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  • Running a Query in SQL Plus

    - by WENzER
    Hi, I have to run a query in the loop in SQLPLUS. and the count of loop is coming from some other SQL query. So i have to declared a variable which will take the value of count. Now I want to use this variable in my query. How would i be able to do the same . Please suggest me Thanks in advance

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  • Join two results sets to make one result set in T-SQL

    - by Michael Kniskern
    What would be the best approach to combine the two results sets in one result set in T-SQL? SQL statment #1: SELECT COUNT(t.col1) as 'Number of Responses', t.col2 as 'Department' FROM table t WHERE col3 IS NOT NULL GROUP BY t.col1 ORDER BY t.col1 SQL Statment #1: SELECT COUNT(t.col1) as 'Total number of participants', t.col2 as 'Department' FROM table t GROUP BY t.col1 ORDER by t.col1 Desired result set Number of Responses | Total Number of participants | Department

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  • MySQLi - Should every statement be prepared?

    - by Kerry
    I know its supposed to improve performance and clean strings, but lets say there are no variables? Might just be a SELECT COUNT( `column` ) AS count FROM `table` Should that be prepared? Is there any case that a SELECT statement should not be prepared?

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  • startsWith using error in java

    - by user1838839
    defined variable: LinkedList list1=new LinkedList(); Object get() in list1 obtains a node of list1 Object remove() in list1 deletes a node of list1 count() is length of list1 for(int i=1;i<list1.count();i++){ if(list1.get(i).startsWith('"',0)) //Error here list1.remove(i); } Error: cannot find symbol symbol: method charAt(int) location: class Object how to fix this problem? I would like to delete the node in list1 which starts with (").

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

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  • One email user keeps disconnecting from our exchange server

    - by Funky Si
    I have one user who keeps reporting that Outlook keeps disconnecting from our email server. All other users are fine. Our email server is running Exchange 2010 and the client is running Outlook 2003. The disconnection only lasts a moment. I have checked for logs on the client and Exchange server and can not see any reason for the disconnect, On the Client I get EventId 26 telling me Outlook has disconnected and reconnected but no reason why. Can anyone give me some suggestions of things to try and track down where the problem could be? --Update-- I have found the following log file C:\Program Files\Microsoft\Exchange Server\V14\Logging\RPC Client Access which suggests that it is a problem with RPC sessions. Excerpt is below 2013-01-31T15:21:24.015Z,6413,15,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,,0,00:00:00,"BS=Conn:24,HangingConn:0,AD:$null/$null/0%,CAS:$null/$null/2%,AB:$null/$null/0%,RPC:$null/$null/1%,FC:$null/0,Policy:ClientThrottlingPolicy2,Norm[Resources:(Mdb)Mailbox Database 0765959540(Health:-1%,HistLoad:0),(Mdb)Public Folder Database 1945427388(Health:-1%,HistLoad:0),];GC:6/1/0;", 2013-01-31T15:21:24.015Z,6413,16,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,PublicLogoff,0,00:00:00,LogonId: 1, 2013-01-31T15:21:24.015Z,6413,16,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,,,00:00:00,"BS=Conn:24,HangingConn:0,AD:$null/$null/0%,CAS:$null/$null/2%,AB:$null/$null/0%,RPC:$null/$null/1%,FC:$null/0,Policy:ClientThrottlingPolicy2,Norm[Resources:(Mdb)Mailbox Database 0765959540(Health:-1%,HistLoad:0),(Mdb)Public Folder Database 1945427388(Health:-1%,HistLoad:0),];GC:6/1/0;", 2013-01-31T15:21:24.015Z,6417,5,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,OwnerLogoff,0,00:00:00,LogonId: 0, 2013-01-31T15:21:24.015Z,6417,5,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,,0x6BA (rpc::Exception),00:02:54.7668000,Budget Highs [AD = 0][CAS = 3][RPC = 1] Session Throttled Count = 0; SessionDropped,"RpcEndPoint: [ServerUnavailableException] Connection must be re-established - [SessionDeadException] Connection doesn't have any open logons, but has client activity. This may be masking synchronization stalls. Dropping a connection." 2013-01-31T15:21:24.015Z,6420,7,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,DelegateLogoff,0,00:00:00,LogonId: 0, 2013-01-31T15:21:24.031Z,6420,7,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,,,00:00:00.0156000,Budget Highs [AD = 0][CAS = 3][RPC = 1] Session Throttled Count = 0, 2013-01-31T15:21:24.031Z,6420,7,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,Disconnect,0,00:02:54.2364000,, 2013-01-31T15:21:24.031Z,6419,5,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,OwnerLogoff,0,00:00:00,LogonId: 0, 2013-01-31T15:21:24.031Z,6419,5,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,,,00:00:00,Budget Highs [AD = 0][CAS = 3][RPC = 1] Session Throttled Count = 0, 2013-01-31T15:21:24.031Z,6419,5,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,Disconnect,0,00:02:54.4392000,, 2013-01-31T15:21:24.031Z,6416,7,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,DelegateLogoff,0,00:00:00,LogonId: 0, 2013-01-31T15:21:24.031Z,6416,7,/o=EUROSAFEUK/ou=first administrative group/cn=Recipients/cn=andy,,OUTLOOK.EXE,11.0.8303.0,Classic,,,ncacn_ip_tcp,,,,00:00:00,Budget Highs [AD = 0][CAS = 3][RPC = 1] Session Throttled Count = 0, Can anyone help point me in the right direction for a solution?

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  • Bonding: works only for download

    - by Crazy_Bash
    I would like to install bonding with 4 links with mode 4. but only "download/receiving" works with bondig. for transmitting the system chooses one link. ifconfig bond0 Link encap:Ethernet HWaddr 90:E2:BA:0F:76:B4 inet addr:ip Bcast:ip Mask:255.255.255.248 inet6 addr: fe80::92e2:baff:fe0f:76b4/64 Scope:Link UP BROADCAST RUNNING MASTER MULTICAST MTU:1500 Metric:1 RX packets:239187413 errors:0 dropped:10944 overruns:0 frame:0 TX packets:536902370 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:14688536197 (13.6 GiB) TX bytes:799521192901 (744.6 GiB) eth2 Link encap:Ethernet HWaddr 90:E2:BA:0F:76:B4 UP BROADCAST RUNNING SLAVE MULTICAST MTU:1500 Metric:1 RX packets:54969488 errors:0 dropped:0 overruns:0 frame:0 TX packets:2537 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3374778591 (3.1 GiB) TX bytes:314290 (306.9 KiB) eth3 Link encap:Ethernet HWaddr 90:E2:BA:0F:76:B4 UP BROADCAST RUNNING SLAVE MULTICAST MTU:1500 Metric:1 RX packets:64935805 errors:0 dropped:1 overruns:0 frame:0 TX packets:2532 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3993499746 (3.7 GiB) TX bytes:313968 (306.6 KiB) eth4 Link encap:Ethernet HWaddr 90:E2:BA:0F:76:B4 UP BROADCAST RUNNING SLAVE MULTICAST MTU:1500 Metric:1 RX packets:57352105 errors:0 dropped:2 overruns:0 frame:0 TX packets:536894778 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3524236530 (3.2 GiB) TX bytes:799520265627 (744.6 GiB) eth5 Link encap:Ethernet HWaddr 90:E2:BA:0F:76:B4 UP BROADCAST RUNNING SLAVE MULTICAST MTU:1500 Metric:1 RX packets:61930025 errors:0 dropped:3 overruns:0 frame:0 TX packets:2540 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:3796021948 (3.5 GiB) TX bytes:314274 (306.9 KiB) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:62 errors:0 dropped:0 overruns:0 frame:0 TX packets:62 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:5320 (5.1 KiB) TX bytes:5320 (5.1 KiB) those are my configs: DEVICE="eth2" BOOTPROTO="none" MASTER=bond0 SLAVE=yes USERCTL=no NM_CONTROLLED="no" ONBOOT="yes" DEVICE="eth3" BOOTPROTO="none" MASTER=bond0 SLAVE=yes USERCTL=no NM_CONTROLLED="no" ONBOOT="yes" DEVICE="eth4" BOOTPROTO="none" MASTER=bond0 SLAVE=yes USERCTL=no NM_CONTROLLED="no" ONBOOT="yes" DEVICE="eth5" BOOTPROTO="none" MASTER=bond0 SLAVE=yes USERCTL=no NM_CONTROLLED="no" ONBOOT="yes" DEVICE=bond0 IPADDR=<ip> BROADCAST=<ip> NETWORK=<ip> GATEWAY=<ip> NETMASK=<ip> USERCTL=no BOOTPROTO=none ONBOOT=yes NM_CONTROLLED=no cat /proc/net/bonding/bond0 Ethernet Channel Bonding Driver: v3.7.1 (April 27, 2011) Bonding Mode: IEEE 802.3ad Dynamic link aggregation Transmit Hash Policy: layer2 (0) MII Status: up MII Polling Interval (ms): 100 Up Delay (ms): 0 Down Delay (ms): 0 802.3ad info LACP rate: slow Aggregator selection policy (ad_select): stable Active Aggregator Info: Aggregator ID: 1 Number of ports: 4 Actor Key: 17 Partner Key: 11 Partner Mac Address: 00:24:51:12:63:00 Slave Interface: eth2 MII Status: up Speed: 1000 Mbps Duplex: full Link Failure Count: 0 Permanent HW addr: 90:e2:ba:0f:76:b4 Aggregator ID: 1 Slave queue ID: 0 Slave Interface: eth3 MII Status: up Speed: 1000 Mbps Duplex: full Link Failure Count: 0 Permanent HW addr: 90:e2:ba:0f:76:b5 Aggregator ID: 1 Slave queue ID: 0 Slave Interface: eth4 MII Status: up Speed: 1000 Mbps Duplex: full Link Failure Count: 0 Permanent HW addr: 90:e2:ba:0f:76:b6 Aggregator ID: 1 Slave queue ID: 0 Slave Interface: eth5 MII Status: up Speed: 1000 Mbps Duplex: full Link Failure Count: 0 Permanent HW addr: 90:e2:ba:0f:76:b7 Aggregator ID: 1 Slave queue ID: 0 /etc/modprobe.d/bonding.conf alias bond0 bonding options bond0 mode=4 miimon=100 updelay=200 #downdelay=200 xmit_hash_policy=layer3+4 lacp_rate=1 Linux: Linux 3.0.0+ #1 SMP Fri Oct 26 07:55:47 EEST 2012 x86_64 x86_64 x86_64 GNU/Linux what i've tried: downdelay=200 xmit_hash_policy=layer3+4 lacp_rate=1 mode 6

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  • Cisco 678 Will Not Work using PPPoE - Possibly Because I Configured it Incorrectly..?

    - by Brian Stinar
    I am attempting to configure a Cisco 678 because I am totally sick on my Actiontec. However, I am running into some problems. It seems as though the Cisco is able to train the line, but I am unable to ping out. I am all right at programming, but still learning a lot when it comes to being a system administrator. I apologize in advance if I did something ridiculous, or am attempting to configure this device to do something it was not designed to do. It is almost like I am not correctly configuring the device to grab it's IP using PPPoA (like my Actiontec.) The output from "show running" (below) makes me think this too. Below are the commands I ran in order to configure this: # en # set nvram erase # write # reboot # en # set nat enable # set dhcp server enable # set PPP wan0-0 ipcp 0.0.0.0 # set ppp wan0-0 dns 0.0.0.0 # set PPP wan0-0 login xxxxx // My actual login # set PPP wan0-0 password yyyyy // My actual password # set PPP restart enabled # set int wan0-0 close # set int wan0-0 vpi 0 # set int wan0-0 vci 32 # set int wan0-0 open # write # reboot Here is the output from a few commands I thought could provide some useful information: cbos#ping 74.125.224.113 Sending 1 8 byte ping(s) to 74.125.224.113 every 2 second(s) Request timed out cbos#show version Cisco Broadband Operating System CBOS (tm) 678 Software (C678-I-M), Version v2.4.9 - Release Software Copyright (c) 1986-2001 by cisco Systems, Inc. Compiled Nov 17 2004 15:26:29 DMT FULL firmware version G96 NVRAM image at 0x1030f000 cbos#show errors - Current Error Messages - ## Ticks Module Level Message 0 000:00:00:00 PPP Info IPCP Open Event on wan0-0 1 000:00:00:14 ATM Info Wan0 Up 2 000:00:00:14 PPP Info PPP Up Event on wan0-0 3 000:00:01:54 PPP Info PPP Down Event on wan0-0 Total Number of Error Messages: 4 cbos#show interface wan0 wan0 ADSL Physical Port Line Trained Actual Configuration: Overhead Framing: 3 Trellis Coding: Enabled Standard Compliance: T1.413 Downstream Data Rate: 1184 Kbps Upstream Data Rate: 928 Kbps Interleave S Downstream: 4 Interleave D Downstream: 16 Interleave R Downstream: 16 Interleave S Upstream: 4 Interleave D Upstream: 8 Interleave R Upstream: 16 Modem Microcode: G96 DSP version: 0 Operating State: Showtime/Data Mode Configured: Echo Cancellation: Disabled Overhead Framing: 3 Coding Gain: Auto TX Power Attenuation: 0dB Trellis Coding: Enabled Bit Swapping: Disabled Standard Compliance: T1.413 Remote Standard Compliance: T1.413 Tx Start Bin: 0x6 Tx End Bin: 0x1f Data Interface: Utopia L1 Status: Local SNR Margin: 19.0dB Local Coding Gain: 7.5dB Local Transmit Power: 12.5dB Local Attenuation: 46.0dB Remote Attenuation: 31.0dB Local Counters: Interleaved RS Corrected Bytes: 0 Interleaved Symbols with CRC Errors: 2 No Cell Delineation Interleaved: 0 Out of Cell Delineation Interleaved: 0 Header Error Check Counter Interleaved: 0 Count of Severely Errored Frames: 0 Count of Loss of Signal Frames: 0 Remote Counters: Interleaved RS Corrected Bytes: 0 Interleaved Symbols with CRC Errors: 1 No Cell Delineation Interleaved: 0 Header Error Check Counter Interleaved: 0 Count of Severely Errored Frames: 0 Count of Loss of Signal Frames: 0 cbos#show int wan0-0 WAN0-0 ATM Logical Port PVC (VPI 0, VCI 32) is configured. ScalaRate set to Auto AAL 5 UBR Traffic IP Port Enabled cbos#show running Warning: traffic may pause while NVRAM is being accessed [[ CBOS = Section Start ]] NSOS MD5 Enable Password = XXXX NSOS MD5 Root Password = XXXX NSOS MD5 Commander Password = XXXX [[ PPP Device Driver = Section Start ]] PPP Port User Name = 00, "XXXX" PPP Port User Password = 00, XXXX PPP Port Option = 00, IPCP,IP Address,3,Auto,Negotiation Not Required,Negotiable ,IP,0.0.0.0 PPP Port Option = 00, IPCP,Primary DNS Server,129,Auto,Negotiation Not Required, Negotiable,IP,0.0.0.0 PPP Port Option = 00, IPCP,Secondary DNS Server,131,Auto,Negotiation Not Require d,Negotiable,IP,0.0.0.0 [[ ATM WAN Device Driver = Section Start ]] ATM WAN Virtual Connection Parms = 00, 0, 32, 0 [[ DHCP = Section Start ]] DHCP Server = enabled [[ IP Routing = Section Start ]] IP NAT = enabled [[ WEB = Section Start ]] WEB = enabled cbos# wtf...? Thank you all very much for taking the time to read this, and the help.

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  • Simplex Noise Help

    - by Alex Larsen
    Im Making A Minecraft Like Gae In XNA C# And I Need To Generate Land With Caves This Is The Code For Simplex I Have /// <summary> /// 1D simplex noise /// </summary> /// <param name="x"></param> /// <returns></returns> public static float Generate(float x) { int i0 = FastFloor(x); int i1 = i0 + 1; float x0 = x - i0; float x1 = x0 - 1.0f; float n0, n1; float t0 = 1.0f - x0 * x0; t0 *= t0; n0 = t0 * t0 * grad(perm[i0 & 0xff], x0); float t1 = 1.0f - x1 * x1; t1 *= t1; n1 = t1 * t1 * grad(perm[i1 & 0xff], x1); // The maximum value of this noise is 8*(3/4)^4 = 2.53125 // A factor of 0.395 scales to fit exactly within [-1,1] return 0.395f * (n0 + n1); } /// <summary> /// 2D simplex noise /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static float Generate(float x, float y) { const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0) const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0 float n0, n1, n2; // Noise contributions from the three corners // Skew the input space to determine which simplex cell we're in float s = (x + y) * F2; // Hairy factor for 2D float xs = x + s; float ys = y + s; int i = FastFloor(xs); int j = FastFloor(ys); float t = (float)(i + j) * G2; float X0 = i - t; // Unskew the cell origin back to (x,y) space float Y0 = j - t; float x0 = x - X0; // The x,y distances from the cell origin float y0 = y - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords float y1 = y0 - j1 + G2; float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords float y2 = y0 - 1.0f + 2.0f * G2; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; // Calculate the contribution from the three corners float t0 = 0.5f - x0 * x0 - y0 * y0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0); } float t1 = 0.5f - x1 * x1 - y1 * y1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1); } float t2 = 0.5f - x2 * x2 - y2 * y2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! } public static float Generate(float x, float y, float z) { // Simple skewing factors for the 3D case const float F3 = 0.333333333f; const float G3 = 0.166666667f; float n0, n1, n2, n3; // Noise contributions from the four corners // Skew the input space to determine which simplex cell we're in float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D float xs = x + s; float ys = y + s; float zs = z + s; int i = FastFloor(xs); int j = FastFloor(ys); int k = FastFloor(zs); float t = (float)(i + j + k) * G3; float X0 = i - t; // Unskew the cell origin back to (x,y,z) space float Y0 = j - t; float Z0 = k - t; float x0 = x - X0; // The x,y,z distances from the cell origin float y0 = y - Y0; float z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords /* This code would benefit from a backport from the GLSL version! */ if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order } else { // x0<y0 if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6. float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords float y1 = y0 - j1 + G3; float z1 = z0 - k1 + G3; float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords float y2 = y0 - j2 + 2.0f * G3; float z2 = z0 - k2 + 2.0f * G3; float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords float y3 = y0 - 1.0f + 3.0f * G3; float z3 = z0 - 1.0f + 3.0f * G3; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; int kk = k % 256; // Calculate the contribution from the four corners float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk]]], x0, y0, z0); } float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1, y1, z1); } float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2, y2, z2); } float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0.0f) n3 = 0.0f; else { t3 *= t3; n3 = t3 * t3 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary! } private static byte[] perm = new byte[512] { 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180, 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; private static int FastFloor(float x) { return (x > 0) ? ((int)x) : (((int)x) - 1); } private static float grad(int hash, float x) { int h = hash & 15; float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient return (grad * x); // Multiply the gradient with the distance } private static float grad(int hash, float x, float y) { int h = hash & 7; // Convert low 3 bits of hash code float u = h < 4 ? x : y; // into 8 simple gradient directions, float v = h < 4 ? y : x; // and compute the dot product with (x,y). return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v); } private static float grad(int hash, float x, float y, float z) { int h = hash & 15; // Convert low 4 bits of hash code into 12 simple float u = h < 8 ? x : y; // gradient directions, and compute dot product. float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15 return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v); } private static float grad(int hash, float x, float y, float z, float t) { int h = hash & 31; // Convert low 5 bits of hash code into 32 simple float u = h < 24 ? x : y; // gradient directions, and compute dot product. float v = h < 16 ? y : z; float w = h < 8 ? z : t; return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w); } This Is My World Generation Code Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } And This Is A Example Of How I Set Blocks Block b = new Block(); b.BlockType = = Block.BlockTypes.Air; This Is A Example Of How I Set Models foreach (Block b in MyWorld) { switch(b.BlockType) { case Block.BlockTypes.Dirt: b.Model = DirtModel; break; ect. } } How Would I Use These To Generate To World (The Block Array) And If Possible Thread It More? btw It's 1024 Wide And 256 Tall

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  • CodePlex Daily Summary for Thursday, March 22, 2012

    CodePlex Daily Summary for Thursday, March 22, 2012Popular ReleasesTelerik CAB Enabling Kit for RadControls for WinForms: TCEK 2012.1.321.20: major update, new Workspaces and UIAdapters Workspaces: - RadDockWorkspace - RadPageViewWorkspace - RadFormWorkspace - RadFormMdiWorkspace - RadTabbedMdiWorkspace UI Adapters: - RadCommandBarUIAdapter - RadRibbonBarUIAdapter - RadTreeNodeUiAdapter - RadTreeViewUIAdapter - RadItemCollectionUIAdapter - (RadMenu, RadStatusStrip, all controls that support RadItem collections)People's Note: People's Note 0.40: Version 0.40 adds an option to compact the database from the profile screen. Compacting a database can make it smaller and faster by removing empty spaces left over by editing, moving, and deleting notes. To install: copy the appropriate CAB file onto your WM device and run it.Microsoft All-In-One Code Framework - a centralized code sample library: C++, .NET Coding Guideline: Microsoft All-In-One Code Framework Coding Guideline This document describes the coding style guideline for native C++ and .NET (C# and VB.NET) programming used by the Microsoft All-In-One Code Framework project team.SQL Monitor - managing sql server performance: SQLMon 4.2 alpha 13: 1. added logic fault checking in analysis. automatically detect dead loop or memory leakage in stored procedures, for details please refer to http://sqlmon.codeplex.com/workitem/32469WebDAV for WHS: Version 1.0.67: - Added: Check whether the Remote Web Access is turned on or not; - Added: Check for Add-In updates;Metodología General Ajustada - MGA: 02.02.01: Cambios John: Se actualizan los seis formularios de Identificaciòn para que despuès de guardar actualice las grillas, de tal manera que no se dupliquen los registros al guardar. Se genera instalador con los cambios y se actualiza la base datos con ùltimos cambios en el SP de Flujo de Caja.xyzzy+: xyzzy+ 0.2.2.235+0: SHA1: 4a0258736e7df52bb6e2304178b7fcf02414ae17 PrerequisitesMicrosoft Visual C++ 2010 SP1 Redistributable Package (x86) (ja) FeaturesUnicode Visual Style Known ProblemsCharacter encodings other than Shift_JIS and UTF-X may be broken. Functions related to character encodings may not work. (ex. iso-code-char)Phalanger - The PHP Language Compiler for the .NET Framework: 3.0 (March 2012) for .NET 4.0: March release of Phalanger 3.0 significantly enhances performance, adds new features and fixes many issues. See following for the list of main improvements: New features: Phalanger Tools installable for Visual Studio 2011 Beta "filter" extension with several most used filters implemented DomDocument HTML parser, loadHTML() method mail() PHP compatible function PHP 5.4 T_CALLABLE token PHP 5.4 "callable" type hint PCRE: UTF32 characters in range support configuration supports <c...Nearforums - ASP.NET MVC forum engine: Nearforums v8.0: Version 8.0 of Nearforums, the ASP.NET MVC Forum Engine, containing new features: Internationalization Custom authentication provider Access control list for forums and threads Webdeploy package checksum: abc62990189cf0d488ef915d4a55e4b14169bc01 Visit Roadmap for more details.BIDS Helper: BIDS Helper 1.6: This beta release is the first to support SQL Server 2012 (in addition to SQL Server 2005, 2008, and 2008 R2). Since it is marked as a beta release, we are looking for bug reports in the next few months as you use BIDS Helper on real projects. In addition to getting all existing BIDS Helper functionality working appropriately in SQL Server 2012 (SSDT), the following features are new... Analysis Services Tabular Smart Diff Tabular Actions Editor Tabular HideMemberIf Tabular Pre-Build ...Json.NET: Json.NET 4.5 Release 1: New feature - Windows 8 Metro build New feature - JsonTextReader automatically reads ISO strings as dates New feature - Added DateFormatHandling to control whether dates are written in the MS format or ISO format, with ISO as the default New feature - Added DateTimeZoneHandling to control reading and writing DateTime time zone details New feature - Added async serialize/deserialize methods to JsonConvert New feature - Added Path to JsonReader/JsonWriter/ErrorContext and exceptions w...SCCM Client Actions Tool: SCCM Client Actions Tool v1.11: SCCM Client Actions Tool v1.11 is the latest version. It comes with following changes since last version: Fixed a bug when ping and cmd.exe kept running in endless loop after action progress was finished. Fixed update checking from Codeplex RSS feed. The tool is downloadable as a ZIP file that contains four files: ClientActionsTool.hta – The tool itself. Cmdkey.exe – command line tool for managing cached credentials. This is needed for alternate credentials feature when running the HTA...WebSocket4Net: WebSocket4Net 0.5: Changes in this release fixed the wss's default port bug improved JsonWebSocket supported set client access policy protocol for silverlight fixed a handshake issue in Silverlight fixed a bug that "Host" field in handshake hadn't contained port if the port is not default supported passing in Origin parameter for handshaking supported reacting pings from server side fixed a bug in data sending fixed the bug sending a closing handshake with no message which would cause an excepti...SuperWebSocket, a .NET WebSocket Server: SuperWebSocket 0.5: Changes included in this release: supported closing handshake queue checking improved JSON subprotocol supported sending ping from server to client fixed a bug about sending a closing handshake with no message refactored the code to improve protocol compatibility fixed a bug about sub protocol configuration loading in Mono improved BasicSubProtocol added JsonWebSocketSessionSurvey™ - web survey & form engine: Survey™ 2.0: The new stable Survey™ Project 2.0.0.1 version contains many new features like: Technical changes: - Use of Jquery, ASTreeview, Tabs, Tooltips and new menuprovider Features & Bugfixes: Survey list and search function Folder structure for surveys New Menustructure Library list New Library fields User list and search functions Layout options for a survey with CSS, page header and footer New IP filter security feature Enhanced Token Management New Question fields as ID, Alias...AppBarUtils for Windows Phone SDK 7.1: AppBarUtils 1.2: This release contains IconUri dependency property for both AppBarItemCommand and AppBarItemTrigger as requested by shawnoster at http://appbarutils.codeplex.com/discussions/321745. When using this IconUri dependency property, please be sure to set the Type property to AppBarItemType.Button or just omit this property entirely, because it is only for app bar icon button. The demo has been updated to show how to use this new IconUri dependency property with a new lock button on the app bar. Wh...Offline Navigation for Windows Phone 7: 0.1 Alpha: This is the 0.1 alpha release of source code.SmartNet: V1.0.0.0: DY SmartNet ?????? V1.0Javascript .NET: Javascript .NET v0.6: Upgraded to the latest stable branch of v8 (/tags/3.9.18), and switched to using their scons build system. We no longer include v8 source code as part of this project's source code. Simultaneous multithreaded use of v8 now supported (v8 Isolates), although different contexts may not share objects or call each other. 64-bit .Net 4.0 DLL now included. (Download now includes x86 and x64 for both .Net 3.5 and .Net 4.0.)MyRouter (Virtual WiFi Router): MyRouter 1.0.7: This release should be more stable there were a few bug fixes including the x64 issue as well as an error popping up when MyRouter started this was caused by a NULL valueNew ProjectsActivities.WMI: WF4 ?????? WMI ??????????????? Activities library related WMI, available in WF4Append Customisation Service: A lightweight windows service for applying customisations to enterprise webapps: monitors a file and makes sure your code is always appended to the end of the file. Disable the service, and your customisations go away. c# .net 4. Useful for customising branding/design, javascript, css and so on - in applications such as Dynamics CRM 2011.ASP.NET Security Module: Modulo de seguridad para aplicaciones Web asp.netavgdx: This project is just for Directx 11 learningDaabli: A lightweight C# version of the Daabli serialization framework for C++. If your application needs to load objects and data from human readable text files, then Daabli could be useful to you. It is designed to be as easy to use as possible and works with a 'C' style human editable format. The original C++ version is available here: http://daabli.sourceforge.net/ DNN Simple Tweet: DNN Simple Tweet is a simple DotNetNuke module for display of Twitter Feeds. Using the stock Twitter Profile Widget, its settings allow you to change the Twitter User name, Tweet colors, etc. Developed in VB. DNN version 6 and higher required. *NUISANCE* When selecting between "Display All" and "Timed Interval" for Twitter Behavior, the iColorPicker for the colors will disappear. This is due to the post-back which is occurring and the use of Javascript of the color picker. Updat...Don't We-KC and Sway: Don't We-KC and SwayEksponent CropUp: CropUp is a simple geometric algorithm for "weighted auto cropping". A focus point and optional "area of interest" are defined (e.g. a face in a group pictures). These are shown instead of random stomachs when the picture needs to be sized to a specific format. Umbraco package.Enterprise Modular Application: Guidelines to create Enterprise modular applications in .NET framework, independent of any specific framework.Escape From Canyon: Escape from canyon is a little game project (for academic purpose only) developed using XNA 4.0 and F#FIX Sample code using QuickFIX to connect to TT FIX Adapter: Sample FIX client provides a starting place for developers to connect to the TT FIX Adapter. It's developed in C# using QuickFIX as the FIX engine.FSGreeNetWork: FSGreeNetWorkGac Library -- C++ Utilities for GPU Accelerated GUI and Script: C++ Utilities for GPU Accelerated GUI and ScriptJhVirtualKeyboard for WPF and Silverlight: JhVirtualKeyboard is a virtual-keyboard for software developers to use with either WPF or Silverlight projects. With it - you now have a simple way to provide your users with the ability to enter characters in different languages and alphabets, or any Unicode character. Developed in C#, using Visual Studio 2010 and .NET 4 More information can be found on my blog article at: http://designforge.wordpress.com/2011/01/06/jhvirtualkeyboard/ by James W. HurstKrishaWeb: Krisha webNetFrameworkExtensions: Simple plain framework to add a lot of features to .NET framework core. Most of the features are added in form of extension methods.pav2: proyecto pav 2 SharePoint (2010) Connected Server: Display which web server a user is connected to in the Personal Actions drop down menu (user name in upper right). An extremely useful aid when troubleshooting issues in a multi-server SharePoint environment. I took the exisiting version which ran on MOSS 2007 and rebuilt it to run on SharePoint 2010. <b>Acknowledgements:</b> Full credit goes to Nathan Yorke for the original project http://spconnectedserver.codeplex.com which worked on MOSS 2007. SharePoint 2010 Gauge Web Part: SharePoint 2010 Gauge Web Part can be connected to any column of the “number” type in SharePoint list includes External Lists (only the farm solution version) and show calculations on column values. It supports 2 views: 1. The Gauge View 2. The Simple Indicator View SMTP Test Suite: SMTP server/client that can be used to test other servers/clients. Purely a test tool as most SMTP verbs are accepted without any checking.StarterCSS: StarterCorev4.css is inspired from Starter.master. This CSS file give you detailed explanation on the different class files on corev4.css. StarterCorev4.css will make you understand the purpose of each class files when you do ctrl + click on your master page css class.Triangle.NET: Triangle.NET is a 2D meshing software written in C#. It generates (constrained) Delaunay triangulations and quality meshes of point sets or planar straight line graphs. It is a port of Jonathan Shewchuk's Triangle software written in C.WorkFile: workfile about codeioXNA Electric Effect: An electric effect implemented using XNA 4 fro Windows Phone 7. It provides an easy way to configure settings to create realistic electric effects, lightening effects, etc.

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  • XNA 3D model collision is inaccurate

    - by Daniel Lopez
    I am creating a classic game in 3d that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. But the asteroids always hit the ship even it doesn't look they are even close. I know 2D collision very well but not 3D so can someone please shed some light to my problem. Thanks in advance. Code For ModelRenderer: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { class ModelRenderer { private float aspectratio; private Model model; private Vector3 camerapos; private Vector3 modelpos; private Matrix rotationy; float radiansy = 0; private bool isalive; public ModelRenderer(Model m, float AspectRatio, Vector3 initial_pos, Vector3 initialcamerapos) { isalive = true; model = m; if (model.Meshes.Count == 0) { throw new Exception("Invalid model because it contains zero meshes!"); } modelpos = initial_pos; camerapos = initialcamerapos; aspectratio = AspectRatio; return; } public float RadiusOfSphere { get { return model.Meshes[0].BoundingSphere.Radius; } } public BoundingBox BoxBounds { get { return BoundingBox.CreateFromSphere(model.Meshes[0].BoundingSphere); } } public BoundingSphere SphereBounds { get { return model.Meshes[0].BoundingSphere; } } public Vector3 CameraPosition { set { camerapos = value; } get { return camerapos; } } public bool IsAlive { get { return isalive; } } public Vector3 ModelPosition { set { modelpos = value; } get { return modelpos; } } public void RotateY(float radians) { radiansy += radians; rotationy = Matrix.CreateRotationY(radiansy); } public Matrix RotationY { set { rotationy = value; } get { return rotationy; } } public float AspectRatio { set { aspectratio = value; } get { return aspectratio; } } public void Kill() { isalive = false; } public void Draw(float scale) { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateScale(scale) * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } public void Draw() { Matrix world; if (rotationy == new Matrix(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)) { world = Matrix.CreateTranslation(modelpos); } else { world = rotationy * Matrix.CreateTranslation(modelpos); } Matrix view = Matrix.CreateLookAt(camerapos, Vector3.Zero, Vector3.Up); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), this.AspectRatio, 1f, 100000f); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = world; effect.View = view; effect.Projection = projection; } mesh.Draw(); } } } Code For Game1: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace _3D_Asteroids { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; int score = 0, lives = 5; SpriteBatch spriteBatch; GameState gstate = GameState.OnMenuScreen; Menu menu = new Menu(Color.Yellow, Color.White); SpriteFont font; Texture2D background; ModelRenderer ship; Model b, a; List<ModelRenderer> bullets = new List<ModelRenderer>(); List<ModelRenderer> asteriods = new List<ModelRenderer>(); float time = 0.0f; int framecount = 0; SoundEffect effect; public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferHeight = 796; graphics.ApplyChanges(); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); font = Content.Load<SpriteFont>("Fonts\\Lucida Console"); background = Content.Load<Texture2D>("Textures\\B1_stars"); Model p1 = Content.Load<Model>("Models\\p1_wedge"); b = Content.Load<Model>("Models\\pea_proj"); a = Content.Load<Model>("Models\\asteroid1"); effect = Content.Load<SoundEffect>("Audio\\tx0_fire1"); ship = new ModelRenderer(p1, GraphicsDevice.Viewport.AspectRatio, new Vector3(0, 0, 0), new Vector3(0, 0, 9000)); } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { KeyboardState state = Keyboard.GetState(PlayerIndex.One); switch (gstate) { case GameState.OnMenuScreen: { if (state.IsKeyDown(Keys.Enter)) { switch (menu.SelectedChoice) { case MenuChoices.Play: { gstate = GameState.GameStarted; break; } case MenuChoices.Exit: { this.Exit(); break; } } } if (state.IsKeyDown(Keys.Down)) { menu.MoveSelectedMenuChoiceDown(gameTime); } else if(state.IsKeyDown(Keys.Up)) { menu.MoveSelectedMenuChoiceUp(gameTime); } else { menu.KeysReleased(); } break; } case GameState.GameStarted: { foreach (ModelRenderer bullet in bullets) { if (bullet.ModelPosition.X < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.Z < (ship.ModelPosition.X + 4000) && bullet.ModelPosition.X > (ship.ModelPosition.Z - 4000) && bullet.ModelPosition.Z > (ship.ModelPosition.Z - 4000)) { bullet.ModelPosition += (bullet.RotationY.Forward * 120); } else if (collidedwithasteriod(bullet)) { bullet.Kill(); } else { bullet.Kill(); } } foreach (ModelRenderer asteroid in asteriods) { if (ship.SphereBounds.Intersects(asteroid.BoxBounds)) { lives -= 1; asteroid.Kill(); // This always hits no matter where the ship goes. } else { asteroid.ModelPosition -= (asteroid.RotationY.Forward * 50); } } for (int index = 0; index < asteriods.Count; index++) { if (asteriods[index].IsAlive == false) { asteriods.RemoveAt(index); } } for (int index = 0; index < bullets.Count; index++) { if (bullets[index].IsAlive == false) { bullets.RemoveAt(index); } } if (state.IsKeyDown(Keys.Left)) { ship.RotateY(0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Right)) { ship.RotateY(-0.1f); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Up)) { ship.ModelPosition += (ship.RotationY.Forward * 50); if (state.IsKeyDown(Keys.Space)) { if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0; } } else if (state.IsKeyDown(Keys.Space)) { time += gameTime.ElapsedGameTime.Milliseconds; if (time < 17) { firebullet(); //effect.Play(); } } else { time = 0.0f; } if ((framecount % 60) == 0) { createasteroid(); framecount = 0; } framecount++; break; } } base.Update(gameTime); } void firebullet() { if (bullets.Count < 3) { ModelRenderer bullet = new ModelRenderer(b, GraphicsDevice.Viewport.AspectRatio, ship.ModelPosition, new Vector3(0, 0, 9000)); bullet.RotationY = ship.RotationY; bullets.Add(bullet); } } void createasteroid() { if (asteriods.Count < 2) { Random random = new Random(); float z = random.Next(-13000, -11000); float x = random.Next(-9000, -8000); Random random2 = new Random(); int degrees = random.Next(0, 45); float radians = MathHelper.ToRadians(degrees); ModelRenderer asteroid = new ModelRenderer(a, GraphicsDevice.Viewport.AspectRatio, new Vector3(x, 0, z), new Vector3(0,0, 9000)); asteroid.RotateY(radians); asteriods.Add(asteroid); } } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); switch (gstate) { case GameState.OnMenuScreen: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); menu.DrawMenu(ref spriteBatch, font, new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2) - new Vector2(50f), 100f); spriteBatch.End(); break; } case GameState.GameStarted: { spriteBatch.Begin(); spriteBatch.Draw(background, Vector2.Zero, Color.White); spriteBatch.DrawString(font, "Score: " + score.ToString() + "\nLives: " + lives.ToString(), Vector2.Zero, Color.White); spriteBatch.End(); ship.Draw(); foreach (ModelRenderer bullet in bullets) { bullet.Draw(); } foreach (ModelRenderer asteroid in asteriods) { asteroid.Draw(0.1f); } break; } } base.Draw(gameTime); } bool collidedwithasteriod(ModelRenderer bullet) { foreach (ModelRenderer asteroid in asteriods) { if (bullet.SphereBounds.Intersects(asteroid.BoxBounds)) { score += 10; asteroid.Kill(); return true; } } return false; } } } }

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  • Using CSS3 media queries in HTML 5 pages

    - by nikolaosk
    This is going to be the seventh post in a series of posts regarding HTML 5. You can find the other posts here , here , here, here , here and here. In this post I will provide a hands-on example on how to use CSS 3 Media Queries in HTML 5 pages. This is a very important feature since nowadays lots of users view websites through their mobile devices. Web designers were able to define media-specific style sheets for quite a while, but have been limited to the type of output. The output could only be Screen, Print .The way we used to do things before CSS 3 was to have separate CSS files and the browser decided which style sheet to use. Please have a look at the snippet below - HTML 4 media queries <link rel="stylesheet" type="text/css" media="screen" href="styles.css"> <link rel="stylesheet" type="text/css" media="print" href="print-styles.css"> ?he browser determines which style to use. With CSS 3 we can have all media queries in one stylesheet. Media queries can determine the resolution of the device, the orientation of the device, the width and height of the device and the width and height of the browser window.We can also include CSS 3 media queries in separate stylesheets. In order to be absolutely clear this is not (and could not be) a detailed tutorial on HTML 5. There are other great resources for that.Navigate to the excellent interactive tutorials of W3School. Another excellent resource is HTML 5 Doctor. Two very nice sites that show you what features and specifications are implemented by various browsers and their versions are http://caniuse.com/ and http://html5test.com/. At this times Chrome seems to support most of HTML 5 specifications.Another excellent way to find out if the browser supports HTML 5 and CSS 3 features is to use the Javascript lightweight library Modernizr. In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like.You can use Visual Studio 2012 Express edition. You can download it here. Before I go on with the actual demo I will use the (http://www.caniuse.com) to see the support for CSS 3 Media Queries from the latest versions of modern browsers. Please have a look at the picture below. We see that all the latest versions of modern browsers support this feature. We can see that even IE 9 supports this feature.   Let's move on with the actual demo.  This is going to be a rather simple demo.I create a simple HTML 5 page. The markup follows and it is very easy to use and understand.This is a page with a 2 column layout. <!DOCTYPE html><html lang="en">  <head>    <title>HTML 5, CSS3 and JQuery</title>    <meta http-equiv="Content-Type" content="text/html;charset=utf-8" >    <link rel="stylesheet" type="text/css" href="style.css">       </head>  <body>    <div id="header">      <h1>Learn cutting edge technologies</h1>      <p>HTML 5, JQuery, CSS3</p>    </div>    <div id="main">      <div id="mainnews">        <div>          <h2>HTML 5</h2>        </div>        <div>          <p>            HTML5 is the latest version of HTML and XHTML. The HTML standard defines a single language that can be written in HTML and XML. It attempts to solve issues found in previous iterations of HTML and addresses the needs of Web Applications, an area previously not adequately covered by HTML.          </p>          <div class="quote">            <h4>Do More with Less</h4>            <p>             jQuery is a fast and concise JavaScript Library that simplifies HTML document traversing, event handling, animating, and Ajax interactions for rapid web development.             </p>            </div>          <p>            The HTML5 test(html5test.com) score is an indication of how well your browser supports the upcoming HTML5 standard and related specifications. Even though the specification isn't finalized yet, all major browser manufacturers are making sure their browser is ready for the future. Find out which parts of HTML5 are already supported by your browser today and compare the results with other browsers.                      The HTML5 test does not try to test all of the new features offered by HTML5, nor does it try to test the functionality of each feature it does detect. Despite these shortcomings we hope that by quantifying the level of support users and web developers will get an idea of how hard the browser manufacturers work on improving their browsers and the web as a development platform.</p>        </div>      </div>              <div id="CSS">        <div>          <h2>CSS 3 Intro</h2>        </div>        <div>          <p>          Cascading Style Sheets (CSS) is a style sheet language used for describing the presentation semantics (the look and formatting) of a document written in a markup language. Its most common application is to style web pages written in HTML and XHTML, but the language can also be applied to any kind of XML document, including plain XML, SVG and XUL.          </p>        </div>      </div>            <div id="CSSmore">        <div>          <h2>CSS 3 Purpose</h2>        </div>        <div>          <p>            CSS is designed primarily to enable the separation of document content (written in HTML or a similar markup language) from document presentation, including elements such as the layout, colors, and fonts.[1] This separation can improve content accessibility, provide more flexibility and control in the specification of presentation characteristics, enable multiple pages to share formatting, and reduce complexity and repetition in the structural content (such as by allowing for tableless web design).          </p>        </div>      </div>                </div>    <div id="footer">        <p>Feel free to google more about the subject</p>      </div>     </body>  </html>    The CSS code (style.css) follows  body{        line-height: 30px;        width: 1024px;        background-color:#eee;      }            p{        font-size:17px;    font-family:"Comic Sans MS"      }      p,h2,h3,h4{        margin: 0 0 20px 0;      }            #main, #header, #footer{        width: 100%;        margin: 0px auto;        display:block;      }            #header{        text-align: center;         border-bottom: 1px solid #000;         margin-bottom: 30px;      }            #footer{        text-align: center;         border-top: 1px solid #000;         margin-bottom: 30px;      }            .quote{        width: 200px;       margin-left: 10px;       padding: 5px;       float: right;       border: 2px solid #000;       background-color:#F9ACAE;      }            .quote :last-child{        margin-bottom: 0;      }            #main{        column-count:2;        column-gap:20px;        column-rule: 1px solid #000;        -moz-column-count: 2;        -webkit-column-count: 2;        -moz-column-gap: 20px;        -webkit-column-gap: 20px;        -moz-column-rule: 1px solid #000;        -webkit-column-rule: 1px solid #000;      } Now I view the page in the browser.Now I am going to write a media query and add some more rules in the .css file in order to change the layout of the page when the page is viewed by mobile devices. @media only screen and (max-width: 480px) {          body{            width: 480px;          }          #main{            -moz-column-count: 1;            -webkit-column-count: 1;          }        }   I am specifying that this media query applies only to screen and a max width of 480 px. If this condition is true, then I add new rules for the body element. I change the number of columns to one. This rule will not be applied unless the maximum width is 480px or less.  As I decrease the size-width of the browser window I see no change in the column's layout. Have a look at the picture below. When I resize the window and the width of the browser so the width is less than 480px, the media query and its respective rules take effect.We can scroll vertically to view the content which is a more optimised viewing experience for mobile devices. Have a look at the picture below Hope it helps!!!!

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  • Nullpointerexcption & abrupt IOStream closure with inheritence and subclasses

    - by user1401652
    A brief background before so we can communicate on the same wave length. I've had about 8-10 university courses on programming from data structure, to one on all languages, to specific ones such as java & c++. I'm a bit rusty because i usually take 2-3 month breaks from coding. This is a personal project that I started thinking of two years back. Okay down to the details, and a specific question, I'm having problems with my mutator functions. It seems to be that I am trying to access a private variable incorrectly. The question is, am I nesting my classes too much and trying to mutate a base class variable the incorrect way. If so point me in the way of the correct literature, or confirm this is my problem so I can restudy this information. Thanks package GroceryReceiptProgram; import java.io.*; import java.util.Vector; public class Date { private int hour, minute, day, month, year; Date() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What's the hour? (Use 1-24 military notation"); hour = Integer.parseInt(keyboard.readLine()); System.out.println("what's the minute? "); minute = Integer.parseInt(keyboard.readLine()); System.out.println("What's the day of the month?"); day = Integer.parseInt(keyboard.readLine()); System.out.println("Which month of the year is it, use an integer"); month = Integer.parseInt(keyboard.readLine()); System.out.println("What year is it?"); year = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (IOException e) { System.out.println("Yo houston we have a problem"); } } public void setHour(int hour) { this.hour = hour; } public void setHour() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What hour, use military notation?"); this.hour = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString()); } } public int getHour() { return hour; } public void setMinute(int minute) { this.minute = minute; } public void setMinute() { try (BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in))) { System.out.println("What minute?"); this.minute = Integer.parseInt(keyboard.readLine()); } catch (NumberFormatException e) { System.out.println(e.toString() + ": doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString() + ": minute shall not cooperate"); } catch (NullPointerException e) { System.out.println(e.toString() + ": in the setMinute function of the Date class"); } } public int getMinute() { return minute; } public void setDay(int day) { this.day = day; } public void setDay() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What day 0-6?"); this.day = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString()); } } public int getDay() { return day; } public void setMonth(int month) { this.month = month; } public void setMonth() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What month 0-11?"); this.month = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString()); } } public int getMonth() { return month; } public void setYear(int year) { this.year = year; } public void setYear() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What year?"); this.year = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString()); } } public int getYear() { return year; } public void set() { setMinute(); setHour(); setDay(); setMonth(); setYear(); } public Vector<Integer> get() { Vector<Integer> holder = new Vector<Integer>(5); holder.add(hour); holder.add(minute); holder.add(month); holder.add(day); holder.add(year); return holder; } }; That is the Date class obviously, next is the other base class Location. package GroceryReceiptProgram; import java.io.*; import java.util.Vector; public class Location { String streetName, state, city, country; int zipCode, address; Location() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What is the street name"); streetName = keyboard.readLine(); System.out.println("Which state?"); state = keyboard.readLine(); System.out.println("Which city?"); city = keyboard.readLine(); System.out.println("Which country?"); country = keyboard.readLine(); System.out.println("Which zipcode?");//if not u.s. continue around this step zipCode = Integer.parseInt(keyboard.readLine()); System.out.println("What address?"); address = Integer.parseInt(keyboard.readLine()); } catch (IOException e) { System.out.println(e.toString()); } } public void setZipCode(int zipCode) { this.zipCode = zipCode; } public void setZipCode() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What zipCode?"); this.zipCode = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString()); } } public void set() { setAddress(); setCity(); setCountry(); setState(); setStreetName(); setZipCode(); } public int getZipCode() { return zipCode; } public void setAddress(int address) { this.address = address; } public void setAddress() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What minute?"); this.address = Integer.parseInt(keyboard.readLine()); keyboard.close(); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString()); } } public int getAddress() { return address; } public void setStreetName(String streetName) { this.streetName = streetName; } public void setStreetName() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What minute?"); this.streetName = keyboard.readLine(); keyboard.close(); } catch (IOException e) { System.out.println(e.toString()); } } public String getStreetName() { return streetName; } public void setState(String state) { this.state = state; } public void setState() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What minute?"); this.state = keyboard.readLine(); keyboard.close(); } catch (IOException e) { System.out.println(e.toString()); } } public String getState() { return state; } public void setCity(String city) { this.city = city; } public void setCity() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What minute?"); this.city = keyboard.readLine(); keyboard.close(); } catch (IOException e) { System.out.println(e.toString()); } } public String getCity() { return city; } public void setCountry(String country) { this.country = country; } public void setCountry() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What minute?"); this.country = keyboard.readLine(); keyboard.close(); } catch (IOException e) { System.out.println(e.toString()); } } public String getCountry() { return country; } }; their parent(What is the proper name?) class package GroceryReceiptProgram; import java.io.*; public class FoodGroup { private int price, count; private Date purchaseDate, expirationDate; private Location location; private String name; public FoodGroup() { try { setPrice(); setCount(); expirationDate.set(); purchaseDate.set(); location.set(); } catch (NullPointerException e) { System.out.println(e.toString() + ": in the constructor of the FoodGroup class"); } } public void setPrice(int price) { this.price = price; } public void setPrice() { try (BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in))) { System.out.println("What Price?"); price = Integer.parseInt(keyboard.readLine()); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString() + ": in the FoodGroup class, setPrice function"); } catch (NullPointerException e) { System.out.println(e.toString() + ": in FoodGroup class. SetPrice()"); } } public int getPrice() { return price; } public void setCount(int count) { this.count = count; } public void setCount() { try (BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in))) { System.out.println("What count?"); count = Integer.parseInt(keyboard.readLine()); } catch (NumberFormatException e) { System.out.println(e.toString() + ":doesnt seem to be a number"); } catch (IOException e) { System.out.println(e.toString() + ": in the FoodGroup class, setCount()"); } catch (NullPointerException e) { System.out.println(e.toString() + ": in FoodGroup class, setCount"); } } public int getCount() { return count; } public void setName(String name) { this.name = name; } public void setName() { try { BufferedReader keyboard = new BufferedReader(new InputStreamReader(System.in)); System.out.println("What minute?"); this.name = keyboard.readLine(); } catch (IOException e) { System.out.println(e.toString()); } } public String getName() { return name; } public void setLocation(Location location) { this.location = location; } public Location getLocation() { return location; } public void setPurchaseDate(Date purchaseDate) { this.purchaseDate = purchaseDate; } public void setPurchaseDate() { this.purchaseDate.set(); } public Date getPurchaseDate() { return purchaseDate; } public void setExpirationDate(Date expirationDate) { this.expirationDate = expirationDate; } public void setExpirationDate() { this.expirationDate.set(); } public Date getExpirationDate() { return expirationDate; } } and finally the main class, so I can get access to all of this work. package GroceryReceiptProgram; public class NewMain { public static void main(String[] args) { FoodGroup test = new FoodGroup(); } } If anyone is further interested, here is a link the UML for this. https://www.dropbox.com/s/1weigjnxih70tbv/GRP.dia

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  • Folder Aliases in Dock or List View cannot be expanded?

    - by Chris
    I have been increasingly frustrated with the fact that you cannot expand a folder alias in the Finder "List View" via the "expand triangle" or in the dock. If I add a folder to the dock that contains folders and aliases to other folders, I can drill-down the "real" folders, but cannot on the aliases. Does anyone know a way to make this work?

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  • mdadm: Win7-install created a boot partition on one of my RAID6 drives. How to rebuild?

    - by EXIT_FAILURE
    My problem happened when I attempted to install Windows 7 on it's own SSD. The Linux OS I used which has knowledge of the software RAID system is on a SSD that I disconnected prior to the install. This was so that windows (or I) wouldn't inadvertently mess it up. However, and in retrospect, foolishly, I left the RAID disks connected, thinking that windows wouldn't be so ridiculous as to mess with a HDD that it sees as just unallocated space. Boy was I wrong! After copying over the installation files to the SSD (as expected and desired), it also created an ntfs partition on one of the RAID disks. Both unexpected and totally undesired! . I changed out the SSDs again, and booted up in linux. mdadm didn't seem to have any problem assembling the array as before, but if I tried to mount the array, I got the error message: mount: wrong fs type, bad option, bad superblock on /dev/md0, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so dmesg: EXT4-fs (md0): ext4_check_descriptors: Block bitmap for group 0 not in group (block 1318081259)! EXT4-fs (md0): group descriptors corrupted! I then used qparted to delete the newly created ntfs partition on /dev/sdd so that it matched the other three /dev/sd{b,c,e}, and requested a resync of my array with echo repair > /sys/block/md0/md/sync_action This took around 4 hours, and upon completion, dmesg reports: md: md0: requested-resync done. A bit brief after a 4-hour task, though I'm unsure as to where other log files exist (I also seem to have messed up my sendmail configuration). In any case: No change reported according to mdadm, everything checks out. mdadm -D /dev/md0 still reports: Version : 1.2 Creation Time : Wed May 23 22:18:45 2012 Raid Level : raid6 Array Size : 3907026848 (3726.03 GiB 4000.80 GB) Used Dev Size : 1953513424 (1863.02 GiB 2000.40 GB) Raid Devices : 4 Total Devices : 4 Persistence : Superblock is persistent Update Time : Mon May 26 12:41:58 2014 State : clean Active Devices : 4 Working Devices : 4 Failed Devices : 0 Spare Devices : 0 Layout : left-symmetric Chunk Size : 4K Name : okamilinkun:0 UUID : 0c97ebf3:098864d8:126f44e3:e4337102 Events : 423 Number Major Minor RaidDevice State 0 8 16 0 active sync /dev/sdb 1 8 32 1 active sync /dev/sdc 2 8 48 2 active sync /dev/sdd 3 8 64 3 active sync /dev/sde Trying to mount it still reports: mount: wrong fs type, bad option, bad superblock on /dev/md0, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so and dmesg: EXT4-fs (md0): ext4_check_descriptors: Block bitmap for group 0 not in group (block 1318081259)! EXT4-fs (md0): group descriptors corrupted! I'm a bit unsure where to proceed from here, and trying stuff "to see if it works" is a bit too risky for me. This is what I suggest I should attempt to do: Tell mdadm that /dev/sdd (the one that windows wrote into) isn't reliable anymore, pretend it is newly re-introduced to the array, and reconstruct its content based on the other three drives. I also could be totally wrong in my assumptions, that the creation of the ntfs partition on /dev/sdd and subsequent deletion has changed something that cannot be fixed this way. My question: Help, what should I do? If I should do what I suggested , how do I do that? From reading documentation, etc, I would think maybe: mdadm --manage /dev/md0 --set-faulty /dev/sdd mdadm --manage /dev/md0 --remove /dev/sdd mdadm --manage /dev/md0 --re-add /dev/sdd However, the documentation examples suggest /dev/sdd1, which seems strange to me, as there is no partition there as far as linux is concerned, just unallocated space. Maybe these commands won't work without. Maybe it makes sense to mirror the partition table of one of the other raid devices that weren't touched, before --re-add. Something like: sfdisk -d /dev/sdb | sfdisk /dev/sdd Bonus question: Why would the Windows 7 installation do something so st...potentially dangerous? Update I went ahead and marked /dev/sdd as faulty, and removed it (not physically) from the array: # mdadm --manage /dev/md0 --set-faulty /dev/sdd # mdadm --manage /dev/md0 --remove /dev/sdd However, attempting to --re-add was disallowed: # mdadm --manage /dev/md0 --re-add /dev/sdd mdadm: --re-add for /dev/sdd to /dev/md0 is not possible --add, was fine. # mdadm --manage /dev/md0 --add /dev/sdd mdadm -D /dev/md0 now reports the state as clean, degraded, recovering, and /dev/sdd as spare rebuilding. /proc/mdstat shows the recovery progress: md0 : active raid6 sdd[4] sdc[1] sde[3] sdb[0] 3907026848 blocks super 1.2 level 6, 4k chunk, algorithm 2 [4/3] [UU_U] [>....................] recovery = 2.1% (42887780/1953513424) finish=348.7min speed=91297K/sec nmon also shows expected output: ¦sdb 0% 87.3 0.0| > |¦ ¦sdc 71% 109.1 0.0|RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR > |¦ ¦sdd 40% 0.0 87.3|WWWWWWWWWWWWWWWWWWWW > |¦ ¦sde 0% 87.3 0.0|> || It looks good so far. Crossing my fingers for another five+ hours :) Update 2 The recovery of /dev/sdd finished, with dmesg output: [44972.599552] md: md0: recovery done. [44972.682811] RAID conf printout: [44972.682815] --- level:6 rd:4 wd:4 [44972.682817] disk 0, o:1, dev:sdb [44972.682819] disk 1, o:1, dev:sdc [44972.682820] disk 2, o:1, dev:sdd [44972.682821] disk 3, o:1, dev:sde Attempting mount /dev/md0 reports: mount: wrong fs type, bad option, bad superblock on /dev/md0, missing codepage or helper program, or other error In some cases useful info is found in syslog - try dmesg | tail or so And on dmesg: [44984.159908] EXT4-fs (md0): ext4_check_descriptors: Block bitmap for group 0 not in group (block 1318081259)! [44984.159912] EXT4-fs (md0): group descriptors corrupted! I'm not sure what do do now. Suggestions? Output of dumpe2fs /dev/md0: dumpe2fs 1.42.8 (20-Jun-2013) Filesystem volume name: Atlas Last mounted on: /mnt/atlas Filesystem UUID: e7bfb6a4-c907-4aa0-9b55-9528817bfd70 Filesystem magic number: 0xEF53 Filesystem revision #: 1 (dynamic) Filesystem features: has_journal ext_attr resize_inode dir_index filetype extent flex_bg sparse_super large_file huge_file uninit_bg dir_nlink extra_isize Filesystem flags: signed_directory_hash Default mount options: user_xattr acl Filesystem state: clean Errors behavior: Continue Filesystem OS type: Linux Inode count: 244195328 Block count: 976756712 Reserved block count: 48837835 Free blocks: 92000180 Free inodes: 243414877 First block: 0 Block size: 4096 Fragment size: 4096 Reserved GDT blocks: 791 Blocks per group: 32768 Fragments per group: 32768 Inodes per group: 8192 Inode blocks per group: 512 RAID stripe width: 2 Flex block group size: 16 Filesystem created: Thu May 24 07:22:41 2012 Last mount time: Sun May 25 23:44:38 2014 Last write time: Sun May 25 23:46:42 2014 Mount count: 341 Maximum mount count: -1 Last checked: Thu May 24 07:22:41 2012 Check interval: 0 (<none>) Lifetime writes: 4357 GB Reserved blocks uid: 0 (user root) Reserved blocks gid: 0 (group root) First inode: 11 Inode size: 256 Required extra isize: 28 Desired extra isize: 28 Journal inode: 8 Default directory hash: half_md4 Directory Hash Seed: e177a374-0b90-4eaa-b78f-d734aae13051 Journal backup: inode blocks dumpe2fs: Corrupt extent header while reading journal super block

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  • Getting gvim to show unicode

    - by Rook
    How to get GVim (v. 7.3. on Windows XP, if that matters) to show Unicode characters? Something along the lines of http://vimcasts.org/episodes/show-invisibles/ (search for listchars to see the little triangle I'm trying to get). I'm using set encoding, set fileencoding, and set fileencodings, all to utf-8, if that helps. I know it must be something simple, but nevertheless, here I am, stuck. Help.

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  • Disable "No Internet Access" warning on Windows 7

    - by Grhm
    I have a number of Windows 7 machines on an isolated development network. There is no internet access from this network. Winodws 7 displays a yellow warning triangle on the network connection icon with a warning "No Internet Access". Is there anyway to disable this warning - I know the internet is inaccessable and always will be.

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  • Hibernate unable to instantiate default tuplizer - cannot find getter

    - by ZeldaPinwheel
    I'm trying to use Hibernate to persist a class that looks like this: public class Item implements Serializable, Comparable<Item> { // Item id private Integer id; // Description of item in inventory private String description; // Number of items described by this inventory item private int count; //Category item belongs to private String category; // Date item was purchased private GregorianCalendar purchaseDate; public Item() { } public Integer getId() { return id; } public void setId(Integer id) { this.id = id; } public String getDescription() { return description; } public void setDescription(String description) { this.description = description; } public int getCount() { return count; } public void setCount(int count) { this.count = count; } public String getCategory() { return category; } public void setCategory(String category) { this.category = category; } public GregorianCalendar getPurchaseDate() { return purchaseDate; } public void setPurchasedate(GregorianCalendar purchaseDate) { this.purchaseDate = purchaseDate; } My Hibernate mapping file contains the following: <property name="puchaseDate" type="java.util.GregorianCalendar"> <column name="purchase_date"></column> </property> When I try to run, I get error messages indicating there is no getter function for the purchaseDate attribute: 577 [main] INFO org.hibernate.connection.DriverManagerConnectionProvider - Using Hibernate built-in connection pool (not for production use!) 577 [main] INFO org.hibernate.connection.DriverManagerConnectionProvider - Hibernate connection pool size: 20 577 [main] INFO org.hibernate.connection.DriverManagerConnectionProvider - autocommit mode: false 592 [main] INFO org.hibernate.connection.DriverManagerConnectionProvider - using driver: com.mysql.jdbc.Driver at URL: jdbc:mysql://localhost:3306/home_inventory 592 [main] INFO org.hibernate.connection.DriverManagerConnectionProvider - connection properties: {user=root, password=****} 1078 [main] INFO org.hibernate.cfg.SettingsFactory - RDBMS: MySQL, version: 5.1.45 1078 [main] INFO org.hibernate.cfg.SettingsFactory - JDBC driver: MySQL-AB JDBC Driver, version: mysql-connector-java-5.1.12 ( Revision: ${bzr.revision-id} ) 1103 [main] INFO org.hibernate.dialect.Dialect - Using dialect: org.hibernate.dialect.MySQLDialect 1107 [main] INFO org.hibernate.engine.jdbc.JdbcSupportLoader - Disabling contextual LOB creation as JDBC driver reported JDBC version [3] less than 4 1109 [main] INFO org.hibernate.transaction.TransactionFactoryFactory - Using default transaction strategy (direct JDBC transactions) 1110 [main] INFO org.hibernate.transaction.TransactionManagerLookupFactory - No TransactionManagerLookup configured (in JTA environment, use of read-write or transactional second-level cache is not recommended) 1110 [main] INFO org.hibernate.cfg.SettingsFactory - Automatic flush during beforeCompletion(): disabled 1110 [main] INFO org.hibernate.cfg.SettingsFactory - Automatic session close at end of transaction: disabled 1110 [main] INFO org.hibernate.cfg.SettingsFactory - JDBC batch size: 15 1110 [main] INFO org.hibernate.cfg.SettingsFactory - JDBC batch updates for versioned data: disabled 1111 [main] INFO org.hibernate.cfg.SettingsFactory - Scrollable result sets: enabled 1111 [main] INFO org.hibernate.cfg.SettingsFactory - JDBC3 getGeneratedKeys(): enabled 1111 [main] INFO org.hibernate.cfg.SettingsFactory - Connection release mode: auto 1111 [main] INFO org.hibernate.cfg.SettingsFactory - Maximum outer join fetch depth: 2 1111 [main] INFO org.hibernate.cfg.SettingsFactory - Default batch fetch size: 1 1111 [main] INFO org.hibernate.cfg.SettingsFactory - Generate SQL with comments: disabled 1111 [main] INFO org.hibernate.cfg.SettingsFactory - Order SQL updates by primary key: disabled 1111 [main] INFO org.hibernate.cfg.SettingsFactory - Order SQL inserts for batching: disabled 1112 [main] INFO org.hibernate.cfg.SettingsFactory - Query translator: org.hibernate.hql.ast.ASTQueryTranslatorFactory 1113 [main] INFO org.hibernate.hql.ast.ASTQueryTranslatorFactory - Using ASTQueryTranslatorFactory 1113 [main] INFO org.hibernate.cfg.SettingsFactory - Query language substitutions: {} 1113 [main] INFO org.hibernate.cfg.SettingsFactory - JPA-QL strict compliance: disabled 1113 [main] INFO org.hibernate.cfg.SettingsFactory - Second-level cache: enabled 1113 [main] INFO org.hibernate.cfg.SettingsFactory - Query cache: disabled 1113 [main] INFO org.hibernate.cfg.SettingsFactory - Cache region factory : org.hibernate.cache.impl.NoCachingRegionFactory 1113 [main] INFO org.hibernate.cfg.SettingsFactory - Optimize cache for minimal puts: disabled 1114 [main] INFO org.hibernate.cfg.SettingsFactory - Structured second-level cache entries: disabled 1117 [main] INFO org.hibernate.cfg.SettingsFactory - Echoing all SQL to stdout 1118 [main] INFO org.hibernate.cfg.SettingsFactory - Statistics: disabled 1118 [main] INFO org.hibernate.cfg.SettingsFactory - Deleted entity synthetic identifier rollback: disabled 1118 [main] INFO org.hibernate.cfg.SettingsFactory - Default entity-mode: pojo 1118 [main] INFO org.hibernate.cfg.SettingsFactory - Named query checking : enabled 1118 [main] INFO org.hibernate.cfg.SettingsFactory - Check Nullability in Core (should be disabled when Bean Validation is on): enabled 1151 [main] INFO org.hibernate.impl.SessionFactoryImpl - building session factory org.hibernate.HibernateException: Unable to instantiate default tuplizer [org.hibernate.tuple.entity.PojoEntityTuplizer] at org.hibernate.tuple.entity.EntityTuplizerFactory.constructTuplizer(EntityTuplizerFactory.java:110) at org.hibernate.tuple.entity.EntityTuplizerFactory.constructDefaultTuplizer(EntityTuplizerFactory.java:135) at org.hibernate.tuple.entity.EntityEntityModeToTuplizerMapping.<init>(EntityEntityModeToTuplizerMapping.java:80) at org.hibernate.tuple.entity.EntityMetamodel.<init>(EntityMetamodel.java:323) at org.hibernate.persister.entity.AbstractEntityPersister.<init>(AbstractEntityPersister.java:475) at org.hibernate.persister.entity.SingleTableEntityPersister.<init>(SingleTableEntityPersister.java:133) at org.hibernate.persister.PersisterFactory.createClassPersister(PersisterFactory.java:84) at org.hibernate.impl.SessionFactoryImpl.<init>(SessionFactoryImpl.java:295) at org.hibernate.cfg.Configuration.buildSessionFactory(Configuration.java:1385) at service.HibernateSessionFactory.currentSession(HibernateSessionFactory.java:53) at service.ItemSvcHibImpl.generateReport(ItemSvcHibImpl.java:78) at service.test.ItemSvcTest.testGenerateReport(ItemSvcTest.java:226) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at junit.framework.TestCase.runTest(TestCase.java:164) at junit.framework.TestCase.runBare(TestCase.java:130) at junit.framework.TestResult$1.protect(TestResult.java:106) at junit.framework.TestResult.runProtected(TestResult.java:124) at junit.framework.TestResult.run(TestResult.java:109) at junit.framework.TestCase.run(TestCase.java:120) at junit.framework.TestSuite.runTest(TestSuite.java:230) at junit.framework.TestSuite.run(TestSuite.java:225) at org.eclipse.jdt.internal.junit.runner.junit3.JUnit3TestReference.run(JUnit3TestReference.java:130) at org.eclipse.jdt.internal.junit.runner.TestExecution.run(TestExecution.java:38) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.runTests(RemoteTestRunner.java:467) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.runTests(RemoteTestRunner.java:683) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.run(RemoteTestRunner.java:390) at org.eclipse.jdt.internal.junit.runner.RemoteTestRunner.main(RemoteTestRunner.java:197) Caused by: java.lang.reflect.InvocationTargetException at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:39) at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:27) at java.lang.reflect.Constructor.newInstance(Constructor.java:513) at org.hibernate.tuple.entity.EntityTuplizerFactory.constructTuplizer(EntityTuplizerFactory.java:107) ... 29 more Caused by: org.hibernate.PropertyNotFoundException: Could not find a getter for puchaseDate in class domain.Item at org.hibernate.property.BasicPropertyAccessor.createGetter(BasicPropertyAccessor.java:328) at org.hibernate.property.BasicPropertyAccessor.getGetter(BasicPropertyAccessor.java:321) at org.hibernate.mapping.Property.getGetter(Property.java:304) at org.hibernate.tuple.entity.PojoEntityTuplizer.buildPropertyGetter(PojoEntityTuplizer.java:299) at org.hibernate.tuple.entity.AbstractEntityTuplizer.<init>(AbstractEntityTuplizer.java:158) at org.hibernate.tuple.entity.PojoEntityTuplizer.<init>(PojoEntityTuplizer.java:77) ... 34 more I'm new to Hibernate, so I don't know all the ins and outs, but I do have the getter and setter for the purchaseDate attribute. I don't know what I'm missing here - does anyone else? Thanks!

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  • Microsoft TechEd 2010 - Day 3 @ Bangalore

    - by sathya
    Microsoft TechEd 2010 - Day 3 @ Bangalore Sorry for my delayed post on day 3 because I had to travel from Blore to Chennai So I couldnt write for the past two days. On day 3 as usual we had lot of simultaneous tracks on various sessions. This day I choose the Your Data, Our Platform Track. It had sessions on the following 5 topics :   Developing Data-tier Applications in Visual Studio 2010 - by Sanjay Nagamangalam SQL Server Query Optimization, Execution and Debugging Query Performance - by Vinod Kumar M SQL Server Utility - Its about more than 1 SQL Server - by Vinod Kumar Jagannathan Data Recovery / Consistency with CheckDB - by Vinod Kumar M Developing with SQL Server Spatial and Deep dive into Spatial Indexing - by Pinal Dave Developing Data-tier Applications in Visual Studio 2010 - by Sanjay Nagamangalam This was one of the superb sessions i have attended. He explained all the concepts in detail with a demo. The important thing in this is there is something called Data-Tier application project which is newly introduced in this VS2010 with which we can manage all our data along with our application inside our VS itself. We can create DB,Tables,Procs,Views etc. here itself and once we deploy it creates a compressed file called .dacpac which stores all the changes in Table Schema,Created procs, etc. on to that single file which reduces our (developer's) effort in preparing the deployment scripts and giving it to the DBA. It also has some policy configurations which can be managed easily by checking some rules like in outlook. For Ex : IF the SQL Server Version > 10 then deploy else dont. This rule specifies that even if we try to deploy on SQL Server DB with version less than 10 It will not do it. And if we deploy some .dacpac to SQL server production db with the option upgrade DB with this dacpac once everything completes successfully it will say success else it rollsback to the prior version. Even if it gets deployed successfully and later @ a point of time you wish to revert it back to the prior version, you can go ahead and delete the existing dacpac version so that it reverts to the older version of the db changes. And for the good questions that were asked in the session T-Shirts were given. SQL Server Query Optimization, Execution and Debugging Query Performance - by Vinod Kumar M This one too was the best session. The speaker Vinod explained everything very much clearly. This was really useful session and you dont believe, as per my knowledge, in the total 3 days in the TechEd except the Keynote, for this session seats were full (House FULL)  People were even standing out to attend this session. Such a great one it was. The speaker did a deep dive in to the Query Plan section and showed which actually causes the problem. Its all about the thing that we need to understand about the execution of SQL server Queries. We think in a way and SQL Server never executes in that way. We need to understand that first. He also told about there might be two plans generated for a single query at a point of time because of parallel processors in the system. The Key is here in every query. There is something called Estimated Row Count and Actual Row Count in the query plan. If the estimated row count by SQL server tallies with the actual row count your performance will be awesome. He said some tweaks to achieve the same. After this as usual we had lunch SQL Server Utility - Its about more than 1 SQL Server - by Vinod Kumar Jagannathan This was more of a DBA's session. Am really sorry I was totally blank and I was not interested to attend this session and walked out to attend Migrating to the cloud by Harish Ranganathan (My favorite Speaker) but unfortunately that was some other persons session. There the speaker was telling about how to configure the connection strings in such a way that we can connect to the SQL Azure platform from our VS and also showed us how to deploy the same in to Windows Azure. In between there were lot of technical problems like laptop hang, user locked and he was switching between systems, also i came in the half so i wasnt able to listen that fully. In between, Since I got an MCTS certification they gave me T-Shirt with the lines 'Iam Certified. Are you?' and they asked me to wear that. If we wear that we might get spotted and they would give us some goodies  So on the 3rd day I was wearing that T-Shirt. I got spotted by the person Tarun who was coordinating things about the certification, and he was accompanied with a cameraman and they interviewed me about the certification and I was shown live in the Teched and was seen by 60000 live viewers of the TechEd. I was really happy on that. Data Recovery / Consistency with CheckDB - by Vinod Kumar M This was one of the best sessions too in the TechEd. This guy is really amazing. In front of us he crashed a DB and showed how to recover the same in 6 different ways for different no of failures. Showed about Different types of error msgs like : 823,824,825 msdb..suspect_pages DBCC CheckDB (different parameters to it) I am really waiting for his session to get uploaded live in the Teched Website. Here is his contact info If you wish to connect to him : Twitter : @vinodk_sql Website : www.ExtremeExperts.com Blog : http://blogs.sqlxml.org/vinodkumar Developing with SQL Server Spatial and Deep dive into Spatial Indexing - by Pinal Dave Pinal Dave is a King in SQL and he is a SQL MVP and he is the owner of SQLAuthority.com He took the session on Spatial Databases from the start. Showed about the different types of Spatial : Geometric and Geographic Geometric : x and y axis its a planar surface Geographic : Spherical surface with 3600  as the maximum which is used to represent the geographic points on the earth and easy to draw maps of different kinds. He had a lot of obstacles during his session like rain coming inside the hall, mic wires got bursted due to rain, Videos off on the display screens. In spite of that he asked the audience to come in the front rows and managed to take a good session without ppts and finally we got the displays on and he was showing demos on the same what he explained orally. That was really a fun filled informative session. He gave some books for the persons who asked good questions and answered well for his questions and I got one too  (It was a book on Data Mining - Wrox Publishers) And finally after all these things there was Keynote session for close of the TechEd. and we all assembled in a big hall where Mr.Ashok Soota, a man of age around 70  co-founder of Mindtree was called to give some lecture on his successes. He was explaining about his past and what all companies he switched and for what reasons and what are all his successes and what are all his failures and the learnings of him from his past failures. and his success and failures on his partnerships with the other concern. And there were some questions for him like What is your suggestion on young entrepreneur? How did you learn from past failures? What is reiterating your success? What is your suggestion on partnerships? How to choose partnerships? etc. And they said @ 7.30 Pm there would be a party night, but unfortunately i was not able to attend that because I had to catch my train and before that i had to pack things, so I started @ 7 itself. Thats it about the TechED!!! Stay tuned for further Technology updates.

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  • Why won't my UISearchDisplayController fire the didSelectRowAtIndexPath moethod?

    - by John Wells
    I am having an odd problem when searching a UITableView using a UISearchDisplayController. The UITableViewController is a subclass of another UITableViewController with a working didSelectRowAtIndexPath method. Without searching the controller handles selections fine, sending the superclass a didSelectRowAtIndexPath call, but if I select a cell when searching the superclass receives nothing but the cell is highlighted. Below is the code from my subclass. @implementation AdvancedViewController @synthesize searchDisplayController, dict, filteredList; - (void)viewDidLoad { [super viewDidLoad]; // Programmatically set up search bar UISearchBar *mySearchBar = [[UISearchBar alloc] init]; mySearchBar.delegate = self; [mySearchBar setAutocapitalizationType:UITextAutocapitalizationTypeNone]; [mySearchBar sizeToFit]; self.tableView.tableHeaderView = mySearchBar; // Programmatically set up search display controller searchDisplayController = [[UISearchDisplayController alloc] initWithSearchBar:mySearchBar contentsController:self]; [self setSearchDisplayController:searchDisplayController]; [searchDisplayController setDelegate:self]; [searchDisplayController setSearchResultsDataSource:self]; // Parse data from server NSData * jsonData = [NSData dataWithContentsOfURL:[NSURL URLWithString:url]]; NSArray * items = [[NSArray alloc] initWithArray:[[CJSONDeserializer deserializer] deserializeAsArray:jsonData error:nil]]; // Init variables dict = [[NSMutableDictionary alloc] init]; listIndex = [[NSMutableArray alloc] init]; fullList = [[NSMutableArray alloc] init]; filteredList = [[NSMutableArray alloc] init]; // Get each item and format it for the UI for(NSMutableArray * item in items) { // Get the first letter NSString * firstKey = [[[item objectAtIndex:0] substringWithRange:NSMakeRange(0,1)] uppercaseString]; // Put symbols and numbers in the same section if ([[firstKey stringByTrimmingCharactersInSet:[[NSCharacterSet letterCharacterSet] invertedSet]] isEqualToString:@""]) firstKey = @"#"; // If there isn't a section with this key if (![listIndex containsObject:firstKey]) { // Add the key to the index for faster access (because it's already sorted) [listIndex addObject:firstKey]; // Add the key to the unordered dictionary [dict setObject:[NSMutableArray array] forKey:firstKey]; } // Add the object to the dictionary [[dict objectForKey:firstKey] addObject:[[NSMutableDictionary alloc] initWithObjects:item forKeys:[NSArray arrayWithObjects:@"name", @"url", nil]]]; // Add the object to the list for simple searching [fullList addObject:[[NSMutableDictionary alloc] initWithObjects:item forKeys:[NSArray arrayWithObjects:@"name", @"url", nil]]]; } filteredList = [NSMutableArray arrayWithCapacity:[fullList count]]; } #pragma mark - #pragma mark Table view data source // Custom method for object oriented data access - (NSString *)tableView:(UITableView *)tableView dataForRowAtIndexPath:(NSIndexPath *)indexPath withKey:(NSString *)key { return (NSString *)((tableView == self.searchDisplayController.searchResultsTableView) ? [[filteredList objectAtIndex:indexPath.row] objectForKey:key] : [[[dict objectForKey:[listIndex objectAtIndex:indexPath.section]] objectAtIndex:indexPath.row] valueForKey:key]); } - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { return (tableView == self.searchDisplayController.searchResultsTableView) ? 1 : (([listIndex count] > 0) ? [[dict allKeys] count] : 1); } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return (tableView == self.searchDisplayController.searchResultsTableView) ? [filteredList count] : [[dict objectForKey:[listIndex objectAtIndex:section]] count]; } - (NSArray *)sectionIndexTitlesForTableView:(UITableView *)tableView { return (tableView == self.searchDisplayController.searchResultsTableView) ? [[NSArray alloc] initWithObjects:nil] : listIndex; } - (NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section { return (tableView == self.searchDisplayController.searchResultsTableView) ? @"" : [listIndex objectAtIndex:section]; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *kCellID = @"cellID"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:kCellID]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:kCellID] autorelease]; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; } NSString * name = nil; // TODO: Make dataForRowAtIndexPath work here if (tableView == self.searchDisplayController.searchResultsTableView) { // NOTE: dataForRowAtIndexPath causes this to crash for some unknown reason. Maybe it is called before viewDidLoad and has no data? name = [[filteredList objectAtIndex:indexPath.row] objectForKey:@"name"]; } else { // This always works name = [self tableView:[self tableView] dataForRowAtIndexPath:indexPath withKey:@"name"]; } cell.textLabel.text = name; return cell; } #pragma mark Search Methods - (void)filterContentForSearchText:(NSString*)searchText scope:(NSString*)scope { // Clear the filtered array [self.filteredList removeAllObjects]; // Filter the array for (NSDictionary *item in fullList) { // Compare the item's name to the search text NSComparisonResult result = [[item objectForKey:@"name"] compare:searchText options:(NSCaseInsensitiveSearch|NSDiacriticInsensitiveSearch) range:NSMakeRange(0, [searchText length])]; if (result == NSOrderedSame) { // Add to the filtered array if it matches [self.filteredList addObject:item]; } } } - (BOOL)searchDisplayController:(UISearchDisplayController *)controller shouldReloadTableForSearchString:(NSString *)searchString { [self filterContentForSearchText:searchString scope: [[self.searchDisplayController.searchBar scopeButtonTitles] objectAtIndex:[self.searchDisplayController.searchBar selectedScopeButtonIndex]]]; // Return YES to cause the search result table view to be reloaded. return YES; } - (void)viewDidUnload { filteredList = nil; } @end

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  • Of C# Iterators and Performance

    - by James Michael Hare
    Some of you reading this will be wondering, "what is an iterator" and think I'm locked in the world of C++.  Nope, I'm talking C# iterators.  No, not enumerators, iterators.   So, for those of you who do not know what iterators are in C#, I will explain it in summary, and for those of you who know what iterators are but are curious of the performance impacts, I will explore that as well.   Iterators have been around for a bit now, and there are still a bunch of people who don't know what they are or what they do.  I don't know how many times at work I've had a code review on my code and have someone ask me, "what's that yield word do?"   Basically, this post came to me as I was writing some extension methods to extend IEnumerable<T> -- I'll post some of the fun ones in a later post.  Since I was filtering the resulting list down, I was using the standard C# iterator concept; but that got me wondering: what are the performance implications of using an iterator versus returning a new enumeration?   So, to begin, let's look at a couple of methods.  This is a new (albeit contrived) method called Every(...).  The goal of this method is to access and enumeration and return every nth item in the enumeration (including the first).  So Every(2) would return items 0, 2, 4, 6, etc.   Now, if you wanted to write this in the traditional way, you may come up with something like this:       public static IEnumerable<T> Every<T>(this IEnumerable<T> list, int interval)     {         List<T> newList = new List<T>();         int count = 0;           foreach (var i in list)         {             if ((count++ % interval) == 0)             {                 newList.Add(i);             }         }           return newList;     }     So basically this method takes any IEnumerable<T> and returns a new IEnumerable<T> that contains every nth item.  Pretty straight forward.   The problem?  Well, Every<T>(...) will construct a list containing every nth item whether or not you care.  What happens if you were searching this result for a certain item and find that item after five tries?  You would have generated the rest of the list for nothing.   Enter iterators.  This C# construct uses the yield keyword to effectively defer evaluation of the next item until it is asked for.  This can be very handy if the evaluation itself is expensive or if there's a fair chance you'll never want to fully evaluate a list.   We see this all the time in Linq, where many expressions are chained together to do complex processing on a list.  This would be very expensive if each of these expressions evaluated their entire possible result set on call.    Let's look at the same example function, this time using an iterator:       public static IEnumerable<T> Every<T>(this IEnumerable<T> list, int interval)     {         int count = 0;         foreach (var i in list)         {             if ((count++ % interval) == 0)             {                 yield return i;             }         }     }   Notice it does not create a new return value explicitly, the only evidence of a return is the "yield return" statement.  What this means is that when an item is requested from the enumeration, it will enter this method and evaluate until it either hits a yield return (in which case that item is returned) or until it exits the method or hits a yield break (in which case the iteration ends.   Behind the scenes, this is all done with a class that the CLR creates behind the scenes that keeps track of the state of the iteration, so that every time the next item is asked for, it finds that item and then updates the current position so it knows where to start at next time.   It doesn't seem like a big deal, does it?  But keep in mind the key point here: it only returns items as they are requested. Thus if there's a good chance you will only process a portion of the return list and/or if the evaluation of each item is expensive, an iterator may be of benefit.   This is especially true if you intend your methods to be chainable similar to the way Linq methods can be chained.    For example, perhaps you have a List<int> and you want to take every tenth one until you find one greater than 10.  We could write that as:       List<int> someList = new List<int>();         // fill list here         someList.Every(10).TakeWhile(i => i <= 10);     Now is the difference more apparent?  If we use the first form of Every that makes a copy of the list.  It's going to copy the entire list whether we will need those items or not, that can be costly!    With the iterator version, however, it will only take items from the list until it finds one that is > 10, at which point no further items in the list are evaluated.   So, sounds neat eh?  But what's the cost is what you're probably wondering.  So I ran some tests using the two forms of Every above on lists varying from 5 to 500,000 integers and tried various things.    Now, iteration isn't free.  If you are more likely than not to iterate the entire collection every time, iterator has some very slight overhead:   Copy vs Iterator on 100% of Collection (10,000 iterations) Collection Size Num Iterated Type Total ms 5 5 Copy 5 5 5 Iterator 5 50 50 Copy 28 50 50 Iterator 27 500 500 Copy 227 500 500 Iterator 247 5000 5000 Copy 2266 5000 5000 Iterator 2444 50,000 50,000 Copy 24,443 50,000 50,000 Iterator 24,719 500,000 500,000 Copy 250,024 500,000 500,000 Iterator 251,521   Notice that when iterating over the entire produced list, the times for the iterator are a little better for smaller lists, then getting just a slight bit worse for larger lists.  In reality, given the number of items and iterations, the result is near negligible, but just to show that iterators come at a price.  However, it should also be noted that the form of Every that returns a copy will have a left-over collection to garbage collect.   However, if we only partially evaluate less and less through the list, the savings start to show and make it well worth the overhead.  Let's look at what happens if you stop looking after 80% of the list:   Copy vs Iterator on 80% of Collection (10,000 iterations) Collection Size Num Iterated Type Total ms 5 4 Copy 5 5 4 Iterator 5 50 40 Copy 27 50 40 Iterator 23 500 400 Copy 215 500 400 Iterator 200 5000 4000 Copy 2099 5000 4000 Iterator 1962 50,000 40,000 Copy 22,385 50,000 40,000 Iterator 19,599 500,000 400,000 Copy 236,427 500,000 400,000 Iterator 196,010       Notice that the iterator form is now operating quite a bit faster.  But the savings really add up if you stop on average at 50% (which most searches would typically do):     Copy vs Iterator on 50% of Collection (10,000 iterations) Collection Size Num Iterated Type Total ms 5 2 Copy 5 5 2 Iterator 4 50 25 Copy 25 50 25 Iterator 16 500 250 Copy 188 500 250 Iterator 126 5000 2500 Copy 1854 5000 2500 Iterator 1226 50,000 25,000 Copy 19,839 50,000 25,000 Iterator 12,233 500,000 250,000 Copy 208,667 500,000 250,000 Iterator 122,336   Now we see that if we only expect to go on average 50% into the results, we tend to shave off around 40% of the time.  And this is only for one level deep.  If we are using this in a chain of query expressions it only adds to the savings.   So my recommendation?  If you have a resonable expectation that someone may only want to partially consume your enumerable result, I would always tend to favor an iterator.  The cost if they iterate the whole thing does not add much at all -- and if they consume only partially, you reap some really good performance gains.   Next time I'll discuss some of my favorite extensions I've created to make development life a little easier and maintainability a little better.

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  • The blocking nature of aggregates

    - by Rob Farley
    I wrote a post recently about how query tuning isn’t just about how quickly the query runs – that if you have something (such as SSIS) that is consuming your data (and probably introducing a bottleneck), then it might be more important to have a query which focuses on getting the first bit of data out. You can read that post here.  In particular, we looked at two operators that could be used to ensure that a query returns only Distinct rows. and The Sort operator pulls in all the data, sorts it (discarding duplicates), and then pushes out the remaining rows. The Hash Match operator performs a Hashing function on each row as it comes in, and then looks to see if it’s created a Hash it’s seen before. If not, it pushes the row out. The Sort method is quicker, but has to wait until it’s gathered all the data before it can do the sort, and therefore blocks the data flow. But that was my last post. This one’s a bit different. This post is going to look at how Aggregate functions work, which ties nicely into this month’s T-SQL Tuesday. I’ve frequently explained about the fact that DISTINCT and GROUP BY are essentially the same function, although DISTINCT is the poorer cousin because you have less control over it, and you can’t apply aggregate functions. Just like the operators used for Distinct, there are different flavours of Aggregate operators – coming in blocking and non-blocking varieties. The example I like to use to explain this is a pile of playing cards. If I’m handed a pile of cards and asked to count how many cards there are in each suit, it’s going to help if the cards are already ordered. Suppose I’m playing a game of Bridge, I can easily glance at my hand and count how many there are in each suit, because I keep the pile of cards in order. Moving from left to right, I could tell you I have four Hearts in my hand, even before I’ve got to the end. By telling you that I have four Hearts as soon as I know, I demonstrate the principle of a non-blocking operation. This is known as a Stream Aggregate operation. It requires input which is sorted by whichever columns the grouping is on, and it will release a row as soon as the group changes – when I encounter a Spade, I know I don’t have any more Hearts in my hand. Alternatively, if the pile of cards are not sorted, I won’t know how many Hearts I have until I’ve looked through all the cards. In fact, to count them, I basically need to put them into little piles, and when I’ve finished making all those piles, I can count how many there are in each. Because I don’t know any of the final numbers until I’ve seen all the cards, this is blocking. This performs the aggregate function using a Hash Match. Observant readers will remember this from my Distinct example. You might remember that my earlier Hash Match operation – used for Distinct Flow – wasn’t blocking. But this one is. They’re essentially doing a similar operation, applying a Hash function to some data and seeing if the set of values have been seen before, but before, it needs more information than the mere existence of a new set of values, it needs to consider how many of them there are. A lot is dependent here on whether the data coming out of the source is sorted or not, and this is largely determined by the indexes that are being used. If you look in the Properties of an Index Scan, you’ll be able to see whether the order of the data is required by the plan. A property called Ordered will demonstrate this. In this particular example, the second plan is significantly faster, but is dependent on having ordered data. In fact, if I force a Stream Aggregate on unordered data (which I’m doing by telling it to use a different index), a Sort operation is needed, which makes my plan a lot slower. This is all very straight-forward stuff, and information that most people are fully aware of. I’m sure you’ve all read my good friend Paul White (@sql_kiwi)’s post on how the Query Optimizer chooses which type of aggregate function to apply. But let’s take a look at SQL Server Integration Services. SSIS gives us a Aggregate transformation for use in Data Flow Tasks, but it’s described as Blocking. The definitive article on Performance Tuning SSIS uses Sort and Aggregate as examples of Blocking Transformations. I’ve just shown you that Aggregate operations used by the Query Optimizer are not always blocking, but that the SSIS Aggregate component is an example of a blocking transformation. But is it always the case? After all, there are plenty of SSIS Performance Tuning talks out there that describe the value of sorted data in Data Flow Tasks, describing the IsSorted property that can be set through the Advanced Editor of your Source component. And so I set about testing the Aggregate transformation in SSIS, to prove for sure whether providing Sorted data would let the Aggregate transform behave like a Stream Aggregate. (Of course, I knew the answer already, but it helps to be able to demonstrate these things). A query that will produce a million rows in order was in order. Let me rephrase. I used a query which produced the numbers from 1 to 1000000, in a single field, ordered. The IsSorted flag was set on the source output, with the only column as SortKey 1. Performing an Aggregate function over this (counting the number of rows per distinct number) should produce an additional column with 1 in it. If this were being done in T-SQL, the ordered data would allow a Stream Aggregate to be used. In fact, if the Query Optimizer saw that the field had a Unique Index on it, it would be able to skip the Aggregate function completely, and just insert the value 1. This is a shortcut I wouldn’t be expecting from SSIS, but certainly the Stream behaviour would be nice. Unfortunately, it’s not the case. As you can see from the screenshots above, the data is pouring into the Aggregate function, and not being released until all million rows have been seen. It’s not doing a Stream Aggregate at all. This is expected behaviour. (I put that in bold, because I want you to realise this.) An SSIS transformation is a piece of code that runs. It’s a physical operation. When you write T-SQL and ask for an aggregation to be done, it’s a logical operation. The physical operation is either a Stream Aggregate or a Hash Match. In SSIS, you’re telling the system that you want a generic Aggregation, that will have to work with whatever data is passed in. I’m not saying that it wouldn’t be possible to make a sometimes-blocking aggregation component in SSIS. A Custom Component could be created which could detect whether the SortKeys columns of the input matched the Grouping columns of the Aggregation, and either call the blocking code or the non-blocking code as appropriate. One day I’ll make one of those, and publish it on my blog. I’ve done it before with a Script Component, but as Script components are single-use, I was able to handle the data knowing everything about my data flow already. As per my previous post – there are a lot of aspects in which tuning SSIS and tuning execution plans use similar concepts. In both situations, it really helps to have a feel for what’s going on behind the scenes. Considering whether an operation is blocking or not is extremely relevant to performance, and that it’s not always obvious from the surface. In a future post, I’ll show the impact of blocking v non-blocking and synchronous v asynchronous components in SSIS, using some of LobsterPot’s Script Components and Custom Components as examples. When I get that sorted, I’ll make a Stream Aggregate component available for download.

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  • The blocking nature of aggregates

    - by Rob Farley
    I wrote a post recently about how query tuning isn’t just about how quickly the query runs – that if you have something (such as SSIS) that is consuming your data (and probably introducing a bottleneck), then it might be more important to have a query which focuses on getting the first bit of data out. You can read that post here.  In particular, we looked at two operators that could be used to ensure that a query returns only Distinct rows. and The Sort operator pulls in all the data, sorts it (discarding duplicates), and then pushes out the remaining rows. The Hash Match operator performs a Hashing function on each row as it comes in, and then looks to see if it’s created a Hash it’s seen before. If not, it pushes the row out. The Sort method is quicker, but has to wait until it’s gathered all the data before it can do the sort, and therefore blocks the data flow. But that was my last post. This one’s a bit different. This post is going to look at how Aggregate functions work, which ties nicely into this month’s T-SQL Tuesday. I’ve frequently explained about the fact that DISTINCT and GROUP BY are essentially the same function, although DISTINCT is the poorer cousin because you have less control over it, and you can’t apply aggregate functions. Just like the operators used for Distinct, there are different flavours of Aggregate operators – coming in blocking and non-blocking varieties. The example I like to use to explain this is a pile of playing cards. If I’m handed a pile of cards and asked to count how many cards there are in each suit, it’s going to help if the cards are already ordered. Suppose I’m playing a game of Bridge, I can easily glance at my hand and count how many there are in each suit, because I keep the pile of cards in order. Moving from left to right, I could tell you I have four Hearts in my hand, even before I’ve got to the end. By telling you that I have four Hearts as soon as I know, I demonstrate the principle of a non-blocking operation. This is known as a Stream Aggregate operation. It requires input which is sorted by whichever columns the grouping is on, and it will release a row as soon as the group changes – when I encounter a Spade, I know I don’t have any more Hearts in my hand. Alternatively, if the pile of cards are not sorted, I won’t know how many Hearts I have until I’ve looked through all the cards. In fact, to count them, I basically need to put them into little piles, and when I’ve finished making all those piles, I can count how many there are in each. Because I don’t know any of the final numbers until I’ve seen all the cards, this is blocking. This performs the aggregate function using a Hash Match. Observant readers will remember this from my Distinct example. You might remember that my earlier Hash Match operation – used for Distinct Flow – wasn’t blocking. But this one is. They’re essentially doing a similar operation, applying a Hash function to some data and seeing if the set of values have been seen before, but before, it needs more information than the mere existence of a new set of values, it needs to consider how many of them there are. A lot is dependent here on whether the data coming out of the source is sorted or not, and this is largely determined by the indexes that are being used. If you look in the Properties of an Index Scan, you’ll be able to see whether the order of the data is required by the plan. A property called Ordered will demonstrate this. In this particular example, the second plan is significantly faster, but is dependent on having ordered data. In fact, if I force a Stream Aggregate on unordered data (which I’m doing by telling it to use a different index), a Sort operation is needed, which makes my plan a lot slower. This is all very straight-forward stuff, and information that most people are fully aware of. I’m sure you’ve all read my good friend Paul White (@sql_kiwi)’s post on how the Query Optimizer chooses which type of aggregate function to apply. But let’s take a look at SQL Server Integration Services. SSIS gives us a Aggregate transformation for use in Data Flow Tasks, but it’s described as Blocking. The definitive article on Performance Tuning SSIS uses Sort and Aggregate as examples of Blocking Transformations. I’ve just shown you that Aggregate operations used by the Query Optimizer are not always blocking, but that the SSIS Aggregate component is an example of a blocking transformation. But is it always the case? After all, there are plenty of SSIS Performance Tuning talks out there that describe the value of sorted data in Data Flow Tasks, describing the IsSorted property that can be set through the Advanced Editor of your Source component. And so I set about testing the Aggregate transformation in SSIS, to prove for sure whether providing Sorted data would let the Aggregate transform behave like a Stream Aggregate. (Of course, I knew the answer already, but it helps to be able to demonstrate these things). A query that will produce a million rows in order was in order. Let me rephrase. I used a query which produced the numbers from 1 to 1000000, in a single field, ordered. The IsSorted flag was set on the source output, with the only column as SortKey 1. Performing an Aggregate function over this (counting the number of rows per distinct number) should produce an additional column with 1 in it. If this were being done in T-SQL, the ordered data would allow a Stream Aggregate to be used. In fact, if the Query Optimizer saw that the field had a Unique Index on it, it would be able to skip the Aggregate function completely, and just insert the value 1. This is a shortcut I wouldn’t be expecting from SSIS, but certainly the Stream behaviour would be nice. Unfortunately, it’s not the case. As you can see from the screenshots above, the data is pouring into the Aggregate function, and not being released until all million rows have been seen. It’s not doing a Stream Aggregate at all. This is expected behaviour. (I put that in bold, because I want you to realise this.) An SSIS transformation is a piece of code that runs. It’s a physical operation. When you write T-SQL and ask for an aggregation to be done, it’s a logical operation. The physical operation is either a Stream Aggregate or a Hash Match. In SSIS, you’re telling the system that you want a generic Aggregation, that will have to work with whatever data is passed in. I’m not saying that it wouldn’t be possible to make a sometimes-blocking aggregation component in SSIS. A Custom Component could be created which could detect whether the SortKeys columns of the input matched the Grouping columns of the Aggregation, and either call the blocking code or the non-blocking code as appropriate. One day I’ll make one of those, and publish it on my blog. I’ve done it before with a Script Component, but as Script components are single-use, I was able to handle the data knowing everything about my data flow already. As per my previous post – there are a lot of aspects in which tuning SSIS and tuning execution plans use similar concepts. In both situations, it really helps to have a feel for what’s going on behind the scenes. Considering whether an operation is blocking or not is extremely relevant to performance, and that it’s not always obvious from the surface. In a future post, I’ll show the impact of blocking v non-blocking and synchronous v asynchronous components in SSIS, using some of LobsterPot’s Script Components and Custom Components as examples. When I get that sorted, I’ll make a Stream Aggregate component available for download.

    Read the article

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