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  • Why does my Windows Explorer no longer refresh itself?

    - by Markus
    Normally when you do a file operation in Windows Explorer then Explorer refreshes itself. So I delete a file, and it's gone. But since yesterday when I for example delete a file, the file entry doesn't disappear. It only disappears when closing and reopening the folder, or when pressing F5. What could that be?

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  • How can I retrieve statistics from my ghost cast server?

    - by Foxtrot
    I have a GhostCast server running for deploying images. I would like to have each ghost cast session to write to a file ( can be multiple text files or append to one file already there ) statistics. I know this is possible based on the options GhostCast software provides for writing to a log file, but I would like this automated for every image being backed up and restored. I don't want to have my employees click write to a new file every time. Is this possible?

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  • Why Photoshop CS5's photomerge's result immediately disappear?

    - by koiyu
    I have a bunch of JPG-files which I want to stitch together with Photoshop's Photomerge function. I choose File → Automate → Photomerge... and browse for the files. Photoshop opens the files and starts analyzing. I see the process bar filling and different phases are mentioned on the process bar. Nothing weird there. When the merging is done (and if I don't blink my eyes), I can see layers-palette is populated with the chosen files and, by quickly judging from the layer thumbnails, they're properly aligned. Sometimes the image window itself can be seen, but not always. Problem is that the layers and the image disappear in a flash. There is no error message. Everything is like prior starting the photomerge. No file has been changed. I could continue to use Photoshop normally. This is what I've tried so far: Loaded folder which has 38 JPG images, 4272 x 2848 and ˜ 5 megabytes per file Loaded the same files, but chose Use Files instead of Use Folder in the photomerge's window Loaded 19 JPG images, 4272 x 2848 and ˜ 5 megabytes per file Loaded 10 JPG images, ⇑ see above Loaded 5 JPG images, see above Loaded 3 JPG images, see above Scaled the images to 2256 x 1504 and ˜< 1 megabytes per file Loaded in a set of 38, 19, 10, 5, 3 Following steps are tested with these smaller files and with a set of 5 images Read Adobe's forums and reduced the amount of RAM Photoshop uses gradually from ˜ 80 % to 50 % (though I didn't understand the logic behind this) Would've reduced cache tile size to 128K, but it was set so already Disabled OpenGL Scaled the images to 800 x 533 and ˜ 100 kilobytes per file, loaded a set of 5 Read more unanswered threads around the internet In between each test I closed and reopened Photoshop. This is the first time I've even tried using photomerge. Am I doing something wrong? How can I locate what is the problem? How do I fix this? Photoshop is 64 bit Extended CS5 version. I'm on a mid-2010 quad-core (i5) iMac with up-to-date Mac OS X 10.6.6. Edit: Weird. First loading the images into one file via File → Scripts → Load Files into Stack… and then using Edit → Auto-Align Layers…, which, effectively, is the same as photomerge (even the dialog looks kind of the same), works! Even with the original JPGs without any issues. This doesn't fix photomerge, though.

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  • Comparing two specific properties of a CSV using Compare-Object isn't giving the expected results

    - by MDMarra
    I have a list of users from two separate domains. These lists are in CSV format and I only care about the SAMAccountName, which is a field in these CSVs. The code that I'm working with is currently: $domain1 = Import-CSV C:\Scripts\Temp\domain1.xxx.org.csv | Select-Object SAMAccountName $domain2 = Import-CSV C:\Scripts\Temp\domain2.xxx.org.csv | Select-Object SAMAccountName Compare-Object ($domain1) ($domain2) This is returning only a handful of results (which aren't accurate) in this format: @{samaccountname=SomeUser} => Obviously, Compare-Object isn't evaluating the objects as strings. How do I make this work?

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  • Windows Media Player functionality for Ubuntu

    - by Xeoncross
    I have way to many music files to bother with setting up playlists. Especially since my files locations keeps changing as I move stuff around and swap between different computers, different mount points, and even different Operating Systems! So managing my media with any application is doomed to failure. However, since I still want to listen to the music I usually just select all the files I want to play at a time and then right-click to open them in a media player. Works great in windows media player and places all the tracks in a temp playlist on the sidebar. Fails in ubuntu using Rhythmbox since it doesn't understand "temp" playlists and just keeps adding files to your FULL listing of all sings on your whole computer. I have over three copies of some tracks now in my audio collection - and all of them are now invalid because the location of the files has changed. So what media player (for Ubuntu) works well with just temporary playlists and will allow me to open up my files without adding them to a collection?

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  • Convert Chinese character .wav song into .mp3 or .wma on English OS

    - by Jack
    I have bunch of Chinese .wav files on my hard disk that I'm trying to convert into .mp3 with Audacity but it appear that Audacity can not read Chinese character songs but the .wav file display correctly on my 32 bits Win7 Ultimate(English) pc. I have to rename these Chinese character songs into English file name in order to convert them. Does anyone know if there is any software (prefer open source) that will take Chinese character file name(.wav) and convert it into .mp3 without renaming the file?

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  • sed or grep or awk to match very very long lines

    - by yael
    more file param1=" 1,deerfntjefnerjfntrjgntrjnvgrvgrtbvggfrjbntr*rfr4fv*frfftrjgtrignmtignmtyightygjn 2,3,4,5,6,7,8, rfcmckmfdkckemdio8u548384omxc,mor0ckofcmineucfhcbdjcnedjcnywedpeodl40fcrcmkedmrikmckffmcrffmrfrifmtrifmrifvysdfn" need to match the content of $param1 in the file but its not work for example sed -n "/$param1/p" file or any grep $param1 file etc... any other solutions? maybe with perl?

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  • Automatic picture size adjustment

    - by CChriss
    Does anyone know of a free utility that allows you to paste into it a graphics file (any type would work for me, jpg, bmp, png, etc) and it will size the file to within a preset size boundary? For instance, if I preset it to resize files to be a maximum of 400 wide by 300 tall, and I paste in a file 500x500, it would shrink the file to fit within the 300 tall limit. Thanks.

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  • How can I unzip a .tar.gz in one step (using 7-Zip)?

    - by quickcel
    I am using 7-Zip on Windows XP and whenever I download a .tar.gz file it takes me two steps to completely extract the file(s). I right-click on the example.tar.gz file and choose 7-Zip -- Extract Here from the context menu. I then take the resulting example.tar file and the right-click again and choose 7-Zip -- Extract Here from the context menu. Is there a way through the context menu to do this in one step?

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  • Android JSON HttpClient to send data to PHP server with HttpResponse

    - by Scoobler
    I am currently trying to send some data from and Android application to a php server (both are controlled by me). There is alot of data collected on a form in the app, this is written to the database. This all works. In my main code, firstly I create a JSONObject (I have cut it down here for this example): JSONObject j = new JSONObject(); j.put("engineer", "me"); j.put("date", "today"); j.put("fuel", "full"); j.put("car", "mine"); j.put("distance", "miles"); Next I pass the object over for sending, and receive the response: String url = "http://www.server.com/thisfile.php"; HttpResponse re = HTTPPoster.doPost(url, j); String temp = EntityUtils.toString(re.getEntity()); if (temp.compareTo("SUCCESS")==0) { Toast.makeText(this, "Sending complete!", Toast.LENGTH_LONG).show(); } The HTTPPoster class: public static HttpResponse doPost(String url, JSONObject c) throws ClientProtocolException, IOException { HttpClient httpclient = new DefaultHttpClient(); HttpPost request = new HttpPost(url); HttpEntity entity; StringEntity s = new StringEntity(c.toString()); s.setContentEncoding(new BasicHeader(HTTP.CONTENT_TYPE, "application/json")); entity = s; request.setEntity(entity); HttpResponse response; response = httpclient.execute(request); return response; } This gets a response, but the server is returning a 403 - Forbidden response. I have tried changing the doPost function a little (this is actually a little better, as I said I have alot to send, basically 3 of the same form with different data - so I create 3 JSONObjects, one for each form entry - the entries come from the DB instead of the static example I am using). Firstly I changed the call over a bit: String url = "http://www.orsas.com/ServiceMatalan.php"; Map<String, String> kvPairs = new HashMap<String, String>(); kvPairs.put("vehicle", j.toString()); // Normally I would pass two more JSONObjects..... HttpResponse re = HTTPPoster.doPost(url, kvPairs); String temp = EntityUtils.toString(re.getEntity()); if (temp.compareTo("SUCCESS")==0) { Toast.makeText(this, "Sending complete!", Toast.LENGTH_LONG).show(); } Ok so the changes to the doPost function: public static HttpResponse doPost(String url, Map<String, String> kvPairs) throws ClientProtocolException, IOException { HttpClient httpclient = new DefaultHttpClient(); HttpPost httppost = new HttpPost(url); if (kvPairs != null && kvPairs.isEmpty() == false) { List<NameValuePair> nameValuePairs = new ArrayList<NameValuePair>(kvPairs.size()); String k, v; Iterator<String> itKeys = kvPairs.keySet().iterator(); while (itKeys.hasNext()) { k = itKeys.next(); v = kvPairs.get(k); nameValuePairs.add(new BasicNameValuePair(k, v)); } httppost.setEntity(new UrlEncodedFormEntity(nameValuePairs)); } HttpResponse response; response = httpclient.execute(httppost); return response; } Ok So this returns a response 200 int statusCode = re.getStatusLine().getStatusCode(); However the data received on the server cannot be parsed to a JSON string. It is badly formatted I think (this is the first time I have used JSON): If in the php file I do an echo on $_POST['vehicle'] I get the following: {\"date\":\"today\",\"engineer\":\"me\"} Can anyone tell me where I am going wrong, or if there is a better way to achieve what I am trying to do? Hopefully the above makes sense!

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  • UVA Online Judge 3n+1 : Right answer is Wrong answer

    - by Samuraisoulification
    Ive been toying with this problem for more than a week now, I have optimized it a lot, I seem to be getting the right answer, since it's the same as when I compare it to other's answers that got accepted, but I keep getting wrong answer. Im not sure what's going on! Anyone have any advice? I think it's a problem with the input or the output, cause Im not exactly sure how this judge thing works. So if anyone could pinpoint the problem, and also give me any advice on my code, Id be very appreciative!!! #include <iostream> #include <cstdlib> #include <stdio.h> #include <vector> using namespace std; class Node{ // node for each number that has teh cycles and number private: int number; int cycles; bool cycleset; // so it knows whether to re-set the cycle public: Node(int num){ number = num; cycles = 0; cycleset = false; } int getnumber(){ return number; } int getcycles(){ return cycles; } void setnumber(int num){ number = num; } void setcycles(int num){ cycles = num; cycleset = true; } bool cycled(){ return cycleset; } }; class Cycler{ private: vector<Node> cycleArray; int biggest; int cycleReal(unsigned int number){ // actually cycles through the number int cycles = 1; if (number != 1) { if (number < 1000000) { // makes sure it's in vector bounds if (!cycleArray[number].cycled()) { // sees if it's been cycled if (number % 2 == 0) { cycles += this->cycleReal((number / 2)); } else { cycles += this->cycleReal((3 * number) + 1); } } else { // if cycled get the number of cycles and don't re-calculate, ends recursion cycles = cycleArray[number].getcycles(); } } else { // continues recursing if it's too big for the vector if (number % 2 == 0) { cycles += this->cycleReal((number / 2)); } else { cycles += this->cycleReal((3 * number) + 1); } } } if(number < 1000000){ // sets cycles table for the number in the vector if (!cycleArray[number].cycled()) { cycleArray[number].setcycles(cycles); } } return cycles; } public: Cycler(){ biggest = 0; for(int i = 0; i < 1000000; i++){ // initialize the vector, set the numbers Node temp(i); cycleArray.push_back(temp); } } int cycle(int start, int end){ // cycles thorugh the inputted numbers. int size = 0; for(int i = start; i < end ; i++){ size = this->cycleReal(i); if(size > biggest){ biggest = size; } } int temp = biggest; biggest = 0; return temp; } int getBiggest(){ return biggest; } }; int main() { Cycler testCycler; int i, j; while(cin>>i>>j){ //read in untill \n int biggest = 0; if(i > j){ biggest = testCycler.cycle(j, i); }else{ biggest = testCycler.cycle(i, j); } cout << i << " " << j << " " << biggest << endl; } return 0; }

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  • easiest and best way to make a server queue java

    - by houlahan
    i have a server at the moment which makes a new thread for every user connected but after about 6 people are on the server for more than 15 mins it tends to flop and give me java heap out of memory error i have 1 thread that checks with a mysql database every 30 seconds to see if any of the users currently logged on have any new messages. what would be the easiest way to implement a server queue? this is the my main method for my server: public class Server { public static int MaxUsers = 1000; //public static PrintStream[] sessions = new PrintStream[MaxUsers]; public static ObjectOutputStream[] sessions = new ObjectOutputStream[MaxUsers]; public static ObjectInputStream[] ois = new ObjectInputStream[MaxUsers]; private static int port = 6283; public static Connection conn; static Toolkit toolkit; static Timer timer; public static void main(String[] args) { try { conn = (Connection) Mysql.getConnection(); } catch (Exception ex) { Logger.getLogger(Server.class.getName()).log(Level.SEVERE, null, ex); } System.out.println("****************************************************"); System.out.println("* *"); System.out.println("* Cloud Server *"); System.out.println("* ©2010 *"); System.out.println("* *"); System.out.println("* Luke Houlahan *"); System.out.println("* *"); System.out.println("* Server Online *"); System.out.println("* Listening On Port " + port + " *"); System.out.println("* *"); System.out.println("****************************************************"); System.out.println(""); mailChecker(); try { int i; ServerSocket s = new ServerSocket(port); for (i = 0; i < MaxUsers; ++i) { sessions[i] = null; } while (true) { try { Socket incoming = s.accept(); boolean found = false; int numusers = 0; int usernum = -1; synchronized (sessions) { for (i = 0; i < MaxUsers; ++i) { if (sessions[i] == null) { if (!found) { sessions[i] = new ObjectOutputStream(incoming.getOutputStream()); ois[i]= new ObjectInputStream(incoming.getInputStream()); new SocketHandler(incoming, i).start(); found = true; usernum = i; } } else { numusers++; } } if (!found) { ObjectOutputStream temp = new ObjectOutputStream(incoming.getOutputStream()); Person tempperson = new Person(); tempperson.setFlagField(100); temp.writeObject(tempperson); temp.flush(); temp = null; tempperson = null; incoming.close(); } else { } } } catch (IOException ex) { System.out.println(1); Logger.getLogger(Server.class.getName()).log(Level.SEVERE, null, ex); } } } catch (IOException ex) { System.out.println(2); Logger.getLogger(Server.class.getName()).log(Level.SEVERE, null, ex); } } public static void mailChecker() { toolkit = Toolkit.getDefaultToolkit(); timer = new Timer(); timer.schedule(new mailCheck(), 0, 10 * 1000); } }

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  • java gui changing picture causes heapspace error

    - by pie154
    I have a java programme than when a button is clicked it updates the image on screen to the according image. this will work for the first 15 or so clicks then it causes a java heapspace error. I think it is because of the way I am updating the jpanel that contains the bufferedimage but not sure what the reason is. My code to get make the JPanel contain the new image is, public class extraScreenPanel { static JPanel screenPanel = new JPanel(new BorderLayout()); public static JPanel extraScreenPanel(int dispNum) { JLabel label = new JLabel("" + dispNum + ""); label.setPreferredSize(new Dimension(800, 600)); //label.setUI( new VerticalLabelUI(true) ); label.setVerticalAlignment( SwingConstants.TOP ); screenPanel = imgDisp(dispNum); label.setForeground(Color.white); label.setFont(new Font("Serif", Font.BOLD, 200)); screenPanel.add(label, BorderLayout.PAGE_END ); return screenPanel; } public static JPanel imgDisp(int picNum) { /* String url[] = new String[5000]; String part1; url[0] = "C:/PiPhotoPic/pic16.jpg"; for(Integer i=1;i<5000;i++){ if(i<10){part1 = "C:/temp/new0000000";} else if(i<100){part1 = "C:/temp/new000000";} else if(i<1000){part1 = "C:/temp/new00000";} else {part1 = "C:/temp/new00000";} String num = Integer.toString(i); url[i]= part1 + num + ".jpg"; } if(picNum<0){picNum=0;} String ref = url[picNum];*/ //this code is just to get specific ref for image location BufferedImage loadImg = loadImage(ref); JImagePanel panel = new JImagePanel(loadImg, 0, 0); panel.setPreferredSize(new Dimension(800, 600)); return panel; } public static class JImagePanel extends JPanel{ private BufferedImage image; int x, y; public JImagePanel(BufferedImage image, int x, int y) { super(); this.image = image; this.x = x; this.y = y; } @Override protected void paintComponent(Graphics g) { super.paintComponent(g); g.drawImage(image, x, y, null); } } public static BufferedImage loadImage(String ref) { BufferedImage bimg = null; try { bimg = javax.imageio.ImageIO.read(new File(ref)); } catch (Exception e) { e.printStackTrace(); } BufferedImage bimg2 = resize(bimg,800,600); return bimg2; } public static BufferedImage resize(BufferedImage img, int newW, int newH) { int w = img.getWidth(); int h = img.getHeight(); BufferedImage dimg = dimg = new BufferedImage(newW, newH, img.getType()); Graphics2D g = dimg.createGraphics(); g.setRenderingHint(RenderingHints.KEY_INTERPOLATION, RenderingHints.VALUE_INTERPOLATION_BILINEAR); g.drawImage(img, 0, 0, newW, newH, 0, 0, w, h, null); g.dispose(); return dimg; } } And the code that updates my gui is, it works by removing the panel from its containg panel and then readding it to it. picPanel = imgDisp.imgDisp(num); repaintPicPanel(); public static void repaintPicPanel() { picPanel.removeAll(); menuPanel.remove(picPanel);; menuPanel.add(picPanel, BorderLayout.LINE_START); }

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  • Recursively created linked lists with a class, C++

    - by Jon Brant
    I'm using C++ to recursively make a hexagonal grid (using a multiply linked list style). I've got it set up to create neighboring tiles easily, but because I'm doing it recursively, I can only really create all 6 neighbors for a given tile. Obviously, this is causing duplicate tiles to be created and I'm trying to get rid of them in some way. Because I'm using a class, checking for null pointers doesn't seem to work. It's either failing to convert from my Tile class to and int, or somehow converting it but not doing it properly. I'm explicitly setting all pointers to NULL upon creation, and when I check to see if it still is, it says it's not even though I never touched it since initialization. Is there a specific way I'm supposed to do this? I can't even traverse the grid without NULLs of some kind Here's some of my relevant code. Yes, I know it's embarassing. Tile class header: class Tile { public: Tile(void); Tile(char *Filename); ~Tile(void); void show(void); bool LoadGLTextures(); void makeDisplayList(); void BindTexture(); void setFilename(char *newName); char Filename[100]; GLuint texture[2]; GLuint displayList; Tile *neighbor[6]; float xPos, yPos,zPos; };` Tile Initialization: Tile::Tile(void) { xPos=0.0f; yPos=0.0f; zPos=0.0f; glEnable(GL_DEPTH_TEST); strcpy(Filename, strcpy(Filename, "Data/BlueTile.bmp")); if(!BuildTexture(Filename, texture[0]))MessageBox(NULL,"Texture failed to load!","Crap!",MB_OK|MB_ICONASTERISK); for(int x=0;x<6;x++) { neighbor[x]=NULL; } } Creation of neighboring tiles: void MakeNeighbors(Tile *InputTile, int stacks) { for(int x=0;x<6;x++) { InputTile->neighbor[x]=new Tile();InputTile->neighbor[x]->xPos=0.0f;InputTile->neighbor[x]->yPos=0.0f;InputTile->zPos=float(stacks); } if(stacks) { for(int x=0;x<6;x++)MakeNeighbors(InputTile->neighbor[x],stacks-1); } } And finally, traversing the grid: void TraverseGrid(Tile *inputTile) { Tile *temp; for(int x=0;x<6;x++) if(inputTile->neighbor[x]) { temp=inputTile->neighbor[x]; temp->xPos=0.0f; TraverseGrid(temp); //MessageBox(NULL,"Not Null!","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } } The key line is "if(inputTile-neighbor[x])" and whether I make it "if(inputTile-neighbor[x]==NULL)" or whatever I do, it just isn't handling it properly. Oh and I'm also aware that I haven't set up the list fully. It's only one direction now.

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  • Merge Sort issue when removing the array copy step

    - by Ime Prezime
    I've been having an issue that I couldn't debug for quite some time. I am trying to implement a MergeSort algorithm with no additional steps of array copying by following Robert Sedgewick's algorithm in "Algorithm's in C++" book. Short description of the algorithm: The recursive program is set up to sort b, leaving results in a. Thus, the recursive calls are written to leave their result in b, and we use the basic merge program to merge those files from b into a. In this way, all the data movement is done during the course of the merges. The problem is that I cannot find any logical errors but the sorting isn't done properly. Data gets overwritten somewhere and I cannot determine what logical error causes this. The data is sorted when the program is finished but it is not the same data any more. For example, Input array: { A, Z, W, B, G, C } produces the array: { A, G, W, W, Z, Z }. I can obviously see that it must be a logical error somewhere, but I have been trying to debug this for a pretty long time and I think a fresh set of eyes could maybe see what I'm missing cause I really can't find anything wrong. My code: static const int M = 5; void insertion(char** a, int l, int r) { int i,j; char * temp; for (i = 1; i < r + 1; i++) { temp = a[i]; j = i; while (j > 0 && strcmp(a[j-1], temp) > 0) { a[j] = a[j-1]; j = j - 1; } a[j] = temp; } } //merging a and b into c void merge(char ** c,char ** a, int N, char ** b, int M) { for (int i = 0, j = 0, k = 0; k < N+M; k++) { if (i == N) { c[k] = b[j++]; continue; } if (j == M) { c[k] = a[i++]; continue; } c[k] = strcmp(a[i], b[j]) < 0 ? a[i++] : b[j++]; } } void mergesortAux(char ** a, char ** b, int l, int r) { if(r - l <= M) { insertion(a, l, r); return; } int m = (l + r)/2; mergesortAux(b, a, l, m); //merge sort left mergesortAux(b, a, m+1, r); //merge sort right merge(a+l, b+l, m-l+1, b+m+1, r-m); //merge } void mergesort(char ** a,int l, int r, int size) { static char ** aux = (char**)malloc(size * sizeof(char*)); for(int i = l; i < size; i++) aux[i] = a[i]; mergesortAux(a, aux, l, r); free(aux); }

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  • problem with PHP class function ()

    - by lusey
    hello this is my first question here and i hope you can help me .. I am trying to find a soloution of the towers of hanoi problem by three search ways (BFS-DFS-IDS) so I use "state" class whitch defined by 5 variables as here : class state { var $tower1 = array(); var $tower2 = array(); var $tower3 = array(); var $depth; var $neighbors = array(); and it also has many function one of them is getneighbors() which supposed to fill the array $neighbors with state neighbors and they are from the type "state" and here is the function : function getneighbors () { $temp=$this->copy(); $neighbor1= $this->copy(); $neighbor2= $this->copy(); $neighbor3= $this->copy(); $neighbor4= $this->copy(); $neighbor5= $this->copy(); $neighbor6= $this->copy(); if(!Empty($temp->tower1)) { if(!Empty($neighbor1->tower2)) { if(end($neighbor1->tower1) < end($neighbor1->tower2)) { array_unshift($neighbor1->tower2,array_pop($neighbor1->tower1)); array_push($neighbors,$neighbor1); }} else { array_unshift($neighbor1->tower2, array_pop($neighbor1->tower1)); array_push($neighbors,$neighbor1); } if(!Empty($neighbor2->tower3)) { if(end($neighbor2->tower1) < end($neighbor2->tower3)) { array_unshift($neighbor2->tower3, array_pop($neighbor2->tower1)); array_push($neighbors,$neighbor2); }} else { array_unshift($neighbor2->tower3,array_shift($neighbor2->tower1)); array_push($neighbors,$neighbor2); } } if(!Empty($temp->tower2)) { if(!Empty($neighbor3->tower1)) { if(end($neighbor3->tower2) < end($neighbor3->tower1)) { array_unshift($neighbor3->tower1,array_shift($neighbor3->tower2)); array_push($neighbors,$neighbor3); } } else { array_unshift($neighbor3->tower1,array_shift($neighbor3->tower2)); array_push($neighbors,$neighbor3); } if(!Empty($neighbor4->tower3)) { if(end($neighbor4->tower2) < end($neighbor4->tower3)) { array_unshift($neighbor4->tower1,array_shift($neighbor4->tower2)); array_push($neighbors,$neighbor4); } } else{ array_unshift($neighbor4->tower3,array_shift($neighbor4->tower2)); array_push($neighbors,$neighbor4); } } if(!Empty($temp->tower3)) { if(!Empty($neighbor5->tower1)) { if(end($neighbor5->tower3) < end($neighbor5->tower1)) {array_unshift($neighbor5->tower1,array_shift($neighbor5->tower3)); array_push($neighbors,$neighbor5); } } else{ array_unshift($neighbor5->tower1,array_shift($neighbor5->tower3)); array_push($neighbors,$neighbor5);} if(!Empty($neighbor6->tower2)) { if(end($neighbor6->tower3) < end($neighbor6->tower2)) { array_unshift($neighbor6->tower2,array_shift($neighbor6->tower3)); array_push($neighbors,$neighbor6); }} else{ array_unshift($neighbor6->tower2,array_shift($neighbor6->tower3)); array_push($neighbors,$neighbor6);} } return $neighbors; } note that toString and equals and copy are defined too now the problem is that when I call getneighbors() it returns an empty $neighbors array can you pleas tell me the problem ?

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  • Want to Receive dynamic length data from a message queue in IPC?

    - by user1089679
    Here I have to send and receive dynamic data using a SysV message queue. so in structure filed i have dynamic memory allocation char * because its size may be varies. so how can i receive this type of message at receiver side. Please let me know how can i send dynamic length of data with message queue. I am getting problem in this i posted my code below. send.c /*filename : send.c *To compile : gcc send.c -o send */ #include <stdio.h> #include <stdlib.h> #include <errno.h> #include <string.h> #include <sys/types.h> #include <sys/ipc.h> #include <sys/msg.h> struct my_msgbuf { long mtype; char *mtext; }; int main(void) { struct my_msgbuf buf; int msqid; key_t key; static int count = 0; char temp[5]; int run = 1; if ((key = ftok("send.c", 'B')) == -1) { perror("ftok"); exit(1); } printf("send.c Key is = %d\n",key); if ((msqid = msgget(key, 0644 | IPC_CREAT)) == -1) { perror("msgget"); exit(1); } printf("Enter lines of text, ^D to quit:\n"); buf.mtype = 1; /* we don't really care in this case */ int ret = -1; while(run) { count++; buf.mtext = malloc(50); strcpy(buf.mtext,"Hi hello test message here"); snprintf(temp, sizeof (temp), "%d",count); strcat(buf.mtext,temp); int len = strlen(buf.mtext); /* ditch newline at end, if it exists */ if (buf.mtext[len-1] == '\n') buf.mtext[len-1] = '\0'; if (msgsnd(msqid, &buf, len+1, IPC_NOWAIT) == -1) /* +1 for '\0' */ perror("msgsnd"); if(count == 100) run = 0; usleep(1000000); } if (msgctl(msqid, IPC_RMID, NULL) == -1) { perror("msgctl"); exit(1); } return 0; } receive.c /* filename : receive.c * To compile : gcc receive.c -o receive */ #include <stdio.h> #include <stdlib.h> #include <errno.h> #include <sys/types.h> #include <sys/ipc.h> #include <sys/msg.h> struct my_msgbuf { long mtype; char *mtext; }; int main(void) { struct my_msgbuf buf; int msqid; key_t key; if ((key = ftok("send.c", 'B')) == -1) { /* same key as send.c */ perror("ftok"); exit(1); } if ((msqid = msgget(key, 0644)) == -1) { /* connect to the queue */ perror("msgget"); exit(1); } printf("test: ready to receive messages, captain.\n"); for(;;) { /* receive never quits! */ buf.mtext = malloc(50); if (msgrcv(msqid, &buf, 50, 0, 0) == -1) { perror("msgrcv"); exit(1); } printf("test: \"%s\"\n", buf.mtext); } return 0; }

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  • Can anyone help me find why this C program work on VS2005 but not on DEV-C++

    - by user333771
    Hello to everybody..and greetings from Greece I have a C program for an exercise and it has a strange issue The program runs just fine on VS 2005 but it crashes on DEV-C++ and the problem that the problem is that the exercise is always evaluated against DEV-C++ The program is about inserting nodes to a BST and this is where the problem lies... Well i would really appreciate some help. enter code here #include <stdio.h> #include <stdlib.h> #include <malloc.h> typedef struct tree_node { int value; int weight; struct tree_node *left; struct tree_node *right; } TREE_NODE; /* The Following function creates a Binary Search Treed */ TREE_NODE *create_tree(int list[], int size); TREE_NODE *search_pos_to_insert(TREE_NODE *root, int value, int *left_or_right); /* this is the problematic function */ void inorder(TREE_NODE *root); /* Inorder Traversing */ TREE_NODE *temp; int main() { TREE_NODE *root; /* Pointer to the root of the BST */ int values[] = {10, 5, 3, 4, 1, 9, 6, 7, 8, 2}; /* Values for BST */ int size = 10, tree_weight; root = create_tree(values, 10); printf("\n"); inorder(root); /* Inorder BST*/ system("PAUSE"); } TREE_NODE *search_pos_to_insert(TREE_NODE *root, int value, int *left_or_right) { if(root !=NULL) { temp = root; if(value >root->value) { *left_or_right=1; *search_pos_to_insert(root->right, value, left_or_right); } else { *left_or_right=0; *search_pos_to_insert(root->left, value, left_or_right); } } else return temp;/* THIS IS THE PROBLEM (1) */ } TREE_NODE *create_tree(int list[], int size) { TREE_NODE *new_node_pntr, *insert_point, *root = NULL; int i, left_or_right; /* First Value of the Array is the root of the BST */ new_node_pntr = (TREE_NODE *) malloc(sizeof(TREE_NODE)); new_node_pntr->value = list[0]; /* ¸íèåóå ôçí ðñþôç ôéìÞ ôïõ ðßíáêá. */ new_node_pntr->weight = 0; new_node_pntr->left = NULL; new_node_pntr->right = NULL; root = new_node_pntr; /* Now the rest of the arrat. */ for (i = 1; i < size; i++) { insert_point = search_pos_to_insert(root, list[i], &left_or_right); /* THIS IS THE PROBLEM (2) */ /* insert_point just won't get the return from temp */ new_node_pntr = (TREE_NODE *) malloc(sizeof(TREE_NODE)); new_node_pntr->value = list[i]; new_node_pntr->weight = 0; new_node_pntr->left = NULL; new_node_pntr->right = NULL; if (left_or_right == 0) insert_point->left = new_node_pntr; else insert_point->right = new_node_pntr; } return(root); } void inorder(TREE_NODE *root) { if (root == NULL) return; inorder(root->left); printf("Value: %d, Weight: %d.\n", root->value, root->weight); inorder(root->right); }

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  • count specific things within a code in c++

    - by shap
    can anyone help me make this more generalised and more pro? #include <fstream> #include <iostream> #include <string> #include <vector> using namespace std; int main() { // open text file for input: string file_name; cout << "please enter file name: "; cin >> file_name; // associate the input file stream with a text file ifstream infile(file_name.c_str()); // error checking for a valid filename if ( !infile ) { cerr << "Unable to open file " << file_name << " -- quitting!\n"; return( -1 ); } else cout << "\n"; // some data structures to perform the function vector<string> lines_of_text; string textline; // read in text file, line by while (getline( infile, textline, '\n' )) { // add the new element to the vector lines_of_text.push_back( textline ); // print the 'back' vector element - see the STL documentation cout << lines_of_text.back() << "\n"; } cout<<"OUTPUT BEGINS HERE: "<<endl<<endl; cout<<"the total capacity of vector: lines_of_text is: "<<lines_of_text.capacity()<<endl; int PLOC = (lines_of_text.size()+1); int numbComments =0; int numbClasses =0; cout<<"\nThe total number of physical lines of code is: "<<PLOC<<endl; for (int i=0; i<(PLOC-1); i++) //reads through each part of the vector string line-by-line and triggers if the //it registers the "//" which will output a number lower than 100 (since no line is 100 char long and if the function does not //register that character within the string, it outputs a public status constant that is found in the class string and has a huge value //alot more than 100. { string temp(lines_of_text [i]); if (temp.find("//")<100) numbComments +=1; } cout<<"The total number of comment lines is: "<<numbComments<<endl; for (int j=0; j<(PLOC-1); j++) { string temp(lines_of_text [j]); if (temp.find("};")<100) numbClasses +=1; } cout<<"The total number of classes is: "<<numbClasses<<endl;

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  • Create and Consume WCF service using Visual Studio 2010

    - by sreejukg
    In this article I am going to demonstrate how to create a WCF service, that can be hosted inside IIS and a windows application that consume the WCF service. To support service oriented architecture, Microsoft developed the programming model named Windows Communication Foundation (WCF). ASMX was the prior version from Microsoft, was completely based on XML and .Net framework continues to support ASMX web services in future versions also. While ASMX web services was the first step towards the service oriented architecture, Microsoft has made a big step forward by introducing WCF. An overview of planning for WCF can be found from this link http://msdn.microsoft.com/en-us/library/ff649584.aspx . The following are the important differences between WCF and ASMX from an asp.net developer point of view. 1. ASMX web services are easy to write, configure and consume 2. ASMX web services are only hosted in IIS 3. ASMX web services can only use http 4. WCF, can be hosted inside IIS, windows service, console application, WAS(Windows Process Activation Service) etc 5. WCF can be used with HTTP, TCP/IP, MSMQ and other protocols. The detailed difference between ASMX web service and WCF can be found here. http://msdn.microsoft.com/en-us/library/cc304771.aspx Though WCF is a bigger step for future, Visual Studio makes it simpler to create, publish and consume the WCF service. In this demonstration, I am going to create a service named SayHello that accepts 2 parameters such as name and language code. The service will return a hello to user name that corresponds to the language. So the proposed service usage is as follows. Caller: SayHello(“Sreeju”, “en”) -> return value -> Hello Sreeju Caller: SayHello(“???”, “ar”) -> return value -> ????? ??? Caller: SayHello(“Sreeju”, “es”) - > return value -> Hola Sreeju Note: calling an automated translation service is not the intention of this article. If you are interested, you can find bing translator API and can use in your application. http://www.microsofttranslator.com/dev/ So Let us start First I am going to create a Service Application that offer the SayHello Service. Open Visual Studio 2010, Go to File -> New Project, from your preferred language from the templates section select WCF, select WCF service application as the project type, give the project a name(I named it as HelloService), click ok so that visual studio will create the project for you. In this demonstration, I have used C# as the programming language. Visual studio will create the necessary files for you to start with. By default it will create a service with name Service1.svc and there will be an interface named IService.cs. The screenshot for the project in solution explorer is as follows Since I want to demonstrate how to create new service, I deleted Service1.Svc and IService1.cs files from the project by right click the file and select delete. Now in the project there is no service available, I am going to create one. From the solution explorer, right click the project, select Add -> New Item Add new item dialog will appear to you. Select WCF service from the list, give the name as HelloService.svc, and click on the Add button. Now Visual studio will create 2 files with name IHelloService.cs and HelloService.svc. These files are basically the service definition (IHelloService.cs) and the service implementation (HelloService.svc). Let us examine the IHelloService interface. The code state that IHelloService is the service definition and it provides an operation/method (similar to web method in ASMX web services) named DoWork(). Any WCF service will have a definition file as an Interface that defines the service. Let us see what is inside HelloService.svc The code illustrated is implementing the interface IHelloService. The code is self-explanatory; the HelloService class needs to implement all the methods defined in the Service Definition. Let me do the service as I require. Open IHelloService.cs in visual studio, and delete the DoWork() method and add a definition for SayHello(), do not forget to add OperationContract attribute to the method. The modified IHelloService.cs will look as follows Now implement the SayHello method in the HelloService.svc.cs file. Here I wrote the code for SayHello method as follows. I am done with the service. Now you can build and run the service by clicking f5 (or selecting start debugging from the debug menu). Visual studio will host the service in give you a client to test it. The screenshot is as follows. In the left pane, it shows the services available in the server and in right side you can invoke the service. To test the service sayHello, double click on it from the above window. It will ask you to enter the parameters and click on the invoke button. See a sample output below. Now I have done with the service. The next step is to write a service client. Creating a consumer application involves 2 steps. One generating the class and configuration file corresponds to the service. Create a project that utilizes the generated class and configuration file. First I am going to generate the class and configuration file. There is a great tool available with Visual Studio named svcutil.exe, this tool will create the necessary class and configuration files for you. Read the documentation for the svcutil.exe here http://msdn.microsoft.com/en-us/library/aa347733.aspx . Open Visual studio command prompt, you can find it under Start Menu -> All Programs -> Visual Studio 2010 -> Visual Studio Tools -> Visual Studio command prompt Make sure the service is in running state in visual studio. Note the url for the service(from the running window, you can right click and choose copy address). Now from the command prompt, enter the svcutil.exe command as follows. I have mentioned the url and the /d switch – for the directory to store the output files(In this case d:\temp). If you are using windows drive(in my case it is c: ) , make sure you open the command prompt with run as administrator option, otherwise you will get permission error(Only in windows 7 or windows vista). The tool has created 2 files, HelloService.cs and output.config. Now the next step is to create a new project and use the created files and consume the service. Let us do that now. I am going to add a console application to the current solution. Right click solution name in the solution explorer, right click, Add-> New Project Under Visual C#, select console application, give the project a name, I named it TestService Now navigate to d:\temp where I generated the files with the svcutil.exe. Rename output.config to app.config. Next step is to add both files (d:\temp\helloservice.cs and app.config) to the files. In the solution explorer, right click the project, Add -> Add existing item, browse to the d:\temp folder, select the 2 files as mentioned before, click on the add button. Now you need to add a reference to the System.ServiceModel to the project. From solution explorer, right click the references under testservice project, select Add reference. In the Add reference dialog, select the .Net tab, select System.ServiceModel, and click ok Now open program.cs by double clicking on it and add the code to consume the web service to the main method. The modified file looks as follows Right click the testservice project and set as startup project. Click f5 to run the project. See the sample output as follows Publishing WCF service under IIS is similar to publishing ASP.Net application. Publish the application to a folder using Visual studio publishing feature, create a virtual directory and create it as an application. Don’t forget to set the application pool to use ASP.Net version 4. One last thing you need to check is the app.config file you have added to the solution. See the element client under ServiceModel element. There is an endpoint element with address attribute that points to the published service URL. If you permanently host the service under IIS, you can simply change the address parameter to the corresponding one and your application will consume the service. You have seen how easily you can build/consume WCF service. If you need the solution in zipped format, please post your email below.

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  • Convertion of tiff image in Python script - OCR using tesseract

    - by PYTHON TEAM
    I want to convert a tiff image file to text document. My code perfectly as I expected to convert tiff images with usual font but its not working for french script font . My tiff image file contains text. The font of text is in french script format.I here is my code import Image import subprocess import util import errors tesseract_exe_name = 'tesseract' # Name of executable to be called at command line scratch_image_name = "temp.bmp" # This file must be .bmp or other Tesseract-compatible format scratch_text_name_root = "temp" # Leave out the .txt extension cleanup_scratch_flag = True # Temporary files cleaned up after OCR operation def call_tesseract(input_filename, output_filename): """Calls external tesseract.exe on input file (restrictions on types), outputting output_filename+'txt'""" args = [tesseract_exe_name, input_filename, output_filename] proc = subprocess.Popen(args) retcode = proc.wait() if retcode!=0: errors.check_for_errors() def image_to_string(im, cleanup = cleanup_scratch_flag): """Converts im to file, applies tesseract, and fetches resulting text. If cleanup=True, delete scratch files after operation.""" try: util.image_to_scratch(im, scratch_image_name) call_tesseract(scratch_image_name, scratch_text_name_root) text = util.retrieve_text(scratch_text_name_root) finally: if cleanup: util.perform_cleanup(scratch_image_name, scratch_text_name_root) return text def image_file_to_string(filename, cleanup = cleanup_scratch_flag, graceful_errors=True): If cleanup=True, delete scratch files after operation.""" try: try: call_tesseract(filename, scratch_text_name_root) text = util.retrieve_text(scratch_text_name_root) except errors.Tesser_General_Exception: if graceful_errors: im = Image.open(filename) text = image_to_string(im, cleanup) else: raise finally: if cleanup: util.perform_cleanup(scratch_image_name, scratch_text_name_root) return text if __name__=='__main__': im = Image.open("/home/oomsys/phototest.tif") text = image_to_string(im) print text try: text = image_file_to_string('fnord.tif', graceful_errors=False) except errors.Tesser_General_Exception, value: print "fnord.tif is incompatible filetype. Try graceful_errors=True" print value text = image_file_to_string('fnord.tif', graceful_errors=True) print "fnord.tif contents:", text text = image_file_to_string('fonts_test.png', graceful_errors=True) print text

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  • 256 Windows Azure Worker Roles, Windows Kinect and a 90's Text-Based Ray-Tracer

    - by Alan Smith
    For a couple of years I have been demoing a simple render farm hosted in Windows Azure using worker roles and the Azure Storage service. At the start of the presentation I deploy an Azure application that uses 16 worker roles to render a 1,500 frame 3D ray-traced animation. At the end of the presentation, when the animation was complete, I would play the animation delete the Azure deployment. The standing joke with the audience was that it was that it was a “$2 demo”, as the compute charges for running the 16 instances for an hour was $1.92, factor in the bandwidth charges and it’s a couple of dollars. The point of the demo is that it highlights one of the great benefits of cloud computing, you pay for what you use, and if you need massive compute power for a short period of time using Windows Azure can work out very cost effective. The “$2 demo” was great for presenting at user groups and conferences in that it could be deployed to Azure, used to render an animation, and then removed in a one hour session. I have always had the idea of doing something a bit more impressive with the demo, and scaling it from a “$2 demo” to a “$30 demo”. The challenge was to create a visually appealing animation in high definition format and keep the demo time down to one hour.  This article will take a run through how I achieved this. Ray Tracing Ray tracing, a technique for generating high quality photorealistic images, gained popularity in the 90’s with companies like Pixar creating feature length computer animations, and also the emergence of shareware text-based ray tracers that could run on a home PC. In order to render a ray traced image, the ray of light that would pass from the view point must be tracked until it intersects with an object. At the intersection, the color, reflectiveness, transparency, and refractive index of the object are used to calculate if the ray will be reflected or refracted. Each pixel may require thousands of calculations to determine what color it will be in the rendered image. Pin-Board Toys Having very little artistic talent and a basic understanding of maths I decided to focus on an animation that could be modeled fairly easily and would look visually impressive. I’ve always liked the pin-board desktop toys that become popular in the 80’s and when I was working as a 3D animator back in the 90’s I always had the idea of creating a 3D ray-traced animation of a pin-board, but never found the energy to do it. Even if I had a go at it, the render time to produce an animation that would look respectable on a 486 would have been measured in months. PolyRay Back in 1995 I landed my first real job, after spending three years being a beach-ski-climbing-paragliding-bum, and was employed to create 3D ray-traced animations for a CD-ROM that school kids would use to learn physics. I had got into the strange and wonderful world of text-based ray tracing, and was using a shareware ray-tracer called PolyRay. PolyRay takes a text file describing a scene as input and, after a few hours processing on a 486, produced a high quality ray-traced image. The following is an example of a basic PolyRay scene file. background Midnight_Blue   static define matte surface { ambient 0.1 diffuse 0.7 } define matte_white texture { matte { color white } } define matte_black texture { matte { color dark_slate_gray } } define position_cylindrical 3 define lookup_sawtooth 1 define light_wood <0.6, 0.24, 0.1> define median_wood <0.3, 0.12, 0.03> define dark_wood <0.05, 0.01, 0.005>     define wooden texture { noise surface { ambient 0.2  diffuse 0.7  specular white, 0.5 microfacet Reitz 10 position_fn position_cylindrical position_scale 1  lookup_fn lookup_sawtooth octaves 1 turbulence 1 color_map( [0.0, 0.2, light_wood, light_wood] [0.2, 0.3, light_wood, median_wood] [0.3, 0.4, median_wood, light_wood] [0.4, 0.7, light_wood, light_wood] [0.7, 0.8, light_wood, median_wood] [0.8, 0.9, median_wood, light_wood] [0.9, 1.0, light_wood, dark_wood]) } } define glass texture { surface { ambient 0 diffuse 0 specular 0.2 reflection white, 0.1 transmission white, 1, 1.5 }} define shiny surface { ambient 0.1 diffuse 0.6 specular white, 0.6 microfacet Phong 7  } define steely_blue texture { shiny { color black } } define chrome texture { surface { color white ambient 0.0 diffuse 0.2 specular 0.4 microfacet Phong 10 reflection 0.8 } }   viewpoint {     from <4.000, -1.000, 1.000> at <0.000, 0.000, 0.000> up <0, 1, 0> angle 60     resolution 640, 480 aspect 1.6 image_format 0 }       light <-10, 30, 20> light <-10, 30, -20>   object { disc <0, -2, 0>, <0, 1, 0>, 30 wooden }   object { sphere <0.000, 0.000, 0.000>, 1.00 chrome } object { cylinder <0.000, 0.000, 0.000>, <0.000, 0.000, -4.000>, 0.50 chrome }   After setting up the background and defining colors and textures, the viewpoint is specified. The “camera” is located at a point in 3D space, and it looks towards another point. The angle, image resolution, and aspect ratio are specified. Two lights are present in the image at defined coordinates. The three objects in the image are a wooden disc to represent a table top, and a sphere and cylinder that intersect to form a pin that will be used for the pin board toy in the final animation. When the image is rendered, the following image is produced. The pins are modeled with a chrome surface, so they reflect the environment around them. Note that the scale of the pin shaft is not correct, this will be fixed later. Modeling the Pin Board The frame of the pin-board is made up of three boxes, and six cylinders, the front box is modeled using a clear, slightly reflective solid, with the same refractive index of glass. The other shapes are modeled as metal. object { box <-5.5, -1.5, 1>, <5.5, 5.5, 1.2> glass } object { box <-5.5, -1.5, -0.04>, <5.5, 5.5, -0.09> steely_blue } object { box <-5.5, -1.5, -0.52>, <5.5, 5.5, -0.59> steely_blue } object { cylinder <-5.2, -1.2, 1.4>, <-5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, -1.2, 1.4>, <5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <-5.2, 5.2, 1.4>, <-5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, 5.2, 1.4>, <5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <0, -1.2, 1.4>, <0, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <0, 5.2, 1.4>, <0, 5.2, -0.74>, 0.2 steely_blue }   In order to create the matrix of pins that make up the pin board I used a basic console application with a few nested loops to create two intersecting matrixes of pins, which models the layout used in the pin boards. The resulting image is shown below. The pin board contains 11,481 pins, with the scene file containing 23,709 lines of code. For the complete animation 2,000 scene files will be created, which is over 47 million lines of code. Each pin in the pin-board will slide out a specific distance when an object is pressed into the back of the board. This is easily modeled by setting the Z coordinate of the pin to a specific value. In order to set all of the pins in the pin-board to the correct position, a bitmap image can be used. The position of the pin can be set based on the color of the pixel at the appropriate position in the image. When the Windows Azure logo is used to set the Z coordinate of the pins, the following image is generated. The challenge now was to make a cool animation. The Azure Logo is fine, but it is static. Using a normal video to animate the pins would not work; the colors in the video would not be the same as the depth of the objects from the camera. In order to simulate the pin board accurately a series of frames from a depth camera could be used. Windows Kinect The Kenect controllers for the X-Box 360 and Windows feature a depth camera. The Kinect SDK for Windows provides a programming interface for Kenect, providing easy access for .NET developers to the Kinect sensors. The Kinect Explorer provided with the Kinect SDK is a great starting point for exploring Kinect from a developers perspective. Both the X-Box 360 Kinect and the Windows Kinect will work with the Kinect SDK, the Windows Kinect is required for commercial applications, but the X-Box Kinect can be used for hobby projects. The Windows Kinect has the advantage of providing a mode to allow depth capture with objects closer to the camera, which makes for a more accurate depth image for setting the pin positions. Creating a Depth Field Animation The depth field animation used to set the positions of the pin in the pin board was created using a modified version of the Kinect Explorer sample application. In order to simulate the pin board accurately, a small section of the depth range from the depth sensor will be used. Any part of the object in front of the depth range will result in a white pixel; anything behind the depth range will be black. Within the depth range the pixels in the image will be set to RGB values from 0,0,0 to 255,255,255. A screen shot of the modified Kinect Explorer application is shown below. The Kinect Explorer sample application was modified to include slider controls that are used to set the depth range that forms the image from the depth stream. This allows the fine tuning of the depth image that is required for simulating the position of the pins in the pin board. The Kinect Explorer was also modified to record a series of images from the depth camera and save them as a sequence JPEG files that will be used to animate the pins in the animation the Start and Stop buttons are used to start and stop the image recording. En example of one of the depth images is shown below. Once a series of 2,000 depth images has been captured, the task of creating the animation can begin. Rendering a Test Frame In order to test the creation of frames and get an approximation of the time required to render each frame a test frame was rendered on-premise using PolyRay. The output of the rendering process is shown below. The test frame contained 23,629 primitive shapes, most of which are the spheres and cylinders that are used for the 11,800 or so pins in the pin board. The 1280x720 image contains 921,600 pixels, but as anti-aliasing was used the number of rays that were calculated was 4,235,777, with 3,478,754,073 object boundaries checked. The test frame of the pin board with the depth field image applied is shown below. The tracing time for the test frame was 4 minutes 27 seconds, which means rendering the2,000 frames in the animation would take over 148 hours, or a little over 6 days. Although this is much faster that an old 486, waiting almost a week to see the results of an animation would make it challenging for animators to create, view, and refine their animations. It would be much better if the animation could be rendered in less than one hour. Windows Azure Worker Roles The cost of creating an on-premise render farm to render animations increases in proportion to the number of servers. The table below shows the cost of servers for creating a render farm, assuming a cost of $500 per server. Number of Servers Cost 1 $500 16 $8,000 256 $128,000   As well as the cost of the servers, there would be additional costs for networking, racks etc. Hosting an environment of 256 servers on-premise would require a server room with cooling, and some pretty hefty power cabling. The Windows Azure compute services provide worker roles, which are ideal for performing processor intensive compute tasks. With the scalability available in Windows Azure a job that takes 256 hours to complete could be perfumed using different numbers of worker roles. The time and cost of using 1, 16 or 256 worker roles is shown below. Number of Worker Roles Render Time Cost 1 256 hours $30.72 16 16 hours $30.72 256 1 hour $30.72   Using worker roles in Windows Azure provides the same cost for the 256 hour job, irrespective of the number of worker roles used. Provided the compute task can be broken down into many small units, and the worker role compute power can be used effectively, it makes sense to scale the application so that the task is completed quickly, making the results available in a timely fashion. The task of rendering 2,000 frames in an animation is one that can easily be broken down into 2,000 individual pieces, which can be performed by a number of worker roles. Creating a Render Farm in Windows Azure The architecture of the render farm is shown in the following diagram. The render farm is a hybrid application with the following components: ·         On-Premise o   Windows Kinect – Used combined with the Kinect Explorer to create a stream of depth images. o   Animation Creator – This application uses the depth images from the Kinect sensor to create scene description files for PolyRay. These files are then uploaded to the jobs blob container, and job messages added to the jobs queue. o   Process Monitor – This application queries the role instance lifecycle table and displays statistics about the render farm environment and render process. o   Image Downloader – This application polls the image queue and downloads the rendered animation files once they are complete. ·         Windows Azure o   Azure Storage – Queues and blobs are used for the scene description files and completed frames. A table is used to store the statistics about the rendering environment.   The architecture of each worker role is shown below.   The worker role is configured to use local storage, which provides file storage on the worker role instance that can be use by the applications to render the image and transform the format of the image. The service definition for the worker role with the local storage configuration highlighted is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="CloudRay" >   <WorkerRole name="CloudRayWorkerRole" vmsize="Small">     <Imports>     </Imports>     <ConfigurationSettings>       <Setting name="DataConnectionString" />     </ConfigurationSettings>     <LocalResources>       <LocalStorage name="RayFolder" cleanOnRoleRecycle="true" />     </LocalResources>   </WorkerRole> </ServiceDefinition>     The two executable programs, PolyRay.exe and DTA.exe are included in the Azure project, with Copy Always set as the property. PolyRay will take the scene description file and render it to a Truevision TGA file. As the TGA format has not seen much use since the mid 90’s it is converted to a JPG image using Dave's Targa Animator, another shareware application from the 90’s. Each worker roll will use the following process to render the animation frames. 1.       The worker process polls the job queue, if a job is available the scene description file is downloaded from blob storage to local storage. 2.       PolyRay.exe is started in a process with the appropriate command line arguments to render the image as a TGA file. 3.       DTA.exe is started in a process with the appropriate command line arguments convert the TGA file to a JPG file. 4.       The JPG file is uploaded from local storage to the images blob container. 5.       A message is placed on the images queue to indicate a new image is available for download. 6.       The job message is deleted from the job queue. 7.       The role instance lifecycle table is updated with statistics on the number of frames rendered by the worker role instance, and the CPU time used. The code for this is shown below. public override void Run() {     // Set environment variables     string polyRayPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), PolyRayLocation);     string dtaPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), DTALocation);       LocalResource rayStorage = RoleEnvironment.GetLocalResource("RayFolder");     string localStorageRootPath = rayStorage.RootPath;       JobQueue jobQueue = new JobQueue("renderjobs");     JobQueue downloadQueue = new JobQueue("renderimagedownloadjobs");     CloudRayBlob sceneBlob = new CloudRayBlob("scenes");     CloudRayBlob imageBlob = new CloudRayBlob("images");     RoleLifecycleDataSource roleLifecycleDataSource = new RoleLifecycleDataSource();       Frames = 0;       while (true)     {         // Get the render job from the queue         CloudQueueMessage jobMsg = jobQueue.Get();           if (jobMsg != null)         {             // Get the file details             string sceneFile = jobMsg.AsString;             string tgaFile = sceneFile.Replace(".pi", ".tga");             string jpgFile = sceneFile.Replace(".pi", ".jpg");               string sceneFilePath = Path.Combine(localStorageRootPath, sceneFile);             string tgaFilePath = Path.Combine(localStorageRootPath, tgaFile);             string jpgFilePath = Path.Combine(localStorageRootPath, jpgFile);               // Copy the scene file to local storage             sceneBlob.DownloadFile(sceneFilePath);               // Run the ray tracer.             string polyrayArguments =                 string.Format("\"{0}\" -o \"{1}\" -a 2", sceneFilePath, tgaFilePath);             Process polyRayProcess = new Process();             polyRayProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), polyRayPath);             polyRayProcess.StartInfo.Arguments = polyrayArguments;             polyRayProcess.Start();             polyRayProcess.WaitForExit();               // Convert the image             string dtaArguments =                 string.Format(" {0} /FJ /P{1}", tgaFilePath, Path.GetDirectoryName (jpgFilePath));             Process dtaProcess = new Process();             dtaProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), dtaPath);             dtaProcess.StartInfo.Arguments = dtaArguments;             dtaProcess.Start();             dtaProcess.WaitForExit();               // Upload the image to blob storage             imageBlob.UploadFile(jpgFilePath);               // Add a download job.             downloadQueue.Add(jpgFile);               // Delete the render job message             jobQueue.Delete(jobMsg);               Frames++;         }         else         {             Thread.Sleep(1000);         }           // Log the worker role activity.         roleLifecycleDataSource.Alive             ("CloudRayWorker", RoleLifecycleDataSource.RoleLifecycleId, Frames);     } }     Monitoring Worker Role Instance Lifecycle In order to get more accurate statistics about the lifecycle of the worker role instances used to render the animation data was tracked in an Azure storage table. The following class was used to track the worker role lifecycles in Azure storage.   public class RoleLifecycle : TableServiceEntity {     public string ServerName { get; set; }     public string Status { get; set; }     public DateTime StartTime { get; set; }     public DateTime EndTime { get; set; }     public long SecondsRunning { get; set; }     public DateTime LastActiveTime { get; set; }     public int Frames { get; set; }     public string Comment { get; set; }       public RoleLifecycle()     {     }       public RoleLifecycle(string roleName)     {         PartitionKey = roleName;         RowKey = Utils.GetAscendingRowKey();         Status = "Started";         StartTime = DateTime.UtcNow;         LastActiveTime = StartTime;         EndTime = StartTime;         SecondsRunning = 0;         Frames = 0;     } }     A new instance of this class is created and added to the storage table when the role starts. It is then updated each time the worker renders a frame to record the total number of frames rendered and the total processing time. These statistics are used be the monitoring application to determine the effectiveness of use of resources in the render farm. Rendering the Animation The Azure solution was deployed to Windows Azure with the service configuration set to 16 worker role instances. This allows for the application to be tested in the cloud environment, and the performance of the application determined. When I demo the application at conferences and user groups I often start with 16 instances, and then scale up the application to the full 256 instances. The configuration to run 16 instances is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="16" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     About six minutes after deploying the application the first worker roles become active and start to render the first frames of the animation. The CloudRay Monitor application displays an icon for each worker role instance, with a number indicating the number of frames that the worker role has rendered. The statistics on the left show the number of active worker roles and statistics about the render process. The render time is the time since the first worker role became active; the CPU time is the total amount of processing time used by all worker role instances to render the frames.   Five minutes after the first worker role became active the last of the 16 worker roles activated. By this time the first seven worker roles had each rendered one frame of the animation.   With 16 worker roles u and running it can be seen that one hour and 45 minutes CPU time has been used to render 32 frames with a render time of just under 10 minutes.     At this rate it would take over 10 hours to render the 2,000 frames of the full animation. In order to complete the animation in under an hour more processing power will be required. Scaling the render farm from 16 instances to 256 instances is easy using the new management portal. The slider is set to 256 instances, and the configuration saved. We do not need to re-deploy the application, and the 16 instances that are up and running will not be affected. Alternatively, the configuration file for the Azure service could be modified to specify 256 instances.   <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="256" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     Six minutes after the new configuration has been applied 75 new worker roles have activated and are processing their first frames.   Five minutes later the full configuration of 256 worker roles is up and running. We can see that the average rate of frame rendering has increased from 3 to 12 frames per minute, and that over 17 hours of CPU time has been utilized in 23 minutes. In this test the time to provision 140 worker roles was about 11 minutes, which works out at about one every five seconds.   We are now half way through the rendering, with 1,000 frames complete. This has utilized just under three days of CPU time in a little over 35 minutes.   The animation is now complete, with 2,000 frames rendered in a little over 52 minutes. The CPU time used by the 256 worker roles is 6 days, 7 hours and 22 minutes with an average frame rate of 38 frames per minute. The rendering of the last 1,000 frames took 16 minutes 27 seconds, which works out at a rendering rate of 60 frames per minute. The frame counts in the server instances indicate that the use of a queue to distribute the workload has been very effective in distributing the load across the 256 worker role instances. The first 16 instances that were deployed first have rendered between 11 and 13 frames each, whilst the 240 instances that were added when the application was scaled have rendered between 6 and 9 frames each.   Completed Animation I’ve uploaded the completed animation to YouTube, a low resolution preview is shown below. Pin Board Animation Created using Windows Kinect and 256 Windows Azure Worker Roles   The animation can be viewed in 1280x720 resolution at the following link: http://www.youtube.com/watch?v=n5jy6bvSxWc Effective Use of Resources According to the CloudRay monitor statistics the animation took 6 days, 7 hours and 22 minutes CPU to render, this works out at 152 hours of compute time, rounded up to the nearest hour. As the usage for the worker role instances are billed for the full hour, it may have been possible to render the animation using fewer than 256 worker roles. When deciding the optimal usage of resources, the time required to provision and start the worker roles must also be considered. In the demo I started with 16 worker roles, and then scaled the application to 256 worker roles. It would have been more optimal to start the application with maybe 200 worker roles, and utilized the full hour that I was being billed for. This would, however, have prevented showing the ease of scalability of the application. The new management portal displays the CPU usage across the worker roles in the deployment. The average CPU usage across all instances is 93.27%, with over 99% used when all the instances are up and running. This shows that the worker role resources are being used very effectively. Grid Computing Scenarios Although I am using this scenario for a hobby project, there are many scenarios where a large amount of compute power is required for a short period of time. Windows Azure provides a great platform for developing these types of grid computing applications, and can work out very cost effective. ·         Windows Azure can provide massive compute power, on demand, in a matter of minutes. ·         The use of queues to manage the load balancing of jobs between role instances is a simple and effective solution. ·         Using a cloud-computing platform like Windows Azure allows proof-of-concept scenarios to be tested and evaluated on a very low budget. ·         No charges for inbound data transfer makes the uploading of large data sets to Windows Azure Storage services cost effective. (Transaction charges still apply.) Tips for using Windows Azure for Grid Computing Scenarios I found the implementation of a render farm using Windows Azure a fairly simple scenario to implement. I was impressed by ease of scalability that Azure provides, and by the short time that the application took to scale from 16 to 256 worker role instances. In this case it was around 13 minutes, in other tests it took between 10 and 20 minutes. The following tips may be useful when implementing a grid computing project in Windows Azure. ·         Using an Azure Storage queue to load-balance the units of work across multiple worker roles is simple and very effective. The design I have used in this scenario could easily scale to many thousands of worker role instances. ·         Windows Azure accounts are typically limited to 20 cores. If you need to use more than this, a call to support and a credit card check will be required. ·         Be aware of how the billing model works. You will be charged for worker role instances for the full clock our in which the instance is deployed. Schedule the workload to start just after the clock hour has started. ·         Monitor the utilization of the resources you are provisioning, ensure that you are not paying for worker roles that are idle. ·         If you are deploying third party applications to worker roles, you may well run into licensing issues. Purchasing software licenses on a per-processor basis when using hundreds of processors for a short time period would not be cost effective. ·         Third party software may also require installation onto the worker roles, which can be accomplished using start-up tasks. Bear in mind that adding a startup task and possible re-boot will add to the time required for the worker role instance to start and activate. An alternative may be to use a prepared VM and use VM roles. ·         Consider using the Windows Azure Autoscaling Application Block (WASABi) to autoscale the worker roles in your application. When using a large number of worker roles, the utilization must be carefully monitored, if the scaling algorithms are not optimal it could get very expensive!

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  • Need to sanity-check my .htaccess, especially Limit GET POST line for Google repellent

    - by jose
    I need a sanity check on this .htaccess (from a WordPress site) I inherited from a 5 month+ old site. What's the symptom? Google + Bing crawl, but don't index any of the pages. Let me be clear: I'm not mad about "not ranking high." I think something is (accidentally) rejecting search engine indexing. I am not an expert on .htaccess, but one part especially looked funny, the Limit GET POST line. Is it not weird to have both Allow and Deny all, with no parameters? Also, I've ruled out robots.txt, but if I were you I'd want to see it, so here it is: User-agent: * Crawl-delay: 30 And here's the more suspect .htaccess: # temp redirect wordpress content feeds to feedburner <IfModule mod_rewrite.c> RewriteEngine on RewriteCond %{HTTP_USER_AGENT} !FeedBurner [NC] RewriteCond %{HTTP_USER_AGENT} !FeedValidator [NC] RewriteRule ^feed/?([_0-9a-z-]+)?/?$ http://feeds.feedburner.com/anonymousblog [R=302,NC,L] </IfModule> # temp redirect wordpress comment feeds to feedburner <IfModule mod_rewrite.c> RewriteEngine on RewriteCond %{HTTP_USER_AGENT} !FeedBurner [NC] RewriteCond %{HTTP_USER_AGENT} !FeedValidator [NC] RewriteRule ^comments/feed/?([_0-9a-z-]+)?/?$ http://feeds.feedburner.com/anonymous_comments [R=302,NC,L] </IfModule> <IfModule mod_rewrite.c> RewriteEngine On RewriteBase / RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteRule . /index.php [L] </IfModule> IndexIgnore .htaccess */.??* *~ *# */HEADER* */README* */_vti* <Limit GET POST> order deny,allow deny from all allow from all </Limit> <Limit PUT DELETE> order deny,allow deny from all </Limit> php_value memory_limit 32M Adding header by request: <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> <meta name="robots" content="noindex,nofollow" /> <meta name="description" content="buncha junk i've deleted." /> <meta name="keywords" content="keywords i've deleted" /> <meta name="viewport" content="width=device-width" />

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  • How can we protect the namespace of an object in Javascript?

    - by Eduard Florinescu
    Continuing from my previous question: Javascript simple code to understand prototype-based OOP basics Let's say we run into console this two separate objects(even if they are called child and parent there is no inheritance between them): var parent = { name: "parent", print: function(){ console.log("Hello, "+this.name); } }; var child = { name: "child", print: function(){ console.log("Hi, "+this.name); } }; parent.print() // This will print: Hello, parent child.print() // This will print: Hi, child temp =parent; parent = child; child = temp; parent.print() // This will now print: Hi, child child.print() // This will now print: Hello, parent Now suppose that parent is a library, as a HTML5 application in a browser this cannot do much harm because is practically running sandboxed, but now with the advent of the ChromeOS, FirefoxOS and other [Browser] OS they will also be linked to a native API, that would be a head out of the „sandbox”. Now if someone changes the namespace it would be harder for a code reviewer (either automated or not ) to spot an incorrect use if the namespaces changes. My question would be: Are there many ways in which the above situation can be done and what can be done to protect this namespaces? (Either in the javascript itself or by some static code analysis tool)

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  • glm quaternion camera rotating on wrong axis

    - by Jarrett
    I'm trying to get my camera implemented with a glm::quat used to store the rotation. However, whenever I do circles with the mouse, the camera rotates along the axis I am viewing (i.e. I think it's called the target axis). For example, if I rotated the mouse in a clockwise fashion, the camera rotates clockwise around the axis. I initialize my quaternion like so: void Camera::initialize() { orientationQuaternion_ = glm::quat(); orientationQuaternion_ = glm::normalize(orientationQuaternion_); } I rotate like so: void Camera::rotate(const glm::detail::float32& degrees, const glm::vec3& axis) { orientationQuaternion_ = orientationQuaternion_ * glm::normalize(glm::angleAxis(degrees, axis)); } and I set the viewMatrix like so: void Camera::render() { glm::quat temp = glm::conjugate(orientationQuaternion_); viewMatrix_ = glm::mat4_cast(temp); viewMatrix_ = glm::translate(viewMatrix_, glm::vec3(-pos_.x, -pos_.y, -pos_.z)); } The only axis' I actually try to rotate are the X and Y axis (i.e. (1,0,0) and (0,1,0)). Anyone have any idea why I see my camera rotating around the target axis?

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