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  • What happens to remounted data/directories

    - by cauon
    According to suggestions in this post I am trying to improve my system to run better with a Solid State Drive. But regarding to RAMdisks and /etc/fstab usage I have some understanding problems coming up. So let's say I add the following lines to /etc/fstab tmpfs /tmp tmpfs defaults,noatime,nodiratime,mode=1777 0 0 tmpfs /var/spool tmpfs defaults,noatime,nodiratime,mode=1777 0 0 tmpfs /var/tmp tmpfs defaults,noatime,nodiratime,mode=1777 0 0 tmpfs /var/log tmpfs defaults,noatime,nodiratime,mode=0755 0 0 I know that on startup these locations should now get mounted into the RAM (hopefully). But what happens to the physical space that was mounted on those places before? Is it gone? Will it be back when I edit my /etc/fstab back to the Version without tmpfs? Will the space still be allocated on my SSD in a way that I can't use it for any other data? Sometimes it is suggested to add the following line, too: none /var/cache aufs dirs=/tmp:/var/cache=ro 0 0 What does this actually do? I noticed that /var/cache takes almost 1GB of space on my harddisk. So should i clear the directory before activating this line? (this is related to the former question) This causes me some confusions and I hope you can give me some clarifications. UPDATE I've downloaded a image with 600MB in size into /tmp that is mounted with the tmpfs settings above. Now I wanted to compare the RAM usage before and after the download. I expect the RAM usage to be increased by 600MB after the download. But the System Monitoring Tool showed me no changes at all. How can this be? Does tmpfs work other than I actually expect it to?

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  • 2D/Isometric map algorithm

    - by Icarus Cocksson
    First of all, I don't have much experience on game development but I do have experience on development. I do know how to make a map, but I don't know if my solution is a normal or a hacky solution. I don't want to waste my time coding things, and realise they're utterly crap and lose my motivation. Let's imagine the following map. (2D - top view - A square) X: 0 to 500 Y: 0 to 500 My character currently stands at X:250,Y:400, somewhere near center of 100px above bottom and I can control him with my keyboard buttons. LEFT button does X--, UP button does Y-- etc. This one is kid's play. I'm asking this because I know there are some engines that automate this task. For example, games like Diablo 3 uses an engine. You can pretty much drag drop a rock to map, and it is automatically being placed here - making player unable to pass through/detect the collision. But what the engine exactly does in the background? Generates a map like mine, places a rock at the center, and checks it like: unmovableObjects = array('50,50'); //we placed a rock at 50,50 location if(Map.hasUnmovableObject(CurrentPlayerX, CurrentPlayerY)) { //unable to move } else { //able to move } My question is: Is this how 2D/Isometric maps are being generated or there is a different and more complex logic behind them?

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  • OOP concept: is it possible to update the class of an instantiated object?

    - by Federico
    I am trying to write a simple program that should allow a user to save and display sets of heterogeneous, but somehow related data. For clarity sake, I will use a representative example of vehicles. The program flow is like this: The program creates a Garage object, which is basically a class that can contain a list of vehicles objects Then the users creates Vehicles objects, these Vehicles each have a property, lets say License Plate Nr. Once created, the Vehicle object get added to a list within the Garage object --Later on--, the user can specify that a given Vehicle object is in fact a Car object or a Truck object (thus giving access to some specific attributes such as Number of seats for the Car, or Cargo weight for the truck) At first sight, this might look like an OOP textbook question involving a base class and inheritance, but the problem is more subtle because at the object creation time (and until the user decides to give more info), the computer doesn't know the exact Vehicle type. Hence my question: how would you proceed to implement this program flow? Is OOP the way to go? Just to give an initial answer, here is what I've came up until now. There is only one Vehicle class and the various properties/values are handled by the main program (not the class) through a dictionary. However, I'm pretty sure that there must be a more elegant solution (I'm developing using VB.net): Public Class Garage Public GarageAdress As String Private _ListGarageVehicles As New List(Of Vehicles) Public Sub AddVehicle(Vehicle As Vehicles) _ListGarageVehicles.Add(Vehicle) End Sub End Class Public Class Vehicles Public LicensePlateNumber As String Public Enum VehicleTypes Generic = 0 Car = 1 Truck = 2 End Enum Public VehicleType As VehicleTypes Public DictVehicleProperties As New Dictionary(Of String, String) End Class NOTE that in the example above the public/private modifiers do not necessarily reflect the original code

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  • How to choose cell to put entity in in an uniform grid used for broad phase collision detection?

    - by nathan
    I'm trying to implement the broad phase of my collision detection algorithm. My game is an arcade game with lot of moving entities in an open space with relatively equivalent sizes. Regarding the above specifications, i decided to use an uniform grid for space partitioning. The problem i have right know is how to efficiently choose in which cells an entity should be added. ATM i'm doing something like this: for (int x = 0; x < gridSize; x++) { for (int y = 0; y < gridSize; y++) { GridCell cell = grid[x][y]; cell.clear(); //remove the previously added entities for (int i = 0; i < entities.size(); i++) { Entity e = entities.get(i); if (cell.isEntityOverlap(e)) { cell.add(e); } } } } The isEntityOverlap is a simple method i added my GridCell class. public boolean isEntityOverlap(Shape s) { return cellArea.intersects(s); } Where cellArea is a Rectangle. cellArea = new Rectangle(x, y, CollisionGrid.CELL_SIZE, CollisionGrid.CELL_SIZE); It works but it's damn slow. What would be a fast way to know all the cells an entity overlaps? Note: by "it works" i mean, the entities are contained in the good cells over the time after movements etc.

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  • Debugging Node.js applications for Windows Azure

    - by cibrax
    In case you are developing a new web application with Node.js for Windows Azure, you might notice there is no easy way to debug the application unless you are developing in an integrated IDE like Cloud9. For those that develop applications locally using a text editor (or WebMatrix) and Windows Azure Powershell for Node.js, it requires some steps not documented anywhere for the moment. I spent a few hours on this the other day I practically got nowhere until I received some help from Tomek and the rest of them. The IISNode version that currently ships with the Windows Azure for Node.js SDK does not support debugging by default, so you need to install the IISNode full version available in the github repository.  Once you have installed the full version, you need to enable debugging for the web application by modifying the web.config file <iisnode debuggingEnabled="true" loggingEnabled="true" devErrorsEnabled="true" /> The xml above needs to be inserted within the existing “<system.webServer/>” section. The last step is to open a WebKit browser (e.g. Chrome) and navigate to the URL where your application is hosted but adding the segment “/debug” to  the end. The full URL to the node.js application must be used, for example, http://localhost:81/myserver.js/debug That should open a new instance of Node inspector on the browser, so you can debug the application from there. Enjoy!!

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  • Calculating the "power" of a player in a "Defend Your Castle" type game

    - by Jesse Emond
    I'm a making a "Defend Your Castle" type game, where each player has a castle and must send units to destroy the opponent's castle. It looks like this (and yeah, this is the actual game, not a quick paint drawing..): Now, I'm trying to implement the AI of the opponent, and I'd like to create 4 different AI levels: Easy, Normal, Hard and Hardcore. I've never made any "serious" AI before and I'd like to create a quite complete one this time. My idea is to calculate a player's "power" score, based on the current health of its castle and the individual "power" score of its units. Then, the AI would just try to keep a score close to the player's one(Easy would stay below it, Normal would stay near it and Hard would try to get above it). But I just don't know how to calculate a player's power score. There are just too many variables to take into account and I don't know how to properly use them to create one significant number(the power level). Could anyone help me out on this one? Here are the variables that should influence a player's power score: Current castle health, the unit's total health, damage, speed and attack range. Also, the player can have increased Income(the money bag), damage(the + Damage) and speed(the + speed)... How could I include them in the score? I'm really stuck here... Or is there an other way that I could implement AI for this type of game? Thanks for your precious time.

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  • Message Driven Bean JMS integration

    - by Anthony Shorten
    In Oracle Utilities Application Framework V4.1 and above the product introduced the concept of real time JMS integration within the Framework for interfacing. Customer familiar with older versions of the Framework will recall that we used a component called the Multi-purpose Listener (MPL) which was a very light service bus for calling interface channels (including JMS). The MPL is not supplied with all products and customers prefer to use Oracle SOA Suite and native methods rather then MPL. In Oracle Utilities Application Framework V4.1 (and for Oracle Utilities Application Framework V2.2 via Patches 9454971, 9256359, 9672027 and 9838219) we introduced real time JMS integration natively for outbound JMS integration and using Message Driven Beans (MDB) for incoming integration. The outbound integration has not changed a lot between releases where you create an Outbound Message Type to indicate the record types to send out, create a JMS sender (though now you use the Real Time Sender) and then create an External System definition to complete the configuration. When an outbound message appears in the table of the type and external system configured (via a business event such as an algorithm or plug-in script) the Oracle Utilities Application Framework will place the message on the configured Queue linked to the JMS Sender. The inbound integration has changed. In the past you created XAI Receivers and specified configuration about what types of transactions to process. This is now all configuration file driven. The configuration files for the Business Application Server (ejb-jar.xml and weblogic-ejb-jar.xml) define Message Driven Beans and the queues to monitor. When a message appears on the queue, the MDB processes it through our web services interface. Configuration of the MDB can be native (via editing the configuration files) or through the new user exit capabilities (which is aimed at maintaining custom configuration across upgrades). The latter is better as you build fragments of configuration to make it easier to maintain. In the next few weeks a number of new whitepaper will be released to illustrate the features of the Oracle WebLogic JMS and Oracle SOA Suite integration capabilities.

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  • Most efficient Way to setup a game server

    - by alex bowers
    I'm running a PHP based game which has over 45 Million members predicted for end of this year (2011) Currently we are on 7.5 Million, this game is being ran on facebook and I am in desperate need to help get this game server as efficient and as powerful as possible. it is a dedicated server with Processor Manufacturer Intel Model i7 920 Frequency 4x 2x 2.66 GHz NIC GigaEthernet RAM 12 GB Hard disk 4 x 1 TB specs. It has apache installed, cPanel, phpMyAdmin, several apache mods and MySQL. The game also runs 47 mysql calls per second per user. Is there any alternatives to the above which could be faster, more efficient etc? I dont mind having to recode the game to fit to it, as long as it maximises our upper limit of members on the game. Thanks Also, is there a way to tell what our maximum limit to players, database calls etc is? Thank you again, hope you guys can help :)

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  • Can't set up IIS Web Server on Server 2008 x64 correctly (what have I missed?)

    - by balexandre
    Using a VM I installed Windows 2008 Server x64 and as the image below shows, added the IIS Role full image and assigned all role features of IIS full image But if I have an ASP.NET (aspx) page that does (C#) Session["test-session"] = "A"; and read in other page I always get nothing! NOTE: I do have an entire ASP.NET web application, the example above is to be succinct and explicit on what is the problem I'm facing. Can anyone know what do I have to do to the Server, so I can use the Session variables? All help is greatly appreciated, Thank you

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  • Where can I get a metal mug to fit my USB mug warmer?

    - by tjrobinson
    I got one of these for Christmas (this exact model): But it doesn't work very well with normal ceramic mugs as they're too thick and insulated. What I really want is a mug like this that fits well and transmits the heat from the warmer to my drink (so no air gaps or thick bases): Where can I get a mug like the one pictured above from? I like in the UK but don't mind ordering from overseas. Update: I've tried camping mugs but they all seem to be too wide. I will measure the base later and post exact dimensions. I am really after the exact mug shown in the picture, it must exist somewhere?

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  • Tomcat memory usage grows until crash with no GC run

    - by Phil
    I'm administrating a server running Tomcat that is getting a lot of traffic lately. If I monitor memory usage in Task Manager I can see the memory usage growing and eventually tomcat crashes around the 1GB mark. Here's the memory relevent bits I've set in Tomcat Properties (this is a Windows Server): Intial memory pool: 1024 MB Maximum memory pool: 1024 MB -XX:MaxPermSize=256M The weird thing is since these problems arose I've deployed Lambda Probe to the Tomcat instance and the memory usage values I see there are much lower, for example Task Manager might show 467MB used while the "Total" used in Probe is 212 MB. Also, the Maximum Total listed in Probe is 1.29GB, when I would have expected 1GB, the maximum memory set above. If I force the garbage collector to run using Probe, I can keep Tomcat from crashing for a while (indefinitely, AFAIK). So why doesn't the GC run automatically and stop Tomcat from crashing? Thanks.

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  • Autodetect/mount SDCards and run script for them on Linux

    - by Brendan
    Hey Everyone, I'm currently running SME Server, and need to have a script run upon the attachment of SD Cards to my server. The script itself works fine (it copies the contents of the cards), but the automounting and execution of the script is where I'm having issues. The I have a USB hub consisting of 10 USB ports; that shows up as: [root@server ~]# lsusb Bus 004 Device 002: ID 0000:0000 Bus 004 Device 001: ID 0000:0000 Bus 003 Device 001: ID 0000:0000 Bus 002 Device 001: ID 0000:0000 Bus 001 Device 055: ID 1a40:0101 TERMINUS TECHNOLOGY INC. Bus 001 Device 051: ID 1a40:0101 TERMINUS TECHNOLOGY INC. Bus 001 Device 050: ID 1a40:0101 TERMINUS TECHNOLOGY INC. Bus 001 Device 001: ID 0000:0000 (The hub is the TERMINUS TECHNOLOGY INC entries) As I cannot plug SD Cards directly into the server; I use a USB to SD card attachement (10 of them) plugged into the hub to read the cards. Upon pluggig the 10 attachments (without cards) into the hub; lsusb yields the following: [root@server ~]# lsusb Bus 004 Device 002: ID 0000:0000 Bus 004 Device 001: ID 0000:0000 Bus 003 Device 001: ID 0000:0000 Bus 002 Device 001: ID 0000:0000 Bus 001 Device 073: ID 05e3:0723 Genesys Logic, Inc. Bus 001 Device 072: ID 05e3:0723 Genesys Logic, Inc. Bus 001 Device 071: ID 05e3:0723 Genesys Logic, Inc. Bus 001 Device 070: ID 05e3:0723 Genesys Logic, Inc. Bus 001 Device 069: ID 05e3:0723 Genesys Logic, Inc. Bus 001 Device 068: ID 05e3:0723 Genesys Logic, Inc. Bus 001 Device 067: ID 05e3:0723 Genesys Logic, Inc. Bus 001 Device 066: ID 05e3:0723 Genesys Logic, Inc. Bus 001 Device 065: ID 05e3:0723 Genesys Logic, Inc. Bus 001 Device 064: ID 05e3:0723 Genesys Logic, Inc. Bus 001 Device 055: ID 1a40:0101 TERMINUS TECHNOLOGY INC. Bus 001 Device 051: ID 1a40:0101 TERMINUS TECHNOLOGY INC. Bus 001 Device 050: ID 1a40:0101 TERMINUS TECHNOLOGY INC. Bus 001 Device 001: ID 0000:0000 As you can see, the readers are the "Gensys Logic, Inc" entries. Plugging in an SD card to a reader doesn't affect lsusb (it reads exactly as above), however my system recognises the cards fine; as indicated by dmesg: Attached scsi generic sg11 at scsi54, channel 0, id 0, lun 0, type 0 USB Mass Storage device found at 73 SCSI device sdd: 31388672 512-byte hdwr sectors (16071 MB) sdd: Write Protect is on sdd: Mode Sense: 03 00 80 00 sdd: assuming drive cache: write through SCSI device sdd: 31388672 512-byte hdwr sectors (16071 MB) sdd: Write Protect is on sdd: Mode Sense: 03 00 80 00 sdd: assuming drive cache: write through sdd: sdd1 SCSI device sdd: 31388672 512-byte hdwr sectors (16071 MB) sdd: Write Protect is on sdd: Mode Sense: 03 00 80 00 sdd: assuming drive cache: write through SCSI device sdd: 31388672 512-byte hdwr sectors (16071 MB) sdd: Write Protect is on sdd: Mode Sense: 03 00 80 00 sdd: assuming drive cache: write through sdd: sdd1 SCSI device sdd: 31388672 512-byte hdwr sectors (16071 MB) sdd: Write Protect is on sdd: Mode Sense: 03 00 80 00 sdd: assuming drive cache: write through SCSI device sdd: 31388672 512-byte hdwr sectors (16071 MB) sdd: Write Protect is on sdd: Mode Sense: 03 00 80 00 sdd: assuming drive cache: write through sdd: sdd1 If I manually mount sdd1 (mount /dev/sdd1 /somedirectory/) this works fine. What I'm really after is a solution that automounts each of the cards as they are inputted into the reader; and executes a script for them (this will involve copying their contents to another directory). My problem is that I don't know how to do this; I don't think udev will work as the USB devices don't change; if I could somehow get udev working with /dev/disk/by-path/ however I think this is doable (it seems to keep constant entries). ls /dev/disk returns: pci-0000:00:1d.7-usb-0:4.1.1.1:1.0-scsi-0:0:0:0 pci-0000:00:1d.7-usb-0:4.1.1.2:1.0-scsi-0:0:0:0 pci-0000:00:1d.7-usb-0:4.1.1.3:1.0-scsi-0:0:0:0 pci-0000:00:1d.7-usb-0:4.1.1.4:1.0-scsi-0:0:0:0 pci-0000:00:1d.7-usb-0:4.1.2:1.0-scsi-0:0:0:0 pci-0000:00:1d.7-usb-0:4.1.3:1.0-scsi-0:0:0:0 pci-0000:00:1d.7-usb-0:4.1.4:1.0-scsi-0:0:0:0 pci-0000:00:1d.7-usb-0:4.2:1.0-scsi-0:0:0:0 pci-0000:00:1d.7-usb-0:4.3:1.0-scsi-0:0:0:0 pci-0000:00:1d.7-usb-0:4.4:1.0-scsi-0:0:0:0 pci-0000:00:1d.7-usb-0:4.4:1.0-scsi-0:0:0:0-part1 pci-0000:0b:01.0-scsi-0:0:1:0 pci-0000:0b:01.0-scsi-0:0:1:0-part1 pci-0000:0b:01.0-scsi-0:0:1:0-part2 From above, we can see I have only one card plugged into the reader (pci-0000:00:1d.7-usb-0:4.4:1.0-scsi-0:0:0:0-part1). Going mount /dev/disk/by-path/pci-0000\:00\:1d.7-usb-0\:4.4\:1.0-scsi-0\:0\:0\:0-part1 Works and places the card under /media/usbdisk/, however: mount /dev/disk/by-path/pci-0000\:00\:1d.7-usb-0\:4.4\:1.0-scsi-0\:0\:0\:0-part1 slot1/ doesn't work, and returns "mount: can't get address for /dev/disk/by-path/pci-0000" Any ideas and solutions would be great, I've seen the knowledge of a lot of the guys on here before so I'm hopeful someone can help me out. Thanks

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  • Avoiding the Anaemic Domain - How to decide what single responsibility a class has

    - by thecapsaicinkid
    Even after reading a bunch I'm still falling into the same trap. I have a class, usually an enity. I need to implement more than one, similar operations on this type. It feels wrong to (seemingly arbitrarily) choose one of these operations to belong inside the entity and push the others out to a separate class; I end up pushing all operations to service classes and am left with an anaemic domain. As a crude example, imagine the typical Employee class with numeric properties to hold how many paid days the employee is entitled to for both sickness and holiday and a collection of days taken for each. public class Employee { public int PaidHolidayAllowance { get; set; } public int PaidSicknessAllowance { get; set; } public IEnumerable<Holiday> Holidays { get; set; } public IEnumerable<SickDays> SickDays { get; set; } } I want two operations, one to calculate remaining holiday, another for remaining paid sick days. It seems strange to include say, CalculateRemaingHoliday() in the Employee class and bump CalculateRemainingPaidSick() to some PaidSicknessCalculator class. I would end up with a PaidSicknessCalculator and a RemainingHolidayCalculator and the anaemic Employee entity as seen above. The other alternative would be to put both operations in the Employee class and kick Single Responsibility to the curb. That doesn't make for particularly maintainable code. I suppose the Employee class should have some initialisation/validation logic (not accepting negative alowances etc.) So maybe I just stick to basic initialisation and validation in the entities themselves and be happy with my separate calculator classes. Or maybe I should be asking myself if Anaemic Domain is actually causing me some tangible problems with my code.

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  • List of MD /Raid/LVM (Devices) = How to mount them without any further information available?

    - by Jens
    Hello Expets, I do not have much skills in linux and installed a system two years ago that I now had to reboot, but it seems I did not automate everything with start-scripts... My Problem: I miss some mountpoints. I have a list of my raids (excerpt:) md3 : active (auto-read-only) raid1 sda6[0] sdb6[1] 97659008 blocks [2/2] [UU] md4 : active (auto-read-only) raid1 sda7[0] sdb7[1] 250099776 blocks [2/2] [UU] and it seems md3 and md4 are NOT mounted. However i do NOT have any entries for them fstab file. What should I do next. I do NOT know which filesystem they have (most likely ext3). =Can I savely try to mount them with (mount -t ext3 /dev/md3 /mnt/mymntpoint) or will the lead to corrupted data, in case they are not ext3? What should I do next (based on the information given above). The goal is to remount these Devices again, but I do not know anything about them anymore... Thank you very much Jens

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  • Debugging Windows Service Timeout Error 1053

    - by Joe Mayo
    If you ever receive an Error 1053 for a timeout when starting a Windows Service you've written, the underlying problem might not have anything to do with a timeout.  Here's the error so you can compare it to what you're seeing: --------------------------- Services --------------------------- Windows could not start the Service1 service on Local Computer.   Error 1053: The service did not respond to the start or control request in a timely fashion. --------------------------- OK   --------------------------- Searching the Web for a solution to this error in your Windows Service will result in a lot of wasted time and advice that won't help.  Sometimes you might get lucky if your problem is exactly the same as someone else's, but this isn't always the case.  One of the solutions you'll see has to do with a known error on Windows Server 2003 that's fixed by a patch to the .NET Framework 1.1, which won't work.  As I write this blog post, I'm using the .NET Framework 4.0, which is a tad bit past that timeframe. Most likely, the basic problem is that your service is throwing an exception that you aren't handling.  To debug this, wrap your service initialization code in a try/catch block and log the exception, as shown below: using System; using System.Diagnostics; using System.ServiceProcess; namespace WindowsService { static class Program { static void Main() { try { ServiceBase[] ServicesToRun; ServicesToRun = new ServiceBase[] { new Service1() }; ServiceBase.Run(ServicesToRun); } catch (Exception ex) { EventLog.WriteEntry("Application", ex.ToString(), EventLogEntryType.Error); } } } } After you uninstall the old service, redeploy the service with modifications, and receive the same error message as above; look in the Event Viewer/Application logs.  You'll see what the real problem is, which is the underlying reason for the timeout. Joe

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  • Integration error in high velocity

    - by Elektito
    I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I can launch one planet into orbit of the other just fine. The collision detection code though does not work so well. I noticed that when one planet hits the other in a free fall it speeds backward and goes much higher than its original position. Some poking around convinced me that the simplistic Euler integration is causing the error. Consider this case. One object has a mass of 1kg and the other has a mass equal to earth. Say the object is 10 meters above ground. Assume that our dt (delta t) is 1 second. The object goes to the height of 9 meters at the end of the first iteration, 7 at the end of the second, 4 at the end of the third and 0 at the end of the fourth iteration. At this points it hits the ground and bounces back with the speed of 10 meters per second. The problem is with dt=1, on the first iteration it bounces back to a height of 10. It takes several more steps to make the object change its course. So my question is, what integration method can I use which fixes this problem. Should I split dt to smaller pieces when velocity is high? Or should I use another method altogether? What method do you suggest? EDIT: You can see the source code here at github:https://github.com/elektito/diskworld/

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  • re: 3ware raid 10 (4drive) suggested stripe size suggestions?

    - by dasko
    looked around on the site but nothing really concrete on my question. i will have about 120GB of data total, files are made up of 5MB files, excel, word and about 25 .pst files that are about 1.2GB each. Yes they use .pst over network, even though it is not recommended this is legacy setup without issue so we will continue to support this for another year or so. I need to know what you think about a stripe size of 256kb for the raid 10 based on the above requirements. I did try and bench with these settings and it seems alright without any real issue, just trying to rule out anything i might of missed. thanks.

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  • Inconsistent accessibility error in xna.

    - by Tom
    Hey all, you may remember me asking a question regarding a snake game I was creating about two weeks ago. Well I'm quite far now into making the game (thanks to a brilliant tutorial I found). But I've come across the error described named above. So heres my problem; I have a SnakeFood class that has a method called "Reposition". In the game1 class I have a method called "UpdateInGame" which calls the reposition method to load an orange that spawns in a random place every second. My latest piece of code changed the reposition method to allow the snake I have on the screen to not be overlapped by the orange that randomly spawns. Now I get the error (in full): Error 1 Inconsistent accessibility: parameter type 'TheMathsSnakeGame.Snake' is less accessible than method 'TheMathsSnakeGame.SnakeFood.Reposition(TheMathsSnakeGame.Snake)' C:\Users\Tom\Documents\Visual Studio 2008\Projects\TheMathsSnakeGame\TheMathsSnakeGame\SnakeFood.cs 33 21 TheMathsSnakeGame I understand what the errors trying to tell me but having changed the accessiblity of the methods, I still can't get it to work. Sorry about the longwinded question. Thanks in advance :) Edit: Code I'm using (Game1 Class) private void UpdateInGame(GameTime gameTime) { //Calls the oranges "reposition" method every second if (gameTime.TotalGameTime.Milliseconds % 1000 == 0) orange.Reposition(sidney); sidney.Update(gameTime); } (SnakeFood Class) public void Reposition(Snake snake) { do { position = new Point(rand.Next(Grid.maxHeight), rand.Next(Grid.maxWidth)); } while (snake.IsBodyOnPoint(position)); }

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  • Parallel Classloading Revisited: Fully Concurrent Loading

    - by davidholmes
    Java 7 introduced support for parallel classloading. A description of that project and its goals can be found here: http://openjdk.java.net/groups/core-libs/ClassLoaderProposal.html The solution for parallel classloading was to add to each class loader a ConcurrentHashMap, referenced through a new field, parallelLockMap. This contains a mapping from class names to Objects to use as a classloading lock for that class name. This was then used in the following way: protected Class loadClass(String name, boolean resolve) throws ClassNotFoundException { synchronized (getClassLoadingLock(name)) { // First, check if the class has already been loaded Class c = findLoadedClass(name); if (c == null) { long t0 = System.nanoTime(); try { if (parent != null) { c = parent.loadClass(name, false); } else { c = findBootstrapClassOrNull(name); } } catch (ClassNotFoundException e) { // ClassNotFoundException thrown if class not found // from the non-null parent class loader } if (c == null) { // If still not found, then invoke findClass in order // to find the class. long t1 = System.nanoTime(); c = findClass(name); // this is the defining class loader; record the stats sun.misc.PerfCounter.getParentDelegationTime().addTime(t1 - t0); sun.misc.PerfCounter.getFindClassTime().addElapsedTimeFrom(t1); sun.misc.PerfCounter.getFindClasses().increment(); } } if (resolve) { resolveClass(c); } return c; } } Where getClassLoadingLock simply does: protected Object getClassLoadingLock(String className) { Object lock = this; if (parallelLockMap != null) { Object newLock = new Object(); lock = parallelLockMap.putIfAbsent(className, newLock); if (lock == null) { lock = newLock; } } return lock; } This approach is very inefficient in terms of the space used per map and the number of maps. First, there is a map per-classloader. As per the code above under normal delegation the current classloader creates and acquires a lock for the given class, checks if it is already loaded, then asks its parent to load it; the parent in turn creates another lock in its own map, checks if the class is already loaded and then delegates to its parent and so on till the boot loader is invoked for which there is no map and no lock. So even in the simplest of applications, you will have two maps (in the system and extensions loaders) for every class that has to be loaded transitively from the application's main class. If you knew before hand which loader would actually load the class the locking would only need to be performed in that loader. As it stands the locking is completely unnecessary for all classes loaded by the boot loader. Secondly, once loading has completed and findClass will return the class, the lock and the map entry is completely unnecessary. But as it stands, the lock objects and their associated entries are never removed from the map. It is worth understanding exactly what the locking is intended to achieve, as this will help us understand potential remedies to the above inefficiencies. Given this is the support for parallel classloading, the class loader itself is unlikely to need to guard against concurrent load attempts - and if that were not the case it is likely that the classloader would need a different means to protect itself rather than a lock per class. Ultimately when a class file is located and the class has to be loaded, defineClass is called which calls into the VM - the VM does not require any locking at the Java level and uses its own mutexes for guarding its internal data structures (such as the system dictionary). The classloader locking is primarily needed to address the following situation: if two threads attempt to load the same class, one will initiate the request through the appropriate loader and eventually cause defineClass to be invoked. Meanwhile the second attempt will block trying to acquire the lock. Once the class is loaded the first thread will release the lock, allowing the second to acquire it. The second thread then sees that the class has now been loaded and will return that class. Neither thread can tell which did the loading and they both continue successfully. Consider if no lock was acquired in the classloader. Both threads will eventually locate the file for the class, read in the bytecodes and call defineClass to actually load the class. In this case the first to call defineClass will succeed, while the second will encounter an exception due to an attempted redefinition of an existing class. It is solely for this error condition that the lock has to be used. (Note that parallel capable classloaders should not need to be doing old deadlock-avoidance tricks like doing a wait() on the lock object\!). There are a number of obvious things we can try to solve this problem and they basically take three forms: Remove the need for locking. This might be achieved by having a new version of defineClass which acts like defineClassIfNotPresent - simply returning an existing Class rather than triggering an exception. Increase the coarseness of locking to reduce the number of lock objects and/or maps. For example, using a single shared lockMap instead of a per-loader lockMap. Reduce the lifetime of lock objects so that entries are removed from the map when no longer needed (eg remove after loading, use weak references to the lock objects and cleanup the map periodically). There are pros and cons to each of these approaches. Unfortunately a significant "con" is that the API introduced in Java 7 to support parallel classloading has essentially mandated that these locks do in fact exist, and they are accessible to the application code (indirectly through the classloader if it exposes them - which a custom loader might do - and regardless they are accessible to custom classloaders). So while we can reason that we could do parallel classloading with no locking, we can not implement this without breaking the specification for parallel classloading that was put in place for Java 7. Similarly we might reason that we can remove a mapping (and the lock object) because the class is already loaded, but this would again violate the specification because it can be reasoned that the following assertion should hold true: Object lock1 = loader.getClassLoadingLock(name); loader.loadClass(name); Object lock2 = loader.getClassLoadingLock(name); assert lock1 == lock2; Without modifying the specification, or at least doing some creative wordsmithing on it, options 1 and 3 are precluded. Even then there are caveats, for example if findLoadedClass is not atomic with respect to defineClass, then you can have concurrent calls to findLoadedClass from different threads and that could be expensive (this is also an argument against moving findLoadedClass outside the locked region - it may speed up the common case where the class is already loaded, but the cost of re-executing after acquiring the lock could be prohibitive. Even option 2 might need some wordsmithing on the specification because the specification for getClassLoadingLock states "returns a dedicated object associated with the specified class name". The question is, what does "dedicated" mean here? Does it mean unique in the sense that the returned object is only associated with the given class in the current loader? Or can the object actually guard loading of multiple classes, possibly across different class loaders? So it seems that changing the specification will be inevitable if we wish to do something here. In which case lets go for something that more cleanly defines what we want to be doing: fully concurrent class-loading. Note: defineClassIfNotPresent is already implemented in the VM as find_or_define_class. It is only used if the AllowParallelDefineClass flag is set. This gives us an easy hook into existing VM mechanics. Proposal: Fully Concurrent ClassLoaders The proposal is that we expand on the notion of a parallel capable class loader and define a "fully concurrent parallel capable class loader" or fully concurrent loader, for short. A fully concurrent loader uses no synchronization in loadClass and the VM uses the "parallel define class" mechanism. For a fully concurrent loader getClassLoadingLock() can return null (or perhaps not - it doesn't matter as we won't use the result anyway). At present we have not made any changes to this method. All the parallel capable JDK classloaders become fully concurrent loaders. This doesn't require any code re-design as none of the mechanisms implemented rely on the per-name locking provided by the parallelLockMap. This seems to give us a path to remove all locking at the Java level during classloading, while retaining full compatibility with Java 7 parallel capable loaders. Fully concurrent loaders will still encounter the performance penalty associated with concurrent attempts to find and prepare a class's bytecode for definition by the VM. What this penalty is depends on the number of concurrent load attempts possible (a function of the number of threads and the application logic, and dependent on the number of processors), and the costs associated with finding and preparing the bytecodes. This obviously has to be measured across a range of applications. Preliminary webrevs: http://cr.openjdk.java.net/~dholmes/concurrent-loaders/webrev.hotspot/ http://cr.openjdk.java.net/~dholmes/concurrent-loaders/webrev.jdk/ Please direct all comments to the mailing list [email protected].

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  • Postgresql init.d script not working

    - by Bram Jetten
    I installed Postgresql 8.4 on my VPS with Ubuntu 10.04. Default setup, nothing unusual. After the installation the dbserver is automatically started and is running great. The installer also sets a init.d script in place. This script however, doesn't seem to affect Postgres. $ sudo /etc/init.d/postgresql stop The above line is not stopping the server. The command does not fail or show any message. The logs won't say anything as well. After killing all postgres processes with killall I cannot get Postgres working again using the init script. When rebooting my VPS it somehow starts up and works again.

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  • How to recursively move all files (including hidden) in a subfolder into a parent folder in *nix?

    - by deadprogrammer
    This is a bit of an embracing question, but I have to admit that this late in my career I still have questions about the mv command. I frequently have this problem: I need to move all files recursively up one level. Let's say I have folder foo, and a folder bar inside it. Bar has a mess of files and folders, including dot files and folders. How do I move everything in bar to the foo level? If foo is empty, I simply move bar one level above, delete foo and rename bar into foo. Part of the problem is that I can't figure out what mv's wildcard for "everything including dots" is. A part of this question is this - is there an in-depth discussion of the wildcards that cp and mv commands use somewhere (googling this only brings very basic tutorials).

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  • Control truetype font tracking in fontforge

    - by ??O?????
    Hello. I'm designing a font intended to be used mainly as a subtitle font. It's a sans-serif font not unlike Helvetica. The em size is 2000 (I know it "should" be 2048 for a truetype font), the ascent/descent are 1600/400. Most glyphs don't go higher than 1450 though, with the exception of accented Latin characters. There lies the issue: when my font includes accented Latin characters, the tracking (line -of-text intradistance, but correct me if I got the term "tracking" wrong) skyrockets. I can't seem to find a way to control that. As my intended design goes, I don't mind if I have a descender (e.g. "g") above and an accented capital Latin letter below and they almost touch. It's something that does not happen very often, anyway. How can I control tracking? It seems it's auto-calculated.

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  • 2D Collision masks for handling slopes

    - by JiminyCricket
    I've been looking at the example at: http://create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel and am trying to figure out how to adjust the sprite once a collision has been detected. As David suggested at XNA 4.0 2D sidescroller variable terrain heightmap for walking/collision, I made a few sensor points (feet, sides, bottom center, etc.) and can easily detect when these points actually collide with non-transparent portions of a second texture (simple slope). I'm having trouble with the algorithm of how I would actually adjust the sprite position based on a collision. Say I detect a collision with the slope at the sprite's right foot. How can I scan the slope texture data to find the Y position to place the sprite's foot so it is no longer inside the slope? The way it is stored as a 1D array in the example is a bit confusing, should I try to store the data as a 2D array instead? For test purposes, I'm thinking of just using the slope texture alpha itself as a primitive and easy collision mask (no grass bits or anything besides a simple non-linear slope). Then, as in the example, I find the coordinates of any collisions between the slope texture and the sprite's sensors and mark these special sensor collisions as having occurred. Finally, in the case of moving up a slope, I would scan for the first transparent pixel above (in the texture's Ys at that X) the right foot collision point and set that as the new height of the sprite. I'm a little unclear also on when I should make these adjustments. Collisions are checked on every game.update() so would I quickly change the position of the sprite before the next update is called? I also noticed several people mention that it's best to separate collision checks horizontally and vertically, why is that exactly? Open to any suggestions if this is an inefficient or inaccurate way of handling this. I wish MSDN had provided an example of something like this, I didn't know it would be so much more complex than NES Mario style pure box platforming!

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  • Blackberry Gmail password change

    - by Highstead
    I've updated my gmail password and so i must update my blackberry password. I tried updating the email password to which i got the following message. Invalid email address or password. Please verify your email address and password. The information you provided is incorrect. If the error persists contact gmail.com (Your email provider). Please try again. I tried again, with what i know the password to be, with password show on. I've also deleted the account and tried to create it. I've tried going to the "Last account activity: XXXX details" menu and signing out all devices. I'm continually getting the above error, but the account activities don't seem to show any sign of a mobile attempt to access my mail account. Has anyone had this issue before and how did you sign it. Thanks in advance.

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  • 2-D Codes in Retail

    - by David Dorf
    The UPC you find on packaging is a one-dimensional barcode that's been in use, in one form or another, since the 1970s. While its a good symbology to encode numbers like a product identifier, its not really big enough to hold much more. It also requires a barcode scanner (like those connected to the POS), although iPhone apps like RedLaser have proved a mobile camera can be made to work in many situations. The next generation barcodes are two-dimensional and therefore capable of holding much more information as well as being more conducive to cameras. The most popular format is the QR Code, widely used in Japan because almost every mobile phone has a built-in reader. A typical use for QR Codes is to embed a URL so that that a mobile phone can quickly navigate to the specified web page. QR Codes can be found on posters, billboards, catalogs, and circulars. Speaking of which, Best Buy recently put a QR code in their circular as shown below. If fact, they even updated their iPhone application to include a QR Code reader. I was able to scan the barcode above right from the screen with my iPhone without issues, even though its fairly small in this image. Clearly they are planning to incorporate more QR Codes in their stores and advertising. If you haven't seen QR Codes before, you're not looking hard enough. They are around and will continue to spread.

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