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  • Collision detection via adjacent tiles - sprite too big

    - by BlackMamba
    I have managed to create a collision detection system for my tile-based jump'n'run game (written in C++/SFML), where I check on each update what values the surrounding tiles of the player contain and then I let the player move accordingly (i. e. move left when there is an obstacle on the right side). This works fine when the player sprite is not too big: Given a tile size of 5x5 pixels, my solution worked quite fine with a spritesize of 3x4 and 5x5 pixels. My problem is that I actually need the player to be quite gigantic (34x70 pixels given the same tilesize). When I try this, there seems to be an invisible, notably smaller boundingbox where the player collides with obstacles, the player also seems to shake strongly. Here some images to explain what I mean: Works: http://tinypic.com/r/207lvfr/8 Doesn't work: http://tinypic.com/r/2yuk02q/8 Another example of non-functioning: http://tinypic.com/r/kexbwl/8 (the player isn't falling, he stays there in the corner) My code for getting the surrounding tiles looks like this (I removed some parts to make it better readable): std::vector<std::map<std::string, int> > Game::getSurroundingTiles(sf::Vector2f position) { // converting the pixel coordinates to tilemap coordinates sf::Vector2u pPos(static_cast<int>(position.x/tileSize.x), static_cast<int>(position.y/tileSize.y)); std::vector<std::map<std::string, int> > surroundingTiles; for(int i = 0; i < 9; ++i) { // calculating the relative position of the surrounding tile(s) int c = i % 3; int r = static_cast<int>(i/3); // we subtract 1 to place the player in the middle of the 3x3 grid sf::Vector2u tilePos(pPos.x + (c - 1), pPos.y + (r - 1)); // this tells us what kind of block this tile is int tGid = levelMap[tilePos.y][tilePos.x]; // converts the coords from tile to world coords sf::Vector2u tileRect(tilePos.x*5, tilePos.y*5); // storing all the information std::map<std::string, int> tileDict; tileDict.insert(std::make_pair("gid", tGid)); tileDict.insert(std::make_pair("x", tileRect.x)); tileDict.insert(std::make_pair("y", tileRect.y)); // adding the stored information to our vector surroundingTiles.push_back(tileDict); } // I organise the map so that it is arranged like the following: /* * 4 | 1 | 5 * -- -- -- * 2 | / | 3 * -- -- -- * 6 | 0 | 7 * */ return surroundingTiles; } I then check in a loop through the surrounding tiles, if there is a 1 as gid (indicates obstacle) and then check for intersections with that adjacent tile. The problem I just can't overcome is that I think that I need to store the values of all the adjacent tiles and then check for them. How? And may there be a better solution? Any help is appreciated. P.S.: My implementation derives from this blog entry, I mostly just translated it from Objective-C/Cocos2d.

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  • Getting FEATURE_LEVEL_9_3 to work in DX11

    - by Dominic
    Currently I'm going through some tutorials and learning DX11 on a DX10 machine (though I just ordered a new DX11 compatible computer) by means of setting the D3D_FEATURE_LEVEL_ setting to 10_0 and switching the vertex and pixel shader versions in D3DX11CompileFromFile to "vs_4_0" and "ps_4_0" respectively. This works fine as I'm not using any DX11-only features yet. I'd like to make it compatible with DX9.0c, which naively I thought I could do by changing the feature level setting to 9_3 or something and taking the vertex/pixel shader versions down to 3 or 2. However, no matter what I change the vertex/pixel shader versions to, it always fails when I try to call D3DX11CompileFromFile to compile the vertex/pixel shader files when I have D3D_FEATURE_LEVEL_9_3 enabled. Maybe this is due to the the vertex/pixel shader files themselves being incompatible for the lower vertex/pixel shader versions, but I'm not expert enough to say. My shader files are listed below: Vertex shader: cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); return output; } Pixel Shader: Texture2D shaderTexture; SamplerState SampleType; cbuffer LightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float padding; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; float4 LightPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the texture using the sampler at this texture coordinate location. textureColor = shaderTexture.Sample(SampleType, input.tex); // Set the default output color to the ambient light value for all pixels. color = ambientColor; // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel. lightIntensity = saturate(dot(input.normal, lightDir)); if(lightIntensity > 0.0f) { // Determine the final diffuse color based on the diffuse color and the amount of light intensity. color += (diffuseColor * lightIntensity); } // Saturate the final light color. color = saturate(color); // Multiply the texture pixel and the final diffuse color to get the final pixel color result. color = color * textureColor; return color; }

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  • Omni-directional light shadow mapping with cubemaps in WebGL

    - by Winged
    First of all I must say, that I have read a lot of posts describing an usage of cubemaps, but I'm still confused about how to use them. My goal is to achieve a simple omni-directional (point) light type shading in my WebGL application. I know that there is a lot more techniques (like using Two-Hemispheres or Camera Space Shadow Mapping) which are way more efficient, but for an educational purpose cubemaps are my primary goal. Till now, I have adapted a simple shadow mapping which works with spotlights (with one exception: I don't know how to cut off the glitchy part beyond the reach of a single shadow map texture): glitchy shadow mapping<<< So for now, this is how I understand the usage of cubemaps in shadow mapping: Setup a framebuffer (in case of cubemaps - 6 framebuffers; 6 instead of 1 because every usage of framebufferTexture2D slows down an execution which is nicely described here <<<) and a texture cubemap. Also in WebGL depth components are not well supported, so I need to render it to RGBA first. this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.texture); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR); gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR); for (var face = 0; face < 6; face++) gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.RGBA, this.size, this.size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.bindTexture(gl.TEXTURE_CUBE_MAP, null); this.framebuffer = []; for (face = 0; face < 6; face++) { this.framebuffer[face] = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer[face]); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, this.texture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, this.depthbuffer); var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER); // Check for errors if (e !== gl.FRAMEBUFFER_COMPLETE) throw "Cubemap framebuffer object is incomplete: " + e.toString(); } Setup the light and the camera (I'm not sure if should I store all of 6 view matrices and send them to shaders later, or is there a way to do it with just one view matrix). Render the scene 6 times from the light's position, each time in another direction (X, -X, Y, -Y, Z, -Z) for (var face = 0; face < 6; face++) { gl.bindFramebuffer(gl.FRAMEBUFFER, shadow.buffer.framebuffer[face]); gl.viewport(0, 0, shadow.buffer.size, shadow.buffer.size); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); camera.lookAt( light.position.add( cubeMapDirections[face] ) ); scene.draw(shadow.program); } In a second pass, calculate the projection a a current vertex using light's projection and view matrix. Now I don't know If should I calculate 6 of them, because of 6 faces of a cubemap. ScaleMatrix pushes the projected vertex into the 0.0 - 1.0 region. vDepthPosition = ScaleMatrix * uPMatrixFromLight * uVMatrixFromLight * vWorldVertex; In a fragment shader calculate the distance between the current vertex and the light position and check if it's deeper then the depth information read from earlier rendered shadow map. I know how to do it with a 2D Texture, but I have no idea how should I use cubemap texture here. I have read that texture lookups into cubemaps are performed by a normal vector instead of a UV coordinate. What vector should I use? Just a normalized vector pointing to the current vertex? For now, my code for this part looks like this (not working yet): float shadow = 1.0; vec3 depth = vDepthPosition.xyz / vDepthPosition.w; depth.z = length(vWorldVertex.xyz - uLightPosition) * linearDepthConstant; float shadowDepth = unpack(textureCube(uDepthMapSampler, vWorldVertex.xyz)); if (depth.z > shadowDepth) shadow = 0.5; Could you give me some hints or examples (preferably in WebGL code) how I should build it?

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  • Direct3D - Zooming into Mouse Position

    - by roohan
    I'm trying to implement my camera class for a simulation. But I cant figure out how to zoom into my world based on the mouse position. I mean the object under the mouse cursor should remain at the same screen position. My zooming looks like this: VOID ZoomIn(D3DXMATRIX& WorldMatrix, FLOAT const& MouseX, FLOAT const& MouseY) { this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); } I passed the world matrix to the function because I had the idea to move my drawing origin according to the mouse position. But I cant find out how to calculate the offset in to move my drawing origin. Anyone got an idea how to calculate this? Thanks in advance. SOLVED Ok I solved my problem. Here is the code if anyone is interested: VOID CAMERA2D::ZoomIn(FLOAT const& MouseX, FLOAT const& MouseY) { // Get the setting of the current view port. D3DVIEWPORT9 ViewPort; this->Direct3DDevice->GetViewport(&ViewPort); // Convert the screen coordinates of the mouse to world space coordinates. D3DXVECTOR3 VectorOne; D3DXVECTOR3 VectorTwo; D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ = 0.0f; float WorldX = ((WorldZ - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY = ((WorldZ - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Move the camera into the screen. this->Position.z = this->Position.z * 0.9f; D3DXMatrixLookAtLH(&this->ViewMatrix, &this->Position, &this->Target, &this->UpDirection); // Calculate the world space vector again based on the new view matrix, D3DXVec3Unproject(&VectorOne, &D3DXVECTOR3(MouseX, MouseY, 0.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); D3DXVec3Unproject(&VectorTwo, &D3DXVECTOR3(MouseX, MouseY, 1.0f), &ViewPort, &this->ProjectionMatrix, &this->ViewMatrix, &WorldMatrix); // Calculate the resulting vector components. float WorldZ2 = 0.0f; float WorldX2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.x - VectorOne.x)) / (VectorTwo.z - VectorOne.z) + VectorOne.x; float WorldY2 = ((WorldZ2 - VectorOne.z) * (VectorTwo.y - VectorOne.y)) / (VectorTwo.z - VectorOne.z) + VectorOne.y; // Create a temporary translation matrix for calculating the origin offset. D3DXMATRIX TranslationMatrix; D3DXMatrixIdentity(&TranslationMatrix); // Calculate the origin offset. D3DXMatrixTranslation(&TranslationMatrix, WorldX2 - WorldX, WorldY2 - WorldY, 0.0f); // At the offset to the cameras world matrix. this->WorldMatrix = this->WorldMatrix * TranslationMatrix; } Maybe someone has even a better solution than mine.

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  • Is my class structure good enough?

    - by Rivten
    So I wanted to try out this challenge on reddit which is mostly about how you structure your data the best you can. I decided to challenge my C++ skills. Here's how I planned this. First, there's the Game class. It deals with time and is the only class main has access to. A game has a Forest. For now, this class does not have a lot of things, only a size and a Factory. Will be put in better use when it will come to SDL-stuff I guess A Factory is the thing that deals with the Game Objects (a.k.a. Trees, Lumberjack and Bears). It has a vector of all GameObjects and a queue of Events which will be managed at the end of one month. A GameObject is an abstract class which can be updated and which can notify the Event Listener The EventListener is a class which handles all the Events of a simulation. It can recieve events from a Game Object and notify the Factory if needed, the latter will manage correctly the event. So, the Tree, Lumberjack and Bear classes all inherits from GameObject. And Sapling and Elder Tree inherits from Tree. Finally, an Event is defined by an event_type enumeration (LUMBERJACK_MAWED, SAPPLING_EVOLUTION, ...) and an event_protagonists union (a GameObject or a pair of GameObject (who killed who ?)). I was quite happy at first with this because it seems quite logic and flexible. But I ended up questionning this structure. Here's why : I dislike the fact that a GameObject need to know about the Factory. Indeed, when a Bear moves somewhere, it needs to know if there's a Lumberjack ! Or it is the Factory which handles places and objects. It would be great if a GameObject could only interact with the EventListener... or maybe it's not that much of a big deal. Wouldn't it be better if I separate the Factory in three vectors ? One for each kind of GameObject. The idea would be to optimize research. If I'm looking do delete a dead lumberjack, I would only have to look in one shorter vector rather than a very long vector. Another problem arises when I want to know if there is any particular object in a given case because I have to look for all the gameObjects and see if they are at the given case. I would tend to think that the other idea would be to use a matrix but then the issue would be that I would have empty cases (and therefore unused space). I don't really know if Sapling and Elder Tree should inherit from Tree. Indeed, a Sapling is a Tree but what about its evolution ? Should I just delete the sapling and say to the factory to create a new Tree at the exact same place ? It doesn't seem natural to me to do so. How could I improve this ? Is the design of an Event quite good ? I've never used unions before in C++ but I didn't have any other ideas about what to use. Well, I hope I have been clear enough. Thank you for taking the time to help me !

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  • How to use cyg-wrapper to fork a new tab in win32 gvim

    - by Peter Nore
    I would like to set up an alias in my cygwin .bashrc that translates pathnames unix-to-dos and passes them to windows gvim in a new tab of an existing instance. I am trying to use Luc Hermitte's cyg-wrapper script for running native win32 applications from Cygwin as per this vim tip. Luc's example of how to use his script is: alias vi= 'cyg-wrapper.sh "C:/Progra~1/Edition/vim/vim63/gvim.exe" --binary-opt=-c,--cmd,-T,-t,--servername,--remote-send,--remote-expr' I do not understand this example because most of these vim parameters (-c,--cmd,--servername,--remote-send,--remote-expr, etc) require more information, and I have not found any example of how to supply the additional information to cyg-wrapper.sh. For example, calling C:/Progra~1/Edition/vim/vim63/gvim.exe --servername=GVIM --remote-tab-silent file1 & will open file1 in a new tab of existing (or non existing) instance GVIM, but calling gvim --servername accomplishes nothing on its own. Unfortunately, though, the corresponding cyg-wrapper phrase does not work: cyg-wrapper.sh "C:/Progra~1/Edition/vim/vim63/gvim.exe" --binary-opt=--servername=GVIM,--remote-tab-silent --fork=2 file1 If ran twice, this actually opens up two instances of gvim; it is as if the servername 'GVIM' is being stripped and ignored. How do you supply a servername to gvim --servername or a .vimrc to gvim -u using cyg-wrapper.sh? Furthermore, why is it that programs must be passed to cyg-wrapper.sh in the relatively obscure "mixed form?" For example, if I try cyg-wrapper.sh "/cygdrive/c/path/to/GVimPortable.exe" --binary-opt=--servername=GVIM,--remote-tab-silent --fork=2 I get "Invalid switch - "/cygdrive"." See also: getting-gvim-to-automatically-translate-a-cygwin-path alias-to-open-gvim-cream-version-from-cygwin-shell

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  • Debian 5.0 (lenny) apt sources fail?

    - by Tronic
    For the past few days, I couldn't update our apt-sources on Debian 5.0 (lenny). I get the following errors. W: Failed to fetch http://ftp.debian.org/debian/dists/lenny/main/binary-amd64/Packages 404 Not Found [IP: 130.89.148.12 80] W: Failed to fetch http://ftp.debian.org/debian/dists/lenny/contrib/binary-amd64/Packages 404 Not Found [IP: 130.89.148.12 80] W: Failed to fetch http://ftp.debian.org/debian/dists/lenny/non-free/binary-amd64/Packages 404 Not Found [IP: 130.89.148.12 80] W: Failed to fetch http://ftp.debian.org/debian/dists/lenny/main/source/Sources 404 Not Found [IP: 130.89.148.12 80] W: Failed to fetch http://ftp.debian.org/debian/dists/lenny/contrib/source/Sources 404 Not Found [IP: 130.89.148.12 80] W: Failed to fetch http://ftp.debian.org/debian/dists/lenny/non-free/source/Sources 404 Not Found [IP: 130.89.148.12 80] How do I fix this problem? Edit: My current sources are: # Debian Lenny deb http://ftp.de.debian.org/debian/ lenny main non-free contrib deb-src http://ftp.de.debian.org/debian/ lenny main non-free contrib # Debian Lenny Non-US deb http://non-us.debian.org/debian-non-US lenny/non-US main contrib non-free deb-src http://non-us.debian.org/debian-non-US lenny/non-US main contrib non-free # Debian Lenny Security deb http://security.debian.org/ lenny/updates main contrib non-free

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  • Apt pin and self hosted apt repo

    - by Hamish Downer
    We have our own apt/deb repository with a handful of packages where we want to control the version. Crucially this includes puppet, which can be sensitive to versions being different. I want our desktops to only get puppet from our repository, but also for people to be able to add their own PPAs, enable backports etc. The current problem we have is backports on Ubuntu Lucid. Some important lines from /etc/apt/sources.list: deb http://gb.archive.ubuntu.com/ubuntu/ lucid main restricted universe multiverse deb http://gb.archive.ubuntu.com/ubuntu/ lucid-updates main restricted universe multiverse deb http://gb.archive.ubuntu.com/ubuntu/ lucid-backports main restricted universe multiverse deb http://security.ubuntu.com/ubuntu/ lucid-security main restricted universe multiverse deb http://deb.example.org/apt/ubuntu/lucid/ binary/ And in /etc/apt/preferences.d/puppet: Package: puppet puppet-common Pin: release a=binary Pin-Priority: 800 Package: puppet puppet-common Pin: release a=lucid-backports Pin-Priority: -10 Currently policy says: $ sudo apt-cache policy puppet puppet: Installed: (none) Candidate: (none) Package pin: 2.7.1-1ubuntu3.6~lucid1 Version table: 2.7.1-1ubuntu3.6~lucid1 -10 500 http://gb.archive.ubuntu.com/ubuntu/ lucid-backports/main Packages 100 /var/lib/dpkg/status 2.6.14-1puppetlabs1 -10 500 http://deb.example.org/apt/ubuntu/lucid/ binary/ Packages 0.25.4-2ubuntu6.8 -10 500 http://gb.archive.ubuntu.com/ubuntu/ lucid-updates/main Packages 500 http://security.ubuntu.com/ubuntu/ lucid-security/main Packages 0.25.4-2ubuntu6 -10 500 http://gb.archive.ubuntu.com/ubuntu/ lucid/main Packages If I use n= instead of a= then I get Package pin: (not found) I'm just plain confused at this point as to what I should use. Any help appreciated.

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  • How can I find files added to the system within X minutes of a specific time?

    - by Jack W-H
    I have done a fresh install of Mac OS X Mountain Lion today on a new MacBook. Because this was a new install, when I finally got round to configuring some of my own developer things, I was surprised to find some app had installed a binary into /usr/local/bin - a single binary called galileod. Interestingly, I can't find anything online about galileod. I had only installed the bare minimum of software at this point. Looking in the file columns I can see Date Modified was 9th November 2012, but Date Added to the system was today at 17:01. It's now 10:20PM and I can't remember which software I was installing at that point. So how do I find out which other files were installed to the system within, say, 5 minutes either side of 17:01? EDIT: I found out what galileod was by running galileod --help - it is a binary used with Fitbit to communicate with the USB dongle. So that's the mystery solved - but it would still be interesting to know how to find files added within X minutes of a timeframe for future reference.

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  • Logging Remote Server Access via Remote Desktop

    - by Nate Bross
    The objective here is to start a simple .NET application I've written which captures some environment variables (time, username, computername, etc) upon login. This .NET application subscribes to the Windows "User logout" event. Upon launch, the application captures the above variables, and creates a record in my database, upon logout (which I'm capturing) I update another field in the same record, with the logout time. The above is working exactly as I would like, when I launch the binary, it makes its initial log entry, then waits for the logout event and updates the same record. Restrictions, the .NET binary should be able to live on a share point (\server\share\myapp\v1) so I can update the application to (\server\share\myapp\v2) and simply update the GPO/Logon script. My initial thought was to use the \domaincontroller\sysvol\ directory to store the binary and then update all user accounts to include a call to my application. Can you see any flaws in this approach? My question is this: First, is there anything wrong with my idea above? Second, if so, what is the best way (through group policy or otherwise) to ensure this application launches whenever a session is started on a server?

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  • Euro character messed up during FTP transfer

    - by djechelon
    My customer is using a very outdated ecommerce management system on my hosting service. For that product, no support is being provided anymore by the vendor. Brief explanation: the shop website, that claims to run under LAMP stack, is built by an old Visual Basic Windows application running on MS Access. The user constructs the shop, defines the HTML template, adds products and categories, etc. Then the VB exe builds the PHP pages (one for each template page) and the SQL script to run on MySQL. It also uploads everything via FTP and runs the installation/upgrade script on its own. The problem Browsing the website, many products' descriptions are cut before the euro sign. For example, what was supposed to be "Product price €1000" becomes "Product price" The analysis MySQL contains a cutted description until the € sign, so it's not PHP fault The Access databases contain full description with € sign, so it's not fault of the webmaster writing bad description or eDisplay cutting them The SQL that will run once the site gets uploaded, stored on my local machine before upload, contains the € sign The same script, after being FTPed by eDisplay and opened with nano from SSH, shows the € sign messed up like this: ^À vsftpd log reports (obfuscated for privacy) Sat Dec 15 11:16:57 2012 22 xxx.xxx.128.13 1112727 /srv/www/domains/xxxxxx.it/htdocs/db.sql b _ i r xxxxxxx ftp 0 * c which seems to be a binary transfer (and also a huge security vulnerability because you can download the whole database from unauthenticated HTTP) The eDisplay internal FTP client provides no option for ascii/binary transfer modes [Add] Trying to manually upload the SQL file via SFTP shows messing up euro [Add2] Trying to manually upload using Xftp client with explicit ASCII mode doesn't fix too It looks like the file gets uploaded as binary. Perhaps on the customer's previous host it all worked fine because that was a Windows host. The server It's an Azure virtual machine running openSUSE 12.2 with both vsftpd and openSSH The question Without asking the customer to manually upload files using FileZilla or replacing € with &euro;, because he refuses, what can I do on server side to prevent vsftpd to screw up euro sign?

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  • Logging Remote Desktop to Servers via Logon Script or GPO or What?

    - by Nate Bross
    The objective here is to start a simple .NET application I've written which captures some environment variables (time, username, computername, etc) upon login. This .NET application subscribes to the Windows "User logout" event. Upon launch, the application captures the above variables, and creates a record in my database, upon logout (which I'm capturing) I update another field in the same record, with the logout time. The above is working exactly as I would like, when I launch the binary, it makes its initial log entry, then waits for the logout event and updates the same record. Restrictions, the .NET binary should be able to live on a share point (\server\share\myapp\v1) so I can update the application to (\server\share\myapp\v2) and simply update the GPO/Logon script. My initial thought was to use the \domaincontroller\sysvol\ directory to store the binary and then update all user accounts to include a call to my application. Can you see any flaws in this approach? My question is this: First, is there anything wrong with my idea above? Second, if so, what is the best way (through group policy or otherwise) to ensure this application launches whenever a session is started on a server?

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  • Transferring files from ftp to local system

    - by user1056221
    I want to copy a file from FTP and paste it to my local system. I want to run this through a batch file. I am trying this for a week. But I couldn't find the solution. Anyone help me please.... This is my actual work Want to copy a file named "Friday.bat" from ftp://172.16.3.132 (with username and password) So I use the below coding: @echo off @ftp -i -s:"%~f0"&GOTO:EOF open 172.16.3.132 mmftp ((((pasword entered here))))) binary get Friday.bat pause Result: ftp> @echo off ftp> @ftp -i -s:"%~f0"&GOTO:EOF Invalid command. ftp> open 172.16.3.132 Connected to 172.16.3.132. 220 Welcome to ABL FTP service. User (172.16.3.132:(none)): 331 Please specify the password. 230 Login successful. ftp> binary 200 Switching to Binary mode. ftp> get Friday.bat 200 PORT command successful. Consider using PASV. 550 Failed to open file. ftp> pause Finally, a file named Friday.bat is copied to my local system with 0 bytes, but it will not open.

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  • Transferring files from ftp to local system

    - by Ramkrishnan
    I want to copy a file from FTP and save it to my local system. I want to run this through batch file. I am trying this for a week. But I couldn't find the solution. Anyone help me please.... This is my actual work Want to copy a file named "Friday.bat" from ftp://172.16.3.132 (with username and password) So i use the below codings: @echo off @ftp -i -s:"%~f0"&GOTO:EOF open 172.16.3.132 mmftp ((((pasword entered here))))) binary get Friday.bat pause Result: ftp> @echo off ftp> @ftp -i -s:"%~f0"&GOTO:EOF Invalid command. ftp> open 172.16.3.132 Connected to 172.16.3.132. 220 Welcome to ABL FTP service. User (172.16.3.132:(none)): 331 Please specify the password. 230 Login successful. ftp> binary 200 Switching to Binary mode. ftp> get Friday.bat 200 PORT command successful. Consider using PASV. 550 Failed to open file. ftp> pause Finally, a file named Friday.bat is copied to my local system with 0 bytes and I am not able to open it

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  • How to merge Windows registry hives directly without converting them to an intermediate text based file?

    - by Registrar
    Help! I'm going to get fired if I can't figure out how to do this by tomorrow. Microsoft Windows stores its registry databases (known as "registry hives" - there's actually a backstory to the origin of this name, but I digress) in a proprietary binary format. Answer this correctly or you lose your job: Let H-sub-A be the registry hive of Computer A, and let H-sub-B be the registry hive of Computer B. Create a registry hive H-sub-A-prime (in the native binary format) that contains all of the registry keys and values in both H-sub-A and H-sub-B. If there is overlap, let the value from H-sub-B overwrite the value in H-sub-A. Sure, you can import a text-based patch file (e.g., "FOO.REG") to modify the registry, but can you merge two registry hives in their native binary format? Answers that involve exporting the registry to a text file (e.g., "FOO.REG") will receive no credit. You may only use software included with Microsoft Windows (any version) and / or third-party tools that are free of charge.

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  • Android Canvas Coordinate System

    - by Mitch
    I'm trying to find information on how to change the coordinate system for the canvas. I have some vector data I'd like to draw to a canvas using things like circles and lines, but the data's coordinate system doesn't match the canvas coordinate system. Is there a way to map the units I'm using to the screen's units? I'm drawing to an ImageView which isn't taking up the entire display. If I have to do my own calculations prior to each drawing call, how to I find the width and height of my ImageView? The getWidth() and getHeight() calls I tried seem to be returning the entire canvas size and not the size of the ImageView which isn't helpful. I see some matrix stuff, is that something that will work for me? I tried to use the "public void scale(float sx, float sy)", but that works more like a pixel level zoom rather than a vector scale function by expanding each pixel. This means if the dimensions are increased to fit the screen, the line thickness is also increased. Update: After some research I'm starting to think there's no way to change coordinate systems to something else. I'll need to map all my coordinates to the screen's pixel coordinates and do so by modifying each vector. The getWidth() and getHeight() seem to be working better for me now. I can say what was wrong, but I suspect I can't use these methods inside the constructor.

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  • boost.serialization and lazy initialization

    - by niXman
    i need to serialize directory tree. i have no trouble with this type: std::map< std::string, // string(path name) std::vector<std::string> // string array(file names in the path) > tree; but for the serialization the directory tree with the content i need other type: std::map< std::string, // string(path name) std::vector< // files array std::pair< std::string, // file name std::vector< // array of file pieces std::pair< // <<<<<<<<<<<<<<<<<<<<<< for this i need lazy initialization std::string, // piece buf boost::uint32_t // crc32 summ on piece > > > > > tree; how can i serialize the object of type "std::pair" in the moment of its serialization?

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  • Context migration in CUDA.NET

    - by Vyacheslav
    I'm currently using CUDA.NET library by GASS. I need to initialize cuda arrays (actually cublas vectors, but it doesn't matters) in one CPU thread and use them in other CPU thread. But CUDA context which holding all initialized arrays and loaded functions, can be attached to only one CPU thread. There is mechanism called context migration API to detach context from one thread and attach it to another. But i don't how to properly use it in CUDA.NET. I tried something like this: class Program { private static float[] vector1, vector2; private static CUDA cuda; private static CUBLAS cublas; private static CUdeviceptr ptr; static void Main(string[] args) { cuda = new CUDA(false); cublas = new CUBLAS(cuda); cuda.Init(); cuda.CreateContext(0); AllocateVectors(); cuda.DetachContext(); CUcontext context = cuda.PopCurrentContext(); GetVectorFromDeviceAsync(context); } private static void AllocateVectors() { vector1 = new float[]{1f, 2f, 3f, 4f, 5f}; ptr = cublas.Allocate(vector1.Length, sizeof (float)); cublas.SetVector(vector1, ptr); vector2 = new float[5]; } private static void GetVectorFromDevice(object objContext) { CUcontext localContext = (CUcontext) objContext; cuda.PushCurrentContext(localContext); cuda.AttachContext(localContext); //change vector somehow vector1[0] = -1; //copy changed vector to device cublas.SetVector(vector1, ptr); cublas.GetVector(ptr, vector2); CUDADriver.cuCtxPopCurrent(ref localContext); } private static void GetVectorFromDeviceAsync(CUcontext cUcontext) { Thread thread = new Thread(GetVectorFromDevice); thread.IsBackground = false; thread.Start(cUcontext); } } But execution fails on attempt to copy changed vector to device because context is not attached? Any ideas how i can get it work?

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  • Ruby on Rails: How to sanitize a string for SQL when not using find?

    - by williamjones
    I'm trying to sanitize a string that involves user input without having to resort to manually crafting my own possibly buggy regex if possible, however, if that is the only way I would also appreciate if anyone can point me in the right direction to a regex that is unlikely to be missing anything. There are a number of methods in Rails that can allow you to enter in native SQL commands, how do people escape user input for those? The question I'm asking is a broad one, but in my particular case, I'm working with a column in my Postgres database that Rails does not natively understand as far as I know, the tsvector, which holds plain text search information. Rails is able to write and read from it as if it's a string, however, unlike a string, it doesn't seem to be automatically escaping it when I do things like vector= inside the model. For example, when I do model.name='::', where name is a string, it works fine. When I do model.vector='::' it errors out: ActiveRecord::StatementInvalid: PGError: ERROR: syntax error in tsvector: "::" "vectors" = E'::' WHERE "id" = 1 This seems to be a problem caused by lack of escaping of the semicolons, and I can manually set the vector='\:\:' fine. I also had the bright idea, maybe I can just call something like: ActiveRecord::Base.connection.execute "UPDATE medias SET vectors = ? WHERE id = 1", "::" However, this syntax doesn't work, because the raw SQL commands don't have access to find's method of escaping and inputting strings by using the ? mark. This strikes me as the same problem as calling connection.execute with any type of user input, as it all boils down to sanitizing the strings, but I can't seem to find any way to manually call Rails' SQL string sanitization methods. Can anyone provide any advice?

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  • Why is the compiler not selecting my function-template overload in the following example?

    - by Steve Guidi
    Given the following function templates: #include <vector> #include <utility> struct Base { }; struct Derived : Base { }; // #1 template <typename T1, typename T2> void f(const T1& a, const T2& b) { }; // #2 template <typename T1, typename T2> void f(const std::vector<std::pair<T1, T2> >& v, Base* p) { }; Why is it that the following code always invokes overload #1 instead of overload #2? void main() { std::vector<std::pair<int, int> > v; Derived derived; f(100, 200); // clearly calls overload #1 f(v, &derived); // always calls overload #1 } Given that the second parameter of f is a derived type of Base, I was hoping that the compiler would choose overload #2 as it is a better match than the generic type in overload #1. Are there any techniques that I could use to rewrite these functions so that the user can write code as displayed in the main function (i.e., leveraging compiler-deduction of argument types)?

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  • Changing JButton background colour temporarily?

    - by sashep
    Hi, I'm super new to Java, and in need of some help. I'm making a little java desktop application where I basically have a grid of 4 JButtons ( 2 x 2 grid), and I need the background colour of individual JButtons to change, and after one second, change back to the original colour (the game I'm trying to make is like Simon, where you have to follow a pattern of buttons that light up). I have a vector that contains randomly generated numbers in the range of 1 to 4, and I want to be able to get each element from the vector and get the corresponding button to change to a different colour for one second (for example, if the vector contains 2 4 1, I would want button 2 to change, then button 4 to change, then button 1 to change). Is this possible or is there a better way to go about doing this with something other than JButtons? How do I implement this? Also, I'm running Mac OS X, which apparently (based on some things I've read on forums) doesn't like JButtons background changing (I think it's because of system look and feel), how can I change this so it works on mac? Thank you in advance for any help :)

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  • [ActionScript 3] Array subclasses cannot be deserialized, Error #1034

    - by aaaidan
    I've just found a strange error when deserializing from a ByteArray, where Vectors cannot contain types that extend Array: there is a TypeError when they are deserialized. TypeError: Error #1034: Type Coercion failed: cannot convert []@4b8c42e1 to com.myapp.ArraySubclass. at flash.utils::ByteArray/readObject() at com.myapp::MyApplication()[/Users/aaaidan/MyApp/com/myapp/MyApplication.as:99] Here's how: public class Application extends Sprite { public function Application() { // register the custom class registerClassAlias("MyArraySubclass", MyArraySubclass); // write a vector containing an array subclass to a byte array var vec:Vector.<MyArraySubclass> = new Vector.<MyArraySubclass>(); var arraySubclass:MyArraySubclass = new MyArraySubclass(); arraySubclass.customProperty = "foo"; vec.push(arraySubclass); var ba:ByteArray = new ByteArray(); ba.writeObject(arraySubclass); ba.position = 0; // read it back var arraySubclass2:MyArraySubclass = ba.readObject() as MyArraySubclass; // throws TypeError } } public class MyArraySubclass extends Array { public var customProperty:String = "default"; } It's a pretty specific case, but it seems very odd to me. Anyone have any ideas what's causing it, or how it could be fixed?

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  • Ruby on Rails: How to sanitize a string for SQL when not using find and other built-in methods?

    - by williamjones
    I'm trying to sanitize a string that involves user input without having to resort to manually crafting my own possibly buggy regex if possible. There are a number of methods in Rails that can allow you to enter in native SQL commands, how do people escape user input for those? The question I'm asking is a broad one, but in my particular case, I'm working with a column in my Postgres database that Rails does not natively understand as far as I know, the tsvector, which holds plain text search information. Rails is able to write and read from it as if it's a string, however, unlike a string, it doesn't seem to be automatically escaping it when I do things like vector= inside the model. For example, when I do model.name='::', where name is a string, it works fine. When I do model.vector='::' it errors out: ActiveRecord::StatementInvalid: PGError: ERROR: syntax error in tsvector: "::" "vectors" = E'::' WHERE "id" = 1 This seems to be a problem caused by lack of escaping of the semicolons, and I can manually set the vector='\:\:' fine. I also had the bright idea, maybe I can just call something like: ActiveRecord::Base.connection.execute "UPDATE medias SET vectors = ? WHERE id = 1", "::" However, this syntax doesn't work, because the raw SQL commands don't have access to find's method of escaping and inputting strings by using the ? mark. This strikes me as the same problem as calling connection.execute with any type of user input, as it all boils down to sanitizing the strings, but I can't seem to find any way to manually call Rails' SQL string sanitization methods. Can anyone provide any advice?

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  • How to count term frequency for set of documents?

    - by ManBugra
    i have a Lucene-Index with following documents: doc1 := { caldari, jita, shield, planet } doc2 := { gallente, dodixie, armor, planet } doc3 := { amarr, laser, armor, planet } doc4 := { minmatar, rens, space } doc5 := { jove, space, secret, planet } so these 5 documents use 14 different terms: [ caldari, jita, shield, planet, gallente, dodixie, armor, amarr, laser, minmatar, rens, jove, space, secret ] the frequency of each term: [ 1, 1, 1, 4, 1, 1, 2, 1, 1, 1, 1, 1, 2, 1 ] for easy reading: [ caldari:1, jita:1, shield:1, planet:4, gallente:1, dodixie:1, armor:2, amarr:1, laser:1, minmatar:1, rens:1, jove:1, space:2, secret:1 ] What i do want to know now is, how to obtain the term frequency vector for a set of documents? for example: Set<Documents> docs := [ doc2, doc3 ] termFrequencies = magicFunction(docs); System.out.pring( termFrequencies ); would result in the ouput: [ caldari:0, jita:0, shield:0, planet:2, gallente:1, dodixie:1, armor:2, amarr:1, laser:1, minmatar:0, rens:0, jove:0, space:0, secret:0 ] remove all zeros: [ planet:2, gallente:1, dodixie:1, armor:2, amarr:1, laser:1 ] Notice, that the result vetor contains only the term frequencies of the set of documents. NOT the overall frequencies of the whole index! The term 'planet' is present 4 times in the whole index but the source set of documents only contains it 2 times. A naive implementation would be to just iterate over all documents in the docs set, create a map and count each term. But i need a solution that would also work with a document set size of 100.000 or 500.000. Is there a feature in Lucene i can use to obtain this term vector? If there is no such feature, how would a data structure look like someone can create at index time to obtain such a term vector easily and fast? I'm not that Lucene expert so i'am sorry if the solution is obvious or trivial.

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  • Computing complex math equations in python

    - by dassouki
    Are there any libraries or techniques that simplify computing equations ? Take the following two examples: F = B * { [ a * b * sumOf (A / B ''' for all i ''' ) ] / [ sumOf(c * d * j) ] } where: F = cost from i to j B, a, b, c, d, j are all vectors in the format [ [zone_i, zone_j, cost_of_i_to_j], [..]] This should produce a vector F [ [1,2, F_1_2], ..., [i,j, F_i_j] ] T_ij = [ P_i * A_i * F_i_j] / [ SumOf [ Aj * F_i_j ] // j = 1 to j = n ] where: n is the number of zones T = vector [ [1, 2, A_1_2, P_1_2], ..., [i, j, A_i_j, P_i_j] ] F = vector [1, 2, F_1_2], ..., [i, j, F_i_j] so P_i would be the sum of all P_i_j for all j and Aj would be sum of all P_j for all i I'm not sure what I'm looking for, but perhaps a parser for these equations or methods to deal with multiple multiplications and products between vectors? To calculate some of the factors, for example A_j, this is what i use from collections import defaultdict A_j_dict = defaultdict(float) for A_item in TG: A_j_dict[A_item[1]] += A_item[3] Although this works fine, I really feel that it is a brute force / hacking method and unmaintainable in the case we want to add more variables or parameters. Are there any math equation parsers you'd recommend? Side Note: These equations are used to model travel. Currently I use excel to solve a lot of these equations; and I find that process to be daunting. I'd rather move to python where it pulls the data directly from our database (postgres) and outputs the results into the database. All that is figured out. I'm just struggling with evaluating the equations themselves. Thanks :)

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