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  • Run shell command from jar?

    - by phineas
    The usual way to call a shell command from java is something like that: Process process = Runtime.getRuntime().exec(command); and works usually fine. But now I've exported my project to an executable jar file and callig shell commands doesn't work any more. Are there any explanations, solutions or workarounds for this problem? phineas -- edit: even keyboard interrupts (ctrl+c; ctrl+d) aren't recognized. terminal input won't work after killing java

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  • Repair ext4 filesystem on USB drive

    - by phineas
    Yet another filesystem question. I wanted to use a USB drive that I hadn't mounted for a month or so and was surprised by the fact Ubuntu was unable to mount it. I looked it up in the disk utility and it said it discovered a device with 17 MB instead of 2 GB. The hardware looks intact, I hope for the best for repairing the ext4 filesystem. I followed the instructions from HOWTO: Repair a broken Ext4 Superblock in Ubuntu, but I wasn't successful. # fsck.ext4 -v /dev/sdb e2fsck 1.42.5 (29-Jul-2012) ext2fs_open2: Bad magic number in super-block fsck.ext4: Superblock invalid, trying backup blocks... fsck.ext4: Bad magic number in super-block while trying to open /dev/sdb The superblock could not be read or does not describe a correct ext2 filesystem. If the device is valid and it really contains an ext2 filesystem (and not swap or ufs or something else), then the superblock is corrupt, and you might try running e2fsck with an alternate superblock: e2fsck -b 8193 Filesystem blocks are invalid, however when I run the recommended solution to try the alternate superblock, I get the following output: # e2fsck -b 8193 /dev/sdb e2fsck 1.42.5 (29-Jul-2012) e2fsck: Invalid argument while trying to open /dev/sdb plus the same error message as in the last paragraph above. Any ideas how to recover the drive? Thank you very much! Edit: testdisk won't help. I'm still stunned why the tools only discover 17 MB.

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  • Any idea of what to do with an old PC?

    - by phineas
    I got an old PC for free, similar to that one. Additionlly, I'm a hobbyist programmer who does mainly python and java under a linux (mostly ubuntu) development environment. And now I wonder what I could do with such a piece of crappy hardware and would be pleased to get a good answer. It's one thing if you code your app that could run on almost any pc (or webbrowser) but another if you got an own hardware platform which you could extend or more generally customize the way you like. What I would like to hear from you: Are you in a similar situation? Have you already done a project like that? What would be your ideas?

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  • Implement OAuth in Java

    - by phineas
    I made an an attempt to implement OAuth for my programming idea in Java, but I failed miserably. I don't know why, but my code doesn't work. Every time I run my program, an IOException is thrown with the reason "java.io.IOException: Server returned HTTP response code: 401" (401 means Unauthorized). I had a close look at the docs, but I really don't understand why it doesn't work. My OAuth provider I wanted to use is twitter, where I've registered my app, too. Thanks in advance phineas OAuth docs Twitter API wiki Class Base64Coder import java.io.InputStreamReader; import java.io.BufferedReader; import java.io.OutputStream; import java.io.IOException; import java.io.UnsupportedEncodingException; import java.net.URL; import java.net.URLEncoder; import java.net.URLConnection; import java.net.MalformedURLException; import javax.crypto.Mac; import javax.crypto.spec.SecretKeySpec; import java.security.NoSuchAlgorithmException; import java.security.InvalidKeyException; public class Request { public static String read(String url) { StringBuffer buffer = new StringBuffer(); try { /** * get the time - note: value below zero * the millisecond value is used for oauth_nonce later on */ int millis = (int) System.currentTimeMillis() * -1; int time = (int) millis / 1000; /** * Listing of all parameters necessary to retrieve a token * (sorted lexicographically as demanded) */ String[][] data = { {"oauth_callback", "SOME_URL"}, {"oauth_consumer_key", "MY_CONSUMER_KEY"}, {"oauth_nonce", String.valueOf(millis)}, {"oauth_signature", ""}, {"oauth_signature_method", "HMAC-SHA1"}, {"oauth_timestamp", String.valueOf(time)}, {"oauth_version", "1.0"} }; /** * Generation of the signature base string */ String signature_base_string = "POST&"+URLEncoder.encode(url, "UTF-8")+"&"; for(int i = 0; i < data.length; i++) { // ignore the empty oauth_signature field if(i != 3) { signature_base_string += URLEncoder.encode(data[i][0], "UTF-8") + "%3D" + URLEncoder.encode(data[i][1], "UTF-8") + "%26"; } } // cut the last appended %26 signature_base_string = signature_base_string.substring(0, signature_base_string.length()-3); /** * Sign the request */ Mac m = Mac.getInstance("HmacSHA1"); m.init(new SecretKeySpec("CONSUMER_SECRET".getBytes(), "HmacSHA1")); m.update(signature_base_string.getBytes()); byte[] res = m.doFinal(); String sig = String.valueOf(Base64Coder.encode(res)); data[3][1] = sig; /** * Create the header for the request */ String header = "OAuth "; for(String[] item : data) { header += item[0]+"=\""+item[1]+"\", "; } // cut off last appended comma header = header.substring(0, header.length()-2); System.out.println("Signature Base String: "+signature_base_string); System.out.println("Authorization Header: "+header); System.out.println("Signature: "+sig); String charset = "UTF-8"; URLConnection connection = new URL(url).openConnection(); connection.setDoInput(true); connection.setDoOutput(true); connection.setRequestProperty("Accept-Charset", charset); connection.setRequestProperty("Content-Type", "application/x-www-form-urlencoded;charset=" + charset); connection.setRequestProperty("Authorization", header); connection.setRequestProperty("User-Agent", "XXXX"); OutputStream output = connection.getOutputStream(); output.write(header.getBytes(charset)); BufferedReader reader = new BufferedReader(new InputStreamReader(connection.getInputStream())); String read; while((read = reader.readLine()) != null) { buffer.append(read); } } catch(Exception e) { e.printStackTrace(); } return buffer.toString(); } public static void main(String[] args) { System.out.println(Request.read("http://api.twitter.com/oauth/request_token")); } }

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  • Compiler optimization of reference variables

    - by Phineas
    I often use references to simplify the appearance of code: vec3f& vertex = _vertices[index]; // Calculate the vertex position vertex[0] = startx + col * colWidth; vertex[1] = starty + row * rowWidth; vertex[2] = 0.0f; Will compilers recognize and optimize this so it is essentially the following? _vertices[index][0] = startx + col * colWidth; _vertices[index][1] = starty + row * rowWidth; _vertices[index][2] = 0.0f;

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  • Compiler optimization of references

    - by Phineas
    I often use references to simplify the appearance of code: vec3f& vertex = _vertices[index]; // Calculate the vertex position vertex[0] = startx + col * colWidth; vertex[1] = starty + row * rowWidth; vertex[2] = 0.0f; Will compilers recognize and optimize this so it is essentially the following? _vertices[index][0] = startx + col * colWidth; _vertices[index][1] = starty + row * rowWidth; _vertices[index][2] = 0.0f;

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  • How do I destruct data associated with an object after the object no longer exists?

    - by Phineas
    I'm creating a class (say, C) that associates data (say, D) with an object (say, O). When O is destructed, O will notify C that it soon will no longer exist :( ... Later, when C feels it is the right time, C will let go of what belonged to O, namely D. If D can be any type of object, what's the best way for C to be able to execute "delete D;"? And what if D is an array of objects? My solution is to have D derive from a base class that C has knowledge of. When the time comes, C calls delete on a pointer to the base class. I've also considered storing void pointers and calling delete, but I found out that's undefined behavior and doesn't call D's destructor. I considered that templates could be a novel solution, but I couldn't work that idea out. Here's what I have so far for C, minus some details: // This class is C in the above description. There may be many instances of C. class Context { public: // D will inherit from this class class Data { public: virtual ~Data() {} }; Context(); ~Context(); // Associates an owner (O) with its data (D) void add(const void* owner, Data* data); // O calls this when he knows its the end (O's destructor). // All instances of C are now aware that O is gone and its time to get rid // of all associated instances of D. static void purge (const void* owner); // This is called periodically in the application. It checks whether // O has called purge, and calls "delete D;" void refresh(); // Side note: sometimes O needs access to D Data *get (const void *owner); private: // Used for mapping owners (O) to data (D) std::map _data; }; // Here's an example of O class Mesh { public: ~Mesh() { Context::purge(this); } void init(Context& c) const { Data* data = new Data; // GL initialization here c.add(this, new Data); } void render(Context& c) const { Data* data = c.get(this); } private: // And here's an example of D struct Data : public Context::Data { ~Data() { glDeleteBuffers(1, &vbo); glDeleteTextures(1, &texture); } GLint vbo; GLint texture; }; }; P.S. If you're familiar with computer graphics and VR, I'm creating a class that separates an object's per-context data (e.g. OpenGL VBO IDs) from its per-application data (e.g. an array of vertices) and frees the per-context data at the appropriate time (when the matching rendering context is current).

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  • When should a uniform be used in shader programming?

    - by Phineas
    In a vertex shader, I calculate a vector using only uniforms. Therefore, the outcome of this calculation is the same for all instantiations of the vertex shader. Should I just do this calculation on the CPU and upload it as a uniform? What if I have ten such calculations? If I upload a lot of uniforms in this way, does CPU-GPU communication ever get so slow that recomputing such values in the vertex shader is actually faster?

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  • What's the best way to draw a fullscreen quad in OpenGL 3.2?

    - by Phineas
    I'm doing ray casting in the fragment shader. I can think of a couple ways to draw a fullscreen quad for this purpose. Either draw a quad in clip space with the projection matrix set to the identity matrix, or use the geometry shader to turn a point into a triangle strip. The former uses immediate mode, deprecated in OpenGL 3.2. The latter I use out of novelty, but it still uses immediate mode to draw a point.

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  • Select SWT Library depending on OS

    - by phineas
    How do I ensure when I distribute a JAR-file that the proper SWT-library (either the windows, the linux or mac version) is loaded an ready to use? It would be very helpful because then you can do one export and your application can run on any platform like Swing apps usually do. Thanks a lot

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  • Microsoft Build 2012 Day 1 Keynote Summary

    - by Tim Murphy
    So I have finally dried the tears after watching the Keynote for Build 2012.  This wasn’t because it was an emotional presentation, but because for the second year I missed the goodies.  Each on site attendee got a Surface RT, a Lumia 920 and a voucher for 100GB of SkyDrive storage. The event was opened with the announcement that in the three days since the launch of Windows 8 over 4 million upgrades have been sold.  I don’t care who you are that is an impressive stat.  Ballmer then spent a fair amount of time remaking the case for the Windows and Windows Phone platforms similar to what we have heard over the last to launch events. There were some cool, but non-essential demos.  The one that was the most fun was the Perceptive Pixel 82” slate device.  At first glance I wondered why I would ever want such a device, but then Ballmer explained it’s possible use for schools and boardrooms.  The actually made sense. Then things got strange.  Steve started explaining features that developers could leverage.  Usually this type of information is left to the product leads.  He focused on the integration with the Charms features such as Search and Share. Steve “Guggs” Guggenheim showed off an app that would appeal to my kids from Disney called “Agent P” which is base on Phineas and Ferb.  Then he got to the meat of the presentation.  We found out that you could add a tile that can be used to sell ad space.  In the same vein we also found out that you could use Microsoft’s, Paypal’s or any commerce engine of your own creation or choosing. For those who are interested in sports and especially developing sports apps you would have found the small presentation from Michael Bayle of ESPN.  He introduced the ESPN app which has tons of features.  For the developers in the crowd he also mentioned that ESPN has an API available at developer.espn.com. During the launch events we were told apps were coming.  In this presentation we were actually shown a scrolling list of logos and told about a couple of them.  Ballmer mentioned specifically Twitter, SAP and DropBox.  These are impressive names that were just a couple of the list impressive names. Steve Ballmer addressed the question of why you should develop for the Windows 8 platform.  He feels that Microsoft has the best commercial terms for developers, a better way to build apps than other platforms and a variety of form factors.  His key point though was the available volume of customers given the current Windows install base and assuming even a flat growth of the platform.  This he backed with a promise that Microsoft is going to do better at marketing and you won’t be able to avoid the ads that they are bringing out. The last section of the key note was present by Kevin Gallo from the Windows Phone team.  This was the real reason I tuned into the webcast.  He impressed upon those watching that the strength of developing for the Microsoft platform is the common programming model that now exist.  While there are difference between form factor implementations you can leverage code across them. He claimed that 90% of developer requests for Windows Phone 8 had been implemented.  These include: More controls with better performance Better live tiles including lock screen integration Speech support in custom apps Easier submission to the market place App camera integration VOIP and chat support Bluetooth and NFC support Native C++ development Direct 3D development   The quote from Kevin that stood out for me was that “Take your Dramamine and buckle your seatbelt type of games are coming to Windows Phone 8”.  He back this up by displaying a list of game development frameworks and then having Unity come out and do a demo. Ok, almost done … The last two things of note for me were the announcement that the SDK is immediately available at dev.windowsphone.com and that they were reducing the cost of an individual developer account to $8 for the next 8 days. Let the development commence. del.icio.us Tags: Build 2012,Windows 8,Windows Phone 8,Windows Phone

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