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  • Ruby 1.9.3 segmentation fault on rackspace

    - by user531065
    I'm having a similar problem as "ruby 1.9 segmentation fault on exit." I followed the solution and updated libselinux with yum and have the following version installed: Package libselinux-2.0.96-6.fc14.1.x86_64 already installed and latest version I am running a RackSpace machine, kernel version: 2.6.35.4-rscloud. My C backtrace is: -- C level backtrace information ------------------------------------------- /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x18910a) [0x7f3cdb6c010a] vm_dump.c:796 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x5eb04) [0x7f3cdb595b04] error.c:258 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(rb_bug+0xb8) [0x7f3cdb5969d8] error.c:277 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x119865) [0x7f3cdb650865] signal.c:609 /lib64/libpthread.so.0() [0x328540eeb0] /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x179272) [0x7f3cdb6b0272] ./include/ruby/ruby.h:1306 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x17f31b) [0x7f3cdb6b631b] vm.c:1220 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x1800d5) [0x7f3cdb6b70d5] vm.c:624 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(rb_yield+0x44) [0x7f3cdb6bb274] vm.c:654 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0xab821) [0x7f3cdb5e2821] numeric.c:3204 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x183601) [0x7f3cdb6ba601] vm_insnhelper.c:404 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x1792b4) [0x7f3cdb6b02b4] insns.def:1015 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x17f31b) [0x7f3cdb6b631b] vm.c:1220 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x1800d5) [0x7f3cdb6b70d5] vm.c:624 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(rb_yield+0x44) [0x7f3cdb6bb274] vm.c:654 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(rb_ary_each+0x54) [0x7f3cdb5622e4] array.c:1478 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x183601) [0x7f3cdb6ba601] vm_insnhelper.c:404 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x1792b4) [0x7f3cdb6b02b4] insns.def:1015 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x17f31b) [0x7f3cdb6b631b] vm.c:1220 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(rb_iseq_eval+0x1f0) [0x7f3cdb6bbae0] vm.c:1447 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x67bfd) [0x7f3cdb59ebfd] load.c:310 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(rb_require_safe+0x6ef) [0x7f3cdb5a02df] load.c:619 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x183601) [0x7f3cdb6ba601] vm_insnhelper.c:404 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x1792b4) [0x7f3cdb6b02b4] insns.def:1015 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x17f31b) [0x7f3cdb6b631b] vm.c:1220 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x1800d5) [0x7f3cdb6b70d5] vm.c:624 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(rb_yield+0x44) [0x7f3cdb6bb274] vm.c:654 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(rb_ary_each+0x54) [0x7f3cdb5622e4] array.c:1478 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x183601) [0x7f3cdb6ba601] vm_insnhelper.c:404 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x1792b4) [0x7f3cdb6b02b4] insns.def:1015 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x17f31b) [0x7f3cdb6b631b] vm.c:1220 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(rb_iseq_eval_main+0xaf) [0x7f3cdb6bbbdf] vm.c:1461 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(+0x6471a) [0x7f3cdb59b71a] eval.c:204 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(ruby_exec_node+0x1d) [0x7f3cdb59c56d] eval.c:251 /usr/local/rvm/rubies/ruby-1.9.3-p0/lib/libruby.so.1.9(ruby_run_node+0x1e) [0x7f3cdb59e60e] eval.c:244 ruby() [0x4008eb] /lib64/libc.so.6(__libc_start_main+0xfd) [0x3284c1ee5d] ruby() [0x4007d9]

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  • Getting into driver development for linux [closed]

    - by user1103966
    Right now, I've been learning about writing device-drivers for linux 3.2 kernel for about 2 months. So far I have been able program simple char drivers that only read and write to a fictitious dev structure like a file, but now I'm moving to more advance concepts. The new material I've learned about includes I/O port manipulation, memory management, and interrupts. I feel that I have a basic understanding of overall driver operation but, there is still so much that I don't know. My question is this, given that I have the basic theory of how to write a dev-driver for a piece of hardware ... how long would it take to actually develop the skills of writing actual software that companies would want to employ? I plan on getting involved in an open-source project and building a portfolio. Also what type of beginner drivers could I write for hardware that would best help me develop my skills? I was thinking that taking on a project where I design my own key logger would easy and a good assignment to help me understand how IO ports and interrupts are used. I may want to eventually specialize in writing software for video cards or network devices though these devices seem beyond my understanding at the moment. Thanks for any help

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  • Configuring LiveID authentication with SharePoint2010

    - by ybbest
    With the addition of the new claims based authentication framework in SharePoint 2010, SharePoint is now more loosely coupled to the authentication layer than ever. You’ve probably seen presentations or webinars where it was mentioned that you can use claims authentication against authentication providers such as Live ID and OpenID. In this blog I will show you the common problems while you configure you LiveID integration with SharePoint2010.The detailed configuration can be found in the following blogs. Part 1 – http://www.wictorwilen.se/Post/Visual-guide-to-Windows-Live-ID-authentication-with-SharePoint-2010-part-1.aspx Part 2 – http://www.wictorwilen.se/Post/Visual-guide-to-Windows-Live-ID-authentication-with-SharePoint-2010-part-2.aspx Part 3 – http://www.wictorwilen.se/Post/Visual-guide-to-Windows-Live-ID-authentication-with-SharePoint-2010-part-3.aspx Here are some problems I have following the instructions: Problem 1: If you had the following exceptions when you run the PowerShell scripts to create the new LiveID authentication provider New-SPTrustedIdentityTokenIssuer : Exception of type ‘System.ArgumentException’ was thrown.Parameter name: claimType At line:1 char:42 + $authp = New-SPTrustedIdentityTokenIssuer <<<< -Name “LiveID INT” -Description “LiveID INT” -Realm $realm -ImportTrustCertificate $certfile -ClaimsMappings $emailclaim,$upnclaim -SignInUrl “https://login.live-int.com/login.srf” -IdentifierClaim $emailclaim.InputClaimType + CategoryInfo : InvalidData:(Microsoft.Share…dentityProvider:SPCmdletNewSPIdentityProvider) [New-SPTrustedIdentityTokenIssuer], ArgumentException + FullyQualifiedErrorId :Microsoft.SharePoint.PowerShell.SPCmdletNewSPIdentityProvider Solution: You need to Remove the existing the SPTrustedIdentityTokenIssuer.     1. You need to first get the existing TokenIssuer name by Get-SPTrustedIdentityTokenIssuer, and then run Remove- SPTrustedIdentityTokenIssuer to remove the existing TokenIssuer.     2. After that , you can re-run the script , everything should work fine now. Problem 2: Live INT automatically logs out Whenever I try to log in (https://login.live-int.com/login.srf), after entering valid email/password I get redirected to the logout page. Solution: You can find the solution in my previous blog.

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  • Developing a SQL Server Function in a Test-Harness.

    - by Phil Factor
    /* Many times, it is a lot quicker to take some pain up-front and make a proper development/test harness for a routine (function or procedure) rather than think ‘I’m feeling lucky today!’. Then, you keep code and harness together from then on. Every time you run the build script, it runs the test harness too.  The advantage is that, if the test harness persists, then it is much less likely that someone, probably ‘you-in-the-future’  unintentionally breaks the code. If you store the actual code for the procedure as well as the test harness, then it is likely that any bugs in functionality will break the build rather than to introduce subtle bugs later on that could even slip through testing and get into production.   This is just an example of what I mean.   Imagine we had a database that was storing addresses with embedded UK postcodes. We really wouldn’t want that. Instead, we might want the postcode in one column and the address in another. In effect, we’d want to extract the entire postcode string and place it in another column. This might be part of a table refactoring or int could easily be part of a process of importing addresses from another system. We could easily decide to do this with a function that takes in a table as its parameter, and produces a table as its output. This is all very well, but we’d need to work on it, and test it when you make an alteration. By its very nature, a routine like this either works very well or horribly, but there is every chance that you might introduce subtle errors by fidding with it, and if young Thomas, the rather cocky developer who has just joined touches it, it is bound to break.     right, we drop the function we’re developing and re-create it. This is so we avoid the problem of having to change CREATE to ALTER when working on it. */ IF EXISTS(SELECT * FROM sys.objects WHERE name LIKE ‘ExtractPostcode’                                      and schema_name(schema_ID)=‘Dbo’)     DROP FUNCTION dbo.ExtractPostcode GO   /* we drop the user-defined table type and recreate it */ IF EXISTS(SELECT * FROM sys.types WHERE name LIKE ‘AddressesWithPostCodes’                                    and schema_name(schema_ID)=‘Dbo’)   DROP TYPE dbo.AddressesWithPostCodes GO /* we drop the user defined table type and recreate it */ IF EXISTS(SELECT * FROM sys.types WHERE name LIKE ‘OutputFormat’                                    and schema_name(schema_ID)=‘Dbo’)   DROP TYPE dbo.OutputFormat GO   /* and now create the table type that we can use to pass the addresses to the function */ CREATE TYPE AddressesWithPostCodes AS TABLE ( AddressWithPostcode_ID INT IDENTITY PRIMARY KEY, –because they work better that way! Address_ID INT NOT NULL, –the address we are fixing TheAddress VARCHAR(100) NOT NULL –The actual address ) GO CREATE TYPE OutputFormat AS TABLE (   Address_ID INT PRIMARY KEY, –the address we are fixing   TheAddress VARCHAR(1000) NULL, –The actual address   ThePostCode VARCHAR(105) NOT NULL – The Postcode )   GO CREATE FUNCTION ExtractPostcode(@AddressesWithPostCodes AddressesWithPostCodes READONLY)  /** summary:   > This Table-valued function takes a table type as a parameter, containing a table of addresses along with their integer IDs. Each address has an embedded postcode somewhere in it but not consistently in a particular place. The routine takes out the postcode and puts it in its own column, passing back a table where theinteger key is accompanied by the address without the (first) postcode and the postcode. If no postcode, then the address is returned unchanged and the postcode will be a blank string Author: Phil Factor Revision: 1.3 date: 20 May 2014 example:      – code: returns:   > Table of  Address_ID, TheAddress and ThePostCode. **/     RETURNS @FixedAddresses TABLE   (   Address_ID INT, –the address we are fixing   TheAddress VARCHAR(1000) NULL, –The actual address   ThePostCode VARCHAR(105) NOT NULL – The Postcode   ) AS – body of the function BEGIN DECLARE @BlankRange VARCHAR(10) SELECT  @BlankRange = CHAR(0)+‘- ‘+CHAR(160) INSERT INTO @FixedAddresses(Address_ID, TheAddress, ThePostCode) SELECT Address_ID,          CASE WHEN start>0 THEN REPLACE(STUFF([Theaddress],start,matchlength,”),‘  ‘,‘ ‘)             ELSE TheAddress END            AS TheAddress,        CASE WHEN Start>0 THEN SUBSTRING([Theaddress],start,matchlength-1) ELSE ” END AS ThePostCode FROM (–we have a derived table with the results we need for the chopping SELECT MAX(PATINDEX([matched],‘ ‘+[Theaddress] collate SQL_Latin1_General_CP850_Bin)) AS start,         MAX( CASE WHEN PATINDEX([matched],‘ ‘+[Theaddress] collate SQL_Latin1_General_CP850_Bin)>0 THEN TheLength ELSE 0 END) AS matchlength,        MAX(TheAddress) AS TheAddress,        Address_ID FROM (SELECT –first the match, then the length. There are three possible valid matches         ‘%['+@BlankRange+'][A-Z][0-9] [0-9][A-Z][A-Z]%’, 7 –seven character postcode       UNION ALL SELECT ‘%['+@BlankRange+'][A-Z][A-Z0-9][A-Z0-9] [0-9][A-Z][A-Z]%’, 8       UNION ALL SELECT ‘%['+@BlankRange+'][A-Z][A-Z][A-Z0-9][A-Z0-9] [0-9][A-Z][A-Z]%’, 9)      AS f(Matched,TheLength) CROSS JOIN  @AddressesWithPostCodes GROUP BY [address_ID] ) WORK; RETURN END GO ——————————-end of the function————————   IF NOT EXISTS (SELECT * FROM sys.objects WHERE name LIKE ‘ExtractPostcode’)   BEGIN   RAISERROR (‘There was an error creating the function.’,16,1)   RETURN   END   /* now the job is only half done because we need to make sure that it works. So we now load our sample data, making sure that for each Sample, we have what we actually think the output should be. */ DECLARE @InputTable AddressesWithPostCodes INSERT INTO  @InputTable(Address_ID,TheAddress) VALUES(1,’14 Mason mews, Awkward Hill, Bibury, Cirencester, GL7 5NH’), (2,’5 Binney St      Abbey Ward    Buckinghamshire      HP11 2AX UK’), (3,‘BH6 3BE 8 Moor street, East Southbourne and Tuckton W     Bournemouth UK’), (4,’505 Exeter Rd,   DN36 5RP Hawerby cum BeesbyLincolnshire UK’), (5,”), (6,’9472 Lind St,    Desborough    Northamptonshire NN14 2GH  NN14 3GH UK’), (7,’7457 Cowl St, #70      Bargate Ward  Southampton   SO14 3TY UK’), (8,”’The Pippins”, 20 Gloucester Pl, Chirton Ward,   Tyne & Wear   NE29 7AD UK’), (9,’929 Augustine lane,    Staple Hill Ward     South Gloucestershire      BS16 4LL UK’), (10,’45 Bradfield road, Parwich   Derbyshire    DE6 1QN UK’), (11,’63A Northampton St,   Wilmington    Kent   DA2 7PP UK’), (12,’5 Hygeia avenue,      Loundsley Green WardDerbyshire    S40 4LY UK’), (13,’2150 Morley St,Dee Ward      Dumfries and Galloway      DG8 7DE UK’), (14,’24 Bolton St,   Broxburn, Uphall and Winchburg    West Lothian  EH52 5TL UK’), (15,’4 Forrest St,   Weston-Super-Mare    North Somerset       BS23 3HG UK’), (16,’89 Noon St,     Carbrooke     Norfolk       IP25 6JQ UK’), (17,’99 Guthrie St,  New Milton    Hampshire     BH25 5DF UK’), (18,’7 Richmond St,  Parkham       Devon  EX39 5DJ UK’), (19,’9165 laburnum St,     Darnall Ward  Yorkshire, South     S4 7WN UK’)   Declare @OutputTable  OutputFormat  –the table of what we think the correct results should be Declare @IncorrectRows OutputFormat –done for error reporting   –here is the table of what we think the output should be, along with a few edge cases. INSERT INTO  @OutputTable(Address_ID,TheAddress, ThePostcode)     VALUES         (1, ’14 Mason mews, Awkward Hill, Bibury, Cirencester, ‘,‘GL7 5NH’),         (2, ’5 Binney St   Abbey Ward    Buckinghamshire      UK’,‘HP11 2AX’),         (3, ’8 Moor street, East Southbourne and Tuckton W    Bournemouth UK’,‘BH6 3BE’),         (4, ’505 Exeter Rd,Hawerby cum Beesby   Lincolnshire UK’,‘DN36 5RP’),         (5, ”,”),         (6, ’9472 Lind St,Desborough    Northamptonshire NN14 3GH UK’,‘NN14 2GH’),         (7, ’7457 Cowl St, #70    Bargate Ward  Southampton   UK’,‘SO14 3TY’),         (8, ”’The Pippins”, 20 Gloucester Pl, Chirton Ward,Tyne & Wear   UK’,‘NE29 7AD’),         (9, ’929 Augustine lane,  Staple Hill Ward     South Gloucestershire      UK’,‘BS16 4LL’),         (10, ’45 Bradfield road, ParwichDerbyshire    UK’,‘DE6 1QN’),         (11, ’63A Northampton St,Wilmington    Kent   UK’,‘DA2 7PP’),         (12, ’5 Hygeia avenue,    Loundsley Green WardDerbyshire    UK’,‘S40 4LY’),         (13, ’2150 Morley St,     Dee Ward      Dumfries and Galloway      UK’,‘DG8 7DE’),         (14, ’24 Bolton St,Broxburn, Uphall and Winchburg    West Lothian  UK’,‘EH52 5TL’),         (15, ’4 Forrest St,Weston-Super-Mare    North Somerset       UK’,‘BS23 3HG’),         (16, ’89 Noon St,  Carbrooke     Norfolk       UK’,‘IP25 6JQ’),         (17, ’99 Guthrie St,      New Milton    Hampshire     UK’,‘BH25 5DF’),         (18, ’7 Richmond St,      Parkham       Devon  UK’,‘EX39 5DJ’),         (19, ’9165 laburnum St,   Darnall Ward  Yorkshire, South     UK’,‘S4 7WN’)       insert into @IncorrectRows(Address_ID,TheAddress, ThePostcode)        SELECT Address_ID,TheAddress,ThePostCode FROM dbo.ExtractPostcode(@InputTable)       EXCEPT     SELECT Address_ID,TheAddress,ThePostCode FROM @outputTable; If @@RowCount>0        Begin        PRINT ‘The following rows gave ‘;     SELECT Address_ID,TheAddress,ThePostCode FROM @IncorrectRows        RAISERROR (‘These rows gave unexpected results.’,16,1);     end   /* For tear-down, we drop the user defined table type */ IF EXISTS(SELECT * FROM sys.types WHERE name LIKE ‘OutputFormat’                                    and schema_name(schema_ID)=‘Dbo’)   DROP TYPE dbo.OutputFormat GO /* once this is working, the development work turns from a chore into a delight and one ends up hitting execute so much more often to catch mistakes as soon as possible. It also prevents a wildly-broken routine getting into a build! */

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  • Constant game speed independent of variable FPS in OpenGL with GLUT?

    - by Nazgulled
    I've been reading Koen Witters detailed article about different game loop solutions but I'm having some problems implementing the last one with GLUT, which is the recommended one. After reading a couple of articles, tutorials and code from other people on how to achieve a constant game speed, I think that what I currently have implemented (I'll post the code below) is what Koen Witters called Game Speed dependent on Variable FPS, the second on his article. First, through my searching experience, there's a couple of people that probably have the knowledge to help out on this but don't know what GLUT is and I'm going to try and explain (feel free to correct me) the relevant functions for my problem of this OpenGL toolkit. Skip this section if you know what GLUT is and how to play with it. GLUT Toolkit: GLUT is an OpenGL toolkit and helps with common tasks in OpenGL. The glutDisplayFunc(renderScene) takes a pointer to a renderScene() function callback, which will be responsible for rendering everything. The renderScene() function will only be called once after the callback registration. The glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0) takes the number of milliseconds to pass before calling the callback processAnimationTimer(). The last argument is just a value to pass to the timer callback. The processAnimationTimer() will not be called each TIMER_MILLISECONDS but just once. The glutPostRedisplay() function requests GLUT to render a new frame so we need call this every time we change something in the scene. The glutIdleFunc(renderScene) could be used to register a callback to renderScene() (this does not make glutDisplayFunc() irrelevant) but this function should be avoided because the idle callback is continuously called when events are not being received, increasing the CPU load. The glutGet(GLUT_ELAPSED_TIME) function returns the number of milliseconds since glutInit was called (or first call to glutGet(GLUT_ELAPSED_TIME)). That's the timer we have with GLUT. I know there are better alternatives for high resolution timers, but let's keep with this one for now. I think this is enough information on how GLUT renders frames so people that didn't know about it could also pitch in this question to try and help if they fell like it. Current Implementation: Now, I'm not sure I have correctly implemented the second solution proposed by Koen, Game Speed dependent on Variable FPS. The relevant code for that goes like this: #define TICKS_PER_SECOND 30 #define MOVEMENT_SPEED 2.0f const int TIMER_MILLISECONDS = 1000 / TICKS_PER_SECOND; int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void processAnimationTimer(int value) { // setups the timer to be called again glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Requests to render a new frame (this will call my renderScene() once) glutPostRedisplay(); } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) // Setup the timer to be called one first time glutTimerFunc(TIMER_MILLISECONDS, processAnimationTimer, 0); // Read the current time since glutInit was called currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } This implementation doesn't fell right. It works in the sense that helps the game speed to be constant dependent on the FPS. So that moving from point A to point B takes the same time no matter the high/low framerate. However, I believe I'm limiting the game framerate with this approach. Each frame will only be rendered when the time callback is called, that means the framerate will be roughly around TICKS_PER_SECOND frames per second. This doesn't feel right, you shouldn't limit your powerful hardware, it's wrong. It's my understanding though, that I still need to calculate the elapsedTime. Just because I'm telling GLUT to call the timer callback every TIMER_MILLISECONDS, it doesn't mean it will always do that on time. I'm not sure how can I fix this and to be completely honest, I have no idea what is the game loop in GLUT, you know, the while( game_is_running ) loop in Koen's article. But it's my understanding that GLUT is event-driven and that game loop starts when I call glutMainLoop() (which never returns), yes? I thought I could register an idle callback with glutIdleFunc() and use that as replacement of glutTimerFunc(), only rendering when necessary (instead of all the time as usual) but when I tested this with an empty callback (like void gameLoop() {}) and it was basically doing nothing, only a black screen, the CPU spiked to 25% and remained there until I killed the game and it went back to normal. So I don't think that's the path to follow. Using glutTimerFunc() is definitely not a good approach to perform all movements/animations based on that, as I'm limiting my game to a constant FPS, not cool. Or maybe I'm using it wrong and my implementation is not right? How exactly can I have a constant game speed with variable FPS? More exactly, how do I correctly implement Koen's Constant Game Speed with Maximum FPS solution (the fourth one on his article) with GLUT? Maybe this is not possible at all with GLUT? If not, what are my alternatives? What is the best approach to this problem (constant game speed) with GLUT? I originally posted this question on Stack Overflow before being pointed out about this site. The following is a different approach I tried after creating the question in SO, so I'm posting it here too. Another Approach: I've been experimenting and here's what I was able to achieve now. Instead of calculating the elapsed time on a timed function (which limits my game's framerate) I'm now doing it in renderScene(). Whenever changes to the scene happen I call glutPostRedisplay() (ie: camera moving, some object animation, etc...) which will make a call to renderScene(). I can use the elapsed time in this function to move my camera for instance. My code has now turned into this: int previousTime; int currentTime; int elapsedTime; void renderScene(void) { (...) // Setup the camera position and looking point SceneCamera.LookAt(); // Do all drawing below... (...) } void renderScene(void) { (...) // Get the time when the previous frame was rendered previousTime = currentTime; // Get the current time (in milliseconds) and calculate the elapsed time currentTime = glutGet(GLUT_ELAPSED_TIME); elapsedTime = currentTime - previousTime; /* Multiply the camera direction vector by constant speed then by the elapsed time (in seconds) and then move the camera */ SceneCamera.Move(cameraDirection * MOVEMENT_SPEED * (elapsedTime / 1000.0f)); // Setup the camera position and looking point SceneCamera.LookAt(); // All drawing code goes inside this function drawCompleteScene(); glutSwapBuffers(); /* Redraw the frame ONLY if the user is moving the camera (similar code will be needed to redraw the frame for other events) */ if(!IsTupleEmpty(cameraDirection)) { glutPostRedisplay(); } } void main(int argc, char **argv) { glutInit(&argc, argv); (...) glutDisplayFunc(renderScene); (...) currentTime = glutGet(GLUT_ELAPSED_TIME); glutMainLoop(); } Conclusion, it's working, or so it seems. If I don't move the camera, the CPU usage is low, nothing is being rendered (for testing purposes I only have a grid extending for 4000.0f, while zFar is set to 1000.0f). When I start moving the camera the scene starts redrawing itself. If I keep pressing the move keys, the CPU usage will increase; this is normal behavior. It drops back when I stop moving. Unless I'm missing something, it seems like a good approach for now. I did find this interesting article on iDevGames and this implementation is probably affected by the problem described on that article. What's your thoughts on that? Please note that I'm just doing this for fun, I have no intentions of creating some game to distribute or something like that, not in the near future at least. If I did, I would probably go with something else besides GLUT. But since I'm using GLUT, and other than the problem described on iDevGames, do you think this latest implementation is sufficient for GLUT? The only real issue I can think of right now is that I'll need to keep calling glutPostRedisplay() every time the scene changes something and keep calling it until there's nothing new to redraw. A little complexity added to the code for a better cause, I think. What do you think?

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  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

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  • C++ and function pointers assessment: lack of inspiration

    - by OlivierDofus
    I've got an assessment to give to my students. It's about C++ and function pointers. Their skill is middle: it the first year of a programming school after bachelor. To give you something precise, here's a sample of a solution of one of 3 exercices they had to do in 30 minutes (the question was: "here's a version of a code that could be written with function pointers, write down the same thing but with function pointers"): typedef void (*fcPtr) (istream &); fcPtr ArrayFct [] = { Delete , Insert, Swap, Move }; void HandleCmd (const string && Cmd) { string AvalaibleCommands ("DISM"); string::size_type Pos; istringstream Flux (Cmd); char CodeOp; Flux >> CodeOp; Pos = AvalaibleCommands.find (toupper (CodeOp)); if (Pos != string::npos) { ArrayFct [Pos](Flux); } } Any idea where I could find some inspiration? Some of the students have understood the principles, even though it's very hard for them to write C++ code. I know them, I know they're clever, and I'm pretty sure they should be very good project managers. So, writing C++ code is not that important after all. Understanding is the most important part (IMHO). I'm wondering about maybe break the habits, and give half of the questions about the principle, or even better, give some sample in other language and ask them why it's better to use function pointers instead of classical programming (usually a big switch case). Any idea where I could look? Find some inspiration?

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  • Sprite Animation using cocos2dx 2.0.2

    - by Lalit Chattar
    I am new in game development and learning coco2dx framework. I am trying to implement sprite animation using coco2dx. i tried many demo they all are same. But when i tried i got access violation error in my code. CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("AnimBear.plist"); CCSpriteBatchNode *spreetsheet = CCSpriteBatchNode::create("AnimBear.png"); this->addChild(spreetsheet); CCArray *bearArray = new CCArray(); for(int i = 1; i <= 8; i++) { char name[32] = {0}; sprintf(name, "bear%d.png",i); bearArray->addObject(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(name)); } CCAnimation *walkAnim = CCAnimation::animationWithSpriteFrames(bearArray, 0.1f); CCSize size = CCDirector::sharedDirector()->getWinSize(); CCSprite *bear = CCSprite::spriteWithSpriteFrameName("bear1.png"); bear->setPosition(ccp(size.width/2, size.height/2)); CCAction *walkAction = CCRepeatForever::actionWithAction(CCAnimate::actionWithAnimation(walkAnim)); bear->runAction(walkAction); spreetsheet->addChild(bear); error is coming in first line while we passing plist refrence. Plese help me. I a using Visual Basic 2010 and put both files in Resource folder (png and plist).

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  • WebCenter Customer Spotlight: Ancestry.com

    - by me
    Author: Peter Reiser - Social Business Evangelist, Oracle WebCenter  Solution SummaryAncestry.com Inc is the largest for-profit genealogy company in the world and it operates a network of genealogical and historical record websites focused on the U.S. and nine foreign countries, develops and markets genealogical software, and offers a wide array of genealogical related services. As of June 2012, the company provided access to more than 10 billion records, 38 million family trees, and 2 million paying subscribers. Their main business challenges were to improve time to market and agility to respond quickly to fast changing Internet waves while integrating with their existing content (4 PetaByte) and legacy systems. Ancestry.com implemented Oracle WebCenter Sites as their Web Experience Management System for their landing pages and marketing micro sites, added dynamic sections to their existing websites and integrated the existing content and legacy systems through web services. The Ancestry.com landing pages and marketing sites are now managed by the business team without any involvement of engineering resources. Managed content can quickly be added to existing pages without having to refactor the whole page and existing content (4 PetaBytes)  is now served trough Oracle WebCenter Sites without having to migrate from existing systems. Company OverviewAncestry.com Inc is a publicly traded Internet company (NASDAQ: ACOM) based in Provo, Utah, USA. The largest for-profit genealogy company in the world, it operates a network of genealogical and historical record websites focused on the U.S. and nine foreign countries, develops and markets genealogical software, and offers a wide array of genealogical related services. As of June 2012, the company provided access to more than 10 billion records, 38 million family trees, and 2 million paying subscribers. Business ChallengesAncestry main business challenge was to respond quickly to fast changing Internet waves.  Product marketing could not change Web site content without going through development. They needed dedicated developers just to support their marketing efforts. Technical Requirements Support current systems and environments - ASP.NET, MVC.NET, Java, JSP, PHP Scalable and manageable for a world wide network Marketing Requirements Easy to enter content – Without having a degree in HTML Scheduling of content – When is content visible to users Product Requirements Easy to manage content – See when content is out-of-date Rotation of content – Producing new content as old content expires Solution DeployedAncestry implemented  Oracle WebCenter Sites as their Web Experience Management System to manage their landing pages and marketing micro sites. This sites are fully managed by their business team without involvement of any engineering resources. The integration with their existing Web sites is done through Spot Management which allows the ability to add dynamic content to certain sections of a web page. The dynamic content is managed by  Oracle WebCenter Sites. The integration with the existing content (4 PetaBytes!) is done trough  a custom content provider interface which allows to mix existing content with content from  Oracle WebCenter Sites. Business ResultsAncestry.com has achieved following impressive business results: Landing pages and marketing sites are now managed by the business team without any involvement of engineering resources Managed content can quickly be added to existing pages without having to refactor the whole page Provide access to existing content (4 PetaBytes)  without having to migrate from existing systems Additional Information Ancestry Webcast Oracle WebCenter Sites

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  • Can't read .cso files but I can read their .hlsl versions?

    - by Jader J Rivera
    Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after fidgeting around I discover that it's only the .cso files I can't read. I can read anything else (which means it works) even their .hlsl files. Which is strange because the .hlsl (high level shader language) files are supposed to turn into .cso (compiled shader object) files. What I'm currently doing is: vector<byte> Read(string File){ vector<byte> Text; fstream file(File, ios::in | ios::ate | ios::binary); if(file.is_open()){ Text.resize(file.tellg()); file.seekg(0 , ios::beg); file.read(reinterpret_cast<char*>(&Text[0]), Text.size()); file.close(); } return Text; }; If I then implement it. Read("VertexShader.hlsl"); //Works Read("VertexShader.cso"); //Doesn't Works?!?! And I need the .cso version of the shader to draw my sexy triangles. Without it my life and application will never continue and I have no idea what could be wrong. (I've also asked this at stack overflow but still no answers.)

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  • Ray Tracing concers: Efficient Data Structure and Photon Mapping

    - by Grieverheart
    I'm trying to build a simple ray tracer for specific target scenes. An example of such scene can be seen below. I'm concerned as to what accelerating data structure would be most efficient in this case since all objects are touching but on the other hand, the scene is uniform. The objects in my ray tracer are stored as a collection of triangles, thus I also have access to individual triangles. Also, when trying to find the bounding box of the scene, how should infinite planes be handled? Should one instead use the viewing frustum to calculate the bounding box? A few other questions I have are about photon mapping. I've read the original paper by Jensen and many more material. In the compact data structure for the photon they introduce, they store photon power as 4 chars, which from my understanding is 3 chars for color and 1 for flux. But I don't understand how 1 char is enough to store a flux of the order of 1/n, where n is the number of photons (I'm also a bit confused about flux vs power). The other question about photon mapping is, if it would be more efficient in my case to store photons per object (or even per Object's triangle) instead of using a balanced kd-tree. Also, same question about bounding box of the scene but for photon mapping. How should one find a bounding box from the pov of the light when infinite planes are involved?

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  • Pro/con of using Angular directives for complex form validation/ GUI manipulation

    - by tengen
    I am building a new SPA front end to replace an existing enterprise's legacy hodgepodge of systems that are outdated and in need of updating. I am new to angular, and wanted to see if the community could give me some perspective. I'll state my problem, and then ask my question. I have to generate several series of check boxes based on data from a .js include, with data like this: $scope.fieldMappings.investmentObjectiveMap = [ {'id':"CAPITAL PRESERVATION", 'name':"Capital Preservation"}, {'id':"STABLE", 'name':"Moderate"}, {'id':"BALANCED", 'name':"Moderate Growth"}, // etc {'id':"NONE", 'name':"None"} ]; The checkboxes are created using an ng-repeat, like this: <div ng-repeat="investmentObjective in fieldMappings.investmentObjectiveMap"> ... </div> However, I needed the values represented by the checkboxes to map to a different model (not just 2-way-bound to the fieldmappings object). To accomplish this, I created a directive, which accepts a destination array destarray which is eventually mapped to the model. I also know I need to handle some very specific gui controls, such as unchecking "None" if anything else gets checked, or checking "None" if everything else gets unchecked. Also, "None" won't be an option in every group of checkboxes, so the directive needs to be generic enough to accept a validation function that can fiddle with the checked state of the checkbox group's inputs based on what's already clicked, but smart enough not to break if there is no option called "NONE". I started to do that by adding an ng-click which invoked a function in the controller, but in looking around Stack Overflow, I read people saying that its bad to put DOM manipulation code inside your controller - it should go in directives. So do I need another directive? So far: (html): <input my-checkbox-group type="checkbox" fieldobj="investmentObjective" ng-click="validationfunc()" validationfunc="clearOnNone()" destarray="investor.investmentObjective" /> Directive code: .directive("myCheckboxGroup", function () { return { restrict: "A", scope: { destarray: "=", // the source of all the checkbox values fieldobj: "=", // the array the values came from validationfunc: "&" // the function to be called for validation (optional) }, link: function (scope, elem, attrs) { if (scope.destarray.indexOf(scope.fieldobj.id) !== -1) { elem[0].checked = true; } elem.bind('click', function () { var index = scope.destarray.indexOf(scope.fieldobj.id); if (elem[0].checked) { if (index === -1) { scope.destarray.push(scope.fieldobj.id); } } else { if (index !== -1) { scope.destarray.splice(index, 1); } } }); } }; }) .js controller snippet: .controller( 'SuitabilityCtrl', ['$scope', function ( $scope ) { $scope.clearOnNone = function() { // naughty jQuery DOM manipulation code that // looks at checkboxes and checks/unchecks as needed }; The above code is done and works fine, except the naughty jquery code in clearOnNone(), which is why I wrote this question. And here is my question: after ALL this, I think to myself - I could be done already if I just manually handled all this GUI logic and validation junk with jQuery written in my controller. At what point does it become foolish to write these complicated directives that future developers will have to puzzle over more than if I had just written jQuery code that 99% of us would understand with a glance? How do other developers draw the line? I see this all over Stack Overflow. For example, this question seems like it could be answered with a dozen lines of straightforward jQuery, yet he has opted to do it the angular way, with a directive and a partial... it seems like a lot of work for a simple problem. Specifically, I suppose I would like to know: how SHOULD I be writing the code that checks whether "None" has been selected (if it exists as an option in this group of checkboxes), and then check/uncheck the other boxes accordingly? A more complex directive? I can't believe I'm the only developer that is having to implement code that is more complex than needed just to satisfy an opinionated framework.

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  • OpenGL ES rotate texture

    - by 0xSina
    I just got started with OpenGL ES... I have a fragment: const char * sFragment = _STRINGIFY( varying highp vec2 coordinate; precision mediump float; uniform vec4 maskC; uniform float threshold; uniform sampler2D videoframe; uniform sampler2D videosprite; uniform vec4 mask; uniform vec4 maskB; uniform int recording; vec3 normalize(vec3 color, float meanr) { return color*vec3(0.75 + meanr, 1., 1. - meanr); } void main() { float d; float dB; float dC; float meanr; float meanrB; float meanrC; float minD; vec4 pixelColor; vec4 spriteColor; pixelColor = texture2D(videoframe, coordinate); spriteColor = texture2D(videosprite, coordinate); meanr = (pixelColor.r + mask.r)/8.; meanrB = (pixelColor.r + maskB.r)/8.; meanrC = (pixelColor.r + maskC.r)/8.; d = distance(normalize(pixelColor.rgb, meanr), normalize(mask.rgb, meanr)); dB = distance(normalize(pixelColor.rgb, meanrB), normalize(maskB.rgb, meanrB)); dC = distance(normalize(pixelColor.rgb, meanrC), normalize(maskC.rgb, meanrC)); minD = min(d, dB); minD = min(minD, dC); gl_FragColor = spriteColor; if (minD > threshold) { gl_FragColor = pixelColor; } } Now, depending on wether recording is 0 or 1, I want to rotate uniform sampler2D videosprite 180 degrees (reflection in x-axis, flip vertically). How can I do that? I found the function glRotatef(), but how do i specify that I want to rotate video sprite and not videoframe? Thanks

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  • .Net oracle parameter order

    - by jkrebsbach
    Using the ODAC (Oracle Data Access Components) downloaded from Oracle to talk to a handfull of Oracle DBs - Was putting together my DAL to update the DB, and things weren't working as I hoped - UPDATE foo SET bar = :P_BAR WHERE bap = :P_BAP I assign my parameters - objCmd.Parameters.Add(objBap); objCmd.Parameters.Add(objBar);   Execute update command - int result = objCmd.ExecuteNonQuery() and result is zero! ...  Is my filter incorrect? SELECT count(*) FROM foo WHERE bap = :P_BAP ...result is one... Is my new value incorrect?  Am I using Char instead of Varchar somewhere and need an RTRIM?  Is there a transaction getting involved?  An error thrown and not caught? The answer: Order of parameters.   The order parameters are added to the Oracle Command object must match the order the parameters are referenced in the SQL statement.  I was adding the parameters for the WHERE clause before adding the SET value parameters, and for that reason although no error was being thrown, no value was updated either. Flip parameter collection around to match order of params in the SQL statement, and ExecuteNonQuery() is back to returning the number of rows affected.

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  • Reconstruct a file from a TCP stream

    - by Abhishek Chanda
    I have a client and a server and a third box which sees all packets from the server to the client (but not the other way around). Now when the client requests a file from the server (over HTTP), the third box sees the response. I am trying to reconstruct the file there. I am using libpcap to capture TCP datagrams and trying to reconstruct the file there. Here is what I did Listen for packets on an interface Group all packets which have the same ACK number Sort the group based on SEQ number Extract data from each packet and combine them and write to the disk The problem is, the file thus generated is not exactly the same as the original file. Does everything sound correct here? Some more details: I am using C++ The packet data is being stored as std::vector<char> I did change the byte order while reading the ack number and seq number from the packet using ntohl I am not sure if I need to change the byte order for the data as well. I tried to reverse the data from each packet before combining them, even that did not work. Is there something I am missing?

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  • Give a session on C++ AMP – here is how

    - by Daniel Moth
    Ever since presenting on C++ AMP at the AMD Fusion conference in June, then the Gamefest conference in August, and the BUILD conference in September, I've had numerous requests about my material from folks that want to re-deliver the same session. The C++ AMP session I put together has evolved over the 3 presentations to its final form that I used at BUILD, so that is the one I recommend you base yours on. Please get the slides and the recording from channel9 (I'll refer to slide numbers below). This is how I've been presenting the C++ AMP session: Context (slide 3, 04:18-08:18) Start with a demo, on my dual-GPU machine. I've been using the N-Body sample (for VS 11 Developer Preview). (slide 4) Use an nvidia slide that has additional examples of performance improvements that customers enjoy with heterogeneous computing. (slide 5) Talk a bit about the differences today between CPU and GPU hardware, leading to the fact that these will continue to co-exist and that GPUs are great for data parallel algorithms, but not much else today. One is a jack of all trades and the other is a number cruncher. (slide 6) Use the APU example from amd, as one indication that the hardware space is still in motion, emphasizing that the C++ AMP solution is a data parallel API, not a GPU API. It has a future proof design for hardware we have yet to see. (slide 7) Provide more meta-data, as blogged about when I first introduced C++ AMP. Code (slide 9-11) Introduce C++ AMP coding with a simplistic array-addition algorithm – the slides speak for themselves. (slide 12-13) index<N>, extent<N>, and grid<N>. (Slide 14-16) array<T,N>, array_view<T,N> and comparison between them. (Slide 17) parallel_for_each. (slide 18, 21) restrict. (slide 19-20) actual restrictions of restrict(direct3d) – the slides speak for themselves. (slide 22) bring it altogether with a matrix multiplication example. (slide 23-24) accelerator, and accelerator_view. (slide 26-29) Introduce tiling incl. tiled matrix multiplication [tiling probably deserves a whole session instead of 6 minutes!]. IDE (slide 34,37) Briefly touch on the concurrency visualizer. It supports GPU profiling, but enhancements specific to C++ AMP we hope will come at the Beta timeframe, which is when I'll be spending more time talking about it. (slide 35-36, 51:54-59:16) Demonstrate the GPU debugging experience in VS 11. Summary (slide 39) Re-iterate some of the points of slide 7, and add the point that the C++ AMP spec will be open for other compiler vendors to implement, even on other platforms (in fact, Microsoft is actively working on that). (slide 40) Links to content – see slide – including where all your questions should go: http://social.msdn.microsoft.com/Forums/en/parallelcppnative/threads.   "But I don't have time for a full blown session, I only need 2 (or just 1, or 3) C++ AMP slides to use in my session on related topic X" If all you want is a small number of slides, you can take some from the session above and customize them. But because I am so nice, I have created some slides for you, including talking points in the notes section. Download them here. Comments about this post by Daniel Moth welcome at the original blog.

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  • Texture displays on Android emulator but not on device

    - by Rob
    I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white rectangle. This is my code: public void onSurfaceCreated(GL10 gl, EGLConfig config) { byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuffer.asFloatBuffer(); vertexBuffer.put(cardshape); vertexBuffer.position(0); byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); textureBuffer = byteBuffer.asFloatBuffer(); textureBuffer.put(textureshape); textureBuffer.position(0); // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); loadGLTexture(gl); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glLoadIdentity(); gl.glTranslatef(card.x, card.y, 0.0f); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. gl.glViewport(0, 0, width, height); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix gl.glLoadIdentity(); } public int[] texture = new int[1]; public void loadGLTexture(GL10 gl) { // loading texture Bitmap bitmap; bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.image); // generate one texture pointer gl.glGenTextures(0, texture, 0); //adds texture id to texture array // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now // create nearest filtered texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // Use Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); // Clean up bitmap.recycle(); } As per many other similar issues and resolutions on the web i have tried setting the minsdkversion is 3, loading the bitmap via an input stream bitmap = BitmapFactory.decodeStream(is), setting BitmapFactory.Options.inScaled to false, putting the images in the nodpi folder and putting them in the raw folder.. all of which didn't help. I'm not really sure what else to try..

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  • FBX Importer - Texture Name

    - by CmasterG
    I have a problem with the FBX SDK. I read in the data for the vertex position and the uv coordinates. It works fine, but now I want to read for each polygon to which texture it belongs, so that I can have models with multiple textures. Can anyone tell me how I can get the texture name (file name) for my polygon. My code to read in vertex position and uv coordinates is the following: int i, j, lPolygonCount = pMesh->GetPolygonCount(); FbxVector4* lControlPoints = pMesh->GetControlPoints(); int vertexId = 0; for (i = 0; i < lPolygonCount; i++) { int lPolygonSize = pMesh->GetPolygonSize(i); for (j = 0; j < lPolygonSize; j++) { int lControlPointIndex = pMesh->GetPolygonVertex(i, j); FbxVector4 pos = lControlPoints[lControlPointIndex]; current_model[vertex_index].x = pos.mData[0] - pivot_offset[0]; current_model[vertex_index].y = pos.mData[1] - pivot_offset[1]; current_model[vertex_index].z = pos.mData[2]- pivot_offset[2]; FbxVector4 vertex_normal; pMesh->GetPolygonVertexNormal(i,j, vertex_normal); current_model[vertex_index].nx = vertex_normal.mData[0]; current_model[vertex_index].ny = vertex_normal.mData[1]; current_model[vertex_index].nz = vertex_normal.mData[2]; //read in UV data FbxStringList lUVSetNameList; pMesh->GetUVSetNames(lUVSetNameList); //get lUVSetIndex-th uv set const char* lUVSetName = lUVSetNameList.GetStringAt(0); const FbxGeometryElementUV* lUVElement = pMesh->GetElementUV(lUVSetName); if(!lUVElement) continue; // only support mapping mode eByPolygonVertex and eByControlPoint if( lUVElement->GetMappingMode() != FbxGeometryElement::eByPolygonVertex && lUVElement->GetMappingMode() != FbxGeometryElement::eByControlPoint ) return; //index array, where holds the index referenced to the uv data const bool lUseIndex = lUVElement->GetReferenceMode() != FbxGeometryElement::eDirect; const int lIndexCount= (lUseIndex) ? lUVElement->GetIndexArray().GetCount() : 0; FbxVector2 lUVValue; //get the index of the current vertex in control points array int lPolyVertIndex = pMesh->GetPolygonVertex(i,j); //the UV index depends on the reference mode //int lUVIndex = lUseIndex ? lUVElement->GetIndexArray().GetAt(lPolyVertIndex) : lPolyVertIndex; int lUVIndex = pMesh->GetTextureUVIndex(i, j); lUVValue = lUVElement->GetDirectArray().GetAt(lUVIndex); current_model[vertex_index].tu = (float)lUVValue.mData[0]; current_model[vertex_index].tv = (float)lUVValue.mData[1]; vertex_index ++; } } float v1[3], v2[3], v3[3]; v1[0] = current_model[vertex_index - 3].x; v1[1] = current_model[vertex_index - 3].y; v1[2] = current_model[vertex_index - 3].z; v2[0] = current_model[vertex_index - 2].x; v2[1] = current_model[vertex_index - 2].y; v2[2] = current_model[vertex_index - 2].z; v3[0] = current_model[vertex_index - 1].x; v3[1] = current_model[vertex_index - 1].y; v3[2] = current_model[vertex_index - 1].z; collision_model->addTriangle(v1,v2,v3);

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  • Issues glVertexAttribPointer last 2 parameters?

    - by NoobScratcher
    Introduction Hello I will start out by explaining my setup, showing samples as I go along explaining the situation. I'm using these tools: OpenGL 3.3 GLSL 330 C++ Problem The problem is when I render the wavefront obj 3d model it gives a very weird visual glitch the model was supposed to be a square but instead its a triangluated mess with parts of the vertexes pointing in a stretched direction in massive amounts towards the bottom left side of the frustum.... Explanation: I'm using std::vectors to store my wavefront .obj model data using sscanf to get the floating point values into the structure members x,y,z and store them into the Points structure variable p; int index = IndexAssigner(1, 1); ifstream file (list[index].c_str() ); points.push_back(Point()); Point p; int face[4]; while (!file.eof() ) { char modelbuffer[10000]; file.getline(modelbuffer, 10000); switch(modelbuffer[0]) { case 'v' : sscanf(modelbuffer, "v %f %f %f", &p.x, &p.y, &p.z); points.push_back(p); break; case 'f': sscanf(modelbuffer, "f %d %d %d %d", face, face+1, face+2, face+3 ); faces.push_back(face[0]); faces.push_back(face[1]); faces.push_back(face[2]); faces.push_back(face[3]); } //Turn on FileReader aka "RENDER CODE" FileReader = true; } then I render the Points vector using the .data() member of std::vectors to the frustum. Other declarations: int numfloats = 4; float* point=reinterpret_cast<float*>(&points[0]); int num_bytes=numfloats*sizeof(float); Vector declarations: struct Point {float x, y , z; }; std::vector<int>faces; std::vector<Point>points; Render code: glGenBuffers(1, &vertexbuffer); glGenTextures(1, &ModelTexture); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBindTexture(GL_TEXTURE_3D, ModelTexture); glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA, ModelSurface->w, ModelSurface->h, 0, GL_BGR, GL_UNSIGNED_BYTE, ModelSurface->pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glBufferData(GL_ARRAY_BUFFER, sizeof(points), points.data(), GL_STATIC_DRAW); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); glEnableVertexAttribArray(3); //Translation Process GLfloat TranslationMatrix[] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 1.0 }; //Send Translation Matrix up to the vertex shader glUniformMatrix4fv(translation, 1, TRUE, TranslationMatrix); glDrawElements( GL_QUADS, faces.size(), GL_UNSIGNED_INT, faces.data()); I tried looking at what was causing this and went through every function every parameter ,etc looked at the man pages. Then found out that it could be my glVertexAttribPointer. Here are the man pages for glVertexAttribPointer http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml The last 2 parameters is my problem How do I write those 2 last parameters do I try putting the data from Points into it?. glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE,num_bytes ,points.data()); How does it work with vectors? Is it fast?* if you can not be bothered too look at the man pages here is the scripts coming from the man pages directly. Stride Specifies the byte offset between consecutive generic vertex attributes. If stride is 0, the generic vertex attributes are understood to be tightly packed in the array. The initial value is 0. Pointer Specifies a pointer to the first component of the first generic vertex attribute in the array. The initial value is 0. If you want my full source - http://ideone.com/fPfkg Thanks Again if you do read this.

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  • Why are embedded device apps still written in C/C++? Why not Java programming language?

    - by hinkmond
    At the recent Black Hat 2014 conference in Sin City, the Black Hatters were focusing on Embedded Devices and IoT. You know? Make your networked-toaster burn your bread 10,000 miles away, over the Web for grins and giggles. Well, apparently the Black Hatters say it can be done pretty easily these days, which is scary. See: Securing Embedded Devices & IoT Here's a quote: All these devices are still written in C and C++. The challenges associated with developing securely in these languages have been fought for nearly two decades. "You often hear people say, 'Well, why don't we just get rid of the C and C++ language if it's so problematic. Why don't we just write everything in C# or Java, or something that is a little safer to develop in?'," DeMott says. Gah! Why are all these IoT devices still using C/C++? Of course they should be using Java SE Embedded technology! It's a natural fit to use for better security on embedded devices. Or, I guess, developers really don't mind if their networked-toasters do char their breakfast. If it can be burned, it will be... That's what I say. Unless they use Java. Hinkmond

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  • Accessing second hard drive

    - by Jonathan
    Hi, So I recently installed Ubuntu 10.10 64-bit on my computer. I installed it on my 60gb SSD hard drive, and in the installation it never acknowledged the existence of my second hard drive. The hard drive that I keep all my files on, and which I want to make my home folder if I can, is a Western Digital Caviar Black 1TB SATA 6Gb/s 64MB cache (WD1002FAEX). I've read the following: https://help.ubuntu.com/community/Mount but honestly cannot work out how to access the hard drive from my Ubuntu installation. I did have Windows 7 64-bit prior to installing Ubuntu. I have backed up all the files on the hard drive, but if I could just access them straight off that would be super cool. Does anyone know how I can use the second hard drive? Thank you for your help EDIT: The following directories are currently in my /dev/ folder: ati/, block/, bsg/, bus/, char/, cpu/, isk/, input/, mapper/, net/, pktcdvd/, pts/, shm/, snd/, and usb/ EDIT: Result from sudo fdisk -l Disk /dev/sda: 60.0 GB, 60022480896 bytes 255 heads, 63 sectors/track, 7297 cylinders Units = cylinders of 16065 * 512 = 8225280 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000d2dfd Device Boot Start End Blocks Id System /dev/sda1 * 1 6994 56174592 83 Linux /dev/sda2 6994 7298 2438145 5 Extended /dev/sda5 6994 7298 2438144 82 Linux swap / Solaris

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  • lvm disappeared after disc replacement on raid10

    - by user142295
    here my problem: I am running ubuntu 12.04 on a raid10 (4 disks), on top of which I installed an lvm with two volume groups (one for /, one for /home). The layout of the disks are as follows: Disk /dev/sda: 1500.3 GB, 1500301910016 bytes 255 heads, 63 sectors/track, 182401 cylinders, total 2930277168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x0003f3b6 Device Boot Start End Blocks Id System /dev/sda1 * 63 481949 240943+ 83 Linux /dev/sda2 481950 2910640634 1455079342+ fd Linux raid autodetect /dev/sda3 2910640635 2930272064 9815715 82 Linux swap / Solaris Disk /dev/sdb: 1500.3 GB, 1500301910016 bytes 255 heads, 63 sectors/track, 182401 cylinders, total 2930277168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00069785 Device Boot Start End Blocks Id System /dev/sdb1 63 2910158684 1455079311 fd Linux raid autodetect /dev/sdb2 2910158685 2930272064 10056690 82 Linux swap / Solaris Disk /dev/sdc: 1500.3 GB, 1500301910016 bytes 255 heads, 63 sectors/track, 182401 cylinders, total 2930277168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x00000000 Device Boot Start End Blocks Id System /dev/sdc1 63 2910158684 1455079311 fd Linux raid autodetect /dev/sdc2 2910158685 2930272064 10056690 82 Linux swap / Solaris Disk /dev/sdd: 1500.3 GB, 1500301910016 bytes 255 heads, 63 sectors/track, 182401 cylinders, total 2930277168 sectors Units = sectors of 1 * 512 = 512 bytes Sector size (logical/physical): 512 bytes / 512 bytes I/O size (minimum/optimal): 512 bytes / 512 bytes Disk identifier: 0x000f14de Device Boot Start End Blocks Id System /dev/sdd1 63 2910158684 1455079311 fd Linux raid autodetect /dev/sdd2 2910158685 2930272064 10056690 82 Linux swap / Solaris The first disk (/dev/sda) contains the /boot partition on /dev/sda1. I use grub2 to boot the system off this partition. On top of this raid10 I installed two volume groups, one for /, one for /home. This system worked well, I even exchanged two disks during the last two years. It always worked. But not this time. For the first time, /dev/sda broke. I do not know if this is an issue – I know I would have struggled anyways to overcome the problem with /boot installed on that disk and grub2 installed on the mbr of /dev/sda. Anyways, I did what I always did: start knoppix fire up the raid sudo mdadm --examine -scan which returns ARRAY /dev/md127 UUID=0dbf4558:1a943464:132783e8:19cdff95 start it up sudo mdadm --assemble /dev/md127 fail the failing disk (smart event) sudo mdadm /dev/md127 --fail /dev/sda2 remove the failing disk sudo mdadm /dev/md127 --remove /dev/sda2 stop the raid sudo mdadm -S /dev/md127 take out the disk replace it with a new one create the same partitions as on the failling one add it to the raid sudo mdadm --assemble /dev/md127 sudo mdadm /dev/md127 --add /dev/sda2 wait 4 hours All looks fine: cat /proc/mdstat returns: Personalities : [raid10] md127 : active raid10 sda2[0] sdd1[3] sdc1[2] sdb1[1] 2910158464 blocks 64K chunks 2 near-copies [4/4] [UUUU] unused devices: <none> and sudo mdadm --detail /dev/md127 returns /dev/md127: Version : 0.90 Creation Time : Wed Jun 10 13:08:46 2009 Raid Level : raid10 Array Size : 2910158464 (2775.34 GiB 2980.00 GB) Used Dev Size : 1455079232 (1387.67 GiB 1490.00 GB) Raid Devices : 4 Total Devices : 4 Preferred Minor : 127 Persistence : Superblock is persistent Update Time : Thu Mar 21 16:27:40 2013 State : clean Active Devices : 4 Working Devices : 4 Failed Devices : 0 Spare Devices : 0 Layout : near=2 Chunk Size : 64K UUID : 0dbf4558:1a943464:132783e8:19cdff95 (local to host Microknoppix) Events : 0.4824680 Number Major Minor RaidDevice State 0 8 2 0 active sync /dev/sda2 1 8 17 1 active sync /dev/sdb1 2 8 33 2 active sync /dev/sdc1 3 8 49 3 active sync /dev/sdd1 However, there is no trace of the volume groups. Rebooting into knoppix does not help Restarting the old system (I actually replugged and re-added the failing disk for that – the system begins to start, but then fails to see the / partition – no wonder if the volume group is gone) does not help. sudo vgscan, sudo vgdisplay, sudo lvs, sudo lvdisplay, sudo vgscan –mknodes all returned No volume groups found. I am completely at a loss. Can anyone tell me if and how I can recover my data? Thanks in advance!

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  • SDL mouse wheel not picking up

    - by Chris
    Running Ubuntu 11.04, SDL 1.2 trying to pickup mouse wheel up/down movement with this (stripped down) code: int main( int argc, char **argv ) { SDL_MouseButtonEvent *mousebutton = NULL; while ( !done ) { if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_LEFT) yrot += 0.75f; else if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_RIGHT) yrot -= 0.75f; else if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_WHEELUP){ xrot += 0.75f; }else if(mousebutton != NULL && mousebutton->button == SDL_BUTTON_WHEELDOWN){ xrot -= 0.75f; } while ( SDL_PollEvent( &event ) ) { switch( event.type ) { case SDL_MOUSEBUTTONDOWN: mousebutton = &event.button; break; case SDL_MOUSEBUTTONUP: mousebutton = NULL; break; default: break; } } } return 0; } strange thing is, scrolling with the mouse button does nothing, but if I hold down a mouse button or two and then move the mouse it hits the SDL_BUTTON_WHEEL code occasionally. This honestly reeks of a pointer issue, which would make sense since I've been spoiled with C# for the past couple years, but I am just not seeing it. How do i correctly find mouse scroll events in SDL?

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  • If the model is validating the data, shouldn't it throw exceptions on bad input?

    - by Carlos Campderrós
    Reading this SO question it seems that throwing exceptions for validating user input is frowned upon. But who should validate this data? In my applications, all validations are done in the business layer, because only the class itself really knows which values are valid for each one of its properties. If I were to copy the rules for validating a property to the controller, it is possible that the validation rules change and now there are two places where the modification should be made. Is my premise that validation should be done on the business layer wrong? What I do So my code usually ends up like this: <?php class Person { private $name; private $age; public function setName($n) { $n = trim($n); if (mb_strlen($n) == 0) { throw new ValidationException("Name cannot be empty"); } $this->name = $n; } public function setAge($a) { if (!is_int($a)) { if (!ctype_digit(trim($a))) { throw new ValidationException("Age $a is not valid"); } $a = (int)$a; } if ($a < 0 || $a > 150) { throw new ValidationException("Age $a is out of bounds"); } $this->age = $a; } // other getters, setters and methods } In the controller, I just pass the input data to the model, and catch thrown exceptions to show the error(s) to the user: <?php $person = new Person(); $errors = array(); // global try for all exceptions other than ValidationException try { // validation and process (if everything ok) try { $person->setAge($_POST['age']); } catch (ValidationException $e) { $errors['age'] = $e->getMessage(); } try { $person->setName($_POST['name']); } catch (ValidationException $e) { $errors['name'] = $e->getMessage(); } ... } catch (Exception $e) { // log the error, send 500 internal server error to the client // and finish the request } if (count($errors) == 0) { // process } else { showErrorsToUser($errors); } Is this a bad methodology? Alternate method Should maybe I create methods for isValidAge($a) that return true/false and then call them from the controller? <?php class Person { private $name; private $age; public function setName($n) { $n = trim($n); if ($this->isValidName($n)) { $this->name = $n; } else { throw new Exception("Invalid name"); } } public function setAge($a) { if ($this->isValidAge($a)) { $this->age = $a; } else { throw new Exception("Invalid age"); } } public function isValidName($n) { $n = trim($n); if (mb_strlen($n) == 0) { return false; } return true; } public function isValidAge($a) { if (!is_int($a)) { if (!ctype_digit(trim($a))) { return false; } $a = (int)$a; } if ($a < 0 || $a > 150) { return false; } return true; } // other getters, setters and methods } And the controller will be basically the same, just instead of try/catch there are now if/else: <?php $person = new Person(); $errors = array(); if ($person->isValidAge($age)) { $person->setAge($age); } catch (Exception $e) { $errors['age'] = "Invalid age"; } if ($person->isValidName($name)) { $person->setName($name); } catch (Exception $e) { $errors['name'] = "Invalid name"; } ... if (count($errors) == 0) { // process } else { showErrorsToUser($errors); } So, what should I do? I'm pretty happy with my original method, and my colleagues to whom I have showed it in general have liked it. Despite this, should I change to the alternate method? Or am I doing this terribly wrong and I should look for another way?

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  • X Error of failed request: BadMatch [migrated]

    - by Andrew Grabko
    I'm trying to execute some "hello world" opengl code: #include <GL/freeglut.h> void displayCall() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); ... Some more code here glutSwapBuffers(); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500, 500); glutInitWindowPosition(300, 200); glutInitContextVersion(4, 2); glutInitContextFlags(GLUT_FORWARD_COMPATIBLE); glutCreateWindow("Hello World!"); glutDisplayFunc(displayCall); glutMainLoop(); return 0; } As a result I get: X Error of failed request: BadMatch (invalid parameter attributes) Major opcode of failed request: 128 (GLX) Minor opcode of failed request: 34 () Serial number of failed request: 39 Current serial number in output stream: 40 Here is the stack trace: fghCreateNewContext() at freeglut_window.c:737 0x7ffff7bbaa81 fgOpenWindow() at freeglut_window.c:878 0x7ffff7bbb2fb fgCreateWindow() at freeglut_structure.c:106 0x7ffff7bb9d86 glutCreateWindow() at freeglut_window.c:1,183 0x7ffff7bbb4f2 main() at AlphaTest.cpp:51 0x4007df Here is the last piece of code, after witch the program crashes: createContextAttribs = (CreateContextAttribsProc) fghGetProcAddress("glXCreateContextAttribsARB" ); if ( createContextAttribs == NULL ) { fgError( "glXCreateContextAttribsARB not found" ); } context = createContextAttribs( dpy, config, share_list, direct, attributes ); "glXCreateContextAttribsARB" address is obtained successfully, but the program crashes on its invocation. If I specify OpenGL version less than 4.2 in "glutInitContextVersion()" program runs without errors. Here is my glxinfo's OpelGL version: OpenGL version string: 4.2.0 NVIDIA 285.05.09 I would be very appreciate any further ideas.

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