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  • Why does my sprite glitch when moving? [closed]

    - by rphello101
    Using Slick 2D/Java, I'm using the mouse to rotate a sprite and WASD to move it (A and D are used to strafe). I finally got the directional keys and rotation to work in sync, but I'm having problems with sporadic movement. It seems that the move speed is not always set to the value I have it at. Sometimes the sprite with just shoot across the screen. Furthermore, it seems that at 0 degrees, when the left key is pressed, the sprite moves backwards, not to the left. There also seems to be quite a bit of glitching when two keys are pressed, like left and up. Anyone see anything obvious? Here is the rotational code: int mX = Mouse.getX(); int mY = HEIGHT - Mouse.getY(); int pX = sprite.x+sprite.image.getWidth()/2; int pY = sprite.y+sprite.image.getHeight()/2; double mAng; if(mX!=pX){ mAng = Math.toDegrees(Math.atan2(mY - pY, mX - pX)); if(mAng==0 && mX<=pX) mAng=180; } else{ if(mY>pY) mAng=90; else mAng=270; } sprite.angle = mAng; sprite.image.setRotation((float) mAng); Movement code: Input input = gc.getInput(); Vector2f direction = new Vector2f(); Vector2f velocity = new Vector2f(); Vector2f left; Vector2f right; direction.x = (float) Math.cos(Math.toRadians(sprite.angle)); direction.y = (float) Math.sin(Math.toRadians(sprite.angle)); if(direction.length()>0) direction = direction.normalise(); left = new Vector2f(-direction.y, direction.x); right = new Vector2f(direction.y, -direction.x); velocity.x = (float) (direction.x * sprite.moveSpeed); velocity.y = (float) (direction.y * sprite.moveSpeed); if(input.isKeyDown(sprite.up)){ sprite.x += velocity.x*delta; sprite.y += velocity.y*delta; }if (input.isKeyDown(sprite.down)){ sprite.x -= velocity.x*delta; sprite.y -= velocity.y*delta; }if (input.isKeyDown(sprite.left)){ sprite.x += left.x * sprite.moveSpeed * delta; sprite.y += left.y * sprite.moveSpeed * delta; }if (input.isKeyDown(sprite.right)){ sprite.x += right.x * sprite.moveSpeed * delta; sprite.y += right.y * sprite.moveSpeed * delta; }

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  • Making nginx withstand flood attacks

    - by Tiffany Walker
    How can I make it stand stand against attacks better? Are their plugins. Looking for a way to RATE LIMIT and remain up and not slow down. My Setup: user nobody; # no need for more workers in the proxy mode worker_processes 4; worker_cpu_affinity 0001 0010 0100 1000; worker_priority -2; error_log /var/log/nginx/error.log info; worker_rlimit_nofile 40480; events { worker_connections 5120; # increase for busier servers use epoll; # you should use epoll here for Linux kernels 2.6.x } http { server_name_in_redirect off; server_names_hash_max_size 10240; server_names_hash_bucket_size 1024; include mime.types; default_type application/octet-stream; server_tokens off; disable_symlinks if_not_owner; sendfile on; tcp_nopush on; tcp_nodelay on; keepalive_timeout 5; gzip on; gzip_vary on; gzip_disable "MSIE [1-6]\."; gzip_proxied any; gzip_http_version 1.1; gzip_min_length 1000; gzip_comp_level 9; gzip_buffers 16 8k; # You can remove image/png image/x-icon image/gif image/jpeg if you have slow CPU gzip_types text/plain text/xml text/css application/x-javascript application/xml image/png image/x-icon image/gif image/jpeg application/xml+rss text/javascript application/atom+xml; ignore_invalid_headers on; client_header_timeout 3m; client_body_timeout 3m; send_timeout 3m; reset_timedout_connection on; connection_pool_size 256; client_header_buffer_size 256k; large_client_header_buffers 4 256k; client_max_body_size 200M; client_body_buffer_size 128k; request_pool_size 32k; output_buffers 4 32k; postpone_output 1460; proxy_temp_path /tmp/nginx_proxy/; client_body_in_file_only on; log_format bytes_log "$msec $bytes_sent ."; include "/etc/nginx/vhosts/*"; } vhost file: server { error_log /var/log/nginx/vhost-error_log warn; listen 194.145.208.19:80; server_name ipxnow.in www.ipxnow.in; access_log /usr/local/apache/domlogs/ipxnow.in-bytes_log bytes_log; access_log /usr/local/apache/domlogs/ipxnow.in combined; root /home/ipxnowin/public_html; location / { location ~.*\.(3gp|gif|jpg|jpeg|png|ico|wmv|avi|asf|asx|mpg|mpeg|mp4|pls|mp3|mid|wav|swf|flv|html|htm|txt|js|css|exe|zip|tar|rar|gz|tgz|bz2|uha|7z|doc|docx|xls|xlsx|pdf|iso)$ { expires 7d; try_files $uri @backend; } error_page 405 = @backend; add_header X-Cache "HIT from Backend"; proxy_pass http://194.145.208.19:8081; include proxy.inc; } location @backend { internal; proxy_pass http://194.145.208.19:8081; include proxy.inc; } location ~ .*\.(php|jsp|cgi|pl|py)?$ { proxy_pass http://194.145.208.19:8081; include proxy.inc; } location ~ /\.ht { deny all; } } and proxy.inc: proxy_connect_timeout 59s; proxy_send_timeout 600; proxy_read_timeout 600; proxy_buffer_size 64k; proxy_buffers 16 32k; proxy_busy_buffers_size 64k; proxy_temp_file_write_size 64k; proxy_pass_header Set-Cookie; proxy_redirect off; proxy_hide_header Vary; proxy_set_header Accept-Encoding ''; proxy_ignore_headers Cache-Control Expires; proxy_set_header Referer $http_referer; proxy_set_header Host $host; proxy_set_header Cookie $http_cookie; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-Host $host; proxy_set_header X-Forwarded-Server $host; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;

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  • Is it ok to initialize an RB_ConstraintActor in PostBeginPlay?

    - by Almo
    I have a KActorSpawnable subclass that acts weird. In PostBeginPlay, I initialize an RB_ConstraintActor; the default is not to allow rotation. If I create one in the editor, it's fine, and won't rotate. If I spawn one, it rotates. Here's the class: class QuadForceKActor extends KActorSpawnable placeable; var(Behavior) bool bConstrainRotation; var(Behavior) bool bConstrainX; var(Behavior) bool bConstrainY; var(Behavior) bool bConstrainZ; var RB_ConstraintActor PhysicsConstraintActor; simulated event PostBeginPlay() { Super.PostBeginPlay(); PhysicsConstraintActor = Spawn(class'RB_ConstraintActorSpawnable', self, '', Location, rot(0, 0, 0)); if(bConstrainRotation) { PhysicsConstraintActor.ConstraintSetup.bSwingLimited = true; PhysicsConstraintActor.ConstraintSetup.bTwistLimited = true; } SetLinearConstraints(bConstrainX, bConstrainY, bConstrainZ); PhysicsConstraintActor.InitConstraint(self, None); } function SetLinearConstraints(bool InConstrainX, bool InConstrainY, bool InConstrainZ) { if(InConstrainX) { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearXSetup.bLimited = 0; } if(InConstrainY) { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearYSetup.bLimited = 0; } if(InConstrainZ) { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 1; } else { PhysicsConstraintActor.ConstraintSetup.LinearZSetup.bLimited = 0; } } DefaultProperties { bConstrainRotation=true bConstrainX=false bConstrainY=false bConstrainZ=false bSafeBaseIfAsleep=false bNoEncroachCheck=false } Here's the code I use to spawn one. It's a subclass of the one above, but it doesn't reference the constraint at all. local QuadForceKCreateBlock BlockActor; BlockActor = spawn(class'QuadForceKCreateBlock', none, 'PowerCreate_Block', BlockLocation(), m_PreparedRotation, , false); BlockActor.SetDuration(m_BlockDuration); BlockActor.StaticMeshComponent.SetNotifyRigidBodyCollision(true); BlockActor.StaticMeshComponent.ScriptRigidBodyCollisionThreshold = 0.001; BlockActor.StaticMeshComponent.SetStaticMesh(m_ValidCreationBlock.StaticMesh); BlockActor.StaticMeshComponent.AddImpulse(m_InitialVelocity); I used to initialize an RB_ConstraintActor where I spawned it from the outside. This worked, which is why I'm pretty sure it has nothing to do with the other code in QuadForceKCreateBlock. I then added the internal constraint in QuadForceKActor for other purposes. When I realized I had two constraints on the CreateBlock doing the same thing, I removed the constraint code from the place where I spawn it. Then it started rotating. Is there a reason I should not be initializing an RB_ConstraintActor in PostBeginPlay? I feel like there's some basic thing about how the engine works that I'm missing.

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  • Lock mouse in center of screen, and still use to move camera Unity

    - by Flotolk
    I am making a program from 1st person point of view. I would like the camera to be moved using the mouse, preferably using simple code, like from XNA var center = this.Window.ClientBounds; MouseState newState = Mouse.GetState(); if (Keyboard.GetState().IsKeyUp(Keys.Escape)) { Mouse.SetPosition((int)center.X, (int)center.Y); camera.Rotation -= (newState.X - center.X) * 0.005f; camera.UpDown += (newState.Y - center.Y) * 0.005f; } Is there any code that lets me do this in Unity, since Unity does not support XNA, I need a new library to use, and a new way to collect this input. this is also a little tougher, since I want one object to go up and down based on if you move it the mouse up and down, and another object to be the one turning left and right. I am also very concerned about clamping the mouse to the center of the screen, since you will be selecting items, and it is easiest to have a simple cross-hairs in the center of the screen for this purpose. Here is the code I am using to move right now: using UnityEngine; using System.Collections; [AddComponentMenu("Camera-Control/Mouse Look")] public class MouseLook : MonoBehaviour { public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } public RotationAxes axes = RotationAxes.MouseXAndY; public float sensitivityX = 15F; public float sensitivityY = 15F; public float minimumX = -360F; public float maximumX = 360F; public float minimumY = -60F; public float maximumY = 60F; float rotationY = 0F; void Update () { if (axes == RotationAxes.MouseXAndY) { float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } else if (axes == RotationAxes.MouseX) { transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); } else { rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } while (Input.GetKeyDown(KeyCode.Space) == true) { Screen.lockCursor = true; } } void Start () { // Make the rigid body not change rotation if (GetComponent<Rigidbody>()) GetComponent<Rigidbody>().freezeRotation = true; } } This code does everything except lock the mouse to the center of the screen. Screen.lockCursor = true; does not work though, since then the camera no longer moves, and the cursor does not allow you to click anything else either.

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  • 2D game - Missile shooting problem on Android

    - by Niksa
    Hello, I have to make a tank that sits still but moves his turret and shoots missiles. As this is my first Android application ever and I haven't done any game development either, I've come across a few problems... Now, I did the tank and the moving turret once I read the Android tutorial for the LunarLander sample code. So this code is based on the LunarLander code. But I'm having trouble doing the missile firing then SPACE button is being pressed. private void doDraw(Canvas canvas) { canvas.drawBitmap(backgroundImage, 0, 0, null); // draws the tank canvas.drawBitmap(tank, x_tank, y_tank, new Paint()); // draws and rotates the tank turret canvas.rotate((float) mHeading, (float) x_turret + mTurretWidth, y_turret); canvas.drawBitmap(turret, x_turret, y_turret, new Paint()); // draws the grenade that is a regular circle from ShapeDrawable class bullet.setBounds(x_bullet, y_bullet, x_bullet + width, y_bullet + height); bullet.draw(canvas); } UPDATE GAME method private void updateGame() throws InterruptedException { long now = System.currentTimeMillis(); if (mLastTime > now) return; double elapsed = (now - mLastTime) / 1000.0; mLastTime = now; // dUP and dDown, rotates the turret from 0 to 75 degrees. if (dUp) mHeading += 1 * (PHYS_SLEW_SEC * elapsed); if (mHeading >= 75) mHeading = 75; if (dDown) mHeading += (-1) * (PHYS_SLEW_SEC * elapsed); if (mHeading < 0) mHeading = 0; if (dSpace){ // missile Logic, a straight trajectorie for now x_bullet -= 1; y_bullet -= 1; //doesn't work, has to be updated every pixel or what? } boolean doKeyDown(int keyCode, KeyEvent msg) { boolean handled = false; synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_SPACE){ dSpace = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_UP){ dUp = true; handled = true; } if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN){ dDown = true; handled = true; } return handled; } } } a method run that runs the game... public void run() { while (mRun) { Canvas c = null; try { c = mSurfaceHolder.lockCanvas(null); synchronized (mSurfaceHolder) { if (mMode == STATE_RUNNING) updateGame(); doDraw(c); } } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } finally { // do this in a finally so that if an exception is thrown // during the above, we don't leave the Surface in an // inconsistent state if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } So the question would be, how do I make that the bullet is fired on a single SPACE key press from the turret to the end of the screen? Could you help me out here, I seem to be in the dark here... Thanks, Niksa

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  • Making a Camera look at a target Vector

    - by Peteyslatts
    I have a camera that works as long as its stationary. Now I'm trying to create a child class of that camera class that will look at its target. The new addition to the class is a method called SetTarget(). The method takes in a Vector3 target. The camera wont move but I need it to rotate to look at the target. If I just set the target, and then call CreateLookAt() (which takes in position, target, and up), when the object gets far enough away and underneath the camera, it suddenly flips right side up. So I need to transform the up vector, which currently always stays at Vector3.Up. I feel like this has something to do with taking the angle between the old direction vector and the new one (which I know can be expressed by target - position). I feel like this is all really vague, so here's the code for my base camera class: public class BasicCamera : Microsoft.Xna.Framework.GameComponent { public Matrix view { get; protected set; } public Matrix projection { get; protected set; } public Vector3 position { get; protected set; } public Vector3 direction { get; protected set; } public Vector3 up { get; protected set; } public Vector3 side { get { return Vector3.Cross(up, direction); } protected set { } } public BasicCamera(Game game, Vector3 position, Vector3 target, Vector3 up) : base(game) { this.position = position; this.direction = target - position; this.up = up; CreateLookAt(); projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, (float)Game.Window.ClientBounds.Width / (float)Game.Window.ClientBounds.Height, 1, 500); } public override void Update(GameTime gameTime) { // TODO: Add your update code here CreateLookAt(); base.Update(gameTime); } } And this is the code for the class that extends the above class to look at its target. class TargetedCamera : BasicCamera { public Vector3 target { get; protected set; } public TargetedCamera(Game game, Vector3 position, Vector3 target, Vector3 up) : base(game, position, target, up) { this.target = target; } public void SetTarget(Vector3 target) { direction = target - position; } protected override void CreateLookAt() { view = Matrix.CreateLookAt(position, target, up); } }

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  • Why is my arrow texture being drawn in odd places?

    - by tyjkenn
    This is a script I wrote that places an arrow on the screen, pointing to an enemy off-screen, or, if the enemy is on-screen, it places an arrow hovering above the enemy. Everything seems to work, except for some odd reason, I see random arrows floating around, often skewed and resized (which I really don't understand, because I only rotate and place in this script). Even when I only have one enemy in the scene, I still see these random arrows. It should only be drawing one per enemy. Note: when all enemies are removed, no arrows appear. var arrow : Texture; var cam : Camera; var dim : int = 30; function OnGUI() { var objects = GameObject.FindGameObjectsWithTag("Enemy"); for(var ob : GameObject in objects) { var pos = cam.WorldToViewportPoint(ob.transform.position); if(gameObject.GetComponent(FollowCamera).target != null){ var tar = gameObject.GetComponent(FollowCamera).target.parent; } if(pos.z>1 && ob.transform != tar){ var xDiff = (pos.x*cam.pixelWidth)-(cam.pixelWidth/2); var yDiff = (pos.y*cam.pixelHeight)-(cam.pixelHeight/2); var angle = Mathf.Rad2Deg*Mathf.Atan(yDiff/xDiff)+180; if(xDiff>0) angle += 180; var dist = Mathf.Sqrt(xDiff*xDiff + yDiff*yDiff); var slope = yDiff/xDiff; var camSlope = cam.pixelHeight/cam.pixelWidth; var theX = -1000.0; var theY = -1000.0; var mult = 0; var temp; if(Mathf.Abs(xDiff)>(cam.pixelWidth/2)||Mathf.Abs(yDiff)>(cam.pixelHeight/2)){ //touching right if(slope<camSlope && slope>-camSlope) { if(xDiff>(cam.pixelWidth/2)) { theX = cam.pixelWidth - (dim/2); mult = -1; }else if(xDiff<-(cam.pixelWidth/2)) { theX = (dim/2); mult = 1; } temp = ((cam.pixelWidth/2)*yDiff)/xDiff; theY =(cam.pixelHeight/2)+(mult*temp); } else{ if(yDiff>(cam.pixelHeight/2)) { theY = (dim/2); mult = 1; }else if(yDiff<-(cam.pixelHeight/2)) { theY = cam.pixelHeight - (dim/2); mult = -1; } temp = ((cam.pixelHeight/2)*xDiff)/yDiff; theX =(cam.pixelWidth/2)+(mult*temp); } } else { angle = -90; theX = (cam.pixelWidth/2)+xDiff; theY = (cam.pixelHeight/2)-yDiff-dim; } GUIUtility.RotateAroundPivot(-angle, Vector2(theX, theY)); Graphics.DrawTexture(Rect(theX-(dim/2),theY-(dim/2),dim,dim),arrow,null); GUIUtility.RotateAroundPivot(angle, Vector2(theX, theY)); } } }

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  • Nginx reverse proxy IP issue

    - by Tiffany Walker
    For some reason Apache is still seeing my SERVERS ip. Is this an nginx problem? /etc/nginx.conf user nobody; # no need for more workers in the proxy mode worker_processes 4; error_log /var/log/nginx/error.log info; worker_rlimit_nofile 20480; events { worker_connections 5120; # increase for busier servers use epoll; # you should use epoll here for Linux kernels 2.6.x } http { server_name_in_redirect off; server_names_hash_max_size 10240; server_names_hash_bucket_size 1024; include mime.types; default_type application/octet-stream; server_tokens off; disable_symlinks if_not_owner; sendfile on; tcp_nopush on; tcp_nodelay on; keepalive_timeout 5; gzip on; gzip_vary on; gzip_disable "MSIE [1-6]\."; gzip_proxied any; gzip_http_version 1.1; gzip_min_length 1000; gzip_comp_level 6; gzip_buffers 16 8k; # You can remove image/png image/x-icon image/gif image/jpeg if you have slow CPU gzip_types text/plain text/xml text/css application/x-javascript application/xml image/png image/x-icon image/gif image/jpeg application/xml+rss text/javascript application/atom+xml; ignore_invalid_headers on; client_header_timeout 3m; client_body_timeout 3m; send_timeout 3m; reset_timedout_connection on; connection_pool_size 256; client_header_buffer_size 256k; large_client_header_buffers 4 256k; client_max_body_size 200M; client_body_buffer_size 128k; request_pool_size 32k; output_buffers 4 32k; postpone_output 1460; proxy_temp_path /tmp/nginx_proxy/; client_body_in_file_only on; log_format bytes_log "$msec $bytes_sent ."; include "/etc/nginx/vhosts/*"; } proxy.inc proxy_connect_timeout 59s; proxy_send_timeout 600; proxy_read_timeout 600; proxy_buffer_size 64k; proxy_buffers 16 32k; proxy_busy_buffers_size 64k; proxy_temp_file_write_size 64k; proxy_pass_header Set-Cookie; proxy_redirect off; proxy_hide_header Vary; proxy_set_header Accept-Encoding ''; proxy_ignore_headers Cache-Control Expires; proxy_set_header Referer $http_referer; proxy_set_header Host $host; proxy_set_header Cookie $http_cookie; proxy_set_header X-Real-IP $remote_addr; proxy_set_header X-Forwarded-Host $host; proxy_set_header X-Forwarded-Server $host; proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for; vhost file: server { error_log /var/log/nginx/vhost-error_log warn; listen 63.6.1.12:80; server_name photo-rolldomain.com www.domain.com; access_log /usr/local/apache/domlogs/domain.com-bytes_log bytes_log; access_log /usr/local/apache/domlogs/domain.com combined; root /home/mtech/public_html; location / { location ~.*\.(3gp|gif|jpg|jpeg|png|ico|wmv|avi|asf|asx|mpg|mpeg|mp4|pls|mp3|mid|wav|swf|flv|html|htm|txt|js|css|exe|zip|tar|rar|gz|tgz|bz2|uha|7z|doc|docx|xls|xlsx|pdf|iso)$ { expires 7d; try_files $uri @backend; } error_page 405 = @backend; add_header X-Cache "HIT from Backend"; proxy_pass http://63.6.1.12:8081; include proxy.inc; } location @backend { internal; proxy_pass http://63.6.1.12:8081; include proxy.inc; } location ~ .*\.(php|jsp|cgi|pl|py)?$ { proxy_pass http://63.6.1.12:8081; include proxy.inc; } location ~ /\.ht { deny all; } }

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  • CodePlex Daily Summary for Wednesday, August 13, 2014

    CodePlex Daily Summary for Wednesday, August 13, 2014Popular ReleasesLozzi's SharePoint 2013 Scripts: Lozzi.Fields (without Site Col Admin): This file is the same as the primary download, however I've removed the override allowing Site Collection Administrators access regardless of groups. This applies to the disableWithAllowance and hideWithAllowance functions.bitboxx bbcontact: 01.00.00: Release Notes bitboxx bbcontact 01.00.00bbcontact 01.00.00 will work for any DNN version 6.1.0 and up. - Initial releaseAD4 Application Designer for flow based .NET applications: AD4.AppDesigner.23.27: AD4.Iteration.23.27(Advanced Rendering Features) Refacturing: RenderStepPinsCaptions simplified by extending FlowChartStepPinDecoratorExtensions RenderFlowChartPinsCaptions simplified by FlowChartFlowPinDecoratorExtensions RenderWiresCaptions simplified by FlowChartWireDecoratorExtensions Design of tutorial samples updated Next tutorial finished: ThreadAsynchronizer Pattern (Version V7) ToDo: Some tutorials are unfinished but coming soon ... Note: The gluing code of the AD4.AppDesig...OooPlayer: 1.1: Added: Support for speex, TAK and OptimFrog files Added: An option to not to load cover art Added: Smaller package size Fixed: Unable to drag&drop audio files to playlist Updated: FLAC, WacPack and Opus playback libraries Updated: ID3v1 and ID3v2 tag librariesEWSEditor: EwsEditor 1.10 Release: • Export and import of items as a full fidelity steam works - without proxy classes! - I used raw EWS POSTs. • Turned off word wrap for EWS request field in EWS POST windows. • Several windows with scrolling texts boxes were limiting content to 32k - I removed this restriction. • Split server timezone info off to separate menu item from the timezone info windows so that the timezone info window could be used without logging into a mailbox. • Lots of updates to the TimeZone window. • UserAgen...Python Tools for Visual Studio: 2.1 RC: Release notes for PTVS 2.1 RC We’re pleased to announce the release candidate for Python Tools for Visual Studio 2.1. Python Tools for Visual Studio (PTVS) is an open-source plug-in for Visual Studio which supports programming with the Python language. PTVS supports a broad range of features including CPython/IronPython, editing, IntelliSense, interactive debugging, profiling, Microsoft Azure, IPython, and cross-platform debugging support. PTVS 2.1 RC is available for: Visual Studio Expre...Aspose for Apache POI: Missing Features of Apache POI SS - v 1.2: Release contain the Missing Features in Apache POI SS SDK in comparison with Aspose.Cells What's New ? Following Examples: Create Pivot Charts Detect Merged Cells Sort Data Printing Workbooks Feedback and Suggestions Many more examples are available at Aspose Docs. Raise your queries and suggest more examples via Aspose Forums or via this social coding site.AngularGo (SPA Project Template): AngularGo.VS2013.vsix: First ReleaseDaphne 2014 - application for playing Czech Draughts: Daphne 2014 verze 0.9.0.21: Daphne 2014 verze 0.9.0.21MFCBDAINF: MFCBDAINF: Added recognition of TBS, Hauppauge, DVBWorld and FireDTV proprietary GUID'sFluffy: Fluffy 0.3.35.4: Change log: Text editorSKGL - Serial Key Generating Library: SKGL Extension Methods 4 (1.0.5.1): This library contains methods for: Time change check (make sure the time has not been changed on the client computer) Key Validation (this will use http://serialkeymanager.com/ to validate keys against the database) Key Activation (this will, depending on the settings, activate a key with a specific machine code) Key Activation Trial (allows you to update a key if it is a trial key) Get Machine Code (calculates a machine code given any hash function) Get Eight Byte Hash (returns an...Touchmote: Touchmote 1.0 beta 13: Changes Less GPU usage Works together with other Xbox 360 controls Bug fixesPublic Key Infrastructure PowerShell module: PowerShell PKI Module v3.0: Important: I would like to hear more about what you are thinking about the project? I appreciate that you like it (2000 downloads over past 6 months), but may be you have to say something? What do you dislike in the module? Maybe you would love to see some new functionality? Tell, what you think! Installation guide:Use default installation path to install this module for current user only. To install this module for all users — enable "Install for all users" check-box in installation UI ...Modern UI for WPF: Modern UI 1.0.6: The ModernUI assembly including a demo app demonstrating the various features of Modern UI for WPF. BREAKING CHANGE LinkGroup.GroupName renamed to GroupKey NEW FEATURES Improved rendering on high DPI screens, including support for per-monitor DPI awareness available in Windows 8.1 (see also Per-monitor DPI awareness) New ModernProgressRing control with 8 builtin styles New LinkCommands.NavigateLink routed command New Visual Studio project templates 'Modern UI WPF App' and 'Modern UI W...Roll20 Custom Power Card Macro Generator: R20CPCMG 0.2.0.0 Public Beta: This is the beta release for version 0.2.0.0. Its still very much a work in progress, but I'd rather get this out now before another lapse in updates so we can solicit feedback from the community. The two main updates for this version is that you can now import macros and you can customize the tag buttons and group them by game system. The Import Macro function turns the raw text, like the following, into something you can easily edit inside the program. !power --name|Whirling Assault --us...Utility Database: UtilityDB.2.0: Release Notes: Version 2.0 This is the second release of the UtilityDB, it builds on top of and includes the Version 1.8 of code. This release focus on performance metrics in particular Disk I/O. The deployment scripts have been rewritten to utilize transactions to insure completeness of script execution. This project releases the source code as a SQL Server 2012 project file. The intended way to deliver the scripts to the database is through the execution of the @BuildScript.sql in the ...ClosedXML - The easy way to OpenXML: ClosedXML 0.74.0: Multiple thread safe improvements including AdjustToContents XLHelper XLColor_Static IntergerExtensions.ToStringLookup Exception now thrown when saving a workbook with no sheets, instead of creating a corrupt workbook Fix for hyperlinks with non-ASCII Characters Added basic workbook protection Fix for error thrown, when a spreadsheet contained comments and images Fix to Trim function Fix Invalid operation Exception thrown when the formula functions MAX, MIN, and AVG referenc...SEToolbox: SEToolbox 01.042.019 Release 1: Added RadioAntenna broadcast name to ship name detail. Added two additional columns for Asteroid material generation for Asteroid Fields. Added Mass and Block number columns to main display. Added Ellipsis to some columns on main display to reduce name confusion. Added correct SE version number in file when saving. Re-added in reattaching Motor when drag/dropping or importing ships (KeenSH have added RotorEntityId back in after removing it months ago). Added option to export and r...jQuery List DragSort: jQuery List DragSort 0.5.2: Fixed scrollContainer removing deprecated use of $.browser so should now work with latest version of jQuery. Added the ability to return false in dragEnd to revert sort order Project changes Added nuget package for dragsort https://www.nuget.org/packages/dragsort Converted repository from SVN to MercurialNew Projectsangle.works: Sample AngularJS projectArtezio spTree for SharePoint 2013: spTree is a jQuery plugin to display SharePoint websites and lists in a tree view. It uses jsTree plugin to display data, expand and complement its settings.DigitalProject: no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no project ,no popenelecmedicrec: its an open source emrPetriFlow: A new solution for workflow using Petri NetReflexive .Net: Stream transformation over durable and transient channelsrunner-prototype: Small game prototype for self-practicing, likely no use at all for anyone else.Spizzi PowerShell Module: This project provides different PowerShell CmdLet's combined into one module to extend the built-in PowerShell Modules.Testill: Test Web Fabricator: A highly composable web fabricwingate log parser: wingate log parser

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  • OpenVPN IPv6 over IPv4 tunnel

    - by user66779
    Today I installed OpenVPN 2.3rc2 on both my windows 7 client machine and centos 6 server. This new version of OpenVPN provides full compatibility for IPv6. The Problem: I am currently able to connect to the server (through the IPv4 tunnel) and ping the IPv6 address which is assigned to my client and I can also ping the tun0 interface on the server. However, I cannot browse to any IPv6 websites. My vps provider has given me this: 2607:f840:0044:0022:0000:0000:0000:0000/64 is routed to this server (2607:f840:0:3f:0:0:0:eda). This is ifconfig after setup with OpenVPN running: eth0 Link encap:Ethernet HWaddr 00:16:3E:12:77:54 inet addr:208.111.39.160 Bcast:208.111.39.255 Mask:255.255.255.0 inet6 addr: 2607:f740:0:3f::eda/64 Scope:Global inet6 addr: fe80::216:3eff:fe12:7754/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:2317253 errors:0 dropped:7263 overruns:0 frame:0 TX packets:1977414 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:1696120096 (1.5 GiB) TX bytes:1735352992 (1.6 GiB) Interrupt:29 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:0 (0.0 b) TX bytes:0 (0.0 b) tun0 Link encap:UNSPEC HWaddr 00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00 inet addr:10.8.0.1 P-t-P:10.8.0.2 Mask:255.255.255.255 inet6 addr: 2607:f740:44:22::1/64 Scope:Global UP POINTOPOINT RUNNING NOARP MULTICAST MTU:1500 Metric:1 RX packets:739567 errors:0 dropped:0 overruns:0 frame:0 TX packets:1218240 errors:0 dropped:1542 overruns:0 carrier:0 collisions:0 txqueuelen:100 RX bytes:46512557 (44.3 MiB) TX bytes:1559930874 (1.4 GiB) So OpenVPN is sucessfully creating a tun0 interface and assigning clients IPv6 addresses using 2607:f840:44:22::/64. The first client to connect is getting 2607:f840:44:22::1000 and the second 2607:f840:44:22::1001, and so on... plus 1 each time. After connecting as the first client, I can ping from my windows client machine 2607:f740:44:22::1 and 2607:f740:44:22::1000. However, I have no access to IPv6 websites. I believe the problem is that the tun0 IPv6 addressees are not being forwarded to the eth0 interface. This is the firewall running on the server: #!/bin/sh # # iptables configuration script # # Flush all current rules from iptables # iptables -F iptables -t nat -F # # Allow SSH connections on tcp port 22 # iptables -A INPUT -i eth0 -p tcp --dport 22 -j ACCEPT iptables -A OUTPUT -o eth0 -p tcp --sport 22 -j ACCEPT # # Set access for localhost # iptables -A INPUT -i lo -j ACCEPT # # Accept connections on 1195 for vpn access from client # iptables -A INPUT -i eth0 -p udp --dport 1195 -m state --state NEW,ESTABLISHED -j ACCEPT iptables -A OUTPUT -o eth0 -p udp --sport 1195 -m state --state ESTABLISHED -j ACCEPT # # Apply forwarding for OpenVPN Tunneling # iptables -A FORWARD -m state --state RELATED,ESTABLISHED -j ACCEPT iptables -A FORWARD -s 10.8.0.0/24 -j ACCEPT iptables -t nat -A POSTROUTING -o eth0 -j SNAT --to 209.111.39.160 iptables -A FORWARD -j REJECT # # Enable forwarding # echo 1 > /proc/sys/net/ipv4/ip_forward # # Set default policies for INPUT, FORWARD and OUTPUT chains # iptables -P INPUT ACCEPT iptables -P FORWARD ACCEPT iptables -P OUTPUT ACCEPT # # IPv6 # IP6TABLES=/sbin/ip6tables $IP6TABLES -F INPUT $IP6TABLES -F FORWARD $IP6TABLES -F OUTPUT echo -n "1" >/proc/sys/net/ipv6/conf/all/forwarding echo -n "1" >/proc/sys/net/ipv6/conf/all/proxy_ndp echo -n "0" >/proc/sys/net/ipv6/conf/all/autoconf echo -n "0" >/proc/sys/net/ipv6/conf/all/accept_ra $IP6TABLES -A INPUT -i eth0 -m state --state ESTABLISHED,RELATED -j ACCEPT $IP6TABLES -A INPUT -i eth0 -p tcp --dport 22 -j ACCEPT $IP6TABLES -A INPUT -i eth0 -p icmpv6 -j ACCEPT $IP6TABLES -P INPUT ACCEPT $IP6TABLES -P FORWARD ACCEPT $IP6TABLES -P OUTPUT ACCEPT Server.conf: server-ipv6 2607:f840:44:22::/64 server 10.8.0.0 255.255.255.0 port 1195 proto udp dev tun ca ca.crt cert server.crt key server.key dh dh2048.pem ifconfig-pool-persist ipp.txt push "redirect-gateway def1 bypass-dhcp" push "dhcp-option DNS 208.67.222.222" push "dhcp-option DNS 208.67.220.220" keepalive 10 60 tls-auth ta.key 0 cipher AES-256-CBC comp-lzo user nobody group nobody persist-key persist-tun status openvpn-status.log log-append openvpn.log verb 5 Client.conf: client dev tun nobind keepalive 10 60 hand-window 15 remote 209.111.39.160 1195 udp persist-key persist-tun ca ca.crt key client1.key cert client1.crt remote-cert-tls server tls-auth ta.key 1 comp-lzo verb 3 cipher AES-256-CBC I'm not sure where I am going wrong, it could be the firewall, or something missing from server or client.conf. This version of OpenVPN was only released yesterday, and there's little info on the internet about how to setup an IPv6 over IPv4 vpn tunnel. I've read the manual for this new version of OpenVPN (parts pertaining to IPv6) and it provides very little info too. Thanks for any help.

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  • Why is my primitive xna square not drawn/shown?

    - by Mech0z
    I have made this class to draw a rectangle, but I cant get it to be drawn, I have no issues displaying a 3d model created in 3dmax, but shown these primitives seems much harder I use this to create it board = new Board(Vector3.Zero, 1000, 1000, Color.Yellow); And here is the implementation using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Shapes; using Quadro.Models; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Quadro { public class Board : IGraphicObject { //Private Fields private Vector3 modelPosition; private BasicEffect effect; private VertexPositionColor[] vertices; private Matrix rotationMatrix; private GraphicsDevice graphicsDevice; private Matrix cameraProjection; //Constructor public Board(Vector3 position, float length, float width, Color color) { var _color = color; vertices = new VertexPositionColor[6]; vertices[0].Position = new Vector3(position.X, position.Y, position.Z); vertices[1].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[2].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[3].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[4].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[5].Position = new Vector3(position.X + length, position.Y + width, position.Z); for(int i = 0; i < vertices.Length; i++) { vertices[i].Color = color; } initFields(); } private void initFields() { graphicsDevice = SharedGraphicsDeviceManager.Current.GraphicsDevice; effect = new BasicEffect(graphicsDevice); modelPosition = Vector3.Zero; float screenWidth = (float)graphicsDevice.Viewport.Width; float screenHeight = (float)graphicsDevice.Viewport.Height; float aspectRatio = screenWidth / screenHeight; this.cameraProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); this.rotationMatrix = Matrix.Identity; } //Public Methods public void Update(GameTimerEventArgs e) { } public void Draw(Vector3 cameraPosition, GameTimerEventArgs e) { Matrix cameraView = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); effect.World = rotationMatrix * Matrix.CreateTranslation(modelPosition); effect.View = cameraView; effect.Projection = cameraProjection; graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionColor.VertexDeclaration); } } public void Rotate(Matrix rotationMatrix) { this.rotationMatrix = rotationMatrix; } public void Move(Vector3 moveVector) { this.modelPosition += moveVector; } } }

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  • Drawing flaming letters in 3D with OpenGL ES 2.0

    - by Chiquis
    I am a bit confused about how to achieve this. What I want is to "draw with flames". I have achieved this with textures successfully, but now my concern is about doing this with particles to achieve the flaming effect. Am I supposed to create a path along which I should add many particle emitters that will be emitting flame particles? I understand the concept for 2D, but for 3D are the particles always supposed to be facing the user? Something else I'm worried about is the performance hit that will occur by having that many particle emitters, because there can be many letters and drawings at the same time, and each of these elements will have many particle emitters. More detailed explanation: I have a path of points, which is my model. Imagine a dotted letter "S" for example. I want make the "S" be on fire. The "S" is just an example it can be a circle, triangle, a line, pretty much any path described by my set of points. For achieving this fire effect I thought about using particles. So I am using a program called "Particle Designer" to create a fire style particle emitter. This emitter looks perfect on 2D on the iphone screen dimensions. So then I thought that I could probably draw an S or any other figure if i place many particle emitters next to each other following the path described. To move from the 2D version to the 3D version I thought about, scaling the emitter (with a scale matrix multiplication in its model matrix) and then moving it to a point in my 3D world. I did this and it works. So now I have 1 particle emitter in the 3D world. My question is, is this how you would achieve a flaming letter? Is this too inefficient if i expect to have many flaming paths on my world? Am i supposed to rotate the particle's quad so that its always looking at the user? (the last one is because i noticed that if u look at it from the side the particles start to flatten out)

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  • What is a useful pattern to maintaining an object state in a one to many relationship?

    - by ahenderson
    I am looking for a design for my application, here are the players(classes) involved. struct Transform { // Uses a matrix to transform the position. // Also acts acts as the state of a Dialog. Position transform(Position p); //other methods. }; struct Dialog { // There are multiple dialog for the user to transform the output. Transform& t; void ChangeTranformation(){t.rotate(360);} } struct Algorithm { //gives us a position based on an implementation. For example this can return points on a circle or line. Transform& t; Position m_p; Dialog& d; Position GetCurrentPosition(){ return t.transform(m_p);} //other methods. } Properties I need: Each algorithms has one dialog and each dialog can have many algorithms associated with it. When the user selects an algorithm a dialog associated with that algorithm is displayed. If the user selects a different algorithm then re-selects back the state is restored in the dialog. Basically I want a good design pattern to maintain the state of the dialog given that many algorithms use it and they can be switched back and forth. Does anyone have any suggestions? Here is a use case: Dialog1 has a single edit box to control the radius. Algorithm1 generates points on a unit circle. Algorithm2 is the same as Algorithm1. The user has selected Algorithm1 and entered 2 into the edit box. This will generate points on a circle of radius 2. The user then selects Algorithm2 and enters 10 into the edit box of Dialog1. This will generate points on a circle of radius 10. Finally Algorithm1 is selected again. The edit box of Dialog1 should show 2 and points on a circle of radius 2 should be generated.

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  • How do I make camera move at same speed when rotating and moving forward

    - by dez
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. I've post code below. #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • How do I keep user input and rendering independent of the implementation environment?

    - by alex
    I'm writing a Tetris clone in JavaScript. I have a fair amount of experience in programming in general, but am rather new to game development. I want to separate the core game code from the code that would tie it to one environment, such as the browser. My quick thoughts led me to having the rendering and input functions external to my main game object. I could pass the current game state to the rendering method, which could render using canvas, elements, text, etc. I could also map input to certain game input events, such as move piece left, rotate piece clockwise, etc. I am having trouble designing how this should be implemented in my object. Should I pass references to functions that the main object will use to render and process user input? For example... var TetrisClone = function(renderer, inputUpdate) { this.renderer = renderer || function() {}; this.inputUpdate = input || function() {}; this.state = {}; }; TetrisClone.prototype = { update: function() { // Get user input via function passed to constructor. var inputEvents = this.inputUpdate(); // Update game state. // Render the current game state via function passed to constructor. this.renderer(this.state); } }; var renderer = function(state) { // Render blocks to browser page. } var inputEvents = {}; var charCodesToEvents = { 37: "move-piece-left" /* ... */ }; document.addEventListener("keypress", function(event) { inputEvents[event.which] = true; }); var inputUpdate = function() { var translatedEvents = [], event, translatedEvent; for (event in inputEvents) { if (inputEvents.hasOwnProperty(event)) { translatedEvent = charCodesToEvents[event]; translatedEvents.push(translatedEvent); } } inputEvents = {}; return translatedEvents; } var game = new TetrisClone(renderer, inputUpdate); Is this a good game design? How would you modify this to suit best practice in regard to making a game as platform/input independent as possible?

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  • Agile team with no dedicated Tester members. Insane or efficient?

    - by MetaFight
    I'm a software developer. I've been thinking a lot about the efficiency of the Software Testers I've worked with so far in my career. In fact, I've been thinking a lot about the Software Testers role in general and have reached a potentially contentious conclusion: Non-developer Software Testers staff are less efficient at software testing than developers. Now, before everyone gets upset, hear me out. This isn't mere opinion: Software Testing and Software Development both require a lot of skills in common: Problem solving Thinking about corner cases Analytical skills The ability to define clear and concise step-by-step scenarios What developers have in addition to this is the ability to automate their tests. Yes, I know non-dev testers can automate their tests too, but that often then becomes a test maintenance issue. Because automating UI tests is essentially programming, non-dev members encounter all the same difficulties software developers encounter: Copy-pasta, lack of code reusibility/maintainability, etc. So, I was wondering. Why not replace all non-dev roles with developer roles? Developers have the skills required to perform Software Testing tasks, and they have the skills to automate tests and keep them maintainable. Would the following work: Hire a bunch of developers and split them into 2 roles: Software developers Software developers doing testing (some manual, mostly automated by writing integration tests, unit tests, etc) Software developers doing application support. (I've removed this as it is probably a separate question altogether) And, in our case since we're doing Agile development, rotate the roles every sprint or two. Also, if at all possible, try to have people spend their Developer stints and Testing stints on different projects. Ideally you would want to reduce the turnover rate per rotation. So maybe you could have 2 groups and make sure the rotation cycles of the groups are elided. So, for example, if each rotation was two sprints long, the two groups would have their rotations 1 sprint apart. That way there's only a 50% turn-over rate per sprint. Am I crazy, or could this work? (Obviously a key component to this working is that all devs want to be in the 3 roles. Let's assume I'm starting a new company and I can hire these ideal people) Edit I've removed the phrase "QA", as apparently we are using it incorrectly where I work.

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  • way to do if(x > x2) x = x2 with rotation?

    - by CyanPrime
    Alright, so I got this walking code, and some collision detection, now the collision detection returns a Vector3f of the closest point on the triangle that the projected position is at (pos + move), so then I project my position again in the walking method/function and if the projected position's x is the nearest point'x the projected position's x becomes the nearist point's x. same with their z points, but if I'm moving in a different direction from 0 degrees XZ how would I rotate the equation/condition? Here is what I got so far, and it's not working, as I go through walls, and such. Vector3f move = new Vector3f(0,0,0); move.x = (float)-Math.cos(Math.toRadians(yaw)); move.z = (float)-Math.sin(Math.toRadians(yaw)); // System.out.println("slopeNormal.z: " + slopeNormal.z + "move.z: " + move.z); move.normalise(); move.scale(movementSpeed * delta); float horizontaldotproduct = move.x * slopeNormal.x + move.z * slopeNormal.z; move.y = -horizontaldotproduct * slopeNormal.y; Vector3f dest = colCheck(pos, move, model, drawDist, movementSpeed, delta); Vector3f projPos = new Vector3f(pos); Vector3f.add(projPos, move, projPos); if(projPos.x > 0 && dest.x > 0 && projPos.x < dest.x) projPos.x = dest.x; else if(projPos.x < 0 && dest.x < 0 && projPos.x > dest.x) projPos.x = dest.x; if(projPos.z > 0 && dest.z > 0 && projPos.z < dest.z) projPos.z = dest.z; else if(projPos.z < 0 && dest.z < 0 && projPos.z > dest.z) projPos.z = dest.z; pos = new Vector3f(projPos);

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  • Camera not working

    - by user17548
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. My code #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • 11gR2???---gipc????

    - by Allen Gao
    Normal 0 7.8 ? 0 2 false false false EN-US ZH-CN X-NONE DefSemiHidden="true" DefQFormat="false" DefPriority="99" LatentStyleCount="267" UnhideWhenUsed="false" QFormat="true" Name="Normal"/ UnhideWhenUsed="false" QFormat="true" Name="heading 1"/ UnhideWhenUsed="false" QFormat="true" Name="Title"/ UnhideWhenUsed="false" QFormat="true" Name="Subtitle"/ UnhideWhenUsed="false" QFormat="true" Name="Strong"/ UnhideWhenUsed="false" QFormat="true" Name="Emphasis"/ UnhideWhenUsed="false" Name="Table Grid"/ UnhideWhenUsed="false" QFormat="true" Name="No Spacing"/ UnhideWhenUsed="false" Name="Light Shading"/ UnhideWhenUsed="false" Name="Light List"/ UnhideWhenUsed="false" Name="Light Grid"/ UnhideWhenUsed="false" Name="Medium Shading 1"/ UnhideWhenUsed="false" Name="Medium Shading 2"/ UnhideWhenUsed="false" Name="Medium List 1"/ UnhideWhenUsed="false" Name="Medium List 2"/ UnhideWhenUsed="false" Name="Medium Grid 1"/ UnhideWhenUsed="false" Name="Medium Grid 2"/ UnhideWhenUsed="false" Name="Medium Grid 3"/ UnhideWhenUsed="false" Name="Dark List"/ UnhideWhenUsed="false" Name="Colorful Shading"/ UnhideWhenUsed="false" Name="Colorful List"/ UnhideWhenUsed="false" Name="Colorful Grid"/ UnhideWhenUsed="false" Name="Light Shading Accent 1"/ UnhideWhenUsed="false" Name="Light List Accent 1"/ UnhideWhenUsed="false" Name="Light Grid Accent 1"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 1"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 1"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 1"/ UnhideWhenUsed="false" QFormat="true" Name="List Paragraph"/ UnhideWhenUsed="false" QFormat="true" Name="Quote"/ UnhideWhenUsed="false" QFormat="true" Name="Intense Quote"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 1"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 1"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 1"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 1"/ UnhideWhenUsed="false" Name="Dark List Accent 1"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 1"/ UnhideWhenUsed="false" Name="Colorful List Accent 1"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 1"/ UnhideWhenUsed="false" Name="Light Shading Accent 2"/ UnhideWhenUsed="false" Name="Light List Accent 2"/ UnhideWhenUsed="false" Name="Light Grid Accent 2"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 2"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 2"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 2"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 2"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 2"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 2"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 2"/ UnhideWhenUsed="false" Name="Dark List Accent 2"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 2"/ UnhideWhenUsed="false" Name="Colorful List Accent 2"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 2"/ UnhideWhenUsed="false" Name="Light Shading Accent 3"/ UnhideWhenUsed="false" Name="Light List Accent 3"/ UnhideWhenUsed="false" Name="Light Grid Accent 3"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 3"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 3"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 3"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 3"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 3"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 3"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 3"/ UnhideWhenUsed="false" Name="Dark List Accent 3"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 3"/ UnhideWhenUsed="false" Name="Colorful List Accent 3"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 3"/ UnhideWhenUsed="false" Name="Light Shading Accent 4"/ UnhideWhenUsed="false" Name="Light List Accent 4"/ UnhideWhenUsed="false" Name="Light Grid Accent 4"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 4"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 4"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 4"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 4"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 4"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 4"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 4"/ UnhideWhenUsed="false" Name="Dark List Accent 4"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 4"/ UnhideWhenUsed="false" Name="Colorful List Accent 4"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 4"/ UnhideWhenUsed="false" Name="Light Shading Accent 5"/ UnhideWhenUsed="false" Name="Light List Accent 5"/ UnhideWhenUsed="false" Name="Light Grid Accent 5"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 5"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 5"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 5"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 5"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 5"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 5"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 5"/ UnhideWhenUsed="false" Name="Dark List Accent 5"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 5"/ UnhideWhenUsed="false" Name="Colorful List Accent 5"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 5"/ UnhideWhenUsed="false" Name="Light Shading Accent 6"/ UnhideWhenUsed="false" Name="Light List Accent 6"/ UnhideWhenUsed="false" Name="Light Grid Accent 6"/ UnhideWhenUsed="false" Name="Medium Shading 1 Accent 6"/ UnhideWhenUsed="false" Name="Medium Shading 2 Accent 6"/ UnhideWhenUsed="false" Name="Medium List 1 Accent 6"/ UnhideWhenUsed="false" Name="Medium List 2 Accent 6"/ UnhideWhenUsed="false" Name="Medium Grid 1 Accent 6"/ UnhideWhenUsed="false" Name="Medium Grid 2 Accent 6"/ UnhideWhenUsed="false" Name="Medium Grid 3 Accent 6"/ UnhideWhenUsed="false" Name="Dark List Accent 6"/ UnhideWhenUsed="false" Name="Colorful Shading Accent 6"/ UnhideWhenUsed="false" Name="Colorful List Accent 6"/ UnhideWhenUsed="false" Name="Colorful Grid Accent 6"/ UnhideWhenUsed="false" QFormat="true" Name="Subtle Emphasis"/ UnhideWhenUsed="false" QFormat="true" Name="Intense Emphasis"/ UnhideWhenUsed="false" QFormat="true" Name="Subtle Reference"/ UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/ UnhideWhenUsed="false" QFormat="true" Name="Book Title"/ classid="clsid:38481807-CA0E-42D2-BF39-B33AF135CC4D" id=ieooui st1\:*{behavior:url(#ieooui) } /* Style Definitions */ table.MsoNormalTable {mso-style-name:????; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Calibri","sans-serif"; mso-bidi-font-family:"Times New Roman";} ??????,????11gR2 ??????gipcd(????ora.gipcd)????,????gipc???,????????????? ????,??oracle????,??????????,??????????,???????????cache fusion ?????????????,?????????????oracle????????????,??????,???????(?????????Note 220970.1:RAC: Frequently Asked Questions,?????????)???????,???????????/????,?????????????? ??,?10gR2 ?11gR1????,?????????????,??:Linux bonding, AIX EtherChannel, HP-UX APA ???????????????????????????????(??,????????????????,???????)???????10g ?11.1 ??????,??????????????????(???????),????????????????subnet??????,????,?????oracle???????????,??????????????,???????????,??????????????,??????????????????????,??:????,?????? ?????????,?11gR2??(????,?11.2.0.2??),oracle??????????????,?????gipc(Grid IPC)???,??????????gipcd.bin?????????,??????? 1. ??????,????????????,?????????,?????????gpnp profile??????????????????? 2. ???????????,??????????,???????????????? 3. ?????????????,?????????/???????????,????????,???????? ??,oracle????????????????????????/??????,??,?????????? ??,???????????????,?????gipc ?HAIP????????????,??????????????,???????????????????:?????????,??:ocssd.bin????,crsd.bin??????;???:oracle RAC ??,??:ASM ??????,?????????????,?????????????????????gipc,???????????,?????????????????????,????????????????,?????,????????????,??,?????????????????gipc???,oracle ??????????????,??????????????,????????????????,HAIP ????,????oracle RAC??????/?????????,????????????????,????,????????HAIP?????,????????????ASM??,?????(???NM??)??????????,?????????????????HAIP,????????,????,???????? “Redundant Interconnect with Highly Available IP (HAIP) ??”? ???,???????????????????????? 1.??????gipcd.log 2013-07-17 12:28:28.071: [ default][3041003216]gipcd START pid=22337 Oracle Grid IPC Daemon 2013-07-17 12:28:28.072: [ GIPCD][3041003216] gipcdMain: gipcd Started <<<<<< gipcd????????? …… 2013-07-17 12:28:29.046: [ GPNP][3041003216]clsgpnp_getCachedProfileEx: [at clsgpnp.c:613] Result: (26) CLSGPNP_NO_PROFILE. Can't get offline GPnP service profile: local gpnpd is up and running. Use getProfile instead. 2013-07-17 12:28:29.046: [ GPNP][3041003216]clsgpnp_getCachedProfileEx: [at clsgpnp.c:623] Result: (26) CLSGPNP_NO_PROFILE. Failed to get offline GPnP service profile. 2013-07-17 12:28:29.066: [ GPNP][3041003216]clsgpnpm_newWiredMsg: [at clsgpnpm.c:741] Msg-reply has soap fault 10 (Operation returned Retry (error CLSGPNP_CALL_AGAIN)) [uri "http://www.grid-pnp.org/2005/12/gpnp-errors#"] <<<< gipcd ????gpnp profile?????????log??GI??????,?????????,?????gpnpd???????? …… 2013-07-17 12:28:39.342: [ CLSINET][3023027088] # 0 Interface 'eth1',ip='192.168.254.30',mac='00-0c-29-a8-14-65',mask='255.255.255.0',net='192.168.254.0',use='cluster_interconnect' 2013-07-17 12:28:39.342: [ CLSINET][3023027088] # 1 Interface 'eth2',ip='192.168.254.31',mac='00-0c-29-a8-14-6f',mask='255.255.255.0',net='192.168.254.0',use='cluster_interconnect' <<<<< gipcd ????????????????,???????2??????????? …… 2013-07-17 12:28:39.344: [GIPCHTHR][3025128336] gipchaWorkerUpdateInterface: created local bootstrap interface for node 'single1', haName 'gipcd_ha_name', inf 'mcast://230.0.1.0:42424/192.168.254.30' 2013-07-17 12:28:39.344: [GIPCHTHR][3025128336] gipchaWorkerUpdateInterface: created local interface for node 'single1', haName 'gipcd_ha_name', inf '192.168.254.30:46782' 2013-07-17 12:28:39.345: [GIPCHTHR][3025128336] gipchaWorkerUpdateInterface: created local bootstrap interface for node 'single1', haName 'gipcd_ha_name', inf 'mcast://230.0.1.0:42424/192.168.254.31' 2013-07-17 12:28:39.345: [GIPCHTHR][3025128336] gipchaWorkerUpdateInterface: created local interface for node 'single1', haName 'gipcd_ha_name', inf '192.168.254.31:39332' <<<<<<< gipcd ????????(????????????????)?endpoint ????? …… 2013-07-17 12:28:56.767: [GIPCHGEN][3023027088] gipchaNodeCreate: adding new node 0x9c107d8 { host 'single2', haName 'gipcd_ha_name', srcLuid 465fb26d-8b46eb95, dstLuid 00000000-00000000 numInf 0, contigSeq 0, lastAck 0, lastValidAck 0, sendSeq [0 : 0], createTime 797327224, flags 0x0 } <<<<< ???????? …… 2013-07-17 12:28:58.415: [GIPCHTHR][3025128336] gipchaWorkerUpdateInterface: created remote interface for node 'single2', haName 'gipcd_ha_name', inf 'udp://192.168.254.33:16663' 2013-07-17 12:28:58.415: [GIPCHGEN][3025128336] gipchaWorkerAttachInterface: Interface attached inf 0x9c0bb60 { host 'single2', haName 'gipcd_ha_name', local 0xb4c4e590, ip '192.168.254.33:16663', subnet '192.168.254.0', mask '255.255.255.0', numRef 0, numFail 0, flags 0x6 } 2013-07-17 12:28:58.415: [GIPCHTHR][3025128336] gipchaWorkerUpdateInterface: created remote interface for node 'single2', haName 'gipcd_ha_name', inf 'udp://192.168.254.32:17578' 2013-07-17 12:28:58.415: [GIPCHGEN][3025128336] gipchaWorkerAttachInterface: Interface attached inf 0x9c0a900 { host 'single2', haName 'gipcd_ha_name', local 0xb4cb8eb8, ip '192.168.254.32:17578', subnet '192.168.254.0', mask '255.255.255.0', numRef 0, numFail 0, flags 0x6 } <<<<<< gipcd ??????????????? …… 2013-07-17 12:29:36.120: [GIPCDMON][3027229584] gipcdMonitorSaveInfMetrics: inf[ 0] eth1 - rank 99, avgms 6.326531 [ 257 / 250 / 245 ] 2013-07-17 12:29:36.120: [GIPCDMON][3027229584] gipcdMonitorSaveInfMetrics: inf[ 1] eth2 - rank 99, avgms 5.182186 [ 259 / 250 / 247 ] <<<<<gipcd ??????????? ……  2. ?????????down???gipcd.log? 2013-07-17 13:23:20.346: [ CLSINET][3027229584] Returning NETDATA: 2 interfaces 2013-07-17 13:23:20.346: [ CLSINET][3027229584] # 0 Interface 'eth1',ip='192.168.254.30',mac='00-0c-29-a8-14-65',mask='255.255.255.0',net='192.168.254.0',use='cluster_interconnect' 2013-07-17 13:23:20.346: [ CLSINET][3027229584] # 1 Interface 'eth2',ip='192.168.254.31',mac='00-0c-29-a8-14-6f',mask='255.255.255.0',net='192.168.254.0',use='cluster_interconnect' 2013-07-17 13:23:20.359: [GIPCDMON][3027229584] gipcdMonitorSaveInfMetrics: inf[ 0] eth1 - rank 99, avgms 1.560694 [ 171 / 173 / 173 ] 2013-07-17 13:23:20.359: [GIPCDMON][3027229584] gipcdMonitorSaveInfMetrics: inf[ 1] eth2 - rank 99, avgms 1.802326 [ 172 / 172 / 172 ] <<<<<<<< gipcd ?????????? …… +++????“ifconfig eth1 down”????????????? …… 2013-07-17 13:23:44.397: [ CLSINET][3027229584] # 0 Interface 'eth2',ip='192.168.254.31',mac='00-0c-29-a8-14-6f',mask='255.255.255.0',net='192.168.254.0',use='cluster_interconnect' 2013-07-17 13:23:44.397: [GIPCDMON][3027229584] gipcdMonitorUpdate: interface went down - [ ip 192.168.254.30, subnet 192.168.254.0, mask 255.255.255.0 ] 2013-07-17 13:23:44.397: [GIPCDMON][3027229584] gipcdMonitorUpdate: msg sent to client thread (([update(ip: 192.168.254.30, mask: 255.255.255.0, subnet 192.168.254.0), state(gipcdadapterstateDown)])) <<<<<<<< gipcd ????eth1 down?,???????(??:ocssd.bin)????? …… 2013-07-17 13:23:44.426: [GIPCHGEN][3025128336] gipchaInterfaceDisable: disabling interface 0xb4c4e590 { host '', haName 'gipcd_ha_name', local (nil), ip '192.168.254.30', subnet '192.168.254.0', mask '255.255.255.0', numRef 0, numFail 1, flags 0x1cd } 2013-07-17 13:23:44.428: [GIPCHGEN][3025128336] gipchaInterfaceDisable: disabling interface 0x9c0bb60 { host 'single2', haName 'gipcd_ha_name', local 0xb4c4e590, ip '192.168.254.33:16663', subnet '192.168.254.0', mask '255.255.255.0', numRef 0, numFail 0, flags 0x86 } 2013-07-17 13:23:44.428: [GIPCHALO][3025128336] gipchaLowerCleanInterfaces: performing cleanup of disabled interface 0x9c0bb60 { host 'single2', haName 'gipcd_ha_name', local 0xb4c4e590, ip '192.168.254.33:16663', subnet '192.168.254.0', mask '255.255.255.0', numRef 0, numFail 0, flags 0xa6 } <<<<<<<<gipcd ????????eth1 ???,????????????????????? …… 2013-07-17 13:24:08.747: [GIPCDMON][3027229584] gipcdMonitorSaveInfMetrics: inf[ 0] eth2 - rank 99, avgms 1.955307 [ 204 / 181 / 179 ] <<<<<<<gipcd ???????????? ??:??????,??????????????????,????????????????,???????????eth1??HAIP,?failover?eth2 ?,????,????ASM??????? 3. ???eht1???? ++ ????”ifconfig eth1 up”????eth1 2013-07-17 13:36:31.260: [GIPCDMON][3027229584] gipcdMonitorUpdate: New Interface found - [ ip 192.168.254.30, subnet 192.168.254.0, mask 255.255.255.0 ] 2013-07-17 13:36:31.260: [GIPCDMON][3027229584] gipcdMonitorUpdate: msg sent to client thread (([update(ip: 192.168.254.30, mask: 255.255.255.0, subnet 192.168.254.0), state(gipcdadapterstateUp)])) <<<<< gpicd ?????????? …… 2013-07-17 13:36:31.471: [GIPCHTHR][3025128336] gipchaWorkerUpdateInterface: created local bootstrap interface for node 'single1', haName 'gipcd_ha_name', inf 'mcast://230.0.1.0:42424/192.168.254.30' 2013-07-17 13:36:31.471: [GIPCHTHR][3025128336] gipchaWorkerUpdateInterface: created local interface for node 'single1', haName 'gipcd_ha_name', inf '192.168.254.30:55548' <<<<<< ?????endpoint???? …… 2013-07-17 13:37:11.493: [ CLSINET][3027229584] Returning NETDATA: 2 interfaces 2013-07-17 13:37:11.493: [ CLSINET][3027229584] # 0 Interface 'eth1',ip='192.168.254.30',mac='00-0c-29-a8-14-65',mask='255.255.255.0',net='192.168.254.0',use='cluster_interconnect' 2013-07-17 13:37:11.493: [ CLSINET][3027229584] # 1 Interface 'eth2',ip='192.168.254.31',mac='00-0c-29-a8-14-6f',mask='255.255.255.0',net='192.168.254.0',use='cluster_interconnect' 2013-07-17 13:37:11.510: [GIPCDMON][3027229584] gipcdMonitorSaveInfMetrics: inf[ 0] eth2 - rank 99, avgms 6.141304 [ 307 / 184 / 184 ] <<<<<<<< <<<<<<<< gipcd??????? ??:??????,??????????????????,????????????????,????????failover?eth2??HAIP,?????eth1 ?,????,????ASM??????? ??,????????,gipcd ???????????,??,????????,?????????(????)????,gipcd???????????,??????HAIP???,???????????????(??:Linux bonding,etherchannel?),???????????,????????? ??????????????11gR2 ??????gipcd????,????????????,?????????? ??????????,???????????,??“??:11gR2???---gipc????"?

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  • C# SOCKS proxy service for HTTP requests

    - by Ed
    I'm trying to build a service that will forward HTTP requests from agents like a browser to the Tor service. Problem is, the Tor service only accepts SOCKS4a connections. So my solution is to listen for HTTP requests, get the URL they're requesting, and make a request via Tor with the help of the Starksoft.Net.Proxy library. Then return the response. The library kind of works, but I'm not happy. It returns HTTP headers with the response and it can't handle images. So the responses are messed up. How could I improve my code? I'm very new to network programming. Sorry for the long example. public AnonymiserService(ILogger logger) { try { _logger = logger; _logger.Log("Listening on port {0}...", Properties.Settings.Default.ListeningPort); StartListener(new string[] { string.Format("http://*:{0}/", Properties.Settings.Default.ListeningPort) }); } catch (Exception ex) { _logger.LogError("Exception!", ex); } } private void StartListener(string[] prefixes) { if (!HttpListener.IsSupported) { _logger.LogError("HttpListener isn't supported on this machine!"); return; } HttpListener listener = new HttpListener(); foreach (string s in prefixes) listener.Prefixes.Add(s); while (true) { listener.Start(); IAsyncResult result = listener.BeginGetContext(new AsyncCallback(ListenerCallback), listener); result.AsyncWaitHandle.WaitOne(); } } private void ListenerCallback(IAsyncResult result) { try { // Get HTTP request HttpListener listener = (HttpListener)result.AsyncState; HttpListenerContext context = listener.EndGetContext(result); _logger.Log("Retrieving [{0}]", context.Request.RawUrl); // Create connection // Use Tor as proxy IProxyClient proxyClient = new Socks4aProxyClient("localhost", 9050); TcpClient tcpClient = proxyClient.CreateConnection(context.Request.UserHostName, 80); // Create message // Need to set Connection: close to close the connection as soon as it's done byte[] data = Encoding.UTF8.GetBytes(String.Format("GET {0} HTTP/1.1\r\nHost: {1}\r\nConnection: close\r\n\r\n", context.Request.Url.PathAndQuery, context.Request.UserHostName)); // Send message NetworkStream ns = tcpClient.GetStream(); ns.Write(data, 0, data.Length); // Pass on HTTP response HttpListenerResponse responseOut = context.Response; if (ns.CanRead) { byte[] buffer = new byte[32768]; int read = 0; string responseString = string.Empty; // Read response while ((read = ns.Read(buffer, 0, buffer.Length)) > 0) { responseString += Encoding.UTF8.GetString(buffer, 0, read); } // Remove headers if (responseString.IndexOf("HTTP/1.1 200 OK") > -1) responseString = responseString.Substring(responseString.IndexOf("\r\n\r\n")); // Forward response byte[] byteArray = Encoding.UTF8.GetBytes(responseString); responseOut.OutputStream.Write(byteArray, 0, byteArray.Length); } // Close streams responseOut.OutputStream.Close(); ns.Close(); // Close connection tcpClient.Close(); _logger.Log("Retrieved [{0}]", context.Request.RawUrl); } catch (Exception ex) { _logger.LogError("Exception in ListenerCallback!", ex); } }

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  • apache tomcat sermyadmin deployment error

    - by lepricon123
    I am getting the following errro when i try to start the application Mar 23, 2010 7:51:09 PM org.apache.catalina.core.ApplicationContext log INFO: Set web app root system property: 'sermyadmin-production-2.0.1' = [/usr/local/tomcat6/webapps/sermyadmin/] Mar 23, 2010 7:51:09 PM org.apache.catalina.core.ApplicationContext log INFO: Initializing log4j from [/usr/local/tomcat6/webapps/sermyadmin/WEB-INF/classes/log4j.properties] Mar 23, 2010 7:51:09 PM org.apache.catalina.core.ApplicationContext log INFO: Initializing Spring root WebApplicationContext Mar 23, 2010 7:51:23 PM org.apache.catalina.core.StandardContext listenerStart SEVERE: Exception sending context initialized event to listener instance of class org.codehaus.groovy.grails.web.context.GrailsContextLoaderListener org.springframework.beans.factory.access.BootstrapException: Error executing bootstraps; nested exception is org.codehaus.groovy.runtime.InvokerInvocationException: org.springframework.dao.InvalidDataAccessResourceUsageException: could not execute query; nested exception is org.hibernate.exception.SQLGrammarException: could not execute query at org.codehaus.groovy.grails.web.context.GrailsContextLoader.createWebApplicationContext(GrailsContextLoader.java:66) at org.springframework.web.context.ContextLoader.initWebApplicationContext(ContextLoader.java:199) at org.springframework.web.context.ContextLoaderListener.contextInitialized(ContextLoaderListener.java:45) at org.apache.catalina.core.StandardContext.listenerStart(StandardContext.java:3843) at org.apache.catalina.core.StandardContext.start(StandardContext.java:4350) at org.apache.catalina.core.ContainerBase.addChildInternal(ContainerBase.java:791) at org.apache.catalina.core.ContainerBase.addChild(ContainerBase.java:771) at org.apache.catalina.core.StandardHost.addChild(StandardHost.java:525) at org.apache.catalina.startup.HostConfig.deployWAR(HostConfig.java:829) at org.apache.catalina.startup.HostConfig.deployWARs(HostConfig.java:718) at org.apache.catalina.startup.HostConfig.deployApps(HostConfig.java:490) at org.apache.catalina.startup.HostConfig.start(HostConfig.java:1147) at org.apache.catalina.startup.HostConfig.lifecycleEvent(HostConfig.java:311) at org.apache.catalina.util.LifecycleSupport.fireLifecycleEvent(LifecycleSupport.java:117) at org.apache.catalina.core.ContainerBase.start(ContainerBase.java:1053) at org.apache.catalina.core.StandardHost.start(StandardHost.java:719) at org.apache.catalina.core.ContainerBase.start(ContainerBase.java:1045) at org.apache.catalina.core.StandardEngine.start(StandardEngine.java:443) at org.apache.catalina.core.StandardService.start(StandardService.java:516) at org.apache.catalina.core.StandardServer.start(StandardServer.java:710) at org.apache.catalina.startup.Catalina.start(Catalina.java:578) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.apache.catalina.startup.Bootstrap.start(Bootstrap.java:288) at org.apache.catalina.startup.Bootstrap.main(Bootstrap.java:413) Caused by: org.codehaus.groovy.runtime.InvokerInvocationException: org.springframework.dao.InvalidDataAccessResourceUsageException: could not execute query; nested exception is org.hibernate.exception.SQLGrammarException: could not execute query at org.apache.catalina.core.StandardContext.listenerStart(StandardContext.java:3843) at org.apache.catalina.core.StandardContext.start(StandardContext.java:4350) at org.apache.catalina.core.ContainerBase.addChildInternal(ContainerBase.java:791) at org.apache.catalina.core.ContainerBase.addChild(ContainerBase.java:771) at org.apache.catalina.core.StandardHost.addChild(StandardHost.java:525) at org.apache.catalina.startup.HostConfig.deployWAR(HostConfig.java:829) at org.apache.catalina.startup.HostConfig.deployWARs(HostConfig.java:718) at org.apache.catalina.startup.HostConfig.deployApps(HostConfig.java:490) at org.apache.catalina.startup.HostConfig.start(HostConfig.java:1147) at org.apache.catalina.startup.HostConfig.lifecycleEvent(HostConfig.java:311) at org.apache.catalina.util.LifecycleSupport.fireLifecycleEvent(LifecycleSupport.java:117) at org.apache.catalina.core.ContainerBase.start(ContainerBase.java:1053) at org.apache.catalina.core.StandardHost.start(StandardHost.java:719) at org.apache.catalina.core.ContainerBase.start(ContainerBase.java:1045) at org.apache.catalina.core.StandardEngine.start(StandardEngine.java:443) at org.apache.catalina.core.StandardService.start(StandardService.java:516) at org.apache.catalina.core.StandardServer.start(StandardServer.java:710) at org.apache.catalina.startup.Catalina.start(Catalina.java:578) ... 2 more Caused by: org.springframework.dao.InvalidDataAccessResourceUsageException: could not execute query; nested exception is org.hibernate.exception.SQLGrammarException: could not execute query at BootStrap$_closure1.doCall(BootStrap.groovy:7) ... 20 more Caused by: org.hibernate.exception.SQLGrammarException: could not execute query ... 21 more Caused by: com.mysql.jdbc.exceptions.jdbc4.MySQLSyntaxErrorException: Table 'opensips.jsec_role' doesn't exist at com.mysql.jdbc.Util.handleNewInstance(Util.java:406)

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  • Python: combine logging and wx so that logging stream is redirectet to stdout/stderr frame

    - by Uwe
    Here's the thing: I'm trying to combine the logging module with wx.App()'s redirect feature. My intention is to log to a file AND to stderr. But I want stderr/stdout redirected to a separate frame as is the feature of wx.App. My test code: import logging import wx class MyFrame(wx.Frame): def __init__(self): self.logger = logging.getLogger("main.MyFrame") wx.Frame.__init__(self, parent = None, id = wx.ID_ANY, title = "MyFrame") self.logger.debug("MyFrame.__init__() called.") def OnExit(self): self.logger.debug("MyFrame.OnExit() called.") class MyApp(wx.App): def __init__(self, redirect): self.logger = logging.getLogger("main.MyApp") wx.App.__init__(self, redirect = redirect) self.logger.debug("MyApp.__init__() called.") def OnInit(self): self.frame = MyFrame() self.frame.Show() self.SetTopWindow(self.frame) self.logger.debug("MyApp.OnInit() called.") return True def OnExit(self): self.logger.debug("MyApp.OnExit() called.") def main(): logger_formatter = logging.Formatter("%(name)s\t%(levelname)s\t%(message)s") logger_stream_handler = logging.StreamHandler() logger_stream_handler.setLevel(logging.INFO) logger_stream_handler.setFormatter(logger_formatter) logger_file_handler = logging.FileHandler("test.log", mode = "w") logger_file_handler.setLevel(logging.DEBUG) logger_file_handler.setFormatter(logger_formatter) logger = logging.getLogger("main") logger.setLevel(logging.DEBUG) logger.addHandler(logger_stream_handler) logger.addHandler(logger_file_handler) logger.info("Logger configured.") app = MyApp(redirect = True) logger.debug("Created instance of MyApp. Calling MainLoop().") app.MainLoop() logger.debug("MainLoop() ended.") logger.info("Exiting program.") return 0 if (__name__ == "__main__"): main() Expected behavior is: - a file is created named test.log - the file contains logging messages with level DEBUG and INFO/ERROR/WARNING/CRITICAL - messages from type INFO and ERROR/WARNING/CRITICAL are ether shown on the console or in a separate frame, depending on where they are created - logger messages that are not inside MyApp or MyFrame are displayed at the console - logger messages from inside MyApp or MyFrame are shown in a separate frame Actual behavior is: - The file is created and contains: main INFO Logger configured. main.MyFrame DEBUG MyFrame.__init__() called. main.MyFrame INFO MyFrame.__init__() called. main.MyApp DEBUG MyApp.OnInit() called. main.MyApp INFO MyApp.OnInit() called. main.MyApp DEBUG MyApp.__init__() called. main DEBUG Created instance of MyApp. Calling MainLoop(). main.MyApp DEBUG MyApp.OnExit() called. main DEBUG MainLoop() ended. main INFO Exiting program. - Console output is: main INFO Logger configured. main.MyFrame INFO MyFrame.__init__() called. main.MyApp INFO MyApp.OnInit() called. main INFO Exiting program. - No separate frame is opened, although the lines main.MyFrame INFO MyFrame.__init__() called. main.MyApp INFO MyApp.OnInit() called. shouldget displayed within a frame and not on the console. It seems to me that wx.App can't redirect stderr to a frame as soon as a logger instance uses stderr as output. wxPythons Docs claim the wanted behavior though, see here. Any ideas? Uwe

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  • Reuse security code between WCF and MVC.NET

    - by mrjoltcola
    First the background: I jumped into MVC.NET from the Java MVC world, so my implementation below is possibly cheating, I don't know. I avoided fooling with a custom membership provider and I just implemented the base code needed to authenticate and load roles in my LogOn action. Typically I just need to check roles programatically, and have no use for all of the other membership features, so I didn't originally think I needed a full Membership provider. I have a successful WCF project with a custom authentication and authorization layer that I did at least write per the proper API. I implemented it with custom IPrincipal, UserNamePasswordValidator and IAuthorizationPolicy classes to load from an Oracle database. In my WCF services, I use declarative security: [PrincipalPermission(SecurityAction.Demand, Role="ADMIN")]. The question (on the ASP.NET/MCV.NET side): All my reading indicates I should implement a custom Membership/Roles provider, and use [Authorize(Roles="ADMIN")] on my controller actions. At this point, I don't have a true Membership provider, but I'm using the same User class that implements the IPrincipal interface that works with the WCF security. I plan to share common code between the WCF and ASP.NET modules. So my LogOn action is not using the FormsService (and I assume this is bad). I had commented it out, and just used my "UserService" to access the Oracle db. Note my "TODO" comment below. public ActionResult LogOn(LogOnModel model, string returnUrl) { log.Info("Login attempt by " + model.UserName); if (ModelState.IsValid) { User user = userService.findByUserName(model.UserName); // Commented original MemberShipService code, this is probably bad // if (MembershipService.ValidateUser(model.UserName, model.Password)) if (user != null && user.Authenticate(model.Password) == true) { log.Info("Login success by " + model.UserName); FormsService.SignIn(model.UserName, model.RememberMe); // TODO: Override with Custom identity / roles? user.AddRoles(userService.listRolesByUser(user)); // pull in roles from db if (!String.IsNullOrEmpty(returnUrl)) return Redirect(returnUrl); else return RedirectToAction("Index", "Home"); } else { log.Info("Login failure by " + model.UserName); ModelState.AddModelError("", "The user name or password provided is incorrect."); } } // If we got this far, something failed, redisplay form return View(model); } So can I make the above work? Can I stick the IPrincipal (User) into the CurrentContext or HttpContext? Can I integrate the custom IPrincipal I've already created without writing a full Membership/Roles Provider? I currently stick the User object into the session and access it from all MVC.NET controllers with "CurrentUser" property which grabs it from the session on demand. But this doesn't work with the [Authorize] attribute; I assume that is because it knows nothing about my custom Principal in the session, and is instead using whatever FormsService.SignIn() produces. I also found that session timeouts screw up the login redirect, the user doesn't get forwarded, instead we get a null exception accessing User from the session, and I assume it is related to my "skipping steps" to get a quick implementation. Thanks.

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  • "bad record MAC" SSL error between Java and PortgreSQL

    - by Stéphane Bagnier
    Hello there ! We've got here a problem of random disconnections between our Java apps and our PostgreSQL 8.3 server with a "bad record MAC" SSL error. We run Debian / Lenny on both side. On the client side, we see : 2010-03-09 02:36:27,980 WARN org.hibernate.util.JDBCExceptionReporter.logExceptions(JDBCExceptionReporter.java:100) - SQL Error: 0, SQLState: 08006 2010-03-09 02:36:27,980 ERROR org.hibernate.util.JDBCExceptionReporter.logExceptions(JDBCExceptionReporter.java:101) - An I/O error occured while sending to the backend. 2010-03-09 02:36:27,981 ERROR org.hibernate.transaction.JDBCTransaction.toggleAutoCommit(JDBCTransaction.java:232) - Could not toggle autocommit org.postgresql.util.PSQLException: An I/O error occured while sending to the backend. at org.postgresql.core.v3.QueryExecutorImpl.execute(QueryExecutorImpl.java:220) at org.postgresql.jdbc2.AbstractJdbc2Connection.executeTransactionCommand(AbstractJdbc2Connection.java:650) at org.postgresql.jdbc2.AbstractJdbc2Connection.commit(AbstractJdbc2Connection.java:670) at org.postgresql.jdbc2.AbstractJdbc2Connection.setAutoCommit(AbstractJdbc2Connection.java:633) at sun.reflect.GeneratedMethodAccessor5.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.springframework.jdbc.datasource.SingleConnectionDataSource$CloseSuppressingInvocationHandler.invoke(SingleConnectionDataSource.java:336) at $Proxy17.setAutoCommit(Unknown Source) at org.hibernate.transaction.JDBCTransaction.toggleAutoCommit(JDBCTransaction.java:228) at org.hibernate.transaction.JDBCTransaction.rollbackAndResetAutoCommit(JDBCTransaction.java:220) at org.hibernate.transaction.JDBCTransaction.rollback(JDBCTransaction.java:196) at org.hibernate.ejb.TransactionImpl.rollback(TransactionImpl.java:85) at org.springframework.orm.jpa.JpaTransactionManager.doRollback(JpaTransactionManager.java:482) at org.springframework.transaction.support.AbstractPlatformTransactionManager.processRollback(AbstractPlatformTransactionManager.java:823) at org.springframework.transaction.support.AbstractPlatformTransactionManager.rollback(AbstractPlatformTransactionManager.java:800) at org.springframework.transaction.interceptor.TransactionAspectSupport.completeTransactionAfterThrowing(TransactionAspectSupport.java:339) at org.springframework.transaction.interceptor.TransactionInterceptor.invoke(TransactionInterceptor.java:110) at org.springframework.aop.framework.ReflectiveMethodInvocation.proceed(ReflectiveMethodInvocation.java:171) at org.springframework.aop.framework.Cglib2AopProxy$DynamicAdvisedInterceptor.intercept(Cglib2AopProxy.java:635) ... Caused by: javax.net.ssl.SSLException: Connection has been shutdown: javax.net.ssl.SSLException: bad record MAC at com.sun.net.ssl.internal.ssl.SSLSocketImpl.checkEOF(SSLSocketImpl.java:1255) at com.sun.net.ssl.internal.ssl.SSLSocketImpl.checkWrite(SSLSocketImpl.java:1267) at com.sun.net.ssl.internal.ssl.AppOutputStream.write(AppOutputStream.java:43) at java.io.BufferedOutputStream.flushBuffer(BufferedOutputStream.java:65) at java.io.BufferedOutputStream.flush(BufferedOutputStream.java:123) at org.postgresql.core.PGStream.flush(PGStream.java:508) at org.postgresql.core.v3.QueryExecutorImpl.sendSync(QueryExecutorImpl.java:692) at org.postgresql.core.v3.QueryExecutorImpl.execute(QueryExecutorImpl.java:193) ... 22 more Caused by: javax.net.ssl.SSLException: bad record MAC at com.sun.net.ssl.internal.ssl.Alerts.getSSLException(Alerts.java:190) at com.sun.net.ssl.internal.ssl.SSLSocketImpl.fatal(SSLSocketImpl.java:1611) at com.sun.net.ssl.internal.ssl.SSLSocketImpl.fatal(SSLSocketImpl.java:1569) at com.sun.net.ssl.internal.ssl.SSLSocketImpl.readRecord(SSLSocketImpl.java:850) at com.sun.net.ssl.internal.ssl.SSLSocketImpl.readDataRecord(SSLSocketImpl.java:746) at com.sun.net.ssl.internal.ssl.AppInputStream.read(AppInputStream.java:75) at org.postgresql.core.VisibleBufferedInputStream.readMore(VisibleBufferedInputStream.java:135) at org.postgresql.core.VisibleBufferedInputStream.ensureBytes(VisibleBufferedInputStream.java:104) at org.postgresql.core.VisibleBufferedInputStream.read(VisibleBufferedInputStream.java:186) at org.postgresql.core.PGStream.Receive(PGStream.java:445) at org.postgresql.core.PGStream.ReceiveTupleV3(PGStream.java:350) at org.postgresql.core.v3.QueryExecutorImpl.processResults(QueryExecutorImpl.java:1322) at org.postgresql.core.v3.QueryExecutorImpl.execute(QueryExecutorImpl.java:194) at org.postgresql.jdbc2.AbstractJdbc2Statement.execute(AbstractJdbc2Statement.java:451) at org.postgresql.jdbc2.AbstractJdbc2Statement.executeWithFlags(AbstractJdbc2Statement.java:350) at org.postgresql.jdbc2.AbstractJdbc2Statement.executeQuery(AbstractJdbc2Statement.java:254) at org.hibernate.jdbc.AbstractBatcher.getResultSet(AbstractBatcher.java:208) at org.hibernate.loader.Loader.getResultSet(Loader.java:1808) at org.hibernate.loader.Loader.doQuery(Loader.java:697) at org.hibernate.loader.Loader.doQueryAndInitializeNonLazyCollections(Loader.java:259) at org.hibernate.loader.Loader.loadCollection(Loader.java:2015) at org.hibernate.loader.collection.CollectionLoader.initialize(CollectionLoader.java:59) at org.hibernate.persister.collection.AbstractCollectionPersister.initialize(AbstractCollectionPersister.java:587) at org.hibernate.event.def.DefaultInitializeCollectionEventListener.onInitializeCollection(DefaultInitializeCollectionEventListener.java:83) at org.hibernate.impl.SessionImpl.initializeCollection(SessionImpl.java:1743) at org.hibernate.collection.AbstractPersistentCollection.initialize(AbstractPersistentCollection.java:366) at org.hibernate.collection.PersistentSet.add(PersistentSet.java:212) ... the cypher suite SSL_RSA_WITH_RC4_128_SHA was used. We tried on the client side : the OpenJDK package the sun JDK package the sun tar package the libbcprov-java package the PostgreSQL driver 8.3 instead of 8.4 On the server side we see : 2010-03-01 08:26:05 CET [18513]: [161833-1] LOG: SSL error: sslv3 alert bad record mac 2010-03-01 08:26:05 CET [18513]: [161834-1] LOG: could not receive data from client: Connection reset by peer 2010-03-01 08:26:05 CET [18513]: [161835-1] LOG: unexpected EOF on client connection the error type seams to be SSL_R_SSLV3_ALERT_BAD_RECORD_MAC. the SSL layer is configured with : ssl_ciphers = 'ALL:!ADH:!LOW:!EXP:!MD5:@STRENGTH' and on the server side we changed the cipher suites to : 'ALL:!SSLv2:!MEDIUM:!AES:!ADH:!LOW:!EXP:!MD5:@STRENGTH' but none of these changes fixed the problem. Suggestions appreciated !

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  • Android question - how to prep 100 images to be shown via Fling/Swipe?

    - by fooyee
    I'm totally new to this, been tinkering around for a week. Came up with a simple image viewer app for 2 images. Feature: Left and right swipes will switch the images. Dead simple. What i'd like to do: Have up to 100 images. note: All my images are in my res/drawable folder. They're named image1.png to image100.png I obviously don't want to do: ImageView i = new ImageView(this); i.setImageResource(R.drawable.image1); viewFlipper.addView(i); ImageView i2 = new ImageView(this); i2.setImageResource(R.drawable.image2); viewFlipper.addView(i2); ImageView i3 = new ImageView(this); i3.setImageResource(R.drawable.image3); viewFlipper.addView(i3); all the way to i100. how do I make this into a loop, which is flexible and reads everything from the drawable folder ( and not be limited to 100 images)? source: public class ImageViewTest extends Activity { private static final String LOGID = "CHECKTHISOUT"; private static final int SWIPE_MIN_DISTANCE = 120; private static final int SWIPE_MAX_OFF_PATH = 250; private static final int SWIPE_THRESHOLD_VELOCITY = 200; private GestureDetector gestureDetector; View.OnTouchListener gestureListener; private Animation slideLeftIn; private Animation slideLeftOut; private Animation slideRightIn; private Animation slideRightOut; private ViewFlipper viewFlipper; String message = "Initial Message"; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //Set up viewflipper viewFlipper = new ViewFlipper(this); ImageView i = new ImageView(this); i.setImageResource(R.drawable.sample_1); ImageView i2 = new ImageView(this); i2.setImageResource(R.drawable.sample_2); viewFlipper.addView(i); viewFlipper.addView(i2); //set up animations slideLeftIn = AnimationUtils.loadAnimation(this, R.anim.slide_left_in); slideLeftOut = AnimationUtils.loadAnimation(this, R.anim.slide_left_out); slideRightIn = AnimationUtils.loadAnimation(this, R.anim.slide_right_in); slideRightOut = AnimationUtils.loadAnimation(this, R.anim.slide_right_out); //put up a brownie as a starter setContentView(viewFlipper); gestureDetector = new GestureDetector(new MyGestureDetector()); } public class MyGestureDetector extends SimpleOnGestureListener { @Override public boolean onFling(MotionEvent e1, MotionEvent e2, float velocityX, float velocityY) { try { if (Math.abs(e1.getY() - e2.getY()) > SWIPE_MAX_OFF_PATH) return false; // right to left swipe if(e1.getX() - e2.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { Log.v(LOGID,"right to left swipe detected"); viewFlipper.setInAnimation(slideLeftIn); viewFlipper.setOutAnimation(slideLeftOut); viewFlipper.showNext(); setContentView(viewFlipper); } // left to right swipe else if (e2.getX() - e1.getX() > SWIPE_MIN_DISTANCE && Math.abs(velocityX) > SWIPE_THRESHOLD_VELOCITY) { Log.v(LOGID,"left to right swipe detected"); viewFlipper.setInAnimation(slideRightIn); viewFlipper.setOutAnimation(slideRightOut); viewFlipper.showPrevious(); setContentView(viewFlipper); } } catch (Exception e) { // nothing } return false; } } // This doesn't work @Override public boolean onTouchEvent(MotionEvent event) { if (gestureDetector.onTouchEvent(event)){ Log.v(LOGID,"screen touched"); return true; } else{ return false; } } }

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