Search Results

Search found 15169 results on 607 pages for 'virtual attribute'.

Page 333/607 | < Previous Page | 329 330 331 332 333 334 335 336 337 338 339 340  | Next Page >

  • Why is a linked list implementation considered linear?

    - by VeeKay
    My apologies for asking such a simple question. Instead of posting such basic question in SO, I felt that this is more apt a question here. I tried finding an answer for this but none of them are logically appealing or convincing to my understanding. Typically, computer memory is always linear. So is the term non linear used for a data structure in a logical sense? If so, to logically achieve non linearity in a linear computer memory, we use pointers. Right? In that case, if pointers are virtual implementations for achieving non linearity, Why would a data structure like linked list be considered linear if in reality the nodes are never physically adjacent?

    Read the article

  • Is it possible to get a Proxy Authentication Dialog with Ubuntu Server?

    - by Johnny Bigoode
    I've got a VM Virtual Box with Ubuntu Server. I'set the http_proxy variable using export http_proxy="http://1234:linux@proxy:8080" The problem is that Ubuntu will constantly try to connect to the internet, even when I'm not logged in my company's account, so everyday I need to reset my password since Ubuntu will constantly try to access the internet. Also, it's always a problem when I need to authenticate the proxy with a different user/password. Can't I just set it to make a small prompt when it tries to connect to the proxy and fails? Like Firefox, Chrome and every app I have installed with Windows 7? I get this small dialog box that asks for a username and password when it can't access the internet. The Ubuntu Server doesn't need constant internet connection, specially since it's only online for tests over LAN.

    Read the article

  • Oracle Weblogic 12c Launch

    - by Robert Baumgartner
    Am 1. Dezember 2011 wird Oracle WebLogic Server 12c weltweit vorgestellt. Um 19:00 findet ein Execuite Overview mit Hasan Rizvi, Senior Vice President, Product Development, statt. Um 20:00 findet ein Developer Deep-Dive mit Will Lyons, Director, Oracle WebLogic Server Product Management, statt. The new release of Oracle WebLogic Server is: • Designed to help customers seamlessly move into the public or private cloud with an open, standards-based platform • Built to drive higher value for customers’ current infrastructure and significantly reduce development time and cost • Enhanced with transformational platforms and technologies such as Java EE 6, Oracle’s Active GridLink for RAC, Oracle Traffic Director, and Oracle Virtual Assembly Builder Hier geht es zur Anmeldung: Anmeldung

    Read the article

  • asp.net website development component / APIs

    - by Haseeb Asif
    I have been assigned a new website project to work on in my organization where my role demand to finalize all the tools/technologies/controls/api etc. That website will something like online store, where every user has his online store as subdomain e.g. user1.myprojectdomain.com I have been researching a number of things to use and need your suggestions in following levels ASP.NET web forms vs Asp.net MVC: Prefering asp.net webforms due to following reason with N Tier Architecture Rapid application Development large set of Toolbox/controls And mainly due to our team skill set Errorlogging Elmah seems to be a nice library Forums Forums Yetanotherforums On line Live Chat still looking for something (Working on SignalR) Signups with Social Media Engage by Janrain And I need help that how can Manage sub domains. Do we create a Virtual Directory/application for every user in the IIS on runtime or we can do some thing else

    Read the article

  • How to use different php.ini files for different VirtualHosts?

    - by gsingh2011
    I have my site and it's staging subdomain running on the same CentOS machine running apache. The subdomain is created using a VirtualHost, and I use it to find any bugs before I push to production. I want the php.ini file for the staging VirtualHost to be a development one, and the production site will use a production php.ini. How can I configure apache to use different php.ini files? I don't want to use php_value/php_flag for everything, I'd rather just use the php.ini file I already have available. I've tried creating an .htaccess file that looks like this, SetEnv PHPRC /path/to/php.ini/directory This has no effect, as phpinfo() tells me it's still using /etc/php.ini. I've also tried setting PHPIniDir for both virtual hosts (www and staging) and it complains about seeing the directive twice.

    Read the article

  • When to decide to introduce interfaces (pure abstract base classes) in C++?

    - by Honza Brabec
    Assume that you are developing a functionality and are 90% sure that the implementation class will stay alone. If I was in this position in Java I would probably not use the interface right now to keep the things simple. In Java it is easy to refactor the code and extract the interface later. In C++ the refactoring is not always so easy. It may require replacing values with smart pointers (because of the introduction of polymorphism) and other non-trivial tasks. On the other hand I don't much like the idea of introducing virtual calls when I am 90% sure they won't be needed. After all speed is one of the reasons to prefer C++ over simpler languages.

    Read the article

  • How to merge two .iso images

    - by pgrytdal
    I am following this tutorial to install Android onto my computer VIA Virtual Box. My problem is, they want you to download liveandroidv0.3.iso.001 liveandroidv0.3.iso.002 then they want you to merge these two files with cat liveandroidv0.3.iso.001 liveandroidv0.3.iso.002 > liveandroidv0.3.iso in the Terminal. The problem is, when I run the command, I get the following output cat liveandroidv0.3.iso.001 liveandroidv0.3.iso.002 > liveandroidv0.3.iso cat: liveandroidv0.3.iso.001: No such file or directory cat: liveandroidv0.3.iso.002: No such file or directory So, I was wondering if there was an alternative way to merge these files? Or if you guy's could help me merge them this way? Extra info: OS: Ubuntu 12.10 I downloaded the files to my /downloads folder in my home directory.

    Read the article

  • Unity Launcher and Menu Bar disappeared in 14.04

    - by Justice2497
    The menu bar and Unity launcher have disappeared in Ubuntu 14.04. Also cannot access the terminal via ctrl + alt + t. I have tried every solution for this issue that I can find, from re-installing untiy and compiz to resetting Unity and everything. I've gone into the compiz manager and reactived Unity. Nothing has worked. When trying to reset Unity, or do anything with it really, I get this message (process:6332): dconf-WARNING **: failed to commit changes to dconf: Could not connect: Connection refused EDIT: Installed 14.04 a day ago. The issue happened after a reboot. After installing virtual Box

    Read the article

  • What's a good starting point to learn about JIT compilers?

    - by davidk01
    I've spent the past few months learning about stack based virtual machines, parsers, compilers, and some elementary things about hardware architecture. I've also written a few parsers and compilers for C like languages to understand the generic parser/compiler pipeline. Now I'd like to take my understanding further by learning about optimizing compilers and JIT compilers but I'm having a hard time finding material at the right level. I don't yet understand enough to dive into a code base like PyPy or LuaJIT but I also know more than what most introductory compiler books have to offer. So what are some good books for an intermediate beginner like to me to look into?

    Read the article

  • Upgrade from 10.10 to 11:04 to 11.10. X starts, Unity desktop not there

    - by Stefan Lasiewski
    I upgraded my Ubuntu Desktop 10.10 system to 11.04 and then 11.10. Now, when I start Ubuntu, the Unity desktop doesn't start correctly. Here's what I do: Start computer I log in via the GUI login screen The X Window System starts. I can see an arrow icon for the mouse, and can move it around the screen. Nothing else starts. There are no desktop icons, no launcher, no taskbar, etc. Right clicking on desktop does nothing. I've tried some common keyboard shortcuts ("Alt-tab" "Ctrl-Alt-T" "Ctrl-Alt-Backspace") but nothing happens. If I go to another Virtual Console, and run the command unity, the Unity desktop will start on my primary X desktop. However I'm seeing many problems like windows which are only half-drawn, some applications run without the familiar "Minimize, Maximize, Close" What's happening here? It seems that the X Window System started, but Unity did not start? How can I debug this?

    Read the article

  • Oracle VM at the IOUG Virtualization SIG – Online Symposium

    - by Chris Kawalek
    Join the Oracle VM product managers and product experts for a day full of best practices and information on the latest product updates. A sampling of what you can expect: Best practices from a customer’s perspective on deployment of Oracle VM and Oracle RAC. How to simplify and accelerate the onboarding of your applications to the cloud with Oracle Virtual Assemblies and Enterprise Manager 12c. The latest how-to and demo of DeployCluster Tool on Oracle VM 3. Date: Tomorrow, November 7th, 10am CDT – 2:50pm CDT Register for this free online event today! 

    Read the article

  • Numerical stability in continuous physics simulation

    - by Panda Pajama
    Pretty much all of the game development I have been involved with runs afoul of simulating a physical world in discrete time steps. This is of course very simple, but hardly elegant (not to mention mathematically inaccurate). It also has severe disadvantages when large values are involved (either very large speeds, or very large time intervals). I'm trying to make a continuous physics simulation, just for learning, which goes like this: time = get_time() while true do new_time = get_time() update_world(new_time - time) render() time = new_time end And update_world() is a continuous physical simulation. Meaning that for example, for an accelerated object, instead of doing object.x = object.x + object.vx * timestep object.vx = object.vx + object.ax * timestep -- timestep is fixed I'm doing something like object.x = object.x + object.vx * deltatime + object.ax * ((deltatime ^ 2) / 2) object.vx = object.vx + object.ax * deltatime However, I'm having a hard time with the numerical stability of my solutions, especially for very large time intervals (think of simulating a physical world for hundreds of thousands of virtual years). Depending on the framerate, I get wildly different solutions. How can I improve the numerical stability of my continuous physical simulations?

    Read the article

  • We've completed the first iteration

    - by CliveT
    There are a lot of features in C# that are implemented by the compiler and not by the underlying platform. One such feature is a lambda expression. Since local variables cannot be accessed once the current method activation finishes, the compiler has to go out of its way to generate a new class which acts as a home for any variable whose lifetime needs to be extended past the activation of the procedure. Take the following example:     Random generator = new Random();     Func func = () = generator.Next(10); In this case, the compiler generates a new class called c_DisplayClass1 which is marked with the CompilerGenerated attribute. [CompilerGenerated] private sealed class c__DisplayClass1 {     // Fields     public Random generator;     // Methods     public int b__0()     {         return this.generator.Next(10);     } } Two quick comments on this: (i)    A display was the means that compilers for languages like Algol recorded the various lexical contours of the nested procedure activations on the stack. I imagine that this is what has led to the name. (ii)    It is a shame that the same attribute is used to mark all compiler generated classes as it makes it hard to figure out what they are being used for. Indeed, you could imagine optimisations that the runtime could perform if it knew that classes corresponded to certain high level concepts. We can see that the local variable generator has been turned into a field in the class, and the body of the lambda expression has been turned into a method of the new class. The code that builds the Func object simply constructs an instance of this class and initialises the fields to their initial values.     c__DisplayClass1 class2 = new c__DisplayClass1();     class2.generator = new Random();     Func func = new Func(class2.b__0); Reflector already contains code to spot this pattern of code and reproduce the form containing the lambda expression, so this is example is correctly decompiled. The use of compiler generated code is even more spectacular in the case of iterators. C# introduced the idea of a method that could automatically store its state between calls, so that it can pick up where it left off. The code can express the logical flow with yield return and yield break denoting places where the method should return a particular value and be prepared to resume.         {             yield return 1;             yield return 2;             yield return 3;         } Of course, there was already a .NET pattern for expressing the idea of returning a sequence of values with the computation proceeding lazily (in the sense that the work for the next value is executed on demand). This is expressed by the IEnumerable interface with its Current property for fetching the current value and the MoveNext method for forcing the computation of the next value. The sequence is terminated when this method returns false. The C# compiler links these two ideas together so that an IEnumerator returning method using the yield keyword causes the compiler to produce the implementation of an Iterator. Take the following piece of code.         IEnumerable GetItems()         {             yield return 1;             yield return 2;             yield return 3;         } The compiler implements this by defining a new class that implements a state machine. This has an integer state that records which yield point we should go to if we are resumed. It also has a field that records the Current value of the enumerator and a field for recording the thread. This latter value is used for optimising the creation of iterator instances. [CompilerGenerated] private sealed class d__0 : IEnumerable, IEnumerable, IEnumerator, IEnumerator, IDisposable {     // Fields     private int 1__state;     private int 2__current;     public Program 4__this;     private int l__initialThreadId; The body gets converted into the code to construct and initialize this new class. private IEnumerable GetItems() {     d__0 d__ = new d__0(-2);     d__.4__this = this;     return d__; } When the class is constructed we set the state, which was passed through as -2 and the current thread. public d__0(int 1__state) {     this.1__state = 1__state;     this.l__initialThreadId = Thread.CurrentThread.ManagedThreadId; } The state needs to be set to 0 to represent a valid enumerator and this is done in the GetEnumerator method which optimises for the usual case where the returned enumerator is only used once. IEnumerator IEnumerable.GetEnumerator() {     if ((Thread.CurrentThread.ManagedThreadId == this.l__initialThreadId)               && (this.1__state == -2))     {         this.1__state = 0;         return this;     } The state machine itself is implemented inside the MoveNext method. private bool MoveNext() {     switch (this.1__state)     {         case 0:             this.1__state = -1;             this.2__current = 1;             this.1__state = 1;             return true;         case 1:             this.1__state = -1;             this.2__current = 2;             this.1__state = 2;             return true;         case 2:             this.1__state = -1;             this.2__current = 3;             this.1__state = 3;             return true;         case 3:             this.1__state = -1;             break;     }     return false; } At each stage, the current value of the state is used to determine how far we got, and then we generate the next value which we return after recording the next state. Finally we return false from the MoveNext to signify the end of the sequence. Of course, that example was really simple. The original method body didn't have any local variables. Any local variables need to live between the calls to MoveNext and so they need to be transformed into fields in much the same way that we did in the case of the lambda expression. More complicated MoveNext methods are required to deal with resources that need to be disposed when the iterator finishes, and sometimes the compiler uses a temporary variable to hold the return value. Why all of this explanation? We've implemented the de-compilation of iterators in the current EAP version of Reflector (7). This contrasts with previous version where all you could do was look at the MoveNext method and try to figure out the control flow. There's a fair amount of things we have to do. We have to spot the use of a CompilerGenerated class which implements the Enumerator pattern. We need to go to the class and figure out the fields corresponding to the local variables. We then need to go to the MoveNext method and try to break it into the various possible states and spot the state transitions. We can then take these pieces and put them back together into an object model that uses yield return to show the transition points. After that Reflector can carry on optimising using its usual optimisations. The pattern matching is currently a little too sensitive to changes in the code generation, and we only do a limited analysis of the MoveNext method to determine use of the compiler generated fields. In some ways, it is a pity that iterators are compiled away and there is no metadata that reflects the original intent. Without it, we are always going to dependent on our knowledge of the compiler's implementation. For example, we have noticed that the Async CTP changes the way that iterators are code generated, so we'll have to do some more work to support that. However, with that warning in place, we seem to do a reasonable job of decompiling the iterators that are built into the framework. Hopefully, the EAP will give us a chance to find examples where we don't spot the pattern correctly or regenerate the wrong code, and we can improve things. Please give it a go, and report any problems.

    Read the article

  • "Imprinting" as a language feature?

    - by MKO
    Idea I had this idea for a language feature that I think would be useful, does anyone know of a language that implements something like this? The idea is that besides inheritance a class can also use something called "imprinting" (for lack of better term). A class can imprint one or several (non-abstract) classes. When a class imprints another class it gets all it's properties and all it's methods. It's like the class storing an instance of the imprinted class and redirecting it's methods/properties to it. A class that imprints another class therefore by definition also implements all it's interfaces and it's abstract class. So what's the point? Well, inheritance and polymorphism is hard to get right. Often composition gives far more flexibility. Multiple inheritance offers a slew of different problems without much benefits (IMO). I often write adapter classes (in C#) by implementing some interface and passing along the actual methods/properties to an encapsulated object. The downside to that approach is that if the interface changes the class breaks. You also you have to put in a lot of code that does nothing but pass things along to the encapsulated object. A classic example is that you have some class that implements IEnumerable or IList and contains an internal class it uses. With this technique things would be much easier Example (c#) [imprint List<Person> as peopleList] public class People : PersonBase { public void SomeMethod() { DoSomething(this.Count); //Count is from List } } //Now People can be treated as an List<Person> People people = new People(); foreach(Person person in people) { ... } peopleList is an alias/variablename (of your choice)used internally to alias the instance but can be skipped if not needed. One thing that's useful is to override an imprinted method, that could be achieved with the ordinary override syntax public override void Add(Person person) { DoSomething(); personList.Add(person); } note that the above is functional equivalent (and could be rewritten by the compiler) to: public class People : PersonBase , IList<Person> { private List<Person> personList = new List<Person>(); public override void Add(object obj) { this.personList.Add(obj) } public override int IndexOf(object obj) { return personList.IndexOf(obj) } //etc etc for each signature in the interface } only if IList changes your class will break. IList won't change but an interface that you, someone in your team, or a thirdparty has designed might just change. Also this saves you writing a whole lot of code for some interfaces/abstract classes. Caveats There's a couple of gotchas. First we, syntax must be added to call the imprinted classes's constructors from the imprinting class constructor. Also, what happends if a class imprints two classes which have the same method? In that case the compiler would detect it and force the class to define an override of that method (where you could chose if you wanted to call either imprinted class or both) So what do you think, would it be useful, any caveats? It seems it would be pretty straightforward to implement something like that in the C# language but I might be missing something :) Sidenote - Why is this different from multiple inheritance Ok, so some people have asked about this. Why is this different from multiple inheritance and why not multiple inheritance. In C# methods are either virtual or not. Say that we have ClassB who inherits from ClassA. ClassA has the methods MethodA and MethodB. ClassB overrides MethodA but not MethodB. Now say that MethodB has a call to MethodA. if MethodA is virtual it will call the implementation that ClassB has, if not it will use the base class, ClassA's MethodA and you'll end up wondering why your class doesn't work as it should. By the terminology sofar you might already confused. So what happens if ClassB inherits both from ClassA and another ClassC. I bet both programmers and compilers will be scratching their heads. The benefit of this approach IMO is that the imprinting classes are totally encapsulated and need not be designed with multiple inheritance in mind. You can basically imprint anything.

    Read the article

  • How to set up bridged networking in Xen?

    - by Joe Carr
    I have 2 domU virtual machines installed on a 11.10 Oneiric Dom0. My internal network is on the 192.168.1 subnet, and when the domU's start, they get ips on the 192.168.122 subnet. I have attempted to follow the instructions here : http://wiki.kartbuilding.net/index.php/Xen_Networking xend-config.sxp is configured correctly, but neither of my domU's have a config file in /etc/xen to modify. ifconfig reports that I have the following devices : eth0, lo, tap3.0, vif3.0, vif4.0, virbr0 bridge-utils is installed. I also just attempted to follow these steps : http://serverfault.com/questions/233201/bringing-the-xenbr0-interface-up-on-xen-under-ubuntu-8-04 sudo brctl addbr xenbr0 sudo brctl addif xenbr0 vif3.0 device vif3.0 is already a member of a bridge; can't enslave it to bridge xenbr0. Any ideas on next steps are greatly appreciated!

    Read the article

  • Any way for ubuntu to use more than one core of i7 cpu on my Asus laptop?

    - by G. He
    Newly installed ubuntu 11.10 on a new Asus U46E laptop. /proc/cpuinfo correctly identified the cpu but shows only one core: processor : 0 vendor_id : GenuineIntel cpu family : 6 model : 42 model name : Intel(R) Core(TM) i7-2640M CPU @ 2.80GHz stepping : 7 cpu MHz : 800.000 cache size : 4096 KB physical id : 0 siblings : 1 core id : 0 cpu cores : 1 apicid : 0 initial apicid : 0 fpu : yes fpu_exception : yes cpuid level : 13 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 sep mtrr pge mca cmov pat pse36 clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe syscall nx rdtscp lm constant_tsc up arch_perfmon pebs bts rep_good nopl xtopology nonstop_tsc aperfmperf pni pclmulqdq dtes64 monitor ds_cpl vmx smx est tm2 ssse3 cx16 xtpr pdcm sse4_1 sse4_2 x2apic popcnt aes xsave avx lahf_lm ida arat epb xsaveopt pln pts dts tpr_shadow vnmi flexpriority ept vpid bogomips : 5587.63 clflush size : 64 cache_alignment : 64 address sizes : 36 bits physical, 48 bits virtual power management: I search here and found the answer to one post suggesting remove boot parameter 'nolapic'. However, on my particular laptop, ubuntu won't boot without this nolapic parameter. Is there anyway for ubuntu correly utility the full cpu power?

    Read the article

  • 4 Places To Find Up-To-Date Antivirus Test Results Online

    - by Chris Hoffman
    Do you know how effective your antivirus programs is? A variety of organizations regularly compare antivirus programs, throwing a large amount of malware samples at them, seeing how they perform, and ranking them in comparison to each other. It would be very time-consuming to test 30 different antivirus programs in virtual machines with a large amount of malware samples yourself, which is why these test results are so useful. Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It How To Delete, Move, or Rename Locked Files in Windows

    Read the article

  • How to get scripted programs governing game entities run in parallel with a game loop?

    - by Jim
    I recently discovered Crobot which is (briefly) a game where each player codes a virtual robot in a pseudo-C language. Each robot is then put in an arena where it fights against other robots. A robots' source code has this shape : /* Beginning file robot.r */ main() { while (1) { /* Do whatever you want */ ... move(); ... fire(); } } /* End file robot.r */ You can see that : The code is totally independent from any library/include Some predefined functions are available (move, fire, etc…) The program has its own game loop, and consequently is not called every frame My question is: How to achieve a similar result using scripted languages in collaboration with a C/C++ main program ? I found a possible approach using Python, multi-threading and shared memory, although I am not sure yet that it is possible this way. TCP/IP seems a bit too complicated for this kind of application.

    Read the article

  • SQL Server Transaction Log Fragmentation: a Primer

    Generally, you will have no need to worry about the number of virtual log files in your transaction log. However, if you use the default settings for 'auto-grow', you can end up with such 'fragmentation' in your transaction log as to affect performance noticably. How can this be avoided? How can you tell it's a problem? What do you do about it? Greg explains. "SQL Backup Pro 7 improves on an already wonderful product" - Don KolendaHave you tried version 7 yet? Get faster, smaller, fully verified backups. Download a free trial of SQL Backup Pro 7.

    Read the article

  • Licensing Theme Music from other games

    - by HS01
    As part of my game, I thought it would be fun to make a hidden level that pays tribute to Mario Bros (one of the earliest games I ever played). It would be themed in that way with 8-bit graphics and question mark blocks and completing the level would say "Thank you but the princess is in another castle" or such. For the sound track, I'm thinking of just overlaying the standard mario theme music by playing it on a virtual keyboard using a different instrument/timing or something. My question is, am I legally safe? I'm not using anyone else's actual music, I'm just playing the same tune in a different way myself. Do I have to get licensing for this?

    Read the article

  • SOA Suite 11g: Unable to start domain (Error occurred during initialization of VM)

    - by Chris Tomkins
    If you have recently installed SOA Suite, created a domain and then tried to start it only to find it fails with the error: Error occurred during initialization of VM Could not reserve enough space for object heap Could not create the Java virtual machine. the solution is to edit the file <domain home>\bin\setSOADomainEnv.cmd/sh (depending on your platform) and modify the line: set DEFAULT_MEM_ARGS=-Xms512m -Xmx1024m to something like: set DEFAULT_MEM_ARGS=-Xms512m -Xmx768m Save the file and then try to start your domain again. Everything should now work at least it does on the Dell Latitude 630 laptop with 4Gb RAM that I have. Technorati Tags: soa suite,11g,java,troubleshooting,problems,domain

    Read the article

  • Of which bad practice is require calling functions in order a sign?

    - by stijn
    Sometimes I find myself writing comments on class methods like this: class A : public Base { public: /** * Sets variable; * should be called before ImplementsInterfaceMtehod(), * else has no effect. */ void SetSomeVariable( var_type value ); virtual void ImplementsInterfaceMethod(); } The callers of Base::ImplementsInterfaceMethod obviously do not know about the variable, and should not. But the users of A should set the variable if they want it to take effect. It is not required to set the variable (else it could be a parameter for the constructor), so I cannot throw exceptions in ImplementsInterfaceMethod if it is not set. Is this a sign of some typical bad practice? Is there a better way than writing a comment as shown to deal with this?

    Read the article

  • Wheres my memory going?

    - by Stu2000
    My machine keeps 'freezing' before eventaully logging out with all the programs exiting. This is rather annoying, and I think its because I keep running out of memory. I am not running any custom software, just netbeans, chrome etc. (Stuff I usually run on other ubuntu computers without issue). For some reason my memory usage is through the roof as seen here, but I can't quite figure out why. Here is a screenshot which may be useful with htop and gnome-system monitor open as user and as root. I notice that my console-kit-daemon is taking up about a gig of 'virtual memory'. Is that normal? Any tips/advice will be helpful. In the meantime I have ordered 2 x 4 gig ram sticks to try and just throw hardware at the issue.

    Read the article

  • Prosit Neujahr, auf ein schönes und erfolgreiches Jahr 2011!

    - by A&C Redaktion
    Wir hoffen, Sie sind gut im neuen Jahr angekommen und wünschen Ihnen für 2011 alles Gute, Gesundheit und natürlich ein erfolgreiches Geschäftsjahr!Hinter Oracle Alliances & Channels liegt ein Jahr voller Herausforderungen und wir freuen uns darauf, 2011 an die gute und vertrauensvolle Zusammenarbeit mit unseren Partnern anzuknüpfen. Im Januar starten wir gleich mit einem großen Partner-Event ins neue Jahr, demOPN Day Virtual am 24. Januar 2011Von 14 bis 17 Uhr dreht sich dort alles um die Spezialisierung: Von den ersten Schritten, über den Nutzen bis hin zu Erfahrungsberichten einzelner Partner wird das OPN Specialized von allen Seiten beleuchtet. Zum Fragenstellen laden die Q&A-Sessions ein, beliebt ist außerdem die Networking Lounge, in der sich Partner und Interessierte individuell austauschen und vernetzen können.Was sonst noch passiert, im Jahr 2011, das steht laufend aktualisiert im Oracle Channel Event Calender.

    Read the article

  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

    Read the article

< Previous Page | 329 330 331 332 333 334 335 336 337 338 339 340  | Next Page >