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  • How to put data from List<string []> to dataGridView

    - by Kirill
    Try to put some data from List to dataGridView, but have some problem with it. Currently have method, that return me required List - please see picture below code public List<string[]> ReadFromFileBooks() { List<string> myIdCollection = new List<string>(); List<string[]> resultColl = new List<string[]>(); if (chooise == "all") { if (File.Exists(filePath)) { using (FileStream fs = new FileStream(filePath, FileMode.Open, FileAccess.Read)) { StreamReader sr = new StreamReader(fs); string[] line = sr.ReadToEnd().Split(new string[] { Environment.NewLine }, StringSplitOptions.RemoveEmptyEntries); foreach (string l in line) { string[] result = l.Split(','); foreach (string element in result) { myIdCollection.Add(element); } resultColl.Add(new string[] { myIdCollection[0], myIdCollection[1], myIdCollection[2], myIdCollection[3] }); myIdCollection.Clear(); } sr.Close(); return resultColl; } } .... this return to me required data in requred form (like list from arrays). After this, try to move it to the dataGridView, that already have 4 columns with names (because i'm sure, that no than 4 colums required) - please see pic below Try to put data in to dataGridView using next code private void radioButtonViewAll_CheckedChanged(object sender, EventArgs e) { TxtLibrary myList = new TxtLibrary(filePathBooks); myList.chooise = "all"; //myList.ReadFromFileBooks(); DataTable table = new DataTable(); foreach (var array in myList.ReadFromFileBooks()) { table.Rows.Add(array); } dataGridViewLibrary.DataSource = table; } But as result got error - "required more rows that exist in dataGridVIew", but accordint to what I'm see (pic above) q-ty of rows (4) equal q-ty of arrays element in List (4). Try to check result by putting additional temp variables - but it's ok - please see pic below Where I'm wrong? Maybe i use dataGridView not in correct way?

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  • implementing interface

    - by 1ace1
    hello guys so i have this assignment that i need to implement interface to go over an ArrayList and sort it (ascending or descnding).I dont want "the" answer i just need some suggestions on my approach and why i get this error Exception in thread "main" java.lang.ClassCastException: Week7.Check cannot be cast to java.lang.Comparable at java.util.Arrays.mergeSort(Unknown Source) at java.util.Arrays.sort(Unknown Source) at java.util.Collections.sort(Unknown Source) at Week7.TestCheck.main(TestCheck.java:18) This is how i did it: comparable had one method called public int compairTo(Object o) public class Check implements comparable { private Integer checkNumber; public Check(Integer newCheckNumber) { setCheckNumber(newCheckNumber); } public String toString() { return getCheckNumber().toString(); } public void setCheckNumber(Integer checkNumber) { this.checkNumber = checkNumber; } public Integer getCheckNumber() { return checkNumber; } @Override public int compairTo(Object o) { Check compair = (Check)o; int result = 0; if (this.getCheckNumber() > compair.getCheckNumber()) result = 1; else if(this.getCheckNumber() < compair.getCheckNumber()) result = -1; return result; } } in my main i had this import java.util.ArrayList; import java.util.Collections; public class TestCheck { public static void main(String[] args) { ArrayList checkList = new ArrayList(); checkList.add(new Check(445)); checkList.add(new Check(101)); checkList.add(new Check(110)); checkList.add(new Check(553)); checkList.add(new Check(123)); Collections.sort(checkList); for (int i =0; i < checkList.size(); i++){ System.out.println(checkList.get(i)); } } }

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  • PHP include taking too long

    - by wxiiir
    I have a php file with around 100mb which is full of arrays (only arrays). I've made a script that includes this file (for processing), first it exhausted the default Xampp 128mb memory limit, i've raised it to 1024mb but it just takes forever and doesn't do anything. I'm sure the problem is being created by the sheer size of the file because i've tried removing all lines of code and just leaving the include and an echo for me to know when it finishes executing, and it does the same thing (which is taking forever), i've also tried to run the 100mb file in separate and same thing again. A 10mb file is taking forever as well but a similar 1mb file is almost instantly read and executed so the problem must be more than just the file size. I was avoiding using c++ for a simple project as this and would rather not to as php is easier for me and the task that will be executed doesn't need to benefit from the added speed that it would have if it had been done in c++ but if i have no luck in solving this problem i guess i'll have to. EDIT Reasons for not using a database: 1-Whoever made it didn't used a database and it will be pretty hard to store this in an organized database if i'm not able to do something with it first, like just reading it, copying parts from it or putting in memory or something. 2-I don't have experience working with databases as pretty much all stuff i've ever done in php didn't needed large amounts of stored data, 50kb at best, if i was thinking about a big project or huge chunks of data as this one, i definitely would, but i didn't made this mess to start with and now i have to undo it. 3-The logic for having to store a small portion of data like 10mb in hard drive when now every computer has pretty much enough ram to fit the whole OS in it is pretty much incomprehensible unless someone gives a good explanation about it, if i had to access a lot of said files simultaneously i would understand but like i said, this is a simple project, this is the only file that will be accessed at a given time this isn't even to make some kind of website, it's to run a few times and be done with it.

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  • How to know the type of an object in a list?

    - by nacho4d
    Hi, I want to know the type of object (or type) I have in my list so I wrote this: void **list; //list of references list = new void * [2]; Foo foo = Foo(); const char *not_table [] = {"tf", "ft", 0 }; list[0] = &foo; list[1] = not_table; if (dynamic_cast<LogicProcessor*>(list[0])) { //ERROR here ;( printf("Foo was found\n"); } if (dynamic_cast<char*> (list[0])) { //ERROR here ;( printf("char was found\n"); } but I get : error: cannot dynamic_cast '* list' (of type 'void*') to type 'class Foo*' (source is not a pointer to class) error: cannot dynamic_cast '* list' (of type 'void*') to type 'char*' (target is not pointer or reference to class) Why is this? what I am doing wrong here? Is dynamic_cast what I should use here? Thanks in advance EDIT: I know above code is much like plain C and surely sucks from the C++ point of view but is just I have the following situation and I was trying something before really implementing it: I have two arrays of length n but both arrays will never have an object at the same index. Hence, or I have array1[i]!=NULL or array2[i]!=NULL. This is obviously a waste of memory so I thought everything would be solved if I could have both kind of objects in a single array of length n. I am looking something like Cocoa's (Objective-C) NSArray where you don't care about the type of the object to be put in. Not knowing the type of the object is not a problem since you can use other method to get the class of a certain later. Is there something like it in c++ (preferably not third party C++ libraries) ? Thanks in advance ;)

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  • Using LINQ, need help splitting a byte array on data received from Silverlight sockets

    - by gcadmes
    The message packats received contains multiple messages deliniated by a header=0xFD and a footer=0xFE // sample message packet with three // different size messages List<byte> receiveBuffer = new List<byte>(); receiveBuffer.AddRange(new byte[] { 0xFD, 1, 2, 0xFE, 0xFD, 1, 2, 3, 4, 5, 6, 7, 8, 0xFE, 0xFD, 33, 65, 25, 44, 0xFE}); // note: this sample code is without synchronization, // statements, error handling...etc. while (receiveBuffer.Count > 0) { var bytesInRange = receiveBuffer.TakeWhile(n => n != 0xFE); foreach (var n in bytesInRange) Console.WriteLine(n); // process message.. // 1) remove bytes read from receive buffer // 2) construct message object... // 3) etc... receiveBuffer.RemoveRange(0, bytesInRange.Count()); } As you can see, (including header/footer) the first message in this message packet contains 4 bytes, and the 2nd message contains 10 bytes,a and the 3rd message contains 6 bytes. In the while loop, I was expecting the TakeWhile to add the bytes that did not equal the footer part of the message. Note: Since I am removing the bytes after reading them, the header can always be expected to be at position '0'. I searched examples for splitting byte arrays, but non demonstrated splitting on arrays of unknown and fluctuating sizes. Any help will be greatly appreciated. thanks much!

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  • Vacancy Tracking Algorithm implementation in C++

    - by Dave
    I'm trying to use the vacancy tracking algorithm to perform transposition of multidimensional arrays in C++. The arrays come as void pointers so I'm using address manipulation to perform the copies. Basically, there is an algorithm that starts with an offset and works its way through the whole 1-d representation of the array like swiss cheese, knocking out other offsets until it gets back to the original one. Then, you have to start at the next, untouched offset and do it again. You repeat until all offsets have been touched. Right now, I'm using a std::set to just fill up all possible offsets (0 up to the multiplicative fold of the dimensions of the array). Then, as I go through the algorithm, I erase from the set. I figure this would be fastest because I need to randomly access offsets in the tree/set and delete them. Then I need to quickly find the next untouched/undeleted offset. First of all, filling up the set is very slow and it seems like there must be a better way. It's individually calling new[] for every insert. So if I have 5 million offsets, there's 5 million news, plus re-balancing the tree constantly which as you know is not fast for a pre-sorted list. Second, deleting is slow as well. Third, assuming 4-byte data types like int and float, I'm using up actually the same amount of memory as the array itself to store this list of untouched offsets. Fourth, determining if there are any untouched offsets and getting one of them is fast -- a good thing. Does anyone have suggestions for any of these issues?

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  • Strange Puzzle - Invalid memory access of location

    - by Rob Graeber
    The error message I'm getting consistently is: Invalid memory access of location 0x8 rip=0x10cf4ab28 What I'm doing is making a basic stock backtesting system, that is iterating huge arrays of stocks/historical data across various algorithms, using java + eclipse on the latest Mac Os X. I tracked down the code that seems to be causing it. A method that is used to get the massive arrays of data and is called thousands of times. Nothing is retained so I don't think there is a memory leak. However there seems to be a set limit of around 7000 times I can iterate over it before I get the memory error. The weird thing is that it works perfectly in debug mode. Does anyone know what debug mode does differently in Eclipse? Giving the jvm more memory doesn't help, and it appears to work fine using -xint. And again it works perfectly in debug mode. public static List<Stock> getStockArray(ExchangeType e){ List<Stock> stockArray = new ArrayList<Stock>(); if(e == ExchangeType.ALL){ stockArray.addAll(getStockArray(ExchangeType.NYSE)); stockArray.addAll(getStockArray(ExchangeType.NASDAQ)); }else if(e == ExchangeType.ETF){ stockArray.addAll(etfStockArray); }else if(e == ExchangeType.NYSE){ stockArray.addAll(nyseStockArray); }else if(e == ExchangeType.NASDAQ){ stockArray.addAll(nasdaqStockArray); } return stockArray; } A simple loop like this, iterated over 1000s of times, will cause the memory error. But not in debug mode. for (Stock stock : StockDatabase.getStockArray(ExchangeType.ETF)) { System.out.println(stock.symbol); }

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  • Stop functions in 5 minutes if they dont end running

    - by george mano
    I want to add a feature in my project. I have 2 functions running in a for-loop because I want to find the solution of the functions in random arrays. I also have an function that makes random arrays. In each loop the array that is made by the random_array fun are the input of the 2 functions. The 2 functions print solutions in the screen , they dont return an argument. int main(){ for (i=0;i<50 i++) { arr1=ramdom_array(); func1(arr1) func2(arr1) } } I need to stop the functions running if they have not ended in 5 minutes. I have thought that I have to put in the functions something like this : void func1(array<array<int,4>,4> initial) { while (5minutes_not_passed) { //do staff if(solution==true) break; } } But I dont know what to put in the 5minutes_not_passed. the declaration of the functions are like this: void func1(array<array<int,4>,4> initial) void func2(array<array<int,4>,4> initial) I have found that I can use the thread library but I dont think meshing up with threads in a good idea. I believe something like a timer is needed. Note that the functions sometimes might end before 5 minutes.

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  • All possibilities in 2d array

    - by valli-R
    I have this array: $array = array ( array('1', '2', '3'), array('!', '@'), array('a', 'b', 'c', 'd'), ); And I want to know all character combination of sub arrays.. for example : 1!a 1!b 1!c 1!d 1@a 1@b 1@c 1@d 2!a 2!b 2!c 2!d 2@a 2@b ... Currently I am having this code : for($i = 0; $i < count($array[0]); $i++) { for($j = 0; $j < count($array[1]); $j++) { for($k = 0; $k < count($array[2]); $k++) { echo $array[0][$i].$array[1][$j].$array[2][$k].'<br/>'; } } } It works, but I think it is ugly, and when I am adding more arrays, I have to add more for. I am pretty sure there is a way to do this recursively, but I don't know how to start/how to do it. A little help could be nice! Thanks you!

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  • CoffeeScript 2 Dimensional Array Usage

    - by Chris
    I feel like I'm missing something with CoffeeScript and 2 dimensional arrays. I'm simply attempting to make a grid of spaces (think checkers). After some searching and a discovery with the arrays.map function, I came up with this: @spaces = [0...20].map (x)-> [0...20].map (y) -> new Elements.Space() And this seems to work great, I have a nice 2 dimensional array with my Space object created in each. But now I want to send the created space constructor the x,y location. Because I'm two layers deep, I lost the x variable when I entered the map function for y. Ideally I would want to do something like: @spaces = [0...20].map (x)-> [0...20].map (y) -> new Elements.Space(x, y) or something that feels more natural to me like: for row in rows for column in row @spaces[row][column] = new Elements.Space(row, column) I'm really open to any better way of doing this. I know how I would do it in standard JavaScript, but really would like to learn how to do it in CoffeeScript.

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  • PHP function to handle most database queries has a problem with results. I am getting the right numb

    - by asdasds
    Here is my little function. It does not handle the results correctly. I do get all the rows that I want, but all the rows of the $results array contain the exact same values. So i make 2 arrays, a temporary array to hold the values after each fetch, and another array to hold all the temporary arrays. First i take the temp array and map its keys to the column names. Then i give it to bind_result, and call fetch() and use it like I would any other result value. Could this be because I re-use the $results array? numresults is the number of values you are taking from each row. if 0, you are not getting any results back. function db_query($db, $query, $params = NULL, $numresults = 0) { if($stmt = $db -> prepare($query)) { if($params != NULL) { call_user_func_array(array($stmt, 'bind_param'), $params); } if(!$stmt -> execute()) { //echo 'exec error:',$db->error; return false; } if($numresults > 0) { $results = array(); $tmpresult = array(); $meta = $stmt->result_metadata(); while ($columnName = $meta->fetch_field()) $tmpresult[] = &$results[$columnName->name]; call_user_func_array(array($stmt, 'bind_result'), $tmpresult); $meta->close(); $results = array(); while($stmt -> fetch()) $results[] = $tmpresult; } $stmt -> close(); } else { //echo 'prepare error: ',$db->error; return false; } if($numresults == 0) return true; return $results; }

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  • UV Atlas Generation and Seam Removal

    - by P. Avery
    I'm generating light maps for scene mesh objects using DirectX's UV Atlas Tool( D3DXUVAtlasCreate() ). I've succeeded in generating an atlas, however, when I try to render the mesh object using the atlas the seams are visible on the mesh. Below are images of a lightmap generated for a cube. Here is the code I use to generate a uv atlas for a cube: struct sVertexPosNormTex { D3DXVECTOR3 vPos, vNorm; D3DXVECTOR2 vUV; sVertexPosNormTex(){} sVertexPosNormTex( D3DXVECTOR3 v, D3DXVECTOR3 n, D3DXVECTOR2 uv ) { vPos = v; vNorm = n; vUV = uv; } ~sVertexPosNormTex() { } }; // create a light map texture to fill programatically hr = D3DXCreateTexture( pd3dDevice, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pLightmap ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXCreateTexture( lightmap )", __LINE__, hr ); return hr; } // get the zero level surface from the texture IDirect3DSurface9 *pS = NULL; pLightmap->GetSurfaceLevel( 0, &pS ); // clear surface pd3dDevice->ColorFill( pS, NULL, D3DCOLOR_XRGB( 0, 0, 0 ) ); // load a sample mesh DWORD dwcMaterials = 0; LPD3DXBUFFER pMaterialBuffer = NULL; V_RETURN( D3DXLoadMeshFromX( L"cube3.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjacency, &pMaterialBuffer, NULL, &dwcMaterials, &g_pMesh ) ); // generate adjacency DWORD *pdwAdjacency = new DWORD[ 3 * g_pMesh->GetNumFaces() ]; g_pMesh->GenerateAdjacency( 1e-6f, pdwAdjacency ); // create light map coordinates LPD3DXMESH pMesh = NULL; LPD3DXBUFFER pFacePartitioning = NULL, pVertexRemapArray = NULL; FLOAT resultStretch = 0; UINT numCharts = 0; hr = D3DXUVAtlasCreate( g_pMesh, 0, 0, 128, 128, 3.5f, 0, pdwAdjacency, NULL, NULL, NULL, NULL, NULL, 0, &pMesh, &pFacePartitioning, &pVertexRemapArray, &resultStretch, &numCharts ); if( SUCCEEDED( hr ) ) { // release and set mesh SAFE_RELEASE( g_pMesh ); g_pMesh = pMesh; // write mesh to file hr = D3DXSaveMeshToX( L"cube4.x", g_pMesh, 0, ( const D3DXMATERIAL* )pMaterialBuffer->GetBufferPointer(), NULL, dwcMaterials, D3DXF_FILEFORMAT_TEXT ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to D3DXSaveMeshToX() at OnD3D9CreateDevice()", __LINE__, hr ); } // fill the the light map hr = BuildLightmap( pS, g_pMesh ); if( FAILED( hr ) ) { DebugStringDX( "Main", "Failed to BuildLightmap()", __LINE__, hr ); } } else { DebugStringDX( "Main", "Failed to D3DXUVAtlasCreate() at OnD3D9CreateDevice()", __LINE__, hr ); } SAFE_RELEASE( pS ); SAFE_DELETE_ARRAY( pdwAdjacency ); SAFE_RELEASE( pFacePartitioning ); SAFE_RELEASE( pVertexRemapArray ); SAFE_RELEASE( pMaterialBuffer ); Here is code to fill lightmap texture: HRESULT BuildLightmap( IDirect3DSurface9 *pS, LPD3DXMESH pMesh ) { HRESULT hr = S_OK; // validate lightmap texture surface and mesh if( !pS || !pMesh ) return E_POINTER; // lock the mesh vertex buffer sVertexPosNormTex *pV = NULL; pMesh->LockVertexBuffer( D3DLOCK_READONLY, ( void** )&pV ); // lock the mesh index buffer WORD *pI = NULL; pMesh->LockIndexBuffer( D3DLOCK_READONLY, ( void** )&pI ); // get the lightmap texture surface description D3DSURFACE_DESC desc; pS->GetDesc( &desc ); // lock the surface rect to fill with color data D3DLOCKED_RECT rct; hr = pS->LockRect( &rct, NULL, 0 ); if( FAILED( hr ) ) { DebugStringDX( "main.cpp:", "Failed to IDirect3DTexture9::LockRect()", __LINE__, hr ); return hr; } // iterate the pixels of the lightmap texture // check each pixel to see if it lies between the uv coordinates of a cube face BYTE *pBuffer = ( BYTE* )rct.pBits; for( UINT y = 0; y < desc.Height; ++y ) { BYTE* pBufferRow = ( BYTE* )pBuffer; for( UINT x = 0; x < desc.Width * 4; x+=4 ) { // determine the pixel's uv coordinate D3DXVECTOR2 p( ( ( float )x / 4.0f ) / ( float )desc.Width + 0.5f / 128.0f, y / ( float )desc.Height + 0.5f / 128.0f ); // for each face of the mesh // check to see if the pixel lies within the face's uv coordinates for( UINT i = 0; i < 3 * pMesh->GetNumFaces(); i +=3 ) { sVertexPosNormTex v[ 3 ]; v[ 0 ] = pV[ pI[ i + 0 ] ]; v[ 1 ] = pV[ pI[ i + 1 ] ]; v[ 2 ] = pV[ pI[ i + 2 ] ]; if( TexcoordIsWithinBounds( v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ) ) { // the pixel lies b/t the uv coordinates of a cube face // light contribution functions aren't needed yet //D3DXVECTOR3 vPos = TexcoordToPos( v[ 0 ].vPos, v[ 1 ].vPos, v[ 2 ].vPos, v[ 0 ].vUV, v[ 1 ].vUV, v[ 2 ].vUV, p ); //D3DXVECTOR3 vNormal = v[ 0 ].vNorm; // set the color of this pixel red( for demo ) BYTE ba[] = { 0, 0, 255, 255, }; //ComputeContribution( vPos, vNormal, g_sLight, ba ); // copy the byte array into the light map texture memcpy( ( void* )&pBufferRow[ x ], ( void* )ba, 4 * sizeof( BYTE ) ); } } } // go to next line of the texture pBuffer += rct.Pitch; } // unlock the surface rect pS->UnlockRect(); // unlock mesh vertex and index buffers pMesh->UnlockIndexBuffer(); pMesh->UnlockVertexBuffer(); // write the surface to file hr = D3DXSaveSurfaceToFile( L"LightMap.jpg", D3DXIFF_JPG, pS, NULL, NULL ); if( FAILED( hr ) ) DebugStringDX( "Main.cpp", "Failed to D3DXSaveSurfaceToFile()", __LINE__, hr ); return hr; } bool TexcoordIsWithinBounds( const D3DXVECTOR2 &t0, const D3DXVECTOR2 &t1, const D3DXVECTOR2 &t2, const D3DXVECTOR2 &p ) { // compute vectors D3DXVECTOR2 v0 = t1 - t0, v1 = t2 - t0, v2 = p - t0; float f00 = D3DXVec2Dot( &v0, &v0 ); float f01 = D3DXVec2Dot( &v0, &v1 ); float f02 = D3DXVec2Dot( &v0, &v2 ); float f11 = D3DXVec2Dot( &v1, &v1 ); float f12 = D3DXVec2Dot( &v1, &v2 ); // Compute barycentric coordinates float invDenom = 1 / ( f00 * f11 - f01 * f01 ); float fU = ( f11 * f02 - f01 * f12 ) * invDenom; float fV = ( f00 * f12 - f01 * f02 ) * invDenom; // Check if point is in triangle if( ( fU >= 0 ) && ( fV >= 0 ) && ( fU + fV < 1 ) ) return true; return false; } Screenshot Lightmap I believe the problem comes from the difference between the lightmap uv coordinates and the pixel center coordinates...for example, here are the lightmap uv coordinates( generated by D3DXUVAtlasCreate() ) for a specific face( tri ) within the mesh, keep in mind that I'm using the mesh uv coordinates to write the pixels for the texture: v[ 0 ].uv = D3DXVECTOR2( 0.003581, 0.295631 ); v[ 1 ].uv = D3DXVECTOR2( 0.003581, 0.003581 ); v[ 2 ].uv = D3DXVECTOR2( 0.295631, 0.003581 ); the lightmap texture size is 128 x 128 pixels. The upper-left pixel center coordinates are: float halfPixel = 0.5 / 128 = 0.00390625; D3DXVECTOR2 pixelCenter = D3DXVECTOR2( halfPixel, halfPixel ); will the mapping and sampling of the lightmap texture will require that an offset be taken into account or that the uv coordinates are snapped to the pixel centers..? ...Any ideas on the best way to approach this situation would be appreciated...What are the common practices?

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  • JBOD with PERC H810

    - by primero
    I'm wondering if anybody has ever used Dell storage products like the MD3220 array in a JBOD configuration. From what I can tell only perc h810 will work for external JBOD but that is not terribly specific, and for some reason I couldn't find many examples on the web of people configuring dell storage products as JBOD. My question is: Is it possible to connect to am MD3220 array, or other Dell arrays using a PERC h810 controller and use it as JBOD, and if so do I have to configure every disk in the array as a RAID 0 volume?

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  • RAID options for a LAMP web server

    - by jetboy
    I'm due to set up a LAMP web server with four drives and a RAID controller to act as a web server. The drives are 146Gb SAS, and the machine has two quad core processors and 16Gb RAM. There will be very few write operations to the MySQL database, and I'll be using as much caching as possible to reduce disk I/O. Question is: Would I be better off splitting the drives into two RAID 1 arrays, splitting up sequential and random disk I/O, or would I get better overall performance putting them all in a single RAID 1+0 array?

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  • How to get an inactive RAID device working again?

    - by Jonik
    After booting, my RAID1 device (/dev/md_d0 *) sometimes goes in some funny state and I cannot mount it. * Originally I created /dev/md0 but it has somehow changed itself into /dev/md_d0. # mount /opt mount: wrong fs type, bad option, bad superblock on /dev/md_d0, missing codepage or helper program, or other error (could this be the IDE device where you in fact use ide-scsi so that sr0 or sda or so is needed?) In some cases useful info is found in syslog - try dmesg | tail or so The RAID device appears to be inactive somehow: # cat /proc/mdstat Personalities : [linear] [multipath] [raid0] [raid1] [raid6] [raid5] [raid4] [raid10] md_d0 : inactive sda4[0](S) 241095104 blocks # mdadm --detail /dev/md_d0 mdadm: md device /dev/md_d0 does not appear to be active. Question is, how to make the device active again (using mdmadm, I presume)? (Other times it's alright (active) after boot, and I can mount it manually without problems. But it still won't mount automatically even though I have it in /etc/fstab: /dev/md_d0 /opt ext4 defaults 0 0 So a bonus question: what should I do to make the RAID device automatically mount at /opt at boot time?) This is an Ubuntu 9.10 workstation. Background info about my RAID setup in this question. Edit: My /etc/mdadm/mdadm.conf looks like this. I've never touched this file, at least by hand. # by default, scan all partitions (/proc/partitions) for MD superblocks. # alternatively, specify devices to scan, using wildcards if desired. DEVICE partitions # auto-create devices with Debian standard permissions CREATE owner=root group=disk mode=0660 auto=yes # automatically tag new arrays as belonging to the local system HOMEHOST <system> # instruct the monitoring daemon where to send mail alerts MAILADDR <my mail address> # definitions of existing MD arrays # This file was auto-generated on Wed, 27 Jan 2010 17:14:36 +0200 In /proc/partitions the last entry is md_d0 at least now, after reboot, when the device happens to be active again. (I'm not sure if it would be the same when it's inactive.) Resolution: as Jimmy Hedman suggested, I took the output of mdadm --examine --scan: ARRAY /dev/md0 level=raid1 num-devices=2 UUID=de8fbd92[...] and added it in /etc/mdadm/mdadm.conf, which seems to have fixed the main problem. After changing /etc/fstab to use /dev/md0 again (instead of /dev/md_d0), the RAID device also gets automatically mounted!

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  • Saving in mongoDb with Mongoose, unexpected elements saved

    - by guiomie
    When I write in my mongoDB with mongoose the operation is treated with success, my document is saved, but there is also all kind of weird other sutff written down. It seems to be mongoose code. What could cause this? I add stuff in a specific array with: resultReference.ref[arrayLocation].allEvents.push(theEvent); {id: 11, allEvents: [] } is the structure of a ref element, and I push theEvent in the allEvents array. I then resultReference.save() I use express, mongoose and mongoHQ for database. I tried on a local mongo server, and this annoyance is still there. I've print in my console the document to write before save() and non of this weird code is there. { id 11 allEvents [ 0 { _events { maxListeners 0 } _doc { _id {"$oid": "4eb87834f54944e263000003"} title "Test" allDay false start 2011-11-10 13:00:00 UTC end 2011-11-10 15:00:00 UTC url "/test/4eb87834f54944e263000002" color "#99CCFF" ref "4eb87834f54944e263000002" } _activePaths { paths { title "modify" allDay "modify" start "modify" end "modify" url "modify" color "modify" ref "modify" } states { init { } modify { title true allDay true start true end true url true color true ref true } require { } } stateNames [ 0 "require" 1 "modify" 2 "init" ] } _saveError null _validationError null isNew true _pres { save [ 0 function (next) { // we keep the error semaphore to make sure we don't // call `save` unnecessarily (we only need 1 error) var subdocs = 0 , error = false , self = this; var arrays = this._activePaths .map('init', 'modify', function (i) { return self.getValue(i); }) .filter(function (val) { return (val && val instanceof DocumentArray && val.length); }); if (!arrays.length) return next(); arrays.forEach(function (array) { subdocs += array.length; array.forEach(function (value) { if (!error) value.save(function (err) { if (!error) { if (err) { error = true; next(err); } else --subdocs || next(); } }); }); }); } 1 "function checkForExistingErrors(next) { if (self._saveError){ next(self._saveError); self._saveError = null; } else { next(); } }" 2 "function validation(next) { return self.validate.call(self, next); }" ] } _posts { save [ ] } save function () { var self = this , hookArgs // arguments eventually passed to the hook - are mutable , lastArg = arguments[arguments.length-1] , pres = this._pres[name] , posts = this._posts[name] , _total = pres.length , _current = -1 , _asyncsLeft = proto[name].numAsyncPres , _next = function () { if (arguments[0] instanceof Error) { return handleError(arguments[0]); } var _args = Array.prototype.slice.call(arguments) , currPre , preArgs; if (_args.length && !(arguments[0] === null && typeof lastArg === 'function')) hookArgs = _args; if (++_current < _total) { currPre = pres[_current] if (currPre.isAsync && currPre.length < 2) throw new Error("Your pre must have next and done arguments -- e.g., function (next, done, ...)"); if (currPre.length < 1) throw new Error("Your pre must have a next argument -- e.g., function (next, ...)"); preArgs = (currPre.isAsync ? [once(_next), once(_asyncsDone)] : [once(_next)]).concat(hookArgs); return currPre.apply(self, preArgs); } else if (!proto[name].numAsyncPres) { return _done.apply(self, hookArgs); } } , _done = function () { var args_ = Array.prototype.slice.call(arguments) , ret, total_, current_, next_, done_, postArgs; if (_current === _total) { ret = fn.apply(self, args_); total_ = posts.length; current_ = -1; next_ = function () { if (arguments[0] instanceof Error) { return handleError(arguments[0]); } var args_ = Array.prototype.slice.call(arguments, 1) , currPost , postArgs; if (args_.length) hookArgs = args_; if (++current_ < total_) { currPost = posts[current_] if (currPost.length < 1) throw new Error("Your post must have a next argument -- e.g., function (next, ...)"); postArgs = [once(next_)].concat(hookArgs); return currPost.apply(self, postArgs); } }; if (total_) return next_(); return ret; } }; if (_asyncsLeft) { function _asyncsDone (err) { if (err && err instanceof Error) { return handleError(err); } --_asyncsLeft || _done.apply(self, hookArgs); } } function handleError (err) { if ('function' == typeof lastArg) return lastArg(err); if (errorCb) return errorCb.call(self, err); throw err; } return _next.apply(this, arguments); } errors null } ] } ]

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  • What is the SCSI RAID channels?

    - by erthad
    What is the SCSI RAID channels? I.e. what is the difference between, say, 1-channel RAID controller and 2-channel RAID controller? Is it for data throughput, number of RAID arrays I can create on controller, number of disks I can plug into controller or what else?

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  • Two Raid 1s in a single system?

    - by DebAtCQ
    I'm building a Raid array for the first time in my system and I have a question regarding having multiple Raid 1 arrays in a single Win 7 system. I'm a bit of an organizational freak with my data and I currently have two separate hard drives I want to mirror. The new motherboard I'm looking to buy supports Raid, so my question is this: a) can I have more than one Raid 1 array in a single system? b) would I have to buy a separate controller for the second array?

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  • Access violation writing location, in my loop

    - by numerical25
    The exact error I am getting is First-chance exception at 0x0096234a in chp2.exe: 0xC0000005: Access violation writing location 0x002b0000. Windows has triggered a breakpoint in chp2.exe. And the breakpoint stops here for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); //<----- Right here vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } I am not sure what I am doing wrong. below is the code in its entirety #include "MyGame.h" //#include "CubeVector.h" /* This code sets a projection and shows a turning cube. What has been added is the project, rotation and a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file which was causing the vertices not to be rendered correctly.*/ typedef struct { ID3D10Effect* pEffect; ID3D10EffectTechnique* pTechnique; //vertex information ID3D10Buffer* pVertexBuffer; ID3D10Buffer* pIndicesBuffer; ID3D10InputLayout* pVertexLayout; UINT numVertices; UINT numIndices; }ModelObject; ModelObject modelObject; // World Matrix D3DXMATRIX WorldMatrix; // View Matrix D3DXMATRIX ViewMatrix; // Projection Matrix D3DXMATRIX ProjectionMatrix; ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL; //grid information #define NUM_COLS 16 #define NUM_ROWS 16 #define CELL_WIDTH 32 #define CELL_HEIGHT 32 #define NUM_VERTSX (NUM_COLS + 1) #define NUM_VERTSY (NUM_ROWS + 1) bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } D3D10_RASTERIZER_DESC rastDesc; rastDesc.FillMode = D3D10_FILL_WIREFRAME; rastDesc.CullMode = D3D10_CULL_FRONT; rastDesc.FrontCounterClockwise = true; rastDesc.DepthBias = false; rastDesc.DepthBiasClamp = 0; rastDesc.SlopeScaledDepthBias = 0; rastDesc.DepthClipEnable = false; rastDesc.ScissorEnable = false; rastDesc.MultisampleEnable = false; rastDesc.AntialiasedLineEnable = false; ID3D10RasterizerState *g_pRasterizerState; mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState); mpD3DDevice->RSSetState(g_pRasterizerState); // Set up the World Matrix //The first line of code creates your identity matrix. Second line of code //second combines your camera position, target location, and which way is up respectively D3DXMatrixIdentity(&WorldMatrix); D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f)); // Set up the projection matrix D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f); if(!CreateObject()) { return false; } return true; } //These are actions that take place after the clearing of the buffer and before the present void MyGame::GameDraw() { static float rotationAngle = 0.0f; // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&WorldMatrix, rotationAngle); rotationAngle += (float)D3DX_PI * 0.0f; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Combine and send the final matrix to the shader D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix); pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix); // make sure modelObject is valid // Render a model object D3D10_TECHNIQUE_DESC techniqueDescription; modelObject.pTechnique->GetDesc(&techniqueDescription); // Loop through the technique passes for(UINT p=0; p < techniqueDescription.Passes; ++p) { modelObject.pTechnique->GetPassByIndex(p)->Apply(0); // draw the cube using all 36 vertices and 12 triangles mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //dx will represent the width and the height of the spacing of each vector float dx = 1; //Below are the number of vertices //m is the vertices of each row. n is the columns DWORD m = 30; DWORD n = 30; //This get the width of the entire land //30 - 1 = 29 rows * 1 = 29 * 0.5 = 14.5 float halfWidth = (n-1)*dx*0.5f; float halfDepth = (m-1)*dx*0.5f; float vertexsize = m * n; VertexPos vertices[80]; for(DWORD i = 0; i < m; ++i) { //we are start at the top of z float z = halfDepth - i*dx; for(DWORD j = 0; j < n; ++j) { //to the left of us float x = -halfWidth + j*dx; float y = 0.0f; vertices[i*n+j].pos = D3DXVECTOR3(x, y, z); vertices[i*n+j].color = D3DXVECTOR4(1.0f, 0.0f, 0.0f, 0.0f); } } int k = 0; DWORD indices[540]; for(DWORD i = 0; i < n-1; ++i) { for(DWORD j = 0; j < n-1; ++j) { indices[k] = (i * n) + j; indices[k + 1] = (i * n) + j + 1; indices[k + 2] = (i + 1) * n + j; indices[k + 3] = (i + 1) * n + j; indices[k + 4] = (i * n) + j + 1; indices[k + 5] = (i + 1) * n + j+ 1; k += 6; } } //Create Layout D3D10_INPUT_ELEMENT_DESC layout[] = { {"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); //Create buffer desc D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initData; initData.pSysMem = vertices; //Create the buffer HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer); if(FAILED(hr)) return false; modelObject.numIndices = sizeof(indices)/sizeof(DWORD); bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; initData.pSysMem = indices; hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer); if(FAILED(hr)) return false; ///////////////////////////////////////////////////////////////////////////// //Set up fx files LPCWSTR effectFilename = L"effect.fx"; modelObject.pEffect = NULL; hr = D3DX10CreateEffectFromFile(effectFilename, NULL, NULL, "fx_4_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, mpD3DDevice, NULL, NULL, &modelObject.pEffect, NULL, NULL); if(FAILED(hr)) return false; pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; //Create Vertex layout D3D10_PASS_DESC passDesc; modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc); hr = mpD3DDevice->CreateInputLayout(layout, numElements, passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, &modelObject.pVertexLayout); if(FAILED(hr)) return false; return true; }

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  • OpenGL extension vs OpenGL core

    - by user209347
    I was doubting: I'm writing a cross-platform engine OpenGL C++, I figured out windows forces the developers to access OpenGL features above 1.1 through extensions. Now the thing is, on Linux, I know that I can directly access functions if the version supports it through glext.h and opengl version. The problem is that if on Linux, the core doesn't support it, is it possible there is an extensions that supports the same functionality, in my case vertex buffer objects? I'm doing something like this: Windows: (hashdeck) define glFunction functionpointer_to_the_extension (apparently the layout changes font size if I use #) Linux: Since glext already defined glFunction, I can write in client code glFunction, and compile it both on Windows AND Linux without changing a single line in my client code using the engine (my goal). Now the thing is, I saw a tutorial use only the extension on Linux, and not checking for the opengl implementation version. If the functionality is available in the core, is it also available as extension (VBO's e.g.)? Or is an extension something you never know is available? I want to write an engine that gets all the possibilities on hardware, so I need to check (on Linux) for extensions as well as core version for possible functionality implementation.

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  • Need help transforming DirectX 9 skybox hlsl shader to DirectX 11

    - by J2V
    I am in the middle of implementing a skybox to my game. I have been following this tutorial http://rbwhitaker.wikidot.com/skyboxes-2. I am using MonoGame as a framework and in order to support both Windows and Windows 8 metro I need to compile the shader with pixel and vertex shader 4. compile vs_4_0_level_9_1 compile ps_4_0_level_9_1 However some of the hlsl syntax has been updated with DX10 and DX11. I need to update this hlsl code: float4x4 World; float4x4 View; float4x4 Projection; float3 CameraPosition; Texture SkyBoxTexture; samplerCUBE SkyBoxSampler = sampler_state { texture = <SkyBoxTexture>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = Mirror; AddressV = Mirror; }; struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float3 TextureCoordinate : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); float4 VertexPosition = mul(input.Position, World); output.TextureCoordinate = VertexPosition - CameraPosition; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { return texCUBE(SkyBoxSampler, normalize(input.TextureCoordinate)); } technique Skybox { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I quess I need to change Texture into TextureCube, change sampler, swap texCUBE() with TextureCube.Sample() and change PixelShader return semantic to SV_Target0. I'm very new in shader languages and any help is appreciated!

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  • "const char *" is incompatible with parameter of type "LPCWSTR" error

    - by N0xus
    I'm trying to incorporate some code from Programming an RTS Game With Direct3D into my game. Before anyone says it, I know the book is kinda old, but it's the particle effects system he creates that I'm trying to use. With his shader class, he intialise it thusly: void SHADER::Init(IDirect3DDevice9 *Dev, const char fName[], int typ) { m_pDevice = Dev; m_type = typ; if(m_pDevice == NULL)return; // Assemble and set the pixel or vertex shader HRESULT hRes; LPD3DXBUFFER Code = NULL; LPD3DXBUFFER ErrorMsgs = NULL; if(m_type == PIXEL_SHADER) hRes = D3DXCompileShaderFromFile(fName, NULL, NULL, "Main", "ps_2_0", D3DXSHADER_DEBUG, &Code, &ErrorMsgs, &m_pConstantTable); else hRes = D3DXCompileShaderFromFile(fName, NULL, NULL, "Main", "vs_2_0", D3DXSHADER_DEBUG, &Code, &ErrorMsgs, &m_pConstantTable); } How ever, this generates the following error: Error 1 error C2664: 'D3DXCompileShaderFromFileW' : cannot convert parameter 1 from 'const char []' to 'LPCWSTR' The compiler states the issue is with fName in the D3DXCompileShaderFromFile line. I know this has something to do with the character set, and my program was already running with a Unicode Character set on the go. I read that to solve the above problem, I need to switch to a multi-byte character set. But, if I do that, I get other errors in my code, like so: Error 2 error C2664: 'D3DXCreateEffectFromFileA' : cannot convert parameter 2 from 'const wchar_t *' to 'LPCSTR' With it being accredited to the following line of code: if(FAILED(D3DXCreateEffectFromFile(m_pD3DDevice9,effectFileName.c_str(),NULL,NULL,0,NULL,&m_pCurrentEffect,&pErrorBuffer))) This if is nested within another if statement checking my effectmap list. Though it is the FAILED word with the red line. Like wise I get the another error with the following line of code: wstring effectFileName = TEXT("Sky.fx"); With the error message being: Error 1 error C2440: 'initializing' : cannot convert from 'const char [7]' to 'std::basic_string<_Elem,_Traits,_Ax' If I change it back to a Uni code character set, I get the original (fewer) errors. Leaving as a multi-byte, I get more errors. Does anyone know of a way I can fix this issue?

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  • Box 2d basic questions

    - by philipp
    I am a bit new to box2d and I am developing an game with type and letters. I am using an svg font and generate the box2d bodies direct from the glyphs path definition, using the convex hull of them. I also have an decomposition routine the decomposes this hull if necessary. All this it is more or less working, except that I got some strange errors which definitely are caused by the scale factors. The problem is caused by two factors: first: the world scale of box2d, second: the the precision of curve-approximation of the glyph vectors. So through scaling down the input vertices for box2d, it happens that they become equal caused by numerical precision, what causes errors in box2d. Through scaling the my glyphs a bit up, this goes away. I also goes away if I chose a different world scale factor, but this slows down the whole animation quite much! So if my view port is about 990px * 600px and i want to animate Glyphs in box2d which should have a size from about 50px * 50px up to 300px * 300px, which scale factor of the b2world should i choose? How small should the smallest distance from on vertex to another be, while approximating the glyph vectors? Thanks for help greetings philipp EDIT:: I continued reading the docs of box2d and after rethinking of the units system, which is designed to handle object from 0.1 up to 10 meters, I calculated a scale factor of 75. So Objects 600px width will are 8 meters wide in box2d and even small objects of about 20px width will become 0.26 meters width in box2d. I will go on trying with this values, but if there is somebody out there who could give me a clever advice i would be happy!

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  • How do I draw an OpenGL point sprite using libgdx for Android?

    - by nbolton
    Here's a few snippets of what I have so far... void create() { renderer = new ImmediateModeRenderer(); tiles = Gdx.graphics.newTexture( Gdx.files.getFileHandle("res/tiles2.png", FileType.Internal), TextureFilter.MipMap, TextureFilter.Linear, TextureWrap.ClampToEdge, TextureWrap.ClampToEdge); } void render() { Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClearColor(0.6f, 0.7f, 0.9f, 1); } void renderSprite() { int handle = tiles.getTextureObjectHandle(); Gdx.gl.glBindTexture(GL.GL_TEXTURE_2D, handle); Gdx.gl.glEnable(GL.GL_POINT_SPRITE); Gdx.gl11.glTexEnvi(GL.GL_POINT_SPRITE, GL.GL_COORD_REPLACE, GL.GL_TRUE); renderer.begin(GL.GL_POINTS); renderer.vertex(pos.x, pos.y, pos.z); renderer.end(); } create() is called once when the program starts, and renderSprites() is called for each sprite (so, pos is unique to each sprite) where the sprites are arranged in a sort-of 3D cube. Unfortunately though, this just renders a few white dots... I suppose that the texture isn't being bound which is why I'm getting white dots. Also, when I draw my sprites on anything other than 0 z-axis, they do not appear -- I read that I need to crease my zfar and znear, but I have no idea how to do this using libgdx (perhaps it's because I'm using ortho projection? What do I use instead?). I know that the texture is usable, since I was able to render it using a SpriteBatch, but I guess I'm not using it properly with OpenGL.

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