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  • C# vector class - Interpolation design decision

    - by Benjamin
    Currently I'm working on a vector class in C# and now I'm coming to the point, where I've to figure out, how i want to implement the functions for interpolation between two vectors. At first I came up with implementing the functions directly into the vector class... public class Vector3D { public static Vector3D LinearInterpolate(Vector3D vector1, Vector3D vector2, double factor) { ... } public Vector3D LinearInterpolate(Vector3D other, double factor { ... } } (I always offer both: a static method with two vectors as parameters and one non-static, with only one vector as parameter) ...but then I got the idea to use extension methods (defined in a seperate class called "Interpolation" for example), since interpolation isn't really a thing only available for vectors. So this could be another solution: public class Vector3D { ... } public static class Interpolation { public static Vector3D LinearInterpolate(this Vector3D vector, Vector3D other, double factor) { ... } } So here an example how you'd use the different possibilities: { var vec1 = new Vector3D(5, 3, 1); var vec2 = new Vector3D(4, 2, 0); Vector3D vec3; vec3 = vec1.LinearInterpolate(vec2, 0.5); //1 vec3 = Vector3D.LinearInterpolate(vec1, vec2, 0.5); //2 //or with extension-methods vec3 = vec1.LinearInterpolate(vec2, 0.5); //3 (same as 1) vec3 = Interpolation.LinearInterpolation(vec1, vec2, 0.5); //4 } So I really don't know which design is better. Also I don't know if there's an ultimate rule for things like this or if it's just about what someone personally prefers. But I really would like to hear your opinions, what's better (and if possible why ).

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  • Testcase runner for parametrized testcases

    - by Razer
    Let me explain my situation. I'm planning a kind of test case runner for doing testcases on external devices, which are microcontroller based. Lets consider the devices: Device 1 Device 2 There exist a lot of test cases which can be run with one of the devices above. For example: Testcase 1 Testcase 2 The main reason that all the testcases can be run with any device is, that the testcases validates some standard and this software should be extensible for future devices. The testcases itself must be runnable with changing parameters. For example Testcase 1 does some Timing Verification the testcase needs as input parameter the datarate: 4800, 9600, 19200. Now hoping you understand the situation, let me explain my design questions. For implementing the test cases I thought about an Attribute based approach, like nunit does it. The more complicated problem is, how to define the parametrized testcases? Like this: Device 1: Testcase 1: datarate: 4800, 9600, 19200 Testcase 2: supply: 1, 2, 3 Device 2: Testcase 1: datarate: 9600, 19200, 38400 Testcase 2: supply: 3, 4, 5 How would you design such a framework? I've done a similar desin in python where I had for every device a XML containing the testcase definitions like: <Testcase="Testcase 1" datarate=4800/> <Testcase="Testcase 1" datarate=9600/> <Testcase="Testcase 1" datarate=19200/>

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  • Data Pump: Consistent Export?

    - by Mike Dietrich
    Ouch ... I have to admit as I did say in several workshops in the past weeks that a data pump export with expdp is per se consistent. Well ... I thought it is ... but it's not. Thanks to a customer who is doing a large unicode migration at the moment. We were discussing parameters in the expdp's par file. And I did ask my colleagues after doing some research on MOS. And here are the results of my "research": MOS Note 377218.1 has a nice example showing a data pump export of a partitioned table with DELETEs on that table as inconsistent Background:Back in the old 9i days when Data Pump was designed flashback technology wasn't as popular and well known as today - and UNDO usage was the major concern as a consistent per default export would have heavily relied on UNDO. That's why - similar to good ol' exp - the export won't operate per default in consistency mode To get a consistent data pump export with expdp you'll have to set: FLASHBACK_TIME=SYSTIMESTAMPin your parameter file. Then it will be consistent according to the timestamp when the process has been started. You could use FLASHBACK_SCN instead and determine the SCN beforehand if you'd like to be exact. So sorry if I had proclaimed a feature which unfortunately is not there by default - Mike

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  • Unable to mount external hard drive - Damaged file system and MFT

    - by Khalifa Abbas Lame
    I get the following error when i try to mount my external hard drive. UNABLE TO MOUNT Error mounting /dev/sdc1 at /media/khalibloo/Khalibloo2: Command-line `mount -t "ntfs" -o "uhelper=udisks2,nodev,nosuid,uid=1000,gid=1000,dmask=0077,fmask=0177" "/dev/sdc1" "/media/khalibloo/Khalibloo2"' exited with non-zero exit status 13: ntfs_attr_pread_i: ntfs_pread failed: Input/output error Failed to read of MFT, mft=6 count=1 br=-1: Input/output error Failed to open inode FILE_Bitmap: Input/output error Failed to mount '/dev/sdc1': Input/output error NTFS is either inconsistent, or there is a hardware fault, or it's a SoftRAID/FakeRAID hardware. In the first case run chkdsk /f on Windows then reboot into Windows twice. The usage of the /f parameter is very important! If the device is a SoftRAID/FakeRAID then first activate it and mount a different device under the /dev/mapper/ directory, (e.g. /dev/mapper/nvidia_eahaabcc1). Please see the 'dmraid' documentation for more details. It doesn't mount on windows either: "I/O Device error" it's an ntfs hard drive with a single partition Of course, i tried chkdsk /f. it reported several file segments as unreadable, but didn't say whether it fixed them or not (apparently not). also tried with the /b flag. ntfsfix reported the volume as corrupt. TestDisk was able to fix a small error with the partition table by adding the "80" flag for the active (only) partition. TestDisk also confirmed that the boot sector was fine and it matched the backup. However, when attempting to repair the MFT, it couldn't read the MFT. It also couldn't list the files on the hard drive. It says file system may be damaged. Active@ also shows that MFT is missing or corrupt. So how do i fix the file system? or the MFT?

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  • EJB Persist On Master Child Relationship

    - by deepak.siddappa(at)oracle.com
    Let us take scenario where in users wants to persist master child relationship. Here will have two tables dept, emp (using Scott Schema) which are having master child relation.Model Diagram: Here in the above model diagram, Dept is the Master table and Emp is child table and Dept is related to emp by one to n relationship. Lets assume we need to make new entries in emp table using EJB persist method. Create a Emp form manually dropping the fields, where deptno will be dropped as Single Selection -> ADF Select One Choice (which is a foreign key in emp table) from deptFindAll DC. Make sure to bind all field variables in backing bean.Employee Form:Once the Emp form created, If the persistEmp() method is used to commit the record this will persist all the Emp fields into emp table except deptno, because the deptno will be passed as a Object reference in persistEmp method  (Its foreign key reference). So directly deptno can't be passed to the persistEmp method instead deptno should be explicitly set to the emp object, then the persist will save the deptno to the emp table.Below solution is one way of work around to achieve this scenario -Create a method in sessionBean for adding emp records and expose this method in DataControl.     For Ex: Here in the below code 'em" is a EntityManager.            private EntityManager em - will be member variable in sessionEJBBeanpublic void addEmpRecord(String ename, String job, BigDecimal deptno) { Emp emp = new Emp(); emp.setEname(ename); emp.setJob(job); //setting the deptno explicitly Dept dept = new Dept(); dept.setDeptno(deptno); //passing the dept object emp.setDept(dept); //persist the emp object data to Emp table em.persist(emp); }From DataControl palette Drop addEmpRecord as Method ADF button, In Edit action binding window enter the parameter values which are binded in backing bean.     For Ex:     If the name deptno textfield is binded with "deptno" variable in backing bean, then El Expression Builder pass value as "#{backingbean.deptno.value}"Binding:

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  • Issue tracking multiple domains with Google Analytics

    - by user359650
    I have 2 domains mydomain.com and mydomain.net which I'm trying to track with the same GA code. Here are the options I turned on: Subdomains of mydomain ON Examples: www.mydomain.com -and- apps.mydomain.com -and- store.mydomain.com Multiple top-level domains of mydomain ON Examples: mydomain.uk -and- mydomain.cn -and- mydomain.fr Which gave me the following code: _gaq.push(['_setAccount', 'UA-123456789-1']); _gaq.push(['_setDomainName', 'mydomain.com']); _gaq.push(['_setAllowLinker', true]); _gaq.push(['_trackPageview']); In this help page I read that _setDomainName must be changed for each domain which I did: -if you go to mydomain.net you get _gaq.push(['_setDomainName', 'mydomain.net']); -if you go to mydomain.com you get _gaq.push(['_setDomainName', 'mydomain.com']); When I generate traffic on both mydomain.dom and mydomain.net and watches GA push requests made with firebug I can see requests generated for both domains and the parameter called utmhn has the proper domain value (which matches that of _setDomainName and the browser address bar). However when I monitor the realtime statistics under Home->Real-Time->Overview I see pageviews for mydomain.net BUT NOT for mydomain.dom :( What am I missing to properly track both domains? PS: in the help page I mentioned they talk about setting up cross links which I didn't do for now as my understanding is that it shouldn't be needed to get what I'm trying to do to work. Also I want to mention that I do not have any tracking code for any of these 2 domains other than the one I mentioned.

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  • how to make HLSL effect just for lighning without texture mapping?

    - by naprox
    I'm new to XNA, i created an effect and just want to use lightning but in default effect that XNA create we should do texture mapping or the model appears 'RED', because of this lines of code in the effect file: float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 output = float4(1,0,0,1); return output; } and if i want to see my model (appear like when i use basiceffect) must do texture mapping by UV coordinates. but my model does not have UV coordinates assigned or its UV coordinates is not exported. and if i do texture mapping i got error. (i do texture mapping by this line of code in vertexshaderfunction and other necessary codes) output.UV= input.UV i have many of this models and want to work with them.(my models are in .FBX format) when i use Bassiceffect i have no problem and model appears correctly. how can i use "just" lightnings in my custom effects? and don't do texture mapping (because i have no UV coordinates in my models) and my model be look like when i use BasicEffect? if you need my complete code Here it is: http://www.mediafire.com/?4jexhd4ulm2icm2 here is inside of my Model Using BasicEffect http://i.imgur.com/ygP2h.jpg?1 and this is my code for drawing with or without BasicEffect inside of my draw() method: Matrix baseWorld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach(ModelMesh mesh in Model.Meshes) { Matrix localWorld = ModelTransforms[mesh.ParentBone.Index] * baseWorld; foreach(ModelMeshPart part in mesh.MeshParts) { Effect effect = part.Effect; if (effect is BasicEffect) { ((BasicEffect)effect).World = localWorld; ((BasicEffect)effect).View = View; ((BasicEffect)effect).Projection = Projection; ((BasicEffect)effect).EnableDefaultLighting(); } else { setEffectParameter(effect, "World", localWorld); setEffectParameter(effect, "View", View); setEffectParameter(effect, "Projection", Projection); setEffectParameter(effect, "CameraPosition", CameraPosition); } } mesh.Draw(); } setEffectParameter is another method that sets effect parameter if i use my custom effect.

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  • Strange 3D game engine camera with X,Y,Zoom instead of X,Y,Z

    - by Jenko
    I'm using a 3D game engine, that uses a 4x4 matrix to modify the camera projection, in this format: r r r x r r r y r r r z - - - zoom Strangely though, the camera does not respond to the Z translation parameter, and so you're forced to use X, Y, Zoom to move the camera around. Technically this is plausible for isometric-style games such as Age Of Empires III. But this is a 3D engine, and so why would they have designed the camera to ignore Z and respond only to zoom? Am I missing something here? I've tried every method of setting the camera and it really seems to ignore Z. So currently I have to resort to moving the main object in the scene graph instead of moving the camera in relation to the objects. My question: Do you have any idea why the engine would use such a scheme? Is it common? Why? Or does it seem like I'm missing something and the SetProjection(Matrix) function is broken and somehow ignores the Z translation in the matrix? (unlikely, but possible) Anyhow, what are the workarounds? Is moving objects around the only way? Edit: I'm sorry I cannot reveal much about the engine because we're in a binding contract. It's a locally developed engine (Australia) written in managed C# used for data visualizations. Edit: The default mode of the engine is orthographic, although I've switched it into perspective mode. Its probably more effective to use X, Y, Zoom in orthographic mode, but I need to use perspective mode to render everyday objects as well.

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  • Initializing OpenFeint for Android outside the main Application

    - by Ef Es
    I am trying to create a generic C++ bridge to use OpenFeint with Cocos2d-x, which is supposed to be just "add and run" but I am finding problems. OpenFeint is very exquisite when initializing, it requires a Context parameter that MUST be the main Application, in the onCreate method, never the constructor. Also, the main Apps name must be edited into the manifest. I am trying to fix this. So far I have tried to create a new Application that calls my Application to test if just the type is needed, but you do really need the main Android application. I also tried using a handler for a static initialization but I found pretty much the same problem. Has anybody been able to do it? This is my working-but-not-as-intended code snippet public class DerpHurr extends Application{ @Override public void onCreate() { super.onCreate(); initializeOpenFeint("TestApp", "edthedthedthedth", "aeyaetyet", "65462"); } public void initializeOpenFeint(String appname, String key, String secret, String id){ Map<String, Object> options = new HashMap<String, Object>(); options.put(OpenFeintSettings.SettingCloudStorageCompressionStrategy, OpenFeintSettings.CloudStorageCompressionStrategyDefault); OpenFeintSettings settings = new OpenFeintSettings(appname, key, secret, id, options); //RIGHT HERE OpenFeint.initialize(***this***, settings, new OpenFeintDelegate() { }); System.out.println("OpenFeint Started"); } } Manifest <application android:debuggable="true" android:label="@string/app_name" android:name=".DerpHurr">

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  • How to make a btrfs snapshot?

    - by MountainX
    My /home partition consists of an entire physical disk. It is formatted as btrfs. I want to snapshot it. I'm confused regarding subvolume naming, in particular. I am aware that there are similar questions, but each similar question seems to be asking something different from what I'm asking (and they are older, which means probably outdated, given the rapid development of btrfs). For example, the answer to this question is apparently not the answer to my question because my /home partition is a separate volume and the man page for btrfs shows a different command for creating snapshots now. another similar problem, no solid solution. someone else as confused as me on the naming issues My question: Starting simple: is this the correct command to take a simple snapshot of my home partition? btrfs subvolume snapshot /home/@home /home/@home_snapshot_20120421 I got really brave and tested it and it does not work. The error is error accessing /home/@home. As shown below, @home is listed. I'm obviously confused on subvolume names. Do I need to use them in creating snapshots? Some examples show taking snapshots of home using /home as the source parameter, but based on examples of root volumes, it seems to me that I need to use /home/@home. Would this command work? And if not, why? btrfs subvolume snapshot /home /home/@home_snapshot_20120421 Is the @ just a naming convention? Is it meaningful at all? Here's some output that may be relevant: btrfs subvolume list /home ID 256 top level 5 path @home I'm not sure what that means, exactly. When I try btrfs device scan it gives an error (e.g. unable to scan the device /dev/sda1). My file system doesn't have any errors. Everything is fine.

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  • Az &eacute;rem m&aacute;sik oldala

    - by peter.nagy
    Az Exalogic kapcsán, ha már valaki hallott róla, akkor leginkább a teljesítmény ugrik be. Mint normálisan majdnem minden szerver megoldás új verziójánál. Nos ez nyilvánvalóan nincs másképp itt sem, amire büszkék is lehetünk. Ugyanakkor nagyon fontos tulajdonsága az Exalogicnak, hogy szinte azonnal hadrafogható. Ez persze már részben elérheto, mivel képesek vagyunk kész virtuális gépeket letölteni komplett telepítéssel. Persze ott még a vasra külön fel kell húzni a virtualizációs szoftvert. Na és itt jönnek a problémák. Bárki aki már látott, csinált, vagy végig nézte egy rendszerhez szükséges infrastruktúra felhúzását az tudja mirol beszélek. A telepítés, megfelelo verziók, szükséges patch-ek, hálózati eszközök bekötése. Aztán mindennek a konfigurálása. A legjobb esetben is napok, de inkább hetek kérdése mire üzemkész lenne. Az Exalogic esetében ez más, hiszen gyárilag összereszelték, a konfiguráció kialakítása gyakorlatilag néhány paraméter file és kész. De lássuk is, hogy mennyi ido onnan, hogy kibontottuk a dobozból. Mindössze egy nap. A hab a tortán pedig a full stack upgrade. Nem külön minden egyes komponenst. Firmware-tol a WebLogic szerverig.

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  • Error instantiating Texture2D in MonoGame for Windows 8 Metro Apps

    - by JimmyBoh
    I have an game which builds for WindowsGL and Windows8. The WindowsGL works fine, but the Windows8 build throws an error when trying to instantiate a new Texture2D. The Code: var texture = new Texture2D(CurrentGame.SpriteBatch.GraphicsDevice, width, 1); // Error thrown here... texture.setData(FunctionThatReturnsColors()); You can find the rest of the code on Github. The Error: SharpDX.SharpDXException was unhandled by user code HResult=-2147024809 Message=HRESULT: [0x80070057], Module: [Unknown], ApiCode: [Unknown/Unknown], Message: The parameter is incorrect. Source=SharpDX StackTrace: at SharpDX.Result.CheckError() at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription& descRef, DataBox[] initialDataRef, Texture2D texture2DOut) at SharpDX.Direct3D11.Texture2D..ctor(Device device, Texture2DDescription description) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipmap, SurfaceFormat format, Boolean renderTarget) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height) at BrewmasterEngine.Graphics.Content.Gradient.CreateHorizontal(Int32 width, Color left, Color right) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Graphics\Content\Gradient.cs:line 16 at SampleGame.Menu.Widgets.GradientBackground.UpdateBounds(Object sender, EventArgs args) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 39 at SampleGame.Menu.Widgets.GradientBackground..ctor(Color start, Color stop, Int32 scrollamount, Single scrollspeed, Boolean horizontal) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 25 at SampleGame.Scenes.IntroScene.Load(Action done) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Scenes\IntroScene.cs:line 23 at BrewmasterEngine.Scenes.Scene.LoadScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\Scene.cs:line 89 at BrewmasterEngine.Scenes.SceneManager.Load(String sceneName, Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 69 at BrewmasterEngine.Scenes.SceneManager.LoadDefaultScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 83 at BrewmasterEngine.Framework.Game2D.LoadContent() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 117 at Microsoft.Xna.Framework.Game.Initialize() at BrewmasterEngine.Framework.Game2D.Initialize() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 105 at Microsoft.Xna.Framework.Game.DoInitialize() at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) at Microsoft.Xna.Framework.Game.Run() at Microsoft.Xna.Framework.MetroFrameworkView`1.Run() InnerException: Is this an error that needs to be solved in MonoGame, or is there something that I need to do differently in my engine and game?

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  • Question about separating game core engine from game graphics engine...

    - by Conrad Clark
    Suppose I have a SquareObject class, which implements IDrawable, an interface which contains the method void Draw(). I want to separate drawing logic itself from the game core engine. My main idea is to create a static class which is responsible to dispatch actions to the graphic engine. public static class DrawDispatcher<T> { private static Action<T> DrawAction = new Action<T>((ObjectToDraw)=>{}); public static void SetDrawAction(Action<T> action) { DrawAction = action; } public static void Dispatch(this T Obj) { DrawAction(Obj); } } public static class Extensions { public static void DispatchDraw<T>(this object Obj) { DrawDispatcher<T>.DispatchDraw((T)Obj); } } Then, on the core side: public class SquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } And on the graphics side: public static class SquareRender{ //stuff here public static void Initialize(){ DrawDispatcher<SquareObject>.SetDrawAction((Square)=>{//my square rendering logic}); } } Do this "pattern" follow best practices? And a plus, I could easily change the render scheme of each object by changing the DispatchDraw parameter, as in: public class SuperSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<SquareObject>(); } #endregion } public class RedSquareObject: GameObject, IDrawable { #region Interface public void Draw() { this.DispatchDraw<RedSquareObject>(); } #endregion } RedSquareObject would have its own render method, but SuperSquareObject would render as a normal SquareObject I'm just asking because i do not want to reinvent the wheel, and there may be a design pattern similar (and better) to this that I may be not acknowledged of. Thanks in advance!

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  • Parallelize incremental processing in Tabular #ssas #tabular

    - by Marco Russo (SQLBI)
    I recently came in a problem trying to improve the parallelism of Tabular processing. As you know, multiple tables can be processed in parallel, whereas the processing of several partitions within the same table cannot be parallelized. When you perform an incremental update by adding only new rows to existing table, what you really do is adding rows to a partition, so adding rows to many tables means adding rows to several partitions. The particular condition you have in this case is that every partition in which you add rows belongs to a different table. Adding rows implies using the ProcessAdd command; its QueryBinding parameter specifies a SQL syntax to read new rows, otherwise the original query specified for the partition will be used, and it could generate duplicated data if you don’t have a dynamic behavior on the SQL side. If you create the required XMLA code manually, you will find that the QueryBinding node that should be part of the ProcessAdd command has to be moved out from ProcessAdd in case you are using a Batch command with more than one Process command (which is the reason why you want to use a single batch: run multiple process operations in parallel!). If you use AMO (Analysis Management Objects) you will find that this combination is not supported, even if you don’t have a syntax error compiling the code, but you might obtain this error at execution time: The syntax for the 'Process' command is incorrect. The 'Bindings' keyword cannot appear under a 'Process' command if the 'Process' command is a part of a 'Batch' command and there are more than one 'Process' commands in the 'Batch' or the 'Batch' command contains any out of line related information. In this case, the 'Bindings' keyword should be a part of the 'Batch' command only. If this is happening to you, the best solution I’ve found is manipulating the XMLA code generated by AMO moving the Binding nodes in the right place. A more detailed description of the issue and the code required to send a correct XMLA batch to Analysis Services is available in my article Parallelize ProcessAdd with AMO. By the way, the same technique (and code) can be used also if you have the same problem in a Multidimensional model.

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  • Unable to start lightdm but can startx

    - by wzyboy
    I am trying to make my own Live USB and I have successfully generated an ISO file with a newly installed, configured and customized Xubuntu 12.04 LTS installation. My problem is that, no matter I boot the ISO in VirtualBox or in GRUB with loopback, it just cannot start the lightdm. When booting, I can see the log messages on the screen, it stucks at Stopping System V compablities or Configuring Network security. And tty7 is frozen... If I switch to tty1, I can get a logged-in shell as ubuntu@ubuntu. The weird thing is: When I type sudo start lightdm or just sudo lightdm, it will switch to tty7 and the screen flashes. Then nothing happened. Return to tty1 and I can see lightdm running, process xxxx. But the process does not exist. It was just crashed immediately I think. (That's why the screen flashes.) However, when I type startx, I can get into the desktop! That's amazing for me. I am not very clear about the relationship between X Server and Display Manager, but I think lightdm is running when I see the desktop! Then, what's wrong with sudo start lightdm? I use this command every time I power on my laptop since I have a text parameter added in grub.cfg. It never "crashed immediately". I need to use sudo start lightdm because it gets me into "Xubuntu Session" instead of "Xfce Session", the prior is more beautiful... Could anyone help?

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  • Queries regarding Geometry Shaders

    - by maverick9888
    I am dealing with geometry shaders using GL_ARB_geometry_shader4 extension. My code goes like : GLfloat vertices[] = { 0.5,0.25,1.0, 0.5,0.75,1.0, -0.5,0.75,1.0, -0.5,0.25,1.0, 0.6,0.35,1.0, 0.6,0.85,1.0, -0.6,0.85,1.0, -0.6,0.35,1.0 }; glProgramParameteriEXT(psId, GL_GEOMETRY_INPUT_TYPE_EXT, GL_TRIANGLES); glProgramParameteriEXT(psId, GL_GEOMETRY_OUTPUT_TYPE_EXT, GL_TRIANGLE_STRIP); glLinkProgram(psId); glBindAttribLocation(psId,0,"Position"); glEnableVertexAttribArray (0); glVertexAttribPointer(0, 3, GL_FLOAT, 0, 0, vertices); glDrawArrays(GL_TRIANGLE_STRIP,0,4); My vertex shader is : #version 150 in vec3 Position; void main() { gl_Position = vec4(Position,1.0); } Geometry shader is : #version 150 #extension GL_EXT_geometry_shader4 : enable in vec4 pos[3]; void main() { int i; vec4 vertex; gl_Position = pos[0]; EmitVertex(); gl_Position = pos[1]; EmitVertex(); gl_Position = pos[2]; EmitVertex(); gl_Position = pos[0] + vec4(0.3,0.0,0.0,0.0); EmitVertex(); EndPrimitive(); } Nothing is rendered with this code. What exactly should be the mode in glDrawArrays() ? How does the GL_GEOMETRY_OUTPUT_TYPE_EXT parameter will affect glDrawArrays() ? What I expect is 3 vertices will be passed on to Geometry Shader and using those we construct a primitive of size 4 (assuming GL_TRIANGLE_STRIP requires 4 vertices). Can somebody please throw some light on this ?

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  • Mapping dynamic buffers in Direct3D11 in Windows Store apps

    - by Donnie
    I'm trying to make instanced geometry in Direct3D11, and the ID3D11DeviceContext1->Map() call is failing with the very helpful error of "Invalid Parameter" when I'm attempting to update the instance buffer. The buffer is declared as a member variable: Microsoft::WRL::ComPtr<ID3D11Buffer> m_instanceBuffer; Then I create it (which succeeds): D3D11_BUFFER_DESC instanceDesc; ZeroMemory(&instanceDesc, sizeof(D3D11_BUFFER_DESC)); instanceDesc.Usage = D3D11_USAGE_DYNAMIC; instanceDesc.ByteWidth = sizeof(InstanceData) * MAX_INSTANCE_COUNT; instanceDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; instanceDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; instanceDesc.MiscFlags = 0; instanceDesc.StructureByteStride = 0; DX::ThrowIfFailed(d3dDevice->CreateBuffer(&instanceDesc, NULL, &m_instanceBuffer)); However, when I try to map it: D3D11_MAPPED_SUBRESOURCE inst; DX::ThrowIfFailed(d3dContext->Map(m_instanceBuffer.Get(), 0, D3D11_MAP_WRITE, 0, &inst)); The map call fails with E_INVALIDARG. Nothing is NULL incorrectly, and this being one of my first D3D apps I'm currently stumped on what to do next to track it down. I'm thinking I must be creating the buffer incorrectly, but I can't see how. Any input would be appreciated.

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  • How do I re-enable the backlight?

    - by Scott Severance
    Since Oneiric, if I leave my machine (HP Mini 110 netbook) unattended and it goes into power-save mode, the backlight gets disabled. How can I turn it back on? Note that the keyboard backlight controls (Fn+F4 and Fn+F3) don't have any effect in this situation. I've already filed a bug, but filing a bug doesn't fix my problem. I tried this workaround posted in this bug report dealing with Acer laptops: sudo setpci -s 00:02.0 F4.B=0 However, if anything, that command makes things worse. In the general case, I can see a little bit if I'm in a dark room with a flashlight aimed just so. But after running setpci I can't see anything. And I find the setpci documentation to be utterly incomprehensible, so I don't know whether I need to tweak my command somehow or whether I'm completely barking up the wrong tree. Update: I've found a workaround: I'm now booting with the kernel parameter acpi=off. This disables power management, which prevents the machine from going into power saving mode and thus failing to come back up correctly. Of course, not having power management means that I can't use suspend or do anything to manage power other than powering it off (even then, I have to manually use the power switch). Also, it prevents me from using Unity 3D or Gnome Shell, forcing me into Unity 2C or Gnome Classic. So, I'd really like to be able to stop using this hack.

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  • Cannot see boot options after editing grub background

    - by cipricus
    After solving this problem I managed to get myself into truble again out of nothing by trying to change the display of the dual boot option page in Boot Customizer. I have changed the background, the fonts size (I have increased them) and font style (I have chosen UnDotum). But Boot Customizer gave me an error (I mean a message that the application was closed unexpectedly or smth). I have restarted BootCustomizer and the settings were there. When I rebooted, instead of the normal boot options list, just the background image that I had selected and nothing else. I used Boot Repair to repair grub, it says it did it successfully, but I still get the background image when I try to boot. Any ideas? (Could it be the matter that I chose UnDotum font style? That was installed in Lubuntu - but how could it be accessible in displaying boot options?) The contents of etc/default/grub are: # If you change this file, run 'update-grub' afterwards to update # /boot/grub/grub.cfg. # For full documentation of the options in this file, see: # info -f grub -n 'Simple configuration' GRUB_DEFAULT=0 GRUB_HIDDEN_TIMEOUT=0 GRUB_HIDDEN_TIMEOUT_QUIET=true GRUB_TIMEOUT=10 GRUB_DISTRIBUTOR=`lsb_release -i -s 2> /dev/null || echo Debian` GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" GRUB_CMDLINE_LINUX="" # Uncomment to enable BadRAM filtering, modify to suit your needs # This works with Linux (no patch required) and with any kernel that obtains # the memory map information from GRUB (GNU Mach, kernel of FreeBSD ...) #GRUB_BADRAM="0x01234567,0xfefefefe,0x89abcdef,0xefefefef" # Uncomment to disable graphical terminal (grub-pc only) #GRUB_TERMINAL=console # The resolution used on graphical terminal # note that you can use only modes which your graphic card supports via VBE # you can see them in real GRUB with the command `vbeinfo' #GRUB_GFXMODE=640x480 # Uncomment if you don't want GRUB to pass "root=UUID=xxx" parameter to Linux #GRUB_DISABLE_LINUX_UUID=true # Uncomment to disable generation of recovery mode menu entries #GRUB_DISABLE_RECOVERY="true" # Uncomment to get a beep at grub start #GRUB_INIT_TUNE="480 440 1" I have tried to modify etc/default/grub: GRUB_HIDDEN_TIMEOUT=0 to 10 GRUB_HIDDEN_TIMEOUT_QUIET=true to false and GRUB_CMDLINE_LINUX_DEFAULT="quiet splash" to "" but it doesn't help Also, using Shift doesn't make the list visible. I am looking for something like a command that would reset grub options to default. [When trying to reinstall grub i get to this window in term:

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  • "Programming error" exceptions - Is my approach sound?

    - by Medo42
    I am currently trying to improve my use of exceptions, and found the important distinction between exceptions that signify programming errors (e.g. someone passed null as argument, or called a method on an object after it was disposed) and those that signify a failure in the operation that is not the caller's fault (e.g. an I/O exception). As far as I understand, it makes little sense for an immediate caller to actually handle programming error exceptions, he should instead assure that the preconditions are met. Only "outer" exception handlers at task boundaries should catch them, so they can keep the system running if a task fails. In order to ensure that client code can cleanly catch "failure" exceptions without catching error exceptions by mistake, I create my own exception classes for all failure exceptions now, and document them in the methods that throw them. I would make them checked exceptions in Java. Now I have a few questions: Before, I tried to document all exceptions that a method could throw, but that sometimes creates an unwiedly list that needs to be documented in every method up the call chain until you can show that the error won't happen. Instead, I document the preconditions in the summary / parameter descriptions and don't even mention what happens if they are not met. The idea is that people should not try to catch these exceptions explicitly anyway, so there is no need to document their types. Would you agree that this is enough? Going further, do you think all preconditions even need to be documented for every method? For example, calling methods in IDisposable objects after calling Dispose is an error, but since IDisposable is such a widely used interface, can I just assume a programmer will know this? A similar case is with reference type parameters where passing null makes no conceivable sense: Should I document "non-null" anyway? IMO, documentation should only cover things that are not obvious, but I am not sure where "obvious" ends.

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  • Unrealscript splitting a string

    - by burntsugar
    Note, this is repost from stackoverflow - I have only just discovered this site :) I need to split a string in Unrealscript, in the same way that Java's split function works. For instance - return the string "foo" as an array of char. I have tried to use the SplitString function: array SplitString( string Source, optional string Delimiter=",", optional bool bCullEmpty ) Wrapper for splitting a string into an array of strings using a single expression. as found at http://udn.epicgames.com/Three/UnrealScriptFunctions.html but it returns the entire String. simulated function wordDraw() { local String inputString; inputString = "trolls"; local string whatwillitbe; local int b; local int x; local array<String> letterArray; letterArray = SplitString(inputString,, false); for (x = 0; x < letterArray.Length; x++) { whatwillitbe = letterArray[x]; `log('it will be '@whatwillitbe); b = letterarray.Length; `log('letterarray length is '@b); `log('letter number '@x); } } Output is: b returns: 1 whatwillitbe returns: trolls However I would like b to return 6 and whatwillitbe to return each character individually. I have had a few answers proposed, however, I would still like to properly understand how the SplitString function works. For instance, if the Delimiter parameter is optional, what does the function use as a delimiter by default?

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  • Problem with Ogre::Camera lookAt function when target is directly below.

    - by PigBen
    I am trying to make a class which controls a camera. It's pretty basic right now, it looks like this: class HoveringCameraController { public: void init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height); void update(Ogre::Real time_delta); private: Ogre::Camera * camera_; AnimatedBody * target_; Ogre::Real height_; }; HoveringCameraController.cpp void HoveringCameraController::init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height) { camera_ = &camera; target_ = &target; height_ = height; update(0.0); } void HoveringCameraController::update(Ogre::Real time_delta) { auto position = target_->getPosition(); position.y += height_; camera_->setPosition(position); camera_->lookAt(target_->getPosition()); } AnimatedBody is just a class that encapsulates an entity, it's animations and a scene node. The getPosition function is simply forwarded to it's scene node. What I want(for now) is for the camera to simply follow the AnimatedBody overhead at the distance given(the height parameter), and look down at it. It follows the object around, but it doesn't look straight down, it's tilted quite a bit in the positive Z direction. Does anybody have any idea why it would do that? If I change this line: position.y += height_; to this: position.x += height_; or this: position.z += height_; it does exactly what I would expect. It follows the object from the side or front, and looks directly at it.

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  • OpenGL ES 2 on Android: native window

    - by ThreaderSlash
    According to OGLES specification, we have the following definition: EGLSurface eglCreateWindowSurface(EGLDisplay display, EGLConfig config, NativeWindowType native_window, EGLint const * attrib_list) More details, here: http://www.khronos.org/opengles/documentation/opengles1_0/html/eglCreateWindowSurface.html And also by definition: int32_t ANativeWindow_setBuffersGeometry(ANativeWindow* window, int32_t width, int32_t height, int32_t format); More details, here: http://mobilepearls.com/labs/native-android-api I am running Android Native App on OGLES 2 and debugging it in a Samsung Nexus device. For setting up the 3D scene graph environment, the following variables are defined: struct android_app { ... ANativeWindow* window; }; android_app* mApplication; ... mApplication=&pApplication; And to initialize the App, we run the commands in the code: ANativeWindow_setBuffersGeometry(mApplication->window, 0, 0, lFormat); mSurface = eglCreateWindowSurface(mDisplay, lConfig, mApplication->window, NULL); Funny to say is that, the command ANativeWindow_setBuffersGeometry behaves as expected and works fine according to its definition, accepting all the parameters sent to it. But the eglCreateWindowSurface does no accept the parameter mApplication-window, as it should accept according to its definition. Instead, it looks for the following input: EGLNativeWindowType hWnd; mSurface = eglCreateWindowSurface(mDisplay,lConfig,hWnd,NULL); As an alternative, I considered to use instead: NativeWindowType hWnd=android_createDisplaySurface(); But debugger says: Function 'android_createDisplaySurface' could not be resolved Is 'android_createDisplaySurface' compatible only for OGLES 1 and not for OGLES 2? Can someone tell if there is a way to convert mApplication-window? In a way that the data from the android_app get accepted to the window surface?

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  • Library Organization in .NET

    - by Greg Ros
    I've written a .NET bitwise operations library as part of my projects (stuff ranging from get MSB set to some more complicated bitwise transformations) and I mean to release it as free software. I'm a bit confused about a design aspect of the library, though. Many of the methods/transformations in the library come with different endianness. A simple example is a getBitAt method that regards index 0 as the least significant bit, or the most significant bit, depending on the version used. In practice, I've found that using separate functions for different endianness results in much more comprehensible and reusable code than assuming all operations are little-endian or something. I'm really stumped regarding how best to package the library. Should I have methods that have LE and BE versions take an enum parameter in their signature, e.g. Endianness.Little, Endianness.Big? Should I have different static classes with identically named methods? such as MSB.GetBit and LSB.GetBit On a much wider note, is there a standard I could use in cases like this? Some guide? Is my design issue trivial? I have a perfectionist bent, and I sometimes get stuck on tricky design issues like this... Note: I've sort of realized I'm using endianness somewhat colloquially to refer to the order/place value of digital component parts (be they bits, bytes, or words) in a larger whole, in any setting. I'm not talking about machine-level endianness or serial transmission endianness. Just about place-value semantics in general. So there isn't a context of targeting different machines/transmission techniques or something.

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  • How to Figure AdSense PPC with AdWords CPC of $0.05

    - by Melanie
    Often when I am using the Adwords Keyword tool I find keywords with a CPC of $0.05... I mean VERY often. Is this like base level when it comes to PPC or is this a possible error? For example, with a few keywords I have targetted with a 0.05 CPC, I often find a PPC of 0.25 or more. Obviously, this is because my content is triggering other keywords, although it is centered around a 0.05 keyword. I have found several keywords that have over 200,000 searches using the [exact] search parameter but have a CPC of $0.05. I plan on writing content to cover these keywords, but I am trying to figure the approximate value of these keywords. 0.05 leads me to believe there are no advertisers so IF someone were to advertise and use this keyword, it would cost them ~0.05. But since there is obviously no demand for these keywords and thus they aren't getting bids, other ads MUST be shown. How can I predict the value of ads with a CPC of $0.05? Strange question I know, but I'm just trying to understand this a bit more.

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