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  • SQL SERVER – Weekly Series – Memory Lane – #048

    - by Pinal Dave
    Here is the list of selected articles of SQLAuthority.com across all these years. Instead of just listing all the articles I have selected a few of my most favorite articles and have listed them here with additional notes below it. Let me know which one of the following is your favorite article from memory lane. 2007 Order of Result Set of SELECT Statement on Clustered Indexed Table When ORDER BY is Not Used Above theory is true in most of the cases. However SQL Server does not use that logic when returning the resultset. SQL Server always returns the resultset which it can return fastest.In most of the cases the resultset which can be returned fastest is the resultset which is returned using clustered index. Effect of TRANSACTION on Local Variable – After ROLLBACK and After COMMIT One of the Jr. Developer asked me this question (What will be the Effect of TRANSACTION on Local Variable – After ROLLBACK and After COMMIT?) while I was rushing to an important meeting. I was getting late so I asked him to talk with his Application Tech Lead. When I came back from meeting both of them were looking for me. They said they are confused. I quickly wrote down following example for them. 2008 SQL SERVER – Guidelines and Coding Standards Complete List Download Coding standards and guidelines are very important for any developer on the path of a successful career. A coding standard is a set of guidelines, rules and regulations on how to write code. Coding standards should be flexible enough or should take care of the situation where they should not prevent best practices for coding. They are basically the guidelines that one should follow for better understanding. Download Guidelines and Coding Standards complete List Download Get Answer in Float When Dividing of Two Integer Many times we have requirements of some calculations amongst different fields in Tables. One of the software developers here was trying to calculate some fields having integer values and divide it which gave incorrect results in integer where accurate results including decimals was expected. Puzzle – Computed Columns Datatype Explanation SQL Server automatically does a cast to the data type having the highest precedence. So the result of INT and INT will be INT, but INT and FLOAT will be FLOAT because FLOAT has a higher precedence. If you want a different data type, you need to do an EXPLICIT cast. Renaming SP is Not Good Idea – Renaming Stored Procedure Does Not Update sys.procedures I have written many articles about renaming a tables, columns and procedures SQL SERVER – How to Rename a Column Name or Table Name, here I found something interesting about renaming the stored procedures and felt like sharing it with you all. The interesting fact is that when we rename a stored procedure using SP_Rename command, the Stored Procedure is successfully renamed. But when we try to test the procedure using sp_helptext, the procedure will be having the old name instead of new names. 2009 Insert Values of Stored Procedure in Table – Use Table Valued Function It is clear from the result set that , where I have converted stored procedure logic into the table valued function, is much better in terms of logic as it saves a large number of operations. However, this option should be used carefully. The performance of the stored procedure is “usually” better than that of functions. Interesting Observation – Index on Index View Used in Similar Query Recently, I was working on an optimization project for one of the largest organizations. While working on one of the queries, we came across a very interesting observation. We found that there was a query on the base table and when the query was run, it used the index, which did not exist in the base table. On careful examination, we found that the query was using the index that was on another view. This was very interesting as I have personally never experienced a scenario like this. In simple words, “Query on the base table can use the index created on the indexed view of the same base table.” Interesting Observation – Execution Plan and Results of Aggregate Concatenation Queries Working with SQL Server has never seemed to be monotonous – no matter how long one has worked with it. Quite often, I come across some excellent comments that I feel like acknowledging them as blog posts. Recently, I wrote an article on SQL SERVER – Execution Plan and Results of Aggregate Concatenation Queries Depend Upon Expression Location, which is well received in the community. 2010 I encourage all of you to go through complete series and write your own on the subject. If you write an article and send it to me, I will publish it on this blog with due credit to you. If you write on your own blog, I will update this blog post pointing to your blog post. SQL SERVER – ORDER BY Does Not Work – Limitation of the View 1 SQL SERVER – Adding Column is Expensive by Joining Table Outside View – Limitation of the View 2 SQL SERVER – Index Created on View not Used Often – Limitation of the View 3 SQL SERVER – SELECT * and Adding Column Issue in View – Limitation of the View 4 SQL SERVER – COUNT(*) Not Allowed but COUNT_BIG(*) Allowed – Limitation of the View 5 SQL SERVER – UNION Not Allowed but OR Allowed in Index View – Limitation of the View 6 SQL SERVER – Cross Database Queries Not Allowed in Indexed View – Limitation of the View 7 SQL SERVER – Outer Join Not Allowed in Indexed Views – Limitation of the View 8 SQL SERVER – SELF JOIN Not Allowed in Indexed View – Limitation of the View 9 SQL SERVER – Keywords View Definition Must Not Contain for Indexed View – Limitation of the View 10 SQL SERVER – View Over the View Not Possible with Index View – Limitations of the View 11 2011 Startup Parameters Easy to Configure If you are a regular reader of this blog, you must be aware that I have written about SQL Server Denali recently. Here is the quickest way to reach into the screen where we can change the startup parameters. Go to SQL Server Configuration Manager >> SQL Server Services >> Right Click on the Server >> Properties >> Startup Parameters 2012 Validating Unique Columnname Across Whole Database I sometimes come across very strange requirements and often I do not receive a proper explanation of the same. Here is the one of those examples. For example “Our business requirement is when we add new column we want it unique across current database.” Read the solution to this strange request in this blog post. Excel Losing Decimal Values When Value Pasted from SSMS ResultSet It is very common when users are coping the resultset to Excel, the floating point or decimals are missed. The solution is very much simple and it requires a small adjustment in the Excel. By default Excel is very smart and when it detects the value which is getting pasted is numeric it changes the column format to accommodate that. Basic Calculation and PEMDAS Order of Operation Read this interesting blog post for fantastic conversation about the subject. Copy Column Headers from Resultset – SQL in Sixty Seconds #027 – Video http://www.youtube.com/watch?v=x_-3tLqTRv0 Delete From Multiple Table – Update Multiple Table in Single Statement There are two questions which I get every single day multiple times. In my gmail, I have created standard canned reply for them. Let us see the questions here. I want to delete from multiple table in a single statement how will I do it? I want to update multiple table in a single statement how will I do it? Read the answer in the blog post. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Memory Lane, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Please help me correct the small bugs in this image editor

    - by Alex
    Hi, I'm working on a website that will sell hand made jewelry and I'm finishing the image editor, but it's not behaving quite right. Basically, the user uploads an image which will be saved as a source and then it will be resized to fit the user's screen and saved as a temp. The user will then go to a screen that will allow them to crop the image and then save it to it's final versions. All of that works fine, except, the final versions have 3 bugs. First is some black horizontal line on the very bottom of the image. Second is an outline of sorts that follows the edges. I thought it was because I was reducing the quality, but even at 100% it still shows up... And lastly, I've noticed that the cropped image is always a couple of pixels lower than what I'm specifying... Anyway, I'm hoping someone whose got experience in editing images with C# can maybe take a look at the code and see where I might be going off the right path. Oh, by the way, this in an ASP.NET MVC application. Here's the code: using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Drawing.Imaging; using System.IO; using System.Linq; using System.Web; namespace Website.Models.Providers { public class ImageProvider { private readonly ProductProvider ProductProvider = null; private readonly EncoderParameters HighQualityEncoder = new EncoderParameters(); private readonly ImageCodecInfo JpegCodecInfo = ImageCodecInfo.GetImageEncoders().Single( c => (c.MimeType == "image/jpeg")); private readonly string Path = HttpContext.Current.Server.MapPath("~/Resources/Images/Products"); private readonly short[][] Dimensions = new short[3][] { new short[2] { 640, 480 }, new short[2] { 240, 0 }, new short[2] { 80, 60 } }; ////////////////////////////////////////////////////////// // Constructor ////////////////////////////////////////// ////////////////////////////////////////////////////////// public ImageProvider( ProductProvider ProductProvider) { this.ProductProvider = ProductProvider; HighQualityEncoder.Param[0] = new EncoderParameter(Encoder.Quality, 100L); } ////////////////////////////////////////////////////////// // Crop ////////////////////////////////////////////// ////////////////////////////////////////////////////////// public void Crop( string FileName, Image Image, Crop Crop) { using (Bitmap Source = new Bitmap(Image)) { using (Bitmap Target = new Bitmap(Crop.Width, Crop.Height)) { using (Graphics Graphics = Graphics.FromImage(Target)) { Graphics.InterpolationMode = InterpolationMode.HighQualityBicubic; Graphics.SmoothingMode = SmoothingMode.HighQuality; Graphics.PixelOffsetMode = PixelOffsetMode.HighQuality; Graphics.CompositingQuality = CompositingQuality.HighQuality; Graphics.DrawImage(Source, new Rectangle(0, 0, Target.Width, Target.Height), new Rectangle(Crop.Left, Crop.Top, Crop.Width, Crop.Height), GraphicsUnit.Pixel); }; Target.Save(FileName, JpegCodecInfo, HighQualityEncoder); }; }; } ////////////////////////////////////////////////////////// // Crop & Resize ////////////////////////////////////// ////////////////////////////////////////////////////////// public void CropAndResize( Product Product, Crop Crop) { using (Image Source = Image.FromFile(String.Format("{0}/{1}.source", Path, Product.ProductId))) { using (Image Temp = Image.FromFile(String.Format("{0}/{1}.temp", Path, Product.ProductId))) { float Percent = ((float)Source.Width / (float)Temp.Width); short Width = (short)(Temp.Width * Percent); short Height = (short)(Temp.Height * Percent); Crop.Height = (short)(Crop.Height * Percent); Crop.Left = (short)(Crop.Left * Percent); Crop.Top = (short)(Crop.Top * Percent); Crop.Width = (short)(Crop.Width * Percent); Img Img = new Img(); this.ProductProvider.AddImageAndSave(Product, Img); this.Crop(String.Format("{0}/{1}.cropped", Path, Img.ImageId), Source, Crop); using (Image Cropped = Image.FromFile(String.Format("{0}/{1}.cropped", Path, Img.ImageId))) { this.Resize(this.Dimensions[0], String.Format("{0}/{1}-L.jpg", Path, Img.ImageId), Cropped, HighQualityEncoder); this.Resize(this.Dimensions[1], String.Format("{0}/{1}-T.jpg", Path, Img.ImageId), Cropped, HighQualityEncoder); this.Resize(this.Dimensions[2], String.Format("{0}/{1}-S.jpg", Path, Img.ImageId), Cropped, HighQualityEncoder); }; }; }; this.Purge(Product); } ////////////////////////////////////////////////////////// // Queue ////////////////////////////////////////////// ////////////////////////////////////////////////////////// public void QueueFor( Product Product, HttpPostedFileBase PostedFile) { using (Image Image = Image.FromStream(PostedFile.InputStream)) { this.Resize(new short[2] { 1152, 0 }, String.Format("{0}/{1}.temp", Path, Product.ProductId), Image, HighQualityEncoder); }; PostedFile.SaveAs(String.Format("{0}/{1}.source", Path, Product.ProductId)); } ////////////////////////////////////////////////////////// // Purge ////////////////////////////////////////////// ////////////////////////////////////////////////////////// private void Purge( Product Product) { string Source = String.Format("{0}/{1}.source", Path, Product.ProductId); string Temp = String.Format("{0}/{1}.temp", Path, Product.ProductId); if (File.Exists(Source)) { File.Delete(Source); }; if (File.Exists(Temp)) { File.Delete(Temp); }; foreach (Img Img in Product.Imgs) { string Cropped = String.Format("{0}/{1}.cropped", Path, Img.ImageId); if (File.Exists(Cropped)) { File.Delete(Cropped); }; }; } ////////////////////////////////////////////////////////// // Resize ////////////////////////////////////////////// ////////////////////////////////////////////////////////// public void Resize( short[] Dimensions, string FileName, Image Image, EncoderParameters EncoderParameters) { if (Dimensions[1] == 0) { Dimensions[1] = (short)(Image.Height / ((float)Image.Width / (float)Dimensions[0])); }; using (Bitmap Bitmap = new Bitmap(Dimensions[0], Dimensions[1])) { using (Graphics Graphics = Graphics.FromImage(Bitmap)) { Graphics.InterpolationMode = InterpolationMode.HighQualityBicubic; Graphics.SmoothingMode = SmoothingMode.HighQuality; Graphics.PixelOffsetMode = PixelOffsetMode.HighQuality; Graphics.CompositingQuality = CompositingQuality.HighQuality; Graphics.DrawImage(Image, 0, 0, Dimensions[0], Dimensions[1]); }; Bitmap.Save(FileName, JpegCodecInfo, EncoderParameters); }; } } } Here's one of the images this produces:

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  • Drawing lines between views in a TableLayout

    - by RiThBo
    Firstly - sorry if you saw my other question which I deleted. My question was flawed. Here is a better version If I have two views, how do I draw a (straight) line between them when one of them is touched? The line needs to be dynamic so it can follow the finger until it reaches the second view where it "locks on". So, when view1 is touched a straight line is drawn which then follows the finger until it reaches view2. I created a LineView class that extends view, but I don't how to proceed. I read some tutorials but none show how to do this. I think I need to get the coordinates of both view, and then create a path which "updates" on MotionEvent. I can get the coordinates and the ids of the views I want to draw a line between, but the line that I try to draw between them either goes above it, or the line does not reach past the width and height of the view. Any advice/code/clarity would be much appreciated! Here is some code: My layout. I want to draw a line between two views contained in theTableLayout.# <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:id="@+id/activity_game_relative_layout" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" > <TableLayout android:layout_marginTop="35dp" android:layout_marginBottom="35dp" android:id="@+id/tableLayout1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerInParent="true" > <TableRow android:id="@+id/table_row_1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="5dip" > <com.example.view.DotView android:id="@+id/game_dot_1" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_3" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> </TableRow> <TableRow android:id="@+id/table_row_2" android:layout_width="wrap_content" android:layout_height="wrap_content" android:padding="5dip" > <com.example.view.DotView android:id="@+id/game_dot_7" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.view.DotView android:id="@+id/game_dot_8" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> <com.example.dotte.DotView android:id="@+id/game_dot_9" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_marginBottom="10dp" android:layout_marginLeft="10dp" android:layout_marginRight="10dp" android:layout_marginTop="10dp" /> </TableRow> </TableLayout> </RelativeLayout> This is my LineView class. I use this to try and draw the actual line between the points. public class LineView extends View { Paint paint = new Paint(); float startingX, startingY, endingX, endingY; public LineView(Context context) { super(context); // TODO Auto-generated constructor stub paint.setColor(Color.BLACK); paint.setStrokeWidth(10); } public void setPoints(float startX, float startY, float endX, float endY) { startingX = startX; startingY = startY; endingX = endX; endingY = endY; invalidate(); } @Override public void onDraw(Canvas canvas) { canvas.drawLine(startingX, startingY, endingX, endingY, paint); } } And this is my Activity. public class Game extends Activity { DotView dv1, dv2, dv3, dv4, dv5, dv6, dv7; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_game); getWindow().getDecorView().setSystemUiVisibility( View.SYSTEM_UI_FLAG_LOW_PROFILE); findDotIds(); RelativeLayout rl = (RelativeLayout) findViewById(R.id.activity_game_relative_layout); LineView lv = new LineView(this); lv.setPoints(dv1.getLeft(), dv1.getTop(), dv7.getLeft(), dv7.getTop()); rl.addView(lv); // TODO: Get the coordinates of all the dots in the TableLayout. Use view tree observer. } private void findDotIds() { // TODO Auto-generated method stub dv1 = (DotView) findViewById(R.id.game_dot_1); dv2 = (DotView) findViewById(R.id.game_dot_2); dv3 = (DotView) findViewById(R.id.game_dot_3); dv4 = (DotView) findViewById(R.id.game_dot_4); dv5 = (DotView) findViewById(R.id.game_dot_5); dv6 = (DotView) findViewById(R.id.game_dot_6); dv7 = (DotView) findViewById(R.id.game_dot_7); } } The views I want to draw lines between are in the TableLayout.

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  • Creating vCard action result

    - by DigiMortal
    I added support for vCards to one of my ASP.NET MVC applications. I worked vCard support out as very simple and intelligent solution that fits perfectly to ASP.NET MVC applications. In this posting I will show you how to send vCards out as response to ASP.NET MVC request. We need three things: some vCard class, vCard action result, controller method to test vCard action result. Everything is very simple, let’s get hands on. vCard class As first thing we need vCard class. Last year I introduced vCard class that supports also images. Let’s take this class because it is easy to use and some dirty work is already done for us. NB! Take a look at ASP.NET example in the blog posting referred above. We need it later when we close the topic. Now think about how useful blogging and information sharing with others can be. With this class available at public I saved pretty much time now. :) vCardResult As we have vCard it is now time to write action result that we can use in our controllers. Here’s the code. public class vCardResult : ActionResult {     private vCard _card;       protected vCardResult() { }       public vCardResult(vCard card)     {         _card = card;     }       public override void ExecuteResult(ControllerContext context)     {         var response = context.HttpContext.Response;         response.ContentType = "text/vcard";         response.AddHeader("Content-Disposition", "attachment; fileName=" + _card.FirstName + " " + _card.LastName + ".vcf");           var cardString = _card.ToString();         var inputEncoding = Encoding.Default;         var outputEncoding = Encoding.GetEncoding("windows-1257");         var cardBytes = inputEncoding.GetBytes(cardString);           var outputBytes = Encoding.Convert(inputEncoding,                                 outputEncoding, cardBytes);           response.OutputStream.Write(outputBytes, 0, outputBytes.Length);     } } And we are done. Some notes: vCard is sent to browser as downloadable file (user can save or open it with Outlook or any other e-mail client that supports vCards), File name is made of first and last name of contact. Encoding is important because Outlook may not understand vCards otherwise (don’t know if this problem is solved in Outlook 2010). Using vCardResult in controller Now let’s tale a look at simple controller method that accepts person ID and returns vCardResult. public class ContactsController : Controller {       // ... other controller methods ...       public vCardResult vCard(int id)     {         var person = _partyRepository.GetPersonById(id);         var card = new vCard                 {                     FirstName=person.FirstName,                     LastName = person.LastName,                     StreetAddress = person.StreetAddress,                     City = person.City,                     CountryName = person.Country.Name,                       Mobile = person.Mobile,                     Phone = person.Phone,                     Email = person.Email,                 };           return new vCardResult(card);     } } Now you can run Visual Studio and check out how your vCard is moving from your web application to your e-mail client. Conclusion We took old code that worked well with ASP.NET Forms and we divided it into action result and controller method that uses vCard as bridge between our controller and action result. All functionality is located where it should be and we did nothing complex. We wrote only couple of lines of very easy code to achieve our goal. Do you understand now why I love ASP.NET MVC? :)

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  • How to include multiple XML files in a single XML file for deserialization by XmlSerializer in .NET

    - by harrydev
    Hi, is it possible to use the XmlSerializer in .NET to load an XML file which includes other XML files? And how? This, in order to share XML state easily in two "parent" XML files, e.g. AB and BC in below. Example: using System; using System.IO; using System.Xml.Serialization; namespace XmlSerializerMultipleFilesTest { [Serializable] public class A { public int Value { get; set; } } [Serializable] public class B { public double Value { get; set; } } [Serializable] public class C { public string Value { get; set; } } [Serializable] public class AB { public A A { get; set; } public B B { get; set; } } [Serializable] public class BC { public B B { get; set; } public C C { get; set; } } class Program { public static void Serialize<T>(T data, string filePath) { using (var writer = new StreamWriter(filePath)) { var xmlSerializer = new XmlSerializer(typeof(T)); xmlSerializer.Serialize(writer, data); } } public static T Deserialize<T>(string filePath) { using (var reader = new StreamReader(filePath)) { var xmlSerializer = new XmlSerializer(typeof(T)); return (T)xmlSerializer.Deserialize(reader); } } static void Main(string[] args) { const string fileNameA = @"A.xml"; const string fileNameB = @"B.xml"; const string fileNameC = @"C.xml"; const string fileNameAB = @"AB.xml"; const string fileNameBC = @"BC.xml"; var a = new A(){ Value = 42 }; var b = new B(){ Value = Math.PI }; var c = new C(){ Value = "Something rotten" }; Serialize(a, fileNameA); Serialize(b, fileNameB); Serialize(c, fileNameC); // How can AB and BC be deserialized from single // files which include two of the A, B or C files. // Using ideally something like: var ab = Deserialize<AB>(fileNameAB); var bc = Deserialize<BC>(fileNameBC); // That is, so that A, B, C xml file // contents are shared across these two } } } Thus, the A, B, C files contain the following: A.xml: <?xml version="1.0" encoding="utf-8"?> <A xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Value>42</Value> </A> B.xml: <?xml version="1.0" encoding="utf-8"?> <B xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Value>3.1415926535897931</Value> </B> C.xml: <?xml version="1.0" encoding="utf-8"?> <C xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <Value>Something rotten</Value> </C> And then the "parent" XML files would contain a XML include file of some sort (I have not been able to find anything like this), such as: AB.xml: <?xml version="1.0" encoding="utf-8"?> <AB xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <A include="A.xml"/> <B include="B.xml"/> </AB> BC.xml: <?xml version="1.0" encoding="utf-8"?> <BC xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema"> <B include="B.xml"/> <C include="C.xml"/> </BC> Of course, I guess this can be solved by implementing IXmlSerializer for AB and BC, but I was hoping there was an easier solution or a generic solution with which classes themselves only need the [Serializable] attribute and nothing else. That is, the split into multiple files is XML only and handled by XmlSerializer itself or a custom generic serializer on top of this. I know this should be somewhat possible with app.config (as in http://stackoverflow.com/questions/480538/use-xml-includes-or-config-references-in-app-config-to-include-other-config-files), but I would prefer a solution based on XmlSerializer. Thanks.

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  • More Great Improvements to the Windows Azure Management Portal

    - by ScottGu
    Over the last 3 weeks we’ve released a number of enhancements to the new Windows Azure Management Portal.  These new capabilities include: Localization Support for 6 languages Operation Log Support Support for SQL Database Metrics Virtual Machine Enhancements (quick create Windows + Linux VMs) Web Site Enhancements (support for creating sites in all regions, private github repo deployment) Cloud Service Improvements (deploy from storage account, configuration support of dedicated cache) Media Service Enhancements (upload, encode, publish, stream all from within the portal) Virtual Networking Usability Enhancements Custom CNAME support with Storage Accounts All of these improvements are now live in production and available to start using immediately.  Below are more details on them: Localization Support The Windows Azure Portal now supports 6 languages – English, German, Spanish, French, Italian and Japanese. You can easily switch between languages by clicking on the Avatar bar on the top right corner of the Portal: Selecting a different language will automatically refresh the UI within the portal in the selected language: Operation Log Support The Windows Azure Portal now supports the ability for administrators to review the “operation logs” of the services they manage – making it easy to see exactly what management operations were performed on them.  You can query for these by selecting the “Settings” tab within the Portal and then choosing the “Operation Logs” tab within it.  This displays a filter UI that enables you to query for operations by date and time: As of the most recent release we now show logs for all operations performed on Cloud Services and Storage Accounts.  You can click on any operation in the list and click the “Details” button in the command bar to retrieve detailed status about it.  This now makes it possible to retrieve details about every management operation performed. In future updates you’ll see us extend the operation log capability to apply to all Windows Azure Services – which will enable great post-mortem and audit support. Support for SQL Database Metrics You can now monitor the number of successful connections, failed connections and deadlocks in your SQL databases using the new “Dashboard” view provided on each SQL Database resource: Additionally, if the database is added as a “linked resource” to a Web Site or Cloud Service, monitoring metrics for the linked SQL database are shown along with the Web Site or Cloud Service metrics in the dashboard. This helps with viewing and managing aggregated information across both resources in your application. Enhancements to Virtual Machines The most recent Windows Azure Portal release brings with it some nice usability improvements to Virtual Machines: Integrated Quick Create experience for Windows and Linux VMs Creating a new Windows or Linux VM is now easy using the new “Quick Create” experience in the Portal: In addition to Windows VM templates you can also now select Linux image templates in the quick create UI: This makes it incredibly easy to create a new Virtual Machine in only a few seconds. Enhancements to Web Sites Prior to this past month’s release, users were forced to choose a single geographical region when creating their first site.  After that, subsequent sites could only be created in that same region.  This restriction has now been removed, and you can now create sites in any region at any time and have up to 10 free sites in each supported region: One of the new regions we’ve recently opened up is the “East Asia” region.  This allows you to now deploy sites to North America, Europe and Asia simultaneously.  Private GitHub Repository Support This past week we also enabled Git based continuous deployment support for Web Sites from private GitHub and BitBucket repositories (previous to this you could only enable this with public repositories).  Enhancements to Cloud Services Experience The most recent Windows Azure Portal release brings with it some nice usability improvements to Cloud Services: Deploy a Cloud Service from a Windows Azure Storage Account The Windows Azure Portal now supports deploying an application package and configuration file stored in a blob container in Windows Azure Storage. The ability to upload an application package from storage is available when you custom create, or upload to, or update a cloud service deployment. To upload an application package and configuration, create a Cloud Service, then select the file upload dialog, and choose to upload from a Windows Azure Storage Account: To upload an application package from storage, click the “FROM STORAGE” button and select the application package and configuration file to use from the new blob storage explorer in the portal. Configure Windows Azure Caching in a caching enabled cloud service If you have deployed the new dedicated cache within a cloud service role, you can also now configure the cache settings in the portal by navigating to the configuration tab of for your Cloud Service deployment. The configuration experience is similar to the one in Visual Studio when you create a cloud service and add a caching role.  The portal now allows you to add or remove named caches and change the settings for the named caches – all from within the Portal and without needing to redeploy your application. Enhancements to Media Services You can now upload, encode, publish, and play your video content directly from within the Windows Azure Portal.  This makes it incredibly easy to get started with Windows Azure Media Services and perform common tasks without having to write any code. Simply navigate to your media service and then click on the “Content” tab.  All of the media content within your media service account will be listed here: Clicking the “upload” button within the portal now allows you to upload a media file directly from your computer: This will cause the video file you chose from your local file-system to be uploaded into Windows Azure.  Once uploaded, you can select the file within the content tab of the Portal and click the “Encode” button to transcode it into different streaming formats: The portal includes a number of pre-set encoding formats that you can easily convert media content into: Once you select an encoding and click the ok button, Windows Azure Media Services will kick off an encoding job that will happen in the cloud (no need for you to stand-up or configure a custom encoding server).  When it’s finished, you can select the video in the “Content” tab and then click PUBLISH in the command bar to setup an origin streaming end-point to it: Once the media file is published you can point apps against the public URL and play the content using Windows Azure Media Services – no need to setup or run your own streaming server.  You can also now select the file and click the “Play” button in the command bar to play it using the streaming endpoint directly within the Portal: This makes it incredibly easy to try out and use Windows Azure Media Services and test out an end-to-end workflow without having to write any code.  Once you test things out you can of course automate it using script or code – providing you with an incredibly powerful Cloud Media platform that you can use. Enhancements to Virtual Network Experience Over the last few months, we have received feedback on the complexity of the Virtual Network creation experience. With these most recent Portal updates, we have added a Quick Create experience that makes the creation experience very simple. All that an administrator now needs to do is to provide a VNET name, choose an address space and the size of the VNET address space. They no longer need to understand the intricacies of the CIDR format or walk through a 4-page wizard or create a VNET / subnet. This makes creating virtual networks really simple: The portal also now has a “Register DNS Server” task that makes it easy to register DNS servers and associate them with a virtual network. Enhancements to Storage Experience The portal now lets you register custom domain names for your Windows Azure Storage Accounts.  To enable this, select a storage resource and then go to the CONFIGURE tab for a storage account, and then click MANAGE DOMAIN on the command bar: Clicking “Manage Domain” will bring up a dialog that allows you to register any CNAME you want: Summary The above features are all now live in production and available to use immediately.  If you don’t already have a Windows Azure account, you can sign-up for a free trial and start using them today.  Visit the Windows Azure Developer Center to learn more about how to build apps with it. One of the other cool features that is now live within the portal is our new Windows Azure Store – which makes it incredibly easy to try and purchase developer services from a variety of partners.  It is an incredibly awesome new capability – and something I’ll be doing a dedicated post about shortly. Hope this helps, Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

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  • Problem implementing Blinn–Phong shading model

    - by Joe Hopfgartner
    I did this very simple, perfectly working, implementation of Phong Relflection Model (There is no ambience implemented yet, but that doesn't bother me for now). The functions should be self explaining. /** * Implements the classic Phong illumination Model using a reflected light * vector. */ public class PhongIllumination implements IlluminationModel { @RGBParam(r = 0, g = 0, b = 0) public Vec3 ambient; @RGBParam(r = 1, g = 1, b = 1) public Vec3 diffuse; @RGBParam(r = 1, g = 1, b = 1) public Vec3 specular; @FloatParam(value = 20, min = 1, max = 200.0f) public float shininess; /* * Calculate the intensity of light reflected to the viewer . * * @param P = The surface position expressed in world coordinates. * * @param V = Normalized viewing vector from surface to eye in world * coordinates. * * @param N = Normalized normal vector at surface point in world * coordinates. * * @param surfaceColor = surfaceColor Color of the surface at the current * position. * * @param lights = The active light sources in the scene. * * @return Reflected light intensity I. */ public Vec3 shade(Vec3 P, Vec3 V, Vec3 N, Vec3 surfaceColor, Light lights[]) { Vec3 surfaceColordiffused = Vec3.mul(surfaceColor, diffuse); Vec3 totalintensity = new Vec3(0, 0, 0); for (int i = 0; i < lights.length; i++) { Vec3 L = lights[i].calcDirection(P); N = N.normalize(); V = V.normalize(); Vec3 R = Vec3.reflect(L, N); // reflection vector float diffuseLight = Vec3.dot(N, L); float specularLight = Vec3.dot(V, R); if (diffuseLight > 0) { totalintensity = Vec3.add(Vec3.mul(Vec3.mul( surfaceColordiffused, lights[i].calcIntensity(P)), diffuseLight), totalintensity); if (specularLight > 0) { Vec3 Il = lights[i].calcIntensity(P); Vec3 Ilincident = Vec3.mul(Il, Math.max(0.0f, Vec3 .dot(N, L))); Vec3 intensity = Vec3.mul(Vec3.mul(specular, Ilincident), (float) Math.pow(specularLight, shininess)); totalintensity = Vec3.add(totalintensity, intensity); } } } return totalintensity; } } Now i need to adapt it to become a Blinn-Phong illumination model I used the formulas from hearn and baker, followed pseudocodes and tried to implement it multiple times according to wikipedia articles in several languages but it never worked. I just get no specular reflections or they are so weak and/or are at the wrong place and/or have the wrong color. From the numerous wrong implementations I post some little code that already seems to be wrong. So I calculate my Half Way vector and my new specular light like so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), Vec3.add(L.normalize(), V).length()); float specularLight = Vec3.dot(H, N); With theese little changes it should already work (maby not with correct intensity but basically it should be correct). But the result is wrong. Here are two images. Left how it should render correctly and right how it renders. If i lower the shininess factor you can see a little specular light at the top right: Altough I understand the concept of Phong illumination and also the simplified more performant adaptaion of blinn phong I am trying around for days and just cant get it to work. Any help is appriciated. Edit: I was made aware of an error by this answer, that i am mutiplying by |L+V| instead of dividing by it when calculating H. I changed to deviding doing so: Vec3 H = Vec3.mul(Vec3.add(L.normalize(), V), 1/Vec3.add(L.normalize(), V).length()); Unfortunately this doesnt change much. The results look like this: and if I rise the specular constant and lower the shininess You can see the effects more clearly in a smilar wrong way: However this division just the normalisation. I think I am missing one step. Because the formulas like this just dont make sense to me. If you look at this picture: http://en.wikipedia.org/wiki/File:Blinn-Phong_vectors.svg The projection of H to N is far less than V to R. And if you imagine changing the vector V in the picture the angle is the same when the viewing vector is "on the left side". and becomes more and more different when going to the right. I pesonally would multiply the whole projection by two to become something similiar (and the hole point is to avoid the calculation of R). Altough I didnt read anythinga bout that anywehre i am gonna try this out... Result: The intension of the specular light is far too much (white areas) and the position is still wrong. I think I am messing something else up because teh reflection are just at the wrong place. But what? Edit: Now I read on wikipedia in the notes that the angle of N/H is in fact approximalty half or V/R. To compensate that i should multiply my shineness exponent by 4 rather than my projection. If i do that I end up with this: Far to intense but still one thing. The projection is at the wrong place. Where could i mess up my vectors?

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  • GLSL: Strange light reflections [Solved]

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?

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  • How to follow object on CatmullRomSplines at constant speed (e.g. train and train carriage)?

    - by Simon
    I have a CatmullRomSpline, and using the very good example at https://github.com/libgdx/libgdx/wiki/Path-interface-%26-Splines I have my object moving at an even pace over the spline. Using a simple train and carriage example, I now want to have the carriage follow the train at the same speed as the train (not jolting along as it does with my code below). This leads into my main questions: How can I make the carriage have the same constant speed as the train and make it non jerky (it has something to do with the derivative I think, I don't understand how that part works)? Why do I need to divide by the line length to convert to metres per second, and is that correct? It wasn't done in the linked examples? I have used the example I linked to above, and modified for my specific example: private void process(CatmullRomSpline catmullRomSpline) { // Render path with precision of 1000 points renderPath(catmullRomSpline, 1000); float length = catmullRomSpline.approxLength(catmullRomSpline.spanCount * 1000); // Render the "train" Vector2 trainDerivative = new Vector2(); Vector2 trainLocation = new Vector2(); catmullRomSpline.derivativeAt(trainDerivative, current); // For some reason need to divide by length to convert from pixel speed to metres per second but I do not // really understand why I need it, it wasn't done in the examples??????? current += (Gdx.graphics.getDeltaTime() * speed / length) / trainDerivative.len(); catmullRomSpline.valueAt(trainLocation, current); renderCircleAtLocation(trainLocation); if (current >= 1) { current -= 1; } // Render the "carriage" Vector2 carriageLocation = new Vector2(); float carriagePercentageCovered = (((current * length) - 1f) / length); // I would like it to follow at 1 metre behind carriagePercentageCovered = Math.max(carriagePercentageCovered, 0); catmullRomSpline.valueAt(carriageLocation, carriagePercentageCovered); renderCircleAtLocation(carriageLocation); } private void renderPath(CatmullRomSpline catmullRomSpline, int k) { // catMulPoints would normally be cached when initialising, but for sake of example... Vector2[] catMulPoints = new Vector2[k]; for (int i = 0; i < k; ++i) { catMulPoints[i] = new Vector2(); catmullRomSpline.valueAt(catMulPoints[i], ((float) i) / ((float) k - 1)); } SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Line); SHAPE_RENDERER.setColor(Color.NAVY); for (int i = 0; i < k - 1; ++i) { SHAPE_RENDERER.line((Vector2) catMulPoints[i], (Vector2) catMulPoints[i + 1]); } SHAPE_RENDERER.end(); } private void renderCircleAtLocation(Vector2 location) { SHAPE_RENDERER.begin(ShapeRenderer.ShapeType.Filled); SHAPE_RENDERER.setColor(Color.YELLOW); SHAPE_RENDERER.circle(location.x, location.y, .5f); SHAPE_RENDERER.end(); } To create a decent sized CatmullRomSpline for testing this out: Vector2[] controlPoints = makeControlPointsArray(); CatmullRomSpline myCatmull = new CatmullRomSpline(controlPoints, false); .... private Vector2[] makeControlPointsArray() { Vector2[] pointsArray = new Vector2[78]; pointsArray[0] = new Vector2(1.681817f, 10.379999f); pointsArray[1] = new Vector2(2.045455f, 10.379999f); pointsArray[2] = new Vector2(2.663636f, 10.479999f); pointsArray[3] = new Vector2(3.027272f, 10.700000f); pointsArray[4] = new Vector2(3.663636f, 10.939999f); pointsArray[5] = new Vector2(4.245455f, 10.899999f); pointsArray[6] = new Vector2(4.736363f, 10.720000f); pointsArray[7] = new Vector2(4.754545f, 10.339999f); pointsArray[8] = new Vector2(4.518181f, 9.860000f); pointsArray[9] = new Vector2(3.790908f, 9.340000f); pointsArray[10] = new Vector2(3.172727f, 8.739999f); pointsArray[11] = new Vector2(3.300000f, 8.340000f); pointsArray[12] = new Vector2(3.700000f, 8.159999f); pointsArray[13] = new Vector2(4.227272f, 8.520000f); pointsArray[14] = new Vector2(4.681818f, 8.819999f); pointsArray[15] = new Vector2(5.081817f, 9.200000f); pointsArray[16] = new Vector2(5.463636f, 9.460000f); pointsArray[17] = new Vector2(5.972727f, 9.300000f); pointsArray[18] = new Vector2(6.063636f, 8.780000f); pointsArray[19] = new Vector2(6.027272f, 8.259999f); pointsArray[20] = new Vector2(5.700000f, 7.739999f); pointsArray[21] = new Vector2(5.300000f, 7.440000f); pointsArray[22] = new Vector2(4.645454f, 7.179999f); pointsArray[23] = new Vector2(4.136363f, 6.940000f); pointsArray[24] = new Vector2(3.427272f, 6.720000f); pointsArray[25] = new Vector2(2.572727f, 6.559999f); pointsArray[26] = new Vector2(1.900000f, 7.100000f); pointsArray[27] = new Vector2(2.336362f, 7.440000f); pointsArray[28] = new Vector2(2.590908f, 7.940000f); pointsArray[29] = new Vector2(2.318181f, 8.500000f); pointsArray[30] = new Vector2(1.663636f, 8.599999f); pointsArray[31] = new Vector2(1.209090f, 8.299999f); pointsArray[32] = new Vector2(1.118181f, 7.700000f); pointsArray[33] = new Vector2(1.045455f, 6.880000f); pointsArray[34] = new Vector2(1.154545f, 6.100000f); pointsArray[35] = new Vector2(1.281817f, 5.580000f); pointsArray[36] = new Vector2(1.700000f, 5.320000f); pointsArray[37] = new Vector2(2.190908f, 5.199999f); pointsArray[38] = new Vector2(2.900000f, 5.100000f); pointsArray[39] = new Vector2(3.700000f, 5.100000f); pointsArray[40] = new Vector2(4.372727f, 5.220000f); pointsArray[41] = new Vector2(4.827272f, 5.220000f); pointsArray[42] = new Vector2(5.463636f, 5.160000f); pointsArray[43] = new Vector2(5.554545f, 4.700000f); pointsArray[44] = new Vector2(5.245453f, 4.340000f); pointsArray[45] = new Vector2(4.445455f, 4.280000f); pointsArray[46] = new Vector2(3.609091f, 4.260000f); pointsArray[47] = new Vector2(2.718181f, 4.160000f); pointsArray[48] = new Vector2(1.990908f, 4.140000f); pointsArray[49] = new Vector2(1.427272f, 3.980000f); pointsArray[50] = new Vector2(1.609090f, 3.580000f); pointsArray[51] = new Vector2(2.136363f, 3.440000f); pointsArray[52] = new Vector2(3.227272f, 3.280000f); pointsArray[53] = new Vector2(3.972727f, 3.340000f); pointsArray[54] = new Vector2(5.027272f, 3.360000f); pointsArray[55] = new Vector2(5.718181f, 3.460000f); pointsArray[56] = new Vector2(6.100000f, 4.240000f); pointsArray[57] = new Vector2(6.209091f, 4.500000f); pointsArray[58] = new Vector2(6.118181f, 5.320000f); pointsArray[59] = new Vector2(5.772727f, 5.920000f); pointsArray[60] = new Vector2(4.881817f, 6.140000f); pointsArray[61] = new Vector2(5.318181f, 6.580000f); pointsArray[62] = new Vector2(6.263636f, 7.020000f); pointsArray[63] = new Vector2(6.645453f, 7.420000f); pointsArray[64] = new Vector2(6.681817f, 8.179999f); pointsArray[65] = new Vector2(6.627272f, 9.080000f); pointsArray[66] = new Vector2(6.572727f, 9.699999f); pointsArray[67] = new Vector2(6.263636f, 10.820000f); pointsArray[68] = new Vector2(5.754546f, 11.479999f); pointsArray[69] = new Vector2(4.536363f, 11.599998f); pointsArray[70] = new Vector2(3.572727f, 11.700000f); pointsArray[71] = new Vector2(2.809090f, 11.660000f); pointsArray[72] = new Vector2(1.445455f, 11.559999f); pointsArray[73] = new Vector2(0.936363f, 11.280000f); pointsArray[74] = new Vector2(0.754545f, 10.879999f); pointsArray[75] = new Vector2(0.700000f, 9.939999f); pointsArray[76] = new Vector2(0.918181f, 9.620000f); pointsArray[77] = new Vector2(1.463636f, 9.600000f); return pointsArray; } Disclaimer: My math is very rusty, so please explain in lay mans terms....

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  • How to replace a div container with javascript

    - by Kovu
    Hi, I must have a little design in javascript. I have a menu with 5 entrys and only 1 HTML-page. So I will have a content-div and enabled and disabled different static content in it, each menu-entry is another content. I tried with 5 divs and disable 4 of them and enable 1, but the element under each other means every div is like a - enabled or not, so the "content" is moving then. Hope its understandable. Here is the code so far: <html><head><title>Des Einsame-Katerchen's kleine Homepage</title> <style type="text/css"> a:link { font-weight:bold; color:blue; text-decoration:none; } a:visited { font-weight:bold; color:blue; text-decoration:none; } a:focus { font-weight:bold; color:blue; text-decoration:none; } a:hover { font-weight:bold; color:blue; text-decoration:line-through; } a:active { font-weight:bold; color:blue; text-decoration:none; } h1:focus { background-color:red; } h1:hover { background-color:silver; } h1:active { background-color:green; } </style> <script> function an(id) { document.getElementById('start').style.visibility = 'hidden'; document.getElementById('start').style.height = '0px'; document.getElementById('me').style.visibility = 'hidden'; document.getElementById('me').style.height = '0px'; document.getElementById('rpg').style.visibility = 'hidden'; document.getElementById('rpg').style.height = '0px'; document.getElementById('musik').style.visibility = 'hidden'; document.getElementById('musik').style.height = '0px'; document.getElementById('screens').style.visibility = 'hidden'; document.getElementById('screens').style.height = '0px'; document.getElementById(id).style.visibility = 'visible'; document.getElementById(id).style.height = '500px'; } </script> </head> <body style=" " > <div style="width=100%; text-align:center; border: 1px red solid; height:40px;"> <div style="float:left; width:100px;"><a href="#" OnClick="an('start')" >Startseite</a></div> <div style="float:left; width:100px;"><a href="#" OnClick="an('me')" >Über mich</a></div> <div style="float:left; width:100px;"><a href="#" OnClick="an('rpg')" >RPG-Chars</a></div> <div style="float:left; width:100px;"><a href="#" OnClick="an('musik')" >Musik</a></div> <div style="float:left; width:150px;"><a href="#" OnClick="an('screens')" >Knuddels-Screens</a></div> </div> <br> <div id="start" style="border:1px red solid; width:500px; height:500px; overflow: visible; " > a </div> <div id="me" style="border:1px red solid; width:500px; height:0px; overflow: visible; visibility: hidden; " > b </div> <div id="rpg" style="border:1px red solid; width:500px; height:0px; overflow: visible; visibility: hidden; " > c </div> <div id="musik" style="border:1px red solid; width:500px; height:0px; overflow: visible; visibility: hidden; " > d </div> <div id="screens" style="border:1px red solid; width:500px; height:0px; overflow: visible; visibility: hidden; " > e </div> </body>

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  • Decryption Key value not match

    - by Jitendra Jadav
    public class TrippleENCRSPDESCSP { public TrippleENCRSPDESCSP() { } public void EncryptIt(string sData,ref byte[] sEncData,ref byte[] Key1,ref byte[] Key2) { try { // Create a new TripleDESCryptoServiceProvider object // to generate a key and initialization vector (IV). TripleDESCryptoServiceProvider tDESalg = new TripleDESCryptoServiceProvider(); // Create a string to encrypt. // Encrypt the string to an in-memory buffer. byte[] Data = EncryptTextToMemory(sData,tDESalg.Key,tDESalg.IV); sEncData = Data; Key1 = tDESalg.Key; Key2 = tDESalg.IV; } catch (Exception) { throw; } } public string DecryptIt(byte[] sEncData) { //byte[] toEncrypt = new ASCIIEncoding().GetBytes(sEncData); //XElement xParser = null; //XmlDocument xDoc = new XmlDocument(); try { //string Final = ""; string sPwd = null; string sKey1 = null; string sKey2 = null; //System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding(); string soutxml = ""; //soutxml = encoding.GetString(sEncData); soutxml = ASCIIEncoding.ASCII.GetString(sEncData); sPwd = soutxml.Substring(18, soutxml.LastIndexOf("</EncPwd>") - 18); sKey1 = soutxml.Substring(18 + sPwd.Length + 15, soutxml.LastIndexOf("</Key1>") - (18 + sPwd.Length + 15)); sKey2 = soutxml.Substring(18 + sPwd.Length + 15 + sKey1.Length + 13, soutxml.LastIndexOf("</Key2>") - (18 + sPwd.Length + 15 + sKey1.Length + 13)); //xDoc.LoadXml(soutxml); //xParser = XElement.Parse(soutxml); //IEnumerable<XElement> elemsValidations = // from el in xParser.Elements("EmailPwd") // select el; #region OldCode //XmlNodeList objXmlNode = xDoc.SelectNodes("EmailPwd"); //foreach (XmlNode xmllist in objXmlNode) //{ // XmlNode xmlsubnode; // xmlsubnode = xmllist.SelectSingleNode("EncPwd"); // xmlsubnode = xmllist.SelectSingleNode("Key1"); // xmlsubnode = xmllist.SelectSingleNode("Key2"); //} #endregion //foreach (XElement elemValidation in elemsValidations) //{ // sPwd = elemValidation.Element("EncPwd").Value; // sKey1 = elemValidation.Element("Key1").Value; // sKey2 = elemValidation.Element("Key2").Value; //} //byte[] Key1 = encoding.GetBytes(sKey1); //byte[] Key2 = encoding.GetBytes(sKey2); //byte[] Data = encoding.GetBytes(sPwd); byte[] Key1 = ASCIIEncoding.ASCII.GetBytes(sKey1); byte[] Key2 = ASCIIEncoding.ASCII.GetBytes(sKey2); byte[] Data = ASCIIEncoding.ASCII.GetBytes(sPwd); // Decrypt the buffer back to a string. string Final = DecryptTextFromMemory(Data, Key1, Key2); return Final; } catch (Exception) { throw; } } public static byte[] EncryptTextToMemory(string Data,byte[] Key,byte[] IV) { try { // Create a MemoryStream. MemoryStream mStream = new MemoryStream(); // Create a CryptoStream using the MemoryStream // and the passed key and initialization vector (IV). CryptoStream cStream = new CryptoStream(mStream, new TripleDESCryptoServiceProvider().CreateEncryptor(Key, IV), CryptoStreamMode.Write); // Convert the passed string to a byte array. //byte[] toEncrypt = new ASCIIEncoding().GetBytes(Data); byte[] toEncrypt = ASCIIEncoding.ASCII.GetBytes(Data); // Write the byte array to the crypto stream and flush it. cStream.Write(toEncrypt, 0, toEncrypt.Length); cStream.FlushFinalBlock(); // Get an array of bytes from the // MemoryStream that holds the // encrypted data. byte[] ret = mStream.ToArray(); // Close the streams. cStream.Close(); mStream.Close(); // Return the encrypted buffer. return ret; } catch (CryptographicException e) { MessageBox.Show("A Cryptographic error occurred: {0}", e.Message); return null; } } public static string DecryptTextFromMemory(byte[] Data, byte[] Key, byte[] IV) { try { // Create a new MemoryStream using the passed // array of encrypted data. MemoryStream msDecrypt = new MemoryStream(Data); // Create a CryptoStream using the MemoryStream // and the passed key and initialization vector (IV). CryptoStream csDecrypt = new CryptoStream(msDecrypt, new TripleDESCryptoServiceProvider().CreateDecryptor(Key, IV), CryptoStreamMode.Write); csDecrypt.Write(Data, 0, Data.Length); //csDecrypt.FlushFinalBlock(); msDecrypt.Position = 0; // Create buffer to hold the decrypted data. byte[] fromEncrypt = new byte[msDecrypt.Length]; // Read the decrypted data out of the crypto stream // and place it into the temporary buffer. msDecrypt.Read(fromEncrypt, 0, msDecrypt.ToArray().Length); //csDecrypt.Close(); MessageBox.Show(ASCIIEncoding.ASCII.GetString(fromEncrypt)); //Convert the buffer into a string and return it. return new ASCIIEncoding().GetString(fromEncrypt); } catch (CryptographicException e) { MessageBox.Show("A Cryptographic error occurred: {0}", e.Message); return null; } } }

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  • Multiplying two matrices from two text files with unknown dimensions

    - by wes schwertner
    This is my first post here. I've been working on this c++ question for a while now and have gotten nowhere. Maybe you guys can give me some hints to get me started. My program has to read two .txt files each containing one matrix. Then it has to multiply them and output it to another .txt file. My confusion here though is how the .txt files are setup and how to get the dimensions. Here is an example of matrix 1.txt. #ivalue #jvalue value 1 1 1.0 2 2 1 The dimension of the matrix is 2x2. 1.0 0 0 1 Before I can start multiplying these matrices I need to get the i and j value from the text file. The only way I have found out to do this is int main() { ifstream file("a.txt"); int numcol; float col; for(int x=0; x<3;x++) { file>>col; cout<<col; if(x==1) //grabs the number of columns numcol=col; } cout<<numcol; } The problem is I don't know how to get to the second line to read the number of rows. And on top of that I don't think this will give me accurate results for other matrices files. Let me know if anything is unclear. UPDATE Thanks! I got getline to work correctly. But now I am running into another problem. In matrix B it is setup like: #ivalue #jvalue Value 1 1 0.1 1 2 0.2 2 1 0.3 2 2 0.4 I need to let the program know that it needs to go down 4 lines, maybe even more (The matrices dimensions are unknown. My matrix B example is a 2x2, but it could be a 20x20). I have a while(!file.eof()) loop my program to let it loop until the end of file. I know I need a dynamic array for multiplying, but would I need one here also? #include <iostream> #include <fstream> using namespace std; int main() { ifstream file("a.txt"); //reads matrix A while(!file.eof()) { int temp; int numcol; string numrow; float row; float col; for(int x=0; x<3;x++) { file>>col; if(x==1) { numcol=col; //number of columns } } string test; getline(file, test); //next line to get rows for(int x=0; x<3; x++) { file>>test; if(x==1) { numrow=test; //sets number of rows } } cout<<numrow; cout<<numcol<<endl; } ifstream file1("b.txt"); //reads matrix 2 while(!file1.eof()) { int temp1; int numcol1; string numrow1; float row1; float col1; for(int x=0; x<2;x++) { file1>>col1; if(x==1) numcol1=col1; //sets number of columns } string test1; getline(file1, test1); //In matrix B there are four rows. getline(file1, test1); //These getlines go down a row. getline(file1, test1); //Need help here. for(int x=0; x<2; x++) { file1>>test1; if(x==1) numrow1=test1; } cout<<numrow1; cout<<numcol1<<endl; } }

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  • CSS content overflowing containing div

    - by kaese
    Hi, Currently have a problem with some DIVs overlapping their containing DIVs. See image below (the 3 products at the bottom): All the body content of the page is held within the #content DIV: div#content { width: 960px; float: left; background-image: url("../img/contentBg.png"); background-repeat: repeat; margin-top: 10px; line-height: 1.8em; border-top: 8px solid #5E88A2; padding: 10px 15px 10px 15px; } And here is the CSS for the product boxes within the #content div: .upper { text-transform: uppercase; } .center { text-align: center; } div#products { float: left; width: 100%; margin-bottom: 25px; } div.productContainer { float: left; width: 265px; font-size: 1em; margin-left: 50px; height: 200px; padding-top: 25px; text-align: right; } div.product { float: left; width: 200px; } div.product p { } div.product a { display: block; } div.product img { float: left; } div.product img:hover { opacity: 0.8; filter: alpha(opacity = 80); } div.transparent { opacity: 0.8; filter: alpha(opacity = 80); } And here is the HTML for the boxes: <div class="productContainer"> <div class="product"> <h2 class="upper center">A2 Print</h2> <a href='../edit/?productId=5&amp;align=v' class='upper'> <img src="../../wflow/tmp/133703b808c91b8ec7e7c7cdf19320b7A2-Print.png" alt="Representation of image printed at A2 Print through MyPersonalPoster." /></a> <p class="upper">16.5 inches x 23.4 inches<br /><strong>&pound;15.99</strong></p> <p class="upper smaller"><em><span><span class="yes">Yes</span> - your picture quality is high enough for this size</span> </em></p> <p><a href='../edit/?productId=5&amp;align=v' class='upper'><span>Select</span></a></p> </div> </div> <div class="productContainer"> <div class="product transparent"> <h2 class="upper center">A1 Print</h2> <a href='../edit/?productId=11&amp;align=v' class='upper'> <img src="../../wflow/tmp/133703b808c91b8ec7e7c7cdf19320b7A1-Print.png" alt="Representation of image printed at A1 Print through MyPersonalPoster." /></a> <p class="upper">23.4 inches x 33.1 inches<br /><strong>&pound;19.99</strong></p> <p class="upper smaller"><em><span><span class="no">Warning</span> - your picture quality may not be sufficient for this size</span> </em></p> <p><a href='../edit/?productId=11&amp;align=v' class='upper'><span>Select</span></a></p> </div> </div> <div class="productContainer"> <div class="product transparent"> <h2 class="upper center">Poster Print (60cm x 80cm)</h2> <a href='../edit/?productId=12&amp;align=v' class='upper'> <img src="../../wflow/tmp/133703b808c91b8ec7e7c7cdf19320b7Poster-Print-(60cm-x-80cm).png" alt="Representation of image printed at Poster Print (60cm x 80cm) through MyPersonalPoster." /></a> <p class="upper">23.6 inches x 31.5 inches<br /><strong>&pound;13.95</strong></p> <p class="upper smaller"><em><span><span class="no">Warning</span> - your picture quality may not be sufficient for this size</span> </em></p> <p><a href='../edit/?productId=12&amp;align=v' class='upper'><span>Select</span></a></p> </div> </div> Any idea what could be causing these DIVs to overlap? What I'd like is for all the boxes to fit within the #container div as expected. It's driving me crazy! Cheers

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  • WordPress not resizing images with Nginx + php-fpm and other issues

    - by Julian Fernandes
    Recently i setup a Ubuntu 12.04 VPS with 512mb/1ghz CPU, Nginx + php-fpm + Varnish + APC + Percona's MySQL server + CloudFlare Pro for our Ubuntu LoCo Team's WordPress blog. The blog get about 3~4k daily hits, use about 180MB and 8~20% CPU. Everything seems to be working insanely fast... page load is really good and is about 16x faster than any of our competitors... but there is one problem. When we upload a image, WordPress don't resize it, so all we can do it insert the full image in the post. If the imagem have, let's say, 30kb, it resize fine... but if the image have 100kb+, it won't... In nginx error logs i see this: upstream timed out (110: Connection timed out) while reading response header from upstream, client: 150.162.216.64, server: www.ubuntubrsc.com, request: "POST /wp-admin/async-upload.php HTTP/1.1", upstream: "fastcgi://unix:/var/run/php5-fpm.sock:", host: "www.ubuntubrsc.com", referrer: "http://www.ubuntubrsc.com/wp-admin/media-upload.php?post_id=2668&" It seems to be related with the issue, but i dunno. When that timeout happens, i started to get it when i'm trying to view a post too: upstream timed out (110: Connection timed out) while reading response header from upstream, client: 150.162.216.64, server: www.ubuntubrsc.com, request: "GET /tutoriais-gimp-6-adicionando-aplicando-novos-pinceis.html HTTP/1.1", upstream: "fastcgi://unix:/var/run/php5-fpm.sock:", host: "www.ubuntubrsc.com", referrer: "http://www.ubuntubrsc.com/" And only a restart of php5-fpm fix it. I tryed increasing some timeouts and stuffs but it did not worked, so i guess it's some kind of limitation i did not figured yet. Could someone help me with it, please? /etc/nginx/nginx.conf: user www-data; worker_processes 1; pid /var/run/nginx.pid; events { worker_connections 1024; use epoll; multi_accept on; } http { ## # Basic Settings ## sendfile on; tcp_nopush on; tcp_nodelay off; keepalive_timeout 15; keepalive_requests 2000; types_hash_max_size 2048; server_tokens off; server_name_in_redirect off; open_file_cache max=1000 inactive=300s; open_file_cache_valid 360s; open_file_cache_min_uses 2; open_file_cache_errors off; server_names_hash_bucket_size 64; # server_name_in_redirect off; client_body_buffer_size 128K; client_header_buffer_size 1k; client_max_body_size 2m; large_client_header_buffers 4 8k; client_body_timeout 10m; client_header_timeout 10m; send_timeout 10m; include /etc/nginx/mime.types; default_type application/octet-stream; ## # Logging Settings ## error_log /var/log/nginx/error.log; access_log off; ## # CloudFlare's IPs (uncomment when site goes live) ## set_real_ip_from 204.93.240.0/24; set_real_ip_from 204.93.177.0/24; set_real_ip_from 199.27.128.0/21; set_real_ip_from 173.245.48.0/20; set_real_ip_from 103.22.200.0/22; set_real_ip_from 141.101.64.0/18; set_real_ip_from 108.162.192.0/18; set_real_ip_from 190.93.240.0/20; real_ip_header CF-Connecting-IP; set_real_ip_from 127.0.0.1/32; ## # Gzip Settings ## gzip on; gzip_disable "msie6"; gzip_vary on; gzip_proxied any; gzip_comp_level 9; gzip_min_length 1000; gzip_proxied expired no-cache no-store private auth; gzip_buffers 32 8k; # gzip_http_version 1.1; gzip_types text/plain text/css application/json application/x-javascript text/xml application/xml application/xml+rss text/javascript; ## # nginx-naxsi config ## # Uncomment it if you installed nginx-naxsi ## #include /etc/nginx/naxsi_core.rules; ## # nginx-passenger config ## # Uncomment it if you installed nginx-passenger ## #passenger_root /usr; #passenger_ruby /usr/bin/ruby; ## # Virtual Host Configs ## include /etc/nginx/conf.d/*.conf; include /etc/nginx/sites-enabled/*; } /etc/nginx/fastcgi_params: fastcgi_param QUERY_STRING $query_string; fastcgi_param REQUEST_METHOD $request_method; fastcgi_param CONTENT_TYPE $content_type; fastcgi_param CONTENT_LENGTH $content_length; fastcgi_param SCRIPT_FILENAME $request_filename; fastcgi_param SCRIPT_NAME $fastcgi_script_name; fastcgi_param REQUEST_URI $request_uri; fastcgi_param DOCUMENT_URI $document_uri; fastcgi_param DOCUMENT_ROOT $document_root; fastcgi_param SERVER_PROTOCOL $server_protocol; fastcgi_param GATEWAY_INTERFACE CGI/1.1; fastcgi_param SERVER_SOFTWARE nginx/$nginx_version; fastcgi_param REMOTE_ADDR $remote_addr; fastcgi_param REMOTE_PORT $remote_port; fastcgi_param SERVER_ADDR $server_addr; fastcgi_param SERVER_PORT $server_port; fastcgi_param SERVER_NAME $server_name; fastcgi_param HTTPS $https; fastcgi_send_timeout 180; fastcgi_read_timeout 180; fastcgi_buffer_size 128k; fastcgi_buffers 256 4k; # PHP only, required if PHP was built with --enable-force-cgi-redirect fastcgi_param REDIRECT_STATUS 200; /etc/nginx/sites-avaiable/default: ## # DEFAULT HANDLER # ubuntubrsc.com ## server { listen 8080; # Make site available from main domain server_name www.ubuntubrsc.com; # Root directory root /var/www; index index.php index.html index.htm; include /var/www/nginx.conf; access_log off; location / { try_files $uri $uri/ /index.php?q=$uri&$args; } location = /favicon.ico { log_not_found off; access_log off; } location = /robots.txt { allow all; log_not_found off; access_log off; } location ~ /\. { deny all; access_log off; log_not_found off; } location ~* ^/wp-content/uploads/.*.php$ { deny all; access_log off; log_not_found off; } rewrite /wp-admin$ $scheme://$host$uri/ permanent; error_page 404 = @wordpress; log_not_found off; location @wordpress { include /etc/nginx/fastcgi_params; fastcgi_pass unix:/var/run/php5-fpm.sock; fastcgi_param SCRIPT_NAME /index.php; fastcgi_param SCRIPT_FILENAME $document_root/index.php; } location ~ \.php$ { try_files $uri =404; include /etc/nginx/fastcgi_params; fastcgi_index index.php; fastcgi_param SCRIPT_FILENAME $document_root$fastcgi_script_name; if (-f $request_filename) { fastcgi_pass unix:/var/run/php5-fpm.sock; } } } server { listen 8080; server_name ubuntubrsc.* www.ubuntubrsc.net www.ubuntubrsc.org www.ubuntubrsc.com.br www.ubuntubrsc.info www.ubuntubrsc.in; return 301 $scheme://www.ubuntubrsc.com$request_uri; } /var/www/nginx.conf: # BEGIN W3TC Minify cache location ~ /wp-content/w3tc/min.*\.js$ { types {} default_type application/x-javascript; expires modified 31536000s; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; add_header Vary "Accept-Encoding"; add_header Pragma "public"; add_header Cache-Control "max-age=31536000, public, must-revalidate, proxy-revalidate"; } location ~ /wp-content/w3tc/min.*\.css$ { types {} default_type text/css; expires modified 31536000s; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; add_header Vary "Accept-Encoding"; add_header Pragma "public"; add_header Cache-Control "max-age=31536000, public, must-revalidate, proxy-revalidate"; } location ~ /wp-content/w3tc/min.*js\.gzip$ { gzip off; types {} default_type application/x-javascript; expires modified 31536000s; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; add_header Vary "Accept-Encoding"; add_header Pragma "public"; add_header Cache-Control "max-age=31536000, public, must-revalidate, proxy-revalidate"; add_header Content-Encoding gzip; } location ~ /wp-content/w3tc/min.*css\.gzip$ { gzip off; types {} default_type text/css; expires modified 31536000s; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; add_header Vary "Accept-Encoding"; add_header Pragma "public"; add_header Cache-Control "max-age=31536000, public, must-revalidate, proxy-revalidate"; add_header Content-Encoding gzip; } # END W3TC Minify cache # BEGIN W3TC Browser Cache gzip on; gzip_types text/css application/x-javascript text/x-component text/richtext image/svg+xml text/plain text/xsd text/xsl text/xml image/x-icon; location ~ \.(css|js|htc)$ { expires 31536000s; add_header Pragma "public"; add_header Cache-Control "max-age=31536000, public, must-revalidate, proxy-revalidate"; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; } location ~ \.(html|htm|rtf|rtx|svg|svgz|txt|xsd|xsl|xml)$ { expires 3600s; add_header Pragma "public"; add_header Cache-Control "max-age=3600, public, must-revalidate, proxy-revalidate"; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; try_files $uri $uri/ $uri.html /index.php?$args; } location ~ \.(asf|asx|wax|wmv|wmx|avi|bmp|class|divx|doc|docx|eot|exe|gif|gz|gzip|ico|jpg|jpeg|jpe|mdb|mid|midi|mov|qt|mp3|m4a|mp4|m4v|mpeg|mpg|mpe|mpp|otf|odb|odc|odf|odg|odp|ods|odt|ogg|pdf|png|pot|pps|ppt|pptx|ra|ram|svg|svgz|swf|tar|tif|tiff|ttf|ttc|wav|wma|wri|xla|xls|xlsx|xlt|xlw|zip)$ { expires 31536000s; add_header Pragma "public"; add_header Cache-Control "max-age=31536000, public, must-revalidate, proxy-revalidate"; add_header X-Powered-By "W3 Total Cache/0.9.2.5b"; } # END W3TC Browser Cache # BEGIN W3TC Minify core rewrite ^/wp-content/w3tc/min/w3tc_rewrite_test$ /wp-content/w3tc/min/index.php?w3tc_rewrite_test=1 last; set $w3tc_enc ""; if ($http_accept_encoding ~ gzip) { set $w3tc_enc .gzip; } if (-f $request_filename$w3tc_enc) { rewrite (.*) $1$w3tc_enc break; } rewrite ^/wp-content/w3tc/min/(.+\.(css|js))$ /wp-content/w3tc/min/index.php?file=$1 last; # END W3TC Minify core # BEGIN W3TC Skip 404 error handling by WordPress for static files if (-f $request_filename) { break; } if (-d $request_filename) { break; } if ($request_uri ~ "(robots\.txt|sitemap(_index)?\.xml(\.gz)?|[a-z0-9_\-]+-sitemap([0-9]+)?\.xml(\.gz)?)") { break; } if ($request_uri ~* \.(css|js|htc|htm|rtf|rtx|svg|svgz|txt|xsd|xsl|xml|asf|asx|wax|wmv|wmx|avi|bmp|class|divx|doc|docx|eot|exe|gif|gz|gzip|ico|jpg|jpeg|jpe|mdb|mid|midi|mov|qt|mp3|m4a|mp4|m4v|mpeg|mpg|mpe|mpp|otf|odb|odc|odf|odg|odp|ods|odt|ogg|pdf|png|pot|pps|ppt|pptx|ra|ram|svg|svgz|swf|tar|tif|tiff|ttf|ttc|wav|wma|wri|xla|xls|xlsx|xlt|xlw|zip)$) { return 404; } # END W3TC Skip 404 error handling by WordPress for static files # BEGIN Better WP Security location ~ /\.ht { deny all; } location ~ wp-config.php { deny all; } location ~ readme.html { deny all; } location ~ readme.txt { deny all; } location ~ /install.php { deny all; } set $susquery 0; set $rule_2 0; set $rule_3 0; rewrite ^wp-includes/(.*).php /not_found last; rewrite ^/wp-admin/includes(.*)$ /not_found last; if ($request_method ~* "^(TRACE|DELETE|TRACK)"){ return 403; } set $rule_0 0; if ($request_method ~ "POST"){ set $rule_0 1; } if ($uri ~ "^(.*)wp-comments-post.php*"){ set $rule_0 2$rule_0; } if ($http_user_agent ~ "^$"){ set $rule_0 4$rule_0; } if ($rule_0 = "421"){ return 403; } if ($args ~* "\.\./") { set $susquery 1; } if ($args ~* "boot.ini") { set $susquery 1; } if ($args ~* "tag=") { set $susquery 1; } if ($args ~* "ftp:") { set $susquery 1; } if ($args ~* "http:") { set $susquery 1; } if ($args ~* "https:") { set $susquery 1; } if ($args ~* "(<|%3C).*script.*(>|%3E)") { set $susquery 1; } if ($args ~* "mosConfig_[a-zA-Z_]{1,21}(=|%3D)") { set $susquery 1; } if ($args ~* "base64_encode") { set $susquery 1; } if ($args ~* "(%24&x)") { set $susquery 1; } if ($args ~* "(\[|\]|\(|\)|<|>|ê|\"|;|\?|\*|=$)"){ set $susquery 1; } if ($args ~* "(&#x22;|&#x27;|&#x3C;|&#x3E;|&#x5C;|&#x7B;|&#x7C;|%24&x)"){ set $susquery 1; } if ($args ~* "(%0|%A|%B|%C|%D|%E|%F|127.0)") { set $susquery 1; } if ($args ~* "(globals|encode|localhost|loopback)") { set $susquery 1; } if ($args ~* "(request|select|insert|concat|union|declare)") { set $susquery 1; } if ($http_cookie !~* "wordpress_logged_in_" ) { set $susquery "${susquery}2"; set $rule_2 1; set $rule_3 1; } if ($susquery = 12) { return 403; } # END Better WP Security /etc/php5/fpm/php-fpm.conf: pid = /var/run/php5-fpm.pid error_log = /var/log/php5-fpm.log emergency_restart_threshold = 3 emergency_restart_interval = 1m process_control_timeout = 10s events.mechanism = epoll /etc/php5/fpm/php.ini (only options i changed): open_basedir ="/var/www/" disable_functions = pcntl_alarm,pcntl_fork,pcntl_waitpid,pcntl_wait,pcntl_wifexited,pcntl_wifstopped,pcntl_wifsignaled,pcntl_wexitstatus,pcntl_wtermsig,pcntl_wstopsig,pcntl_signal,pcntl_signal_dispatch,pcntl_get_last_error,pcntl_strerror,pcntl_sigprocmask,pcntl_sigwaitinfo,pcntl_sigtimedwait,pcntl_exec,pcntl_getpriority,pcntl_setpriority,dl,system,shell_exec,fsockopen,parse_ini_file,passthru,popen,proc_open,proc_close,shell_exec,show_source,symlink,proc_close,proc_get_status,proc_nice,proc_open,proc_terminate,shell_exec ,highlight_file,escapeshellcmd,define_syslog_variables,posix_uname,posix_getpwuid,apache_child_terminate,posix_kill,posix_mkfifo,posix_setpgid,posix_setsid,posix_setuid,escapeshellarg,posix_uname,ftp_exec,ftp_connect,ftp_login,ftp_get,ftp_put,ftp_nb_fput,ftp_raw,ftp_rawlist,ini_alter,ini_restore,inject_code,syslog,openlog,define_syslog_variables,apache_setenv,mysql_pconnect,eval,phpAds_XmlRpc,phpA ds_remoteInfo,phpAds_xmlrpcEncode,phpAds_xmlrpcDecode,xmlrpc_entity_decode,fp,fput,virtual,show_source,pclose,readfile,wget expose_php = off max_execution_time = 30 max_input_time = 60 memory_limit = 128M display_errors = Off post_max_size = 2M allow_url_fopen = off default_socket_timeout = 60 APC settings: [APC] apc.enabled = 1 apc.shm_segments = 1 apc.shm_size = 64M apc.optimization = 0 apc.num_files_hint = 4096 apc.ttl = 60 apc.user_ttl = 7200 apc.gc_ttl = 0 apc.cache_by_default = 1 apc.filters = "" apc.mmap_file_mask = "/tmp/apc.XXXXXX" apc.slam_defense = 0 apc.file_update_protection = 2 apc.enable_cli = 0 apc.max_file_size = 10M apc.stat = 1 apc.write_lock = 1 apc.report_autofilter = 0 apc.include_once_override = 0 apc.localcache = 0 apc.localcache.size = 512 apc.coredump_unmap = 0 apc.stat_ctime = 0 /etc/php5/fpm/pool.d/www.conf user = www-data group = www-data listen = /var/run/php5-fpm.sock listen.owner = www-data listen.group = www-data listen.mode = 0666 pm = ondemand pm.max_children = 5 pm.process_idle_timeout = 3s; pm.max_requests = 50 I also started to get 404 errors in front page if i use W3 Total Cache's Page Cache (Disk Enhanced). It worked fine untill somedays ago, and then, out of nowhere, it started to happen. Tonight i will disable my mobile plugin and activate only W3 Total Cache to see if it's a conflict with them... And to finish all this, i have been getting this error: PHP Warning: apc_store(): Unable to allocate memory for pool. in /var/www/wp-content/plugins/w3-total-cache/lib/W3/Cache/Apc.php on line 41 I already modifed my APC settings, but no sucess. So... could anyone help me with those issuees, please? Ooohh... if it helps, i instaled PHP like this: sudo apt-get install php5-fpm php5-suhosin php-apc php5-gd php5-imagick php5-curl And Nginx from the official PPA. Sorry for my bad english and thanks for your time people! (:

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  • Endless terrain in jMonkey using TerrainGrid fails to render

    - by nightcrawler23
    I have started to learn game development using jMonkey engine. I am able to create single tile of terrain using TerrainQuad but as the next step I'm stuck at making it infinite. I have gone through the wiki and want to use the TerrainGrid class but my code does not seem to work. I have looked around on the web and searched other forums but cannot find any other code example to help. I believe in the below code, ImageTileLoader returns an image which is the heightmap for that tile. I have modified it to return the same image every time. But all I see is a black window. The Namer method is not even called. terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; } })); These are my sources: jMonkeyEngine 3 Tutorial (10) - Hello Terrain TerrainGridTest.java ImageTileLoader This is the result when i use TerrainQuad: , My full code: // Sample 10 - How to create fast-rendering terrains from heightmaps, and how to // use texture splatting to make the terrain look good. public class HelloTerrain extends SimpleApplication { private TerrainQuad terrain; Material mat_terrain; private float grassScale = 64; private float dirtScale = 32; private float rockScale = 64; public static void main(String[] args) { HelloTerrain app = new HelloTerrain(); app.start(); } private FractalSum base; private PerturbFilter perturb; private OptimizedErode therm; private SmoothFilter smooth; private IterativeFilter iterate; @Override public void simpleInitApp() { flyCam.setMoveSpeed(200); initMaterial(); AbstractHeightMap heightmap = null; Texture heightMapImage = assetManager.loadTexture("Textures/heightmap.png"); heightmap = new ImageBasedHeightMap(heightMapImage.getImage()); heightmap.load(); int patchSize = 65; //terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap()); // * This Works but below doesnt work* terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; // set to return the sme hieghtmap image. } })); terrain.setMaterial(mat_terrain); terrain.setLocalTranslation(0,-100, 0); terrain.setLocalScale(2f, 1f, 2f); rootNode.attachChild(terrain); TerrainLodControl control = new TerrainLodControl(terrain, getCamera()); terrain.addControl(control); } public void initMaterial() { // TERRAIN TEXTURE material this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // GRASS texture Texture grass = this.assetManager.loadTexture("Textures/white.png"); grass.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region1ColorMap", grass); this.mat_terrain.setVector3("region1", new Vector3f(-10, 0, this.grassScale)); // DIRT texture Texture dirt = this.assetManager.loadTexture("Textures/white.png"); dirt.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region2ColorMap", dirt); this.mat_terrain.setVector3("region2", new Vector3f(0, 900, this.dirtScale)); Texture building = this.assetManager.loadTexture("Textures/building.png"); building.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("slopeColorMap", building); this.mat_terrain.setFloat("slopeTileFactor", 32); this.mat_terrain.setFloat("terrainSize", 513); } }

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  • Web.config WordPress rewrite rules next to Magento

    - by Flo
    I've installed Magento on IIS in folder: E:\mydomain\wwwroot (I already have it all running correctly). I have no deeper folder magento, I placed all files directly in the wwwroot folder, so: wwwroot\app wwwroot\downloader wwwroot\errors wwwroot\includes etc... UPDATE: since I'm on IIS my .htaccess is ignored completely and my web.config rules are used instead. Here's my web.config in folder e:\mydomain\wwwroot: <?xml version="1.0" encoding="UTF-8"?> <configuration> <system.webServer> <rewrite> <rules> <rule name="Magento SEO: remove index.php from URL"> <match url="^(?!index.php)([^?#]*)(\\?([^#]*))?(#(.*))?" /> <conditions> <add input="{URL}" pattern="^/(media|skin|js)/" ignoreCase="false" negate="true" /> <add input="{REQUEST_FILENAME}" matchType="IsFile" ignoreCase="false" negate="true" /> <add input="{REQUEST_FILENAME}" matchType="IsDirectory" ignoreCase="false" negate="true" /> </conditions> <action type="Rewrite" url="index.php/{R:0}" /> </rule> </rules> </rewrite> </system.webServer> </configuration> Next, I wanted to install WordPress. I unzipped all files in folder e:\mydomain\wwwroot\wordpress Browsed to www.mydomain.com/wordpress/wp-admin/install.php, where I configured everything for my database. Everything was installed correctly. I then navigate to http://www.mydomain.com/wordpress/wp-login.php where I type my credentials. I seem to be logged in and am redirected to http://www.mydomain.com/wordpress/wp-admin/ But there I receive an empty page. I enabled detailed error message in IIS following this article: http://www.iis.net/learn/troubleshoot/diagnosing-http-errors/how-to-use-http-detailed-errors-in-iis I also checkec with Fiddler and see that I receive a 500 error: GET /wordpress/wp-admin/ HTTP/1.1 Host: www.mydomain.com Connection: keep-alive Cache-Control: max-age=0 Accept: text/html,application/xhtml+xml,application/xml;q=0.9,/;q=0.8 User-Agent: Mozilla/5.0 (Windows NT 6.1; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/29.0.1547.76 Safari/537.36 Referer: http://www.mydomain.com/wordpress/wp-login.php Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8,nl;q=0.6 Cookie: wordpress_fabec4083cf12d8de89c98e8aef4b7e3=floran%7C1381236774%7C2d8edb4fc6618f290fadb49b035cad31; wordpress_test_cookie=WP+Cookie+check; wordpress_logged_in_fabec4083cf12d8de89c98e8aef4b7e3=floran%7C1381236774%7Cbf822163926b8b8df16d0f1fefb6e02e HTTP/1.1 500 Internal Server Error Content-Type: text/html Server: Microsoft-IIS/7.5 X-Powered-By: PHP/5.4.14 X-Powered-By: ASP.NET Date: Sun, 06 Oct 2013 12:56:03 GMT Content-Length: 0 My WordPress web.config in folder e:\mydomain\wwwroot\wordpress contains: <?xml version="1.0" encoding="UTF-8"?> <configuration> <system.webServer> <rewrite> <rules> <rule name="wordpress" patternSyntax="Wildcard"> <match url="*"/> <conditions> <add input="{REQUEST_FILENAME}" matchType="IsFile" negate="true"/> <add input="{REQUEST_FILENAME}" matchType="IsDirectory" negate="true"/> </conditions> <action type="Rewrite" url="index.php"/> </rule></rules> </rewrite> </system.webServer> </configuration> I also want my WordPress articles to be available on www.mydomain.com/blog instead of www.mydomain.com/wordpress Ofcourse my admin links for Magento and Wordpress should also work. How can I configure my web.config files to achieve the above?

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  • XNA 4.0 - Normal mapping shader - strange texture artifacts

    - by Taylor
    I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures in greater distance. It looks like this: Image link This is HLSL code: // Matrix float4x4 World : World; float4x4 View : View; float4x4 Projection : Projection; //Textury texture2D ColorMap; sampler2D ColorMapSampler = sampler_state { Texture = <ColorMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; texture2D NormalMap; sampler2D NormalMapSampler = sampler_state { Texture = <NormalMap>; MinFilter = Anisotropic; MagFilter = Linear; MipFilter = Linear; MaxAnisotropy = 16; }; // Light float4 AmbientColor : Color; float AmbientIntensity; float3 DiffuseDirection : LightPosition; float4 DiffuseColor : Color; float DiffuseIntensity; float4 SpecularColor : Color; float3 CameraPosition : CameraPosition; float Shininess; // The input for the VertexShader struct VertexShaderInput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : NORMAL0; float3 Binormal : BINORMAL0; float3 Tangent : TANGENT0; }; // The output from the vertex shader, used for later processing struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 View : TEXCOORD1; float3x3 WorldToTangentSpace : TEXCOORD2; }; // The VertexShader. VertexShaderOutput VertexShaderFunction(VertexShaderInput input, float3 Normal : NORMAL) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; output.WorldToTangentSpace[0] = mul(normalize(input.Tangent), World); output.WorldToTangentSpace[1] = mul(normalize(input.Binormal), World); output.WorldToTangentSpace[2] = mul(normalize(input.Normal), World); output.View = normalize(float4(CameraPosition,1.0) - worldPosition); return output; } // The Pixel Shader float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float4 color = tex2D(ColorMapSampler, input.TexCoord); float3 normalMap = 2.0 *(tex2D(NormalMapSampler, input.TexCoord)) - 1.0; normalMap = normalize(mul(normalMap, input.WorldToTangentSpace)); float4 normal = float4(normalMap,1.0); float4 diffuse = saturate(dot(-DiffuseDirection,normal)); float4 reflect = normalize(2*diffuse*normal-float4(DiffuseDirection,1.0)); float4 specular = pow(saturate(dot(reflect,input.View)), Shininess); return color * AmbientColor * AmbientIntensity + color * DiffuseIntensity * DiffuseColor * diffuse + color * SpecularColor * specular; } // Techniques technique Lighting { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } Any advice? Thanks!

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  • Collisions not working as intended

    - by Stan
    I'm making a game, it's a terraria-like game, with 20x20 blocks, and you can place and remove those blocks. Now, I am trying to write collisions, but it isn't working as I want, the collision succesfully stops the player from going through the ground, but, when I press a key like A + S, that means if I walk down and left (Noclip is on atm), my player will go into the ground, bug up, and exit the ground somewhere else in the level. I made a video of it. The red text means which buttons I am pressing. http://www.youtube.com/watch?v=mo4frZyNwOs You see, if I press A and S together, I go into the ground. Here is my collision code: Vector2 collisionDist, normal; private bool IsColliding(Rectangle body1, Rectangle body2) { normal = Vector2.Zero; Vector2 body1Centre = new Vector2(body1.X + (body1.Width / 2), body1.Y + (body1.Height / 2)); Vector2 body2Centre = new Vector2(body2.X + (body2.Width / 2), body2.Y + (body2.Height / 2)); Vector2 distance, absDistance; float xMag, yMag; distance = body1Centre - body2Centre; float xAdd = ((body1.Width) + (body2.Width)) / 2.0f; float yAdd = ((body1.Height) + (body2.Height)) / 2.0f; absDistance.X = (distance.X < 0) ? -distance.X : distance.X; absDistance.Y = (distance.Y < 0) ? -distance.Y : distance.Y; if (!((absDistance.X < xAdd) && (absDistance.Y < yAdd))) return false; xMag = xAdd - absDistance.X; yMag = yAdd - absDistance.Y; if (xMag < yMag) normal.X = (distance.X > 0) ? xMag : -xMag; else normal.Y = (distance.Y > 0) ? yMag : -yMag; return true; } private void PlayerCollisions() { foreach (Block blocks in allTiles) { collisionDist = Vector2.Zero; if (blocks.Texture != airTile && blocks.Texture != stoneDarkTexture && blocks.Texture != stoneDarkTextureSelected && blocks.Texture != airTileSelected && blocks.Texture != doorTexture && blocks.Texture != doorTextureSelected) { if (IsColliding(player.plyRect, blocks.tileRect)) { if (normal.Length() > collisionDist.Length()) { collisionDist = normal; } player.Position.X += collisionDist.X; player.Position.Y += collisionDist.Y; break; } } } } I got PlayerCollisions() running in my Update method. As you can see it works partly, but if it runs perfectly, it would be awesome, though I have no idea how to fix this problem. Help would be greatly appreciated. EDIT: If I remove the break; it works partly, then it is just the thing that it spasms when it hits two or more blocks at once, like, if I touch 2/3 blocks at once, it does twice the force up. How can I make it so that it only does the force for one block, so it stays correct, and does not spasm? Thanks.

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  • Computing a normal matrix in conjunction with gluLookAt

    - by Chris Smith
    I have a hand-rolled camera class that converts yaw, pitch, and roll angles into a forward, side, and up vector suitable for calling gluLookAt. Using this camera class I can modify the model-view matrix to move about the 3D world just fine. However, I am having trouble when using this camera class (and associated model-view matrix) when trying to perform directional lighting in my vertex shader. The problem is that the light direction, (0, 1, 0) for example, is relative to where the 'camera is looking' and not the actual world coordinates. (Or is this eye coordinates vs. model coordinates?) I would like the light direction to be unaffected by the camera's viewing direction. For example, when the camera is looking down the Z axis the ground is lit correctly. However, if I point the camera straight at the ground, then it goes dark. This is (I think) because the light direction is parallel with the camera's 'up' vector which is perpendicular with the ground's normal vector. I tried computing the normal matrix without taking the camera's model view into account, but then none of my objects were rotated correctly. Sorry if this sounds vague. I suspect there is a straight forward answer, but I'm not 100% clear on how the normal matrix should be used for transforming vertex normals in my vertex shader. For reference, here is pseudo code for my rendering loop: pMatrix = new Matrix(); pMatrix = makePerspective(...) mvMatrix = new Matrix() camera.apply(mvMatrix); // Calls gluLookAt // Move the object into position. mvMatrix.translatev(position); mvMatrix.rotatef(rotation.x, 1, 0, 0); mvMatrix.rotatef(rotation.y, 0, 1, 0); mvMatrix.rotatef(rotation.z, 0, 0, 1); var nMatrix = new Matrix(); nMatrix.set(mvMatrix.get().getInverse().getTranspose()); // Set vertex shader uniforms. gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, false, new Float32Array(pMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.mvMatrixUniform, false, new Float32Array(mvMatrix.getFlattened())); gl.uniformMatrix4fv(shaderProgram.nMatrixUniform, false, new Float32Array(nMatrix.getFlattened())); // ... gl.drawElements(gl.TRIANGLES, this.vertexIndexBuffer.numItems, gl.UNSIGNED_SHORT, 0); And the corresponding vertex shader: // Attributes attribute vec3 aVertexPosition; attribute vec4 aVertexColor; attribute vec3 aVertexNormal; // Uniforms uniform mat4 uMVMatrix; uniform mat4 uNMatrix; uniform mat4 uPMatrix; // Varyings varying vec4 vColor; // Constants const vec3 LIGHT_DIRECTION = vec3(0, 1, 0); // Opposite direction of photons. const vec4 AMBIENT_COLOR = vec4 (0.2, 0.2, 0.2, 1.0); float ComputeLighting() { vec4 transformedNormal = vec4(aVertexNormal.xyz, 1.0); transformedNormal = uNMatrix * transformedNormal; float base = dot(normalize(transformedNormal.xyz), normalize(LIGHT_DIRECTION)); return max(base, 0.0); } void main(void) { gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0); float lightWeight = ComputeLighting(); vColor = vec4(aVertexColor.xyz * lightWeight, 1.0) + AMBIENT_COLOR; } Note that I am using WebGL, so if the anser is use glFixThisProblem(...) any pointers on how to re-implement that on WebGL if missing would be appreciated.

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  • Tessellation Texture Coordinates

    - by Stuart Martin
    Firstly some info - I'm using DirectX 11 , C++ and I'm a fairly good programmer but new to tessellation and not a master graphics programmer. I'm currently implementing a tessellation system for a terrain model, but i have reached a snag. My current system produces a terrain model from a height map complete with multiple texture coordinates, normals, binormals and tangents for rendering. Now when i was using a simple vertex and pixel shader combination everything worked perfectly but since moving to include a hull and domain shader I'm slightly confused and getting strange results. My terrain is a high detail model but the textured results are very large patches of solid colour. My current setup passes the model data into the vertex shader then through the hull into the domain and then finally into the pixel shader for use in rendering. My only thought is that in my hull shader i pass the information into the domain shader per patch and this is producing the large areas of solid colour because each patch has identical information. Lighting and normal data are also slightly off but not as visibly as texturing. Below is a copy of my hull shader that does not work correctly because i think the way that i am passing the data through is incorrect. If anyone can help me out but suggesting an alternative way to get the required data into the pixel shader? or by showing me the correct way to handle the data in the hull shader id be very thankful! cbuffer TessellationBuffer { float tessellationAmount; float3 padding; }; struct HullInputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; }; struct ConstantOutputType { float edges[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; struct HullOutputType { float3 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float2 tex2 : TEXCOORD1; float4 depthPosition : TEXCOORD2; }; ConstantOutputType ColorPatchConstantFunction(InputPatch<HullInputType, 3> inputPatch, uint patchId : SV_PrimitiveID) { ConstantOutputType output; output.edges[0] = tessellationAmount; output.edges[1] = tessellationAmount; output.edges[2] = tessellationAmount; output.inside = tessellationAmount; return output; } [domain("tri")] [partitioning("integer")] [outputtopology("triangle_cw")] [outputcontrolpoints(3)] [patchconstantfunc("ColorPatchConstantFunction")] HullOutputType ColorHullShader(InputPatch<HullInputType, 3> patch, uint pointId : SV_OutputControlPointID, uint patchId : SV_PrimitiveID) { HullOutputType output; output.position = patch[pointId].position; output.tex = patch[pointId].tex; output.tex2 = patch[pointId].tex2; output.normal = patch[pointId].normal; output.tangent = patch[pointId].tangent; output.binormal = patch[pointId].binormal; return output; } Edited to include the domain shader:- [domain("tri")] PixelInputType ColorDomainShader(ConstantOutputType input, float3 uvwCoord : SV_DomainLocation, const OutputPatch<HullOutputType, 3> patch) { float3 vertexPosition; PixelInputType output; // Determine the position of the new vertex. vertexPosition = uvwCoord.x * patch[0].position + uvwCoord.y * patch[1].position + uvwCoord.z * patch[2].position; output.position = mul(float4(vertexPosition, 1.0f), worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); output.depthPosition = output.position; output.tex = patch[0].tex; output.tex2 = patch[0].tex2; output.normal = patch[0].normal; output.tangent = patch[0].tangent; output.binormal = patch[0].binormal; return output; }

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  • Internet Explorer and margins

    - by Hailwood
    Hi there. I have some pretty simple html which is meant to make a layout as below. To push the tabs down from the userbar I am using margin-top: 35px; However in internet explorer the tabs are completly misaligned(the top of the tabs is where the bottom should be). So I need to use margin-top: -50px; for internet explorer. Why is this and how can I fix it without using a ie specific stylesheet <div id="pageHead"> <div id="userBar"> <span class="bold">Hi Matthew Hailwood | <a href="#">Logout</a> </div> <a href="http://localhost/buzz/" id="pageLogo"></a> <div id="pageTabs" class="clearfix"> <ul> <li><a href="http://localhost/buzzil/templates">Templates</a></li> <li><a href="http://localhost/buzzil/messaging">Messaging</a></li> <li><a href="http://localhost/buzzil/contacts">Contacts</a></li> </ul> </div> </div> With the css being #pageHead { height: 100px; } #pageLogo { float: left; width: 149px; height: 77px; margin-top: 11px; background: transparent url('../images/logo.png') no-repeat; } #userBar { text-align: right; color: #fff; margin-top: 10px; } #userBar a:link, #userBar a:visited, #userBar a:active { font-weight: normal; color: #E0B343; text-decoration: none; } .clearfix:after { content: "."; display: block; clear: both; visibility: hidden; line-height: 0; height: 0; } .clearfix { display: inline-block; } html[xmlns] .clearfix { display: block; } * html .clearfix { height: 1%; } #pageTabs { float: right; margin-top: 35px; } #pageTabs ul { position: relative; width: 100%; list-style: none; margin: 0; padding: 0; border-left: 1px solid #000; } #pageTabs ul li { float: right; background: url(../images/tabsBg.png) no-repeat 0% 0%; border-left: 1px solid #000; margin-left: -1px; } #pageTabs ul li a:link, #pageTabs ul li a:visited, #pageTabs ul li a:active { color: #fff; background: url(../images/tabsBg.png) no-repeat 100% 0%; display: block; font-size: 14px; font-weight: bold; line-height: 42px; text-transform: uppercase; padding: 4px 32px; text-decoration: none; } #pageTabs ul li a:hover, #pageTabs ul li a:focus { text-decoration: underline; }

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  • How to translate along Z axis in OpenTK

    - by JeremyJAlpha
    I am playing around with an OpenGL sample application I downloaded for Xamarin-Android. The sample application produces a rotating colored cube I would simply like to edit it so that the rotating cube is translated along the Z axis and disappears into the distance. I modified the code by: adding an cumulative variable to store my Z distance, adding GL.Enable(All.DepthBufferBit) - unsure if I put it in the right place, adding GL.Translate(0.0f, 0.0f, Depth) - before the rotate functions, Result: cube rotates a couple of times then disappears, it seems to be getting clipped out of the frustum. So my question is what is the correct way to use and initialize the Z buffer and get the cube to travel along the Z axis? I am sure I am missing some function calls but am unsure of what they are and where to put them. I apologise in advance as this is very basic stuff but am still learning :P, I would appreciate it if anyone could show me the best way to get the cube to still rotate but to also move along the Z axis. I have commented all my modifications in the code: // This gets called when the drawing surface is ready protected override void OnLoad (EventArgs e) { // this call is optional, and meant to raise delegates // in case any are registered base.OnLoad (e); // UpdateFrame and RenderFrame are called // by the render loop. This is takes effect // when we use 'Run ()', like below UpdateFrame += delegate (object sender, FrameEventArgs args) { // Rotate at a constant speed for (int i = 0; i < 3; i ++) rot [i] += (float) (rateOfRotationPS [i] * args.Time); }; RenderFrame += delegate { RenderCube (); }; GL.Enable(All.DepthBufferBit); //Added by Noob GL.Enable(All.CullFace); GL.ShadeModel(All.Smooth); GL.Hint(All.PerspectiveCorrectionHint, All.Nicest); // Run the render loop Run (30); } void RenderCube () { GL.Viewport(0, 0, viewportWidth, viewportHeight); GL.MatrixMode (All.Projection); GL.LoadIdentity (); if ( viewportWidth > viewportHeight ) { GL.Ortho(-1.5f, 1.5f, 1.0f, -1.0f, -1.0f, 1.0f); } else { GL.Ortho(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f); } GL.MatrixMode (All.Modelview); GL.LoadIdentity (); Depth -= 0.02f; //Added by Noob GL.Translate(0.0f,0.0f,Depth); //Added by Noob GL.Rotate (rot[0], 1.0f, 0.0f, 0.0f); GL.Rotate (rot[1], 0.0f, 1.0f, 0.0f); GL.Rotate (rot[2], 0.0f, 1.0f, 0.0f); GL.ClearColor (0, 0, 0, 1.0f); GL.Clear (ClearBufferMask.ColorBufferBit); GL.VertexPointer(3, All.Float, 0, cube); GL.EnableClientState (All.VertexArray); GL.ColorPointer (4, All.Float, 0, cubeColors); GL.EnableClientState (All.ColorArray); GL.DrawElements(All.Triangles, 36, All.UnsignedByte, triangles); SwapBuffers (); }

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  • Extrapolation breaks collision detection

    - by user22241
    Before applying extrapolation to my sprite's movement, my collision worked perfectly. However, after applying extrapolation to my sprite's movement (to smooth things out), the collision no longer works. This is how things worked before extrapolation: However, after I implement my extrapolation, the collision routine breaks. I am assuming this is because it is acting upon the new coordinate that has been produced by the extrapolation routine (which is situated in my render call ). After I apply my extrapolation How to correct this behaviour? I've tried puting an extra collision check just after extrapolation - this does seem to clear up a lot of the problems but I've ruled this out because putting logic into my rendering is out of the question. I've also tried making a copy of the spritesX position, extrapolating that and drawing using that rather than the original, thus leaving the original intact for the logic to pick up on - this seems a better option, but it still produces some weird effects when colliding with walls. I'm pretty sure this also isn't the correct way to deal with this. I've found a couple of similar questions on here but the answers haven't helped me. This is my extrapolation code: public void onDrawFrame(GL10 gl) { //Set/Re-set loop back to 0 to start counting again loops=0; while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){ SceneManager.getInstance().getCurrentScene().updateLogic(); nextGameTick+=skipTicks; timeCorrection += (1000d/ticksPerSecond) % 1; nextGameTick+=timeCorrection; timeCorrection %=1; loops++; tics++; } extrapolation = (float)(System.currentTimeMillis() + skipTicks - nextGameTick) / (float)skipTicks; render(extrapolation); } Applying extrapolation render(float extrapolation){ //This example shows extrapolation for X axis only. Y position (spriteScreenY is assumed to be valid) extrapolatedPosX = spriteGridX+(SpriteXVelocity*dt)*extrapolation; spriteScreenPosX = extrapolationPosX * screenWidth; drawSprite(spriteScreenX, spriteScreenY); } Edit As I mentioned above, I have tried making a copy of the sprite's coordinates specifically to draw with.... this has it's own problems. Firstly, regardless of the copying, when the sprite is moving, it's super-smooth, when it stops, it's wobbling slightly left/right - as it's still extrapolating it's position based on the time. Is this normal behavior and can we 'turn it off' when the sprite stops? I've tried having flags for left / right and only extrapolating if either of these is enabled. I've also tried copying the last and current positions to see if there is any difference. However, as far as collision goes, these don't help. If the user is pressing say, the right button and the sprite is moving right, when it hits a wall, if the user continues to hold the right button down, the sprite will keep animating to the right, while being stopped by the wall (therefore not actually moving), however because the right flag is still set and also because the collision routine is constantly moving the sprite out of the wall, it still appear to the code (not the player) that the sprite is still moving, and therefore extrapolation continues. So what the player would see, is the sprite 'static' (yes, it's animating, but it's not actually moving across the screen), and every now and then it shakes violently as the extrapolation attempts to do it's thing....... Hope this help

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  • FBX Importer - Texture Name

    - by CmasterG
    I have a problem with the FBX SDK. I read in the data for the vertex position and the uv coordinates. It works fine, but now I want to read for each polygon to which texture it belongs, so that I can have models with multiple textures. Can anyone tell me how I can get the texture name (file name) for my polygon. My code to read in vertex position and uv coordinates is the following: int i, j, lPolygonCount = pMesh->GetPolygonCount(); FbxVector4* lControlPoints = pMesh->GetControlPoints(); int vertexId = 0; for (i = 0; i < lPolygonCount; i++) { int lPolygonSize = pMesh->GetPolygonSize(i); for (j = 0; j < lPolygonSize; j++) { int lControlPointIndex = pMesh->GetPolygonVertex(i, j); FbxVector4 pos = lControlPoints[lControlPointIndex]; current_model[vertex_index].x = pos.mData[0] - pivot_offset[0]; current_model[vertex_index].y = pos.mData[1] - pivot_offset[1]; current_model[vertex_index].z = pos.mData[2]- pivot_offset[2]; FbxVector4 vertex_normal; pMesh->GetPolygonVertexNormal(i,j, vertex_normal); current_model[vertex_index].nx = vertex_normal.mData[0]; current_model[vertex_index].ny = vertex_normal.mData[1]; current_model[vertex_index].nz = vertex_normal.mData[2]; //read in UV data FbxStringList lUVSetNameList; pMesh->GetUVSetNames(lUVSetNameList); //get lUVSetIndex-th uv set const char* lUVSetName = lUVSetNameList.GetStringAt(0); const FbxGeometryElementUV* lUVElement = pMesh->GetElementUV(lUVSetName); if(!lUVElement) continue; // only support mapping mode eByPolygonVertex and eByControlPoint if( lUVElement->GetMappingMode() != FbxGeometryElement::eByPolygonVertex && lUVElement->GetMappingMode() != FbxGeometryElement::eByControlPoint ) return; //index array, where holds the index referenced to the uv data const bool lUseIndex = lUVElement->GetReferenceMode() != FbxGeometryElement::eDirect; const int lIndexCount= (lUseIndex) ? lUVElement->GetIndexArray().GetCount() : 0; FbxVector2 lUVValue; //get the index of the current vertex in control points array int lPolyVertIndex = pMesh->GetPolygonVertex(i,j); //the UV index depends on the reference mode //int lUVIndex = lUseIndex ? lUVElement->GetIndexArray().GetAt(lPolyVertIndex) : lPolyVertIndex; int lUVIndex = pMesh->GetTextureUVIndex(i, j); lUVValue = lUVElement->GetDirectArray().GetAt(lUVIndex); current_model[vertex_index].tu = (float)lUVValue.mData[0]; current_model[vertex_index].tv = (float)lUVValue.mData[1]; vertex_index ++; } } float v1[3], v2[3], v3[3]; v1[0] = current_model[vertex_index - 3].x; v1[1] = current_model[vertex_index - 3].y; v1[2] = current_model[vertex_index - 3].z; v2[0] = current_model[vertex_index - 2].x; v2[1] = current_model[vertex_index - 2].y; v2[2] = current_model[vertex_index - 2].z; v3[0] = current_model[vertex_index - 1].x; v3[1] = current_model[vertex_index - 1].y; v3[2] = current_model[vertex_index - 1].z; collision_model->addTriangle(v1,v2,v3);

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  • An open plea to Microsoft to fix the serializers in WCF.

    - by Scott Wojan
    I simply DO NOT understand how Microsoft can be this far along with a tool like WCF and it STILL tout it as being an "Enterprise" tool. For example... The following is a simple xsd schema with a VERY simple data contract that any enterprise would expect an "enterprise system" to be able to handle: <?xml version="1.0" encoding="utf-8"?> <xs:schema id="Sample"     targetNamespace="http://tempuri.org/Sample.xsd"     elementFormDefault="qualified"     xmlns="http://tempuri.org/Sample.xsd"     xmlns:mstns="http://tempuri.org/Sample.xsd"     xmlns:xs="http://www.w3.org/2001/XMLSchema">    <xs:element name="SomeDataElement">     <xs:annotation>       <xs:documentation>This documents the data element. This sure would be nice for consumers to see!</xs:documentation>     </xs:annotation>     <xs:complexType>       <xs:all>         <xs:element name="Description" minOccurs="0">           <xs:simpleType>             <xs:restriction base="xs:string">               <xs:minLength value="0"/>               <xs:maxLength value="255"/>             </xs:restriction>           </xs:simpleType>         </xs:element>       </xs:all>       <xs:attribute name="IPAddress" use="required">         <xs:annotation>           <xs:documentation>Another explanation!  WOW!</xs:documentation>         </xs:annotation>         <xs:simpleType>           <xs:restriction base="xs:string">             <xs:pattern value="(([1-9]?[0-9]|1[0-9][0-9]|2[0-4][0-9]|25[0-5])\.){3}([1-9]?[0-9]|1[0-9][0-9]|2[0-4][0-9]|25[0-5])"/>           </xs:restriction>         </xs:simpleType>       </xs:attribute>     </xs:complexType>  </xs:element>   </xs:schema>  An minimal example xml document would be: <?xml version="1.0"encoding="utf-8" ?> <SomeDataElementxmlns="http://tempuri.org/Sample.xsd" IPAddress="1.1.168.10"> </SomeDataElement> With the max example being:  <?xml version="1.0"encoding="utf-8" ?> <SomeDataElementxmlns="http://tempuri.org/Sample.xsd" IPAddress="1.1.168.10">  <Description>ddd</Description> </SomeDataElement> This schema simply CANNOT be exposed by WCF.  Let's list why:  svcutil.exe will not generate classes for you because it can't read an xsd with xs:annotation. Even if you remove the documentation, the DataContractSerializer DOES NOT support attributes so IPAddress would become an element this not meeting the contract xsd.exe could generate classes but it is a very legacy tool, generates legacy code, and you still suffer from the following issues: NONE of the serializers support emitting of the xs:annotation documentation.  You'd think a consumer would really like to have as much documentation as possible! NONE of the serializers support the enforcement of xs:restriction so you can forget about the xs:minLength, xs:maxLength, or xs:pattern enforcement. Microsoft... please, please, please, please look at putting the work into your serializers so that they support the very basics of designing enterprise data contracts!!

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