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  • Disable Add-Ons to Speed Up Browsing in Internet Explorer 9

    - by Lori Kaufman
    We’ve shown you how to enhance Internet Explorer with add-ons, similar to Firefox and Chrome. However, too many add-ons can slow down Internet Explorer and even cause it to crash. However, you can easily disable some or all add-ons. To begin, activate the Command bar, if it’s not already available. Right-click on an empty area of the tab bar and select Command bar from the popup menu. Click the Tools button on the Command bar and select Toolbars | Disable add-ons from the popup menu. Here’s How to Download Windows 8 Release Preview Right Now HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre

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  • Enhance Internet Explorer 9 with Add-Ons

    - by Lori Kaufman
    If you’re one of those who still use that “other” browser (Internet Explorer or IE), you’ll be glad to know that there are ways to extend the functionality of IE just like you can in Firefox or Chrome. There are not as many add-ons for Internet Explorer as there are for Firefox and Chrome, but you can explore the official Internet Explorer Gallery to see if there are any that peek your interest. In this article, we show you how to install add-ons in Internet Explorer 9. To begin, activate the Command bar, if it’s not already available. Right-click on an empty area of the tab bar and select Command bar from the popup menu. HTG Explains: Why Linux Doesn’t Need Defragmenting How to Convert News Feeds to Ebooks with Calibre How To Customize Your Wallpaper with Google Image Searches, RSS Feeds, and More

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  • Replace Your Favorite Abandoned Extensions in Firefox with This List of Alternatives

    - by Asian Angel
    Have you or someone you know continued to use Firefox 3.6 because your favorite extensions were not updated for Firefox 4.0 and beyond? Perhaps you updated Firefox but lost that wonderful extension’s functionality and want it back. Then you will definitely want to look through this terrific list of alternatives and forks of popular abandoned extensions! The list that Jorge Villalobos has put together also has alternatives for some popular older themes that have been abandoned as well. Note: More alternatives are turning up as the comments section on the blog post continues to grow, so make sure to take a quick peek through those as well. Are add-ons keeping you on Firefox 3.6? [Mozilla Add-ons Blog] HTG Explains: Learn How Websites Are Tracking You Online Here’s How to Download Windows 8 Release Preview Right Now HTG Explains: Why Linux Doesn’t Need Defragmenting

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  • Adding Vertices to a dynamic mesh via Method Call

    - by Raven Dreamer
    I have a C# Struct with a static method, "Get Shape" which populates a List with the vertices of a polyhedron. Method Signature: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) Adding directly to the vertices list (via vertices.Add(vector3) ), the code works as expected, and the new polyhedron appears when I trigger the method. However, I want to do some processing on the vertices I'm adding (a rotation), and the most sensible way I can think to do that is by creating a separate list of Vector3s, and then combining the lists when I'm done. However, vertices.AddRange(newVerts) does not add the shape to the mesh, nor does a foreach loop with verts.Add(vertices[i]). And this is before I've added in any of the processing! I have a feeling this might stem from passing the list of vertices in as a parameter, rather than returning a list and then adding to the vertices in the calling object, but since I'm filling 4 lists, I was trying to avoid having to create a data struct to return all four at once. Any ideas? The working version of the method is reprinted below, in full: public static void GetShape(Block b, int x, int y, int z, List<Vector3> vertices, List<int> triangles, List<Vector2> uvs, List<Vector2> uv2s) { //List<Vector3> vertices = new List<Vector3>(); int l_blockShape = b.blockShape; int l_blockType = b.blockType; //CheckFace checks if the block is empty //if this block is empty, don't draw anything. int vertexIndex; //only y faces need to be hidden. //if((l_blockShape & BlockShape.NegZFace) == BlockShape.NegZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //XY Z+1 face //if((l_blockShape & BlockShape.PosZFace) == BlockShape.PosZFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY face //if((l_blockShape & BlockShape.NegXFace) == BlockShape.NegXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.2f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.2f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZY X+1 face // if((l_blockShape & BlockShape.PosXFace) == BlockShape.PosXFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y + 1, z+.2f)); vertices.Add(new Vector3(x+.8f, y + 1, z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); // first triangle for the face triangles.Add(vertexIndex); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+3); // second triangle for the face triangles.Add(vertexIndex+1); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+3); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX face if((l_blockShape & BlockShape.NegYFace) == BlockShape.NegYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y , z+.8f)); vertices.Add(new Vector3(x+.8f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.2f)); vertices.Add(new Vector3(x+.2f, y , z+.8f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } //ZX + 1 face if((l_blockShape & BlockShape.PosYFace) == BlockShape.PosYFace) { vertexIndex = vertices.Count; //top left, top right, bottom right, bottom left vertices.Add(new Vector3(x+.8f, y+1 , z+.2f)); vertices.Add(new Vector3(x+.8f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.8f)); vertices.Add(new Vector3(x+.2f, y+1 , z+.2f)); // first triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+1); triangles.Add(vertexIndex); // second triangle for the face triangles.Add(vertexIndex+3); triangles.Add(vertexIndex+2); triangles.Add(vertexIndex+1); //UVs for the face uvs.Add( new Vector2(0,1)); uvs.Add( new Vector2(1,1)); uvs.Add( new Vector2(1,0)); uvs.Add( new Vector2(0,0)); //UV2s (lightmapping?) uv2s.Add( new Vector2(0,1)); uv2s.Add( new Vector2(1,1)); uv2s.Add( new Vector2(1,0)); uv2s.Add( new Vector2(0,0)); } }

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  • Decompiling a *.DLL to assembly for .net in delphi 4

    - by Lex Dean
    I love my Delphi 4 but at the same time I see the need to talk to windows .net This is a recompiled dll that I found on sourceforge.net/projects/delphinet/ (DelphiNet03.zip) by some nice people that fund the dll from some were. The real answer is to make this dll so that fits into Delphi as true Delphi code, and not a dll clip on. So we can make objects that use dot net in Delphi. Because I’m not an assembly freak, I’m freaking out a little with a wee sweek for help! 1/ How do I link the asm code with the data info at the bottom of this code. Can some one show me which calls to look for to make this link to data. 2/ I need to find the beginning of all the procedures and functions, but I cannot find a ‘RET’ statement. And what line is the beginning statement in this code. 3/ How do I identify were the jump statements go to, put them into Delphi format In this code it looks I can do:- jle 402890h \1000:00402854 7e3a add [eax], al \1000:00402856 0000 …………………………………………….. or ch, [edi+3eh] \1000:0040288d 0a6f3e xrefs first: 1000:00402854 number : 1 \; add [eax], al \1000:00402890 0000 //******************************* jle @@21 \\1000:00402854 7e3a add [eax], al \\1000:00402856 0000 …………………………………………….. or ch, [edi+3eh] \1000:0040288d 0a6f3e xrefs first: 1000:00402854 number : 1 \; @@21 add [eax], al \1000:00402890 0000 Is that a correct conversion. I think a xrefs first: 1000:004021d1 number : 1 is the best to follow 4/ I need a good reference on 8086 up assembly code that I can print out and get to learn properly. I found this asm decomplier of http://www.cronos.cc/ that is so similar to Delphi that it only needs a little more convertion to get it into Delphi asm I think. It’s only taken me 3 hours to get the file into TMemo and to write a few lines to chop the line over in a stream and reload the memo. Help please Email: [email protected] xrefs first: 1000:004041ae number : 1 \\; dd 4190h \\1000:00402000 90410000 dd 00h \\1000:00402004 00000000 dec eax \\1000:00402008 48 add [eax], al \\1000:00402009 0000 add [edx], al \\1000:0040200b 0002 add [eax], al \\1000:0040200d 0000 add [eax-2bffffd2h], al \\1000:0040200f 00802e0000d4 adc al, [eax] \\1000:00402015 1200 add [ecx], al \\1000:00402017 0001 add [eax], al \\1000:00402019 0000 add [eax], al \\1000:0040201b 0000 add [eax], al \\1000:0040201d 0000 add [eax], al \\1000:0040201f 0000 add [eax], al \\1000:00402021 0000 add [eax], al \\1000:00402023 0000 add [eax], al \\1000:00402025 0000 add [eax], al \\1000:00402027 0000 add [eax], al \\1000:00402029 0000 add [eax], al \\1000:0040202b 0000 add [eax], al \\1000:0040202d 0000 add [eax], al \\1000:0040202f 0000 add [eax], al \\1000:00402031 0000 add [eax], al \\1000:00402033 0000 add [eax], al \\1000:00402035 0000 add [eax], al \\1000:00402037 0000 add [eax], al \\1000:00402039 0000 add [eax], al \\1000:0040203b 0000 add [eax], al \\1000:0040203d 0000 add [eax], al \\1000:0040203f 0000 add [eax], al \\1000:00402041 0000 add [eax], al \\1000:00402043 0000 add [eax], al \\1000:00402045 0000 add [eax], al \\1000:00402047 0000 add [eax], al \\1000:00402049 0000 add [eax], al \\1000:0040204b 0000 add [eax], al \\1000:0040204d 0000 add [ebx], dl \\1000:0040204f 0013 xor [eax+eax], al \\1000:00402051 300400 or al, [ecx] \\1000:00402054 0a01 add [eax], al \\1000:00402056 0000 add [eax], eax \\1000:00402058 0100 add [ecx], dl \\1000:0040205a 0011 push cs \\1000:0040205c 0e add al, 50h \\1000:0040205d 0450 mov gs, [ecx+05h] \\1000:0040205f 8e6905 push eax \\1000:00402062 50 mov gs, [ecx+2eh] \\1000:00402063 8e692e add eax, f938h \\1000:00402066 0538f90000 add [ebx], al \\1000:0040206b 0003 jc 402070h \\1000:0040206d 7201 add [eax], al \\1000:0040206f 0000 jo 40209bh \\1000:00402071 7028 add al, [eax] \\1000:00402073 0200 add [edx], cl \\1000:00402075 000a sub eax, 36f0408h \\1000:00402077 2d08046f03 add [eax], al \\1000:0040207c 0000 or ch, [ebx] \\1000:0040207e 0a2b push es \\1000:00402080 06 add al, 6fh \\1000:00402081 046f add al, 00h \\1000:00402083 0400 add [edx], cl \\1000:00402085 000a adc eax, [edi] \\1000:00402087 1307 push ss \\1000:00402089 16 adc ecx, [eax] \\1000:0040208a 1308 cmp cl, cl \\1000:0040208c 38c9 add [eax], al \\1000:0040208e 0000 add [ecx], dl \\1000:00402090 0011 pop es \\1000:00402092 07 adc [eax], ecx \\1000:00402093 1108 callf 056f:060a9a08h \\1000:00402095 9a0a066f05 add [eax], al \\1000:0040209a 0000 or cl, [ebx] \\1000:0040209c 0a0b push es \\1000:0040209e 06 outsd \\1000:0040209f 6f push es \\1000:004020a0 06 add [eax], al \\1000:004020a1 0000 or al, [ebx] \\1000:004020a3 0a03 sub [edx], al \\1000:004020a5 2802 add [eax], al \\1000:004020a7 0000 or bh, [ecx] \\1000:004020a9 0a39 movsd \\1000:004020ab a5 add [eax], al \\1000:004020ac 0000 add [edi], al \\1000:004020ae 0007 mov gs, [ecx+0eh] \\1000:004020b0 8e690e add al, 50h \\1000:004020b3 0450 mov gs, [ecx+40h] \\1000:004020b5 8e6940 cwde \\1000:004020b8 98 add [eax], al \\1000:004020b9 0000 add [edi], dl \\1000:004020bb 0017 or al, 16h \\1000:004020bd 0c16 or eax, 9072b2bh \\1000:004020bf 0d2b2b0709 callf 0000:076f9a09h \\1000:004020c4 9a6f070000 or ch, [edi+08h] \\1000:004020c9 0a6f08 add [eax], al \\1000:004020cc 0000 or ch, [eax+ebx] \\1000:004020ce 0a2c18 push cs \\1000:004020d1 0e add al, 50h \\1000:004020d2 0450 or [edx+d72h], ebx \\1000:004020d4 099a720d0000 jo 402104h \\1000:004020da 7028 or [eax], eax \\1000:004020dc 0900 add [edx], cl \\1000:004020de 000a add dl, cs:[esi] \\1000:004020e0 2e0216 or al, 08h \\1000:004020e3 0c08 sub eax, 90c2b02h \\1000:004020e5 2d022b0c09 pop ss \\1000:004020ea 17 pop eax \\1000:004020eb 58 or eax, 50040e09h \\1000:004020ec 0d090e0450 mov gs, [ecx+32h] \\1000:004020f1 8e6932 int 08h \\1000:004020f4 cd08 sub al, 5ch \\1000:004020f6 2c5c push ss \\1000:004020f8 16 adc eax, [ebx+ebp] \\1000:004020f9 13042b dec esi \\1000:004020fc 4e push cs \\1000:004020fd 0e add al, 50h \\1000:004020fe 0450 adc [edx+ebx*4], eax \\1000:00402100 11049a jc 402112h \\1000:00402103 720d add [eax], al \\1000:00402105 0000 jo 402131h \\1000:00402107 7028 or [eax], eax \\1000:00402109 0900 add [edx], cl \\1000:0040210b 000a xor esi, [esi] \\1000:0040210d 3336 pop es \\1000:0040210f 07 adc [edx+ebx*4], eax \\1000:00402110 11049a outsd \\1000:00402113 6f pop es \\1000:00402114 07 add [eax], al \\1000:00402115 0000 or ch, [edi+0ah] \\1000:00402117 0a6f0a add [eax], al \\1000:0040211a 0000 or dl, [ebx] \\1000:0040211c 0a13 push es \\1000:0040211e 06 add eax, 9a041150h \\1000:0040211f 055011049a sub [ebx], cl \\1000:00402124 280b add [eax], al \\1000:00402126 0000 or dl, [edx] \\1000:00402128 0a12 push es \\1000:0040212a 06 adc al, [c28h] \\1000:0040212b 1205280c0000 xrefs first: 1000:00402107 number : 1 \\; or ch, [edx+eax] \\1000:00402131 0a2c02 sub ebx, [esi] \\1000:00402134 2b1e push cs \\1000:00402136 0e add al, 50h \\1000:00402137 0450 adc [edi+eax], eax \\1000:00402139 110407 adc [edx+ebx*4], eax \\1000:0040213c 11049a outsd \\1000:0040213f 6f pop es \\1000:00402140 07 add [eax], al \\1000:00402141 0000 or ah, [edx+58170411h] \\1000:00402143 0aa211041758 adc eax, [ecx+edx] \\1000:00402149 130411 add al, 0eh \\1000:0040214c 040e add al, 50h \\1000:0040214e 0450 mov gs, [ecx+32h] \\1000:00402150 8e6932 test eax, 58170811h \\1000:00402153 a911081758 adc ecx, [eax] \\1000:00402158 1308 adc [eax], ecx \\1000:0040215a 1108 adc [edi], eax \\1000:0040215c 1107 mov gs, [ecx+3fh] \\1000:0040215e 8e693f sub al, ffh \\1000:00402161 2cff db ff \\1000:00402163 ff jmp [edx] \\1000:00402164 ff2a add [eax], al \\1000:00402166 0000 adc esi, [eax] \\1000:00402168 1330 add eax, 8100h \\1000:0040216a 0500810000 add [edx], al \\1000:0040216f 0002 add [eax], al \\1000:00402171 0000 adc [edx+esi*2], eax \\1000:00402173 110472 xor eax, [eax] \\1000:00402176 3300 add [eax+28h], dh \\1000:00402178 007028 add al, [eax] \\1000:0040217b 0200 add [edx], cl \\1000:0040217d 000a sub al, 09h \\1000:0040217f 2c09 add ebp, [eax] \\1000:00402181 0328 or eax, a0a0000h \\1000:00402183 0d00000a0a sub eax, [edi] \\1000:00402188 2b07 add al, 28h \\1000:0040218a 0428 push cs \\1000:0040218c 0e add [eax], al \\1000:0040218d 0000 or cl, [edx] \\1000:0040218f 0a0a push es \\1000:00402191 06 add eax, f6f1717h \\1000:00402192 0517176f0f add [eax], al \\1000:00402197 0000 or cl, [ebx] \\1000:00402199 0a0b push ss \\1000:0040219b 16 lea eax, [edx] \\1000:0040219c 8d02 add [eax], al \\1000:0040219e 0000 add [esi+ecx], ecx \\1000:004021a0 010c0e add al, 2ch \\1000:004021a3 042c push cs \\1000:004021a5 260e add al, 8eh \\1000:004021a7 048e c160d imul edi, [eax+28dh], d160c01h \\1000:004021a9 69b88d020000010c sub edx, [eax] \\1000:004021b3 2b10 or [ecx], cl \\1000:004021b5 0809 push cs \\1000:004021b7 0e add al, 09h \\1000:004021b8 0409 callf 0000:106f9a09h \\1000:004021ba 9a6f100000 or ah, [edx+d581709h] \\1000:004021bf 0aa20917580d or [esi], ecx \\1000:004021c5 090e add al, 8eh \\1000:004021c7 048e imul esi, [edx], 17202e9h \\1000:004021c9 6932e9027201 add [eax], al \\1000:004021cf 0000 jo 4021dah \\1000:004021d1 7007 db 0f \\1000:004021d3 0f add al, 12h \\1000:004021d4 0412 add ch, [eax] \\1000:004021d6 0228 add [eax], eax \\1000:004021d8 0100 xrefs first: 1000:004021d1 number : 1 \\; add [esi], al \\1000:004021da 0006 pop es \\1000:004021dc 07 or [edi+11h], ch \\1000:004021dd 086f11 add [eax], al \\1000:004021e0 0000 or dl, [ebx] \\1000:004021e2 0a13 add al, 11h \\1000:004021e4 0411 add al, 0eh \\1000:004021e6 040e add al, 6fh \\1000:004021e8 046f adc al, [eax] \\1000:004021ea 1200 add [edx], cl \\1000:004021ec 000a adc eax, [511002bh] \\1000:004021ee 13052b001105 sub al, [eax] \\1000:004021f4 2a00 add [eax], al \\1000:004021f6 0000 adc esi, [eax] \\1000:004021f8 1330 add eax, 4e00h \\1000:004021fa 05004e0000 add [ebx], al \\1000:004021ff 0003 add [eax], al \\1000:00402201 0000 adc [ebx], eax \\1000:00402203 1103 outsd \\1000:00402205 6f adc [eax], al \\1000:00402206 1000 add [edx], cl \\1000:00402208 000a or al, [8db8698eh] \\1000:0040220a 0a058e69b88d add al, [eax] \\1000:00402210 0200 add [ecx], al \\1000:00402212 0001 or edx, [esi] \\1000:00402214 0b16 or al, 2bh \\1000:00402216 0c2b db 0f \\1000:00402218 0f pop es \\1000:00402219 07 or [106f9a08h], al \\1000:0040221a 0805089a6f10 add [eax], al \\1000:00402220 0000 or ah, [edx+c581708h] \\1000:00402222 0aa20817580c or [eb32698eh], al \\1000:00402228 08058e6932eb add al, [esi+eax] \\1000:0040222e 020406 lsl edx, [edx] \\1000:00402231 0f0312 add [eax], ebp \\1000:00402234 0128 add [eax], eax \\1000:00402236 0100 add [esi], al \\1000:00402238 0006 push es \\1000:0040223a 06 add al, 07h \\1000:0040223b 0407 outsd \\1000:0040223d 6f adc eax, [eax] \\1000:0040223e 1300 add [edx], cl \\1000:00402240 000a or eax, 6f050309h \\1000:00402242 0d0903056f adc al, 00h \\1000:00402247 1400 add [edx], cl \\1000:00402249 000a adc eax, [ebx+ebp] \\1000:0040224b 13042b add [ecx], dl \\1000:0040224e 0011 add al, 2ah \\1000:00402250 042a add [eax], al \\1000:00402252 0000 adc esi, [eax] \\1000:00402254 1330 add eax, 7600h \\1000:00402256 0500760000 add [eax+eax], al \\1000:0040225b 000400 add [ecx], dl \\1000:0040225e 0011 add al, 72h \\1000:00402260 0472 xor eax, [eax] \\1000:00402262 3300 add [eax+28h], dh \\1000:00402264 007028 add al, [eax] \\1000:00402267 0200 add [edx], cl \\1000:00402269 000a sub al, 09h \\1000:0040226b 2c09 add ebp, [eax] \\1000:0040226d 0328 or eax, a0a0000h \\1000:0040226f 0d00000a0a sub eax, [edi] \\1000:00402274 2b07 add al, 28h \\1000:00402276 0428 push cs \\1000:00402278 0e add [eax], al \\1000:00402279 0000 or cl, [edx] \\1000:0040227b 0a0a push es \\1000:0040227d 06 add eax, f6f1717h \\1000:0040227e 0517176f0f add [eax], al \\1000:00402283 0000 or cl, [ebx] \\1000:00402285 0a0b push cs \\1000:00402287 0e add eax, 8db8698eh \\1000:00402288 058e69b88d add al, [eax] \\1000:0040228d 0200 add [ecx], al \\1000:0040228f 0001 or al, 16h \\1000:00402291 0c16 or eax, 908102bh \\1000:00402293 0d2b100809 push cs \\1000:00402298 0e add eax, 106f9a09h \\1000:00402299 05099a6f10 add [eax], al \\1000:0040229e 0000 or ah, [edx+d581709h] \\1000:004022a0 0aa20917580d or [esi], ecx \\1000:004022a6 090e add eax, e932698eh \\1000:004022a8 058e6932e9 add cl, [esi] \\1000:004022ad 020e add al, 07h \\1000:004022af 0407 db 0f \\1000:004022b1 0f add eax, 1280212h \\1000:004022b2 0512022801 add [eax], al \\1000:004022b7 0000 push es \\1000:004022b9 06 pop es \\1000:004022ba 07 push cs \\1000:004022bb 0e add al, 08h \\1000:004022bc 0408 outsd \\1000:004022be 6f adc eax, [eax] \\1000:004022bf 1300 add [edx], cl \\1000:004022c1 000a adc eax, [ecx+edx] \\1000:004022c3 130411 add al, 14h \\1000:004022c6 0414 push cs \\1000:004022c8 0e add eax, 146fh \\1000:004022c9 056f140000 or dl, [ebx] \\1000:004022ce 0a13 add eax, 511002bh \\1000:004022d0 052b001105 sub al, [eax] \\1000:004022d5 2a00 add [ebx], dl \\1000:004022d7 0013 xor [eax+eax], al \\1000:004022d9 300400 jbe 4022deh \\1000:004022dc 7600 xrefs first: 1000:004022dc number : 1 \\; add fs:[esi+45h], cl \\1000:004034fc 64004e45 push esp \\1000:00403500 54 dec ecx \\1000:00403501 49 xrefs first: 1000:004034b2 number : 1 \\; outsb \\1000:00403502 6e jbe 403574h \\1000:00403503 766f imul esp, [ebp+43h], 6ch \\1000:00403505 6b65436c popad \\1000:00403509 61 jnc 40357fh \\1000:0040350a 7373 dec ebp \\1000:0040350c 4d jz 403578h \\1000:0040350d 657468 outsd \\1000:00403510 6f add fs:[esi+45h], cl \\1000:00403511 64004e45 push esp \\1000:00403515 54 push ebx \\1000:00403516 53 jz 40355fh \\1000:00403517 657445 outsb \\1000:0040351a 6e jnz 40358ah \\1000:0040351b 756d push esi \\1000:0040351d 56 xrefs first: 1000:004034b7 number : 1 \\; popad \\1000:0040351e 61 insb \\1000:0040351f 6c jnz 403587h \\1000:00403520 7565 add [esi+45h], cl \\1000:00403522 004e45 push esp \\1000:00403525 54 inc edi \\1000:00403526 47 db 65 ;'e' \\1000:00403527 65 xrefs first: 1000:004034be number : 1 \\; db 74 ;'t' \\1000:00403528 74 db 50 ;'p' \\1000:00403529 50 db 72 ;'r' \\1000:0040352a 72 db 6f ;'o' \\1000:0040352b 6f db 70 ;'p' \\1000:0040352c 70 db 65 ;'e' \\1000:0040352d 65 db 72 ;'r' \\1000:0040352e 72 db 74 ;'t' \\1000:0040352f 74 db 79 ;'y' \\1000:00403530 79 db 00 \\1000:00403531 00 db 4e ;'n' \\1000:00403532 4e db 45 ;'e' \\1000:00403533 45 db 54 ;'t' \\1000:00403534 54 db 47 ;'g' \\1000:00403535 47 db 65 ;'e' \\1000:00403536 65 db 74 ;'t' \\1000:00403537 74 db 46 ;'f' \\1000:00403538 46 db 69 ;'i' \\1000:00403539 69 db 65 ;'e' \\1000:0040353a 65 db 6c ;'l' \\1000:0040353b 6c db 64 ;'d' \\1000:0040353c 64 db 00 \\1000:0040353d 00 could not fit the rest in because of Stack overflow limitions

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  • Work in Company vs paid add-ons for Visual Studio

    - by netmajor
    Hey, I'm yesterday install free(I'm student :D) DevExpress Refactor Tool for Visual Studio and think that is great stuff but... how looks using that add-ons in work place ? can You install it on Your own in Your pc?Employer agree with it ? it is difference that it's free or paid add-on ? did Your employer give You add-in from start ? (So You don't need to paid it Yourself?:D) Do You have Favorite add-in? ;) p.s. Do You know how to disable VS shortcut[Alt+Right] for feature? I want to use Refactor shortcut for CamelCaseRight but VS disable it for own shortcut :(

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  • django manage.py syncdb not working?

    - by Diego
    Trying to learn Django, I closed the shell and am getting this problem now when I call python manage.py syncdb, any idea what happened?: I've already set up a db. I have manage.py set up in the folder django_bookmarks. What's up here? Traceback (most recent call last): File "manage.py", line 2, in from django.core.management import execute_manager ImportError: No module named django.core.management my-computer:~/Django-1.1.1/django_bookmarks mycomp$ export PATH=/Users/mycomp/bin:$PATH my-computer:~/Django-1.1.1/django_bookmarks mycomp$ python manage.py syncdb Traceback (most recent call last): File "manage.py", line 2, in from django.core.management import execute_manager ImportError: No module named django.core.management my-computer:~/Django-1.1.1/django_bookmarks mycomp$

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  • add-apt-repository not working UbuntuGnome 12.10

    - by nickcannariato
    When I try to add a ppa using the command: sudo add-apt-repository [insert ppa] the output I get is: Error in sitecustomize; set PYTHONVERBOSE for traceback: EOFError: EOF read where not expected Traceback (most recent call last): File "/usr/bin/add-apt-repository", line 3, in <module> from __future__ import print_function EOFError: EOF read where not expected This is the desktop version. It's a clean install and I didn't get any log errors on install. I haven't added or removed any python versions. Can someone set me straight on how to fix this?

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  • Toolbar Cleaner Strips Toolbars, Add-ons, and Browser Helper Objects

    - by Jason Fitzpatrick
    If you’re trying to remove all the crap off a friend’s bogged down computer, Toolbar Cleaner is a handy little app that does a thorough job stripping away spammy toolbars, dubious add-ons, and browser helper objects. Toolbar Cleaner is a free application that helps remove unwanted garbage from your Internet Explorer, Firefox, and Google Chrome installations–including third-party toolbars, extensions/add-ons, and browser helper objects (plug-ins that modify your browser behavior and can contain malware). If you’re dealing with a machine drowning under all the toolbars and crapware that have snuck onto the system, it’s a nearly one-click solution to purging all of them. Hit up the link below to read more about the software and grab a copy. Toolbar Cleaner is freeware, Windows only. Toolbar Cleaner [via Freeware Genius] HTG Explains: Why It’s Good That Your Computer’s RAM Is Full 10 Awesome Improvements For Desktop Users in Windows 8 How To Play DVDs on Windows 8

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  • Manually updating FF Add-ons

    - by cpp_fanatic
    My application installs my Firefox add-on (by copying an my.xpi to [FF_inst_dir]\extensions). This application interact with my FF add-on. This application periodically has updates (.xpi with new version). When my application is updating it does next: Remove folder and content [FF_inst_dir]\extensions\MyExtension Copy new my.xpi to [FF_inst_dir]\extensions However, when I restart FF I see: FF ask me about install add-on. I agree. FF remove my.xpi (it's ok) FF remove folder and content [FF_inst_dir]\extensions\MyExtension I think that FF try to remove old plugin. Thus, I havn't installed plugin. How it can be installed correct?

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. 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    Introduction Secure Sockets Layer (SSL) can be used to secure the connection between the middle tier “client”, WebLogic Server (WLS) in this case, and the Oracle database server.  Data between WLS and database can be encrypted.  The server can be authenticated so you have proof that the database can be trusted by validating a certificate from the server.  The client can be authenticated so that the database only accepts connections from clients that it trusts. Similar to the discussion in an earlier article about using the Oracle wallet for database credentials, the Oracle wallet can also be used with SSL to store the keys and certificates.  By using it correctly, clear text passwords can be eliminated from the JDBC configuration and client/server configuration can be simplified by sharing the wallet across multiple datasources. There is a very good Oracle Technical White Paper on using SSL with the Oracle thin driver at http://www.oracle.com/technetwork/database/enterprise-edition/wp-oracle-jdbc-thin-ssl-130128.pdf [LINK1].  The link http://www.oracle.com/technetwork/middleware/weblogic/index-087556.html [LINK2] describes how to use WebLogic Server with Oracle JDBC Driver SSL. The information in this article is a guide on what steps need to be taken in the variety of available options; use the links above for details. SSL from the driver to the database server is basically turned on by specifying a protocol of “tcps” in the URL.  However, there is a fair amount of setup needed.  Also remember that there is an overhead in performance. Creating the wallets The common use cases are 1. “data encryption and server-only authentication”, requiring just a trust store, or 2. “data encryption and authentication of both tiers” (client and server), requiring a trust store and a key store. It is recommended to use the auto-login wallet type so that clear text passwords are not needed in the datasource configuration to open the wallet.  The store type for an auto-login wallet is “SSO” (Single Sign On), not “JKS” or “PKCS12” as in [LINK2].  The file name is “cwallet.sso”. Wallets are created using the orapki tool.  They need to be created based on the usage (encryption and/or authentication).  This is discussed in detail in [LINK1] in Appendix B or in the Advanced Security Administrator’s Guide of the Database documentation. Database Server Configuration It is necessary to update the sqlnet.ora and listener.ora files with the directory location of the wallet using WALLET_LOCATION.  These files also indicate whether or not SSL_CLIENT_AUTHENTICATION is being used (true or false). The Oracle Listener must also be configured to use the TCPS protocol.  The recommended port is 2484. LISTENER = (ADDRESS_LIST= (ADDRESS=(PROTOCOL=tcps)(HOST=servername)(PORT=2484))) WebLogic Server Classpath The WebLogic Server CLASSPATH must have three additional security files. The files that need to be added to the WLS CLASSPATH are $MW_HOME/modules/com.oracle.osdt_cert_1.0.0.0.jar $MW_HOME/modules/com.oracle.osdt_core_1.0.0.0.jar $MW_HOME/modules/com.oracle.oraclepki_1.0.0.0.jar One way to do this is to add them to PRE_CLASSPATH environment variable for use with the standard WebLogic scripts. Setting the Oracle Security Provider It’s necessary to enable the Oracle PKI provider on the client side.  This can either be done statically by updating the java.security file under the JRE or dynamically by setting it in a WLS startup class using java.security.Security.insertProviderAt(new oracle.security.pki.OraclePKIProvider (), 3); See the full example of the startup class in [LINK2]. Datasource Configuration When creating a WLS datasource, set the PROTOCOL in the URL to tcps as in the following. jdbc:oracle:thin:@(DESCRIPTION=(ADDRESS=(PROTOCOL=tcps)(HOST=host)(PORT=port))(CONNECT_DATA=(SERVICE_NAME=myservice))) For encryption and server authentication, use the datasource connection properties: - javax.net.ssl.trustStore=location of wallet file on the client - javax.net.ssl.trustStoreType=”SSO” For client authentication, use the datasource connection properties: - javax.net.ssl.keyStore=location of wallet file on the client - javax.net.ssl.keyStoreType=”SSO” Note that the driver connection properties for the wallet require a file name, not a directory name. Active GridLink ONS over SSL For completeness, there is another SSL usage for WLS datasources.  The communication with the Oracle Notification Service (ONS) for load balancing information and node up/down events can use SSL also. Create an auto-login wallet and use the wallet on the client and server.  The following is a sample sequence to create a test wallet for use with ONS. orapki wallet create -wallet ons -auto_login -pwd ONS_Wallet orapki wallet add -wallet ons -dn "CN=ons_test,C=US" -keysize 1024 -self_signed -validity 9999 -pwd ONS_Wallet orapki wallet export -wallet ons -dn "CN=ons_test,C=US" -cert ons/cert.txt -pwd ONS_Wallet On the database server side, it’s necessary to define the walletfile directory in the file $CRS_HOME/opmn/conf/ons.config and run onsctl stop/start. When configuring an Active GridLink datasource, the connection to the ONS must be defined.  In addition to the host and port, the wallet file directory must be specified.  By not giving a password, a SSO wallet is assumed. Summary To use SSL with the Oracle thin driver without any clear text passwords, use an SSO Oracle Wallet.  SSL support in the Oracle thin driver is available starting in 10g Release 2.

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  • Django's manage.py shell won't indent

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