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  • Using LINQ to search a byte array for all subarrays that start/stop with certain byte

    - by Joel B
    I'm dealing with a COM port application and we have a defined variable-length packet structure that I'm talking to a micro-controller with. The packet has delimiters for the start and stop bytes. The trouble is that sometimes the read buffer can contain extraneous characters. It seems like I'll always get the whole packet, just some extra chatter before/after the actual data. So I have a buffer that I append data to whenever new data is received from the COM port. What is the best way to search this buffer for any possible occurrences of my packet? For example: Say my packet delimiter is 0xFF and I have an array as such { 0x00, 0xFF, 0x02, 0xDA, 0xFF, 0x55, 0xFF, 0x04 } How can I create a function/LINQ-statment that returns all subarrays that start and end with the delimiter (almost like a sliding-correlator with wildcards)? The sample would return the following 3 arrays: {0xFF, 0x02, 0xDA, 0xFF}, {0xFF, 0x55, 0xFF}, and {0xFF, 0x02, 0xDA, 0xFF, 0x55, 0xFF}

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  • JNI_CreateJavaVM: Buffer overrun if I throw an exception in case of failure

    - by Dominik Fretz
    Hi, In a C++ project, I use the JNI invocation API to launch a JVM. I've done a little wrapper arount the JVM so I can use all the needed parts in a OO fashion. So far that works great. Now, if the JVM does not start (JNI_CreateJavaVM returns a value < 0) I'd like to raise an exception within my C++ code.But if I throw an exception after JNI_CreateJavaVM, I get a buffer overrun. If I raise the exception without the JNI_CreateJavaVM call, it works as expected. Does anyone have a clue on what the issue could be here? Or how to debug this? Environment: Windows, Visual Studio 2008 JDK: jrockit27.6jdk16005, but happens with SUN stock one as well Cheers Dominik

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  • Access: Reading deleted record buffer

    - by Michael Itzoe
    According to the Access (2003) documentation, when you delete a record, it's placed in a buffer, then the BeforeDeleteConfirm event is raised, then the AfterConfirmDelete ad Delete events. In my table if a record is deleted, I need to add one of its field values (a quantity value) to a field in another table. I tried setting the quantity to a private variable in the Current event, but as soon as I delete click delete, it looks like the Current event fires again and resets my variable. How can I access the value of a field in a deleted record?

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  • How does memory management in Java and C# differ?

    - by David Johnstone
    I was reading through 2010 CWE/SANS Top 25 Most Dangerous Programming Errors and one of the entries is for Buffer Copy without Checking Size of Input. It suggests using a language with features to prevent or mitigate this problem, and says: For example, many languages that perform their own memory management, such as Java and Perl, are not subject to buffer overflows. Other languages, such as Ada and C#, typically provide overflow protection, but the protection can be disabled by the programmer. I was not aware that Java and C# differed in any meaningful way with regard to memory management. How is it that Java is not subject to buffer overflows, while C# only protects against overflows? And how is it possible to disable this protection in C#?

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  • Notepad++ setting to clear the undo buffer on save

    - by J Jones
    Hello, I've noticed that Notepad++ is clearing the undo buffer when I save a file. This just started happening when I updated the editor to version 5.6.8. (previous version was pretty old... 5.3.? perhaps...) I've seen one reference out there (look at last bullet of answer) that this might be a setting I can change. But for the life of me, I can't find it. Anyone familiar with this?

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  • MS Build Server 2010 - Buffer Overflow

    - by user329005
    Hey everybody, I try to build an solution in MS Build Server (MS Visual Studio 2010 ver 10.0.30319.1) about ServerTasks - Builds - Server Task Builder - Queue new Built and go, 47 seconds later I get an error output: CSC: Unexpected error creating debug information file 'c:\Builds\1\ServerTasks\Server-Tasks Builder\Sources\ThirdParty\Sources\samus-mongodb-csharp-2b8934f\MongoDB.Linq\obj\Debug\MongoDB.Linq.PDB' -- 'c:\Builds\1\ServerTasks\Server-Tasks Builder\Sources\ThirdParty\Sources\samus-mongodb-csharp-2b8934f\MongoDB.Linq\obj\Debug\MongoDB.Linq.pdb: Access denied I checked the permissions of directory and set it (for debug purposes only) to grant access for all users, but still having an issue. Running the Procmon and filter file access for directory: 'c:\Builds\1\ServerTasks\Server-Tasks Builder\Sources\ThirdParty\Sources\samus-mongodb-csharp-2b8934f\MongoDB.Linq\obj\Debug\' tells me: 16:41:00,5449813 TFSBuildServiceHost.exe 3528 QuerySecurityFile C:\Builds\1\ServerTasks\Server-Tasks Builder\Sources\ThirdParty\Sources\samus-mongodb-csharp-2b8934f\MongoDB.Linq\obj\Debug BUFFER OVERFLOW Information: DACL, 0x20000000 and 16:41:00,5462119 TFSBuildServiceHost.exe 3528 QueryOpen C:\Builds\1\ServerTasks\Server-Tasks Builder\Sources\ThirdParty\Sources\samus-mongodb-csharp-2b8934f\MongoDB.Linq\obj\Debug FAST IO DISALLOWED Any ideas?

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  • iPhone and Vertex Buffer Objects

    - by dancer
    I've just started playing around with opengl es on the iphone the past couple of weeks and i'm looking at refactoring some of my code to use Vertex Buffer Objects(VBO). Before I do though I would like to make sure it'll be worth it. The problem is that afaik the only reason you create VBO's is to shift a chunk of data onto the graphics card so that it doesn't need to be retrieved from system ram when it's used. The iPhone however does not have any dedicated ram that I'm aware of so i'm struggling to see why I would benefit at all from using VBO's. I have seen talk around the internet with conflicting opinions and apple certainly want dev's to use it so there's probably still a reason to use them but just wanted to see if anyone on SO had an opinion to add.

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  • Will SerialPort DataRecieved Event Trigger Repeatedly..

    - by Gunner
    Suppose I read data from SerialPort whenever there is 100 or bytes available or else nothing is done. That means, the remaining data will still be available in the SerialPort Buffer. This reading is done inside the event handler of DataReceived. Now If a situation arises, when there there is, say 50 bytes in the SerilaPort Buffer and no more data comes. From what I understand, the DataReceived Event will be triggered when ever there is certain amount of bytes available for reading from the Buffer. Now, in the given scenario, If i never read those 50 bytes, will the Event get activated continuously due to the presence of these unread bytes?

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  • WPF texbox focus when render to offscreen buffer

    - by dr.mo
    i am rendering a textbox to an offscreen buffer using RenderTargetBitmap and i want to enter text into this textbox, however, i can't set the textbox focus (using Focus() has no effect - presumably because the canvas is not attached to a real window?) this has two consequenes: 1 the keyboard input doesn't get captured 2. even if i set the text manually using TextBox text and CaretIndex = index i dont get a caret because of the lack of focus. is there a way to make this focus somehow? and if not, i'd like to at least have the caret visible even if there is no focus, but can't see a way of doing this.

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  • Creating a new buffer with text using EmacsClient

    - by User1
    I have a program that can send text to any other program for further analysis (eg sed, grep, etc). I would like it to send the data to Emacs and do analysis there. How would I do that? EmacsClient takes a filename by default, this is a data string not a file and I really don't want to create and delete files just to send data to Emacs. EmacsClient has an "eval" command-line option that let's you execute lisp code instead of open files. Is there a simple lisp function that will open a new buffer with the given text?

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  • Practicing buffer overflow attack in Ubuntu

    - by wakandan
    I am trying to learn to use buffer overflow attack in Ubuntu. Unfortunately, I cannot turn off Address Space Layout Randomization (ASLR) feature in this OS, which is turned on by default. I have tried some work around found in some fedora books: echo "0" > /proc/sys/kernel/randomize_va_space but for some reason the protection's still there. Please give me some suggestions. Thanks. [edit]Actually the above command was not successful, it said "Permission Denied", even with sudo. How can I fix that? [adding] I kept on getting segmetation fault error when it shows an address in stack. Is it related to non-executable stack in ubuntu :(?

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  • What is faster: multiple `send`s or using buffering?

    - by dauerbaustelle
    I'm playing around with sockets in C/Python and I wonder what is the most efficient way to send headers from a Python dictionary to the client socket. My ideas: use a send call for every header. Pros: No memory allocation needed. Cons: many send calls -- probably error prone; error management should be rather complicated use a buffer. Pros: one send call, error checking a lot easier. Cons: Need a buffer :-) malloc/realloc should be rather slow and using a (too) big buffer to avoid realloc calls wastes memory. Any tips for me? Thanks :-)

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  • Java serial comm notifyOnDataAvailable configure receive buffer size?

    - by fred basset
    Hi All, I have a Java serial driver that's using the notifyOnDataAvailable mode to enable async. receive notification. I see an occasional problem where the SerialPortEvent.DATA_AVAILABLE serial event is not called until a relatively large no. of characters have been received (e.g. 34). The problem is that the sender sent a 20 byte packet, so the Java receiver did not send an ACK until the sender did a retry of the 20 byte send. Is there any way in Java COMM to configure the size of the receive buffer?

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  • Appropriate data structure for a buffer of the packets

    - by psihodelia
    How to implement a buffer of the packets where each packet is of the form: typedef struct{ int32 IP; //4-byte IP-address int16 ID; //unique sequence id }t_Packet; What should be the most appropriate data structure which: (1) allows to collect at least 8000 such packets (fast Insert and Delete operations) (2) allows very fast filtering using IP address, so that only packets with given IP will be selected (3) allows very fast find operation using ID as a key (4) allows very fast (2), then (3) within filtered results ? RAM size does matter, e.g. no huge lookup table is possible to use.

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  • Unsafe, super-fast cross-process memory buffer?

    - by John
    Cross-process memory buffers always have some overhead, and my understanding is this is quite high. But what if you're implementing a cross-process render-buffer, this isn't critically important in the same way as other data so are there techniques we can use to get 'raw' access to a chunk of memory from multiple processes, with no safety nets apart from it not crashing? Or do modern operating systems simply not work with unabstracted memory in a way to make this possible? I'm working in C++ but the question applies to Win XP/Vista/7, MacOSX 10.5+ (& Linux less importantly).

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  • Increase a recive buffer in UDP socket

    - by unresolved_external
    I'wm writing an app, which transmits video and obviously uses UDP protocol fot this purpose. So I am wondering how can I increase a size of send/recieve buffer, cause currently the maximal size of data, which I can send is 65000 bytes. I already tried to do it in following way: int option = 262144; if(setsockopt(m_SocketHandle,SOL_SOCKET,SO_RCVBUF ,(char*)&option,sizeof(option)) < 0) { printf("setsockopt failed\n"); } But it did not work. So how can I do it?

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  • Render To Texture Using OpenGL is not working but normal rendering works just fine

    - by Franky Rivera
    things I initialize at the beginning of the program I realize not all of these pertain to my issue I just copy and pasted what I had //overall initialized //things openGL related I initialize earlier on in the project glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClearDepth( 1.0f ); glEnable(GL_ALPHA_TEST); glEnable( GL_STENCIL_TEST ); glEnable(GL_DEPTH_TEST); glDepthFunc( GL_LEQUAL ); glEnable(GL_CULL_FACE); glFrontFace( GL_CCW ); glEnable(GL_COLOR_MATERIAL); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //we also initialize our shader programs //(i added some shader program functions for definitions) //this enum list is else where in code //i figured it would help show you guys more about my //shader compile creation function right under this enum list VVVVVV /*enum eSHADER_ATTRIB_LOCATION { VERTEX_ATTRIB = 0, NORMAL_ATTRIB = 2, COLOR_ATTRIB, COLOR2_ATTRIB, FOG_COORD, TEXTURE_COORD_ATTRIB0 = 8, TEXTURE_COORD_ATTRIB1, TEXTURE_COORD_ATTRIB2, TEXTURE_COORD_ATTRIB3, TEXTURE_COORD_ATTRIB4, TEXTURE_COORD_ATTRIB5, TEXTURE_COORD_ATTRIB6, TEXTURE_COORD_ATTRIB7 }; */ //if we fail making our shader leave if( !testShader.CreateShader( "SimpleShader.vp", "SimpleShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; if( !testScreenShader.CreateShader( "ScreenShader.vp", "ScreenShader.fp", 3, VERTEX_ATTRIB, "vVertexPos", NORMAL_ATTRIB, "vNormal", TEXTURE_COORD_ATTRIB0, "vTexCoord" ) ) return false; SHADER PROGRAM FUNCTIONS bool CShaderProgram::CreateShader( const char* szVertexShaderName, const char* szFragmentShaderName, ... ) { //here are our handles for the openGL shaders int iGLVertexShaderHandle = -1, iGLFragmentShaderHandle = -1; //get our shader data char *vData = 0, *fData = 0; int vLength = 0, fLength = 0; LoadShaderFile( szVertexShaderName, &vData, &vLength ); LoadShaderFile( szFragmentShaderName, &fData, &fLength ); //data if( !vData ) return false; //data if( !fData ) { delete[] vData; return false; } //create both our shader objects iGLVertexShaderHandle = glCreateShader( GL_VERTEX_SHADER ); iGLFragmentShaderHandle = glCreateShader( GL_FRAGMENT_SHADER ); //well we got this far so we have dynamic data to clean up //load vertex shader glShaderSource( iGLVertexShaderHandle, 1, (const char**)(&vData), &vLength ); //load fragment shader glShaderSource( iGLFragmentShaderHandle, 1, (const char**)(&fData), &fLength ); //we are done with our data delete it delete[] vData; delete[] fData; //compile them both glCompileShader( iGLVertexShaderHandle ); //get shader status int iShaderOk; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLVertexShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLVertexShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szVertexShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLVertexShaderHandle); return false; } glCompileShader( iGLFragmentShaderHandle ); //get shader status glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iShaderOk ); if( iShaderOk == GL_FALSE ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //lets check to see if the fragment shader compiled int iCompiled = 0; glGetShaderiv( iGLVertexShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { //this shader did not compile leave return false; } //lets check to see if the fragment shader compiled glGetShaderiv( iGLFragmentShaderHandle, GL_COMPILE_STATUS, &iCompiled ); if( !iCompiled ) { char* buffer; //get what happend with our shader glGetShaderiv( iGLFragmentShaderHandle, GL_INFO_LOG_LENGTH, &iShaderOk ); buffer = new char[iShaderOk]; glGetShaderInfoLog( iGLFragmentShaderHandle, iShaderOk, NULL, buffer ); //sprintf_s( buffer, "Failure Our Object For %s was not created", szFileName ); MessageBoxA( NULL, buffer, szFragmentShaderName, MB_OK ); //delete our dynamic data free( buffer ); glDeleteShader(iGLFragmentShaderHandle); return false; } //make our new shader program m_iShaderProgramHandle = glCreateProgram(); glAttachShader( m_iShaderProgramHandle, iGLVertexShaderHandle ); glAttachShader( m_iShaderProgramHandle, iGLFragmentShaderHandle ); glLinkProgram( m_iShaderProgramHandle ); int iLinked = 0; glGetProgramiv( m_iShaderProgramHandle, GL_LINK_STATUS, &iLinked ); if( !iLinked ) { //we didn't link return false; } //NOW LETS CREATE ALL OUR HANDLES TO OUR PROPER LIKING //start from this parameter va_list parseList; va_start( parseList, szFragmentShaderName ); //read in number of variables if any unsigned uiNum = 0; uiNum = va_arg( parseList, unsigned ); //for loop through our attribute pairs int enumType = 0; for( unsigned x = 0; x < uiNum; ++x ) { //specify our attribute locations enumType = va_arg( parseList, int ); char* name = va_arg( parseList, char* ); glBindAttribLocation( m_iShaderProgramHandle, enumType, name ); } //end our list parsing va_end( parseList ); //relink specify //we have custom specified our attribute locations glLinkProgram( m_iShaderProgramHandle ); //fill our handles InitializeHandles( ); //everything went great return true; } void CShaderProgram::InitializeHandles( void ) { m_uihMVP = glGetUniformLocation( m_iShaderProgramHandle, "mMVP" ); m_uihWorld = glGetUniformLocation( m_iShaderProgramHandle, "mWorld" ); m_uihView = glGetUniformLocation( m_iShaderProgramHandle, "mView" ); m_uihProjection = glGetUniformLocation( m_iShaderProgramHandle, "mProjection" ); ///////////////////////////////////////////////////////////////////////////////// //texture handles m_uihDiffuseMap = glGetUniformLocation( m_iShaderProgramHandle, "diffuseMap" ); if( m_uihDiffuseMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihDiffuseMap, RM_DIFFUSE+GL_TEXTURE0 ); (0)+ } m_uihNormalMap = glGetUniformLocation( m_iShaderProgramHandle, "normalMap" ); if( m_uihNormalMap != -1 ) { //store what texture index this handle will be in the shader glUniform1i( m_uihNormalMap, RM_NORMAL+GL_TEXTURE0 ); (1)+ } } void CShaderProgram::SetDiffuseMap( const unsigned& uihDiffuseMap ) { (0)+ glActiveTexture( RM_DIFFUSE+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihDiffuseMap ); } void CShaderProgram::SetNormalMap( const unsigned& uihNormalMap ) { (1)+ glActiveTexture( RM_NORMAL+GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, uihNormalMap ); } //MY 2 TEST SHADERS also my math order is correct it pertains to my matrix ordering in my math library once again i've tested the basic rendering. rendering to the screen works fine ----------------------------------------SIMPLE SHADER------------------------------------- //vertex shader looks like this #version 330 in vec3 vVertexPos; in vec3 vNormal; in vec2 vTexCoord; uniform mat4 mWorld; // Model Matrix uniform mat4 mView; // Camera View Matrix uniform mat4 mProjection;// Camera Projection Matrix out vec2 vTexCoordVary; // Texture coord to the fragment program out vec3 vNormalColor; void main( void ) { //pass the texture coordinate vTexCoordVary = vTexCoord; vNormalColor = vNormal; //calculate our model view projection matrix mat4 mMVP = (( mWorld * mView ) * mProjection ); //result our position gl_Position = vec4( vVertexPos, 1 ) * mMVP; } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; in vec3 vNormalColor; uniform sampler2D diffuseMap; uniform sampler2D normalMap; out vec4 fragColor[2]; void main( void ) { //CORRECT fragColor[0] = texture( normalMap, vTexCoordVary ); fragColor[1] = vec4( vNormalColor, 1.0 ); }; ----------------------------------------SCREEN SHADER------------------------------------- //vertext shader looks like this #version 330 in vec3 vVertexPos; // This is the position of the vertex coming in in vec2 vTexCoord; // This is the texture coordinate.... out vec2 vTexCoordVary; // Texture coord to the fragment program void main( void ) { vTexCoordVary = vTexCoord; //set our position gl_Position = vec4( vVertexPos.xyz, 1.0f ); } //fragment shader looks like this #version 330 in vec2 vTexCoordVary; // Incoming "varying" texture coordinate uniform sampler2D diffuseMap;//the tile detail texture uniform sampler2D normalMap; //the normal map from earlier out vec4 vTheColorOfThePixel; void main( void ) { //CORRECT vTheColorOfThePixel = texture( normalMap, vTexCoordVary ); }; .Class RenderTarget Main Functions //here is my render targets create function bool CRenderTarget::Create( const unsigned uiNumTextures, unsigned uiWidth, unsigned uiHeight, int iInternalFormat, bool bDepthWanted ) { if( uiNumTextures <= 0 ) return false; //generate our variables glGenFramebuffers(1, &m_uifboHandle); // Initialize FBO glBindFramebuffer(GL_FRAMEBUFFER, m_uifboHandle); m_uiNumTextures = uiNumTextures; if( bDepthWanted ) m_uiNumTextures += 1; m_uiTextureHandle = new unsigned int[uiNumTextures]; glGenTextures( uiNumTextures, m_uiTextureHandle ); for( unsigned x = 0; x < uiNumTextures-1; ++x ) { glBindTexture( GL_TEXTURE_2D, m_uiTextureHandle[x]); // Reserve space for our 2D render target glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, iInternalFormat, uiWidth, uiHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + x, GL_TEXTURE_2D, m_uiTextureHandle[x], 0); } //if we need one for depth testing if( bDepthWanted ) { glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0); glFramebufferTexture2D(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_uiTextureHandle[uiNumTextures-1], 0);*/ // Must attach texture to framebuffer. Has Stencil and depth glBindRenderbuffer(GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glRenderbufferStorage(GL_RENDERBUFFER, /*GL_DEPTH_STENCIL*/GL_DEPTH24_STENCIL8, TEXTURE_WIDTH, TEXTURE_HEIGHT ); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_uiTextureHandle[uiNumTextures-1]); } glBindFramebuffer(GL_FRAMEBUFFER, 0); //everything went fine return true; } void CRenderTarget::Bind( const int& iTargetAttachmentLoc, const unsigned& uiWhichTexture, const bool bBindFrameBuffer ) { if( bBindFrameBuffer ) glBindFramebuffer( GL_FRAMEBUFFER, m_uifboHandle ); if( uiWhichTexture < m_uiNumTextures ) glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + iTargetAttachmentLoc, m_uiTextureHandle[uiWhichTexture], 0); } void CRenderTarget::UnBind( void ) { //default our binding glBindFramebuffer( GL_FRAMEBUFFER, 0 ); } //this is all in a test project so here's my straight forward rendering function for testing this render function does basic rendering steps keep in mind i have already tested my textures i have already tested my box thats being rendered all basic rendering works fine its just when i try to render to a texture then display it in a render surface that it does not work. Also I have tested my render surface it is bound exactly to the screen coordinate space void TestRenderSteps( void ) { //Clear the color and the depth glClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //bind the shader program glUseProgram( testShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().GetBufferHandle() ); //2) how our stream will be split here ( 4 bytes position, ..ext ) CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //send the needed information into the shader testShader.SetWorldMatrix( boxPosition ); testShader.SetViewMatrix( Static_Camera.GetView( ) ); testShader.SetProjectionMatrix( Static_Camera.GetProjection( ) ); testShader.SetDiffuseMap( iTextureID ); testShader.SetNormalMap( iTextureID2 ); GLenum buffers[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1 }; glDrawBuffers(2, buffers); //bind to our render target //RM_DIFFUSE, RM_NORMAL are enums (0 && 1) renderTarget.Bind( RM_DIFFUSE, 1, true ); renderTarget.Bind( RM_NORMAL, 1, false); //false because buffer is already bound //i clear here just to clear the texture to make it a default value of white //by doing this i can see if what im rendering to my screen is just drawing to the screen //or if its my render target defaulted glClearColor( 1.0f, 1.0f, 1.0f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //i have this box object which i draw testBox.Draw(); //the draw call looks like this //my normal rendering works just fine so i know this draw is fine // glDrawElementsBaseVertex( m_sides[x].GetPrimitiveType(), // m_sides[x].GetPrimitiveCount() * 3, // GL_UNSIGNED_INT, // BUFFER_OFFSET(sizeof(unsigned int) * m_sides[x].GetStartIndex()), // m_sides[x].GetStartVertex( ) ); //we unbind the target back to default renderTarget.UnBind(); //i stop mapping my vertex format CVertexBufferManager::GetInstance()->GetPositionNormalTexBuffer().UnMapVertexStride(); //i go back to default in using no shader program glUseProgram( 0 ); //now that everything is drawn to the textures //lets draw our screen surface and pass it our 2 filled out textures //NOW RENDER THE TEXTURES WE COLLECTED TO THE SCREEN QUAD //bind the shader program glUseProgram( testScreenShader.m_iShaderProgramHandle ); //1) grab the vertex buffer related to our rendering glBindBuffer( GL_ARRAY_BUFFER, CVertexBufferManager::GetInstance()->GetPositionTexBuffer().GetBufferHandle() ); //2) how our stream will be split here CVertexBufferManager::GetInstance()->GetPositionTexBuffer().MapVertexStride(); //3) set the index buffer if needed glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, CIndexBuffer::GetInstance()->GetBufferHandle() ); //pass our 2 filled out textures (in the shader im just using the diffuse //i wanted to see if i was rendering anything before i started getting into other techniques testScreenShader.SetDiffuseMap( renderTarget.GetTextureHandle(0) ); //SetDiffuseMap definitions in shader program class testScreenShader.SetNormalMap( renderTarget.GetTextureHandle(1) ); //SetNormalMap definitions in shader program class //DO the draw call drawing our screen rectangle glDrawElementsBaseVertex( m_ScreenRect.GetPrimitiveType(), m_ScreenRect.GetPrimitiveCount() * 3, GL_UNSIGNED_INT, BUFFER_OFFSET(sizeof(unsigned int) * m_ScreenRect.GetStartIndex()), m_ScreenRect.GetStartVertex( ) );*/ //unbind our vertex mapping CVertexBufferManager::GetInstance()->GetPositionTexBuffer().UnMapVertexStride(); //default to no shader program glUseProgram( 0 ); } Last words: 1) I can render my box just fine 2) i can render my screen rect just fine 3) I cannot render my box into a texture then display it into my screen rect 4) This entire project is just a test project I made to test different rendering practices. So excuse any "ugly-ish" unclean code. This was made just on a fly run through when I was trying new test cases.

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  • Parsing with BeautifulSoup, error message TypeError: coercing to Unicode: need string or buffer, NoneType found

    - by Samsun Knight
    so I'm trying to scrape an Amazon page for data, and I'm getting an error when I try to parse for where the seller is located. Here's my code: #getting the html request = urllib2.Request('http://www.amazon.com/gp/offer-listing/0393934241/') opener = urllib2.build_opener() #hiding that I'm a webscraper request.add_header('User-Agent', 'Mozilla/5 (Solaris 10) Gecko') #opening it up, putting into soup form html = opener.open(request).read() soup = BeautifulSoup(html, "html5lib") #parsing for the seller info sellers = soup.findAll('div', {'class' : 'a-row a-spacing-medium olpOffer'}) for eachseller in sellers: #parsing for price price = eachseller.find('span', {'class' : 'a-size-large a-color-price olpOfferPrice a-text-bold'}) #parsing for shipping costs shippingprice = eachseller.find('span' , {'class' : 'olpShippingPrice'}) #parsing for condition condition = eachseller.find('span', {'class' : 'a-size-medium'}) #parsing for seller name sellername = eachseller.find('b') #parsing for seller location location = eachseller.find('div', {'class' : 'olpAvailability'}) #printing it all out print "price, " + price.string + ", shipping price, " + shippingprice.string + ", condition," + condition.string + ", seller name, " + sellername.string + ", location, " + location.string I get the error message, pertaining to the 'print' command at the end, "TypeError: coercing to Unicode: need string or buffer, NoneType found" I know that it's coming from this line - location = eachseller.find('div', {'class' : 'olpAvailability'}) - because the code works fine without that line, and I know that I'm getting NoneType because the line isn't finding anything. Here's the html from the section I'm looking to parse: <*div class="olpAvailability"> In Stock. Ships from WI, United States. <*br/><*a href="/gp/aag/details/ref=olp_merch_ship_9/175-0430757-3801038?ie=UTF8&amp;asin=0393934241&amp;seller=A1W2IX7T37FAMZ&amp;sshmPath=shipping-rates#aag_shipping">Domestic shipping rates</a> and <*a href="/gp/aag/details/ref=olp_merch_return_9/175-0430757-3801038?ie=UTF8&amp;asin=0393934241&amp;seller=A1W2IX7T37FAMZ&amp;sshmPath=returns#aag_returns">return policy</a>. <*/div> (but without the stars - just making sure the HTML doesn't compile out of code form) I don't see what's the problem with the 'location' line of code, or why it's not pulling the data I want. Help?

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  • TypeError: coercing to Unicode: need string or buffer, User found

    - by Clemens
    hi, i have to crawl last.fm for users (university exercise). I'm new to python and get following error: Traceback (most recent call last): File "crawler.py", line 23, in <module> for f in user_.get_friends(limit='200'): File "/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/pylast.py", line 2717, in get_friends for node in _collect_nodes(limit, self, "user.getFriends", False): File "/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/pylast.py", line 3409, in _collect_nodes doc = sender._request(method_name, cacheable, params) File "/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/pylast.py", line 969, in _request return _Request(self.network, method_name, params).execute(cacheable) File "/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/pylast.py", line 721, in __init__ self.sign_it() File "/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/pylast.py", line 727, in sign_it self.params['api_sig'] = self._get_signature() File "/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/pylast.py", line 740, in _get_signature string += self.params[name] TypeError: coercing to Unicode: need string or buffer, User found i use the pylast lib for crawling. what i want to do: i want to get a users friends and the friends of the users friends. the error occurs, when i have a for loop in another for loop. here's the code: network = pylast.get_lastfm_network(api_key = API_KEY, api_secret = API_SECRET, username = username, password_hash = password_hash) user = network.get_user("vidarnelson") friends = user.get_friends(limit='200') i = 1 for friend in friends: user_ = network.get_user(friend) print '#%d %s' % (i, friend) i = i + 1 for f in user_.get_friends(limit='200'): print f any advice? thanks in advance. regards!

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  • Efficiently sending protocol buffer messages with http on an android platform

    - by Ben Griffiths
    I'm trying to send messages generated by Google Protocol Buffer code via a simple HTTP scheme to a server. What I have currently have implemented is here (forgive the obvious incompletion...): HttpClient client = new DefaultHttpClient(); String url = "http://192.168.1.69:8888/sdroidmarshal"; HttpPost postRequest = new HttpPost(url); String proto = offers.build().toString(); List<NameValuePair> nameValuePairs = new ArrayList<NameValuePair>(1); nameValuePairs.add(new BasicNameValuePair("sdroidmsg", proto)); postRequest.setEntity(new UrlEncodedFormEntity(nameValuePairs)); try { ResponseHandler<String> responseHandler = new BasicResponseHandler(); String responseBody = client.execute(postRequest, responseHandler); } catch (Throwable t) { } I'm not that experienced with communications over the internet and no more so with HTTP - while I do understand the basics... So my question, before I blindly develop the rest of the application around this, is whether or not this is particularly efficient? I ideally would like to keep messages small and I assume toString() adds some unnecessary formatting.

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  • OpenGl: Stencil buffer problem (Wall + Window)?!

    - by Shaza
    Hwy all, I want to create a wall with a window inside, using stencil buffer. My code looks like this: glEnable(GL_STENCIL_TEST); glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glStencilMask(1); glStencilFunc(GL_ALWAYS, 1, 1); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); glDisable(GL_DEPTH_TEST); glColor3f(1,1,1); //Window glBegin(GL_POLYGON); glVertex3d(-5,0,-20); glVertex3d(-5,0,40); glVertex3d(-20,0,40); glVertex3d(-20,0,-20); glEnd(); glEnable(GL_DEPTH_TEST); glStencilFunc(GL_NOTEQUAL, 1, 1); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glEnable(GL_CLIP_PLANE0); glClipPlane(GL_CLIP_PLANE0, eqr); glBindTexture(GL_TEXTURE_2D,texture[1]); glBegin(GL_POLYGON); glNormal3f(0.0f,-1.0,0.0f); //Wall glTexCoord2f(0.0f, 0.0f);glVertex3d(20,0,-20); glTexCoord2f(1.0f, 0.0f);glVertex3d(20,0,40); glTexCoord2f(1.0f, 0.0f);glVertex3d(-20,0,40); glTexCoord2f(1.0f, 0.0f);glVertex3d(-20,0,-20); glEnd(); glDisable(GL_STENCIL_TEST); But that doesn't work out, I got the whole fill wall without the window in it, any suggestions??

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  • Singleton issue causing a buffer overrun

    - by Rudiger
    Hi everyone, Ive created a singleton to store 2 arrays: @interface Globals : NSObject { NSMutableArray *items; NSMutableArray *extras; } + (Globals *)sharedInstance; @property (nonatomic, assign) NSMutableArray *items; @property (nonatomic, assign) NSMutableArray *extras; @end @implementation Globals @synthesize items, extras; + (Globals *)sharedInstance { static Globals *myInstance = nil; @synchronized(self) { if(!myInstance) { myInstance = [[Globals alloc] init]; } } return myInstance; } -(void)dealloc { [items release]; [extras release]; [super dealloc]; } @end When I set the Arrays in the singleton from the App delegate and then output them to NSLog it displays what is expected. But when I call it from a view controller further into the App it displays the first entry fine, some of the second entry and then garbage which is i assume a buffer overrun, sometimes it also crashes. I set the singleton array in the appDelegate like so: Globals *sharedInstance = [Globals sharedInstance]; [sharedInstance setItems:items]; and retrieve it: [[[sharedInstance items] objectAtIndex:indexPath.row] objectForKey:@"name"]; cell.description.text = [[[sharedInstance items] objectAtIndex:indexPath.row] objectForKey:@"description"]; Name works fine in both cells if there is 2, description works in the first case, never in the second case. Is it because the arrays in my singleton aren't static? If so why is it outputting the first entry fine? Cheers for any help.

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  • OpenGL Vertex Buffer Object code giving bad output.

    - by Matthew Mitchell
    Hello. My Vertex Buffer Object code is supposed to render textures nicely but instead the textures are being rendered oddly with some triangle shapes. What happens - http://godofgod.co.uk/my_files/wrong.png What is supposed to happen - http://godofgod.co.uk/my_files/right.png This function creates the VBO and sets the vertex and texture coordinate data: extern "C" GLuint create_box_vbo(GLdouble size[2]){ GLuint vbo; glGenBuffers(1,&vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); GLsizeiptr data_size = 8*sizeof(GLdouble); GLdouble vertices[] = {0,0, 0,size[1], size[0],0, size[0],size[1]}; glBufferData(GL_ARRAY_BUFFER, data_size, vertices, GL_STATIC_DRAW); data_size = 8*sizeof(GLint); GLint textcoords[] = {0,0, 0,1, 1,0, 1,1}; glBufferData(GL_ARRAY_BUFFER, data_size, textcoords, GL_STATIC_DRAW); return vbo; } Here is some relavant code from another function which is supposed to draw the textures with the VBO. glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glColor4d(1,1,1,a/255); glBindTexture(GL_TEXTURE_2D, texture); glTranslated(offset[0],offset[1],0); glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexPointer(2, GL_DOUBLE, 0, 0); glEnableClientState(GL_VERTEX_ARRAY); glTexCoordPointer (2, GL_INT, 0, 0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDrawArrays(GL_TRIANGLES, 0, 3); glDrawArrays(GL_TRIANGLES, 1, 3); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); I would have hoped for the code to use the first three coordinates (top-left,bottom-left,top-right) and the last three (bottom-left,top-right,bottom-right) to draw the triangles with the texture data correctly in the most efficient way. I don't see why triangles should make it more efficient but apparently that's the way to go. It, of-course, fails for some reason. I am asking what is broken but also am I going about it in the right way generally? Thank you.

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  • Why does OpenGL's glDrawArrays() fail with GL_INVALID_OPERATION under Core Profile 3.2, but not 3.3 or 4.2?

    - by metaleap
    I have OpenGL rendering code calling glDrawArrays that works flawlessly when the OpenGL context is (automatically / implicitly obtained) 4.2 but fails consistently (GL_INVALID_OPERATION) with an explicitly requested OpenGL core context 3.2. (Shaders are always set to #version 150 in both cases but that's beside the point here I suspect.) According to specs, there are only two instances when glDrawArrays() fails with GL_INVALID_OPERATION: "if a non-zero buffer object name is bound to an enabled array and the buffer object's data store is currently mapped" -- I'm not doing any buffer mapping at this point "if a geometry shader is active and mode? is incompatible with [...]" -- nope, no geometry shaders as of now. Furthermore: I have verified & double-checked that it's only the glDrawArrays() calls failing. Also double-checked that all arguments passed to glDrawArrays() are identical under both GL versions, buffer bindings too. This happens across 3 different nvidia GPUs and 2 different OSes (Win7 and OSX, both 64-bit -- of course, in OSX we have only the 3.2 context, no 4.2 anyway). It does not happen with an integrated "Intel HD" GPU but for that one, I only get an automatic implicit 3.3 context (trying to explicitly force a 3.2 core profile with this GPU via GLFW here fails the window creation but that's an entirely different issue...) For what it's worth, here's the relevant routine excerpted from the render loop, in Golang: func (me *TMesh) render () { curMesh = me curTechnique.OnRenderMesh() gl.BindBuffer(gl.ARRAY_BUFFER, me.glVertBuf) if me.glElemBuf > 0 { gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, me.glElemBuf) gl.VertexAttribPointer(curProg.AttrLocs["aPos"], 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) gl.DrawElements(me.glMode, me.glNumIndices, gl.UNSIGNED_INT, gl.Pointer(nil)) gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0) } else { gl.VertexAttribPointer(curProg.AttrLocs["aPos"], 3, gl.FLOAT, gl.FALSE, 0, gl.Pointer(nil)) /* BOOM! */ gl.DrawArrays(me.glMode, 0, me.glNumVerts) } gl.BindBuffer(gl.ARRAY_BUFFER, 0) } So of course this is part of a bigger render-loop, though the whole "*TMesh" construction for now is just two instances, one a simple cube and the other a simple pyramid. What matters is that the entire drawing loop works flawlessly with no errors reported when GL is queried for errors under both 3.3 and 4.2, yet on 3 nvidia GPUs with an explicit 3.2 core profile fails with an error code that according to spec is only invoked in two specific situations, none of which as far as I can tell apply here. What could be wrong here? Have you ever run into this? Any ideas what I have been missing?

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  • Building an interleaved buffer for pyopengl and numpy

    - by Nick Sonneveld
    I'm trying to batch up a bunch of vertices and texture coords in an interleaved array before sending it to pyOpengl's glInterleavedArrays/glDrawArrays. The only problem is that I'm unable to find a suitably fast enough way to append data into a numpy array. Is there a better way to do this? I would have thought it would be quicker to preallocate the array and then fill it with data but instead, generating a python list and converting it to a numpy array is "faster". Although 15ms for 4096 quads seems slow. I have included some example code and their timings. #!/usr/bin/python import timeit import numpy import ctypes import random USE_RANDOM=True USE_STATIC_BUFFER=True STATIC_BUFFER = numpy.empty(4096*20, dtype=numpy.float32) def render(i): # pretend these are different each time if USE_RANDOM: tex_left, tex_right, tex_top, tex_bottom = random.random(), random.random(), random.random(), random.random() left, right, top, bottom = random.random(), random.random(), random.random(), random.random() else: tex_left, tex_right, tex_top, tex_bottom = 0.0, 1.0, 1.0, 0.0 left, right, top, bottom = -1.0, 1.0, 1.0, -1.0 ibuffer = ( tex_left, tex_bottom, left, bottom, 0.0, # Lower left corner tex_right, tex_bottom, right, bottom, 0.0, # Lower right corner tex_right, tex_top, right, top, 0.0, # Upper right corner tex_left, tex_top, left, top, 0.0, # upper left ) return ibuffer # create python list.. convert to numpy array at end def create_array_1(): ibuffer = [] for x in xrange(4096): data = render(x) ibuffer += data ibuffer = numpy.array(ibuffer, dtype=numpy.float32) return ibuffer # numpy.array, placing individually by index def create_array_2(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) for v in data: ibuffer[index] = v index += 1 return ibuffer # using slicing def create_array_3(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) ibuffer[index:index+20] = data index += 20 return ibuffer # using numpy.concat on a list of ibuffers def create_array_4(): ibuffer_concat = [] for x in xrange(4096): data = render(x) # converting makes a diff! data = numpy.array(data, dtype=numpy.float32) ibuffer_concat.append(data) return numpy.concatenate(ibuffer_concat) # using numpy array.put def create_array_5(): if USE_STATIC_BUFFER: ibuffer = STATIC_BUFFER else: ibuffer = numpy.empty(4096*20, dtype=numpy.float32) index = 0 for x in xrange(4096): data = render(x) ibuffer.put( xrange(index, index+20), data) index += 20 return ibuffer # using ctype array CTYPES_ARRAY = ctypes.c_float*(4096*20) def create_array_6(): ibuffer = [] for x in xrange(4096): data = render(x) ibuffer += data ibuffer = CTYPES_ARRAY(*ibuffer) return ibuffer def equals(a, b): for i,v in enumerate(a): if b[i] != v: return False return True if __name__ == "__main__": number = 100 # if random, don't try and compare arrays if not USE_RANDOM and not USE_STATIC_BUFFER: a = create_array_1() assert equals( a, create_array_2() ) assert equals( a, create_array_3() ) assert equals( a, create_array_4() ) assert equals( a, create_array_5() ) assert equals( a, create_array_6() ) t = timeit.Timer( "testing2.create_array_1()", "import testing2" ) print 'from list:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_2()", "import testing2" ) print 'array: indexed:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_3()", "import testing2" ) print 'array: slicing:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_4()", "import testing2" ) print 'array: concat:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_5()", "import testing2" ) print 'array: put:', t.timeit(number)/number*1000.0, 'ms' t = timeit.Timer( "testing2.create_array_6()", "import testing2" ) print 'ctypes float array:', t.timeit(number)/number*1000.0, 'ms' Timings using random numbers: $ python testing2.py from list: 15.0486779213 ms array: indexed: 24.8184704781 ms array: slicing: 50.2214789391 ms array: concat: 44.1691994667 ms array: put: 73.5879898071 ms ctypes float array: 20.6674289703 ms edit note: changed code to produce random numbers for each render to reduce object reuse and to simulate different vertices each time. edit note2: added static buffer and force all numpy.empty() to use dtype=float32 note 1/Apr/2010: still no progress and I don't really feel that any of the answers have solved the problem yet.

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