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  • Rotating wheel with touch adding velocity

    - by Lewis
    I have a wheel control in a game which is setup like so: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); wheelRotation += (currentTouch - previousTouch) * 0.6; //limit speed 0.6 } } I update the rotation of a the wheel in the update method by doing: wheel.rotation = wheelRotation; Now once the user lets go of the wheel I want it to rotate back to where it was before but not without taking into account the velocity of the swipe the user has done. This is the bit I really can't get my head around. So if the swipe generates a lot of velocity then the wheel will carry on moving slightly in that direction until the overall force which pulls the wheel back to the starting position kicks in. Any ideas/code snippets?

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  • 3D zooming technique to maintain the relative position of an object on screen

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the view of the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed. I projected the 3D pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly? If some of you want to explain the math in detail, be my guest, I can understand these things well.

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  • Is creating a separate pool for each individual png image in the same class appropriate?

    - by Panzercrisis
    I'm still possibly a little green about object-pooling, and I want to make sure something like this is a sound design pattern before really embarking upon it. Take the following code (which uses the Starling framework in ActionScript 3): [Embed(source = "/../assets/images/game/misc/red_door.png")] private const RED_DOOR:Class; private const RED_DOOR_TEXTURE:Texture = Texture.fromBitmap(new RED_DOOR()); private const m_vRedDoorPool:Vector.<Image> = new Vector.<Image>(50, true); . . . public function produceRedDoor():Image { // get a Red Door image } public function retireRedDoor(pImage:Image):void { // retire a Red Door Image } Except that there are four colors: red, green, blue, and yellow. So now we have a separate pool for each color, a separate produce function for each color, and a separate retire function for each color. Additionally there are several items in the game that follow this 4-color pattern, so for each of them, we have four pools, four produce functions, and four retire functions. There are more colors involved in the images themselves than just their predominant one, so trying to throw all the doors, for instance, in a single pool, and then changing their color properties around isn't going to work. Also the nonexistence of the static keyword is due to its slowness in AS3. Is this the right way to do things?

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  • Is creating a separate pool for each individual image created from a png appropriate?

    - by Panzercrisis
    I'm still possibly a little green about object-pooling, and I want to make sure something like this is a sound design pattern before really embarking upon it. Take the following code (which uses the Starling framework in ActionScript 3): [Embed(source = "/../assets/images/game/misc/red_door.png")] private const RED_DOOR:Class; private const RED_DOOR_TEXTURE:Texture = Texture.fromBitmap(new RED_DOOR()); private const m_vRedDoorPool:Vector.<Image> = new Vector.<Image>(50, true); . . . public function produceRedDoor():Image { // get a Red Door image } public function retireRedDoor(pImage:Image):void { // retire a Red Door Image } Except that there are four colors: red, green, blue, and yellow. So now we have a separate pool for each color, a separate produce function for each color, and a separate retire function for each color. Additionally there are several items in the game that follow this 4-color pattern, so for each of them, we have four pools, four produce functions, and four retire functions. There are more colors involved in the images themselves than just their predominant one, so trying to throw all the doors, for instance, in a single pool, and then changing their color properties around isn't going to work. Also the nonexistence of the static keyword is due to its slowness in AS3. Is this the right way to do things?

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  • Interesting 3d zooming technique

    - by stark
    Is it possible to zoom to a certain point on screen by modifying the field of view and rotating the camera as to keep that point/object in the same place on screen while zooming ? Changing the camera position is not allowed.. I projected the 3d pos of the object on screen and remembered it. Then on each frame I calculate the direction to it in camera space and then I construct a rotation matrix to align this direction to Z axis (in cam space). After this, I calculate the direction from the camera to the object in world space and transform this vector with the matrix I obtained earlier and then use this final vector as the camera's new direction. And it's actually "kinda working", the problem is that it is more/less off than the camera's rotation before starting to zoom depending on the area you are trying to zoom in (larger error on edges/corners). It looks acceptable, but I'm not settling for only this. Any suggestions/resources for doing this technique perfectly ? If some of you want to explain the math in detail, be my guests, I can understand these things well. Thanks. Edit: I'll check often for responses, I'm really curious about this :D

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  • What to do when TDD tests reveal new functionality that is needed that also needs tests?

    - by Joshua Harris
    What do you do when you are writing a test and you get to the point where you need to make the test pass and you realize that you need an additional piece of functionality that should be separated into its own function? That new function needs to be tested as well, but the TDD cycle says to Make a test fail, make it pass then refactor. If I am on the step where I am trying to make my test pass I'm not supposed to go off and start another failing test to test the new functionality that I need to implement. For example, I am writing a point class that has a function WillCollideWith(LineSegment): public class Point { // Point data and constructor ... public bool CollidesWithLine(LineSegment lineSegment) { Vector PointEndOfMovement = new Vector(Position.X + Velocity.X, Position.Y + Velocity.Y); LineSegment pointPath = new LineSegment(Position, PointEndOfMovement); if (lineSegment.Intersects(pointPath)) return true; return false; } } I was writing a test for CollidesWithLine when I realized that I would need a LineSegment.Intersects(LineSegment) function. But, should I just stop what I am doing on my test cycle to go create this new functionality? That seems to break the "Red, Green, Refactor" principle. Should I just write the code that detects that lineSegments Intersect inside of the CollidesWithLine function and refactor it after it is working? That would work in this case since I can access the data from LineSegment, but what about in cases where that kind of data is private?

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  • Moving characters on a grid [on hold]

    - by madmax1
    i am developing my first game with C++. My game uses a grid of rectangles. I have a class Board which manages the grid as a whole, initializes the terrain, places/removes characters, etc. It has a 2D vector of a class Field, which handles the Structure of the field, contained Objects, Characters, etc. Field again contains a vector of class Character, which are positioned on the field. Now i want to implement the functionality to move a character on the board, however dont know which is best practice to do so. Should i implement a moveCharacter(character, offset) function in Board, make it search for the character and move it? Or should i implement a function move(offset) in Character? This sure would be nicest, however makes characters necessary to know the board they are on, or the field which in turn knows the board. On the one hand i feel like i should avoid inclusion between classes as much as possible e.g. to increase portability of classes for different projects, on the other hand i think the character.move() functionality is most comfortable for further development. Im pretty new to "bigger" C++ projects and these kind of design questions pop up more and more often lately and i have troubles deciding. Thanks a lot for any advice!

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  • Calculating the correct particle angle in an outwards explosion

    - by Sun
    I'm creating a simple particle explosion but am stuck in finding the correct angle to rotate my particle. The effect I'm going for is similar to this: Where each particle is going outwards from the point of origin and at the correct angle. This is what I currently have: As you can see, each particle is facing the same angle, but I'm having a little difficulty figuring out the correct angle. I have the vector for the point of emission and the new vector for each particle, how can I use this to calculate the angle? Some code for reference: private Particle CreateParticle() { ... Vector2 velocity = new Vector2(2.0f * (float)(random.NextDouble() * 2 - 1), 2.0f * (float)(random.NextDouble() * 2 - 1)); direction = velocity - ParticleLocation; float angle = (float)Math.Atan2(direction.Y, direction.X); ... return new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl, EmitterLocation); } I am then using the angle created as so in my particles Draw method: spriteBatch.Draw(Texture, Position, null, Color, Angle, origin, Size, SpriteEffects.None, 0f);

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  • Rotating wheel with touch (adding momentum and slowing down the initial rate it can be moved

    - by Lewis
    I have a wheel control in a game which is setup like so: - (void)ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(wheel.boundingBox, location)) { CGPoint firstLocation = [touch previousLocationInView:[touch view]]; CGPoint location = [touch locationInView:[touch view]]; CGPoint touchingPoint = [[CCDirector sharedDirector] convertToGL:location]; CGPoint firstTouchingPoint = [[CCDirector sharedDirector] convertToGL:firstLocation]; CGPoint firstVector = ccpSub(firstTouchingPoint, wheel.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(touchingPoint, wheel.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); wheelRotation += (currentTouch - previousTouch) * 0.6; //limit speed 0.6 } } Now once the user lets go of the wheel I want it to rotate back to where it was before but not without taking into account the momentum of the swipe the user has done. This is the bit I really can't get my head around. So if the swipe generates a lot of momentum then the wheel will carry on moving slightly in that direction until the overall force which pulls the wheel back to the starting position kicks in. Any ideas/code snippets?

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  • Can someone explain the (reasons for the) implications of colum vs row major in multiplication/concatenation?

    - by sebf
    I am trying to learn how to construct view and projection matrices, and keep reaching difficulties in my implementation owing to my confusion about the two standards for matrices. I know how to multiply a matrix, and I can see that transposing before multiplication would completely change the result, hence the need to multiply in a different order. What I don't understand though is whats meant by only 'notational convention' - from the articles here and here the authors appear to assert that it makes no difference to how the matrix is stored, or transferred to the GPU, but on the second page that matrix is clearly not equivalent to how it would be laid out in memory for row-major; and if I look at a populated matrix in my program I see the translation components occupying the 4th, 8th and 12th elements. Given that: "post-multiplying with column-major matrices produces the same result as pre-multiplying with row-major matrices. " Why in the following snippet of code: Matrix4 r = t3 * t2 * t1; Matrix4 r2 = t1.Transpose() * t2.Transpose() * t3.Transpose(); Does r != r2 and why does pos3 != pos for: Vector4 pos = wvpM * new Vector4(0f, 15f, 15f, 1); Vector4 pos3 = wvpM.Transpose() * new Vector4(0f, 15f, 15f, 1); Does the multiplication process change depending on whether the matrices are row or column major, or is it just the order (for an equivalent effect?) One thing that isn't helping this become any clearer, is that when provided to DirectX, my column major WVP matrix is used successfully to transform vertices with the HLSL call: mul(vector,matrix) which should result in the vector being treated as row-major, so how can the column major matrix provided by my math library work?

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  • Predictive firing (in a tile-based game)

    - by n00bster
    I have a (turn-based) tile-based game, in which you can shoot at entities. You can move around with mouse and keyboard, it's all tile-based, except that bullets move "freely". I've got it all working just fine except that when I move, and the creatures shoot towards the player, they shoot towards the previous tiles.. resulting in ugly looking "miss hits" or lag. I think I need to implement some kind of predictive firing based on the bullet speed and the distance, but I don't quite know how to implement such a thing... Here's a simplified snip of my firing code. class Weapon { public void fire(int x, int y) { ... ... ... Creature owner = getOwner(); Tile targetTile = Zone.getTileAt(x, y); float dist = Vector.distance(owner.getCenterPosition(), targetTile.getCenterPosition()); Bullet b = new Bullet(); b.setPosition(owner.getCenterPosition()); // Take dist into account in the duration to get constant speed regardless of distance float duration = dist / 600f; // Moves the bullet to the centre of the target tile in the given amount of time (in seconds) b.moveTo(targetTile.getCenterPosition(), duration); // This is what I'm after // Vector v = predict the position // b.moveTo(v, duration); Zone.add(bullet); // Now the bullet gets "ticked" and moveTo will be implemented } } Movement of creatures is as simple as setting the position variable. If you need more information, just ask.

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  • What is the best way to store a table in C++

    - by Topo
    I'm programming a decision tree in C++ using a slightly modified version of the C4.5 algorithm. Each node represents an attribute or a column of your data set and it has a children per possible value of the attribute. My problem is how to store the training data set having in mind that I have to use a subset for each node so I need a quick way to only select a subset of rows and columns. The main goal is to do it in the most memory and time efficient possible (in that order of priority). The best way I have thought of is to have an array of arrays (or std::vector), or something like that, and for each node have a list (array, vector, etc) or something with the column,line(probably a tuple) pairs that are valid for that node. I now there should be a better way to do this, any suggestions? UPDATE: What I need is something like this: In the beginning I have this data: Paris 4 5.0 True New York 7 1.3 True Tokio 2 9.1 False Paris 9 6.8 True Tokio 0 8.4 False But for the second node I just need this data: Paris 4 5.0 New York 7 1.3 Paris 9 6.8 And for the third node: Tokio 2 9.1 Tokio 0 8.4 But with a table of millions of records with up to hundreds of columns. What I have in mind is keep all the data in a matrix, and then for each node keep the info of the current columns and rows. Something like this: Paris 4 5.0 True New York 7 1.3 True Tokio 2 9.1 False Paris 9 6.8 True Tokio 0 8.4 False Node 2: columns = [0,1,2] rows = [0,1,3] Node 3: columns = [0,1,2] rows = [2,4] This way on the worst case scenario I just have to waste size_of(int) * (number_of_columns + number_of_rows) * node That is a lot less than having an independent data matrix for each node.

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  • Rotating a sprite to touch

    - by user1691659
    I know this has been asked before and Ive looked through peoples questions and answers all over the internet and I just cant get it to work. Im sure its down to my inexperience. Ive got an arrow attached to a sprite, this sprite appears when touched but I want the arrow to point where the sprite will launch. I have had the arrow moving but it was very erratic and not pointing as it should. Its not moving at the moment but this is what I have. - (void)update:(ccTime)delta { arrow.rotation = dialRotation; } -(void) ccTouchMoved:(UITouch*)touch withEvent:(UIEvent *)event { pt1 = [self convertTouchToNodeSpace:touch]; CGPoint firstVector = ccpSub(pt, arrow.position); CGFloat firstRotateAngle = -ccpToAngle(firstVector); CGFloat previousTouch = CC_RADIANS_TO_DEGREES(firstRotateAngle); CGPoint vector = ccpSub(pt1, arrow.position); CGFloat rotateAngle = -ccpToAngle(vector); CGFloat currentTouch = CC_RADIANS_TO_DEGREES(rotateAngle); dialRotation += currentTouch - previousTouch; } I have got pt from ccTouchBegan the same way as pt1 Thanks

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  • Opengl problem with texture in model from obj

    - by subSeven
    Hello! I writing small program in OpenGL, and I have problem ( textures are skew, and I dont know why, this model work in another obj viewer) What I have: http://img696.imageshack.us/i/obrazo.png/ What I want http://img88.imageshack.us/i/obraz2d.jpg/ This code where I load texture: bool success; ILuint texId; GLuint image; ilGenImages(1, &texId); ilBindImage(texId); success = ilLoadImage((WCHAR*)fileName.c_str()); if(success) { success = ilConvertImage(IL_RGB, IL_UNSIGNED_BYTE); if(!success) { return false; } } else { return false; } glGenTextures(1, &image); glBindTexture(GL_TEXTURE_2D, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), ilGetInteger(IL_IMAGE_WIDTH), ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE, ilGetData()); ilDeleteImages(1, &texId); Code to load obj: triangles.clear(); std::ifstream in; std::string cmd; in.open (fileName.c_str()); if (in.is_open()) { while(!in.eof()) { in>>cmd; if(cmd=="v") { Vector3d vector; in>>vector.x; in>>vector.y; in>>vector.z; points.push_back(vector); } if(cmd=="vt") { Vector2d texcord; in>>texcord.x; in>>texcord.y; texcords.push_back(texcord); } if(cmd=="vn") { Vector3d normal; in>>normal.x; in>>normal.y; in>>normal.z; normals.push_back(normal); } if(cmd=="f") { Triangle triangle; std::string str; std::string str1,str2,str3; std::string delimeter("/"); int pos; int n; std::stringstream ss (std::stringstream::in | std::stringstream::out); in>>str; pos = str.find(delimeter); str1 = str.substr(0,pos); str2 = str.substr(pos+delimeter.length()); pos = str2.find(delimeter); str3 = str2.substr(pos+delimeter.length()); str2 = str2.substr(0,pos); ss<<str1; ss>>n; triangle.a= n-1; ss.clear(); ss<<str3; ss>>n; triangle.an =n-1; ss.clear(); ss<<str2; ss>>n; ss.clear(); triangle.atc = n-1; in>>str; pos = str.find(delimeter); str1 = str.substr(0,pos); str2 = str.substr(pos+delimeter.length()); pos = str2.find(delimeter); str3 = str2.substr(pos+delimeter.length()); str2 = str2.substr(0,pos); ss<<str1; ss>>n; triangle.b= n-1; ss.clear(); ss<<str3; ss>>n; triangle.bn =n-1; ss.clear(); ss<<str2; ss>>n; ss.clear(); triangle.btc = n-1; in>>str; pos = str.find(delimeter); str1 = str.substr(0,pos); str2 = str.substr(pos+delimeter.length()); pos = str2.find(delimeter); str3 = str2.substr(pos+delimeter.length()); str2 = str2.substr(0,pos); ss<<str1; ss>>n; triangle.c= n-1; ss.clear(); ss<<str3; ss>>n; triangle.cn =n-1; ss.clear(); ss<<str2; ss>>n; ss.clear(); triangle.ctc = n-1; triangles.push_back(triangle); } cmd = ""; } in.close(); return true; } return false; Code to draw model: glEnable(GL_TEXTURE_2D); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBindTexture(GL_TEXTURE_2D,image); glBegin(GL_TRIANGLES); for(int i=0;i<triangles.size();i++) { glTexCoord2f(texcords[triangles[i].ctc].x, texcords[triangles[i].ctc].y); glNormal3f(normals[triangles[i].cn].x, normals[triangles[i].cn].y, normals[triangles[i].cn].z); glVertex3f( points[triangles[i].c].x, points[triangles[i].c].y, points[triangles[i].c].z); glTexCoord2f(texcords[triangles[i].btc].x, texcords[triangles[i].btc].y); glNormal3f(normals[triangles[i].bn].x, normals[triangles[i].bn].y, normals[triangles[i].bn].z); glVertex3f( points[triangles[i].b].x, points[triangles[i].b].y, points[triangles[i].b].z); glTexCoord2f(texcords[triangles[i].atc].x, texcords[triangles[i].atc].y); glNormal3f(normals[triangles[i].an].x, normals[triangles[i].an].y, normals[triangles[i].an].z); glVertex3f( points[triangles[i].a].x, points[triangles[i].a].y, points[triangles[i].a].z); } glEnd(); glDisable(GL_TEXTURE_2D); Mayby someone find mistake in this

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  • Anatomy of a .NET Assembly - CLR metadata 1

    - by Simon Cooper
    Before we look at the bytes comprising the CLR-specific data inside an assembly, we first need to understand the logical format of the metadata (For this post I only be looking at simple pure-IL assemblies; mixed-mode assemblies & other things complicates things quite a bit). Metadata streams Most of the CLR-specific data inside an assembly is inside one of 5 streams, which are analogous to the sections in a PE file. The name of each section in a PE file starts with a ., and the name of each stream in the CLR metadata starts with a #. All but one of the streams are heaps, which store unstructured binary data. The predefined streams are: #~ Also called the metadata stream, this stream stores all the information on the types, methods, fields, properties and events in the assembly. Unlike the other streams, the metadata stream has predefined contents & structure. #Strings This heap is where all the namespace, type & member names are stored. It is referenced extensively from the #~ stream, as we'll be looking at later. #US Also known as the user string heap, this stream stores all the strings used in code directly. All the strings you embed in your source code end up in here. This stream is only referenced from method bodies. #GUID This heap exclusively stores GUIDs used throughout the assembly. #Blob This heap is for storing pure binary data - method signatures, generic instantiations, that sort of thing. Items inside the heaps (#Strings, #US, #GUID and #Blob) are indexed using a simple binary offset from the start of the heap. At that offset is a coded integer giving the length of that item, then the item's bytes immediately follow. The #GUID stream is slightly different, in that GUIDs are all 16 bytes long, so a length isn't required. Metadata tables The #~ stream contains all the assembly metadata. The metadata is organised into 45 tables, which are binary arrays of predefined structures containing information on various aspects of the metadata. Each entry in a table is called a row, and the rows are simply concatentated together in the file on disk. For example, each row in the TypeRef table contains: A reference to where the type is defined (most of the time, a row in the AssemblyRef table). An offset into the #Strings heap with the name of the type An offset into the #Strings heap with the namespace of the type. in that order. The important tables are (with their table number in hex): 0x2: TypeDef 0x4: FieldDef 0x6: MethodDef 0x14: EventDef 0x17: PropertyDef Contains basic information on all the types, fields, methods, events and properties defined in the assembly. 0x1: TypeRef The details of all the referenced types defined in other assemblies. 0xa: MemberRef The details of all the referenced members of types defined in other assemblies. 0x9: InterfaceImpl Links the types defined in the assembly with the interfaces that type implements. 0xc: CustomAttribute Contains information on all the attributes applied to elements in this assembly, from method parameters to the assembly itself. 0x18: MethodSemantics Links properties and events with the methods that comprise the get/set or add/remove methods of the property or method. 0x1b: TypeSpec 0x2b: MethodSpec These tables provide instantiations of generic types and methods for each usage within the assembly. There are several ways to reference a single row within a table. The simplest is to simply specify the 1-based row index (RID). The indexes are 1-based so a value of 0 can represent 'null'. In this case, which table the row index refers to is inferred from the context. If the table can't be determined from the context, then a particular row is specified using a token. This is a 4-byte value with the most significant byte specifying the table, and the other 3 specifying the 1-based RID within that table. This is generally how a metadata table row is referenced from the instruction stream in method bodies. The third way is to use a coded token, which we will look at in the next post. So, back to the bytes Now we've got a rough idea of how the metadata is logically arranged, we can now look at the bytes comprising the start of the CLR data within an assembly: The first 8 bytes of the .text section are used by the CLR loader stub. After that, the CLR-specific data starts with the CLI header. I've highlighted the important bytes in the diagram. In order, they are: The size of the header. As the header is a fixed size, this is always 0x48. The CLR major version. This is always 2, even for .NET 4 assemblies. The CLR minor version. This is always 5, even for .NET 4 assemblies, and seems to be ignored by the runtime. The RVA and size of the metadata header. In the diagram, the RVA 0x20e4 corresponds to the file offset 0x2e4 Various flags specifying if this assembly is pure-IL, whether it is strong name signed, and whether it should be run as 32-bit (this is how the CLR differentiates between x86 and AnyCPU assemblies). A token pointing to the entrypoint of the assembly. In this case, 06 (the last byte) refers to the MethodDef table, and 01 00 00 refers to to the first row in that table. (after a gap) RVA of the strong name signature hash, which comes straight after the CLI header. The RVA 0x2050 corresponds to file offset 0x250. The rest of the CLI header is mainly used in mixed-mode assemblies, and so is zeroed in this pure-IL assembly. After the CLI header comes the strong name hash, which is a SHA-1 hash of the assembly using the strong name key. After that comes the bodies of all the methods in the assembly concatentated together. Each method body starts off with a header, which I'll be looking at later. As you can see, this is a very small assembly with only 2 methods (an instance constructor and a Main method). After that, near the end of the .text section, comes the metadata, containing a metadata header and the 5 streams discussed above. We'll be looking at this in the next post. Conclusion The CLI header data doesn't have much to it, but we've covered some concepts that will be important in later posts - the logical structure of the CLR metadata and the overall layout of CLR data within the .text section. Next, I'll have a look at the contents of the #~ stream, and how the table data is arranged on disk.

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  • WebSocket Applications using Java: JSR 356 Early Draft Now Available (TOTD #183)

    - by arungupta
    WebSocket provide a full-duplex and bi-directional communication protocol over a single TCP connection. JSR 356 is defining a standard API for creating WebSocket applications in the Java EE 7 Platform. This Tip Of The Day (TOTD) will provide an introduction to WebSocket and how the JSR is evolving to support the programming model. First, a little primer on WebSocket! WebSocket is a combination of IETF RFC 6455 Protocol and W3C JavaScript API (still a Candidate Recommendation). The protocol defines an opening handshake and data transfer. The API enables Web pages to use the WebSocket protocol for two-way communication with the remote host. Unlike HTTP, there is no need to create a new TCP connection and send a chock-full of headers for every message exchange between client and server. The WebSocket protocol defines basic message framing, layered over TCP. Once the initial handshake happens using HTTP Upgrade, the client and server can send messages to each other, independent from the other. There are no pre-defined message exchange patterns of request/response or one-way between client and and server. These need to be explicitly defined over the basic protocol. The communication between client and server is pretty symmetric but there are two differences: A client initiates a connection to a server that is listening for a WebSocket request. A client connects to one server using a URI. A server may listen to requests from multiple clients on the same URI. Other than these two difference, the client and server behave symmetrically after the opening handshake. In that sense, they are considered as "peers". After a successful handshake, clients and servers transfer data back and forth in conceptual units referred as "messages". On the wire, a message is composed of one or more frames. Application frames carry payload intended for the application and can be text or binary data. Control frames carry data intended for protocol-level signaling. Now lets talk about the JSR! The Java API for WebSocket is worked upon as JSR 356 in the Java Community Process. This will define a standard API for building WebSocket applications. This JSR will provide support for: Creating WebSocket Java components to handle bi-directional WebSocket conversations Initiating and intercepting WebSocket events Creation and consumption of WebSocket text and binary messages The ability to define WebSocket protocols and content models for an application Configuration and management of WebSocket sessions, like timeouts, retries, cookies, connection pooling Specification of how WebSocket application will work within the Java EE security model Tyrus is the Reference Implementation for JSR 356 and is already integrated in GlassFish 4.0 Promoted Builds. And finally some code! The API allows to create WebSocket endpoints using annotations and interface. This TOTD will show a simple sample using annotations. A subsequent blog will show more advanced samples. A POJO can be converted to a WebSocket endpoint by specifying @WebSocketEndpoint and @WebSocketMessage. @WebSocketEndpoint(path="/hello")public class HelloBean {     @WebSocketMessage    public String sayHello(String name) {         return "Hello " + name + "!";     }} @WebSocketEndpoint marks this class as a WebSocket endpoint listening at URI defined by the path attribute. The @WebSocketMessage identifies the method that will receive the incoming WebSocket message. This first method parameter is injected with payload of the incoming message. In this case it is assumed that the payload is text-based. It can also be of the type byte[] in case the payload is binary. A custom object may be specified if decoders attribute is specified in the @WebSocketEndpoint. This attribute will provide a list of classes that define how a custom object can be decoded. This method can also take an optional Session parameter. This is injected by the runtime and capture a conversation between two endpoints. The return type of the method can be String, byte[] or a custom object. The encoders attribute on @WebSocketEndpoint need to define how a custom object can be encoded. The client side is an index.jsp with embedded JavaScript. The JSP body looks like: <div style="text-align: center;"> <form action="">     <input onclick="say_hello()" value="Say Hello" type="button">         <input id="nameField" name="name" value="WebSocket" type="text"><br>    </form> </div> <div id="output"></div> The code is relatively straight forward. It has an HTML form with a button that invokes say_hello() method and a text field named nameField. A div placeholder is available for displaying the output. Now, lets take a look at some JavaScript code: <script language="javascript" type="text/javascript"> var wsUri = "ws://localhost:8080/HelloWebSocket/hello";     var websocket = new WebSocket(wsUri);     websocket.onopen = function(evt) { onOpen(evt) };     websocket.onmessage = function(evt) { onMessage(evt) };     websocket.onerror = function(evt) { onError(evt) };     function init() {         output = document.getElementById("output");     }     function say_hello() {      websocket.send(nameField.value);         writeToScreen("SENT: " + nameField.value);     } This application is deployed as "HelloWebSocket.war" (download here) on GlassFish 4.0 promoted build 57. So the WebSocket endpoint is listening at "ws://localhost:8080/HelloWebSocket/hello". A new WebSocket connection is initiated by specifying the URI to connect to. The JavaScript API defines callback methods that are invoked when the connection is opened (onOpen), closed (onClose), error received (onError), or a message from the endpoint is received (onMessage). The client API has several send methods that transmit data over the connection. This particular script sends text data in the say_hello method using nameField's value from the HTML shown earlier. Each click on the button sends the textbox content to the endpoint over a WebSocket connection and receives a response based upon implementation in the sayHello method shown above. How to test this out ? Download the entire source project here or just the WAR file. Download GlassFish4.0 build 57 or later and unzip. Start GlassFish as "asadmin start-domain". Deploy the WAR file as "asadmin deploy HelloWebSocket.war". Access the application at http://localhost:8080/HelloWebSocket/index.jsp. After clicking on "Say Hello" button, the output would look like: Here are some references for you: WebSocket - Protocol and JavaScript API JSR 356: Java API for WebSocket - Specification (Early Draft) and Implementation (already integrated in GlassFish 4 promoted builds) Subsequent blogs will discuss the following topics (not necessary in that order) ... Binary data as payload Custom payloads using encoder/decoder Error handling Interface-driven WebSocket endpoint Java client API Client and Server configuration Security Subprotocols Extensions Other topics from the API Capturing WebSocket on-the-wire messages

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  • CodePlex Daily Summary for Sunday, August 03, 2014

    CodePlex Daily Summary for Sunday, August 03, 2014Popular ReleasesBoxStarter: Boxstarter 2.4.76: Running the Setup.bat file will install Chocolatey if not present and then install the Boxstarter modules.GMare: GMare Beta 1.2: Features Added: - Instance painting by holding the alt key down while pressing the left mouse button - Functionality to the binary exporter so that backgrounds from image files can be used - On the binary exporter background information can be edited manually now - Update to the GMare binary read GML script - Game Maker Studio export - Import from GMare project. Multiple options to import desired properties of a .gmpx - 10 undo/redo levels instead of 5 is now the default - New preferences dia...Json.NET: Json.NET 6.0 Release 4: New feature - Added Merge to LINQ to JSON New feature - Added JValue.CreateNull and JValue.CreateUndefined New feature - Added Windows Phone 8.1 support to .NET 4.0 portable assembly New feature - Added OverrideCreator to JsonObjectContract New feature - Added support for overriding the creation of interfaces and abstract types New feature - Added support for reading UUID BSON binary values as a Guid New feature - Added MetadataPropertyHandling.Ignore New feature - Improv...SQL Server Dialog: SQL Server Dialog: Input server, user and password Show folder and file in treeview Customize icon Filter file extension Skip system generate folder and fileAitso-a platform for spatial optimization and based on artificial immune systems: Aitso_0.14.08.01: Aitso0.14.08.01Installer.zipVidCoder: 1.5.24 Beta: Added NL-Means denoiser. Updated HandBrake core to SVN 6254. Added extra error handling to DVD player code to avoid a crash when the player was moved.AutoUpdater.NET : Auto update library for VB.NET and C# Developer: AutoUpdater.NET 1.3: Fixed problem in DownloadUpdateDialog where download continues even if you close the dialog. Added support for new url field for 64 bit application setup. AutoUpdater.NET will decide which download url to use by looking at the value of IntPtr.Size. Added German translation provided by Rene Kannegiesser. Now developer can handle update logic herself using event suggested by ricorx7. Added italian translation provided by Gianluca Mariani. Fixed bug that prevents Application from exiti...SEToolbox: SEToolbox 01.041.012 Release 1: Added voxel material textures to read in with mods. Fixed missing texture replacements for mods. Fixed rounding issue in raytrace code. Fixed repair issue with corrupt checkpoint file. Fixed issue with updated SE binaries 01.041.012 using new container configuration.Magick.NET: Magick.NET 6.8.9.601: Magick.NET linked with ImageMagick 6.8.9.6 Breaking changes: - Changed arguments for the Map method of MagickImage. - QuantizeSettings uses Riemersma by default.Multiple Threads TCP Server: Project: this Project is based on VS 2013, .net freamwork 4.0, you can open it by vs 2010 or laterAricie Shared: Aricie.Shared Version 1.8.00: Version 1.8.0 - Release Notes New: Expression Builder to design Flee Expressions New: Cryptographic helpers and configuration classes Improvement: Many fixes and improvements with property editor Improvement: Token Replace Property explorer now has a restricted mode for additional security Improvement: Better variables, types and object manipulation Fixed: smart file and flee bugs Fixed: Removed Exception while trying to read unsuported files Improvement: several performance twe...Accesorios de sitios Torrent en Español para Synology Download Station: Pack de Torrents en Español 6.0.0: Agregado los módulos de DivXTotal, el módulo de búsqueda depende del de alojamiento para bajar las series Utiliza el rss: http://www.divxtotal.com/rss.php DbEntry.Net (Leafing Framework): DbEntry.Net 4.2: DbEntry.Net is a lightweight Object Relational Mapping (ORM) database access compnent for .Net 4.0+. It has clearly and easily programing interface for ORM and sql directly, and supoorted Access, Sql Server, MySql, SQLite, Firebird, PostgreSQL and Oracle. It also provide a Ruby On Rails style MVC framework. Asp.Net DataSource and a simple IoC. DbEntry.Net.v4.2.Setup.zip include the setup package. DbEntry.Net.v4.2.Src.zip include source files and unit tests. DbEntry.Net.v4.2.Samples.zip ...Azure Storage Explorer: Azure Storage Explorer 6 Preview 1: Welcome to Azure Storage Explorer 6 Preview 1 This is the first release of the latest Azure Storage Explorer, code-named Phoenix. What's New?Here are some important things to know about version 6: Open Source Now being run as a full open source project. Full source code on CodePlex. Collaboration encouraged! Updated Code Base Brand-new code base (WPF/C#/.NET 4.5) Visual Studio 2013 solution (previously VS2010) Uses the Task Parallel Library (TPL) for asynchronous background operat...Wsus Package Publisher: release v1.3.1407.29: Updated WPP to recognize the very latest console version. Some files was missing into the latest release of WPP which lead to crash when trying to make a custom update. Add a workaround to avoid clipboard modification when double-clicking on a label when creating a custom update. Add the ability to publish detectoids. (This feature is still in a BETA phase. Packages relying on these detectoids to determine which computers need to be updated, may apply to all computers).VG-Ripper & PG-Ripper: PG-Ripper 1.4.32: changes NEW: Added Support for 'ImgMega.com' links NEW: Added Support for 'ImgCandy.net' links NEW: Added Support for 'ImgPit.com' links NEW: Added Support for 'Img.yt' links FIXED: 'Radikal.ru' links FIXED: 'ImageTeam.org' links FIXED: 'ImgSee.com' links FIXED: 'Img.yt' linksAsp.Net MVC-4,Entity Framework and JQGrid Demo with Todo List WebApplication: Asp.Net MVC-4,Entity Framework and JQGrid Demo: Asp.Net MVC-4,Entity Framework and JQGrid Demo with simple Todo List WebApplication, Overview TodoList is a simple web application to create, store and modify Todo tasks to be maintained by the users, which comprises of following fields to the user (Task Name, Task Description, Severity, Target Date, Task Status). TodoList web application is created using MVC - 4 architecture, code-first Entity Framework (ORM) and Jqgrid for displaying the data.Waterfox: Waterfox 31.0 Portable: New features in Waterfox 31.0: Added support for Unicode 7.0 Experimental support for WebCL New features in Firefox 31.0:New Add the search field to the new tab page Support of Prefer:Safe http header for parental control mozilla::pkix as default certificate verifier Block malware from downloaded files Block malware from downloaded files audio/video .ogg and .pdf files handled by Firefox if no application specified Changed Removal of the CAPS infrastructure for specifying site-sp...SuperSocket, an extensible socket server framework: SuperSocket 1.6.3: The changes below are included in this release: fixed an exception when collect a server's status but it has been stopped fixed a bug that can cause an exception in case of sending data when the connection dropped already fixed the log4net missing issue for a QuickStart project fixed a warning in a QuickStart projectYnote Classic: Ynote Classic 2.8.5 Beta: Several Changes - Multiple Carets and Multiple Selections - Improved Startup Time - Improved Syntax Highlighting - Search Improvements - Shell Command - Improved StabilityNew ProjectsCreek: Creek is a Collection of many C# Frameworks and my ownSpeaking Speedometer (android): Simple speaking speedometerT125Protocol { Alpha version }: implement T125 Protocol for communicate with a mainframe.Unix Time: This library provides a System.UnixTime as a new Type providing conversion between Unix Time and .NET DateTime.

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  • NET Math Libraries

    - by JoshReuben
    NET Mathematical Libraries   .NET Builder for Matlab The MathWorks Inc. - http://www.mathworks.com/products/netbuilder/ MATLAB Builder NE generates MATLAB based .NET and COM components royalty-free deployment creates the components by encrypting MATLAB functions and generating either a .NET or COM wrapper around them. .NET/Link for Mathematica www.wolfram.com a product that 2-way integrates Mathematica and Microsoft's .NET platform call .NET from Mathematica - use arbitrary .NET types directly from the Mathematica language. use and control the Mathematica kernel from a .NET program. turns Mathematica into a scripting shell to leverage the computational services of Mathematica. write custom front ends for Mathematica or use Mathematica as a computational engine for another program comes with full source code. Leverages MathLink - a Wolfram Research's protocol for sending data and commands back and forth between Mathematica and other programs. .NET/Link abstracts the low-level details of the MathLink C API. Extreme Optimization http://www.extremeoptimization.com/ a collection of general-purpose mathematical and statistical classes built for the.NET framework. It combines a math library, a vector and matrix library, and a statistics library in one package. download the trial of version 4.0 to try it out. Multi-core ready - Full support for Task Parallel Library features including cancellation. Broad base of algorithms covering a wide range of numerical techniques, including: linear algebra (BLAS and LAPACK routines), numerical analysis (integration and differentiation), equation solvers. Mathematics leverages parallelism using .NET 4.0's Task Parallel Library. Basic math: Complex numbers, 'special functions' like Gamma and Bessel functions, numerical differentiation. Solving equations: Solve equations in one variable, or solve systems of linear or nonlinear equations. Curve fitting: Linear and nonlinear curve fitting, cubic splines, polynomials, orthogonal polynomials. Optimization: find the minimum or maximum of a function in one or more variables, linear programming and mixed integer programming. Numerical integration: Compute integrals over finite or infinite intervals, over 2D and higher dimensional regions. Integrate systems of ordinary differential equations (ODE's). Fast Fourier Transforms: 1D and 2D FFT's using managed or fast native code (32 and 64 bit) BigInteger, BigRational, and BigFloat: Perform operations with arbitrary precision. Vector and Matrix Library Real and complex vectors and matrices. Single and double precision for elements. Structured matrix types: including triangular, symmetrical and band matrices. Sparse matrices. Matrix factorizations: LU decomposition, QR decomposition, singular value decomposition, Cholesky decomposition, eigenvalue decomposition. Portability and performance: Calculations can be done in 100% managed code, or in hand-optimized processor-specific native code (32 and 64 bit). Statistics Data manipulation: Sort and filter data, process missing values, remove outliers, etc. Supports .NET data binding. Statistical Models: Simple, multiple, nonlinear, logistic, Poisson regression. Generalized Linear Models. One and two-way ANOVA. Hypothesis Tests: 12 14 hypothesis tests, including the z-test, t-test, F-test, runs test, and more advanced tests, such as the Anderson-Darling test for normality, one and two-sample Kolmogorov-Smirnov test, and Levene's test for homogeneity of variances. Multivariate Statistics: K-means cluster analysis, hierarchical cluster analysis, principal component analysis (PCA), multivariate probability distributions. Statistical Distributions: 25 29 continuous and discrete statistical distributions, including uniform, Poisson, normal, lognormal, Weibull and Gumbel (extreme value) distributions. Random numbers: Random variates from any distribution, 4 high-quality random number generators, low discrepancy sequences, shufflers. New in version 4.0 (November, 2010) Support for .NET Framework Version 4.0 and Visual Studio 2010 TPL Parallellized – multicore ready sparse linear program solver - can solve problems with more than 1 million variables. Mixed integer linear programming using a branch and bound algorithm. special functions: hypergeometric, Riemann zeta, elliptic integrals, Frensel functions, Dawson's integral. Full set of window functions for FFT's. Product  Price Update subscription Single Developer License $999  $399  Team License (3 developers) $1999  $799  Department License (8 developers) $3999  $1599  Site License (Unlimited developers in one physical location) $7999  $3199    NMath http://www.centerspace.net .NET math and statistics libraries matrix and vector classes random number generators Fast Fourier Transforms (FFTs) numerical integration linear programming linear regression curve and surface fitting optimization hypothesis tests analysis of variance (ANOVA) probability distributions principal component analysis cluster analysis built on the Intel Math Kernel Library (MKL), which contains highly-optimized, extensively-threaded versions of BLAS (Basic Linear Algebra Subroutines) and LAPACK (Linear Algebra PACKage). Product  Price Update subscription Single Developer License $1295 $388 Team License (5 developers) $5180 $1554   DotNumerics http://www.dotnumerics.com/NumericalLibraries/Default.aspx free DotNumerics is a website dedicated to numerical computing for .NET that includes a C# Numerical Library for .NET containing algorithms for Linear Algebra, Differential Equations and Optimization problems. The Linear Algebra library includes CSLapack, CSBlas and CSEispack, ports from Fortran to C# of LAPACK, BLAS and EISPACK, respectively. Linear Algebra (CSLapack, CSBlas and CSEispack). Systems of linear equations, eigenvalue problems, least-squares solutions of linear systems and singular value problems. Differential Equations. Initial-value problem for nonstiff and stiff ordinary differential equations ODEs (explicit Runge-Kutta, implicit Runge-Kutta, Gear's BDF and Adams-Moulton). Optimization. Unconstrained and bounded constrained optimization of multivariate functions (L-BFGS-B, Truncated Newton and Simplex methods).   Math.NET Numerics http://numerics.mathdotnet.com/ free an open source numerical library - includes special functions, linear algebra, probability models, random numbers, interpolation, integral transforms. A merger of dnAnalytics with Math.NET Iridium in addition to a purely managed implementation will also support native hardware optimization. constants & special functions complex type support real and complex, dense and sparse linear algebra (with LU, QR, eigenvalues, ... decompositions) non-uniform probability distributions, multivariate distributions, sample generation alternative uniform random number generators descriptive statistics, including order statistics various interpolation methods, including barycentric approaches and splines numerical function integration (quadrature) routines integral transforms, like fourier transform (FFT) with arbitrary lengths support, and hartley spectral-space aware sequence manipulation (signal processing) combinatorics, polynomials, quaternions, basic number theory. parallelized where appropriate, to leverage multi-core and multi-processor systems fully managed or (if available) using native libraries (Intel MKL, ACMS, CUDA, FFTW) provides a native facade for F# developers

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  • Bitmask data insertions in SSDT Post-Deployment scripts

    - by jamiet
    On my current project we are using SQL Server Data Tools (SSDT) to manage our database schema and one of the tasks we need to do often is insert data into that schema once deployed; the typical method employed to do this is to leverage Post-Deployment scripts and that is exactly what we are doing. Our requirement is a little different though, our data is split up into various buckets that we need to selectively deploy on a case-by-case basis. I was going to use a SQLCMD variable for each bucket (defaulted to some value other than “Yes”) to define whether it should be deployed or not so we could use something like this in our Post-Deployment script: IF ($(DeployBucket1Flag) = 'Yes')BEGIN   :r .\Bucket1.data.sqlENDIF ($(DeployBucket2Flag) = 'Yes')BEGIN   :r .\Bucket2.data.sqlENDIF ($(DeployBucket3Flag) = 'Yes')BEGIN   :r .\Bucket3.data.sqlEND That works fine and is, I’m sure, a very common technique for doing this. It is however slightly ugly because we have to litter our deployment with various SQLCMD variables. My colleague James Rowland-Jones (whom I’m sure many of you know) suggested another technique – bitmasks. I won’t go into detail about how this works (James has already done that at Using a Bitmask - a practical example) but I’ll summarise by saying that you can deploy different combinations of the buckets simply by supplying a different numerical value for a single SQLCMD variable. Each bit of that value’s binary representation signifies whether a particular bucket should be deployed or not. This is better demonstrated using the following simple script (which can be easily leveraged inside your Post-Deployment scripts): /* $(DeployData) is a SQLCMD variable that would, if you were using this in SSDT, be declared in the SQLCMD variables section of your project file. It should contain a numerical value, defaulted to 0. In this example I have declared it using a :setvar statement. Test the affect of different values by changing the :setvar statement accordingly. Examples: :setvar DeployData 1 will deploy bucket 1 :setvar DeployData 2 will deploy bucket 2 :setvar DeployData 3   will deploy buckets 1 & 2 :setvar DeployData 6   will deploy buckets 2 & 3 :setvar DeployData 31  will deploy buckets 1, 2, 3, 4 & 5 */ :setvar DeployData 0 DECLARE  @bitmask VARBINARY(MAX) = CONVERT(VARBINARY,$(DeployData)); IF (@bitmask & 1 = 1) BEGIN     PRINT 'Bucket 1 insertions'; END IF (@bitmask & 2 = 2) BEGIN     PRINT 'Bucket 2 insertions'; END IF (@bitmask & 4 = 4) BEGIN     PRINT 'Bucket 3 insertions'; END IF (@bitmask & 8 = 8) BEGIN     PRINT 'Bucket 4 insertions'; END IF (@bitmask & 16 = 16) BEGIN     PRINT 'Bucket 5 insertions'; END An example of running this using DeployData=6 The binary representation of 6 is 110. The second and third significant bits of that binary number are set to 1 and hence buckets 2 and 3 are “activated”. Hope that makes sense and is useful to some of you! @Jamiet P.S. I used the awesome HTML Copy feature of Visual Studio’s Productivity Power Tools in order to format the T-SQL code above for this blog post.

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  • Level of detail algorithm not functioning correctly

    - by Darestium
    I have been working on this problem for months; I have been creating Planet Generator of sorts, after more than 6 months of work I am no closer to finishing it then I was 4 months ago. My problem; The terrain does not subdivide in the correct locations properly, it almost seems as if there is a ghost camera next to me, and the quads subdivide based on the position of this "ghost camera". Here is a video of the broken program: http://www.youtube.com/watch?v=NF_pHeMOju8 The best example of the problem occurs around 0:36. For detail limiting, I am going for a chunked LOD approach, which subdivides the terrain based on how far you are away from it. I use a "depth table" to determine how many subdivisions should take place. void PQuad::construct_depth_table(float distance) { tree[0] = -1; for (int i = 1; i < MAX_DEPTH; i++) { tree[i] = distance; distance /= 2.0f; } } The chuncked LOD relies on the child/parent structure of quads, the depth is determined by a constant e.g: if the constant is 6, there are six levels of detail. The quads which should be drawn go through a distance test from the player to the centre of the quad. void PQuad::get_recursive(glm::vec3 player_pos, std::vector<PQuad*>& out_children) { for (size_t i = 0; i < children.size(); i++) { children[i].get_recursive(player_pos, out_children); } if (this->should_draw(player_pos) || this->depth == 0) { out_children.emplace_back(this); } } bool PQuad::should_draw(glm::vec3 player_position) { float distance = distance3(player_position, centre); if (distance < tree[depth]) { return true; } return false; } The root quad has four children which could be visualized like the following: [] [] [] [] Where each [] is a child. Each child has the same amount of children up until the detail limit, the quads which have are 6 iterations deep are leaf nodes, these nodes have no children. Each node has a corresponding Mesh, each Mesh structure has 16x16 Quad-shapes, each Mesh's Quad-shapes halves in size each detail level deeper - creating more detail. void PQuad::construct_children() { // Calculate the position of the Quad based on the parent's location calculate_position(); if (depth < (int)MAX_DEPTH) { children.reserve((int)NUM_OF_CHILDREN); for (int i = 0; i < (int)NUM_OF_CHILDREN; i++) { children.emplace_back(PQuad(this->face_direction, this->radius)); PQuad *child = &children.back(); child->set_depth(depth + 1); child->set_child_index(i); child->set_parent(this); child->construct_children(); } } else { leaf = true; } } The following function creates the vertices for each quad, I feel that it may play a role in the problem - I just can't determine what is causing the problem. void PQuad::construct_vertices(std::vector<glm::vec3> *vertices, std::vector<Color3> *colors) { vertices->reserve(quad_width * quad_height); for (int y = 0; y < quad_height; y++) { for (int x = 0; x < quad_width; x++) { switch (face_direction) { case YIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, quad_height - 1.0f, -(position.y + y * element_width))); break; case YDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, 0.0f, -(position.y + y * element_width))); break; case XIncreasing: vertices->emplace_back(glm::vec3(quad_width - 1.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case XDecreasing: vertices->emplace_back(glm::vec3(0.0f, position.y + y * element_width, -(position.x + x * element_width))); break; case ZIncreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, 0.0f)); break; case ZDecreasing: vertices->emplace_back(glm::vec3(position.x + x * element_width, position.y + y * element_width, -(quad_width - 1.0f))); break; } // Position the bottom, right, front vertex of the cube from being (0,0,0) to (-16, -16, 16) (*vertices)[vertices->size() - 1] -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); colors->emplace_back(Color3(255.0f, 255.0f, 255.0f, false)); } } switch (face_direction) { case YIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, quad_height - 1.0f, -(position.y + quad_height / 2.0f)); break; case YDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, 0.0f, -(position.y + quad_height / 2.0f)); break; case XIncreasing: this->centre = glm::vec3(quad_width - 1.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case XDecreasing: this->centre = glm::vec3(0.0f, position.y + quad_height / 2.0f, -(position.x + quad_width / 2.0f)); break; case ZIncreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, 0.0f); break; case ZDecreasing: this->centre = glm::vec3(position.x + quad_width / 2.0f, position.y + quad_height / 2.0f, -(quad_height - 1.0f)); break; } this->centre -= glm::vec3(quad_width / 2.0f, quad_width / 2.0f, -(quad_width / 2.0f)); } Any help in discovering what is causing this "subdivding in the wrong place" would be greatly appreciated.

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  • Best triple head display setup

    - by dgel
    I'm currently running Ubuntu 12.04 with a darn good triple head display setup. I've got a VisionTek 900530 Radeon HD 5450 512MB DDR3 PCI Express video card that has two DVI outputs and one Mini DisplayPort that I have connected to a HDMI adapter. I'm running three identical Asus 1920x1080 monitors that each have a DVI, VGA, and HDMI input. I'm using the xorg-edgers ppa, so I'm using the open source radeon driver version 6.99.99. I tried using the ATI binary fglrx driver, but I wasn't able to get the three monitors working properly- the monitor connected via HDMI / DisplayPort wouldn't run at full resolution. The setup is almost perfect: Compiz runs fine and is quite snappy. I'm not able to use that great compiz feature where you can drag a window to the side of a display and it will half maximize. I occasionally experience display corruption weirdness with Unity and need to restart it. When I use a dropdown menu in LibreOffice it often pops the menu down in another window. For example, if I'm using the center monitor and click the Insert menu, the menu pulls down on the monitor to my right, forcing me to chase it. If I chase down the menu and choose Manual Break, the dialog appears over on my left monitor. This absurdity is mildly entertaining but has lost its novelty. I've decided to build a new system and have spared no expense- latest i7 processor, SSD, etc. I really like the performance of the Nvidia binary drivers, so I put two ZOTAC ZT-40707-10L GeForce GT 440 in the system, figuring I'd have four DVI outputs and an awesome triple (or even eventually quad) head setup. Unfortunately it appears that I didn't do sufficient research before my purchase. It seems that Nvidia TwinView only supports two monitors on one card (I guess that's why they call it TwinView...). I messed around with running two X servers, but I really don't want that- being able to drag windows to any monitor is critical. It doesn't sound like Xinerama is an option because from what I understand it simply doesn't support Compiz. I've seen a BaseMosaic option that can be used with the Nvidia drivers that appears to support an almost unlimited number of heads- unfortunately me cheap little cards don't support it. I'm also not sure whether you'll still have all nice maximizing and snapping that TwinView provides, or whether Ubuntu will only see it as one massive display. I put my old trusty ATI card into my new system and installed 12.10. I'm using the opensource radeon drivers again because even in 12.10 I can't get the fglrx binary drivers to do triple head. Unfortunately, even with an unbelievably powerful system the experience is extremely sluggish (much more so than my experience in 12.04). The menu scattering problem appears to be fixed, but I get a lot of nasty Unity display corruption. So finally, my question is this: What hardware / drivers should I use? I'm willing to buy (almost) any video card(s). I have two PCI-Express 3.0 slots on my motherboard (which has an integrated Intel HD card). I'm willing to use ATI or Nvidia cards and willing to run Ubuntu 12.04.1 or 12.10. I'm not a gamer, but do want beautiful and snappy Compiz effects. Does anyone out there have the perfect triple head setup in 12.04 or 12.10? What hardware / drivers are you using? I have those two Nvidia cards but will probably be returning them unless someone knows a way to use them together for a triple head setup. Since I'm having pretty good luck with a single ATI card providing three displays, should I just buy a beefier one with the hopes that it will fix the horrible sluggishness I'm experiencing in 12.10?

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  • C++ strongly typed typedef

    - by Kian
    I've been trying to think of a way of declaring strongly typed typedefs, to catch a certain class of bugs in the compilation stage. It's often the case that I'll typedef an int into several types of ids, or a vector to position or velocity: typedef int EntityID; typedef int ModelID; typedef Vector3 Position; typedef Vector3 Velocity; This can make the intent of code more clear, but after a long night of coding one might make silly mistakes like comparing different kinds of ids, or adding a position to a velocity perhaps. EntityID eID; ModelID mID; if ( eID == mID ) // <- Compiler sees nothing wrong { /*bug*/ } Position p; Velocity v; Position newP = p + v; // bug, meant p + v*s but compiler sees nothing wrong Unfortunately, suggestions I've found for strongly typed typedefs include using boost, which at least for me isn't a possibility (I do have c++11 at least). So after a bit of thinking, I came upon this idea, and wanted to run it by someone. First, you declare the base type as a template. The template parameter isn't used for anything in the definition, however: template < typename T > class IDType { unsigned int m_id; public: IDType( unsigned int const& i_id ): m_id {i_id} {}; friend bool operator==<T>( IDType<T> const& i_lhs, IDType<T> const& i_rhs ); }; Friend functions actually need to be forward declared before the class definition, which requires a forward declaration of the template class. We then define all the members for the base type, just remembering that it's a template class. Finally, when we want to use it, we typedef it as: class EntityT; typedef IDType<EntityT> EntityID; class ModelT; typedef IDType<ModelT> ModelID; The types are now entirely separate. Functions that take an EntityID will throw a compiler error if you try to feed them a ModelID instead, for example. Aside from having to declare the base types as templates, with the issues that entails, it's also fairly compact. I was hoping anyone had comments or critiques about this idea? One issue that came to mind while writing this, in the case of positions and velocities for example, would be that I can't convert between types as freely as before. Where before multiplying a vector by a scalar would give another vector, so I could do: typedef float Time; typedef Vector3 Position; typedef Vector3 Velocity; Time t = 1.0f; Position p = { 0.0f }; Velocity v = { 1.0f, 0.0f, 0.0f }; Position newP = p + v*t; With my strongly typed typedef I'd have to tell the compiler that multypling a Velocity by a Time results in a Position. class TimeT; typedef Float<TimeT> Time; class PositionT; typedef Vector3<PositionT> Position; class VelocityT; typedef Vector3<VelocityT> Velocity; Time t = 1.0f; Position p = { 0.0f }; Velocity v = { 1.0f, 0.0f, 0.0f }; Position newP = p + v*t; // Compiler error To solve this, I think I'd have to specialize every conversion explicitly, which can be kind of a bother. On the other hand, this limitation can help prevent other kinds of errors (say, multiplying a Velocity by a Distance, perhaps, which wouldn't make sense in this domain). So I'm torn, and wondering if people have any opinions on my original issue, or my approach to solving it.

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  • Abcpdf throwing System.ExecutionEngineException

    - by Tom Tresansky
    I have the binary for several pdf files stored in a collection of Byte arrays. My goal is to concatenate them into a single .pdf file using abcpdf, then stream that newly created file to the Response object on a page of an ASP.Net website. Had been doing it like this: BEGIN LOOP ... 'Create a new Doc Dim doc As Doc = New Doc 'Read the binary of the current PDF doc.Read(bytes) 'Append to the master merged PDF doc _mergedPDFDoc.Append(Doc) END LOOP Which was working fine 95% of the time. Every now and then however, creating a new Doc object would throw a System.ExecutionEngineException and crash the CLR. It didn't seem to be related to a large number of pdfs (sometimes would happen w/ only 2), or with large sized pdfs. It seemed almost completely random. This is a known bug in abcpdf described (not very well) here Item 6.24. I came across a helpful SO post which suggested using a Using block for the abcpdf Doc object. So now I'm doing this: Using doc As New Doc 'Read the binary of the current PDF doc.Read(bytes) 'Append to the master merged PDF doc _mergedPDFDoc.Append(doc) End Using And I haven't seen the problem occur again yet, and have been pounding on a test version as best as I can to get it to. Has anyone had any similar experience with this error? Did this fix it?

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  • Stuck in itunesconnect submission version number limbo...

    - by Kevin Beimers
    I did a very very stupid thing. I was uploading an update to my app on itunesconnect, but typed in the wrong version number. The version number I typed (1.02) was smaller than the one that's already up there (1.1). Apple accepted the submission, and planned to upload binary later. Went to upload the binary (also 1.02), but only AFTER uploading did Apple inform me that it can't accept my binary because it's a smaller number than the current version. BUT I CAN'T CHANGE THE VERSION NUMBER IN THE SUBMISSION FORM. AND I CAN'T CANCEL THE UPDATE. [string of profanity symbols] So now, Apple is waiting for an update that it will never accept. Surely I'm not the only dope who's done this. I've written to the Contact Us form, but is there anything else I can do? Anyone else had to deal with this, if so, how long did it take to sort out? Thanks for anything on this, even if it's just moral support, -k.

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  • Reading bmp file for steganography

    - by Shantanu Gupta
    I am trying to read a bmp file in C++(Turbo). But i m not able to print binary stream. I want to encode txt file into it and decrypt it. How can i do this. I read that bmp file header is of 54 byte. But how and where should i append txt file in bmp file. ? I know only Turbo C++, so it would be helpfull for me if u provide solution or suggestion related to topic for the same. int main() { ifstream fr; //reads ofstream fw; // wrrites to file char c; int random; clrscr(); char file[2][100]={"s.bmp","s.txt"}; fr.open(file[0],ios::binary);//file name, mode of open, here input mode i.e. read only if(!fr) cout<<"File can not be opened."; fw.open(file[1],ios::app);//file will be appended if(!fw) cout<<"File can not be opened"; while(!fr) cout<<fr.get(); // error should be here. but not able to find out what error is it fr.close(); fw.close(); getch(); } This code is running fine when i pass txt file in binary mode

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