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  • kernel: journal commit I/O error

    - by jasondewitt
    I am having some problems with a Dell 1950 server. I am installing RHEL 4.6 along with Oracle and some other software on here. I am randomly getting an error message saying "kernel: journal commit I/O error" on my ssh session and on the monitor I have hooked up to the server I see an error scrolling by that says "EXT3-fs error (device sda5) in start_transaction: Journal has aborted." It has happened several times but never at the same point during the install. Actually, this last time the system was up and running and I was just trying to import a database into oracle. This has happened on several hard drives, so I'm pretty sure that is not the problem. This makes me think the raid controller is going bad. What do you guys think? ** UPDATE ** Pretty sure it was a bad hard drive. I threw another drive in the server and it's been running for about 48 hours with out problems.

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  • How to store a shmup level?

    - by pek
    I am developing a 2D shmup (i.e. Aero Fighters) and I was wondering what are the various ways to store a level. Assuming that enemies are defined in their own xml file, how would you define when an enemy spawns in the level? Would it be based on time? Updates? Distance? Currently I do this based on "level time" (the amount of time the level is running - pausing doesn't update the time). Here is an example (the serialization was done by XNA): <?xml version="1.0" encoding="utf-8"?> <XnaContent xmlns:level="pekalicious.xanor.XanorContentShared.content.level"> <Asset Type="level:Level"> <Enemies> <Enemy> <EnemyType>data/enemies/smallenemy</EnemyType> <SpawnTime>PT0S</SpawnTime> <NumberOfSpawns>60</NumberOfSpawns> <SpawnOffset>PT0.2S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/secondenemy</EnemyType> <SpawnTime>PT0S</SpawnTime> <NumberOfSpawns>10</NumberOfSpawns> <SpawnOffset>PT0.5S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/secondenemy</EnemyType> <SpawnTime>PT20S</SpawnTime> <NumberOfSpawns>10</NumberOfSpawns> <SpawnOffset>PT0.5S</SpawnOffset> </Enemy> <Enemy> <EnemyType>data/enemies/boss1</EnemyType> <SpawnTime>PT30S</SpawnTime> <NumberOfSpawns>1</NumberOfSpawns> <SpawnOffset>PT0S</SpawnOffset> </Enemy> </Enemies> </Asset> </XnaContent> Each Enemy element is basically a wave of specific enemy types. The type is defined in EnemyType while SpawnTime is the "level time" this wave should appear. NumberOfSpawns and SpawnOffset is the number of enemies that will show up and the time it takes between each spawn respectively. This could be a good idea or there could be better ones out there. I'm not sure. I would like to see some opinions and ideas. I have two problems with this: spawning an enemy correctly and creating a level editor. The level editor thing is an entirely different problem (which I will probably post in the future :P). As for spawning correctly, the problem lies in the fact that I have a variable update time and so I need to make sure I don't miss an enemy spawn because the spawn offset is too small, or because the update took a little more time. I kinda fixed it for the most part, but it seems to me that the problem is with how I store the level. So, any ideas? Comments? Thank you in advance.

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  • Scrum with Team Foundation Server 2010 Done

    - by Martin Hinshelwood
    Since I have joined SSW as a Solution Architect its Chief Architect, Adam Cogan, has been mentoring me and pushing me to do better. One of the things that I have been wanting to do since the first DDD Scotland was to present a session. For DDD Scotland 2010 Adam suggested that I submit he double session on “Better project Management with Team Foundation Server 2010”. So, with some apprehension I submitted two session as Part A and Part B. Download DDD Scotland -  Scrum with Team Foundation Server 2010 How surprised was I that after the attendees had finished casting their votes that both sessions would be in the top 20 one in the top 5. I an effort to promote diversity in sessions the DDD committee try to make sure that each presenter only have one session. I would have to compress SSW’s presentation into 1 hour. Around this time SSW embarked on it continuing adventures with scrum an Microsoft started heavily investing in Scrum for its internal use. I decided to do a slightly different session, but one that would still meet the agenda and goal of the billed session to provide “Better project management with Team Foundation Server 2010”. And so Scrum with Team Foundation Server 2010 was born. At this stage I really have to thank Aaron Bjork who provided me with many of the slides and animations as I really can’t work Power Point. On the 27th of April I presented the session for the Aberdeen Partner Group and then on 8th May I presented at DDD Scotland. Figure: Some of the presenters and organisers of DDD Scotland I mentioned quite a few of SSW’s Rules to better Scrum Using TFS and I have uploaded my presentation to Skydrive.   Download DDD Scotland -  Scrum with Team Foundation Server 2010 Technorati Tags: DDD Scot,Scrum,TFS 2010,SSW

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  • No input file specified on nginx and php-cgi

    - by Sandeep Bansal
    I'm trying to run nginx and php-cgi on my Windows PC, I've got up to the point where I want to move the html directory back two directory's so I can sort of create a structure. The only problem I have now is that PHP doesn't pick up any .php file. I have tried loading a static html file (localhost/test.html) and it works fine but localhost/info.php doesn't work at all. Can anyone give me some guidance on this? The part of the server block can be found below. server { listen 80; server_name localhost; root ../../www; index index.html index.htm index.php; #charset koi8-r; #access_log logs/host.access.log main; location ~ \.php$ { fastcgi_pass 127.0.0.1:9123; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; include fastcgi_params; } Thanks

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  • Guidance for Web XML Api's

    - by qstarin
    I have to create an API for our application that is accessible over HTTP. I envision the API's responses to be simple XML documents. It won't be a REST API (not in the strict sense of REST). I am fairly new to this space - of course I've had to consume some Web API's in my work, but often they are already wrapped in language native libraries (i.e., TweetSharp). I'm looking for information to guide the design of an API. Are there any articles, blog posts, etc. that review and expound upon the design choices to be made in a Web API? Design choices would be things like how to authenticate, URL structure, when users submit should the URL they POST to determine the action being performed or should all requests go to a common URL and some part of the POST'd data is responsible for routing to a command, should all responses have the same document root or should errors have a different root, etc., etc. Ideally, such articles or blog posts would enumerate through the common variations for any given point of design and expound on the advantages and disadvantages, such that they would inform me to make my own decision (as opposed to articles that simply explain one single way to do something). Does anyone have any links or wisdom they can share?

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  • New PeopleSoft Applications Search

    - by Matthew Haavisto
    As you may have seen from the PeopleTools 8.52 Release Value Proposition , PeopleTools intends to introduce a new search capability in release 8.52. We believe this feature will not only improve the ability of users to find content, but will fundamentally change the way people navigate around the PeopleSoft ecosystem. PeopleSoft applications will be delivering this new search in coming releases and feature packs. PeopleSoft Application Search is actually a framework—a group of features that provides an improved means of searching for a variety of content across PeopleSoft applications. From a user experience perspective, the new search offers a powerful, keyword-based search presented in a familiar, intuitive user experience. Rather than browsing through long menu hierarchies to find a page, data item, or transaction, users can use PeopleSoft Application Search to directly navigate to desired locations. We envision this to be similar to how people navigate across the internet. This capability may reduce or even eliminate the need to navigate PeopleSoft applications using the existing application menu system (though menus will still be available to people that prefer that method). The new search will be available at any point in an application and can be configured to span multiple PeopleSoft applications. It enables users to initiate transactions or navigate to key information without using the PeopleSoft application menus. In addition, filters and facets will enable people to narrow their search results sets, making it easier to identify and navigate to desired application content. Action menus are embedded directly in the search results, allowing users to navigate straight to specific related transactions – pre-populated with the selected search results data. PeopleSoft Applications Search framework uses Oracle’s Secure Enterprise Search as its search engine. Most Customers will benefit from the new search when it is delivered with applications. However, customers can start deploying it after a Tools-only upgrade. In this case, however, customers would have to create their own indices and implement security.

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  • Windows Storage Server 2003 R2 RDP Disconnection

    - by Antitribu
    I am unable to remote desktop to our Windows Storage Server 2003 R2 machine. There are a few people about with similar issues but no answers around. Symantec End Point is installed but no network protection. Using rdesktop in Linux I receive: ERROR: send: Connection reset by peer NOT IMPLEMENTED: PDU 12 ERROR: Connection closed Where the "PDU XX" number changes on each connection. In windows using the latest mstsc I receive: The connection was lost due to a network error. Try connecting again. If the problem persists, contact your network Administrator. Any ideas?

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  • How to make Xbox joypad work with Bastion?

    - by Alistair Buxton
    I have an XBox joypad: Bus 005 Device 004: ID 045e:0289 Microsoft Corp. Xbox Controller S When I start Bastion from the terminal the following is output: Number of joysticks: 1 Number of buttons for joystick: 0 - 10 Number of axes for joystick: 0 - 6 Number of PovHats for joystick: 0 - 1 When I load up the game it displays a message "press any key" and at this point, if I press a button on the joypad it advances to the main menu. However, the up/down/left/right controls do not work and the button will not operate the menu. When I enter the control configuration, the joypad section is disabled and displays a message "joypad not detected." If I enter the control customization and try to reconfigure one of the controls, noises can be heard when pressing joypad buttons, but the input is otherwise ignored. Further information which may or may not be relevant: My controller is an original Xbox controller, not a 360 controller. XNA games on Windows apparently only work with Xbox360 controllers because they use xinput rather than direct input, see eg here. My controller works (almost) properly with MonoGame trunk samples, but Bastion uses a modified MonoGame and crashes when run against trunk, so I can't add debugging to see where the problem is. Bug can also be reproduced with a Xbox 360 wired controller.

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  • Creating a branch for every Sprint

    - by Martin Hinshelwood
    There are a lot of developers using version control these days, but a feature of version control called branching is very poorly understood and remains unused by most developers in favour of Labels. Most developers think that branching is hard and complicated. Its not! What is hard and complicated is a bad branching strategy. Just like a bad software architecture a bad branch architecture, or one that is not adhered to can prove fatal to a project. We I was at Aggreko we had a fairly successful Feature branching strategy (although the developers hated it) that meant that we could have multiple feature teams working at the same time without impacting each other. Now, this had to be carefully orchestrated as it was a Business Intelligence team and many of the BI artefacts do not lend themselves to merging. Today at SSW I am working on a Scrum team delivering a product that will be used by many hundreds of developers. SSW SQL Deploy takes much of the pain out of upgrading production databases when you are not using the Database projects in Visual Studio. With Scrum each Scrum Team works for a fixed period of time on a single sprint. You can have one or more Scrum Teams involved in delivering a product, but all the work must be merged and tested, ready to be shown to the Product Owner at the the Sprint Review meeting at the end of the current Sprint. So, what does this mean for a branching strategy? We have been using a “Main” (sometimes called “Trunk”) line and doing a branch for each sprint. It’s like Feature Branching, but with only ONE feature in operation at any one time, so no conflicts Figure: DEV folder containing the Development branches.   I know that some folks advocate applying a Label at the start of each Sprint and then rolling back if you need to, but I have always preferred the security of a branch. Like: being able to create a release from Main that has Sprint3 code even while Sprint4 is being worked on. being sure I can always create a stable build on request. Being able to guarantee a version (labels are not auditable) Be able to abandon the sprint without having to delete the code (rare I know, but would be a mess if it happened) Being able to see the flow of change sets through to a safe release It helps you find invalid dependencies when merging to Main as there may be some file that is in everyone’s Sprint branch, but never got checked in. (We had this at the merge of Sprint2) If you are always operating in this way as a standard it makes it easier to then add more scrum teams in the future. Muscle memory of this way of working. Don’t Like: Additional DB space for the branches Baseless merging between sprint branches when changes are directly ported Note: I do not think we will ever attempt this! Maybe a bit tougher to see the history between sprint branches since the changes go up through Main and down to another sprint branch Note: What you would have to do is see which Sprint the changes were made in and then check the history he same file in that Sprint. A little bit of added complexity that you would have to do anyway with multiple teams. Over time, you can end up with a lot of old unused sprint branches. Perhaps destroy with /keephistory can help in this case. Note: We ALWAYS delete the Sprint branch after it has been merged into Main. That is the theory anyway, and as you can see from the images Sprint2 has already been deleted. Why take the chance of having a problem rolling back or wanting to keep some of the code, when you can just abandon a branch and start a new one? It just seems easier and less painful to use a branch to me! What do you think?   Technorati Tags: TFS,TFS2010,Software Development,ALM,Branching

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  • Operation System Clone from a Motherboard to Another

    - by Devian
    Lately we had an idea with my Family of building a Super Computer from Scratch. So while we were planning on building our setup, one idea came to my head that it seems possible but i want also your opinions. Lets say that we have 2 ATX Motherboards and 1 MicroATX. Motherboard Setup: 1x ASUS Rampage Extreme Black Edition 1x Intel Core i7 4960x 4x GTX Titan 8x 8GB 1866 Ram Motherboard Setup: 1x SuperMicro X9DRG-QF 2x Intel Xeon E7-8890V2 1x nVIDIA QUADRO K6000 4x nVIDIA Tesla K40 128 GB 1866 Ram And imagine a Solid State Drive with a Switch connected to both of the MotherBoards Can i edit & copy all the data of The first motherboard's RAM to The Other's to be able to continue operating my current Operation System after switching the SSD to the Second Motherboard, from the Second MotherBoard and vice versa? Les say my "Switch Application" modifies everything the Kernel needs to believe nothing happend and continuing its operation from the same point the first motherboard stopped. (Changes on the Device List, CPU Cores, Drivers... etc)

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  • Unix Server Partitioning & Filesystem Layout

    - by user1717735
    There's a lot of contradictory information about Unix server partitioning out on the internet, so I need some advice on how to proceed. So far, on the servers I in our test environment I didn't really care about partitioning and I configured a single monolithic / plus a swap partition. This partitioning scheme doesn't seem like a good idea for our production servers. I have found a good starting point here, but it seems very vague on the details. Basically I have a server on which I will be running a basic LAMP stack (Apache, PHP, and MySQL). It will have to handle file uploads (up to 2GB). The system has a 2TB RAID 1 array. I plan to set : / 100GB /var 1000GB (apache files and mysql files will be here), /tmp 800GB (handles the php tmp file) /home 96GB swap 4GB Does this sound sane, or am I over-complicating things?

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  • ssh-agent key timeout with screen or tmux on bastion host

    - by Jericon
    Normally I have ssh-agent running, I ssh to my bastion host then open a tmux session and connect to other boxes through that. Key forwarding works for any sessions that I open from that point forward. If I resume my tmux session after closing terminal, sleeping my laptop, whatever, my key forwarding on my bastion sessions still work, as does forwarding on any new sessions. Existing ones don't work, though. I have a little thing in my bashrc that keeps key forwarding working when I resume tmux, but I am having trouble figuring out how to get it to keep working for sessions open within tmux. For example, I have bastion01, dbhost01, dbhost02, webhost01, and webhost02. If I open a connection to bastion01, start tmux there, and then connect to dbhost01 and webhost01 forwarding works. If I close that connection, reconnect and attach my existing tmux session, then add connections to dbhost02 and webhost02, key forwarding works on the 02 boxes, but does not on the 01. Please help!

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  • Custom Gesture in cocos2d

    - by Lewis
    I've found a little tutorial that would be useful for my game: http://blog.mellenthin.de/archives/2012/02/13/an-one-finger-rotation-gesture-recognizer/ But I can't work out how to convert that gesture to work with cocos2d, I have found examples of pre made gestures in cocos2d, but no custom ones, is it possible? EDIT STILL HAVING PROBLEMS WITH THIS: I've added the code from Sentinel below (from SO), the Gesture and RotateGesture have both been added to my solution and are compiling. Although In the rotation class now I only see selectors, how do I set those up? As the custom gesture found in that project above looks like: header file for custom gesture: #import <Foundation/Foundation.h> #import <UIKit/UIGestureRecognizerSubclass.h> @protocol OneFingerRotationGestureRecognizerDelegate <NSObject> @optional - (void) rotation: (CGFloat) angle; - (void) finalAngle: (CGFloat) angle; @end @interface OneFingerRotationGestureRecognizer : UIGestureRecognizer { CGPoint midPoint; CGFloat innerRadius; CGFloat outerRadius; CGFloat cumulatedAngle; id <OneFingerRotationGestureRecognizerDelegate> target; } - (id) initWithMidPoint: (CGPoint) midPoint innerRadius: (CGFloat) innerRadius outerRadius: (CGFloat) outerRadius target: (id) target; - (void)reset; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end .m for custom gesture file: #include <math.h> #import "OneFingerRotationGestureRecognizer.h" @implementation OneFingerRotationGestureRecognizer // private helper functions CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2); CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB); - (id) initWithMidPoint: (CGPoint) _midPoint innerRadius: (CGFloat) _innerRadius outerRadius: (CGFloat) _outerRadius target: (id <OneFingerRotationGestureRecognizerDelegate>) _target { if ((self = [super initWithTarget: _target action: nil])) { midPoint = _midPoint; innerRadius = _innerRadius; outerRadius = _outerRadius; target = _target; } return self; } /** Calculates the distance between point1 and point 2. */ CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2) { CGFloat dx = point1.x - point2.x; CGFloat dy = point1.y - point2.y; return sqrt(dx*dx + dy*dy); } CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB) { CGFloat a = endLineA.x - beginLineA.x; CGFloat b = endLineA.y - beginLineA.y; CGFloat c = endLineB.x - beginLineB.x; CGFloat d = endLineB.y - beginLineB.y; CGFloat atanA = atan2(a, b); CGFloat atanB = atan2(c, d); // convert radiants to degrees return (atanA - atanB) * 180 / M_PI; } #pragma mark - UIGestureRecognizer implementation - (void)reset { [super reset]; cumulatedAngle = 0; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; if ([touches count] != 1) { self.state = UIGestureRecognizerStateFailed; return; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; if (self.state == UIGestureRecognizerStateFailed) return; CGPoint nowPoint = [[touches anyObject] locationInView: self.view]; CGPoint prevPoint = [[touches anyObject] previousLocationInView: self.view]; // make sure the new point is within the area CGFloat distance = distanceBetweenPoints(midPoint, nowPoint); if ( innerRadius <= distance && distance <= outerRadius) { // calculate rotation angle between two points CGFloat angle = angleBetweenLinesInDegrees(midPoint, prevPoint, midPoint, nowPoint); // fix value, if the 12 o'clock position is between prevPoint and nowPoint if (angle > 180) { angle -= 360; } else if (angle < -180) { angle += 360; } // sum up single steps cumulatedAngle += angle; // call delegate if ([target respondsToSelector: @selector(rotation:)]) { [target rotation:angle]; } } else { // finger moved outside the area self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; if (self.state == UIGestureRecognizerStatePossible) { self.state = UIGestureRecognizerStateRecognized; if ([target respondsToSelector: @selector(finalAngle:)]) { [target finalAngle:cumulatedAngle]; } } else { self.state = UIGestureRecognizerStateFailed; } cumulatedAngle = 0; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; self.state = UIGestureRecognizerStateFailed; cumulatedAngle = 0; } @end Then its initialised like this: // calculate center and radius of the control CGPoint midPoint = CGPointMake(image.frame.origin.x + image.frame.size.width / 2, image.frame.origin.y + image.frame.size.height / 2); CGFloat outRadius = image.frame.size.width / 2; // outRadius / 3 is arbitrary, just choose something >> 0 to avoid strange // effects when touching the control near of it's center gestureRecognizer = [[OneFingerRotationGestureRecognizer alloc] initWithMidPoint: midPoint innerRadius: outRadius / 3 outerRadius: outRadius target: self]; [self.view addGestureRecognizer: gestureRecognizer]; The selector below is also in the same file where the initialisation of the gestureRecogonizer: - (void) rotation: (CGFloat) angle { // calculate rotation angle imageAngle += angle; if (imageAngle > 360) imageAngle -= 360; else if (imageAngle < -360) imageAngle += 360; // rotate image and update text field image.transform = CGAffineTransformMakeRotation(imageAngle * M_PI / 180); [self updateTextDisplay]; } I can't seem to get this working in the RotateGesture class can anyone help me please I've been stuck on this for days now. SECOND EDIT: Here is the users code from SO that was suggested to me: Here is projec on GitHub: SFGestureRecognizers It uses builded in iOS UIGestureRecognizer, and don't needs to be integrated into cocos2d sources. Using it, You can make any gestures, just like you could, if you whould work with UIGestureRecognizer. For example: I made a base class Gesture, and subclassed it for any new gesture: //Gesture.h @interface Gesture : NSObject <UIGestureRecognizerDelegate> { UIGestureRecognizer *gestureRecognizer; id delegate; SEL preSolveSelector; SEL possibleSelector; SEL beganSelector; SEL changedSelector; SEL endedSelector; SEL cancelledSelector; SEL failedSelector; BOOL preSolveAvailable; CCNode *owner; } - (id)init; - (void)addGestureRecognizerToNode:(CCNode*)node; - (void)removeGestureRecognizerFromNode:(CCNode*)node; -(void)recognizer:(UIGestureRecognizer*)recognizer; @end //Gesture.m #import "Gesture.h" @implementation Gesture - (id)init { if (!(self = [super init])) return self; preSolveAvailable = YES; return self; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer { return YES; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)recognizer shouldReceiveTouch:(UITouch *)touch { //! For swipe gesture recognizer we want it to be executed only if it occurs on the main layer, not any of the subnodes ( main layer is higher in hierarchy than children so it will be receiving touch by default ) if ([recognizer class] == [UISwipeGestureRecognizer class]) { CGPoint pt = [touch locationInView:touch.view]; pt = [[CCDirector sharedDirector] convertToGL:pt]; for (CCNode *child in owner.children) { if ([child isNodeInTreeTouched:pt]) { return NO; } } } return YES; } - (void)addGestureRecognizerToNode:(CCNode*)node { [node addGestureRecognizer:gestureRecognizer]; owner = node; } - (void)removeGestureRecognizerFromNode:(CCNode*)node { [node removeGestureRecognizer:gestureRecognizer]; } #pragma mark - Private methods -(void)recognizer:(UIGestureRecognizer*)recognizer { CCNode *node = recognizer.node; if (preSolveSelector && preSolveAvailable) { preSolveAvailable = NO; [delegate performSelector:preSolveSelector withObject:recognizer withObject:node]; } UIGestureRecognizerState state = [recognizer state]; if (state == UIGestureRecognizerStatePossible && possibleSelector) { [delegate performSelector:possibleSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateBegan && beganSelector) [delegate performSelector:beganSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateChanged && changedSelector) [delegate performSelector:changedSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateEnded && endedSelector) { preSolveAvailable = YES; [delegate performSelector:endedSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateCancelled && cancelledSelector) { preSolveAvailable = YES; [delegate performSelector:cancelledSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateFailed && failedSelector) { preSolveAvailable = YES; [delegate performSelector:failedSelector withObject:recognizer withObject:node]; } } @end Subclass example: //RotateGesture.h #import "Gesture.h" @interface RotateGesture : Gesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed; @end //RotateGesture.m #import "RotateGesture.h" @implementation RotateGesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed { if (!(self = [super init])) return self; preSolveSelector = preSolve; delegate = target; possibleSelector = possible; beganSelector = began; changedSelector = changed; endedSelector = ended; cancelledSelector = cancelled; failedSelector = failed; gestureRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:@selector(recognizer:)]; gestureRecognizer.delegate = self; return self; } @end Use example: - (void)addRotateGesture { RotateGesture *rotateRecognizer = [[RotateGesture alloc] initWithTarget:self preSolveSelector:@selector(rotateGesturePreSolveWithRecognizer:node:) possibleSelector:nil beganSelector:@selector(rotateGestureStateBeganWithRecognizer:node:) changedSelector:@selector(rotateGestureStateChangedWithRecognizer:node:) endedSelector:@selector(rotateGestureStateEndedWithRecognizer:node:) cancelledSelector:@selector(rotateGestureStateCancelledWithRecognizer:node:) failedSelector:@selector(rotateGestureStateFailedWithRecognizer:node:)]; [rotateRecognizer addGestureRecognizerToNode:movableAreaSprite]; } I dont understand how to implement the custom gesture code at the start of this post into the rotateGesture class which is a subclass of the gesture class written by the SO user. Any ideas please? When I get 6 more rep I'll add a bounty to this.

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  • Why are SW engineering interviews disproportionately difficult?

    - by stackoverflowuser2010
    First, some background on me. I have a PhD in CS and have had jobs both as a software engineer and as an R&D research scientist, both at Very Large Corporations You Know Very Well. I recently changed jobs and interviewed for both types of jobs (as I have done in the past). My observation: SW engineer job interviews are way, way disproportionately more difficult than CS researcher job interviews, but the researcher job is higher paying, more competitive, more rewarding, more interesting, and has a higher upside. Here's a typical interview loop for researcher: Phone interview to see if my research is in alignment with the lab's researcher In-person, give presentation on my recent research for one hour (which represents maybe 9 month's worth of work), answer questions In-person one-on-one interviews with about 5 researchers, where they ask me very reasonable questions on my work/publications/patents, including: technical questions, where my work fits into related work, and how I can extend my work to new areas Here's a typical interview loop for SW engineer: Phone interview where I'm asked algorithm questions and maybe do some coding. Pretty standard. In-person interviews at the whiteboard where they drill the F*** out of you on esoteric C++ minutia (e.g. how does a polymorphic virtual function call work), algorithms (make all-pairs-shortest-path algorithm work for 1B vertices), system design (design a database load balancer), etc. This goes on for six or seven interviews. Ridiculous. Why would anyone be willing to put up with this? What is the point of asking about C++ trivia or writing code to prove yourself? Why not make the SE interview more like the researcher interview where you give a talk about what you've done? How are technical job interviews for other fields, like physics, chemistry, civil engineering, mechanical engineering?

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  • At what year in history was computers first used to store porn? [closed]

    - by Emil H
    Of course this sounds like a joke question, but it's meant seriously. I remember being told by an old system administrator back in the early nineties about people asking about good FTPs for porn, and that they would as a joke always tell them to connect to 127.0.0.1. They would come back saying that there was a lot of porn at that address, but that oddly enough it seemed like they already had it all. Point being, it seems like it's been around for quite a while. Anyway. Considering that a considerable portion of the internet is devoted to porn these days, it would be interesting to know if someone has any kind of idea as to when and where the phenomena first arose? There must be some mention of this in old hacker folk lore? (Changed to CW to emphasize that this isn't about rep, but about genuine curiousity. :)

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  • Is there a 64-bit Windows 7 driver for a Logitech Wingman Formula Force wheel?

    - by Bob Cross
    I've used my Logitech Wingman Formula Force wheel for more years than I can remember (I definitely had it back when I was playing Viper Racing, though). Sadly, Logitech does not appear to support the wheel in any capacity, even as an analog input device. At this point, I'm looking for any sort of driver that will take input from the device. I don't care at all about the force feedback but, if it were available, I'd be happy to take it. The target operating system is Windows 7 64-bit. EDIT: Just in case I'm not clear above: I know where the standard driver download sites are and have tried them out. The problem is that Logitech has officially end-of-lifed this wheel so their latest software specifically does not support it. Sadly, their older software that does support it is 32-bit only so I'm out of luck on that front.

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  • F5 BigIP upgrade from 9.x to 10.x

    - by mbuk2k
    Having a few difficulties upgrading a Big IP 3400 from 9.4.8 to any version 10.x image. The following are the versions I've tried: 10.1.0.3341.0 10.2.2.763.3 10.2.3.112.0 10.2.4.577.0 To upgrade I'm running the following command: image2disk --format=volumes BIGIP-10.1.0.3341.0.iso Obviously replacing the version number with the relevant image I'm trying to upgrade to each time. The F5 reboots, and starts copying packages however after 30 seconds or so just stops copying. The cursor in the console is still flashing but no matter how long it's left, the package doesn't copy. It seems to be a different package with each version/image (but always the same package per version) at point of freezing, which I'm guessing is suggesting a space issue? I've checked free space on the device and it has over 2GB free at root which should surely be enough? If anyone has any advice or pointers, it would be kindly appreciated. Thank you

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  • Piping stream into tar on FreeBSD

    - by Casey Jordan
    I am trying to pipe a tar/gzip archive into tar to decompress it. The script I have is part of a self extracting installer, where my archive is appended to the script. This works fine on linux, and the script looks like this: export TMPDIR=`mktemp -d /tmp/selfextract.XXXXXX` echo "TEMP: $TMPDIR" ARCHIVE=`awk '/^__ARCHIVE_BELOW__/ {print NR + 1; exit 0; }' $0` tail -n+$ARCHIVE $0 | tar xz -C $TMPDIR exit 0 __ARCHIVE_BELOW__ The tar archive as a string is after the ARCHIVE_BELOW but I omitted it from here since it's huge. However, when I do this on FreeBSD I get the following error: tar: Failed to open '/dev/sa0' I read that this is because free BSD expects to read from that device by default and you can tell it to read from stdin by passing -f - like so: tail -n+$ARCHIVE $0 | tar zxf - -C $TMPDIR However, when I do this I just get the error: tar: Damaged tar archive tar: Retrying... Can anyone point out what I am doing wrong here? I need to do it this way (Via piping) for efficiency reasons. Thanks

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  • Custom Button in Google Chrome?

    - by Rev
    Is there a way to add a custom button in Google Chrome? I hate all the "Send to Instapaper" extensions in the web store, and love how the bookmarklet works, but I can't stand not having a favicon. Ideally, I'd just add a custom button next to the spanner in the top right, but I can't figure out how to do this. Even installing a custom extension would be fine, so if someone can point me in the right direction for that, that'd be great. Here's the closest thing I've found (it's for Firefox, not Chrome): http://www.readwriteweb.com/archives/how-to-turn-a-bookmarklet-into-a-nice-firefox-button.php

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  • Decal implementation

    - by dreta
    I had issues finding information about decals, so maybe this question will help others. The implementation is for a forward renderer. Could somebody confirm if i got decal implementation right? You define a cube of any dimension that'll define the projection volume in common space. You check for triangle intersection with the defined cube to recieve triangles that the projection will affect. You clip these triangles and save them. You then use matrix tricks to calculate UV coordinates for the saved triangles that'll reference the texture you're projecting. To do this you take the vectors representing height, width and depth of the cube in common space, so that f.e. the bottom left corner is the origin. You put that in a matrix as the i, j, k unit vectors, set the translation for the cube, then you inverse this matrix. You multiply the vertices of the saved triangles by this matrix, that way you get their coordinates inside of a 0 to 1 size cube that you use as the UV coordinates. This way you have the original triangles you're projecting onto and you have UV coordinates for them (the UV coordinates are referencing the texture you're projecting). Then you rerender the saved triangles onto the scene and they overwrite the area of projection with the projected image. Now the questions that i couldn't find answers for. Is the last point right? I've never done software clipping, but it seems error prone enough, due to limited precision, that the'll be some z fighting occuring for the projected texture. Also is the way of getting UV coordinates correct?

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  • Does cloud storage replicate the data over many datacenters if so it means i benefit content delive

    - by Berkay
    Let's assume that i want to use cloud storage service from one of the cloud storage provider, i got X gb structured and unstructured data and i will use this data as my contents of my interactive web page. And now i have some doubts about this point.I have many users and they are all visiting my web page from various countries.To be more specific first; does my data stored only of the Cloud Storage data center ? or Does my data replicated over many data centers of my provider? second if so; how can i benefit from content delivery network? (matching and placing users’ content nearest storage data centers)

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  • JOGL hardware based shadow mapping - computing the texture matrix

    - by axel22
    I am implementing hardware shadow mapping as described here. I've rendered the scene successfully from the light POV, and loaded the depth buffer of the scene into a texture. This texture has correctly been loaded - I check this by rendering a small thumbnail, as you can see in the screenshot below, upper left corner. The depth of the scene appears to be correct - objects further away are darker, and that are closer to the light are lighter. However, I run into trouble while rendering the scene from the camera's point of view using the depth texture - the texture on the polygons in the scene is rendered in a weird, nondeterministic fashion, as shown in the screenshot. I believe I am making an error while computing the texture transformation matrix, but I am unsure where exactly. Since I have no matrix utilities in JOGL other then the gl[Load|Mult]Matrix procedures, I multiply the matrices using them, like this: void calcTextureMatrix() { glPushMatrix(); glLoadIdentity(); glLoadMatrixf(biasmatrix, 0); glMultMatrixf(lightprojmatrix, 0); glMultMatrixf(lightviewmatrix, 0); glGetFloatv(GL_MODELVIEW_MATRIX, shadowtexmatrix, 0); glPopMatrix(); } I obtained these matrices by using the glOrtho and gluLookAt procedures: glLoadIdentity() val wdt = width / 45 val hgt = height / 45 glOrtho(wdt, -wdt, -hgt, hgt, -45.0, 45.0) glGetFloatv(GL_MODELVIEW_MATRIX, lightprojmatrix, 0) glLoadIdentity() glu.gluLookAt( xlook + lightpos._1, ylook + lightpos._2, lightpos._3, xlook, ylook, 0.0f, 0.f, 0.f, 1.0f) glGetFloatv(GL_MODELVIEW_MATRIX, lightviewmatrix, 0) My bias matrix is: float[] biasmatrix = new float[16] { 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.f, 0.f, 0.f, 0.5f, 0.f, 0.5f, 0.5f, 0.5f, 1.f } After applying the camera projection and view matrices, I do: glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR) glTexGenfv(GL_S, GL_EYE_PLANE, shadowtexmatrix, 0) glEnable(GL_TEXTURE_GEN_S) for each component. Does anybody know why the texture is not being rendered correctly? Thank you.

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  • ParticleSystem in Slick2d (with MarteEngine)

    - by Bro Kevin D.
    First of all, sorry if this sounds very newbie-ish. I'm stuck at making a ParticleSystem I made using Pedigree to work in my game. It's basically an explosion that I want to display whenever an enemy dies. The ParticleSystem has two emitters, smoke and explosion I tried putting it in my Enemy (extends Entity) class Enemy extends Entity class @Override public void update(GameContainer gc, int delta) throws SlickException { super.update(gc, delta); /** bunch of codes */ explosionSystem.update(delta); } @Override public void render(GameContainer gc, Graphics gfx) throws SlickException { super.render(gc, gfx); if(isDestroyed) { explosionSystem.render(x,y); if(explosionSystem.getEmitter(1).completed()) { this.destroy(); } } } And it does not render. I'm not sure if this is the proper way of implementing it, as I've considered creating an Entity to serve as controller for all the Enemies. Right now, I'm just adding enemies every second. So how do I render the ParticleSystem when the enemy dies? If anyone can point me to the right direction. Thank you for your time.

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  • White Screen of Death

    - by cust0s
    The other night I updated my iTunes to the latest version (through Software Update) when I came to turn on my computer I was greeted with the dreaded white screen of death. I use an early 2008 iMac 24". I've tried the basic things, unplugging/turning off accessories, trying to boot from the install disk, reseting pram, etc, etc. Still no luck and no change what-so-ever. All I've been able to ascertain that my keyboard still works (by ejecting). I should point out that I did recently replace my Hard drive with a Western Digital Black 500GB (though the computer is well out of warrenty) and I'm a little concerned that the problem could be the screen.

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  • Consistency of an object

    - by Stefano Borini
    I tend to keep my objects consistent during their lifetime. In some cases, setting up an object requires multiple calls to different routines. For example, a connection object may operate in this way: Connection c = new Connection(); c.setHost("http://whatever") c.setPort(8080) c.connect() please note this is just a stupid example to let you understand the point. In between calls to setHost and setPort the object is inconsistent, because the Port has not been specified yet, so this code would crash Connection c = new Connection(); c.setHost("http://whatever") c.connect() Meaning that it's a requisite for connect() to have previous calls to both setHost and setPort, otherwise it won't be able to operate as its state is inconsistent. You may fix the issue with a default value, but there may be cases where no sensible default may be devised. We assume in the later example that there's no default for the port, and therefore a call to c.connect() without first calling both setHost and setPort will be an inconsistent state of the object. This, to me, points at an incorrect interface design, but I may be wrong, so I want to hear your opinion. Do you organize your interface so that the object is always in a consistent (i.e. workable) state both before and after the call ? Edit: Please don't try to solve the problem I gave above. I know how to solve that. My question is much broader in sense. I am looking for a design principle, officially or informally stated, regarding consistency of object state between calls.

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