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  • How can I improve this collision detection logic?

    - by Dan
    I’m trying to make an android game and I’m having a bit of trouble getting the collision detection to work. It works sometimes but my conditions aren’t specific enough and my program gets it wrong. How could I improve the following if conditions? public boolean checkColisionWithPlayer( Player player ) { // Top Left // Top Right // Bottom Right // Bottom Left // int[][] PP = { { player.x, player.y }, { player.x + player.width, player.y }, {player.x + player.height, player.y + player.width }, { player.x, player.y + player.height } }; // TOP LEFT - PLAYER // if( ( PP[0][0] > x && PP[0][0] < x + width ) && ( PP[0][1] > y && PP[0][1] < y + height ) && ( (x - player.x) < 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Right if( PP[0][0] > ( x + width/2 ) && ( PP[0][1] - y < ( x + width ) - PP[0][0] ) ) { Log.i("Colision", "Top Left - Right Side"); player.x = ( x + width ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Bottom else if( PP[0][1] > ( y + height/2 ) ) { Log.i("Colision", "Top Left - Bottom Side"); player.y = ( y + height ) + 1; if( player.Vv > 0 ) player.Vv = 0; } return true; } // TOP RIGHT - PLAYER // else if( ( PP[1][0] > x && PP[1][0] < x + width ) && ( PP[1][1] > y && PP[1][1] < y + height ) && ( (x - player.x) > 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Left if( PP[1][0] < ( x + width/2 ) && ( PP[1][0] - x < PP[1][1] - y ) ) { Log.i("Colision", "Top Right - Left Side"); player.x = ( x ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Bottom else if( PP[1][1] > ( y + height/2 ) ) { Log.i("Colision", "Top Right - Bottom Side"); player.y = ( y + height ) + 1; if( player.Vv > 0 ) player.Vv = 0; } return true; } // BOTTOM RIGHT - PLAYER // else if( ( PP[2][0] > x && PP[2][0] < x + width ) && ( PP[2][1] > y && PP[2][1] < y + height ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Left if( PP[2][0] < ( x + width/2 ) && ( PP[2][0] - x < PP[2][1] - y ) ) { Log.i("Colision", "Bottom Right - Left Side"); player.x = ( x ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Top else if( PP[2][1] < ( y + height/2 ) ) { Log.i("Colision", "Bottom Right - Top Side"); player.y = y - player.height; player.Vv = player.phy.getVelsoityWallColision(player.Vv, player.Cr); //player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); int rs = x - player.x; Log.i("RS", String.format("%d", rs)); if( rs > 0 ) { player.direction = -1; player.isSpinning = true; player.Vh = -0.5 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } if( rs < 0 ) { player.direction = 1; player.isSpinning = true; player.Vh = 0.5 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } player.rotateSpeed = 1 * rs; } return true; } // BOTTOM LEFT - PLAYER // else if( ( PP[3][0] > x && PP[3][0] < x + width ) && ( PP[3][1] > y && PP[3][1] < y + height ) )//&& ( (x - player.x) > 0 ) ) { player.isColided = true; //player.isSpinning = false; // Collision On Right if( PP[3][0] > ( x + width/2 ) && ( PP[3][1] - y < ( x + width ) - PP[3][0] ) ) { Log.i("Colision", "Bottom Left - Right Side"); player.x = ( x + width ) + 1; player.Vh = player.phy.getVelsoityWallColision(player.Vh, player.Cr); } // Collision On Top else if( PP[3][1] < ( y + height/2 ) ) { Log.i("Colision", "Bottom Left - Top Side"); player.y = y - player.height; player.Vv = player.phy.getVelsoityWallColision(player.Vv, player.Cr); //player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); int rs = x - player.x; //Log.i("RS", String.format("%d", rs)); //player.direction = -1; //player.isSpinning = true; if( rs > 0 ) { player.direction = -1; player.isSpinning = true; player.Vh = -1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } if( rs < 0 ) { player.direction = 1; player.isSpinning = true; player.Vh = 1 * ( player.phy.getVelsoityWallColision(player.Vv, player.Cr) ); } player.rotateSpeed = 1 * rs; } //try { Thread.sleep(1000, 0); } //catch (InterruptedException e) {} return true; } else { player.isColided = false; player.isSpinning = true; } return false; }

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  • Puppetmaster don't notice changes to site.pp

    - by tore-
    Hi, I've just setup a new production environment with puppet. Using 0.25.4 in client/server. Ruby is at 1.8.5, CentOS 5.4. I've made a simple manifest for configuring yum-updatesd, but the puppetmaster doesn't seem to notice changes done to site.pp: err: Could not parse for environment production: Could not match 'node' at /etc/puppet/manifests/site.pp:1 err: Could not retrieve catalog from remote server: Error 400 on SERVER: Could not parse for environment production: Could not match 'node' at /etc/puppet/manifests/site.pp:1 Notice, it says line 1. But line 1 contains an import statement: # cat -n /etc/puppet/manifests/site.pp 1 import "update-notification" 2 3 node default { 4 include update-notification 5 update-notification::configure() 6 } I've tried to reboot the server, delete and recreate site.pp, start and stop puppetmaster and puppet, with no luck. What am I missing?

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  • Puppetmaster don't notice changes to site.pp

    - by tore-
    I've just setup a new production environment with puppet. Using 0.25.4 in client/server. Ruby is at 1.8.5, CentOS 5.4. I've made a simple manifest for configuring yum-updatesd, but the puppetmaster doesn't seem to notice changes done to site.pp: err: Could not parse for environment production: Could not match 'node' at /etc/puppet/manifests/site.pp:1 err: Could not retrieve catalog from remote server: Error 400 on SERVER: Could not parse for environment production: Could not match 'node' at /etc/puppet/manifests/site.pp:1 Notice, it says line 1. But line 1 contains an import statement: # cat -n /etc/puppet/manifests/site.pp 1 import "update-notification" 2 3 node default { 4 include update-notification 5 update-notification::configure() 6 } I've tried to reboot the server, delete and recreate site.pp, start and stop puppetmaster and puppet, with no luck. What am I missing?

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  • Optimize an SQL statement

    - by kovshenin
    Hey, I'm running WordPress, the database diagram could be found here: http://codex.wordpress.org/Database_Description After doing tonnes of filters and applying some hooks to the core, I'm left with the following query: SELECT SQL_CALC_FOUND_ROWS wp_posts.* FROM wp_posts JOIN wp_postmeta ppmeta_beds ON (ppmeta_beds.post_id = wp_posts.ID AND ppmeta_beds.meta_key = 'pp-general-beds' AND ppmeta_beds.meta_value >= 2) JOIN wp_postmeta ppmeta_baths ON (ppmeta_baths.post_id = wp_posts.ID AND ppmeta_baths.meta_key = 'pp-general-baths' AND ppmeta_baths.meta_value >= 3) JOIN wp_postmeta ppmeta_furnished ON (ppmeta_furnished.post_id = wp_posts.ID AND ppmeta_furnished.meta_key = 'pp-general-furnished' AND ppmeta_furnished.meta_value = 'yes') JOIN wp_postmeta ppmeta_pool ON (ppmeta_pool.post_id = wp_posts.ID AND ppmeta_pool.meta_key = 'pp-facilities-pool' AND ppmeta_pool.meta_value = 'yes') JOIN wp_postmeta ppmeta_pool_type ON (ppmeta_pool_type.post_id = wp_posts.ID AND ppmeta_pool_type.meta_key = 'pp-facilities-pool-type' AND ppmeta_pool_type.meta_value IN ('tennis', 'voleyball', 'basketball', 'fitness')) JOIN wp_postmeta ppmeta_sport ON (ppmeta_sport.post_id = wp_posts.ID AND ppmeta_sport.meta_key = 'pp-facilities-sport' AND ppmeta_sport.meta_value = 'yes') JOIN wp_postmeta ppmeta_sport_type ON (ppmeta_sport_type.post_id = wp_posts.ID AND ppmeta_sport_type.meta_key = 'pp-facilities-sport-type' AND ppmeta_sport_type.meta_value IN ('tennis', 'voleyball', 'basketball', 'fitness')) JOIN wp_postmeta ppmeta_parking ON (ppmeta_parking.post_id = wp_posts.ID AND ppmeta_parking.meta_key = 'pp-facilities-parking' AND ppmeta_parking.meta_value = 'yes') JOIN wp_postmeta ppmeta_parking_type ON (ppmeta_parking_type.post_id = wp_posts.ID AND ppmeta_parking_type.meta_key = 'pp-facilities-parking-type' AND ppmeta_parking_type.meta_value IN ('street', 'off-street', 'garage')) JOIN wp_postmeta ppmeta_garden ON (ppmeta_garden.post_id = wp_posts.ID AND ppmeta_garden.meta_key = 'pp-facilities-garden' AND ppmeta_garden.meta_value = 'yes') JOIN wp_postmeta ppmeta_garden_type ON (ppmeta_garden_type.post_id = wp_posts.ID AND ppmeta_garden_type.meta_key = 'pp-facilities-garden-type' AND ppmeta_garden_type.meta_value IN ('private', 'communal')) JOIN wp_postmeta ppmeta_type ON (ppmeta_type.post_id = wp_posts.ID AND ppmeta_type.meta_key = 'pp-general-type' AND ppmeta_type.meta_value IN ('villa', 'apartment', 'penthouse')) JOIN wp_postmeta ppmeta_status ON (ppmeta_status.post_id = wp_posts.ID AND ppmeta_status.meta_key = 'pp-general-status' AND ppmeta_status.meta_value IN ('off-plan', 'resale')) JOIN wp_postmeta ppmeta_location_type ON (ppmeta_location_type.post_id = wp_posts.ID AND ppmeta_location_type.meta_key = 'pp-location-type' AND ppmeta_location_type.meta_value IN ('beachfront', 'countryside', 'town-center', 'near-the-sea', 'hillside', 'private-resort')) JOIN wp_postmeta ppmeta_price_range ON (ppmeta_price_range.post_id = wp_posts.ID AND ppmeta_price_range.meta_key = 'pp-general-price' AND ppmeta_price_range.meta_value BETWEEN 10000 AND 50000) JOIN wp_postmeta ppmeta_area_range ON (ppmeta_area_range.post_id = wp_posts.ID AND ppmeta_area_range.meta_key = 'pp-general-area' AND ppmeta_area_range.meta_value BETWEEN 50 AND 150) WHERE 1=1 AND (((wp_posts.post_title LIKE '%fdsfsad%') OR (wp_posts.post_content LIKE '%fdsfsad%'))) AND wp_posts.post_type = 'property' AND (wp_posts.post_status = 'publish' OR wp_posts.post_status = 'private') ORDER BY wp_posts.post_date DESC LIMIT 0, 10 It's way too big. Could anybody please show me a way of optimizing all those joins into fewer statements? As you can see they all use the same tables but under different names. I'm not an SQL guru but I think there should be a way, because this is insane ;) Thanks! Update Here's what explain returns: http://twitpic.com/1cd36p

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  • OOP vs PP for algorithms

    - by Ilian
    Which paradigm is better for design and analysis of algorithms? Which is faster? Because I have a subject called Design and Analysis of Algorithms in university and have a time limit for programs. Is OOP slower than Procedure programming? Or the time difference is not big?

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  • Can Vagrant point to a directory of Puppet manifests for execution?

    - by SeligkeitIstInGott
    I am using Vagrant to jump start some initial Puppet config and am confused on how to include/run multiple manifests (other than just site.pp) in the puppet execution workflow without making the extra manifests into modules and including them that way. In the puppet manifests directory that I point Vagrant to (see below) I have two manifests that I want executed: site.pp and hierasetup.pp. config.vm.provision "puppet" do |puppet| puppet.manifests_path = "puppet_files/manifests" puppet.module_path = "puppet_files/modules" puppet.manifest_file = "site.pp" puppet.options = "--verbose --debug" end Currently I am having site.pp be the manifest that calls hierasetup.pp. My site.pp looks like this: File { owner => 'root', group => 'root', mode => '0644', } import "hierasetup.pp" include jboss But I get this error about the deprecation of "import": Warning: The use of 'import' is deprecated at /tmp/vagrant-puppet-1/manifests/site.pp:33. See http://links.puppetlabs.com/puppet-import-deprecation (at grammar.ra:610:in `_reduce_190') According to the referenced URL under "Things to try instead" it says "To keep your node definitions in separate files, specify a directory as your main manifest". Further this puppet doc on main manifests says: "Recommended: If you’re using the main manifest heavily instead of relying on an ENC, consider changing the manifest setting to $confdir/manifests. This lets you split up your top-level code into multiple files while avoiding the import keyword. It will also match the behavior of simple environments." It appears that Puppet can reference an entire directory instead of just a specific manifest file, such that I would expect that Vagrant would make a provision for this and allow me to drop the "puppet.manifest_file = "site.pp" line and point to the parent directory instead in which all the *.pp files there will be executed. However removing that line in Vagrant merely generates a complaint about an expected "default.pp" in its stead: puppet provisioner: * The configured Puppet manifest is missing. Please specify a path to an existing manifest: /some/path/puppet_files/manifests/default.pp So: Firstly, do I understand the "new" (non-import) way of calling multiple manifests correctly, in that a directory is to be pointed to in which all the *.pp files inside it will be executed? And secondly, has Vagrant "caught up" with this new change to accommodate the referencing of directories in conjunction with Puppet's deprecation of "import"? Update: Thanks to Shane the issue with #2 (Vagrant's code not being caught up to allow pointing to puppet manifest directories) was reported on Vagrant's GitHub issue tracker site and has since been patched: https://github.com/mitchellh/vagrant/issues/4169

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  • How can I fix puppet refusing to start and asking for "master.pp"?

    - by cwd
    I'm using the very latest version of puppet and have been following the Apress "Pro Puppet" guide step by step. I have installed puppet sudo aptitude install ruby libshadow-ruby1.8 sudo aptitude install puppet puppetmaster facter I have edited /etc/puppet/puppet.conf to include certname [master] certname=puppet.mydomain.com I have edited /etc/hosts and added the following line 127.0.0.1 puppet.mydomain.com puppet I have set the hostname of the server echo "puppet.mydomain.com" > /etc/hostname hostname -F /etc/hostname And then I try and run puppet from the command line. puppet master --verbose --no-daemonize And puppet gives me this error: Could not parse for environment production: Could not find file /master.pp I'm running all commands with sudo and the last line of the error message always says that it can't find master.pp and the path before it is to my current working directory. What am I doing wrong? I should also mention that I don't have a DNS record set up for puppet.mydomain.com - I saw some online documentation mentioning this might be a problem - however I was fairly sure that the hosts file would let me get around that.

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  • Is it safe to have no TOS or PP?

    - by JamerTheProgrammer
    I have coded my own forums from the ground up. I have tried my best to make my code as secure as possible and encrypting everything I can. I want to use this forum for a Minecraft server. I have one concern however.... I would like to setup this forum now but having no TOS or Privacy Policy has put me off. Will having none of either cause me any legal trouble in the unlikely event of a data leakage? Thanks

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  • Sort order in Windows Explorer

    - by Haim H.
    The behaviour described below occurs on Windows-7 systems and on Windows XP. We operate in a dual-language environment - English and Hebrew. When in Windows Explorer we sort files by name, the order in which they are listed is not what we would expect. Here is a list of file names as sorted by Windows Explorer (all of the files have a .pdf suffix): 1G110033H-PP 19C050G-PP-ORB 19C050H-PPRM 19C100H-PPRM 19C-MBPS-PP 19C-MBPS-PP-1 29AAC050-PP 29AAC100-PP 29AAC100-PPUL 29B004064-PP 101AC050-PP 101AC100-PP 101B100-PPE 1091003G-PPFSUL 10108033G-PPSA 10125033H-PPM It looks to me that first the items are sorted according to the position of the first alphabetic character in the name, and then, within those groups, they are sorted in "normal" alpha-numeric order. That is, all the files with an alpha character in the first position are on top of the list, followed by those with the first alpha character in the second position, followed by those with the first alpha character in the third position, and so on. An alternate way of looking at this is that, in a file name composed of numbers and letters, the sort treats the first group of numbers in the name as the major sort node, with the rest of the name being the secondary sort node. Now that I understand the sequencing logic, it's not a big problem, but I was wondering why this happens?

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  • How can I have puppet deploy ssh keys for virtual users?

    - by Pheezy
    I am trying to get puppet to assign authorized ssh keys for virtual users but I keep getting the following error: err: Could not retrieve catalog: Could not parse for environment production: Syntax error at 'user'; expected '}' at /etc/puppet/modules/users/manifests/ssh_authorized_keys.pp:9 I believe my configuration are correct (listed below) but is there a syntax error or scoping issue I am missing? I would simply like to assign users to nodes and have those users automagically have their ssh keys installed. Is there maybe a better way to do this and I'm just overthinking it? # /etc/puppet/modules/users/virtual.pp class user::virtual { @user { "user": home => "/home/user", ensure => "present", groups => ["root","wheel"], uid => "8001", password => "SCRAMBLED", comment => "User", shell => "/bin/bash", managehome => "true", } # /etc/puppet/modules/users/manifests/ssh_authorized_keys.pp ssh_authorized_key { "user": ensure => "present", type => "ssh-dss", key => "AAAAB....", user => "user", } # /etc/puppet/modules/users/init.pp import "users.pp" import "ssh_authorized_keys.pp" class user::ops inherits user::virtual { realize( User["user"], ) } # /etc/puppet/manifests/modules.pp import "sudo" import "users" # /etc/puppet/manifests/nodes.pp node basenode { include sudo } node 'testbox' inherits basenode { include user::ops } # /etc/puppet/manifests/site.pp import "modules" import "nodes" # The filebucket option allows for file backups to the server filebucket { main: server => 'puppet' } # Set global defaults - including backing up all files to the main filebucket and adds a global path File { backup => main } Exec { path => "/usr/bin:/usr/sbin/:/bin:/sbin" }

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  • Using Javascript in Adobe Reader

    - by godleuf
    Hi, I am currently using the following script for a few documents: var pp = this.getPrintParams(); pp.interactive = pp.constants.interactionLevel.automatic; this.print(pp); How do I add another command, say document.close() so that it reads the print function and then follows the close document last? Do I simply add the close command right after the print command so it would read var pp = this.getPrintParams(); pp.interactive = pp.constants.interactionLevel.automatic; this.print(pp); document.close(); Thanks.

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  • Can I make Puppet's module-to-file mapping to start searching at the top of the modules tree?

    - by John Siracusa
    Consider these two Puppet module files: # File modules/a/manifests/b/c.pp class a::b::c { include b::c } # File modules/b/manifests/c.pp class b::c { notify { "In b::c": } } It seems that when Puppet hits the include b::c directive in class a::b::c, it searches for the corresponding *.pp file by looking backwards from the current class and decides that it find the correct file located at ../../b/c.pp. In other words, it resolves b::c to the same *.pp file that the include b::c statement appears in: modules/a/manifests/b/c.pp I expected it (and would like it) to instead find and load the file modules/b/manifests/c.pp. Is there a way to make Puppet do this? If not, it seems to me that module names may not contain any other module names anywhere within them, which is a pretty surprising restriction.

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  • Pagination and duplicate content

    - by jazz090
    I have an archive page that displays the number of articles published. Because there were so many, I ran a pagination script: for 127.0.0.1/archive/2/?p=x&pp=y where p is the page number and pp is number of articles to display per page. The pagination looks like this: Prev 1 2 3 4 ... 12 NEXT with each item linking to p like <a href="?p=x">x</a>. I also have the items per page setter: 25 | 50 | 100 (<a href="?pp=y">y</a>). Now I have a PHP script that fixes pp into a session variable. But I am worried about duplicate content (since incrementing pp values will be inclusive) and also content not getting indexed because its not in the pagination link. so in the example above, pages 5-11 will not be indexed. Any ideas on how to fix this?

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  • parallel-python error: RuntimeError("Socket connection is broken")

    - by user288558
    I am using a simple program to send a function: import pp nodes=('mosura02','mosura03','mosura04','mosura05','mosura06', 'mosura09','mosura10','mosura11','mosura12') nodes=('miner:60001',) def pptester(): js=pp.Server(ppservers=nodes) js.set_ncpus(0) tmp=[] for i in range(200): tmp.append(js.submit(ppworktest,(),(),('os',))) return tmp def ppworktest(): import os return os.system("uname -a") the result is: wkerzend@mosura:/home/wkerzend/tmp/ppython_test>ssh miner "source ~/coala_python_setup.sh;ppserver.py -d -p 60001" 2010-04-12 00:50:48,162 - pp - INFO - Creating server instance (pp-1.6.0) 2010-04-12 00:50:52,732 - pp - INFO - pp local server started with 32 workers 2010-04-12 00:50:52,732 - pp - DEBUG - Strarting network server interface=0.0.0.0 port=60001 Exception in thread client_socket: Traceback (most recent call last): File "/usr/lib64/python2.6/threading.py", line 525, in __bootstrap_inner self.run() File "/usr/lib64/python2.6/threading.py", line 477, in run self.__target(*self.__args, **self.__kwargs) File "/home/wkerzend/python_coala/bin/ppserver.py", line 161, in crun ctype = mysocket.receive() File "/home/wkerzend/python_coala/lib/python2.6/site-packages/pptransport.py", line 178, in receive raise RuntimeError("Socket connection is broken") RuntimeError: Socket connection is broken

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  • C++/STL: std::transform with given stride?

    - by Arman
    Hello, I have a 1d array containing Nd data, I would like to effectively traverse on it with std::transform or std::for_each. unigned int nelems; unsigned int stride=3;// we are going to have 3D points float *pP;// this will keep xyzxyzxyz... Load(pP); std::transform(pP, pP+nelems, strMover<float>(pP, stride));//How to define the strMover?? Kind Regards, Arman.

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  • local variable 'sresult' referenced before assignment

    - by user288558
    I have had multiple problems trying to use PP. I am running python2.6 and pp 1.6.0 rc3. Using the following test code: import pp nodes=('mosura02','mosura03','mosura04','mosura05','mosura06', 'mosura09','mosura10','mosura11','mosura12') def pptester(): js=pp.Server(ppservers=nodes) tmp=[] for i in range(200): tmp.append(js.submit(ppworktest,(),(),('os',))) return tmp def ppworktest(): return os.system("uname -a") gives me the following result: In [10]: Exception in thread run_local: Traceback (most recent call last): File "/usr/lib64/python2.6/threading.py", line 525, in __bootstrap_inner self.run() File "/usr/lib64/python2.6/threading.py", line 477, in run self.__target(*self.__args, **self.__kwargs) File "/home/wkerzend/python_coala/lib/python2.6/site-packages/pp.py", line 751, in _run_local job.finalize(sresult) UnboundLocalError: local variable 'sresult' referenced before assignment Exception in thread run_local: Traceback (most recent call last): File "/usr/lib64/python2.6/threading.py", line 525, in __bootstrap_inner self.run() File "/usr/lib64/python2.6/threading.py", line 477, in run self.__target(*self.__args, **self.__kwargs) File "/home/wkerzend/python_coala/lib/python2.6/site-packages/pp.py", line 751, in _run_local job.finalize(sresult) UnboundLocalError: local variable 'sresult' referenced before assignment Exception in thread run_local: Traceback (most recent call last): File "/usr/lib64/python2.6/threading.py", line 525, in __bootstrap_inner self.run() File "/usr/lib64/python2.6/threading.py", line 477, in run self.__target(*self.__args, **self.__kwargs) File "/home/wkerzend/python_coala/lib/python2.6/site-packages/pp.py", line 751, in _run_local job.finalize(sresult) UnboundLocalError: local variable 'sresult' referenced before assignment Exception in thread run_local: Traceback (most recent call last): File "/usr/lib64/python2.6/threading.py", line 525, in __bootstrap_inner self.run() File "/usr/lib64/python2.6/threading.py", line 477, in run self.__target(*self.__args, **self.__kwargs) File "/home/wkerzend/python_coala/lib/python2.6/site-packages/pp.py", line 751, in _run_local job.finalize(sresult) UnboundLocalError: local variable 'sresult' referenced before assignment any help greatly appreciated

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  • Linq: the linked objects are null, why?

    - by user46503
    Hello, I have several linked tables (entities). I'm trying to get the entities using the following linq: ObjectQuery<Location> locations = context.Location; ObjectQuery<ProductPrice> productPrice = context.ProductPrice; ObjectQuery<Product> products = context.Product; IQueryable<ProductPrice> res1 = from pp in productPrice join loc in locations on pp.Location equals loc join prod in products on pp.Product equals prod where prod.Title.ToLower().IndexOf(Word.ToLower()) > -1 select pp; This query returns 2 records, ProductPrice objects that have linked object Location and Product but they are null and I cannot understand why. If I try to fill them in the linq as below: res = from pp in productPrice join loc in locations on pp.Location equals loc join prod in products on pp.Product equals prod where prod.Title.ToLower().IndexOf(Word.ToLower()) > -1 select new ProductPrice { ProductPriceId = pp.ProductPriceId, Product = prod }; I have the exception "The entity or complex type 'PBExplorerData.ProductPrice' cannot be constructed in a LINQ to Entities query" Could someone please explain me what happens and what I need to do? Thanks

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  • Exit code 3 (not my return value, looking for source)

    - by Kathoz
    Greetings, my program exits with the code 3. No error messages, no exceptions, and the exit is not initiated by my code. The problem occurs when I am trying to read extremely long integer values from a text file (the text file is present and correctly opened, with successful prior reading). I am using very large amounts of memory (in fact, I think that this might be the cause, as I am nearly sure I go over the 2GB per process memory limit). I am also using the GMP (or, rather, MPIR) library to multiply bignums. I am fairly sure that this is not a file I/O problem as I got the same error code on a previous program version that was fully in-memory. System: MS Visual Studio 2008 MS Windows Vista Home Premium x86 MPIR 2.1.0 rc2 4GB RAM Where might this error code originate from? EDIT: this is the procedure that exits with the code void condenseBinSplitFile(const char *sourceFilename, int partCount){ //condense results file into final P and Q std::string tempFilename; std::string inputFilename(sourceFilename); std::string outputFilename(BIN_SPLIT_FILENAME_DATA2); mpz_class *P = new mpz_class(0); mpz_class *Q = new mpz_class(0); mpz_class *PP = new mpz_class(0); mpz_class *QQ = new mpz_class(0); FILE *sourceFile; FILE *resultFile; fpos_t oldPos; int swapCount = 0; while (partCount > 1){ std::cout << partCount << std::endl; sourceFile = fopen(inputFilename.c_str(), "r"); resultFile = fopen(outputFilename.c_str(), "w"); for (int i=0; i<partCount/2; i++){ //Multiplication order: //Get Q, skip P //Get QQ, mul Q and QQ, print Q, delete Q //Jump back to P, get P //Mul P and QQ, delete QQ //Skip QQ, get PP //Mul P and PP, delete P and PP //Get Q, skip P mpz_inp_str(Q->get_mpz_t(), sourceFile, CALC_BASE); fgetpos(sourceFile, &oldPos); skipLine(sourceFile); skipLine(sourceFile); //Get QQ, mul Q and QQ, print Q, delete Q mpz_inp_str(QQ->get_mpz_t(), sourceFile, CALC_BASE); (*Q) *= (*QQ); mpz_out_str(resultFile, CALC_BASE, Q->get_mpz_t()); fputc('\n', resultFile); (*Q) = 0; //Jump back to P, get P fsetpos(sourceFile, &oldPos); mpz_inp_str(P->get_mpz_t(), sourceFile, CALC_BASE); //Mul P and QQ, delete QQ (*P) *= (*QQ); (*QQ) = 0; //Skip QQ, get PP skipLine(sourceFile); skipLine(sourceFile); mpz_inp_str(PP->get_mpz_t(), sourceFile, CALC_BASE); //Mul P and PP, delete PP, print P, delete P (*P) += (*PP); (*PP) = 0; mpz_out_str(resultFile, CALC_BASE, P->get_mpz_t()); fputc('\n', resultFile); (*P) = 0; } partCount /= 2; fclose(sourceFile); fclose(resultFile); //swap filenames tempFilename = inputFilename; inputFilename = outputFilename; outputFilename = tempFilename; swapCount++; } delete P; delete Q; delete PP; delete QQ; remove(BIN_SPLIT_FILENAME_RESULTS); if (swapCount%2 == 0) rename(sourceFilename, BIN_SPLIT_FILENAME_RESULTS); else rename(BIN_SPLIT_FILENAME_DATA2, BIN_SPLIT_FILENAME_RESULTS); }

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  • Automating Form Login

    - by Greg_Gutkin
    Introduction A common task in configuring a web application for proxying in Pagelet Producer is setting up form autologin. PP provides a wizard-like tool for detecting the login form fields, but this is usually only the first step in configuring this feature. If the generated configuration doesn't seem to work, some additional manual modifications will be needed to complete the setup. This article will try to guide you through this process while steering you away from common pitfalls. For the purposes of this article, let's assume the following characteristics about your environment: Web Application Base URL: http://host/app (configured as Resource Source URL in PP) Pagelet Producer Base URL: http://pp/pagelets Form Field Auto-Detection Form Autologin is configured in the PP Admin UI under resource_name/Autologin/Form Login. First, you'll enter the URL to the login form under "Login Form Identification". This will enable the admin wizard to connect to and display the login page. Caution: RedirectsMake sure the entered URL matches what you see in the browser's address bar, when the application login page is displayed. For example, even though you may be able to reach the login page by simply typing http://host/app, the URL you end up on may change to http://host/app/login via browser redirect(s).The second URL is the one you will want to use. Caution: External Login ServersThe login page may actually come from a different server than the application you are trying to proxy. For example, you may notice that the login page URL changes to http://hostB/appB. This is common when external SSO products are involved. There are two ways of dealing with this situation. One is to configure Pagelet Producer to participate in SSO. This approach is out of scope of this article and is discussed in a separate whitepaper (TODO add link). The second approach is to use the autologin feature to provide stored credentials to the SSO login form. Since the login form URL is not an extension of the application base URL (PP resource URL), you will need to add a new PP resource for the SSO server and configure the login form on that resource instead of the original application resource. One side benefit of this additional resource is that it can reused for other applications relying on the same SSO server for login. After entering the login page URL (make sure dropdown says "URL"), click "Automatically Detect Form Fields". This will bring up the web app's login page in a new browser window. Fill it out and submit it as you would normally. If everything goes right, Pagelet Producer will intercept the submitted values and fill out all the needed configuration data in the Admin UI. If the login form window doesn't close or configuration data doesn't get filled in, you may have not entered the login page URL correctly. Review the two cautionary notes above and make any necessary changes. If the form fields got filled automatically, it's time to save the configuration and test it out. If you can access a protected area of the backend application via a proxied PP URL without filling out its login form, then you are pretty much done with login form configuration. The only other step you will need to complete before declaring this aspect of configuration production ready is configuring form field source. You may skip to that section below. Manual Login Form Identification Let's take a closer look at Login Form Identification. This determines how Pagelet Producer recognizes login forms as such. URL The most efficient way of detecting login forms is by looking at the page URL. This method can only be used under the following conditions: Login page URL must be different from the post login application URLs. Login page URL must stay constant regardless of the path it takes to reach the page. For example, reaching the login page by going to the application base URL or to a specific protected URL must result in a redirect to the same login page URL (query string excluded). If only the query string parameters change, just leave out the query string from the configured login page URL. If either of these conditions is not fullfilled, you must switch to the RegEx approach below. RegEx If the login page URL is not uniform enough across all scenarios or is indistinguishable from other page locations, PP can be configured to recognize it by looking at the page markup itself. This is accomplished by changing the dropdown to "RegEx". If regular expressions scare you, take comfort from the fact that in most cases you won't need to enter any special regex characters. Let's look at an example: Say you have a login form that looks like <form id='loginForm' action='login?from=pageA' > <input id='user'> <input id='pass'> </form> Since this form has an id attribute, you can be reasonably sure that this login form can be uniquely identified across the web application by this snippet: "id='loginForm'". (Unless, of course your backend web application contains login forms to other apps). Since no wildcards are needed to find this snippet, you can just enter it as is into the RegEx field - no special regular expression characters needed! If the web developer who created the form wasn't kind enough to provide a unique id, you will need to look for other snippets of the page to uniquely identify it. It could be the action URL, an input field id, or some other markup fragment. You should abstain from using UI text as an identifier it may change in translated versions of the page and prevent the login page logic from working for international users. You may need to turn to regular expression wildcard syntax if no simple matches work. For more information on regular expression, refer to the Resources section. Form Submit Location Now we'll look at the form submit location. If the captured URL contains query string parameters that will likely change from one form submission to the next, you will need to change its type to RegEx. This type will tell Pagelet Producer to parse the login page for the action URL and submit to the value found. The regular expression needs to point at the actual action URL with its first grouping expression. Taking the example form definition above, the form submit location regex would be: action='(.*?)' The parentheses are used to identify the actual action URL, while the rest of the expression provides the context for finding it. Expression .*? is a so-called reluctant wildcard that matches any character excluding the single quote that follows. See Resources section below for further information on regular expressions. Manual Form Field Detection If the Admin UI form field detection wizard fails to populate login form configuration page, you will have to enter the fields by hand. Use a built-in browser developer tool or addon (e.g. Firebug) to inspect the form element and its children input elements. For each input element (including hidden elements), create an entry under Form Fields. Change its Source according to the next section. Form Field Source Change the source of any of the fields not exposed to the users of the login form (i.e. hidden fields) to "Generated". This means Pagelet Producer will just use the values returned by the web app rather than supplying values it stored. For fields that contain sensitive data or vary from user to user (e.g. username & password), change the source to User (Credential) Vault. Logging Support To help you troubleshoot you autologin configuration, PP provides some useful logging support. To turn on detailed logging for the autologin feature, navigate to Settings in Admin UI. Under Logging, change the log level for AutoLogin to Finest. Known Limitations Autologin feature may not work as expected if login form fields (not just the values, but the DOM elements themselves) are generated dynamically by client side JavaScript. Resources RegEx RegEx Reference from Java RegEx Test Tool

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  • Puppet class inheritance confusion

    - by EMiller
    I've read the documentation on scope, but I'm still having trouble working this out. I've got two environments that are very similar - so I've got: modules/django-env/manifests/init.pp class django-env { package { "python26": ensure => installed } # etc ... } import "er.pp" modules/django-env/manifests/er.pp $venvname = "er" $venvpath = "/home/django/virtualenvs" class er { file { "$venvpath/$venvname" : ensure => directory } # etc ... } class er-dev { include er } class er-bce-dev { $venvname = "er-bce" include er } manifests/modules.pp import "django-env" manifests/nodes.pp node default { # etc ... } node 'centos-dev' imports default { include django-env include er-bce-dev include er-dev } The result here is that the "inheritance" works - but only the first "er-" item under the 'centos-dev' node is acted upon, I either get er-bce-dev or er-dev, but not both. There must be some basic thing I'm misunderstanding here. Is it the difference between import and include ? (not sure I understand that)

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  • Syntax error at '{'; expected '}' when using nagios in puppet

    - by jiangchengwu
    It's a big problem to me, because I'm not familiar with puppet. ERROR on the puppetmaster: debug: importing '/etc/puppet/manifests/nodes/group-1.pp' err: Could not parse for environment production: Syntax error at '{'; expected '}' at /etc/puppet/manifests/nodes/group-1.pp:6 ERROR on the puppet client: err: Could not retrieve catalog from remote server: Error 400 on SERVER: Could not parse for environment production: Syntax error at '{'; expected '}' at /etc/puppet/manifests/nodes/group-1.pp:6 in group-1.pp: node 'group1' { include ntp class { 'nagios::host': #this is line 6 nodename => $clientcert, appname => 'test', } } nagios::host in module module/nagios/host.pp code are here: class nagios::host($nodename, $hostgroup) { file { '/usr/lib/nagios/plugins': mode = "755", require = Package["nagios-plugins"], } ... @@nagios_service { "${nodename}_check_ssh": ensure => present, use => 'generic-service', host_name => "${nodename}", notification_interval => 60, flap_detection_enabled => 0, service_description => "SSH", check_command => "check_ssh", target => "/etc/nagios3/services.d/${nodename}.cfg", } } and the file module/nagios/init.pp is blank How could I fix it ?

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  • Writing a mini-language with haskell, trouble with "while" statements and blocks { }

    - by Nibirue
    EDIT: problem partially solved, skip to the bottom for update. I'm writing a small language using haskell, and I've made a lot of progress, but I am having trouble implementing statements that use blocks, like "{ ... }". I've implemented support for If statements like so in my parser file: stmt = skip +++ ifstmt +++ assignment +++ whilestmt ifstmt = symbol "if" >> parens expr >>= \c -> stmt >>= \t -> symbol "else" >> stmt >>= \e -> return $ If c t e whilestmt = symbol "while" >> parens expr >>= \c -> symbol "\n" >> symbol "{" >> stmt >>= \t -> symbol "}" >> return $ While c t expr = composite +++ atomic And in the Syntax file: class PP a where pp :: Int -> a -> String instance PP Stmt where pp ind (If c t e) = indent ind ++ "if (" ++ show c ++ ") \n" ++ pp (ind + 2) t ++ indent ind ++ "else\n" ++ pp (ind + 2) e pp ind (While c t) = indent ind ++ "while (" ++ show c ++") \n" ++ "{" ++ pp (ind + 2) t ++ "}" ++ indent ind Something is wrong with the while statement, and I don't understand what. The logic seems correct, but when I run the code I get the following error: EDIT: Fixed the first problem based on the first reply, now it is not recognizing my while statment which I assume comes from this: exec :: Env -> Stmt -> Env exec env (If c t e) = exec env ( if eval env c == BoolLit True then t else e ) exec env (While c t) = exec env ( if eval env c == BoolLit True then t ) The file being read from looks like this: x = 1; c = 0; if (x < 2) c = c + 1; else ; -- SEPARATE FILES FOR EACH x = 1; c = 1; while (x < 10) { c = c * x; x = x + 1; } c I've tried to understand the error report but nothing I've tried solves the problem.

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  • need help writing puppet module for sssd.conf using Hiera

    - by mr.zog
    I need to build a module to manage /etc/sssd/sssd.conf on our Red Hat VMs. The sssd modules published on the forge don't seem to do what I want, nor do I feel like forking any of them. I want to keep all the configuration data in Hiera's common.yaml file. Below is my sssd.conf file. [sssd] config_file_version = 2 services = nss, pam domains = default [nss] filter_groups = root filter_users = root reconnection_retries = 3 entry_cache_timeout = 300 entry_cache_nowait_percentage = 75 [pam] [domain/default] auth_provider = ldap ldap_id_use_start_tls = True chpass_provider = ldap cache_credentials = True ldap_search_base = dc=ederp,dc=com id_provider = ldap ldap_uri = ldaps://lvldap1.lvs01.ederp.com/ ldaps://lvldap2.lvs01.ederp.com/ ldap_tls_cacertdir = /etc/openldap/cacerts What is the best, most economical way to build the sssd.conf file? Should I have multiple .pp files such as domain.pp, pam.pp etc. or should all the lines of configuration land in init.pp?

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  • Hiera + Puppet classes

    - by Amadan
    I'm trying to figure out Puppet (3.0) and how it relates to built-in Hiera. So this is what I tried, an extremely simple example (I'll make a more complex hierarchy when I manage to get the simple one working): # /etc/puppet/hiera.yaml :backends: - yaml :hierarchy: - common :yaml: :datadir: /etc/puppet/hieradata # /etc/puppet/hieradata/common.yaml test::param: value # /etc/puppet/modules/test/manifests/init.pp class test ($param) { notice($param) } # /etc/puppet/manifests/site.pp include test If I directly apply it, it's fine: $ puppet apply /etc/puppet/manifests/site.pp Scope(Class[Test]): value If I go through puppet master, it's not fine: $ puppet agent --test Could not retrieve catalog from remote server: Error 400 on SERVER: Must pass param to Class[Test] at /etc/puppet/manifests/site.pp:1 on node <nodename> What am I missing? EDIT: I just left the office but a thought struck me: I should probably restart puppet master so it can see the new hiera.conf. I'll try that on Monday; in the meantime, if anyone figures out some not-it problem, I'd appreciate it :)

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  • Deferred rendering with VSM - Scaling light depth loses moments

    - by user1423893
    I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light Space -> Shadow Map Space] // Transform the surface into light space and project // NB: Could be done in the vertex shader, but doing it here keeps the // "light shader" abstraction and doesn't limit the number of shadowed lights float4x4 LightViewProjection = mul(LightView, LightProjection); float4 surf_tex = mul(position, LightViewProjection); // Re-homogenize // 'w' component is not used in later calculations so no need to homogenize (it will equal '1' if homogenized) surf_tex.xyz /= surf_tex.w; // Rescale viewport to be [0,1] (texture coordinate system) float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = -surf_tex.y * 0.5f + 0.5f; // Half texel offset //shadow_tex += (0.5 / 512); // Scaled distance to light (instead of 'surf_tex.z') float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; //float rescaled_dist_to_light = surf_tex.z; // [Variance Shadow Map Depth Calculation] // No filtering float2 moments = tex2D(ShadowSampler, shadow_tex).xy; // Flip the moments values to bring them back to their original values moments.x = 1.0 - moments.x; moments.y = 1.0 - moments.y; // Compute variance float E_x2 = moments.y; float Ex_2 = moments.x * moments.x; float variance = E_x2 - Ex_2; variance = max(variance, Bias.y); // Surface is fully lit if the current pixel is before the light occluder (lit_factor == 1) // One-tailed inequality valid if float lit_factor = (rescaled_dist_to_light <= moments.x - Bias.x); // Compute probabilistic upper bound (mean distance) float m_d = moments.x - rescaled_dist_to_light; // Chebychev's inequality float p = variance / (variance + m_d * m_d); p = ReduceLightBleeding(p, Bias.z); // Adjust the light color based on the shadow attenuation shadow *= max(lit_factor, p); This is what I know for certain so far: The lighting is correct if I do not try and calculate the shadow term. (No shadows) The shadow term is correct when calculated using forward rendered lighting. (VSM works with forward rendered lights) With the current rescaled light distance (lightAttenuation.y is the far plane value): float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; The light is correct and the shadow appears to be zoomed in and misses the blurring: When I do not rescale the light and use the homogenized 'surf_tex': float rescaled_dist_to_light = surf_tex.z; the shadows are blurred correctly but the lighting is incorrect and the cube model is no longer lit Why is scaling by the far plane value (LightAttenuation.y) zooming in too far? The only other factor involved is my world pixel position, which is calculated as follows: // [Position] float4 position; // [Screen Position] position.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above position.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component position.z = 1.0 - position.z; position.w = 1.0; // 1.0 = position.w / position.w // [World Position] position = mul(position, CameraViewProjectionInverse); // Re-homogenize position (xyz AND w, otherwise shadows will bend when camera is close) position.xyz /= position.w; position.w = 1.0; Using the inverse matrix of the camera's view x projection matrix does work for lighting but maybe it is incorrect for shadow calculation? EDIT: Light calculations for shadow including 'dist_to_light' // Work out the light position and direction in world space float3 light_position = float3(LightViewInverse._41, LightViewInverse._42, LightViewInverse._43); // Direction might need to be negated float3 light_direction = float3(-LightViewInverse._31, -LightViewInverse._32, -LightViewInverse._33); // Unnormalized light vector float3 dir_to_light = light_position - position; // Direction from vertex float dist_to_light = length(dir_to_light); // Normalise 'toLight' vector for lighting calculations dir_to_light = normalize(dir_to_light); EDIT2: These are the calculations for the moments (depth) //============================================= //---[Vertex Shaders]-------------------------- //============================================= DepthVSOutput depth_VS( float4 Position : POSITION, uniform float4x4 shadow_view, uniform float4x4 shadow_view_projection) { DepthVSOutput output = (DepthVSOutput)0; // First transform position into world space float4 position_world = mul(Position, World); output.position_screen = mul(position_world, shadow_view_projection); output.light_vec = mul(position_world, shadow_view).xyz; return output; } //============================================= //---[Pixel Shaders]--------------------------- //============================================= DepthPSOutput depth_PS(DepthVSOutput input) { DepthPSOutput output = (DepthPSOutput)0; // Work out the depth of this fragment from the light, normalized to [0, 1] float2 depth; depth.x = length(input.light_vec) / FarPlane; depth.y = depth.x * depth.x; // Flip depth values to avoid floating point inaccuracies depth.x = 1.0f - depth.x; depth.y = 1.0f - depth.y; output.depth = depth.xyxy; return output; } EDIT 3: I have tried the folloiwng: float4 pp; pp.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above pp.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component pp.z = 1.0 - pp.z; pp.w = 1.0; // 1.0 = position.w / position.w // Determine the depth of the pixel with respect to the light float4x4 LightViewProjection = mul(LightView, LightProjection); float4x4 matViewToLightViewProj = mul(CameraViewProjectionInverse, LightViewProjection); float4 vPositionLightCS = mul(pp, matViewToLightViewProj); float fLightDepth = vPositionLightCS.z / vPositionLightCS.w; // Transform from light space to shadow map texture space. float2 vShadowTexCoord = 0.5 * vPositionLightCS.xy / vPositionLightCS.w + float2(0.5f, 0.5f); vShadowTexCoord.y = 1.0f - vShadowTexCoord.y; // Offset the coordinate by half a texel so we sample it correctly vShadowTexCoord += (0.5f / 512); //g_vShadowMapSize This suffers the same problem as the second picture. I have tried storing the depth based on the view x projection matrix: output.position_screen = mul(position_world, shadow_view_projection); //output.light_vec = mul(position_world, shadow_view); output.light_vec = output.position_screen; depth.x = input.light_vec.z / input.light_vec.w; This gives a shadow that has lots surface acne due to horrible floating point precision errors. Everything is lit correctly though. EDIT 4: Found an OpenGL based tutorial here I have followed it to the letter and it would seem that the uv coordinates for looking up the shadow map are incorrect. The source uses a scaled matrix to get the uv coordinates for the shadow map sampler /// <summary> /// The scale matrix is used to push the projected vertex into the 0.0 - 1.0 region. /// Similar in role to a * 0.5 + 0.5, where -1.0 < a < 1.0. /// <summary> const float4x4 ScaleMatrix = float4x4 ( 0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); I had to negate the 0.5 for the y scaling (M22) in order for it to work but the shadowing is still not correct. Is this really the correct way to scale? float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = surf_tex.y * -0.5f + 0.5f; The depth calculations are exactly the same as the source code yet they still do not work, which makes me believe something about the uv calculation above is incorrect.

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