Search Results

Search found 7645 results on 306 pages for 'report matrix'.

Page 101/306 | < Previous Page | 97 98 99 100 101 102 103 104 105 106 107 108  | Next Page >

  • What is the right way to group this project into classes?

    - by sigil
    I originally asked this on SO, where it was closed and recommended that I ask it here instead. I'm trying to figure out how to group all the functions necessary for my project into classes. The goal of the project is to execute the following process: Get the user's FTP credentials (username & password). Check to make sure the credentials establish a valid connection to the FTP server. Query several Sharepoint lists and join the results of those queries to create a list of items that need to have action taken on them. Each item in the list has a folder. For each item: Zip the contents of the folder. Upload the folder to the FTP server using SFTP Update the item's Sharepoint data. Email the user an Excel report showing, e.g., Items without folder paths Items that failed to zip or upload Steps 2-5 are performed on a periodic basis; if step 2 returns an invalid connection, the user is alerted and the process returns to step 1. If at any point the user presses a certain key, the process terminates. I've defined the following set of classes, each of which is in its own .cs file: SFTP: file transfer processes DataHandler: Sharepoint data retrieval/querying/updating processes. Also makes and uploads the zip files. Exceptions: Not just one class, this is the .cs file where I have all of my exception classes. Report: Builds and sends the report. Program: The main class for running the program. I recognize that the DataHandler class is a god object, but I don't have a good idea of how to refactor it. I feel like it should be more fine-grained than just breaking it into Sharepoint, Zip, and Upload, but maybe that's it. Also, I haven't yet worked out how to combine the periodic behavior with the "wait for user input at any point in the process" part; I think that involves threads, which means other classes to manage the threads... I'm not that well-versed in design patterns, but is there one that fits this project well? If this is too big of a topic to neatly explain in an SO answer, I'll also accept a link to a good tutorial on what I'm trying to do here.

    Read the article

  • Google Analytics Request URI to Event advanced filter

    - by confidentjohn
    I have a query string attached to a Request URI. Whilst I can see this data within the pages report and it works, I was thinking about setting up an advanced filter to convert the request URI to an Event, with the hope this would clean up my pages report and sit this query with related events in my data. I can see in advanced filters that this is possible, but seems limited to specifying a single event area, so Cat, action or Label, not all 3. Does any one know how I could set up an advanced filter to find any URIs that contain a specific query string, say example below. www.example.com?querystring=123 and convert this into an event, where I can set the Cat, action and label.

    Read the article

  • Upgrade Ubuntu 10.04 to Ubuntu 10.10

    - by user8561
    Hi. I'm new to these forums so I'll be quick. When I try to upgrade to Ubuntu 10.10 from 10.04 I get this error, I have tried upgrading from Terminal and Update Manager as well. Could not determine the upgrade An unresolvable problem occurred while calculating the upgrade: E:Error, pkgProblemResolver::Resolve generated breaks, this may be caused by held packages. This can be caused by: * Upgrading to a pre-release version of Ubuntu * Running the current pre-release version of Ubuntu * Unofficial software packages not provided by Ubuntu If none of this applies, then please report this bug against the 'update-manager' package and include the files in /var/log/dist-upgrade/ in the bug report. Restoring original system state Thanks Aborting

    Read the article

  • skype crashes, also audio problems 13.10

    - by user139710
    Ive always had problems with skype ususally with audio, trying to keep the usb headphones set correctly. Wha tive found is that when i see the Pulseaudio server in the audio list in Skype, and thats my only option, Skype works good,...stable and reliable. Second issue: Its been crashing a bit, just locks up and the only thing to free it up is a reboot,.. These problems are under the new release 13.10. so concider this a bug report. DEVELOPERS: You all need to make a good channel for people to report bugs,.... OK thats all/

    Read the article

  • What I would like changed about Reporting Services. What would you like changed?

    - by simonsabin
    I recently asked a few questions about some features I was surprised weren’t in reporting services. The response I got from the team was,”raise them in connect and get them voted for”. So thats what I’ve done. Here is a list of the items I’ve raised as well as items I’ve found that I think should be being done. if you agree with any of these features please vote. It does make a difference.   Controlling functionality in report builder Controlling what a user can do in report builder, i.e. not...(read more)

    Read the article

  • ??????????? Oracle OpenWorld Tokyo 2012 ?????? ~?????????????~ ????????!

    - by M.Morozumi
    Oracle OpenWorld Tokyo 2012?JavaOne Tokyo 2012 ???????????????????????????Oracle Open World ?????????????????2????????? Exadata ???????·DBA·????????? Exadata?????????(???)???Oracle Exadata Database Machine ??? Exadata Storage Server X2-2 ??????????Exadata ???????????????????????????????????Database Machine?????????????????????????????????????????????????????????? ?????????(???) 2012?4?2?~4?3? Oracle BI Suite EE 10g??????! 11g????????????????????!! Oracle BIEE 10g???? 11g Report/Dashboard ?????Oracle BI Suite EE 10g?????????11g???(????)????????????????????????? Oracle BIEE 10g???? 11g Report/Dashboard ?? 2012?4?3?~4?4?

    Read the article

  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

    Read the article

  • problem with frustum AABB culling in DirectX

    - by Matthew Poole
    Hi, I am currently working on a project with a few friends, and I am trying to get frustum culling working. Every single tutorial or article I go to shows that my math is correct and that this should be working. I thought maybe posting here, somebody would catch something I could not. Thank you. Here are the important code snippets /create the projection matrix void CD3DCamera::SetLens(float fov, float aspect, float nearZ, float farZ) { D3DXMatrixPerspectiveFovLH(&projMat, D3DXToRadian(fov), aspect, nearZ, farZ); } //build the view matrix after changes have been made to camera void CD3DCamera::BuildView() { //keep axes orthoganal D3DXVec3Normalize(&look, &look); //up D3DXVec3Cross(&up, &look, &right); D3DXVec3Normalize(&up, &up); //right D3DXVec3Cross(&right, &up, &look); D3DXVec3Normalize(&right, &right); //fill view matrix float x = -D3DXVec3Dot(&position, &right); float y = -D3DXVec3Dot(&position, &up); float z = -D3DXVec3Dot(&position, &look); viewMat(0,0) = right.x; viewMat(1,0) = right.y; viewMat(2,0) = right.z; viewMat(3,0) = x; viewMat(0,1) = up.x; viewMat(1,1) = up.y; viewMat(2,1) = up.z; viewMat(3,1) = y; viewMat(0,2) = look.x; viewMat(1,2) = look.y; viewMat(2,2) = look.z; viewMat(3,2) = z; viewMat(0,3) = 0.0f; viewMat(1,3) = 0.0f; viewMat(2,3) = 0.0f; viewMat(3,3) = 1.0f; } void CD3DCamera::BuildFrustum() { D3DXMATRIX VP; D3DXMatrixMultiply(&VP, &viewMat, &projMat); D3DXVECTOR4 col0(VP(0,0), VP(1,0), VP(2,0), VP(3,0)); D3DXVECTOR4 col1(VP(0,1), VP(1,1), VP(2,1), VP(3,1)); D3DXVECTOR4 col2(VP(0,2), VP(1,2), VP(2,2), VP(3,2)); D3DXVECTOR4 col3(VP(0,3), VP(1,3), VP(2,3), VP(3,3)); // Planes face inward frustum[0] = (D3DXPLANE)(col2); // near frustum[1] = (D3DXPLANE)(col3 - col2); // far frustum[2] = (D3DXPLANE)(col3 + col0); // left frustum[3] = (D3DXPLANE)(col3 - col0); // right frustum[4] = (D3DXPLANE)(col3 - col1); // top frustum[5] = (D3DXPLANE)(col3 + col1); // bottom // Normalize the frustum for( int i = 0; i < 6; ++i ) D3DXPlaneNormalize( &frustum[i], &frustum[i] ); } bool FrustumCheck(D3DXVECTOR3 max, D3DXVECTOR3 min, const D3DXPLANE* frustum) { // Test assumes frustum planes face inward. D3DXVECTOR3 P; D3DXVECTOR3 Q; bool ret = false; for(int i = 0; i < 6; ++i) { // For each coordinate axis x, y, z... for(int j = 0; j < 3; ++j) { // Make PQ point in the same direction as the plane normal on this axis. if( frustum[i][j] > 0.0f ) { P[j] = min[j]; Q[j] = max[j]; } else { P[j] = max[j]; Q[j] = min[j]; } } if(D3DXPlaneDotCoord(&frustum[i], &Q) < 0.0f ) ret = false; } return true; }

    Read the article

  • My frustum culling is culling from the wrong point

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] /= length; m_Planes[side][1] /= length; m_Planes[side][2] /= length; m_Planes[side][3] /= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } What am i doing wrong?

    Read the article

  • My frustum culling is culling from the wrong point [SOLVED]

    - by Xbetas
    I'm having problems with my frustum being in the wrong origin. It follows the rotation of my camera but not the position. In my camera class I'm generating a view-matrix: void Camera::Update() { UpdateViewMatrix(); glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); glLoadMatrixf(GetViewMatrix().m); } Then extracting the planes using the projection matrix and modelview matrix: void UpdateFrustum() { Matrix4x4 projection, model, clip; glGetFloatv(GL_PROJECTION_MATRIX, projection.m); glGetFloatv(GL_MODELVIEW_MATRIX, model.m); clip = model * projection; m_Planes[RIGHT][0] = clip.m[ 3] - clip.m[ 0]; m_Planes[RIGHT][1] = clip.m[ 7] - clip.m[ 4]; m_Planes[RIGHT][2] = clip.m[11] - clip.m[ 8]; m_Planes[RIGHT][3] = clip.m[15] - clip.m[12]; NormalizePlane(RIGHT); m_Planes[LEFT][0] = clip.m[ 3] + clip.m[ 0]; m_Planes[LEFT][1] = clip.m[ 7] + clip.m[ 4]; m_Planes[LEFT][2] = clip.m[11] + clip.m[ 8]; m_Planes[LEFT][3] = clip.m[15] + clip.m[12]; NormalizePlane(LEFT); m_Planes[BOTTOM][0] = clip.m[ 3] + clip.m[ 1]; m_Planes[BOTTOM][1] = clip.m[ 7] + clip.m[ 5]; m_Planes[BOTTOM][2] = clip.m[11] + clip.m[ 9]; m_Planes[BOTTOM][3] = clip.m[15] + clip.m[13]; NormalizePlane(BOTTOM); m_Planes[TOP][0] = clip.m[ 3] - clip.m[ 1]; m_Planes[TOP][1] = clip.m[ 7] - clip.m[ 5]; m_Planes[TOP][2] = clip.m[11] - clip.m[ 9]; m_Planes[TOP][3] = clip.m[15] - clip.m[13]; NormalizePlane(TOP); m_Planes[NEAR][0] = clip.m[ 3] + clip.m[ 2]; m_Planes[NEAR][1] = clip.m[ 7] + clip.m[ 6]; m_Planes[NEAR][2] = clip.m[11] + clip.m[10]; m_Planes[NEAR][3] = clip.m[15] + clip.m[14]; NormalizePlane(NEAR); m_Planes[FAR][0] = clip.m[ 3] - clip.m[ 2]; m_Planes[FAR][1] = clip.m[ 7] - clip.m[ 6]; m_Planes[FAR][2] = clip.m[11] - clip.m[10]; m_Planes[FAR][3] = clip.m[15] - clip.m[14]; NormalizePlane(FAR); } void NormalizePlane(int side) { float length = 1.0/(float)sqrt(m_Planes[side][0] * m_Planes[side][0] + m_Planes[side][1] * m_Planes[side][1] + m_Planes[side][2] * m_Planes[side][2]); m_Planes[side][0] *= length; m_Planes[side][1] *= length; m_Planes[side][2] *= length; m_Planes[side][3] *= length; } And check against it with: bool PointInFrustum(float x, float y, float z) { for(int i = 0; i < 6; i++) { if( m_Planes[i][0] * x + m_Planes[i][1] * y + m_Planes[i][2] * z + m_Planes[i][3] <= 0 ) return false; } return true; } Then i render using: camera->Update(); UpdateFrustum(); int numCulled = 0; for(int i = 0; i < (int)meshes.size(); i++) { if(!PointInFrustum(meshCenter.x, meshCenter.y, meshCenter.z)) { meshes[i]->SetDraw(false); numCulled++; } else meshes[i]->SetDraw(true); } Matrices look like (Camera is at (5, 0, 0)): ModelView [0,0,0.99,0] [0,1,0,0] [-0.99,0,0,0] [0,0,-5,1] Projection [0.814,0,0,0] [0,1.303,0,0] [0,0,-1,0] [0,0,-0.02,0] Clip [0,0,-1,-0.999] [0,1.30,0,0] [-0.814,0,0,0] [0,0,4.98,4.99] What am i doing wrong?

    Read the article

  • SQL 2008 SP2 RsClientPrint ActiveX - "Unable to load client print control"

    - by Miles
    We recently updated our SQL 2008 server to use SP 2 and its causing a few headaches. We use SSRS on this server and when a client tries to print a report by the built-in print function, we're needing to download the RsClientPrint ActiveX control from the server from the client gets the following error Unable to load client print control. We have about 700 computers that are needing this fixed and I've followed the instructions found on the following URL: http://www.kodyaz.com/articles/client-side-printing-silent-deployment-of-rsclientPrint.aspx We have two issues: Most of the users who will be using this ActiveX control are not local administrators so they will not be able to install the control themselves Since there are so many computers, this has to be done silently behind the scenes run by a local admin account After following the information from the link above, we're able to put the files in the C:\Windows\System32 folder and register the DLL but we still get the same problem. The only small thing I've noticed is that in the HTML for the report page, everything that references a version is referencing version 2007.100.4000.00 and the version of the DLL that I pulled from the report server is 2007.100.1600.22. Also, for some clients that are local administrators, they are prompted every time to install the ActiveX control when they click print. This works successfully but we can't have the user asked if they want to install the same control every time they need to print.

    Read the article

  • mdadm cron job sends email that cron has run

    - by Andrew
    I've got an Ubuntu 8.04 server using mdadm to create several RAID1 arrays. I created /etc/cron.hourly/mdadm as follows: #! /bin/sh set -e mdadm --monitor /dev/md0 /dev/md3 /dev/md4 --oneshot (Yes, the array numbers are not sequential, and I'm not using --scan beacuse I have a degraded array that may or may not have been used as swap and I can't delete, but I think that's a separate issue. If it's the underlying cause of this, I need to fix it.) mdadm sends me email (configured in the /etc/mdadm/mdadm.conf) on DegradedArray etc. events. This is the desired behaviour. What is not desired, and I can't work out, is why cron is sending me (relatively pointless) emails, via an alias in /etc/aliases: From: root@<hostname> (Cron Daemon) To: root@<hostname> Subject: Cron <root@<hostname>> cd / && run-parts --report /etc/cron.hourly Content-Type: text/plain; charset=ANSI_X3.4-1968 X-Cron-Env: <SHELL=/bin/sh> X-Cron-Env: <PATH=/usr/local/sbin:/usr/local/bin:/sbin:/bin:/usr/sbin:/usr/bin> X-Cron-Env: <HOME=/root> X-Cron-Env: <LOGNAME=root> Message-Id: <id@hostname> Date: Fri, 7 May 2010 13:17:01 +0930 (CST) /etc/cron.hourly/mdadm: mdadm: Monitor using email address "<root_alias@domain>" from config file I've got a dozen other servers behaving correctly (mdadm sends email, cron doesnt') with identical /etc/crontab files: # /etc/crontab: system-wide crontab # <snip comments> SHELL=/bin/sh PATH=/usr/local/sbin:/usr/local/bin:/sbin:/bin:/usr/sbin:/usr/bin # m h dom mon dow user command 17 * * * * root cd / && run-parts --report /etc/cron.hourly <snip anacron jobs> Should I simply remove the --report, or is there something else in my cron config somewhere causing this?

    Read the article

  • different nmap results

    - by aasasas
    Hello I have a scan on my server form outside and from inside, why results are different? [root@xxx ~]# nmap -sV -p 0-65535 localhost Starting Nmap 5.51 ( http://nmap.org ) at 2011-02-16 07:59 MSK Nmap scan report for localhost (127.0.0.1) Host is up (0.000015s latency). rDNS record for 127.0.0.1: localhost.localdomain Not shown: 65534 closed ports PORT STATE SERVICE VERSION 22/tcp open ssh OpenSSH 4.3 (protocol 2.0) 80/tcp open http Apache httpd 2.2.3 ((CentOS)) Service detection performed. Please report any incorrect results at http://nmap.org/submit/ . Nmap done: 1 IP address (1 host up) scanned in 7.99 seconds AND sh-3.2# nmap -sV -p 0-65535 xxx.com Starting Nmap 5.51 ( http://nmap.org ) at 2011-02-16 00:01 EST Warning: Unable to open interface vmnet1 -- skipping it. Warning: Unable to open interface vmnet8 -- skipping it. Stats: 0:07:49 elapsed; 0 hosts completed (1 up), 1 undergoing SYN Stealth Scan SYN Stealth Scan Timing: About 36.92% done; ETC: 00:22 (0:13:21 remaining) Stats: 0:22:05 elapsed; 0 hosts completed (1 up), 1 undergoing Service Scan Service scan Timing: About 75.00% done; ETC: 00:23 (0:00:02 remaining) Nmap scan report for xxx.com (x.x.x.x) Host is up (0.22s latency). Not shown: 65528 closed ports PORT STATE SERVICE VERSION 21/tcp open tcpwrapped 22/tcp open ssh OpenSSH 4.3 (protocol 2.0) 25/tcp open tcpwrapped 80/tcp open http Apache httpd 2.2.3 ((CentOS)) 110/tcp open tcpwrapped 143/tcp open tcpwrapped 443/tcp open tcpwrapped 8080/tcp open http-proxy?

    Read the article

  • Problems with image/file upload in MediaWiki on Windows 2008 Server R2, using wrong temp directory

    - by Lasse V. Karlsen
    I have installed MediaWiki 1.15.2 under IIS as per the MediaWiki installation instructions for Windows 2008 Server. I have configured PHP to use a specific temp directory: upload_tmp_dir="C:\php\uploadtemp" I have specified that MediaWiki is allowed to upload: $wgEnableUploads = true; But when I try to upload an image, I get this error message in my browser: Internal error Could not find file "C:\Windows\Temp\php1AEA.tmp". Retrying will simply give me a new filename, but in the same location. The directory does not have any php* files in it, but since they're "temporary", they might be gone in a flash before Windows Explorer is able to show them so that might be a red herring. I've googled for this, and the most promising lead I found was on this page: Image upload problem - Is this bug fixed?, but since the text says "a bugfix was posted on the bug-report page", but provides no link to which bug page this relates to (php or mediawiki) nor the actual bug report, I've not found conclusively the bug report in question so that didn't help me much. Lots of pages indicates that this is a permission issue, so I tried setting permissions on c:\windows\temp as Modify by Everyone, still no dice. I tried changing the two system environment variables TEMP and TMP to point to C:\Temp instead, but MediaWiki still complains about not finding the file in C:\Windows\Temp. Note that I don't care a lot about where the files will actually be stored temporarily, so c:\windows\temp is fine by me. I do, however, care about them actually being uploaded correctly. Does anyone know of a fix, have any leads I can follow, or whatnot? The server is running Windows 2008 Server R2, all patches installed, and the PHP installed is 5.3.2, using IIS FastCGI.

    Read the article

  • Jobs with anacron won't run

    - by mareser
    I would like to run two bash scripts daily using anacron in order to backup some data. Unfortunately I can't figure out why said scripts are not executed. For test purposes I let cron execute the scripts and it worked fine. cat /etc/anacrontab gives # /etc/anacrontab: configuration file for anacron # See anacron(8) and anacrontab(5) for details. SHELL=/bin/sh PATH=/usr/local/sbin:/usr/local/bin:/sbin:/bin:/usr/sbin:/usr/bin # These replace cron's entries 1 5 cron.daily nice run-parts --report /etc/cron.daily 7 10 cron.weekly nice run-parts --report /etc/cron.weekly @monthly 15 cron.monthly nice run-parts --report /etc/cron.monthly 1 5 TB_bak /bin/sh /home/vasco2/Dropbox/Scripts/backup_TB.sh 1 5 key_db_bak /bin/sh /home/vasco2/Dropbox/Scripts/bak_key_db.sh The output of ls ~/Dropbox/Scripts/ is backup_TB.sh bak_key_db.sh I use Linux Mint Katya. uname -a gives Linux vasco2 2.6.38-8-generic-pae #42-Ubuntu SMP Mon Apr 11 05:17:09 UTC 2011 i686 i686 i386 GNU/Linux I would be very happy if somebody could point me in the right direction on why those scripts won't get executed. P.S.: There is no anacron tag on superuser.com. Maybe somebody wants to change that.

    Read the article

  • Trouble getting started with the STEALTH monitoring package

    - by dlanced
    Is anyone here familiar with the Linux-based STEALTH package (for monitoring FS integrity of client systems)? I'm trying to get started with a very simple configuration, but I'm running into trouble (this is running under Ubuntu 14.04): Config line `USE BASE/root/stealth/10.0.0.79' invalid STEALTH (2.11.02) started at Fri, 30 May 2014 15:25:00 +0000 Program terminated due to non-zero exit value for -type f -exec /usr/bin/sha1sum {} \; (EOC Fri May 30 15:25:00 2014 127) Stealth is creating a binary tmp file in the Stealth server root and generating a "report" file in the start directory, but not much else. Regarding the "USE BASE...invalid" error, and just to be sure, I manually created the directories in /root, but it didn't help. And, by the way, I am running stealth with sudo. Everything seems to be configured correctly: I'm able to ssh into root@client from the stealth machine without a password Here's my "policy" file (I've removed the email directives just for simplicity): DEFINE SSHCMD /usr/bin/ssh [email protected] -T -q exec /bin/bash --noprofile DEFINE EXECSHA1 -xdev -perm +u+s,g+s ( -user root -or -group root ) \ -type f -exec /usr/bin/sha1sum {} \; USE BASE/root/stealth/10.0.0.79 USE SSH ${SSHCMD} USE DD /bin/dd USE DIFF /usr/bin/diff USE PIDFILE /var/run/stealth- USE REPORT report USE SH /bin/sh GET /usr/bin/sha1sum /root/tmp LABEL \nchecking the client's /usr/bin/find program CHECK LOG = remote/binfind /usr/bin/sha1sum /usr/bin/find LABEL \nsuid/sgid/executable files uid or gid root on the / partition CHECK LOG = remote/setuidgid /usr/bin/find / ${EXECSHA1} LABEL \nconfiguration files under /etc CHECK LOG = remote/etcfiles \ /usr/bin/find /etc -type f -not -perm /6111 \ -not -regex "/etc/(adjtime\|mtab)"\ -exec /usr/bin/sha1sum {} \; Any ideas? Thanks,

    Read the article

  • Discrepancy in file size on disk and ls output

    - by smokinguns
    I have a script that checks for gzipped file sizes greater than 1MB and outputs files along with their sizes as a report. This is the code: myReport=`ls -ltrh "$somePath" | egrep '\.gz$' | awk '{print $9,"=>",$5}'` # Count files that exceed 1MB oversizeFiles=`find "$somePath" -maxdepth 1 -size +1M -iname "*.gz" -print0 | xargs -0 ls -lh | wc -l` if [ $oversizeFiles -eq 0 ];then status="PASS" else status="CHECK FAILED. FOUND FILES GREATER THAN 1MB" fi echo -e $status"\n"$myReport The problem is that ls command outputs the files sizes as 1.0MB in the report but the status is "FAIL" as "$oversizeFiles" variable's value is 2. I checked the file sizes on disk and 2 files are 1.1MB. Why this discrepancy? How should I modify the script so that I can generate an accurate report? BTW, I'm on a Mac. Here is what man page for "find" says on my Mac OSX: -size n[ckMGTP] True if the file's size, rounded up, in 512-byte blocks is n. If n is followed by a c,then the primary is true if the file's size is n bytes (characters). Similarly if n is followed by a scale indicator then the file's size is compared to n scaled as: k kilobytes (1024 bytes) M megabytes (1024 kilobytes) G gigabytes (1024 megabytes) T terabytes (1024 gigabytes) P petabytes (1024 terabytes)

    Read the article

  • Nagios DNX plugins

    - by danneh3826
    I'm toying with the idea of multiple Nagios instances setup to monitor our infrastructure. I've looked at all the various methods of distributed Nagios checks, and I think DNX comes out the closest. DNX handles failure of worker nodes, that's fine. What happens if the main DNX server fails though? Is there a way to replicate the server too? I'm using AWS EC2 primarily, so I can utilise Elastic Load Balancing for the web UI, but I need to be able to handle the AZ where the monitoring server is to fail over, and essentially for a second to pick up the checking load (active/passive, active/active, so long as it doesn't fail completely) The other thing I'm trying to solve is an issue with routing. What I'd like is to have multiple nodes report a fault before Nagios confirms it as critical. Not the NRPE checks, as they're pretty self explanitory, but things more like check_ping. I often have routing issues out of AWS to certain datacenters, so Nagios can often report bad/no ping/timeout as a critical issue, even though the machine in question is working fine. Would it be possible to have a setup where a worker complains a service check is critical, and have a second worker node (positioned in another datacenter/AZ) also report the service as critical before the Nagios central server issues a critical alert? I realise I might be asking a bit much (how far down the line do you go setting up failover systems before it starts to get ridiculous), however surely someone must have thought of this scenario when developing DNX?

    Read the article

  • Getting the submatrix with maximum sum?

    - by guirgis
    With the help of the Algorithmist and Larry and a modification of Kadane's Algorithm, here is my solution: int dim = matrix.length; //computing the vertical prefix sum for columns int[][] ps = new int[dim][dim]; for (int i = 0; i < dim; i++) { for (int j = 0; j < dim; j++) { if (j == 0) { ps[j][i] = matrix[j][i]; } else { ps[j][i] = matrix[j][i] + ps[j - 1][i]; } } } int maxSoFar = 0; int min , subMatrix; //iterate over the possible combinations applying Kadane's Alg. //int toplefti =0, topleftj=0, bottomrighti=0, bottomrightj=0; for (int i = 0; i < dim; i++) { for (int j = i; j < dim; j++) { min = 0; subMatrix = 0; for (int k = 0; k < dim; k++) { if (i == 0) { subMatrix += ps[j][k]; } else { subMatrix += ps[j][k] - ps[i-1][k]; } if(subMatrix < min){ min = subMatrix; } if((subMatrix - min) > maxSoFar){ maxSoFar = subMatrix - min; } } } } The only problem left is to determine the submatrix elements, i mean the top left and the bottom right corners. I managed to do this in one dimensional case. Any suggestions?

    Read the article

  • Should I use OpenGL for chess with animations?

    - by fhucho
    At the moment I am experimenting with SurfaceView for my chess game with animations. I am getting only about 8 FPS in the emulator. I draw a chess board and 32 chess pieces and rotate everything (to see how smooth it is), I am using antialiasing. On the Droid I'm getting about 20FPS, so it's not very smooth. Is it possible to implement a game with very scarce and simple animations without having to use OpenGL? This is what I do every frame: // scale and rotate matrix.setScale(scale, scale); rotation += 3; matrix.postRotate(rotation, 152, 152); canvas = surfaceHolder.lockCanvas(); canvas.setDrawFilter(new PaintFlagsDrawFilter(0, Paint.FILTER_BITMAP_FLAG)); canvas.setMatrix(matrix); canvas.drawARGB(255, 255, 255, 255); // fill the canvas with white for (int i = 0; i < sprites.size(); i++) { sprites.get(i).draw(canvas); // draws chessboard and chess pieces }

    Read the article

  • c++ OpenCV CVCalibrateCamera2 is causing multiple errors

    - by tlayton
    I am making a simple calibration program in C++ using OpenCV. Everything goes fine until I actually try to call CVCalibrateCamera2. At this point, I get one of several errors: If the number of images which I am using is equal to 4 (which is the number of points being drawn from each image: OpenCV Error: Sizes of input arguments do not match (Both matrices must have the same number of points) in unknown function, file ......\src\cv\cvfundam.cpp, line 870 If the number of images is below 20: OpenCV Error: Bad argument (The total number of matrix elements is not divisible by the new number of rows) in unknown function, file ......\src\cxcore\cxarray.cpp, line 2749 Otherwise, if the number of image is 20 or above: OpenCV Error: Unsupported format or combination of formats (Invalid matrix type) in unknown function, file ......\src\cxcore\cxarray.cpp, line 117 I have checked the arguments for CVCalibrateCamera2 many times, and I am certain that they are of the correct dimensions relative to one another. It seems like somewhere the program is trying to reshape a matrix based on the number of images, but I can't figure out where or why. Any ideas? I am using Eclipse Galileo, MINGW 5.1.6, and OpenCV 2.1.

    Read the article

  • [AS3] BitmapData cut-off

    - by Fristi
    Hello, I am writing a MovieClip rasterizer which rasterizes all the frames in the specified movieclip. Here's the code for rasterizing: for ( var i:int = start; i <= end; i++ ) { //goto the next frame clip.gotoAndStop( i ); //get the bounds bounds = clip.getBounds(clip); //create a new bitmapdata container bitmapData = new BitmapData( transformer.width == -1 ? bounds.width : transformer.width, transformer.height == -1 ? bounds.height : transformer.height, transformer.transparent, transformer.color ); //rotate the clip if (clip.rotation != 0) transformer.rotate( clip.rotation * (Math.PI / 180) ); //scale the clip if (clip.scaleX != 1 || clip.scaleY != 1) transformer.scale( clip.scaleX, clip.scaleY ); //translate the movieclip to its zero point if (transformer.matrix.tx == 0 && transformer.matrix.ty == 0) transformer.translateToZero( bounds ); //draw the bitmap data with the transformers bitmapData.draw( this._source, transformer.matrix, transformer.colorTransform, transformer.blendMode, transformer.clipRect, //new Rectangle(0, 0, bounds.width, bounds.height), transformer.smoothing ); //push the data on the array frames.push( bitmapData ); } Now the result is different - http://i42.tinypic.com/lfv52.jpg - (note the head and left shoe). Anyone knows what the problem is? I've seen people adding 'extra' pixels to their boundary box at the BitmapData constructor, but thats nasty imo.

    Read the article

  • Defining Light Coordinates

    - by Zachary
    I took a Computer Graphics exam a couple of days ago which had extra credit question like the following: A light can be defined in one of two ways. It can be defined in world coordinates, e.g. a street light, or in the viewer (eye coordinates), e.g., a head-lamp worn by a miner. In either case the viewpoint can freely change. Describe how the light should be transformed different in these two cases. Since I won't get to see the results of this until after spring break, I thought I would ask here. It seems like the analogies being used are misleading - could you not define a light source that is located at the viewers eye in world coordinates just as well as you could in eye coordinates? I've been doing some research on how OpenGL handles light, and it seems as though it always uses eye coordinates - the ModelView matrix would be applied to any light in world coordinates. In that case the answer may just be that you would have to transform light defined in world coordinates into eye coordinates using something like the ModelView matrix, while light defined in eye coordinates would only need to be transformed by the projection matrix. Then again I could be totally under thinking (or over thinking this). Another thought I had is that it determines which way you render shadows, but that has more to do with the location of the light and its type (point, directional, emission, etc) than what coordinates it is represented in. Any ideas?

    Read the article

  • How to select a rectangle from List<Rectangle[]> with Linq

    - by dboarman
    I have a list of DrawObject[]. Each DrawObject has a Rectangle property. Here is my event: List<Canvas.DrawObject[]> matrix; void Control_MouseMove ( object sender, MouseEventArgs e ) { IEnumerable<Canvas.DrawObject> tile = Enumerable.Range( 0, matrix.Capacity - 1) .Where(row => Enumerable.Range(0, matrix[row].Length -1) .Where(column => this[column, row].Rectangle.Contains(e.Location))) .????; } I am not sure exactly what my final select command should be in place of the "????". Also, I was getting an error: cannot convert IEnumerable to bool. I've read several questions about performing a linq query on a list of arrays, but I can't quite get what is going wrong with this. Any help? Edit Apologies for not being clear in my intentions with the implementation. I intend to select the DrawObject that currently contains the mouse location.

    Read the article

< Previous Page | 97 98 99 100 101 102 103 104 105 106 107 108  | Next Page >