Program Files\Veritas\NetBackup\bin\bpfis.exe delete -nbu -id htpststr001.san.mgmt.det_1248918143 -bpstart_to 300 -bpend_to 300 -clnt htpststr001.san.mgmt.det 11:54:10.744 [348.4724] <4> bpfis: INF - BACKUP START 348 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS error 10; see following messages: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: Non-fatal method error was reported 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: vfm_configure_fi_one: method: FlashSnap, type: FIM, function: FlashSnap_init 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS method error 3; see following message: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: FlashSnap_init: Veritas Volume Manager not installed. 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS error 10; see following messages: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: Non-fatal method error was reported 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: vfm_configure_fi_one: method: vxvm, type: FIM, function: vxvm_init 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS method error 3; see following message: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: vxvm_init: Veritas Volume Manager not installed. 11:54:11.713 [348.4724] <4> onlfi_thaw: Thawing C:\ using snapshot method VSS. 11:54:11.713 [348.4724] <2> onlfi_vfms_logf: vfm_thaw: delete snapshot ... 11:54:11.744 [348.4724] <2> onlfi_vfms_logf: snapshot services: emcclariionfi:Thu Jul 30 2009 11:54:11.744000 <Thread id - 4724> Unable to import any login credentials for any appliances. 11:54:11.760 [348.4724] <2> onlfi_vfms_logf: snapshot services: hpevafi:Thu Jul 30 2009 11:54:11.760000 <Thread id - 4724> CHpEvaPlugin::init: CLI tool is not installed. 11:54:11.760 [348.4724] <2> onlfi_vfms_logf: snapshot services: hpmsafi:Thu Jul 30 2009 11:54:11.760000 <Thread id - 4724> No array mangement credentials are available in configuration file. 11:54:13.806 [348.4724] <4> onlfi_thaw: do_thaw return value: 0 11:54:13.806 [348.4724] <4> onlfi_thaw: Thawing D:\ using snapshot method VSS. 11:54:15.806 [348.4724] <4> onlfi_thaw: do_thaw return value: 0 11:54:19.806 [348.4724] <2> fis_delete_id: removing D:\Program Files\Veritas\NetBackup\online_util\fi_cntl\bpfis.fim.htpststr001.san.mgmt.det_1248918143.0 11:54:19.806 [348.4724] <2> fis_delete_id: removing D:\Program Files\Veritas\NetBackup\online_util\fi_cntl\bpfis.fim.htpststr001.san.mgmt.det_1248918143.0.fiid 11:54:19.853 [348.4724] <4> bpfis: INF - EXIT STATUS 0: the requested operation was successfully completed The Question: Has anyone any experience of NetBackup / VSS not clearing snapshots after backups? We will ultimately be using a HP EVA for the snapshots, but we want to ensure correct functioning at a VSS level before we go further. Regards, Jonathan (PS: Question previously posted by my colleague on entsupport.symantec.com)

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  • IIS7 web farm - local or shared content?

    - by rbeier
    We're setting up an IIS7 web farm with two servers. Should each server have its own local copy of the content, or should they pull content directly from a UNC share? What are the pros and cons of each approach? We currently have a single live server WEB1, with content stored locally on a separate partition. A job periodically syncs WEB1 to a standby server WEB2, using robocopy for content and msdeploy for config. If WEB1 goes down, Nagios notifies us, and we manually run a script to move the IP addresses to WEB2's network interface. Both servers are actually VMs running on separate VMWare ESX 4 hosts. The servers are domain-joined. We have around 50-60 live sites on WEB1 - mostly ASP.NET, with a few that are just static HTML. Most are low-traffic "microsites". A few have moderate traffic, but none are massive. We'd like to change this so both WEB1 and WEB2 are actively serving content. This is mainly for reliability - if WEB1 goes down, we don't want to have to manually intervene to fail things over. Spreading the load is also nice, but the load is not high enough right now for us to need this. We're planning to configure our firewall to balance traffic across the two servers. It will detect when a server goes down and will send all the traffic to the remaining live server. We're planning to use sticky sessions for now... eventually we may move to SQL Server session state and stateless load balancing. But we need a way for the servers to share content. We were originally planning to move all the content to a UNC share. Our storage provider says they can set up a highly available SMB share for us. So if we go the UNC route, the storage shouldn't be a single point of failure. But we're wondering about the downsides to this approach: We'll need to change the physical paths for each site and virtual directory. There are also some projects that have absolute paths in their web.config files - we'll have to update those as well. We'll need to create a domain user for the web servers to access the share, and grant that user appropriate permissions. I haven't looked into this yet - I'm not sure if the application pool identity needs to be changed to this user, or if there's another way to tell IIS to use this account when connecting to the share. Sites will no longer be able to access their content if there's ever an Active Directory problem. In general, it just seems a lot more complicated, with more moving parts that could break. Our storage provider would create a volume for us on their redundant SAN. If I understand correctly, this SAN volume would be mounted on a VM running in their redundant VMWare environment; this VM would then expose the SMB share to our web servers. On the other hand, a benefit of the shared content approach is that we'd only need to deploy code to one place, and there would never be a temporary inconsistency between multiple copies of the content. This thread is pretty interesting, though some of these people are working at a much larger scale. I've just been discussing content so far, but we also need to think about configuration. I don't know if we can just use DFS replication for the applicationHost.config and other files, or if it's best to use the shared configuration feature with the config on a UNC share. What do you think? Thanks for your help, Richard

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  • Increase samba space on open suse 12.1

    - by Kapil Sharma
    I know linux basics but not an expert. IT guy left the job here and there is some time before new hire. So sorry if question is very basic. We have local testing server based on Open SUSE 12.1, which also act as shared drive between dev/mgmt team here and using Samba for that. Now we are running out of space on samba, even though server's 2*1TB harddisk is nearly 90% free. My question is, what is limiting Samba and how can I increase its limit? We need around at least 500 GB as shared drive but currently its just 25 GB. I don't need step by step answer, just a link to any helpful article would be sufficient. Probably I'm putting wrong keywords in google so not getting any helpful link. EDIT: Output of commands in the first comment. All commands were run as root user df -h (getting error with df -ht) Filesystem Size Used Avail Use% Mounted on rootfs 30G 5.1G 23G 19% / devtmpfs 2.0G 36K 2.0G 1% /dev tmpfs 2.0G 1.1M 2.0G 1% /dev/shm tmpfs 2.0G 676K 2.0G 1% /run /dev/sda2 30G 5.1G 23G 19% / tmpfs 2.0G 0 2.0G 0% /sys/fs/cgroup tmpfs 2.0G 676K 2.0G 1% /var/run tmpfs 2.0G 0 2.0G 0% /media tmpfs 2.0G 676K 2.0G 1% /var/lock /dev/sda3 36G 31G 3.3G 91% /home fdisk -l /dev/[hmsv]d* Disk /dev/sda: 80.0 GB, 80026361856 bytes 255 heads, 63 sectors/track, 9729 cylinders, total 156301488 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x2d4a2d49 Device Boot Start End Blocks Id System /dev/sda1 2048 16771071 8384512 82 Linux swap / Solaris /dev/sda2 * 16771072 79681535 31455232 83 Linux /dev/sda3 79681536 156301311 38309888 83 Linux Disk /dev/sda1: 8585 MB, 8585740288 bytes 255 heads, 63 sectors/track, 1043 cylinders, total 16769024 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/sda1 doesn't contain a valid partition table Disk /dev/sda2: 32.2 GB, 32210157568 bytes 255 heads, 63 sectors/track, 3915 cylinders, total 62910464 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Device Boot Start End Blocks Id System Disk /dev/sda3: 39.2 GB, 39229325312 bytes 255 heads, 63 sectors/track, 4769 cylinders, total 76619776 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Disk /dev/sda3 doesn't contain a valid partition table vgs No volume groups found lvs No volume groups found output of vi /etc/samba/smb.conf # smb.conf is the main Samba configuration file. You find a full commented # version at /usr/share/doc/packages/samba/examples/smb.conf.SUSE if the # samba-doc package is installed. # Date: 2011-11-02 [global] workgroup = WORKGROUP passdb backend = tdbsam printing = cups printcap name = cups printcap cache time = 750 cups options = raw map to guest = Bad User include = /etc/samba/dhcp.conf logon path = \\%L\profiles\.msprofile logon home = \\%L\%U\.9xprofile logon drive = P: usershare allow guests = Yes [homes] comment = Home Directories valid users = %S, %D%w%S browseable = No read only = No inherit acls = Yes [profiles] comment = Network Profiles Service path = %H read only = No store dos attributes = Yes create mask = 0600 directory mask = 0700 [users] comment = All users path = /home read only = No inherit acls = Yes veto files = /aquota.user/groups/shares/ [groups] comment = All groups path = /home/groups read only = No inherit acls = Yes [printers] comment = All Printers path = /var/tmp printable = Yes create mask = 0600 browseable = No [print$] comment = Printer Drivers path = /var/lib/samba/drivers write list = @ntadmin root force group = ntadmin create mask = 0664 directory mask = 0775 [allusers] comment = All Users path = /home/shares/allusers valid users = @users force group = users create mask = 0660 directory mask = 0771 writable = yes

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  • Synergy 1.4.2 Linux server, OSX client, Media/Function key mapping issues

    - by at165dB
    I'm using an Apple bluetooth keybord to control my Linux synergy server. SSH tunneling, Mouse, Keyboard, and Copy&Paste all work. Linux sees all the media/app keys that are on top of the F# keys correctly. However if I press any of those keys while controlling my OSX client, nothing happens on the client. Running synergys with -d DEBUG1 I can see the following keycode info: Pressing the "dim monitor" key that also serves as F1 generates: new mask: 0x2000 event: KeyPress code=232, state=0x0010 new mask: 0x2000 If I press "fn" and the same key, I can see it sending what I'm assuming is an F1: event: KeyPress code=67, state=0x0010 onKeyDown id=61374 mask=0x2000 button=0x0043 send key down to "foo.cisco.com" id=61374, mask=0x2000, button=0x0043 new mask: 0x2000 event: KeyRelease code=67, state=0x0010 onKeyUp id=61374 mask=0x2000 button=0x0043 send key up to "foo.cisco.com" id=61374, mask=0x2000, button=0x0043 I'm guessing I need to tweak my synergy.conf so that the server sends keys that it currently isn't. I'm also not sure what I need to do to tweak the keys that it is sending, but are not working. Below are all the other keys I'm having issues with. Does anyone have any idea how I can enable their functionality? brighten monitor: new mask: 0x2000 event: KeyPress code=233, state=0x0010 new mask: 0x2000 expose: new mask: 0x2000 event: KeyPress code=128, state=0x0010 new mask: 0x2000 dashboard: new mask: 0x2000 event: KeyPress code=212, state=0x0010 new mask: 0x2000 dim keyboard: new mask: 0x2000 event: KeyPress code=237, state=0x0010 new mask: 0x2000 brighten keyboard: new mask: 0x2000 event: KeyPress code=238, state=0x0010 new mask: 0x2000 rewind: event: KeyPress code=173, state=0x0010 onKeyDown id=57521 mask=0x2000 button=0x00ad send key down to "foo.cisco.com" id=57521, mask=0x2000, button=0x00ad new mask: 0x2000 event: KeyRelease code=173, state=0x0010 onKeyUp id=57521 mask=0x2000 button=0x00ad send key up to "foo.cisco.com" id=57521, mask=0x2000, button=0x00ad play/pause: event: KeyPress code=172, state=0x0010 onKeyDown id=57523 mask=0x2000 button=0x00ac send key down to "foo.cisco.com" id=57523, mask=0x2000, button=0x00ac new mask: 0x2000 event: KeyRelease code=172, state=0x0010 onKeyUp id=57523 mask=0x2000 button=0x00ac send key up to "foo.cisco.com" id=57523, mask=0x2000, button=0x00ac fastforward: event: KeyPress code=171, state=0x0010 onKeyDown id=57520 mask=0x2000 button=0x00ab send key down to "foo.cisco.com" id=57520, mask=0x2000, button=0x00ab new mask: 0x2000 event: KeyRelease code=171, state=0x0010 onKeyUp id=57520 mask=0x2000 button=0x00ab send key up to "foo.cisco.com" id=57520, mask=0x2000, button=0x00ab mute: event: KeyPress code=121, state=0x0010 onKeyDown id=57517 mask=0x2000 button=0x0079 send key down to "foo.cisco.com" id=57517, mask=0x2000, button=0x0079 new mask: 0x2000 event: KeyRelease code=121, state=0x0010 onKeyUp id=57517 mask=0x2000 button=0x0079 send key up to "foo.cisco.com" id=57517, mask=0x2000, button=0x0079 volume down: onKeyDown id=57518 mask=0x2000 button=0x007a send key down to "foo.cisco.com" id=57518, mask=0x2000, button=0x007a new mask: 0x2000 event: KeyRelease code=122, state=0x0010 onKeyUp id=57518 mask=0x2000 button=0x007a send key up to "foo.cisco.com" id=57518, mask=0x2000, button=0x007a volume up: event: KeyPress code=123, state=0x0010 onKeyDown id=57519 mask=0x2000 button=0x007b send key down to "foo.cisco.com" id=57519, mask=0x2000, button=0x007b new mask: 0x2000 event: KeyRelease code=123, state=0x0010 onKeyUp id=57519 mask=0x2000 button=0x007b send key up to "foo.cisco.com" id=57519, mask=0x2000, button=0x007b eject: event: KeyPress code=169, state=0x0010 onKeyDown id=57345 mask=0x2000 button=0x00a9 send key down to "foo.cisco.com" id=57345, mask=0x2000, button=0x00a9 new mask: 0x2000 event: KeyRelease code=169, state=0x0010 onKeyUp id=57345 mask=0x2000 button=0x00a9 send key up to "foo.cisco.com" id=57345, mask=0x2000, button=0x00a9

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  • Cross domain LDAP

    - by Adam
    For a system we are developing we have 2 domains an internal and an external domain with bi directional trust between them. However the servers are only able to connect to their own DC's. We have an application server on the internal domain which needs to use an LDAP query to gather a list of users from a group on the external domain. How do i go about writing an LDAP query that asks one DC to go ask another DC for a list of users. I tried querying the internal DC with the same LDAP query I would use if it could hit the external DC directly but this does not work. When i use Softerra LDAP Administraor I can view the full hierarchy of the interal domain but despite the trust relationship between domains i am unable to see any of the external doamin. Any suggestions or help would be greatly appreciated

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  • NetBackup with VSS and Instant Recovery - Failing to delete old snapshots

    - by Jonathan Bourke
    We are attempting to implement Microsoft VSS for snap-shotting in our NetBackup 6.5.3.1 environment. The clients are both 32 & 64 bit Windows 2003 Server. Snapshot parameters are: Instant recovery is enabled Maximum snapshots = 1 Provider type = 1 (System) Snapshot attribute = 1 (Differential) All backups successfully complete, and VSS shadows are successfully created both for the snapshot backup and for the open files (shadow copy components). The Issue: NetBackup is not clearing or overwriting old snapshots with each successive backup. When we list shadows, and shadow storage, it is increasing and increasing. IT is not honouring the Maximum Snapshot setting. The Logs: The bpfis log doesn’t really appear to show any errors other than for methods which we are not employing (VxVM, Flashsnap, etc.). A section is as follows: 11:54:10.744 [348.4724] <2> logparams: D:\Program Files\Veritas\NetBackup\bin\bpfis.exe delete -nbu -id htpststr001.san.mgmt.det_1248918143 -bpstart_to 300 -bpend_to 300 -clnt htpststr001.san.mgmt.det 11:54:10.744 [348.4724] <4> bpfis: INF - BACKUP START 348 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS error 10; see following messages: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: Non-fatal method error was reported 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: vfm_configure_fi_one: method: FlashSnap, type: FIM, function: FlashSnap_init 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS method error 3; see following message: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: FlashSnap_init: Veritas Volume Manager not installed. 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS error 10; see following messages: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: Non-fatal method error was reported 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: vfm_configure_fi_one: method: vxvm, type: FIM, function: vxvm_init 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: VfMS method error 3; see following message: 11:54:11.713 [348.4724] <8> onlfi_initialize_vfms: vxvm_init: Veritas Volume Manager not installed. 11:54:11.713 [348.4724] <4> onlfi_thaw: Thawing C:\ using snapshot method VSS. 11:54:11.713 [348.4724] <2> onlfi_vfms_logf: vfm_thaw: delete snapshot ... 11:54:11.744 [348.4724] <2> onlfi_vfms_logf: snapshot services: emcclariionfi:Thu Jul 30 2009 11:54:11.744000 <Thread id - 4724> Unable to import any login credentials for any appliances. 11:54:11.760 [348.4724] <2> onlfi_vfms_logf: snapshot services: hpevafi:Thu Jul 30 2009 11:54:11.760000 <Thread id - 4724> CHpEvaPlugin::init: CLI tool is not installed. 11:54:11.760 [348.4724] <2> onlfi_vfms_logf: snapshot services: hpmsafi:Thu Jul 30 2009 11:54:11.760000 <Thread id - 4724> No array mangement credentials are available in configuration file. 11:54:13.806 [348.4724] <4> onlfi_thaw: do_thaw return value: 0 11:54:13.806 [348.4724] <4> onlfi_thaw: Thawing D:\ using snapshot method VSS. 11:54:15.806 [348.4724] <4> onlfi_thaw: do_thaw return value: 0 11:54:19.806 [348.4724] <2> fis_delete_id: removing D:\Program Files\Veritas\NetBackup\online_util\fi_cntl\bpfis.fim.htpststr001.san.mgmt.det_1248918143.0 11:54:19.806 [348.4724] <2> fis_delete_id: removing D:\Program Files\Veritas\NetBackup\online_util\fi_cntl\bpfis.fim.htpststr001.san.mgmt.det_1248918143.0.fiid 11:54:19.853 [348.4724] <4> bpfis: INF - EXIT STATUS 0: the requested operation was successfully completed The Question: Has anyone any experience of NetBackup / VSS not clearing snapshots after backups? We will ultimately be using a HP EVA for the snapshots, but we want to ensure correct functioning at a VSS level before we go further. Regards, Jonathan (PS: Question previously posted by my colleague on entsupport.symantec.com)

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  • Rebuilding /etc/rc?.d/ links

    - by timday
    A regular filesystem check on a Debian Lenny system triggered an fsck, and that nuked a handful of links in the /etc/rc?.d hierarchy (unfortunately I didn't keep a list). The system seems to boot and run normally, but I'm worried its storing up trouble for the future. Is there an easy (fairly automatic) way of rebuilding this piece of the system ? As I understand it, the links are generally manipulated by package postinst scripts using update-rc.d (and I haven't made any changes from the installed defaults). Without any better ideas, my plan is one of: Diff a listing with another similar system to identify which packages need their links repairing. Wait until the system is upgraded to Squeeze (hopefully not too long :^) and assume the mass package upgrade will restore all the missing links.

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  • Lazy umount or Unmounting a busy disk in Linux

    - by deed02392
    I have read that it is possible to 'umount' a disk that is otherwise busy by using the 'lazy' option. The manpage has this to say about it: umount - unmount file systems -l Lazy unmount. Detach the filesystem from the filesystem hierarchy now, and cleanup all references to the filesystem as soon as it is not busy anymore. This option allows a "busy" filesystem to be unmounted. (Requires kernel 2.4.11 or later.) But what would be the point in that? I considered why we dismount partitions at all: To remove the hardware To perform operations on the filesystem that would be unsafe to do while mounted In either of these cases, all a 'lazy' unmount serves IMHO is to make it more difficult to determine if the disk really is dismounted and you can actually proceed with these actions. The only application for umount -l seems to be for inexperienced users to 'feel' like they've achieved something they haven't. Why would you use a lazy unmount?

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  • Why does a group policy not applied to the domain administrator account?

    - by Saariko
    I have a working policy on my entire domain. I just found out, when logging with the domain administrator, that this policy is not applied (EDIT: Running : gpresult shows that the GPO's are applied - but, this GPO is for Drive Mappings, and the actual drive mappings are NOT shown) The administrator account - does not have any login script on his profile tab. My GPO's are mainly small/atomic settings: single GPO to handle each settings: UAC, Firewall, printers. GPO status for the object is enabled That's an overview of the Drive Maps: Reading on MS support site, I checked the delegation tab, and it is marked as applied to domain and enterprise admins. Every user gets these policies correctly. The OU that is set is the root of the domain. (for testing purpose - I did that to eliminate hierarchy issues - did not help) Block Inheritance is disabled. (never used it anyway) GPO link GPO Security Filterings

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  • PKI Issuing CA on Domain Controllers

    - by dunxd
    I am setting up a PKI which will initially be used internally. As we may grow our use of this I have opted for a three tier hierarchy - Offline Root and Policy CAs (one Policy CA at the moment for internal use), and online issuing CAs. We had initially discussed using our Domain Controllers as the Issuing CAs rather than setting up dedicated ones. I am now starting to have doubts about whether it is a good idea to have our DCs do certificate issuing. We have less than 1000 users, so our DCs aren't hugely taxed. Does anyone have any suggestions for or against doing this? We are currently running Windows 2003 Active Directory, but will be upgrading to Windows 2008 in the coming year. I'm setting up Windows 2008 PKI.

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