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  • Minecraft Style Chunk building problem

    - by David Torrey
    I'm having some problems with speed in my chunk engine. I timed it out, and in its current state it takes a total ~5 seconds per chunk to fill each face's list. I have a check to see if each face of a block is visible and if it is not visible, it skips it and moves on. I'm using a dictionary (unordered map) because it makes sense memorywise to just not have an entry if there is no block. I've tracked my problem down to testing if there is an entry, and accessing an entry if it does exist. If I remove the tests to see if there is an entry in the dictionary for an adjacent block, or if the block type itself is seethrough, it runs within about 2-4 milliseconds. so here's my question: Is there a faster way to check for an entry in a dictionary than .ContainsKey()? As an aside, I tried TryGetValue() and it doesn't really help with the speed that much. If I remove the ContainsKey() and keep the test where it does the IsSeeThrough for each block, it halves the time, but it's still about 2-3 seconds. It only drops to 2-4ms if I remove BOTH checks. Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Runtime.InteropServices; using OpenTK; using OpenTK.Graphics.OpenGL; using System.Drawing; namespace Anabelle_Lee { public enum BlockEnum { air = 0, dirt = 1, } [StructLayout(LayoutKind.Sequential,Pack=1)] public struct Coordinates<T1> { public T1 x; public T1 y; public T1 z; public override string ToString() { return "(" + x + "," + y + "," + z + ") : " + typeof(T1); } } public struct Sides<T1> { public T1 left; public T1 right; public T1 top; public T1 bottom; public T1 front; public T1 back; } public class Block { public int blockType; public bool SeeThrough() { switch (blockType) { case 0: return true; } return false ; } public override string ToString() { return ((BlockEnum)(blockType)).ToString(); } } class Chunk { private Dictionary<Coordinates<byte>, Block> mChunkData; //stores the block data private Sides<List<Coordinates<byte>>> mVBOVertexBuffer; private Sides<int> mVBOHandle; //private bool mIsChanged; private const byte mCHUNKSIZE = 16; public Chunk() { } public void InitializeChunk() { //create VBO references #if DEBUG Console.WriteLine ("Initializing Chunk"); #endif mChunkData = new Dictionary<Coordinates<byte> , Block>(); //mIsChanged = true; GL.GenBuffers(1, out mVBOHandle.left); GL.GenBuffers(1, out mVBOHandle.right); GL.GenBuffers(1, out mVBOHandle.top); GL.GenBuffers(1, out mVBOHandle.bottom); GL.GenBuffers(1, out mVBOHandle.front); GL.GenBuffers(1, out mVBOHandle.back); //make new list of vertexes for each face mVBOVertexBuffer.top = new List<Coordinates<byte>>(); mVBOVertexBuffer.bottom = new List<Coordinates<byte>>(); mVBOVertexBuffer.left = new List<Coordinates<byte>>(); mVBOVertexBuffer.right = new List<Coordinates<byte>>(); mVBOVertexBuffer.front = new List<Coordinates<byte>>(); mVBOVertexBuffer.back = new List<Coordinates<byte>>(); #if DEBUG Console.WriteLine("Chunk Initialized"); #endif } public void GenerateChunk() { #if DEBUG Console.WriteLine("Generating Chunk"); #endif for (byte i = 0; i < mCHUNKSIZE; i++) { for (byte j = 0; j < mCHUNKSIZE; j++) { for (byte k = 0; k < mCHUNKSIZE; k++) { Random blockLoc = new Random(); Coordinates<byte> randChunk = new Coordinates<byte> { x = i, y = j, z = k }; mChunkData.Add(randChunk, new Block()); mChunkData[randChunk].blockType = blockLoc.Next(0, 1); } } } #if DEBUG Console.WriteLine("Chunk Generated"); #endif } public void DeleteChunk() { //delete VBO references #if DEBUG Console.WriteLine("Deleting Chunk"); #endif GL.DeleteBuffers(1, ref mVBOHandle.left); GL.DeleteBuffers(1, ref mVBOHandle.right); GL.DeleteBuffers(1, ref mVBOHandle.top); GL.DeleteBuffers(1, ref mVBOHandle.bottom); GL.DeleteBuffers(1, ref mVBOHandle.front); GL.DeleteBuffers(1, ref mVBOHandle.back); //clear all vertex buffers ClearPolyLists(); #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void UpdateChunk() { #if DEBUG Console.WriteLine("Updating Chunk"); #endif ClearPolyLists(); //prepare buffers //for every entry in mChunkData map foreach(KeyValuePair<Coordinates<byte>,Block> feBlockData in mChunkData) { Coordinates<byte> checkBlock = new Coordinates<byte> { x = feBlockData.Key.x, y = feBlockData.Key.y, z = feBlockData.Key.z }; //check for polygonson the left side of the cube if (checkBlock.x > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x - 1, checkBlock.y, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.left); } //check for polygons on the right side of the cube if (checkBlock.x < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x + 1, checkBlock.y, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.right); } if (checkBlock.y > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y - 1, checkBlock.z)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.bottom); } //check for polygons on the right side of the cube if (checkBlock.y < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y + 1, checkBlock.z)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.top); } if (checkBlock.z > 0) { //check to see if there is a key for current x - 1. if not, add the vector if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z - 1)) { //add polygon AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } } else { //polygon is far left and should be added AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.back); } //check for polygons on the right side of the cube if (checkBlock.z < mCHUNKSIZE - 1) { if (!IsVisible(checkBlock.x, checkBlock.y, checkBlock.z + 1)) { //add poly AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } else { //poly for right add AddPoly(checkBlock.x, checkBlock.y, checkBlock.z, mVBOHandle.front); } } BuildBuffers(); #if DEBUG Console.WriteLine("Chunk Updated"); #endif } public void RenderChunk() { } public void LoadChunk() { #if DEBUG Console.WriteLine("Loading Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Deleted"); #endif } public void SaveChunk() { #if DEBUG Console.WriteLine("Saving Chunk"); #endif #if DEBUG Console.WriteLine("Chunk Saved"); #endif } private bool IsVisible(int pX,int pY,int pZ) { Block testBlock; Coordinates<byte> checkBlock = new Coordinates<byte> { x = Convert.ToByte(pX), y = Convert.ToByte(pY), z = Convert.ToByte(pZ) }; if (mChunkData.TryGetValue(checkBlock,out testBlock )) //if data exists { if (testBlock.SeeThrough() == true) //if existing data is not seethrough { return true; } } return true; } private void AddPoly(byte pX, byte pY, byte pZ, int BufferSide) { //create temp array GL.BindBuffer(BufferTarget.ArrayBuffer, BufferSide); if (BufferSide == mVBOHandle.front) { //front face mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.front.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.right) { //back face mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.back.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.top) { //left face mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.left.Add(new Coordinates<byte> { x = (byte)(pX), y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.bottom) { //right face mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ + 1) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY) , z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.right.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); } else if (BufferSide == mVBOHandle.front) { //top face mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ + 1) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY + 1), z = (byte)(pZ) }); mVBOVertexBuffer.top.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY + 1), z = (byte)(pZ) }); } else if (BufferSide == mVBOHandle.back) { //bottom face mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX + 1), y = (byte)(pY), z = (byte)(pZ + 1) }); mVBOVertexBuffer.bottom.Add(new Coordinates<byte> { x = (byte)(pX) , y = (byte)(pY), z = (byte)(pZ + 1) }); } } private void BuildBuffers() { #if DEBUG Console.WriteLine("Building Chunk Buffers"); #endif GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.front); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.front.Count), mVBOVertexBuffer.front.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.back); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.back.Count), mVBOVertexBuffer.back.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.left); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.left.Count), mVBOVertexBuffer.left.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.right); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.right.Count), mVBOVertexBuffer.right.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.top); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.top.Count), mVBOVertexBuffer.top.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer, mVBOHandle.bottom); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(Marshal.SizeOf(new Coordinates<byte>()) * mVBOVertexBuffer.bottom.Count), mVBOVertexBuffer.bottom.ToArray(), BufferUsageHint.StaticDraw); GL.BindBuffer(BufferTarget.ArrayBuffer,0); #if DEBUG Console.WriteLine("Chunk Buffers Built"); #endif } private void ClearPolyLists() { #if DEBUG Console.WriteLine("Clearing Polygon Lists"); #endif mVBOVertexBuffer.top.Clear(); mVBOVertexBuffer.bottom.Clear(); mVBOVertexBuffer.left.Clear(); mVBOVertexBuffer.right.Clear(); mVBOVertexBuffer.front.Clear(); mVBOVertexBuffer.back.Clear(); #if DEBUG Console.WriteLine("Polygon Lists Cleared"); #endif } }//END CLASS }//END NAMESPACE

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  • Type casting needed for byte = byte - byte?

    - by Vaccano
    I have the following code: foreach (byte b in bytes) { byte inv = byte.MaxValue - b; // Add the new value to a list.... } When I do this I get the following error: Cannot implicitly convert type 'int' to 'byte'. An explicit conversion exists (are you missing a cast?) Each part of this statement is a byte. Why does C# want to convert the byte.MaxValue - b to an int? Shouldn't you be able to do this some how without casting? (i.e. I don't want to have to do this: byte inv = (byte) (byte.MaxValue - b);)

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  • Looking into the JQuery Carousel Lite Plugin

    - by nikolaosk
    I have been using JQuery for a couple of years now and it has helped me to solve many problems on the client side of web development. You can find all my posts about JQuery in this link. In this post I will be providing you with a hands-on example on the JQuery Carousel Lite Plugin.If you want you can have a look at this post, where I describe the JQuery Cycle Plugin. I will be writing more posts regarding the most commonly used JQuery Plugins. I have been using extensively this plugin in my websites.You can show a portion of a set of images with previous and next navigation.In this hands-on example I will be using Expression Web 4.0.This application is not a free application. You can use any HTML editor you like.You can use Visual Studio 2012 Express edition. You can download it here. You can download this plugin from this linkI launch Expression Web 4.0 and then I type the following HTML markup (I am using HTML 5)<html lang="en">  <head>    <title>Liverpool Legends</title>        <meta http-equiv="Content-Type" content="text/html;charset=utf-8" >        <link rel="stylesheet" type="text/css" href="style.css">        <script type="text/javascript" src="jquery-1.8.3.min.js"> </script>     <script type="text/javascript" src="jcarousellite_1.0.1.min.js"></script>      <script type="text/javascript">        $(function () {            $(".theImages").jCarouselLite({                btnNext: "#Nextbtn",                btnPrev: "#Previousbtn"            });        });    </script>       </head>  <body>    <header>        <h1>Liverpool Legends</h1>    </header>        <div id="main">           <img id="Previousbtn" src="previous.png" />        <div class="theImages">            <ul>                <li><img src="championsofeurope.jpg"></li>                <li><img src="steven_gerrard.jpg"></li>                <li><img src="ynwa.jpg"></li>                <li><img src="dalglish.jpg"></li>                <li><img src="Souness.jpg"></li>                  </ul>    </div>    <img id="Nextbtn" src="next.png" />          </div>            <footer>        <p>All Rights Reserved</p>      </footer>     </body>  </html>  This is a very simple markup. I have added my photos (make sure you use your own when trying this example)I have added references to the JQuery library (current version is 1.8.3) and the JQuery Carousel Lite Plugin. Then I add 5 images in the theImages div element.The Javascript code that makes it all happen follows.  <script type="text/javascript">        $(function () {            $(".theImages").jCarouselLite({                btnNext: "#Nextbtn",                btnPrev: "#Previousbtn"            });        });    </script>I also have added some basic CSS style rules in the style.css file. body{background-color:#efefef;color:#791d22;}       #Previousbtn{position:absolute; left:5px; top:100px;}#Nextbtn {position:absolute; left:812px; top:100px;}.theImages {margin-left:145px;margin-top:10px;} It couldn't be any simpler than that. I view my simple in Internet Explorer 10 and it works as expected.I have tested this simple solution in all major browsers and it works fine.Hope it helps!!!

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  • Basic video editor for AVCHD Lite files?

    - by davr
    I have a camera (Panasonic Lumix GF-1) that outputs "AVCHD Lite" files, 720p h264 in a MTS container. I saw this question that said Movie Maker in Windows 7 supports AVCHD...but I just tried, and unfortunately it does not support AVCHD Lite. Are there any free or inexpensive non-linear video editors (NLE) that can natively handle AVCHD Lite files, without requiring some 3rd party driver? If not, are there any 3rd party drivers that are especially stable? (In my experience they usually have some problems...I got AVCHD Lite loading into VirtualDub using a 3rd party plugin, but it's very slow and sometimes crashes, and seeking takes ages.

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  • EnOcean -> USB Serial Communication (C++)

    - by regorianer
    I guess it is not the right place to ask here for enocean specific details, but maybe I am doing something wrong by using serial connections and you can help me no matter if there is knowledge about this technology or not. I have a problem to communicate with the RCM152 Module. I have written a C++ program to communicate with the RCM152 by emulating packets of the PTM 200. I teach the RCM152 to listen to the following packets: [06/19/12 04:21:44.546] INFO: SENDING BYTE : 55 <-- start byte [06/19/12 04:21:44.546] INFO: SENDING BYTE : 00 <-- head begin [06/19/12 04:21:44.546] INFO: SENDING BYTE : 07 [06/19/12 04:21:44.546] INFO: SENDING BYTE : 07 [06/19/12 04:21:44.546] INFO: SENDING BYTE : 01 <-- head end [06/19/12 04:21:44.546] INFO: SENDING BYTE : 7a <-- CRC Check [06/19/12 04:21:44.546] INFO: SENDING BYTE : f6 <-- packet type [06/19/12 04:21:44.546] INFO: SENDING BYTE : 20 <-- My action (00 and 10 -> OFF, 20 and 30 -> ON) [06/19/12 04:21:44.546] INFO: SENDING BYTE : 00 <-- serial.byte 3 [06/19/12 04:21:44.546] INFO: SENDING BYTE : 24 <-- serial.byte 2 [06/19/12 04:21:44.546] INFO: SENDING BYTE : 21 <-- serial.byte 1 [06/19/12 04:21:44.546] INFO: SENDING BYTE : 87 <-- serial.byte 0 [06/19/12 04:21:44.546] INFO: SENDING BYTE : 30 <-- status [06/19/12 04:21:44.546] INFO: SENDING BYTE : 03 <-- 03 for send, 01 for receiver [06/19/12 04:21:44.546] INFO: SENDING BYTE : ff <-- begin destination [06/19/12 04:21:44.546] INFO: SENDING BYTE : ff [06/19/12 04:21:44.546] INFO: SENDING BYTE : ff [06/19/12 04:21:44.546] INFO: SENDING BYTE : ff <-- end destination [06/19/12 04:21:44.546] INFO: SENDING BYTE : ff <-- Transmission quality (sender ff) [06/19/12 04:21:44.546] INFO: SENDING BYTE : 00 [06/19/12 04:21:44.547] INFO: SENDING BYTE : 10 <-- CRC Check A PTM200 Device or a SG-FUS-24-230 Device are sending equivalent packets like: [06/19/12 04:30:31.106] INFO: Received Byte: 55 [06/19/12 04:30:31.106] INFO: Received Byte: 00 [06/19/12 04:30:31.106] INFO: Received Byte: 07 [06/19/12 04:30:31.106] INFO: Received Byte: 07 [06/19/12 04:30:31.106] INFO: Received Byte: 01 [06/19/12 04:30:31.106] INFO: Received Byte: 7a [06/19/12 04:30:31.106] INFO: Received Byte: f6 [06/19/12 04:30:31.106] INFO: Received Byte: 40 [06/19/12 04:30:31.106] INFO: Received Byte: 00 [06/19/12 04:30:31.106] INFO: Received Byte: 24 [06/19/12 04:30:31.106] INFO: Received Byte: 6c [06/19/12 04:30:31.106] INFO: Received Byte: 2f [06/19/12 04:30:31.106] INFO: Received Byte: 30 [06/19/12 04:30:31.106] INFO: Received Byte: 01 [06/19/12 04:30:31.106] INFO: Received Byte: ff [06/19/12 04:30:31.106] INFO: Received Byte: ff [06/19/12 04:30:31.108] INFO: Received Byte: ff [06/19/12 04:30:31.108] INFO: Received Byte: ff [06/19/12 04:30:31.108] INFO: Received Byte: 37 [06/19/12 04:30:31.108] INFO: Received Byte: 00 [06/19/12 04:30:31.108] INFO: Received Byte: d1 I can control the device connected to the RCM152 like I want to with my sending packets (thats a good fact and means that the RCM152 has learned my packets and can use them. Also the actions (0x10 - ON, 0x30 - OFF) are working fine), but the problem is, that no matter which serial I choose, the RCM152 reacts to these packets. I only want to have actions if the teached-in serial is send and all other packets with different serials to be ignored. The RCM152 is not reacting to the packets sent by the PTM200 nor by the SG-FUS-24-230 because these are not teached-in. Thats exactly what I want to have with the packets created myself. What am I doing wrong? The libraries I am using are these for C++ http://pvbrowser.de/pvbrowser/sf/manual/rllib/html/ The enocean EEP says: For this purpose of a determined relationship between transmitter and receiver each transmitting device has a unique Sender-ID which is part of each radio telegram. The receiving device detects from the Sender-ID whether the device is known, i.e., was already learned, or unknown. A telegram with unknown Sender-ID is disregarded.

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  • Converting 3 dimension byte array to a single byte array [on hold]

    - by Andrew Simpson
    I have a 3 dimensional byte array. The 3-d array represents a jpeg image. Each channel/array represents part of the RGB spectrum. I am not interested in retaining black pixels. A black pixel is represented by this atypical arrangement: myarray[0,0,0] =0; myarray[0,0,1] =0; myarray[0,0,2] =0; So, I have flattened this 3d array out to a 1d array by doing this byte[] AFlatArray = new byte[width x height x 3] and then assigning values respective to the coordinate. But like I said I do not want black pixels. So this array has to only contain color pixels with the x,y coordinate. The result I want is to re-represent the image from the i dimension byte array that only contains non-black pixels. How do I do that? It looks like I have to store black pixels as well because of the xy coordinate system. I have tried writing to a binary file but the size of that file is greater than the jpeg file as the jpeg file is compressed. I am using c#.

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  • Adding multiple byte arrays in c# [migrated]

    - by James P. Wright
    I'm working on a legacy system that uses byte arrays for permission levels. Example: 00 00 00 00 00 00 00 01 means they have "Full Control" 00 00 00 00 00 00 00 02 means they have "Add Control" 00 00 00 00 00 00 00 04 means they have "Delete Control" So, if a User has "00 00 00 00 00 00 00 07" that means they have all 3 (as far as it has been explained to me). Now, my question is that I need to know how to get to "0x07" when creating/checking records. I don't know the syntax for actually combining 0x01, 0x02 and 0x04 so that I come out with 0x07.

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  • Java Conversion of byte[] into a srting and then back to a byte[]

    - by Sid
    I am working on a proxy server. I am getting data in byte[] which i convert into a string to perform certain operations. Now when i convert this new string back into a byte [] it causes unkonw problems. So mainly its like i need to know how to correctly convert a byte[] into a string and then back into a byte[] again. I tried to just convert the byte[] to string and then back to byte[] again (to make sure thats its not my operations that are causing problems). So its like: // where reply is a byte[] String str= new String(reply,0, bytesRead); streamToClient.write(str.getBytes(), 0, bytesRead); is not equivalent to streamToClient.write(reply, 0, bytesRead); my proxy works fine when i just send the byte[] without any conversion but when i convert it from byte[] to a string and then back to a byte[] its causes problems. can some one please help? =]

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  • How to pull feeds with Perl SOAP::Lite

    - by Jacky
    Hi guys, I need to know how to pull feeds using SOAP::Lite. I have something like this now... my $service = SOAP::Lite - uri("https://securews.mcvalue.com/rlws/rlws.asmx") - on_action( sub { join '/', 'http://tempuri.org', 'AllActiveRestaurantHours' }) - proxy("https://securews.mcvalue.com/rlws/rlws.asmx"); my $result = $service-result(); print "\nRESULT===>$result\n"; Any help will be greatly appreciated. Thanks!

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  • REST API wrapper - class design for 'lite' object responses

    - by sasfrog
    I am writing a class library to serve as a managed .NET wrapper over a REST API. I'm very new to OOP, and this task is an ideal opportunity for me to learn some OOP concepts in a real-life situation that makes sense to me. Some of the key resources/objects that the API returns are returned with different levels of detail depending on whether the request is for a single instance, a list, or part of a "search all resources" response. This is obviously a good design for the REST API itself, so that full objects aren't returned (thus increasing the size of the response and therefore the time taken to respond) unless they're needed. So, to be clear: .../car/1234.json returns the full Car object for 1234, all its properties like colour, make, model, year, engine_size, etc. Let's call this full. .../cars.json returns a list of Car objects, but only with a subset of the properties returned by .../car/1234.json. Let's call this lite. ...search.json returns, among other things, a list of car objects, but with minimal properties (only ID, make and model). Let's call this lite-lite. I want to know what the pros and cons of each of the following possible designs are, and whether there is a better design that I haven't covered: Create a Car class that models the lite-lite properties, and then have each of the more detailed responses inherit and extend this class. Create separate CarFull, CarLite and CarLiteLite classes corresponding to each of the responses. Create a single Car class that contains (nullable?) properties for the full response, and create constructors for each of the responses which populate it to the extent possible (and maybe include a property that returns the response type from which the instance was created). I expect among other things there will be use cases for consumers of the wrapper where they will want to iterate through lists of Cars, regardless of which response type they were created from, such that the three response types can contribute to the same list. Happy to be pointed to good resources on this sort of thing, and/or even told the name of the concept I'm describing so I can better target my research.

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  • iPhone Full and Lite version without StoreKit

    - by beryllium
    Hi there! I have a Full and Lite applications that were built from the same code. Lite version has a button Upgrade. What code I should place in button's handler for checking users payment and update application to Full version?? I know StoreKit framework that allow to unblock some features, but I need just 2 different applications. Maybe there is tutorial on this topic, but I found nothing. If anyone has reference link pls provide None of those applications has not yet uploaded to Appstore. Thanks.

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  • BinaryFormatter with MemoryStream Question

    - by Changeling
    I am testing BinaryFormatter to see how it will work for me and I have a simple question: When using it with the string HELLO, and I convert the MemoryStream to an array, it gives me 29 dimensions, with five of them being the actual data towards the end of the dimensions: BinaryFormatter bf = new BinaryFormatter(); MemoryStream ms = new MemoryStream(); byte[] bytes; string originalData = "HELLO"; bf.Serialize(ms, originalData); ms.Seek(0, 0); bytes = ms.ToArray(); returns - bytes {Dimensions:[29]} byte[] [0] 0 byte [1] 1 byte [2] 0 byte [3] 0 byte [4] 0 byte [5] 255 byte [6] 255 byte [7] 255 byte [8] 255 byte [9] 1 byte [10] 0 byte [11] 0 byte [12] 0 byte [13] 0 byte [14] 0 byte [15] 0 byte [16] 0 byte [17] 6 byte [18] 1 byte [19] 0 byte [20] 0 byte [21] 0 byte [22] 5 byte [23] 72 byte [24] 69 byte [25] 76 byte [26] 76 byte [27] 79 byte [28] 11 byte Is there a way to only return the data encoded as bytes without all the extraneous information?

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  • Find First Specific Byte in a Byte[] Array c#

    - by divinci
    Hi there, I have a byte array and wish to find the first occurance (if any) of a specific byte. Can you guys help me with a nice, elegant and efficient way to do it? /// Summary /// Finds the first occurance of a specific byte in a byte array. /// If not found, returns -1. public int GetFirstOccurance(byte byteToFind, byte[] byteArray) { }

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  • ADOdb Lite versus MySqli

    - by Sofyan
    Hello, I am working an a project to build an arcade site with PHP. I am considering using ADOdb Lite or MySqli. Which one is better for performance, speed and security? Thanks,

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  • Inserting bits into byte

    - by JB_SO
    I was looking at an example of reading bits from a byte and the implementation looked simple and easy to understand. I was wondering if anyone has a similar example of how to insert bits into a byte or byte array, that is easier to understand and also implement like the example below. Here is the example I found of reading bits from a byte (http://bytes.com/topic/c-sharp/answers/505085-reading-bits-byte-file): static int GetBits3(byte b, int offset, int count) { return (b >> offset) & ((1 << count) - 1); } Here is what i'm trying to do....and this is my current implementation.....just a little confused with the bit-masking/shifting, etc, that's why I'm trying to find out if there is an easier way to do what i'm doing BYTE Msg[2]; Msg_Id = 3; Msg_Event = 1; Msg_Ready = 2; Msg[0] = ( ( Msg_Event << 4 ) & 0xF0 ) | ( Msg_Id & 0x0F ) ; Msg[1] = Msg_Ready & 0x0F; //MsgReady & Unused Thanks for your help!

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  • AES Key encoded byte[] to String and back to byte[]

    - by Tom Brito
    In the similar question "Conversion of byte[] into a String and then back to a byte[]" is said to not to do the byte[] to String and back conversion, what looks like apply to most cases, mainly when you don't know the encoding used. But, in my case I'm trying to save to a DB the javax.crypto.SecretKey data, and recoverd it after. The interface provide a method getEncoded() which returns the key data encoded as byte[], and with another class I can use this byte[] to recover the key. So, the question is, how do I write the key bytes as String, and later get back the byte[] to regenerate the key?

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  • ubuntu lite volume control

    - by idio
    i've recently gave up on the main ubuntu, especially since new updates ruined Quantal and Raring is just a mess and went on to install a more friendly version: Ubuntu Lite. while i am quite happy with most functionalities of this lite version of 12.04, one of the modifications volume control is totally ridiculos, there is an applet that is completely counter-intutitive. So my question is: is there a way to install back the ubuntu classic volume control so i can let go of this applet alltogether? thanx

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  • How to read a file byte by byte in Python?

    - by zaplec
    Hi, I'm trying to read a file byte by byte, but I'm not sure how to do that. I'm trying to do it like that: file = open(filename, 'rb') while 1: byte = file.read(8) # Do something... So does that make the variable byte to contain 8 next bits at the beginning of every loop? It doesn't matter what those bytes really are. The only thing that matters is that I need to read a file in 8-bit stacks.

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  • C# Read Byte [] to Image

    - by LucasGuitar
    I have an application which I'm adding pictures and these are automatically converted to binary and stored in a single file. how can I save several images, I keep in an XML file start and size of each set of refente to an image byte. But it has several images in bytes, whenever I try to select a different set of bytes just opening the same image. I would like your help to be able to fix this and open different images. Code //Add Image private void btAddImage_Click(object sender, RoutedEventArgs e) { OpenFileDialog op = new OpenFileDialog(); op.Title = "Selecione a Imagem"; op.Filter = "All supported graphics|*.jpg;*.jpeg;*.png|" + "JPEG (*.jpg;*.jpeg)|*.jpg;*.jpeg|" + "Portable Network Graphic (*.png)|*.png"; if (op.ShowDialog() == true) { imgPatch.Source = new BitmapImage(new Uri(op.FileName)); txtName.Focus(); } } //Convert Image private void btConvertImage_Click(object sender, RoutedEventArgs e) { if (String.IsNullOrEmpty(txtName.Text)) { txtName.Focus(); MessageBox.Show("Preencha o Nome", "Error"); } else { save(ConvertFileToByteArray(op.FileName), txtName.Text); } } //Image to Byte Array private static byte[] ConvertFileToByteArray(String FilePath) { return File.ReadAllBytes(FilePath); } //Save Binary File and XML File public void save(byte[] img, string nome) { FileStream f; long ini, fin = img.Length; if (!File.Exists("Escudos.bcf")) { f = new FileStream("Escudos.bcf", FileMode.Create); ini = 0; } else { f = new FileStream("Escudos.bcf", FileMode.Append); ini = f.Length + 1; bin = new TestBinarySegment(); } bin.LoadAddSave("Escudos.xml", "Brasileiro", nome, ini, fin); BinaryWriter b = new BinaryWriter(f); b.Write(img); b.Close(); f.Dispose(); } //Load Image from Byte private void btLoad_Click(object sender, RoutedEventArgs e) { getImageFromByte(); } //Byte to Image public void getImageFromByte(int start, int length) { using (FileStream fs = new FileStream("Escudos.bcf", FileMode.Open)) { byte[] iba = new byte[fs.Length+1]; fs.Read(iba, start, length); Image image = new Image(); image.Source = BitmapFrame.Create(fs, BitmapCreateOptions.None, BitmapCacheOption.OnLoad); imgPatch2.Source = image.Source; } }

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  • Convert a byte array to a class containing a byte array in C#

    - by Mathijs
    I've got a C# function that converts a byte array to a class, given it's type: IntPtr buffer = Marshal.AllocHGlobal(rawsize); Marshal.Copy(data, 0, buffer, rawsize); object result = Marshal.PtrToStructure(buffer, type); Marshal.FreeHGlobal(buffer); I use sequential structs: [StructLayout(LayoutKind.Sequential)] public new class PacketFormat : Packet.PacketFormat { } This worked fine, until I tried to convert to a struct/class containing a byte array. [StructLayout(LayoutKind.Sequential)] public new class PacketFormat : Packet.PacketFormat { public byte header; public byte[] data = new byte[256]; } Marshal.SizeOf(type) returns 16, which is too low (should be 257) and causes Marshal.PtrToStructure to fail with the following error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. I'm guessing that using a fixed array would be a solution, but can it also be done without having to resort to unsafe code?

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  • Trimming byte array when converting byte array to string in Java/Scala

    - by prosseek
    Using ByteBuffer, I can convert a string into byte array: val x = ByteBuffer.allocate(10).put("Hello".getBytes()).array() > Array[Byte] = Array(104, 101, 108, 108, 111, 0, 0, 0, 0, 0) When converting the byte array into string, I can use new String(x). However, the string becomes hello?????, and I need to trim down the byte array before converting it into string. How can I do that? I use this code to trim down the zeros, but I wonder if there is simpler way. def byteArrayToString(x: Array[Byte]) = { val loc = x.indexOf(0) if (-1 == loc) new String(x) else if (0 == loc) "" else new String(x.slice(0,loc)) }

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