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  • Lighting get darker when texture is aplied

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Texture and Lighting Issue in 3D world

    - by noah
    Im using OpenGL ES 1.1 for iPhone. I'm attempting to implement a skybox in my 3d world and started out by following one of Jeff Lamarches tutorials on creating textures. Heres the tutorial: iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html Ive successfully added the image to my 3d world but am not sure why the lighting on the other shapes has changed so much. I want the shapes to be the original color and have the image in the background. Before: https://www.dropbox.com/s/ojmb8793vj514h0/Screen%20Shot%202012-10-01%20at%205.34.44%20PM.png After: https://www.dropbox.com/s/8v6yvur8amgudia/Screen%20Shot%202012-10-01%20at%205.35.31%20PM.png Heres the init OpenGL: - (void)initOpenGLES1 { glShadeModel(GL_SMOOTH); // Enable lighting glEnable(GL_LIGHTING); // Turn the first light on glEnable(GL_LIGHT0); const GLfloat lightAmbient[] = {0.2, 0.2, 0.2, 1.0}; const GLfloat lightDiffuse[] = {0.8, 0.8, 0.8, 1.0}; const GLfloat matAmbient[] = {0.3, 0.3, 0.3, 0.5}; const GLfloat matDiffuse[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat matSpecular[] = {1.0, 1.0, 1.0, 1.0}; const GLfloat lightPosition[] = {0.0, 0.0, 1.0, 0.0}; const GLfloat lightShininess = 100.0; //Configure OpenGL lighting glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, matSpecular); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); // Define a cutoff angle glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 40.0); // Set the clear color glClearColor(0, 0, 0, 1.0f); // Projection Matrix config glMatrixMode(GL_PROJECTION); glLoadIdentity(); CGSize layerSize = self.view.layer.frame.size; // Swapped height and width for landscape mode gluPerspective(45.0f, (GLfloat)layerSize.height / (GLfloat)layerSize.width, 0.1f, 750.0f); [self initSkyBox]; // Modelview Matrix config glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // This next line is not really needed as it is the default for OpenGL ES glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); // Enable depth testing glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glDepthMask(GL_TRUE); } Heres the drawSkybox that gets called in the drawFrame method: -(void)drawSkyBox { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); static const SSVertex3D vertices[] = { {-1.0, 1.0, -0.0}, { 1.0, 1.0, -0.0}, {-1.0, -1.0, -0.0}, { 1.0, -1.0, -0.0} }; static const SSVertex3D normals[] = { {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 1.0} }; static const GLfloat texCoords[] = { 0.0, 0.5, 0.5, 0.5, 0.0, 0.0, 0.5, 0.0 }; glLoadIdentity(); glTranslatef(0.0, 0.0, -3.0); glBindTexture(GL_TEXTURE_2D, texture[0]); glVertexPointer(3, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); } Heres the init Skybox: -(void)initSkyBox { // Turn necessary features on glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_SRC_COLOR); // Bind the number of textures we need, in this case one. glGenTextures(1, &texture[0]); // create a texture obj, give unique ID glBindTexture(GL_TEXTURE_2D, texture[0]); // load our new texture name into the current texture glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); NSString *path = [[NSBundle mainBundle] pathForResource:@"space" ofType:@"jpg"]; NSData *texData = [[NSData alloc] initWithContentsOfFile:path]; UIImage *image = [[UIImage alloc] initWithData:texData]; GLuint width = CGImageGetWidth(image.CGImage); GLuint height = CGImageGetHeight(image.CGImage); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); void *imageData = malloc( height * width * 4 ); // times 4 because will write one byte for rgb and alpha CGContextRef cgContext = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big ); // Flip the Y-axis CGContextTranslateCTM (cgContext, 0, height); CGContextScaleCTM (cgContext, 1.0, -1.0); CGColorSpaceRelease( colorSpace ); CGContextClearRect( cgContext, CGRectMake( 0, 0, width, height ) ); CGContextDrawImage( cgContext, CGRectMake( 0, 0, width, height ), image.CGImage ); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData); CGContextRelease(cgContext); free(imageData); [image release]; [texData release]; } Any help is greatly appreciated.

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  • Cocos2d: Moving background on update: offsett issue

    - by mm24
    working with Objective C, iOS and Cocos2d I am developing a vertical scrolling shooter game for iPhone (retina display models with 640 width x 960 height pixel resolution). My basic algorithm works as following: I create two instances of an image that has exactly 640 width x 960 height pixel of resolution, which we will call imageA and imageB I then set the two imags with exactly 480.0f of offset from each other, as the screenSize of a CCScene is set by default to 480.0f. At each update method call I move the two images by the same value. I make sure that their offsett stays to 480.0f However when running the game I see a 1 pixel height line between the two images. This literally bugs me and would like to adjust this. What am I doing wrong? This is a zoom in on the background when the "offsett line" is visible. The white line you can see divides the two background images and is not meant to exist as both images are completely black :): If I change the yPositionOfSecondElement value to 479.0f until the first loop the two images overlap correctly, but as soon as the loop starts the two images starts having an offsett of -1.0f. Here is the initialization code: -(void) init { //... screenHeight = 480.0f; yPositionOfSecondElement= screenHeight;//I tried subtracting an offsett of -1 but eventually the image would go wrong again yPositionOfFirstElement = 0.0f; loopedBackgroundImageInstanceA = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceA.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceA.position = CGPointMake(160.0f, yPositionOfFirstElement); [node addChild:loopedBackgroundImageInstanceA z:zLevelBackground]; //loopedBackgroundImageInstanceA.color= ccRED; loopedBackgroundImageInstanceB = [BackgroundLoopedImage loopImageForLevel:levelName]; loopedBackgroundImageInstanceB.anchorPoint = CGPointMake(0.5f, 0.0f); loopedBackgroundImageInstanceB.position = CGPointMake(160.0f, yPositionOfSecondElement); [node addChild:loopedBackgroundImageInstanceB z:zLevelBackground]; //.... } And here is the move code called at each update: -(void) moveBackgroundSprites:(BackgroundLoopedImage*)imageA :(BackgroundLoopedImage*)imageB :(ccTime)delta { isEligibleToMove=false; //This is done to avoid rounding errors float yStep = delta * [GameController sharedGameController].currentBackgroundSpeed; NSString* formattedNumber = [NSString stringWithFormat:@"%.02f", yStep]; yStep = atof([formattedNumber UTF8String]); //First should adjust position of images [self adjustPosition:imageA :imageB]; //The can get the actual image position CGPoint posA = imageA.position; CGPoint posB = imageB.position; //Here could verify if the checksum is equal to the required difference (should be 479.0f) if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply A"); } //At this stage can compute the hypotetical new position CGPoint newPosA = CGPointMake(posA.x, posA.y - yStep); CGPoint newPosB = CGPointMake(posB.x, posB.y - yStep); // Reposition stripes when they're out of bounds if (newPosA.y <= -yPositionOfSecondElement) { newPosA.y = yPositionOfSecondElement; [imageA shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } else if (newPosB.y <= -yPositionOfSecondElement) { newPosB.y = yPositionOfSecondElement; [imageB shuffle]; if (timeElapsed>=endTime && hasReachedEndLevel==FALSE) { hasReachedEndLevel=TRUE; shouldMoveImageEnd=TRUE; } } //Here should verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply B"); } imageA.position = newPosA; imageB.position = newPosB; //Here could verify that the check sum is equal to 479.0f if (![self verifyCheckSum:posA :posB]) { CCLOG(@"does not comply C"); } isEligibleToMove=true; } -(BOOL) verifyCheckSum:(CGPoint)posA :(CGPoint)posB { BOOL comply = false; float sum = 0.0f; if (posA.y > posB.y) { sum = posA.y - posB.y; } else if (posB.y > posA.y){ sum = posB.y - posA.y; } else{ return false; } if (sum!=yPositionOfSecondElement) { comply= false; } else{ comply=true; } return comply; } And here is what happens on the update: if(shouldMoveImageA && shouldMoveImageB) { if (isEligibleToMove) { [self moveBackgroundSprites:loopedBackgroundImageInstanceA :loopedBackgroundImageInstanceB :delta]; } Forget about shouldMoveImageA and shouldMoveImageB, this is just for when the background reaches the end of level, this works.

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  • iPad Video Playback only delivers audio, not visuals.

    - by Dwaine Bailey
    Hi guys, Recently we've developed an iPhone app for an external company, and everything works fine in the app. There is a section where the app pulls video from the client's server, and streams it into the iPhone's MPMoviePlayerController. This works fine on the iPhone and iPodTouch - both the video and the audio show up just great. The problem, however, is that when the app is run on an iPad (using the iPad's iPhone simulator thingo that it does) only the audio plays, and no video can be seen. Does anybody have any suggestions about what may be causing this? I thought perhaps it was the encoding, but then why would this prevent the video from playing on the iPad, and not the iPhone?

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  • emberjs on symfony2 dev enviroment dont work propertly

    - by rkmax
    I've builded a app with symfony2 the app expose an REST Api. now i build a simple client for consuming app.coffee - app.js App = Em.Application.create ready: -> @.entradas.load() Entrada: Em.Object.extend() entradas: Em.ArrayController.create content: [] load: -> url = 'http://localhost/api/1/entrada' me = @ $.ajax( url: url, method: 'GET', success: (data) -> me.set('content', []) for entrada in data.data.objects me.pushObject DBPlus.Entrada.create(entrada) ) MyBundle:Home:index.html.twig <script type="text/x-handlebars" src="{{ asset('js/templates/entradas.hbs') }}"></script> <script src="{{ asset('js/libs/jquery-1.7.2.min.js') }}"></script> <script src="{{ asset('js/libs/handlebars-1.0.0.beta.6.js') }}"></script> <script src="{{ asset('js/libs/ember-1.0.pre.min.js') }}"></script> <script src="{{ asset('js/app.js') }}"></script> the problem here is when i run on dev enviroment and link the template like <script type="text/x-handlebars" src="{{...}}"> the app dont work, nothing show but works fine over prod enviroment. he only way that works on dev enviroment is inline template MyBundle:Home:index.html.twig <script type="text/x-handlebars"> {% raw %} <ul class="entradas"> {{#each App.entradas}} <li class="entrada">{{nombre}}</li> {{/each}} </ul> {% endraw %} </script> can explain why this behavoir? Note: I disabled the debug profiler toolbar, and nothing

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  • Looking for a good dev environment for OSGi bundles

    - by Riduidel
    Hi, I'm currently investigating in the field of dev environment for OSGi bundles. My goal is to find a way to develop, test and debug with ease the bundles I'll be coding. Besides, I have some "cultural" requirements. I want to be able to use java continuous integration servers (typically, Hudson) As a consequence of that first requirement, I want to have a repeatable, one-click build process. My typical tool for that is maven. And finally, being long-term Eclipse user, and having the m2eclipse at hand to merge my eclipse env with my maven one, I obviously want to be able to test and debug with that IDE. So far, here are the infos I know I can use (and have already tested) maven-bundle-plugin, maven-ipojo-plugin which both offer clean packaging facilities I have tested maven pax (and eclipse pax) and am not really satisfied with both : maven pax generates a very heavy project, where adding dependencies is very error-prone (the maven pax:import-bundle command line, with all its arguments, is a hell per se) I have taken a look at Karaf, which seems to have some nice direct maven provisionning, but I don't know how to integrate it with my Eclipse, besides using the traditionnal JPDA bridge. However, it seems to be more production-oriented than dev-oriented, and as such may require heavy configuration to fit my need (although the reading of its user manual doesn't revedal that). Have you got any ideas ? Some maven/eclipse plugins ?

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  • Debugging Post Request with Chrome Dev Tools

    - by benek
    I am trying to use Chrome Dev for debugging the following Angular post request : $http.post("http://picjboss.puma.lan:8880/fluxpousse/api/flow/createOrUpdateHeader", flowHeader) After running the statement with right-click / evaluate, I can see the post in the network panel with a pending state. How can I get the result or "commit" the request and leave easily this "pending" state from the dev console ? I am not yet very familiar with JS callbacks, some code is expected. Thanks. EDIT I have tried to run from the console : $scope.$apply(function(){$http.post("http://picjboss.puma.lan:8880/fluxpousse/api/flow/createOrUpdateHeader", flowHeader).success(function(data){console.log("error "+data)}).error(function(data){console.log("error "+data)})}) It returns : undefined EDIT The post I am trying to solve generate an HTTP 400. Here is the result : Request URL:http://picjboss.puma.lan:8880/fluxpousse/api/flow/createOrUpdateHeader Request Method:POST Status Code:400 Mauvaise Requ?te Request Headersview source Accept:application/json, text/plain, / Accept-Encoding:gzip,deflate,sdch Accept-Language:fr-FR,fr;q=0.8,en-US;q=0.6,en;q=0.4 Connection:keep-alive Content-Length:5354 Content-Type:application/json;charset=UTF-8 Cookie:JSESSIONID=285AF523EA18C0D7F9D581CDB2286C56 Host:picjboss.puma.lan:8880 Origin:http://picjboss.puma.lan:8880 Referer:http://picjboss.puma.lan:8880/fluxpousse/ User-Agent:Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/30.0.1599.101 Safari/537.36 X-Requested-With:XMLHttpRequest Request Payloadview source {refHeader:IDSFP, idEntrepot:619, codeEntreprise:null, codeBanniere:null, codeArticle:7,…} cessionPrice: 78 codeArticle: "7" codeBanniere: null codeDateAppro: null codeDateDelivery: null codeDatePrepa: null codeEntreprise: null codeFournisseur: null codeUtilisateur: null codeUtilisateurLastUpdate: null createDate: null dateAppro: null dateDelivery: null datePrepa: null hasAssortControl: null hasCadenceForce: null idEntrepot: 619 isFreeCost: null labelArticle: "Mayonnaise de DIJON" labelFournisseur: null listDetail: [,…] pcbArticle: 12 pvc: 78 qte: 78 refCommande: "ref" refHeader: "IDSFP" state: "CREATED" stockArticle: 1200 updateDate: null Response Headersview source Connection:close Content-Length:996 Content-Type:text/html;charset=utf-8 Date:Fri, 08 Nov 2013 15:19:30 GMT Server:Apache-Coyote/1.1 X-Powered-By:Servlet 2.5; JBoss-5.0/JBossWeb-2.1

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  • Is it a wise decision to go from dev to third line/Tier 3 dev support?

    - by dotnetdev
    Hi, I am an experienced, mid-level developer. However, I recently spotted a job for a company which is small but has a lot of emphasis on training(beyond the basic technical training, but also mentoring, leadership training, etc). The role is 3rd line so still very technical. It's in app support so it's post implementation development rather than pure out-and-out development like I do now (or don't, as the senior devs do all of the interesting work). However, and this is the question - is this sort of career move common? Also, wouldn't a tech support role be a big shock to the system because I've never dealt with customers? I therefore think it's a bad move? Working in dev, I am used to the lack of customer contact and it is all filtered through by my manager. But in tech support, contacting customers/rude customers could be scary. I don't mind fixing other people's mistakes (better than me making mistakes!) and doing post-implementation dev for production systems (will give me a lot of discipline), and I do get bored sitting in the same place looking/talking to the same people in suits (I work in a corporate environment). The company puts A LOT of emphasis on training and prospects, which I don't get in the current (big) company I work at. Any advice on how to handle tech support is appreciated! Thanks

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  • Git on Windows 7 expecting Linux? /dev/null not found error

    - by Klikini
    I have installed git (not GitHub) on Windows 7 x64 Home Premium, and I cannot get it to work. Opening Git Bash outputs the following: Welcome to Git (version 1.9.4-preview20140815) Run 'git help git' to display the help index. Run 'get help <command>' to display help for specific commands. sh.exe": /dev/null: No such file or directory sh.exe": /dev/null: No such file or directory sh.exe": /dev/null: No such file or directory sh.exe": /dev/null: No such file or directory sh.exe": /dev/null: No such file or directory sh.exe": /dev/null: No such file or directory Andy@ANDY-DELL ~ $ If I open the Git GUI, I get a this box: Title: git-gui: fatal error Content: fatal: open /dev/null or dup failed: No such file or directory Git Gui requires Git 1.5.0 or later. I also tried GitHub for Windows, but I got an internet connection error when attempting to clone a repo, even though my connection is fine. Is this possibly related? I have learned so far that /dev/null is the Linux version of the Windows NUL, but why is it trying to do this on Windows? Thanks in advance.

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  • Problem restoring from tar backup: why are there /dev/disk/by-id/ symlinks and how can I avoid them?

    - by SK.
    Hello, I'm trying to make a bare-bone backup system with the most basic tools available on openSUSE 11.3 (in this case: bash, fdisk, tar & grub legacy) Here's the workflow for my scripts: backup.sh: (Run from external system, e.g. LiveCD) make an fdisk script ($fscript) from fdisk -l's output [works] mount the partitions from the system's fstab [works] tar the crucial stuff in file.tgz [works] restore.sh: (Run from external system, e.g. LiveCD) run fdisk $dest < $fscript to restore partitioning [works] format and mount partitions from system's fstab [fails] extract from file.tgz [works when mounting manually] restore grub [fails] I have recently noticed that openSUSE (though I'm sure it has nothing to do with the distro) has different output in /etc/fstab and /boot/grub/menu.lst, more precisely the partition name is for example "/dev/disk/by-id/numbers-brandname-morenumbers-part2" instead of "/dev/sda2" -- but it basically is a simple symlink. My questions about this: what is the point of such symlinks, especially if we're restoring on a different disk? is there a way to cleanly prevent the creation of those symlinks and use the "true" /dev/sdx everywhere instead? if the previous is no, do you know a way to replace those symlinks on the fly in a text file? I tried this script but only works if the file starts with the symlink description (case of fstab, not menu.lst): ### search and replace /dev/disk/by-id/... to /dev/sdx while read oldVolume rest; do # get first element, ignore rest of line if [[ "$oldVolume" =~ ^/dev/disk/by-id/.*(-part[0-9]*$)? ]]; then newVolume=$(readlink $oldVolume) # replace pointer by pointee, returns "../../sdx" echo /dev/${newVolume##*/} $rest >> TMP # format to "/dev/sdx", write line else echo $oldVolume $rest >> TMP # nothing to do fi done < $file mv -f TMP $file # save changes I've had trouble finding a solution to this on google so I was hoping some of the members here could help me. Thank you.

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  • dd clone hard drive: Input/Output Error though "chkdsk" says OK

    - by unknown (google)
    Hi, I've used dd to clone hard drives before using 'dd' and a live cd, but have run into a problem. The issue: dd fails with an "Input/Output Error" on /dev/sda3 , even though windows "check disk" (chkdsk) says it's ok. Context: Trying to replace my laptop hard drive w/ a faster one of the same size Laptop has NTFS on a 320gb hard drive Booting into knoppix Knoppix recognizes 'original' drive (/dev/sda) I am using a usb connection for ‘new' drive (irrelevant, but just an fyi) Knoppix recognizes the usb drive as /dev/sdb Using dd, as follows: dd if=/dev/sda of=/dev/sdb "dd" gives the I/O error above at 82Gb (out of 320Gb) I then tried checking each partition as follows and found it failed on /dev/sda3: dd if=/dev/sda1 of=/dev/null dd if=/dev/sda2 of=/dev/null dd if=/dev/sda3 of=/dev/null I have ran windows xp chkdsk on the offending drive in both "find only" and "find and fix" mode and it reports no errors Question How can I find and fix the error on my original hard drive partition (i.e. /dev/sda3) so that dd reads it successfully?

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  • Looking for alternative to NetNewsWire and Google Reader

    - by Janine Sisk
    I have used NetNewsWire on both Mac and iPhone for years, and have been reasonably happy. Unfortunately the latest version of NNW for Mac, which I just upgraded to, now matches Google Reader's policy of marking items read after 30 days. The older version I had been using did not do this. I regularly keep unread items for way longer than 30 days, and do eventually read them, so this is a major bummer for me. The iPhone version has behaved this way forever, but I was ok with that as long as I had the full list on my desktop. Keeping in sync between the iPhone and Mac is very important, so I need to find another online solution with clients available on both sides. I've done a little digging but haven't found much; it seems like Google has pretty much taken over this space. Any suggestions?

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  • Various problems with software raid1 array built with Samsung 840 Pro SSDs

    - by Andy B
    I am bringing to ServerFault a problem that is tormenting me for 6+ months. I have a CentOS 6 (64bit) server with an md software raid-1 array with 2 x Samsung 840 Pro SSDs (512GB). Problems: Serious write speed problems: root [~]# time dd if=arch.tar.gz of=test4 bs=2M oflag=sync 146+1 records in 146+1 records out 307191761 bytes (307 MB) copied, 23.6788 s, 13.0 MB/s real 0m23.680s user 0m0.000s sys 0m0.932s When doing the above (or any other larger copy) the load spikes to unbelievable values (even over 100) going up from ~ 1. When doing the above I've also noticed very weird iostat results: Device: rrqm/s wrqm/s r/s w/s rsec/s wsec/s avgrq-sz avgqu-sz await svctm %util sda 0.00 1589.50 0.00 54.00 0.00 13148.00 243.48 0.60 11.17 0.46 2.50 sdb 0.00 1627.50 0.00 16.50 0.00 9524.00 577.21 144.25 1439.33 60.61 100.00 md1 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 md2 0.00 0.00 0.00 1602.00 0.00 12816.00 8.00 0.00 0.00 0.00 0.00 md0 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 And it keeps it this way until it actually writes the file to the device (out from swap/cache/memory). The problem is that the second SSD in the array has svctm and await roughly 100 times larger than the second. For some reason the wear is different between the 2 members of the array root [~]# smartctl --attributes /dev/sda | grep -i wear 177 Wear_Leveling_Count 0x0013 094% 094 000 Pre-fail Always - 180 root [~]# smartctl --attributes /dev/sdb | grep -i wear 177 Wear_Leveling_Count 0x0013 070% 070 000 Pre-fail Always - 1005 The first SSD has a wear of 6% while the second SSD has a wear of 30%!! It's like the second SSD in the array works at least 5 times as hard as the first one as proven by the first iteration of iostat (the averages since reboot): Device: rrqm/s wrqm/s r/s w/s rsec/s wsec/s avgrq-sz avgqu-sz await svctm %util sda 10.44 51.06 790.39 125.41 8803.98 1633.11 11.40 0.33 0.37 0.06 5.64 sdb 9.53 58.35 322.37 118.11 4835.59 1633.11 14.69 0.33 0.76 0.29 12.97 md1 0.00 0.00 1.88 1.33 15.07 10.68 8.00 0.00 0.00 0.00 0.00 md2 0.00 0.00 1109.02 173.12 10881.59 1620.39 9.75 0.00 0.00 0.00 0.00 md0 0.00 0.00 0.41 0.01 3.10 0.02 7.42 0.00 0.00 0.00 0.00 What I've tried: I've updated the firmware to DXM05B0Q (following reports of dramatic improvements for 840Ps after this update). I have looked for "hard resetting link" in dmesg to check for cable/backplane issues but nothing. I have checked the alignment and I believe they are aligned correctly (1MB boundary, listing below) I have checked /proc/mdstat and the array is Optimal (second listing below). root [~]# fdisk -ul /dev/sda Disk /dev/sda: 512.1 GB, 512110190592 bytes 255 heads, 63 sectors/track, 62260 cylinders, total 1000215216 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00026d59 Device Boot Start End Blocks Id System /dev/sda1 2048 4196351 2097152 fd Linux raid autodetect Partition 1 does not end on cylinder boundary. /dev/sda2 * 4196352 4605951 204800 fd Linux raid autodetect Partition 2 does not end on cylinder boundary. /dev/sda3 4605952 814106623 404750336 fd Linux raid autodetect root [~]# fdisk -ul /dev/sdb Disk /dev/sdb: 512.1 GB, 512110190592 bytes 255 heads, 63 sectors/track, 62260 cylinders, total 1000215216 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0003dede Device Boot Start End Blocks Id System /dev/sdb1 2048 4196351 2097152 fd Linux raid autodetect Partition 1 does not end on cylinder boundary. /dev/sdb2 * 4196352 4605951 204800 fd Linux raid autodetect Partition 2 does not end on cylinder boundary. /dev/sdb3 4605952 814106623 404750336 fd Linux raid autodetect /proc/mdstat root # cat /proc/mdstat Personalities : [raid1] md0 : active raid1 sdb2[1] sda2[0] 204736 blocks super 1.0 [2/2] [UU] md2 : active raid1 sdb3[1] sda3[0] 404750144 blocks super 1.0 [2/2] [UU] md1 : active raid1 sdb1[1] sda1[0] 2096064 blocks super 1.1 [2/2] [UU] unused devices: Running a read test with hdparm root [~]# hdparm -t /dev/sda /dev/sda: Timing buffered disk reads: 664 MB in 3.00 seconds = 221.33 MB/sec root [~]# hdparm -t /dev/sdb /dev/sdb: Timing buffered disk reads: 288 MB in 3.01 seconds = 95.77 MB/sec But look what happens if I add --direct root [~]# hdparm --direct -t /dev/sda /dev/sda: Timing O_DIRECT disk reads: 788 MB in 3.01 seconds = 262.08 MB/sec root [~]# hdparm --direct -t /dev/sdb /dev/sdb: Timing O_DIRECT disk reads: 534 MB in 3.02 seconds = 176.90 MB/sec Both tests increase but /dev/sdb doubles while /dev/sda increases maybe 20%. I just don't know what to make of this. As suggested by Mr. Wagner I've done another read test with dd this time and it confirms the hdparm test: root [/home2]# dd if=/dev/sda of=/dev/null bs=1G count=10 10+0 records in 10+0 records out 10737418240 bytes (11 GB) copied, 38.0855 s, 282 MB/s root [/home2]# dd if=/dev/sdb of=/dev/null bs=1G count=10 10+0 records in 10+0 records out 10737418240 bytes (11 GB) copied, 115.24 s, 93.2 MB/s So sda is 3 times faster than sdb. Or maybe sdb is doing also something else besides what sda does. Is there some way to find out if sdb is doing more than what sda does? UPDATE Again, as suggested by Mr. Wagner, I have swapped the 2 SSDs. And as he thought it would happen, the problem moved from sdb to sda. So I guess I'll RMA one of the SSDs. I wonder if the cage might be problematic. What is wrong with this array? Please help!

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  • iTunes Home Sharing with VPN

    - by Philip Crumpton
    I'm trying to set up a VPN on a Windows machine that contains my iTunes library, then connect my iPhone ot it, wirelessly, using Home Sharing (remotly). I have read that this can easily be set up if the iTunes library is on a Mac (Network Beacon and YazSoft ShareTool are two products I found). I can't find anyone who has had success on a Windows machine, though. In my thinking, there are a few options to getting this done. Find a utility that takes care of this for me (like the Mac-only options listed above) and is compatible with iPhone (Hamachi is NOT compatible with iPhone VPN). Manually configure a VPN to allow Bonjour multicast (I'm not sure what this really is...) Emulate a Mac on my Windows PC. FYI my router is a Linksys WRT54GL running Tomato 1.28 Note question is related to this

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  • Why does the Mobile Safari Browser on iOS not allow file uploads? [migrated]

    - by Kirinriki
    As already known, it's not possible for iOS users to select image files to upload from Safari on iPhone, because the browse button to display the "select file"- dialog is disabled. It works fine on Android, but not on iPhone... What is the particular reason for that issue? I heard that the browse button is disabled because there isn't a file browser on the iPhone. Someone other said that Safari just disabled root access. Is there any reliable source which explains the issue? (I need it for my thesis.)

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  • How to get rid of devices in the right panel of Nautilus ?

    - by Patryk
    I would like to rid of not mounted ntfs partition from Nautilus' right panel ( I just want 352 GB Filesystem - d drive to be there. First of all 352 GB Filesystem is in fact d so I do not know why it is duplicated. Secondly I have put Acer and SYSTEM RESERVED to be nouser mounts on purpose, so that I (or sombody else) will not format it (or else) by accident. So my /etc/fstab looks like this : #comments....... # <file system> <mount point> <type> <options> <dump> <pass> proc /proc proc nodev,noexec,nosuid 0 0 UUID=1384cee0-6a71-4b83-b0d3-1338db925168 / ext4 noatime,errors=remount-ro 0 1 UUID=e3729117-b936-4c1d-9883-aee73dab6729 none swap sw 0 0 #------ MY WINDOWS D DRIVE---------- UUID=98E8B14DE8B12A80 /media/d ntfs defaults,errors=remount-ro,user 0 0 # #-------ACER---------------- UUID=01CBEA9D4476C2F0 /media/acer ntfs defaults,noauto,noexec,ro,nouser 0 0 # #-------SYSTEM RESERVED----- UUID=01CBEA95760F9330 /media/systemreserved ntfs defaults,noauto,noexec,ro,nouser 0 0 #UUID=58F9-C17E /boot/efi vfat defaults 0 1 blkid and fdisk -l root@XXX:/home/YYY# fdisk -l ... Device Boot Start End Blocks Id System /dev/sda1 4096 27262975 13629440 27 Hidden NTFS WinRE /dev/sda2 27262992 27467791 102400 7 HPFS/NTFS/exFAT /dev/sda3 27467792 232267775 102399992 7 HPFS/NTFS/exFAT /dev/sda4 232267793 976771071 372251639+ f W95 Ext'd (LBA) /dev/sda5 232267795 918867967 343300086+ 7 HPFS/NTFS/exFAT /dev/sda6 * 918870016 968044543 24587264 83 Linux /dev/sda7 968046592 976771071 4362240 82 Linux swap / Solaris root@XXX:/home/YYY# blkid /dev/sda1: LABEL="PQSERVICE" UUID="01CBEA95730D28A0" TYPE="ntfs" /dev/sda2: LABEL="SYSTEM RESERVED" UUID="01CBEA95760F9330" TYPE="ntfs" /dev/sda3: LABEL="Acer" UUID="01CBEA9D4476C2F0" TYPE="ntfs" /dev/sda5: UUID="98E8B14DE8B12A80" TYPE="ntfs" /dev/sda6: UUID="1384cee0-6a71-4b83-b0d3-1338db925168" TYPE="ext4" /dev/sda7: UUID="e3729117-b936-4c1d-9883-aee73dab6729" TYPE="swap"

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  • How to re-add RAID-10 dropped drive?

    - by thiesdiggity
    I have a problem that I can't seem to solve. We have a Ubuntu server setup with RAID-10 and two of the drives dropped out of the array. When I try to re-add them using the following command: mdadm --manage --re-add /dev/md2 /dev/sdc1 I get the following error message: mdadm: Cannot open /dev/sdc1: Device or resource busy When I do a "cat /proc/mdstat" I get the following: Personalities : [linear] [multipath] [raid0] [raid1] [raid6] [raid5] [raid4] [r$ md2 : active raid10 sdb1[0] sdd1[3] 1953519872 blocks 64K chunks 2 near-copies [4/2] [U__U] md1 : active raid1 sda2[0] sdc2[1] 468853696 blocks [2/2] [UU] md0 : active raid1 sda1[0] sdc1[1] 19530688 blocks [2/2] [UU] unused devices: <none> When I run "/sbin/mdadm --detail /dev/md2" I get the following: /dev/md2: Version : 00.90 Creation Time : Mon Sep 5 23:41:13 2011 Raid Level : raid10 Array Size : 1953519872 (1863.02 GiB 2000.40 GB) Used Dev Size : 976759936 (931.51 GiB 1000.20 GB) Raid Devices : 4 Total Devices : 2 Preferred Minor : 2 Persistence : Superblock is persistent Update Time : Thu Oct 25 09:25:08 2012 State : active, degraded Active Devices : 2 Working Devices : 2 Failed Devices : 0 Spare Devices : 0 Layout : near=2, far=1 Chunk Size : 64K UUID : c6d87d27:aeefcb2e:d4453e2e:0b7266cb Events : 0.6688691 Number Major Minor RaidDevice State 0 8 17 0 active sync /dev/sdb1 1 0 0 1 removed 2 0 0 2 removed 3 8 49 3 active sync /dev/sdd1 Output of df -h is: Filesystem Size Used Avail Use% Mounted on /dev/md1 441G 2.0G 416G 1% / none 32G 236K 32G 1% /dev tmpfs 32G 0 32G 0% /dev/shm none 32G 112K 32G 1% /var/run none 32G 0 32G 0% /var/lock none 32G 0 32G 0% /lib/init/rw tmpfs 64G 215M 63G 1% /mnt/vmware none 441G 2.0G 416G 1% /var/lib/ureadahead/debugfs /dev/mapper/RAID10VG-RAID10LV 1.8T 139G 1.6T 8% /mnt/RAID10 When I do a "fdisk -l" I can see all the drives needed for the RAID-10. The RAID-10 is part of the /dev/mapper, could that be the reason why the device is coming back as busy? Anyone have any suggestions on what I can try to get the drives back into the array? Any help would be greatly appreciated. Thanks!

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  • CCSpriteHole in cocos2d 2.0?

    - by rakkarage
    i was using this cocos2d class CCSpriteHole in cocos2d 1.0 fine... http://jpsarda.tumblr.com/post/15779708304/new-cocos2d-iphone-extensions-a-progress-bar-and-a i am trying to convert it to cocos2d 2.0... i got it to compile by changing glVertexPointer to glVertexAttribPointer like in the 2.0 version of CCSpriteScale9 here http://jpsarda.tumblr.com/post/9162433577/scale9grid-for-cocos2d and changing contentSizeInPixels_ to contentSize_... -(id) init { if( (self=[super init]) ) { opacityModifyRGB_ = YES; opacity_ = 255; color_ = colorUnmodified_ = ccWHITE; capSize=capSizeInPixels=CGSizeZero; //Not used blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; // update texture (calls updateBlendFunc) [self setTexture:nil]; // default transform anchor anchorPoint_ = ccp(0.5f, 0.5f); vertexDataCount=24; vertexData = (ccV2F_C4F_T2F*) malloc(vertexDataCount * sizeof(ccV2F_C4F_T2F)); [self setTextureRectInPixels:CGRectZero untrimmedSize:CGSizeZero]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect { NSAssert(texture!=nil, @"Invalid texture for sprite"); // IMPORTANT: [self init] and not [super init]; if( (self = [self init]) ) { [self setTexture:texture]; [self setTextureRect:rect]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture { NSAssert(texture!=nil, @"Invalid texture for sprite"); CGRect rect = CGRectZero; rect.size = texture.contentSize; return [self initWithTexture:texture rect:rect]; } -(id) initWithFile:(NSString*)filename { NSAssert(filename!=nil, @"Invalid filename for sprite"); CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename]; if( texture ) return [self initWithTexture:texture]; return nil; } +(id)spriteWithFile:(NSString*)f { return [[self alloc] initWithFile:f]; } - (void) dealloc { if (vertexData) free(vertexData); } -(void) updateColor { ccColor4F color4; color4.r=(float)color_.r/255.0f; color4.g=(float)color_.g/255.0f; color4.b=(float)color_.b/255.0f; color4.a=(float)opacity_/255.0f; for (int i=0; i<vertexDataCount; i++) { vertexData[i].colors=color4; } } -(void)updateTextureCoords:(CGRect)rect { CCTexture2D *tex = texture_; if(!tex) return; float atlasWidth = (float)tex.pixelsWide; float atlasHeight = (float)tex.pixelsHigh; float left,right,top,bottom; left = rect.origin.x/atlasWidth; right = left + rect.size.width/atlasWidth; top = rect.origin.y/atlasHeight; bottom = top + rect.size.height/atlasHeight; // // |/|/|/| // CGSize capTexCoordsSize=CGSizeMake(capSizeInPixels.width/atlasWidth, capSizeInPixels.height/atlasHeight); // From left to right //Top band // Left vertexData[0].texCoords=(ccTex2F){left,top}; vertexData[1].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[2].texCoords=(ccTex2F){left+capTexCoordsSize.width,top}; vertexData[3].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[4].texCoords=(ccTex2F){right-capTexCoordsSize.width,top}; vertexData[5].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[6].texCoords=(ccTex2F){right,top}; vertexData[7].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Center band // Left vertexData[8].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[9].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[10].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[11].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[12].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[13].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[14].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; vertexData[15].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Bottom band //Left vertexData[16].texCoords=(ccTex2F){left,bottom}; vertexData[17].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[18].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom}; vertexData[19].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Center vertexData[20].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom}; vertexData[21].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Right vertexData[22].texCoords=(ccTex2F){right,bottom}; vertexData[23].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; } -(void) updateVertices { float left=0; //-spriteSizeInPixels.width*0.5f; float right=left+contentSize_.width; float bottom=0; //-spriteSizeInPixels.height*0.5f; float top=bottom+contentSize_.height; float holeLeft=holeRect.origin.x*CC_CONTENT_SCALE_FACTOR(); float holeRight=holeLeft+holeRect.size.width*CC_CONTENT_SCALE_FACTOR(); float holeBottom=holeRect.origin.y*CC_CONTENT_SCALE_FACTOR(); float holeTop=holeBottom+holeRect.size.height*CC_CONTENT_SCALE_FACTOR(); // // |/|/|/| // // From left to right //Top band // Left vertexData[0].vertices=(ccVertex2F){left,top}; vertexData[1].vertices=(ccVertex2F){left,holeTop}; vertexData[2].vertices=(ccVertex2F){holeLeft,top}; vertexData[3].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[4].vertices=(ccVertex2F){holeRight,top}; vertexData[5].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[6].vertices=(ccVertex2F){right,top}; vertexData[7].vertices=(ccVertex2F){right,holeTop}; //Center band // Left vertexData[8].vertices=(ccVertex2F){left,holeBottom}; vertexData[9].vertices=(ccVertex2F){left,holeTop}; vertexData[10].vertices=(ccVertex2F){holeLeft,holeBottom}; vertexData[11].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[12].vertices=(ccVertex2F){holeRight,holeBottom}; vertexData[13].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[14].vertices=(ccVertex2F){right,holeBottom}; vertexData[15].vertices=(ccVertex2F){right,holeTop}; //Bottom band //Left vertexData[16].vertices=(ccVertex2F){left,bottom}; vertexData[17].vertices=(ccVertex2F){left,holeBottom}; vertexData[18].vertices=(ccVertex2F){holeLeft,bottom}; vertexData[19].vertices=(ccVertex2F){holeLeft,holeBottom}; // Center vertexData[20].vertices=(ccVertex2F){holeRight,bottom}; vertexData[21].vertices=(ccVertex2F){holeRight,holeBottom}; // Right vertexData[22].vertices=(ccVertex2F){right,bottom}; vertexData[23].vertices=(ccVertex2F){right,holeBottom}; } -(void) setHole:(CGRect)r inRect:(CGRect)totalSurface { holeRect=r; self.contentSize=totalSurface.size; holeRect.origin=ccpSub(holeRect.origin,totalSurface.origin); CGPoint holeCenter=ccp(holeRect.origin.x+holeRect.size.width*0.5f,holeRect.origin.y+holeRect.size.height*0.5f); self.anchorPoint=ccp(holeCenter.x/contentSize_.width,holeCenter.y/contentSize_.height); //[self updateTextureCoords:rectInPixels_]; [self updateVertices]; [self updateColor]; } -(void) draw { BOOL newBlend = NO; if( blendFunc_.src != CC_BLEND_SRC || blendFunc_.dst != CC_BLEND_DST ) { newBlend = YES; glBlendFunc( blendFunc_.src, blendFunc_.dst ); } glBindTexture(GL_TEXTURE_2D, [texture_ name]); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); if( newBlend ) glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); } -(void)setTextureRectInPixels:(CGRect)rect untrimmedSize:(CGSize)untrimmedSize { rectInPixels_ = rect; rect_ = CC_RECT_PIXELS_TO_POINTS( rect ); //[self setContentSizeInPixels:untrimmedSize]; [self updateTextureCoords:rectInPixels_]; } -(void)setTextureRect:(CGRect)rect { CGRect rectInPixels = CC_RECT_POINTS_TO_PIXELS( rect ); [self setTextureRectInPixels:rectInPixels untrimmedSize:rectInPixels.size]; } // // RGBA protocol // #pragma mark CCSpriteHole - RGBA protocol -(GLubyte) opacity { return opacity_; } -(void) setOpacity:(GLubyte) anOpacity { opacity_ = anOpacity; // special opacity for premultiplied textures if( opacityModifyRGB_ ) [self setColor: (opacityModifyRGB_ ? colorUnmodified_ : color_ )]; [self updateColor]; } - (ccColor3B) color { if(opacityModifyRGB_){ return colorUnmodified_; } return color_; } -(void) setColor:(ccColor3B)color3 { color_ = colorUnmodified_ = color3; if( opacityModifyRGB_ ){ color_.r = color3.r * opacity_/255; color_.g = color3.g * opacity_/255; color_.b = color3.b * opacity_/255; } [self updateColor]; } -(void) setOpacityModifyRGB:(BOOL)modify { ccColor3B oldColor = self.color; opacityModifyRGB_ = modify; self.color = oldColor; } -(BOOL) doesOpacityModifyRGB { return opacityModifyRGB_; } #pragma mark CCSpriteHole - CocosNodeTexture protocol -(void) updateBlendFunc { if( !texture_ || ! [texture_ hasPremultipliedAlpha] ) { blendFunc_.src = GL_SRC_ALPHA; blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA; [self setOpacityModifyRGB:NO]; } else { blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; [self setOpacityModifyRGB:YES]; } } -(void) setTexture:(CCTexture2D*)texture { // accept texture==nil as argument NSAssert( !texture || [texture isKindOfClass:[CCTexture2D class]], @"setTexture expects a CCTexture2D. Invalid argument"); texture_ = texture; [self updateBlendFunc]; } -(CCTexture2D*) texture { return texture_; } @end but now positioning and scaling seem to not work? and it starts in the wrong position... but changing the opacity still works. so i was wondering if anyone can see why my 2.0 version is not working? or if maybe there is a better way to do a sprite hole with cocos2d/opengl 2.0? shaders? thanks

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  • MPMoviePlayerController - streaming works on 3GS, not on anything pre-3GS

    - by Canada Dev
    I am having some serious issues and annoyances with MPMoviePlayerController. In my app you can watch trailers for some movies in .mov format. I have tested with a friend and had users report that it does not work on their device, which are all 3G. I have tested on my own, a 3GS and playback works fine. I have tried on a 1st gen iPhone and it doesn't work. So I am lead to believe it's a memory issue, and that it's simply stopping the playback and returning to the previous screen. Below is the code I use to launch the player, which is straight out of the MoviePlayer example from Apple. MPMoviePlayerController *mp = [[MPMoviePlayerController alloc] initWithContentURL:[NSURL URLWithString:trailerURL]]; if (mp) { self.moviePlayer = mp; [mp release]; [self.moviePlayer play]; } I have tried to check the NSError from the notifications, but the only thing I get is "An unknown playback error occurred" for both the localizedDescription and localizedRecoverySuggestion, making it impossible to figure out exactly why it's not working. I have seen many examples of people who just have issues with the movie player, but it's starting to annoy me that it sometimes seem to work fine and other times it just doesn't (again, appearing like a memory issue). Thanks for any help/feedback provided

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  • "The binary you uploaded was invalid. the file was not a valid zip file" Error message uploading app

    - by Keith Loughnane
    Hi, I'm trying to upload an iPhone app binary to iTunesConnect and keep getting the following error message "The binary you upload was invalid. the file was not a valid zip file". I had an app upload ok recently but this app is having problems. So after a while I carefully went through the following steps trying to make sure everything was ok. Any help is appreciated. The steps: renamed the project (Project-Rename... enter name into Rename project to:) to release name making sure the name has no spaces. Cleaned project Make sure references in build setting reflect new app name Create new app ID matching project name in iPhone Provisioning Portal Destroyed old developer and distributer provisioning profiles in Provisioning Portal, in XCode and on iPhone. Create new development provisioning profile using new app name. Install development provisioning profile into XCode 8) Build (Release) for iPhone OS 3.1.3 (highest my phone will upgrade to, I'm assuming current released version) Builds, Installs and Runs on actual iPhone: To me this implys App and developer ID's are OK. Create a distributor provisioning profile using existing Distributer ID. Install distributer ID into XCode Clean Checked that "Code Signing Identity" and "Any iPhone OS Device" lines in Build settings are set to Distributor ID Build for release for OS 3.1.3 Check Build results to make sure code is signed with Distributor Profile Reveal .app file and compress (alt click Compress "appName.app") Upload to iTunes connect Gives "The binary you uploaded was invalid. The file was not a valid zip file"

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  • What exactly does entitlemets.plist do ?

    - by sagar
    To execute my application in iPhone first of all I have to add provisioning profile in to my iPhone. Good. But I don't understand the reason behind adding a entitlements.plist in iphone application in xCode under resources. What does that entitlements.plist file do actually ? Why that .plist file have only single Boolean in it ? (get-task-allow) Can't we add that Boolean variable to application-info.plist ? I mean, I can't find the reason behind storing a single Boolean variable in separate plist file. Instead application-info.plist already contains many many application settings. Can't we just add this Boolean variable to application-info.plist. Ok, any way. I know - it won't be possible. Because we have to follow - what apple says. But, here main intention behind all these was "what is the basic need of entitlements.plist ?" or "what is the functionality of entitlements.plist ?" "How provisioning profile, entitlements.plist, application-info.plist & iPhone application compile all together & make verification on iPhone & execute it on iPhone ? "

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  • Day 1: iPhone Web Development

    - by BizTalk Visionary
    Preamble: In an attempt to keep an ageing mind alive I have decided to write an iPhone web app. The app will pull together a whole host of disciplines and should be a challenge. The App: Over the last month or so I have been playing around with Google maps and Instead (see InstaMapper.com) so decided the app must build on this learning. Looking to create an Uber-where’s Tigger! Framework: After an exhaustive research period I’m going with JQTouch. tPhone Simulator:   MobiOne More to follow later……

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  • A simple trick to play YouTube videos in background on iPhone/iPad running on iOS 7

    - by Gopinath
    YouTube is not only the best source of videos, but also for great music. Most of the Indian movie music albums are officially released on YouTube with high quality. I hear a lot of music on YouTube instead of streaming from dedicated music streaming websites as their quality is no match to YouTube. While it is possible to run YouTube in the background on desktop, it is not possible on smartphones and tablets as they stop the background YouTube app automatically. But a simple trick from tech guru labnol let you play YouTube videos on the background on iPhone/iPads running on the latest iOS 7. Here is a video demonstration of the trick Read detailed explanation of the trick at labnol and don’t miss to browse through hundreds of useful tips and tricks listed on the blog.

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  • Develop 3d game for iphone & android in single code

    - by lajpat
    I have to make a 3d game on the lines of this app 3D Chess I want to make this app for both android & iphone by writing a single code. Of course little native code will be required to be done. I want to ensure that entire logic & animation code is written only once. What software does one suggest to achieve this since I am not a tight schedule. I came across Corona but I am not sure if such game can be made using it. Others I found Unity & Shiva. I am not experience in 3D game so please if someone can help Thanks Lajpat

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  • "Développer pour l'iPhone, c'est servir un propriétaire terrien", déclare l'inventeur du XML : posit

    Mise à jour du 16/02/10 "Ceux qui créent des applications pour l'iPhone servent la volonté d'un propriétaire terrien" Déclare le créateur du XML : y-a-t-il une fronde des développeurs contre Apple ? Pour ne pas travailler pour Oracle, le co-inventeur du XML vient de quitter Sun pour rejoindre Google où il s'en prend à... Apple. Allez comprendre. "La vision [d'Apple] du futur de l'Internet mobile exclut la controverse, le sexe et la liberté, mais elle pose des limites strictes pour contrôler qui peut savoir quoi et qui peut dire quoi. C'est un jardin aseptisé à la Disneyland, entouré de murs eu...

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