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  • SQL analytical mash-ups deliver real-time WOW! for big data

    - by KLaker
    One of the overlooked capabilities of SQL as an analysis engine, because we all just take it for granted, is that you can mix and match analytical features to create some amazing mash-ups. As we move into the exciting world of big data these mash-ups can really deliver those "wow, I never knew that" moments. While Java is an incredibly flexible and powerful framework for managing big data there are some significant challenges in using Java and MapReduce to drive your analysis to create these "wow" discoveries. One of these "wow" moments was demonstrated at this year's OpenWorld during Andy Mendelsohn's general keynote session.  Here is the scenario - we are looking for fraudulent activities in our big data stream and in this case we identifying potentially fraudulent activities by looking for specific patterns. We using geospatial tagging of each transaction so we can create a real-time fraud-map for our business users. Where we start to move towards a "wow" moment is to extend this basic use of spatial and pattern matching, as shown in the above dashboard screen, to incorporate spatial analytics within the SQL pattern matching clause. This will allow us to compute the distance between transactions. Apologies for the quality of this screenshot….hopefully below you see where we have extended our SQL pattern matching clause to use location of each transaction and to calculate the distance between each transaction: This allows us to compare the time of the last transaction with the time of the current transaction and see if the distance between the two points is possible given the time frame. Obviously if I buy something in Florida from my favourite bike store (may be a new carbon saddle for my Trek) and then 5 minutes later the system sees my credit card details being used in Arizona there is high probability that this transaction in Arizona is actually fraudulent (I am fast on my Trek but not that fast!) and we can flag this up in real-time on our dashboard: In this post I have used the term "real-time" a couple of times and this is an important point and one of the key reasons why SQL really is the only language to use if you want to analyse  big data. One of the most important questions that comes up in every big data project is: how do we do analysis? Many enlightened customers are now realising that using Java-MapReduce to deliver analysis does not result in "wow" moments. These "wow" moments only come with SQL because it is offers a much richer environment, it is simpler to use and it is faster - which makes it possible to deliver real-time "Wow!". Below is a slide from Andy's session showing the results of a comparison of Java-MapReduce vs. SQL pattern matching to deliver our "wow" moment during our live demo.  You can watch our analytical mash-up "Wow" demo that compares the power of 12c SQL pattern matching + spatial analytics vs. Java-MapReduce  here: You can get more information about SQL Pattern Matching on our SQL Analytics home page on OTN, see here http://www.oracle.com/technetwork/database/bi-datawarehousing/sql-analytics-index-1984365.html.  You can get more information about our spatial analytics here: http://www.oracle.com/technetwork/database-options/spatialandgraph/overview/index.html If you would like to watch the full Database 12c OOW presentation see here: http://medianetwork.oracle.com/video/player/2686974264001

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  • How to get bearable 2D and 3D performance on AMD Radeon HD 6950?

    - by l0b0
    I have had an AMD Radeon HD 6950 (i.e., Cayman series) for a couple years now, and I have tried a lot of combinations of drivers and settings with terrible results. I'm completely at a loss as to how to proceed. The open source driver has much better 2D performance, but it offloads all OpenGL rendering to the CPU. What I've tried so far: All the latest stable Ubuntu releases in the period, plus one Linux Mint release. All the latest stable AMD Catalyst Proprietary Display Drivers, and currently 13.1. The unofficial wiki installation instructions for every Ubuntu version and the semi-official Ubuntu instructions. All the tips and tweaks I could find for Minecraft (Optifine, reducing settings to minimum), VLC (postprocessing at minimum, rendering at native video size), Catalyst Control Center (flipped every lever in there) and X11 (some binary toggles I can no longer remember). Results: Typically 13-15 FPS in Minecraft, 30 max (100+ in Windows with the same driver version). Around 10 FPS in Team Fortress 2 using the official Steam client. Choppy video playback, in Flash and with VLC. CPU use goes through the roof when rendering video (150% for 1080p on YouTube in Chromium, 100% for 1080p H264 in VLC). glxgears shows 12.5 FPS when maximized. fgl_glxgears shows 10 FPS when maximized. Hardware details from lshw: Motherboard ASUS P6X58D-E CPU Intel Core i7 CPU 950 @ 3.07GHz (never overclocked; 64 bit) 6 GB RAM Video card product "Cayman PRO [Radeon HD 6950]", vendor "Hynix Semiconductor (Hyundai Electronics)" 2 x 1920x1200 monitors, both connected with HDMI. I feel I must be missing something absolutely fundamental here. Is there no accelerated support for anything on 64-bit architectures? Does a dual monitor completely mess up the driver? $ fglrxinfo display: :0 screen: 0 OpenGL vendor string: Advanced Micro Devices, Inc. OpenGL renderer string: AMD Radeon HD 6900 Series OpenGL version string: 4.2.11995 Compatibility Profile Context $ glxinfo | grep 'direct rendering' direct rendering: Yes I am currently using the open source driver, with the following results: Full frame rate and low CPU load when playing 1080p video. Black screen (but music in the background) in Team Fortress 2. Similar performance in Minecraft as the Catalyst driver. In hindsight obvious, since both end up offloading the rendering to the CPU. My /var/log/Xorg.0.log after upgrading to AMD Catalyst 13.1. Some possibly important lines: (WW) Falling back to old probe method for fglrx (WW) fglrx: No matching Device section for instance (BusID PCI:0@3:0:1) found The generated xorg.conf. The disabled "monitor" 0-DFP9 is actually an A/V receiver, which sometimes confuses the monitor drivers when turned on/off (but not in Windows). All three "monitor" devices are connected with HDMI. Edit: Chris Carter's suggestion to use the xorg-edgers PPA (Catalyst 13.1) resulted in some improvement, but still pretty bad performance overall: Minecraft stabilizes at 13-17 FPS, but at least the CPU load is "only" at 45-60%. Still 150% CPU use for 1080p video rendering on YouTube in Chromium. Massive improvement for 1080p H264 in VLC: 40-50% CPU use and no visible jitter glxgears performance about doubled to 25-30 FPS when maximized. fgl_glxgears still at ~10 FPS when maximized.

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  • Should I break contract early?

    - by cbang
    About 7 months ago I made the switch from a 5 year permie role (as a support developer in C#) to a contract role. I did this because I was stagnating in my old role. The extra cash contracting is really helping too. Unfortunately my team leader has taken a dislike to me from day 1. He regularly tells me I went out contracting too early, and frequently remarks that people in their 20's have no idea what they are talking about (I am 29). I was recently given the task of configuring our reports via our in house reporting library. It works off of a database driven criteria base, with controls being loaded as needed. The configs can get fairly complex, with controls having various levels of dependency on each other. I had a short time frame to get 50 reports working, and I was told to just get the basic configuration done, after which they will be handed over to the reporting team for fine tuning, then the test team. Our updated system was deployed 2 weeks ago, and it turned out that about 15 reports had issues causing incorrect data to be returned. Upon investigation I discovered that the reporting team hadn't even looked at them, and the test team hadn't bothered to test the reports. In spite of this, my team leader has told me that it is 100% my fault. As a result, our help desk got hit hard. I worked back until 2am that night to fix the highest priority issues (on my wedding anniversary!). The next day I arrive at work at 7:45 am to continue with the fixes. I got no thanks, but keep getting repeatedly told by my manager that "I fucked up" and "this is all my fault". I told my team leader I would spend part of my weekend working to fix the remaining issues. His response was "so you fucking should! you fucked it all up!" in front of the rest of the team. I responded "No worries." and left. I spent a decent chunk of my weekend working on it. Within 2 business days of finding out about the issues, I had all the medium and high priority issues fixed. The only comments my team leader has made to me in the last 2 weeks is to tell me how I have caused a big mess, and to tell me it was all my fault. I get this multiple times a day. If I make any jokes to anyone else in the team, I get told not to be a smartass... even though the rest of the team jokes throughout the day. Apart from that, all I get is angry looks any time I am anywhere near the guy. I don't give any response other than "alright" or silence when he starts giving me a hard time. Today we found out that the pilot release for the next stage has been pushed back. My team leader has said this was caused by me (but the higher ups said no such thing). He also said I have "no understanding of the ramifications of my actions". My question is, should I break contract (I am contracted until June 30) and find another role? No one else in my team will speak up in my favour, as they are contractors too and have no interest in rocking the boat. I could complain to my team leaders boss, but I can't see that helping, as I will still be stuck in the same team. As this is my first contract, I imagine getting the next one will be hard without a reference. I can't figure out if this guy is trying to get me fired up to provoke a confrontation (the guy loves conflict), or if he is just venting anger, or what. Copping this blame day after day is really wearing me down and making me depressed... especially since I have a wife and kid to support).

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  • Quaternion dfference + time --> angular velocity (gyroscope in physics library)

    - by AndrewK
    I am using Bullet Physic library to program some function, where I have difference between orientation from gyroscope given in quaternion and orientation of my object, and time between each frame in milisecond. All I want is set the orientation from my gyroscope to orientation of my object in 3D space. But all I can do is set angular velocity to my object. I have orientation difference and time, and from that I calculate vector of angular velocity [Wx,Wy,Wz] from that formula: W(t) = 2 * dq(t)/dt * conj(q(t)) My code is: btQuaternion diffQuater = gyroQuater - boxQuater; btQuaternion conjBoxQuater = gyroQuater.inverse(); btQuaternion velQuater = ((diffQuater * 2.0f) / d_time) * conjBoxQuater; And everything works well, till I get: 1 rotating around Y axis, angle about 60 degrees, then I have these values in 2 critical frames: x: -0.013220 y: -0.038050 z: -0.021979 w: -0.074250 - diffQuater x: 0.120094 y: 0.818967 z: 0.156797 w: -0.538782 - gyroQuater x: 0.133313 y: 0.857016 z: 0.178776 w: -0.464531 - boxQuater x: 0.207781 y: 0.290452 z: 0.245594 - diffQuater -> euler angles x: 3.153619 y: -66.947929 z: 175.936615 - gyroQuater -> euler angles x: 4.290697 y: -57.553043 z: 173.320053 - boxQuater -> euler angles x: 0.138128 y: 2.823307 z: 1.025552 w: 0.131360 - velQuater d_time: 0.058000 x: 0.211020 y: 1.595124 z: 0.303650 w: -1.143846 - diffQuater x: 0.089518 y: 0.771939 z: 0.144527 w: -0.612543 - gyroQuater x: -0.121502 y: -0.823185 z: -0.159123 w: 0.531303 - boxQuater x: nan y: nan z: nan - diffQuater -> euler angles x: 2.985240 y: -76.304405 z: -170.555054 - gyroQuater -> euler angles x: 3.269681 y: -65.977966 z: 175.639420 - boxQuater -> euler angles x: -0.730262 y: -2.882153 z: -1.294721 w: 63.325996 - velQuater d_time: 0.063000 2 rotating around X axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.013045 y: -0.004186 z: -0.005667 w: -0.022482 - diffQuater x: -0.848030 y: -0.187985 z: 0.114400 w: 0.482099 - gyroQuater x: -0.834985 y: -0.183799 z: 0.120067 w: 0.504580 - boxQuater x: 0.036336 y: 0.002312 z: 0.020859 - diffQuater -> euler angles x: -113.129463 y: 0.731925 z: 25.415056 - gyroQuater -> euler angles x: -110.232368 y: 0.860897 z: 25.350458 - boxQuater -> euler angles x: -0.865820 y: -0.456086 z: 0.034084 w: 0.013184 - velQuater d_time: 0.055000 x: -1.721662 y: -0.387898 z: 0.229844 w: 0.910235 - diffQuater x: -0.874310 y: -0.200132 z: 0.115142 w: 0.426933 - gyroQuater x: 0.847352 y: 0.187766 z: -0.114703 w: -0.483302 - boxQuater x: -144.402298 y: 4.891629 z: 71.309158 - diffQuater -> euler angles x: -119.515343 y: 1.745076 z: 26.646086 - gyroQuater -> euler angles x: -112.974533 y: 0.738675 z: 25.411509 - boxQuater -> euler angles x: 2.086195 y: 0.676526 z: -0.424351 w: 70.104248 - velQuater d_time: 0.057000 2 rotating around Z axis, angle about 120 degrees, then I have these values in 2 critical frames: x: -0.000736 y: 0.002812 z: -0.004692 w: -0.008181 - diffQuater x: -0.003829 y: 0.012045 z: -0.868035 w: 0.496343 - gyroQuater x: -0.003093 y: 0.009232 z: -0.863343 w: 0.504524 - boxQuater x: -0.000822 y: -0.003032 z: 0.004162 - diffQuater -> euler angles x: -1.415189 y: 0.304210 z: -120.481873 - gyroQuater -> euler angles x: -1.091881 y: 0.227784 z: -119.399445 - boxQuater -> euler angles x: 0.159042 y: 0.169228 z: -0.754599 w: 0.003900 - velQuater d_time: 0.025000 x: -0.007598 y: 0.024074 z: -1.749412 w: 0.968588 - diffQuater x: -0.003769 y: 0.012030 z: -0.881377 w: 0.472245 - gyroQuater x: 0.003829 y: -0.012045 z: 0.868035 w: -0.496343 - boxQuater x: -5.645197 y: 1.148993 z: -146.507187 - diffQuater -> euler angles x: -1.418294 y: 0.270319 z: -123.638245 - gyroQuater -> euler angles x: -1.415183 y: 0.304208 z: -120.481873 - boxQuater -> euler angles x: 0.017498 y: -0.013332 z: 2.040073 w: 148.120056 - velQuater d_time: 0.027000 The problem is the most visible in diffQuater - euler angles vector. Can someone tell me why it is like that? and how to solve that problem? All suggestions are welcome.

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  • I see no LOBs!

    - by Paul White
    Is it possible to see LOB (large object) logical reads from STATISTICS IO output on a table with no LOB columns? I was asked this question today by someone who had spent a good fraction of their afternoon trying to work out why this was occurring – even going so far as to re-run DBCC CHECKDB to see if any corruption had taken place.  The table in question wasn’t particularly pretty – it had grown somewhat organically over time, with new columns being added every so often as the need arose.  Nevertheless, it remained a simple structure with no LOB columns – no TEXT or IMAGE, no XML, no MAX types – nothing aside from ordinary INT, MONEY, VARCHAR, and DATETIME types.  To add to the air of mystery, not every query that ran against the table would report LOB logical reads – just sometimes – but when it did, the query often took much longer to execute. Ok, enough of the pre-amble.  I can’t reproduce the exact structure here, but the following script creates a table that will serve to demonstrate the effect: IF OBJECT_ID(N'dbo.Test', N'U') IS NOT NULL DROP TABLE dbo.Test GO CREATE TABLE dbo.Test ( row_id NUMERIC IDENTITY NOT NULL,   col01 NVARCHAR(450) NOT NULL, col02 NVARCHAR(450) NOT NULL, col03 NVARCHAR(450) NOT NULL, col04 NVARCHAR(450) NOT NULL, col05 NVARCHAR(450) NOT NULL, col06 NVARCHAR(450) NOT NULL, col07 NVARCHAR(450) NOT NULL, col08 NVARCHAR(450) NOT NULL, col09 NVARCHAR(450) NOT NULL, col10 NVARCHAR(450) NOT NULL, CONSTRAINT [PK dbo.Test row_id] PRIMARY KEY CLUSTERED (row_id) ) ; The next script loads the ten variable-length character columns with one-character strings in the first row, two-character strings in the second row, and so on down to the 450th row: WITH Numbers AS ( -- Generates numbers 1 - 450 inclusive SELECT TOP (450) n = ROW_NUMBER() OVER (ORDER BY (SELECT 0)) FROM master.sys.columns C1, master.sys.columns C2, master.sys.columns C3 ORDER BY n ASC ) INSERT dbo.Test WITH (TABLOCKX) SELECT REPLICATE(N'A', N.n), REPLICATE(N'B', N.n), REPLICATE(N'C', N.n), REPLICATE(N'D', N.n), REPLICATE(N'E', N.n), REPLICATE(N'F', N.n), REPLICATE(N'G', N.n), REPLICATE(N'H', N.n), REPLICATE(N'I', N.n), REPLICATE(N'J', N.n) FROM Numbers AS N ORDER BY N.n ASC ; Once those two scripts have run, the table contains 450 rows and 10 columns of data like this: Most of the time, when we query data from this table, we don’t see any LOB logical reads, for example: -- Find the maximum length of the data in -- column 5 for a range of rows SELECT result = MAX(DATALENGTH(T.col05)) FROM dbo.Test AS T WHERE row_id BETWEEN 50 AND 100 ; But with a different query… -- Read all the data in column 1 SELECT result = MAX(DATALENGTH(T.col01)) FROM dbo.Test AS T ; …suddenly we have 49 LOB logical reads, as well as the ‘normal’ logical reads we would expect. The Explanation If we had tried to create this table in SQL Server 2000, we would have received a warning message to say that future INSERT or UPDATE operations on the table might fail if the resulting row exceeded the in-row storage limit of 8060 bytes.  If we needed to store more data than would fit in an 8060 byte row (including internal overhead) we had to use a LOB column – TEXT, NTEXT, or IMAGE.  These special data types store the large data values in a separate structure, with just a small pointer left in the original row. Row Overflow SQL Server 2005 introduced a feature called row overflow, which allows one or more variable-length columns in a row to move to off-row storage if the data in a particular row would otherwise exceed 8060 bytes.  You no longer receive a warning when creating (or altering) a table that might need more than 8060 bytes of in-row storage; if SQL Server finds that it can no longer fit a variable-length column in a particular row, it will silently move one or more of these columns off the row into a separate allocation unit. Only variable-length columns can be moved in this way (for example the (N)VARCHAR, VARBINARY, and SQL_VARIANT types).  Fixed-length columns (like INTEGER and DATETIME for example) never move into ‘row overflow’ storage.  The decision to move a column off-row is done on a row-by-row basis – so data in a particular column might be stored in-row for some table records, and off-row for others. In general, if SQL Server finds that it needs to move a column into row-overflow storage, it moves the largest variable-length column record for that row.  Note that in the case of an UPDATE statement that results in the 8060 byte limit being exceeded, it might not be the column that grew that is moved! Sneaky LOBs Anyway, that’s all very interesting but I don’t want to get too carried away with the intricacies of row-overflow storage internals.  The point is that it is now possible to define a table with non-LOB columns that will silently exceed the old row-size limit and result in ordinary variable-length columns being moved to off-row storage.  Adding new columns to a table, expanding an existing column definition, or simply storing more data in a column than you used to – all these things can result in one or more variable-length columns being moved off the row. Note that row-overflow storage is logically quite different from old-style LOB and new-style MAX data type storage – individual variable-length columns are still limited to 8000 bytes each – you can just have more of them now.  Having said that, the physical mechanisms involved are very similar to full LOB storage – a column moved to row-overflow leaves a 24-byte pointer record in the row, and the ‘separate storage’ I have been talking about is structured very similarly to both old-style LOBs and new-style MAX types.  The disadvantages are also the same: when SQL Server needs a row-overflow column value it needs to follow the in-row pointer a navigate another chain of pages, just like retrieving a traditional LOB. And Finally… In the example script presented above, the rows with row_id values from 402 to 450 inclusive all exceed the total in-row storage limit of 8060 bytes.  A SELECT that references a column in one of those rows that has moved to off-row storage will incur one or more lob logical reads as the storage engine locates the data.  The results on your system might vary slightly depending on your settings, of course; but in my tests only column 1 in rows 402-450 moved off-row.  You might like to play around with the script – updating columns, changing data type lengths, and so on – to see the effect on lob logical reads and which columns get moved when.  You might even see row-overflow columns moving back in-row if they are updated to be smaller (hint: reduce the size of a column entry by at least 1000 bytes if you hope to see this). Be aware that SQL Server will not warn you when it moves ‘ordinary’ variable-length columns into overflow storage, and it can have dramatic effects on performance.  It makes more sense than ever to choose column data types sensibly.  If you make every column a VARCHAR(8000) or NVARCHAR(4000), and someone stores data that results in a row needing more than 8060 bytes, SQL Server might turn some of your column data into pseudo-LOBs – all without saying a word. Finally, some people make a distinction between ordinary LOBs (those that can hold up to 2GB of data) and the LOB-like structures created by row-overflow (where columns are still limited to 8000 bytes) by referring to row-overflow LOBs as SLOBs.  I find that quite appealing, but the ‘S’ stands for ‘small’, which makes expanding the whole acronym a little daft-sounding…small large objects anyone? © Paul White 2011 email: [email protected] twitter: @SQL_Kiwi

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  • C#/.NET Little Wonders: Comparer&lt;T&gt;.Default

    - by James Michael Hare
    I’ve been working with a wonderful team on a major release where I work, which has had the side-effect of occupying most of my spare time preparing, testing, and monitoring.  However, I do have this Little Wonder tidbit to offer today. Introduction The IComparable<T> interface is great for implementing a natural order for a data type.  It’s a very simple interface with a single method: 1: public interface IComparer<in T> 2: { 3: // Compare two instances of same type. 4: int Compare(T x, T y); 5: }  So what do we expect for the integer return value?  It’s a pseudo-relative measure of the ordering of x and y, which returns an integer value in much the same way C++ returns an integer result from the strcmp() c-style string comparison function: If x == y, returns 0. If x > y, returns > 0 (often +1, but not guaranteed) If x < y, returns < 0 (often –1, but not guaranteed) Notice that the comparison operator used to evaluate against zero should be the same comparison operator you’d use as the comparison operator between x and y.  That is, if you want to see if x > y you’d see if the result > 0. The Problem: Comparing With null Can Be Messy This gets tricky though when you have null arguments.  According to the MSDN, a null value should be considered equal to a null value, and a null value should be less than a non-null value.  So taking this into account we’d expect this instead: If x == y (or both null), return 0. If x > y (or y only is null), return > 0. If x < y (or x only is null), return < 0. But here’s the problem – if x is null, what happens when we attempt to call CompareTo() off of x? 1: // what happens if x is null? 2: x.CompareTo(y); It’s pretty obvious we’ll get a NullReferenceException here.  Now, we could guard against this before calling CompareTo(): 1: int result; 2:  3: // first check to see if lhs is null. 4: if (x == null) 5: { 6: // if lhs null, check rhs to decide on return value. 7: if (y == null) 8: { 9: result = 0; 10: } 11: else 12: { 13: result = -1; 14: } 15: } 16: else 17: { 18: // CompareTo() should handle a null y correctly and return > 0 if so. 19: result = x.CompareTo(y); 20: } Of course, we could shorten this with the ternary operator (?:), but even then it’s ugly repetitive code: 1: int result = (x == null) 2: ? ((y == null) ? 0 : -1) 3: : x.CompareTo(y); Fortunately, the null issues can be cleaned up by drafting in an external Comparer.  The Soltuion: Comparer<T>.Default You can always develop your own instance of IComparer<T> for the job of comparing two items of the same type.  The nice thing about a IComparer is its is independent of the things you are comparing, so this makes it great for comparing in an alternative order to the natural order of items, or when one or both of the items may be null. 1: public class NullableIntComparer : IComparer<int?> 2: { 3: public int Compare(int? x, int? y) 4: { 5: return (x == null) 6: ? ((y == null) ? 0 : -1) 7: : x.Value.CompareTo(y); 8: } 9: }  Now, if you want a custom sort -- especially on large-grained objects with different possible sort fields -- this is the best option you have.  But if you just want to take advantage of the natural ordering of the type, there is an easier way.  If the type you want to compare already implements IComparable<T> or if the type is System.Nullable<T> where T implements IComparable, there is a class in the System.Collections.Generic namespace called Comparer<T> which exposes a property called Default that will create a singleton that represents the default comparer for items of that type.  For example: 1: // compares integers 2: var intComparer = Comparer<int>.Default; 3:  4: // compares DateTime values 5: var dateTimeComparer = Comparer<DateTime>.Default; 6:  7: // compares nullable doubles using the null rules! 8: var nullableDoubleComparer = Comparer<double?>.Default;  This helps you avoid having to remember the messy null logic and makes it to compare objects where you don’t know if one or more of the values is null. This works especially well when creating say an IComparer<T> implementation for a large-grained class that may or may not contain a field.  For example, let’s say you want to create a sorting comparer for a stock open price, but if the market the stock is trading in hasn’t opened yet, the open price will be null.  We could handle this (assuming a reasonable Quote definition) like: 1: public class Quote 2: { 3: // the opening price of the symbol quoted 4: public double? Open { get; set; } 5:  6: // ticker symbol 7: public string Symbol { get; set; } 8:  9: // etc. 10: } 11:  12: public class OpenPriceQuoteComparer : IComparer<Quote> 13: { 14: // Compares two quotes by opening price 15: public int Compare(Quote x, Quote y) 16: { 17: return Comparer<double?>.Default.Compare(x.Open, y.Open); 18: } 19: } Summary Defining a custom comparer is often needed for non-natural ordering or defining alternative orderings, but when you just want to compare two items that are IComparable<T> and account for null behavior, you can use the Comparer<T>.Default comparer generator and you’ll never have to worry about correct null value sorting again.     Technorati Tags: C#,.NET,Little Wonders,BlackRabbitCoder,IComparable,Comparer

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  • Indentify Codecs & Technical Information About Video Files

    - by DigitalGeekery
    Have you ever wanted to play an audio or video file but didn’t have the proper codec installed? Today we’ll show how to determine codecs, along with a host of other technical details about your media files with MediaInfo. Installation Download and install MediaInfo. You can find the download link at the bottom of the page. Note: When installing MediaInfo there is a recommended software bundle which you can opt out of by selecting Do not install option. Each recommended software choice may be different, like in this example it offers Spyware Terminator. The cool thing though is they use Open Candy which opts you out of the install. Just double check to make sure you’re not installing extra crapware. Using MediaInfo The first time you run MediaInfo it will display the Preferences window. There are various option such as language, output format, and whether or not you want MediaInfo to check for new versions. Click OK. Select a file or folder to analyze by clicking on the File or Folder icons on the left of the application window or by selecting File > Open from the menu. You can also drag and drop a file directly onto the application. MediaInfo will display details of your media file. In Basic view, you’ll see basic information. Notice in the example below the video and audio codecs, along with file size, running time of the media file, and even the application used to create the video file (Writing application).    You can switch to some of the other views by selecting View from the Menu and choosing form the dropdown list.   Sheet View will present the information a bit more clearly. You can see in the example below that the video and audio codec are listing in clearly identified columns. (AVC is often more commonly referred to H.264.)   Tree View is perhaps the most detailed. You can see from the example below the codec used for this AVI file is XviD.   Scrolling down even further you’ll see additional information like video and audio bit rates, frame rate, aspect ratio, and more.   In Basic View (and also in Sheet view) you can click to find a player for your file. In this instance with an MP4 file, it took me to the download page for Quicktime. This is by no means the only media player for this file, but if you are stuck for how to play a media file, this will forward you to a solution that works. You can do the same thing with Video codec. Click Go to the web site of this video codec to find a download.   MediaInfo is a simple but powerful tool that can be used to discover the details of a media file, or just to find a compatible codec. It works with most any video file type and is available for Windows, Mac, and Linux. Some Mac and Linux versions, however, are currently command line only. Download MediaInfo Similar Articles Productive Geek Tips How to Convert Videos to 3GP for Mobile PhonesFix for VLC Skipping and Lagging Playing High-Def Video FilesUsing VLC Player Under VistaUse Your Mac Mini as a Media Server Part 2How to Play .OGM Video Files in Windows Vista TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Xobni Plus for Outlook All My Movies 5.9 CloudBerry Online Backup 1.5 for Windows Home Server Snagit 10 2010 World Cup Schedule Boot Snooze – Reboot and then Standby or Hibernate Customize Everything Related to Dates, Times, Currency and Measurement in Windows 7 Google Earth replacement Icon (Icons we like) Build Great Charts in Excel with Chart Advisor tinysong gives a shortened URL for you to post on Twitter (or anywhere)

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  • Convert old AVI files to a modern format

    - by iWerner
    Hi, we have a collection of old home videos that were saved in AVI format a long time ago. I want to convert these files to a more modern format because the Totem Movie Player that comes with Ubuntu 10.4 seems to be the only program capable of playing them. The files seem to be encoded with a MJPEG codec, and playing them in VLC or Windows Media Player plays only the sound but there is no video. Avidemux was able to open the files, but the quality of the video is severely degraded: The video skips frames and is interlaced (it's not interlaced when playing it in Totem). Neither ffmpeg nor mencoder seems to be able to read the video stream. mencoder reports that it is using ffmpeg's codec. Here's a section from its output: ========================================================================== Opening video decoder: [ffmpeg] FFmpeg's libavcodec codec family [mjpeg @ 0x92a7260]mjpeg: using external huffman table [mjpeg @ 0x92a7260]mjpeg: error using external huffman table, switching back to internal Unsupported PixelFormat -1 Selected video codec: [ffmjpeg] vfm: ffmpeg (FFmpeg MJPEG) while running ffmpeg produces the following: $ ffmpeg -i input.avi output.avi FFmpeg version SVN-r0.5.1-4:0.5.1-1ubuntu1, Copyright (c) 2000-2009 Fabrice Bellard, et al. configuration: --extra-version=4:0.5.1-1ubuntu1 --prefix=/usr --enable-avfilter --enable-avfilter-lavf --enable-vdpau --enable-bzlib --enable-libgsm --enable-libschroedinger --enable-libspeex --enable-libtheora --enable-libvorbis --enable-pthreads --enable-zlib --disable-stripping --disable-vhook --enable-runtime-cpudetect --enable-gpl --enable-postproc --enable-swscale --enable-x11grab --enable-libdc1394 --enable-shared --disable-static libavutil 49.15. 0 / 49.15. 0 libavcodec 52.20. 1 / 52.20. 1 libavformat 52.31. 0 / 52.31. 0 libavdevice 52. 1. 0 / 52. 1. 0 libavfilter 0. 4. 0 / 0. 4. 0 libswscale 0. 7. 1 / 0. 7. 1 libpostproc 51. 2. 0 / 51. 2. 0 built on Mar 4 2010 12:35:30, gcc: 4.4.3 [avi @ 0x87952c0]non-interleaved AVI Input #0, avi, from 'input.avi': Duration: 00:00:15.24, start: 0.000000, bitrate: 22447 kb/s Stream #0.0: Video: mjpeg, yuvj422p, 720x544, 25 tbr, 25 tbn, 25 tbc Stream #0.1: Audio: pcm_s16le, 44100 Hz, stereo, s16, 1411 kb/s Output #0, avi, to 'output.avi': Stream #0.0: Video: mpeg4, yuv420p, 720x544, q=2-31, 200 kb/s, 90k tbn, 25 tbc Stream #0.1: Audio: mp2, 44100 Hz, stereo, s16, 64 kb/s Stream mapping: Stream #0.0 -> #0.0 Stream #0.1 -> #0.1 Press [q] to stop encoding frame= 0 fps= 0 q=0.0 Lsize= 143kB time=15.23 bitrate= 76.9kbits/s video:0kB audio:119kB global headers:0kB muxing overhead 20.101777% So the problem is that output does not contain any video, as evidenced by the video:0kB at the end. In all of the above cases the audio comes out fine. So my question is: What can I do to convert these files to a more modern format with more modern codecs?

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  • Tyrus 1.8

    - by Pavel Bucek
    Another version of Tyrus, the reference implementation of JSR 356 – Java API for WebSocket is out! Complete list of fixes and features is below, but let me describe some of the new features in more detail. All information presented here is also available in Tyrusdocumentation. What’s new? First to mention is that JSR 356 Maintenance review Ballot is over and the change proposed for 1.1 release was accepted. More details about changes in the API can be found in this article. Important part is that Tyrus 1.8 implements this API, meaning you can use Lambda expressions and some features of Nashorn without the need for any workarounds. Almost all other features are related to client side support, which was significantly improved in this release. Firstly – I have to admit, that Tyrus client contained security issue – SSL Hostname verification was not performed when connecting to “wss” endpoints. This was fixed as part of TYRUS-339 and resulted in some changes in the client configuration API. Now you can control whether HostnameVerification should be performed (SslEngineConfigurator#setHostnameVerificationEnabled(boolean)) or even set your own HostnameVerifier (please use carefully): #setHostnameVerifier(…). Detailed description can be found in Host verification chapter. Another related enhancement is support for Http Basic and Digest authentication schemes. Tyrus client now enables users to provide credentials and underlying implementation will take care of everything else. Our implementation is strictly non pre-emptive, so the login information is sent always as a response to 401 Http Status Code. If the Basic and Digest are not good enough and there is a need to use some custom scheme or something which is not yet supported in Tyrus, custom Authenticator can be registered and the authentication part of the handshake process will be handled by it. Please seeClient HTTP Authentication chapter in the user guide for more details. There are other features, like fine-grain threadpool configuration for JDK client container, build-in Http redirect support and some reshuffling related to unifying the location of client configuration classes and properties definition – every property should be now part of ClientProperties class. All new features are described in the user guide – in chapterTyrus proprietary configuration. Update – Tyrus 1.8.1 There was another slightly late reported issue related to running in environments with SecurityManager enabled, so this version fixes that. Another noteworthy fixes are TYRUS-355 and TYRUS-361; the first one is about incorrect thread factory used for shared container timeout, which resulted in JVM waiting for that thread and not exiting as it should. The other issue enables relative URIs in Location header when using redirect feature. Links Tyrus homepage mailing list JIRA Complete list of changes: Bug [TYRUS-333] – Multiple endpoints on one client [TYRUS-334] – When connection is closed by a peer, periodic heartbeat pong is not stopped [TYRUS-336] – ReaderBuffer.getNextChars() keeps blocking a server thread after client has closed the session [TYRUS-338] – JDK client SSL filter needs better synchronization during handshake phase [TYRUS-339] – SSL hostname verification is missing [TYRUS-340] – Test PathParamTest are not stable with JDK client [TYRUS-341] – A control frame inside a stream of continuation frames is treated as the part of the stream [TYRUS-343] – ControlFrameInDataStreamTest does not pass on GF [TYRUS-345] – NPE is thrown, when shared container timeout property in JDK client is not set [TYRUS-346] – IllegalStateException is thrown, when using proxy in JDK client [TYRUS-347] – Introduce better synchronization in JDK client thread pool [TYRUS-348] – When a client and server close connection simultaneously, JDK client throws NPE [TYRUS-356] – Tyrus cannot determine the connection port for a wss URL [TYRUS-357] – Exception thrown in MessageHandler#OnMessage is not caught in @OnError method [TYRUS-359] – Client based on Java 7 Asynchronous IO makes application unexitable Improvement [TYRUS-328] – JDK 1.7 AIO Client container – threads – (setting threadpool, limits, …) [TYRUS-332] – Consolidate shared client properties into one file. [TYRUS-337] – Create an SSL version of Basic Servlet test New Feature [TYRUS-228] – Add client support for HTTP Basic/Digest Task [TYRUS-330] – create/run tests/servlet/basic via wss [TYRUS-335] – [clustering] – introduce RemoteSession and expose them via separate method (not include remote sessions in the getOpenSessions()) [TYRUS-344] – Introduce Client support for HTTP Redirect

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  • Day 5 - Tada! My Game Menu Screen Graphics

    - by dapostolov
    So, tonight I took some time to mash up some graphics for my game menu screen. My artistic talent sucks...but here goes nothing...voila, my menu screen!! The Menu Screen The screen above is displaying 4 sprites, even though it looks like maybe 7... I guess one of the first things for me to test in the future is ... is it more memory efficient (and better frame rate) to draw one big background image OR tp paint the screen black, and place each sprite in set locations? To display the 4 sprites above, I borrowed my code from yesterday ... I know, tacky, but...I wanted to see it, feel it. Do you feel it? FEEL IT! (homer voice & shakes fist) Note: the menu items won't scale properly as it stands with this code, well pretty much they do nothing except look pretty... Paint.Net & Google Fun So how did I create that image above? Well, to create the background and 3 menu items I used Paint.Net. Basically, I scoured Google images for: a stone doorway, a stone pillar, an old book, a wizards hat, and...that's it pretty much it! I'll let you type in those searches and see if you can locate the images I used. I know, bad developer...but I figured since I modified the images considerably it doesn't count...well for a personal project it shouldn't count...*shrug* Anyhow, I extracted each key assest I wanted from each image and applied lots of matting, blurring, color changes, glow effects and such. Then, using my vivid imagination I placed / composed each of the layered assets into the mashed up the "scene" above. Pretty cool, eh? Hey, did you know, the cool mist effect is actually a fire rendition in Paint.net? I set it to black & white with opacity set next to nothing. I'm also very proud of the yellow "light" in the stone doorway. I drew that in and then applied gausian blur to it to give it the effect of light creeping out around the door and into the room...heheh. So did I achieve the dark, mysterious ritual as I stated in my design doc? I think I had a great stab at it! Maybe down the road I can get a real artist to crank out some quality graphics for the game... =) So, What's Next? Well, I don't have that animated brazier yet...however, I thought it would be even cooler if I can get that door pulsing that yellow light and it would be extremely cool to have the smoke / mist moving across the screen! Make the creative ideas stop!! (clutches head) haha! I'm having great fun working on this project =) I recommend others giving something like this a try, it's really fulfilling. OK. Tomorrow... I think I'm going to start creating some game / menu objects as per the design doc, maybe even get a custom mouse cursor up on the screen and handle a couple of mouse events, and lastly, maybe a feature to toggle a framerate display... D.

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  • User Produtivity Kit - Powerful Packages (Part 1)

    - by [email protected]
    User Productivity Kit provides the ability to create a variety of content types including robust topics on system process and web pages with formatted text and graphics. There are times when you want to enhance content with media types not naively created by User Productivity Kit, media types such as video, custom animations, forms, and more. One method of doing this is to maintain these media files on a web server - separate from the User Productivity Kit player content and link to the files using absolute URLs such as http://myserver/overview.html. While this will get you going, you won't benefit from the content management capabilities of the UPK Developer. Features such as check-in / check-out, history, document properties, folder permissions and more are not available to this external content. Further, if you ever need to move that content to a server with a different name or domain, you'd need to update all your links. UPK version 3.1 introduced a new document type - the package. A package is a group of folders and files that you manage in the Developer library as a single document. These package documents work in the same manner as any other document in the library and you can use all of the collaborative content development features you see with other document types. Packages can be used for anything from single Word documents, PDF files, and graphics to more intricate sets of inter-related files commonly seen with HTML files and their graphics, style sheets, and JavaScript files. The structure of the files and folders within a package will always be preserved so this means that any relative links between files in the package will work. For example, an HTML file containing an image tag with a relative link to a graphic elsewhere in the same package will continue to function properly both when viewed in the Developer and when published to outputs such as the UPK Player. Once you start to use packages, you'll soon discover that there is a lot of existing content that can be re-purposed by placing it into UPK packages. Packages are easily created by selecting File...New...Package. Files can be added in a number of ways including the "Add Files" button, copy & paste from Windows Explorer, and drag & drop. To use one of the files in the package, just create a link to the file in the package you want to target. This is supported throughout the Developer in places such as section & topic concepts, frame links and hyperlinks in web pages. A little more challenging is determining how to structure packages in your library. As I mentioned earlier, a package can contain anything from a single file to dozens of files and folders. So what should you do? You could create a package for each file. You could create one package for all your files. But which one is right? Well, there's not a right and wrong answer to this question. There are advantages and disadvantages to each. The right decision will be influenced by the package files themselves, the structure of the content in the library, the size and working style of the development team, how content is shared between different outlines and more. The first consideration can be assessed the quickest. If the content to be placed in the package is composed of multiple files and those files reference each other, they should be in the same package. There are loads of examples of this type of content. HTML files with graphics and style sheets, HTML files with embedded Flash movies, and Word documents saved as HTML are all examples where the content is composed of multiple files and the files reference each other in some way. Content like this should always be placed in a singe package such that these relative links between the files are preserved and play properly in the UPK Player. In upcoming posts, I'll explain additional considerations.

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  • Screen Aspect Ratio

    - by Bill Evjen
    Jeffrey Dean, Pixar Aspect Ratio is very important to home video. What is aspect ratio – the ratio from the height to the width 2.35:1 The image is 2.35 times wide as it is high Pixar uses this for half of our movies This is called a widescreen image When modified to fit your television screen They cut this to fit the box of your screen When a comparison is made huge chunks of picture is missing It is harder to find what is going on when these pieces are missing The whole is greater than the pieces themselves. If you are missing pieces – you are missing the movie The soul and the mood is in the film shots. Cutting it to fit a screen, you are losing 30% of the movie Why different aspect ratios? Film before the 1950s 1.33:1 Academy Standard There were all aspects of images though. There was no standard. Thomas Edison developed projecting images onto a wall/screen He didn’t patent it as he saw no value in it. Then 1.37:1 came about to add a strip of sound This is the same size as a 35mm film Around 1952 – TV comes along NTSC Television followed the Academy Standard (4x3) Once TV came out, movie theater attendance plummets So Film brought forth color to combat this. Also early 3D Also Widescreen was brought forth. Cinema-Scope Studios at the time made movies bigger and bigger There was a Napoleon movie that was actually 4x1 … really wide. 1.85:1 Academy Flat 2.35:1 Anamorphic Scope (aka Panavision/Cinemascope) Almost all movies are made in these two aspect ratios Pixar has done half in one and half in the other Why choose one over the other? Artist choice It is part of the story the director wants to tell Can we preserve the story outside of the theaters? TVs before 1998 – they were very square Now TVs are very wide Historical options Toy Story released as it was and people cut it in a way that wasn’t liked by the studio Pan and Scan is another option Cut and then scan left or right depending on where the action is Frame Height Pixar can go back and animate more picture to account for the bottom/top bars. You end up with more sky and more ground The characters seem to get lost in the picture You lose what the director original intended Re-staging For animated movies, you can move characters around – restage the scene. It is a new completely different version of the film This is the best possible option that Pixar came up with They have stopped doing this really as the demand as pretty much dropped off Why not 1.33 today? There has been an evolution of taste and demands. VHS is a linear item The focus is about portability and not about quality Most was pan and scan and the quality was so bad – but people didn’t notice DVD was introduced in 1996 You could have more content – two versions of the film You could have the widescreen version and the 1.33 version People realized that they are seeing more of the movie with the widescreen High Def Televisions (16x9 monitors) This was introduced in 2005 Blu-ray Disc was introduced in 2006 This is all widescreen You cannot find a square TV anymore TVs are roughly 1.85:1 aspect ratio There is a change in demand Users are used to black bars and are used to widescreen Users are educated now What’s next for in-flight entertainment? High Def IFE Personal Electronic Devices 3D inflight

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  • OpenVPN on Tomato and Vista - can't see my network

    - by Ian
    I followed the instructions here (http://todayguesswhat.blogspot.ca/2011/03/quick-simple-vpn-setup-guide-using.html) to set up a TCP connection to OpenVPN on my Tomato router. Used TCP because the place I usually surf at seems to have the other ports blocked. My Vista laptop is able to connect to the router but I don't appear to be getting an IP address. I'm able to access my router's admin page, but I can't see the network at home. When I browse to Whatsmyip I see my home IP. Here are the results of route print -4 when I'm just connect to the library and when I've fired up the VP connection as well: Library only: =========================================================================== Interface List 22 ...00 ff c4 a0 e7 5c ...... TAP-Win32 Adapter V9 15 ...00 23 4e 20 b3 64 ...... Atheros AR9281 Wireless Network Adapter 10 ...00 23 8b 39 ec 71 ...... Marvell Yukon 88E8040T PCI-E Fast Ethernet Controller 1 ........................... Software Loopback Interface 1 11 ...00 00 00 00 00 00 00 e0 isatap.{834A8A0A-5E2C-47D0-9673-7965DE8B5470} 14 ...02 00 54 55 4e 01 ...... Teredo Tunneling Pseudo-Interface 17 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #3 20 ...00 00 00 00 00 00 00 e0 6TO4 Adapter 18 ...00 00 00 00 00 00 00 e0 6TO4 Adapter 19 ...00 00 00 00 00 00 00 e0 6TO4 Adapter 23 ...00 00 00 00 00 00 00 e0 isatap.{C4A0E75C-765E-4F7D-A55C-77945779816A} 34 ...00 00 00 00 00 00 00 e0 Microsoft ISATAP Adapter #5 =========================================================================== IPv4 Route Table =========================================================================== Active Routes: Network Destination Netmask Gateway Interface Metric 0.0.0.0 0.0.0.0 10.1.29.1 10.1.29.117 25 10.1.29.0 255.255.255.0 On-link 10.1.29.117 281 10.1.29.117 255.255.255.255 On-link 10.1.29.117 281 10.1.29.255 255.255.255.255 On-link 10.1.29.117 281 127.0.0.0 255.0.0.0 On-link 127.0.0.1 306 127.0.0.1 255.255.255.255 On-link 127.0.0.1 306 127.255.255.255 255.255.255.255 On-link 127.0.0.1 306 224.0.0.0 240.0.0.0 On-link 127.0.0.1 306 224.0.0.0 240.0.0.0 On-link 10.1.29.117 281 255.255.255.255 255.255.255.255 On-link 127.0.0.1 306 255.255.255.255 255.255.255.255 On-link 10.1.29.117 281 =========================================================================== Library and TCP OpenVPN: IPv4 Route Table =========================================================================== Active Routes: Network Destination Netmask Gateway Interface Metric 0.0.0.0 0.0.0.0 10.1.29.1 10.1.29.117 25 0.0.0.0 0.0.0.0 192.168.1.1 192.168.1.116 30 0.0.0.0 128.0.0.0 192.168.1.1 192.168.1.116 30 10.1.29.0 255.255.255.0 On-link 10.1.29.117 281 10.1.29.117 255.255.255.255 On-link 10.1.29.117 281 10.1.29.255 255.255.255.255 On-link 10.1.29.117 281 24.212.205.68 255.255.255.255 10.1.29.1 10.1.29.117 25 127.0.0.0 255.0.0.0 On-link 127.0.0.1 306 127.0.0.1 255.255.255.255 On-link 127.0.0.1 306 127.255.255.255 255.255.255.255 On-link 127.0.0.1 306 128.0.0.0 128.0.0.0 192.168.1.1 192.168.1.116 30 192.168.1.0 255.255.255.0 On-link 192.168.1.116 286 192.168.1.116 255.255.255.255 On-link 192.168.1.116 286 192.168.1.255 255.255.255.255 On-link 192.168.1.116 286 224.0.0.0 240.0.0.0 On-link 127.0.0.1 306 224.0.0.0 240.0.0.0 On-link 192.168.1.116 286 224.0.0.0 240.0.0.0 On-link 10.1.29.117 281 255.255.255.255 255.255.255.255 On-link 127.0.0.1 306 255.255.255.255 255.255.255.255 On-link 192.168.1.116 286 255.255.255.255 255.255.255.255 On-link 10.1.29.117 281 =========================================================================== Thanks for any advice. I looked at one of the answers but I'm not sure if it applied to me as it said that 10...* was the vpn connection, but I appear to have 10...* when I connect just to the library.

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  • CodePlex Daily Summary for Saturday, June 16, 2012

    CodePlex Daily Summary for Saturday, June 16, 2012Popular ReleasesCosmos (C# Open Source Managed Operating System): Release 92560: Prerequisites Visual Studio 2010 - Any version including Express. Express users must also install Visual Studio 2010 Integrated Shell runtime VMWare - Cosmos can run on real hardware as well as other virtualization environments but our default debug setup is configured for VMWare. VMWare Player (Free). or Workstation VMWare VIX API 1.11AutoUpdaterdotNET : Autoupdate for VB.NET and C# Developer: AutoUpdater.NET 1.1: Release Notes *New feature added that allows user to select remind later interval.Sumzlib: API document: API documentMicrosoft SQL Server Product Samples: Database: AdventureWorks 2008 OLTP Script: Install AdventureWorks2008 OLTP database from script The AdventureWorks database can be created by running the instawdb.sql DDL script contained in the AdventureWorks 2008 OLTP Script.zip file. The instawdb.sql script depends on two path environment variables: SqlSamplesDatabasePath and SqlSamplesSourceDataPath. The SqlSamplesDatabasePath environment variable is set to the default Microsoft ® SQL Server 2008 path. You will need to change the SqlSamplesSourceDataPath environment variable to th...HigLabo: HigLabo_20120613: Bug fix HigLabo.Mail Decode header encoded by CP1252Jasc (just another script compressor): 1.3.1: Updated Ajax Minifier to 4.55.WipeTouch, a jQuery touch plugin: 1.2.0: Changes since 1.1.0: New: wipeMove event, triggered while moving the mouse/finger. New: added "source" to the result object. Bug fix: sometimes vertical wipe events would not trigger correctly. Bug fix: improved tapToClick handler. General code refactoring. Windows Phone 7 is not supported, yet! Its behaviour is completely broken and would require some special tricks to make it work. Maybe in the future...Phalanger - The PHP Language Compiler for the .NET Framework: 3.0.0.3026 (June 2012): Fixes: round( 0.0 ) local TimeZone name TimeZone search compiling multi-script-assemblies PhpString serialization DocDocument::loadHTMLFile() token_get_all() parse_url()BlackJumboDog: Ver5.6.4: 2012.06.13 Ver5.6.4  (1) Web???????、???POST??????????????????Yahoo! UI Library: YUI Compressor for .Net: Version 2.0.0.0 - Ferret: - Merging both 3.5 and 2.0 codebases to a single .NET 2.0 assembly. - MSBuild Task. - NAnt Task.Bumblebee: Version 0.3.1: Changed default config values to decent ones. Restricted visibility of Hive.fs to internal. Added some XML documentation. Added Array.shuffle utility. The dll is also available on NuGet My apologies, the initial source code referenced was missing one file which prevented it from building The source code contains two examples, one in C#, one in F#, illustrating the usage of the framework on the Travelling Salesman Problem: Source CodeSharePoint XSL Templates: SPXSLT 0.0.9: Added new template FixAmpersands. Fixed the contents of the MultiSelectValueCheck.xsl file, which was missing the stylesheet wrapper.ExcelFileEditor: .CS File: nothingBizTalk Scheduled Task Adapter: Release 4.0: Works with BizTalk Server 2010. Compiled in .NET Framework 4.0. In this new version are available small improvements compared to the current version (3.0). We can highlight the following improvements or changes: 24 hours support in “start time” property. Previous versions had an issue with setting the start time, as it shown 12 hours watch but no AM/PM. Daily scheduler review. Solved a small bug on Daily Properties: unable to switch between “Every day” and “on these days” Installation e...Weapsy - ASP.NET MVC CMS: 1.0.0 RC: - Upgrade to Entity Framework 4.3.1 - Added AutoMapper custom version (by nopCommerce Team) - Added missed model properties and localization resources of Plugin Definitions - Minor changes - Fixed some bugsXenta Framework - extensible enterprise n-tier application framework: Xenta Framework 1.8.0 Beta: Catalog and Publication reviews and ratings Store language packs in data base Improve reporting system Improve Import/Export system A lot of WebAdmin app UI improvements Initial implementation of the WebForum app DB indexes Improve and simplify architecture Less abstractions Modernize architecture Improve, simplify and unify API Simplify and improve testing A lot of new unit tests Codebase refactoring and ReSharpering Utilize Castle Windsor Utilize NHibernate ORM ...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.55: Properly handle IE extension to CSS3 grammar that allows for multiple parameters to functional pseudo-class selectors. add new switch -braces:(new|same) that affects where opening braces are placed in multi-line output. The default, "new" puts them on their own new line; "same" outputs them at the end of the previous line. add new optional values to the -inline switch: -inline:(force|noforce), which can be combined with the existing boolean value via comma-separators; value "force" (which...Microsoft Media Platform: Player Framework: MMP Player Framework 2.7 (Silverlight and WP7): Additional DownloadsSMFv2.7 Full Installer (MSI) - This will install everything you need in order to develop your own SMF player application, including the IIS Smooth Streaming Client. It only includes the assemblies. If you want the source code please follow the link above. Smooth Streaming Sample Player - This is a pre-built player that includes support for IIS Smooth Streaming. You can configure the player to playback your content by simplying editing a configuration file - no need to co...Liberty: v3.2.1.0 Release 10th June 2012: Change Log -Added -Liberty is now digitally signed! If the certificate on Liberty.exe is missing, invalid, or does not state that it was developed by "Xbox Chaos, Open Source Developer," your copy of Liberty may have been altered in some (possibly malicious) way. -Reach Mass biped max health and shield changer -Fixed -H3/ODST Fixed all of the glitches that users kept reporting (also reverted the changes made in 3.2.0.2) -Reach Made some tag names clearer and more consistent between m...Media Companion: Media Companion 3.503b: It has been a while, so it's about time we release another build! Major effort has been for fixing trailer downloads, plus a little bit of work for episode guide tag in TV show NFOs.New Projects.NinJa (dotNinja): An extensive JavaScript Framework revolving around principles found in .NET and aiming to integrate full Intellisense support. bab-rizg: solve unemployment problemBizTalk Multi-part Message Attachments Zipper Pipeline Component: This pipeline component replaces all attachments of a multi-part message, in a send pipeline, for its zipped equivalent.Boggle.Net: A basic implementation of Boggle for WPF.CFScript: CFScript is an ANT-like scripting system for Compact Framework. Tasks like copying files, setting registry values o install CAB files can be done with CFScript.Diablo3: Diablo3Dygraphs.NET: Dygraphs.NETDynamics CRM plugin for nopCommerce: This plugins is a bridge between nopCommerce and Dynamics CRM. nms.gaming: Place holderProject Bright Star: Project Bright Star. Deal with it.RDFSharp: RDFSharp is a library designed to ease the development of .NET applications based on the RDF and Semantic Web data model.SlamCMS: An application framework that allows you to build content managed sites leveraging SharePoint 2010 for publishing with tools to query and manifest your data.test02: no

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  • Hell and Diplomacy: Notes on Software Integration

    - by ericajanine
    Well, I'm getting cabin fever and short-timer's ADD all at the same time. I haven't been anywhere outside of my greater city area in FOREVER and I'm only days away from my vacation. I have brainlock because the last few days have been non-stop diffusing amazingly hostile conversations. I think I'll write about that. So then, I "do" software. At the end of the day, software is pretty straightforward. Software is that thing we love and try to make do things not currently in play, in existence. If a process around getting software to do something is broken (like most actually are), then we should acknowledge it and move on. We are professional. We are helpful beyond the normal call of duty. We live and breathe making the lives better for those apps being active in the world. But above all--the shocker: We are SERVICE. In a service frame of mind, all perspectives shift to what is best overall for system stabilization vs. what must be in production to meet business objectives. It doesn't matter how much you like or dislike the creator of said software. It doesn't matter what time you went to bed last night or if your mate appreciates your Death March attitude. Getting a product in and when is an age-old dilemma in a software environment where more than, say, 3 people are involved. We know this. Taking a servant's perspective eliminates the drama surrounding what a group of half-baked developers forgot to tell each other in the 11th hour about their trampling changes before check-in. We, my counterparts in society, get paid to deal with that drama. I get paid to diffuse that drama and make everything integrate as smoothly as possible. At the end of the day, attacking someone over a minor detail not only makes things worse, it's against the whole point of our real existence. Being in support or software integration means you are to keep your eyes on the end game. That end game? It's making a solution work for all stakeholders, not just you or your immediate superior. Development and technology groups exist because business groups need them to exist and solve their issues. The end game? Doing what is best for those business groups ultimately. Period. Note: That does not mean you let your business users solely dictate when and if something gets changed in an environment you ultimately own. That's just crazy. Software and its environments are legitimately owned by those who manage it directly, no matter how important a business group believes it is to the existence of mankind. So, you both negotiate the terms of changing that environment and only do so upon that negotiation. Diplomacy is in order. So, to finish my thoughts: If you have no ability to keep your mouth shut in a situation where a business or development group truly need your help to make something work even beyond a deadline, find another profession. Beating up someone verbally because they screw up means a service attitude is not at the forefront of your motivation for doing what is ultimately their work and their product. Software, especially integration, requires a strong will and a soft touch to keep it on track. Not a hammer covered in broken glass.

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  • How do you report out user research results?

    - by user12277104
    A couple weeks ago, one of my mentees asked to meet, because she wanted my advice on how to report out user research results. She had just conducted her first usability test for her new employer, and was getting to the point where she wanted to put together some slides, but she didn't want them to be boring. She wanted to talk with me about what to present and how best to present results to stakeholders. While I couldn't meet for another week, thanks to slideshare, I could quickly point her in the direction that my in-person advice would have led her. First, I'd put together a panel for the February 2012 New Hampshire UPA monthly meeting that we then repeated for the 2012 Boston UPA annual conference. In this panel, I described my reporting techniques, as did six of my colleagues -- two of whom work for companies smaller than mine, and four of whom are independent consultants. Before taking questions, we each presented for 3 to 5 minutes on how we presented research results. The differences were really interesting. For example, when do you really NEED a long, written report (as opposed to an email, spreadsheet, or slide deck with callouts)? When you are reporting your test results to the FDA -- that makes sense. in this presentation, I describe two modes of reporting results that I use.  Second, I'd been a participant in the CUE-9 study. CUE stands for Comparative Usability Evaluation, and this was the 9th of these studies that Rolf Molich had designed. Originally, the studies were designed to show the variability in evaluation methods practitioners use to evaluate websites and applications. Of course, using methods and tasks of their own choosing, the results were wildly different. However, in this 9th study, the tasks were the same, the participants were the same, and the problem severity scale was the same, so how would the results of the 19 practitioners compare? Still wildly variable. But for the purposes of this discussion, it gave me a work product that was not proprietary to the company I work for -- a usability test report that I could share publicly. This was the way I'd been reporting results since 2005, and pretty much what I still do, when time allows.  That said, I have been continuing to evolve my methods and reporting techniques, and sometimes, there is no time to create that kind of report -- the team can't wait the days that it takes to take screen shots, go through my notes, refer back to recordings, and write it all up. So in those cases, I use bullet points in email, talk through the findings with stakeholders in a 1-hour meeting, and then post the take-aways on a wiki page. There are other requirements for that kind of reporting to work -- for example, the stakeholders need to attend each of the sessions, and the sessions can't take more than a day to complete, but you get the idea: there is no one "right" way to report out results. If the method of reporting you are using is giving your stakeholders the information they need, in a time frame in which it is useful, and in a format that meets their needs (FDA report or bullet points on a wiki), then that's the "right" way to report your results. 

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  • Incomplete upgrade 12.04 to 12.10

    - by David
    Everything was running smoothly. Everything had been downloaded from Internet, packages had been installed and a prompt asked for some obsolete programs/files to be removed or kept. After that the computer crashed and and to manually force a shutdown. I turned it on again and surprise I was on 12.10! Still the upgrade was not finished! How can I properly finish that upgrade? Here's the output I got in the command line after following posted instructions: i astrill - Astrill VPN client software i dayjournal - Simple, minimal, digital journal. i gambas2-gb-form - A gambas native form component i gambas2-gb-gtk - The Gambas gtk component i gambas2-gb-gtk-ext - The Gambas extended gtk GUI component i gambas2-gb-gui - The graphical toolkit selector component i gambas2-gb-qt - The Gambas Qt GUI component i gambas2-gb-settings - Gambas utilities class i A gambas2-runtime - The Gambas runtime i google-chrome-stable - The web browser from Google i google-talkplugin - Google Talk Plugin i indicator-keylock - Indicator for Lock Keys i indicator-ubuntuone - Indicator for Ubuntu One synchronization s i A language-pack-kde-zh-hans - KDE translation updates for language Simpl i language-pack-kde-zh-hans-base - KDE translations for language Simplified C i libapt-inst1.4 - deb package format runtime library idA libattica0.3 - a Qt library that implements the Open Coll idA libbabl-0.0-0 - Dynamic, any to any, pixel format conversi idA libboost-filesystem1.46.1 - filesystem operations (portable paths, ite idA libboost-program-options1.46.1 - program options library for C++ idA libboost-python1.46.1 - Boost.Python Library idA libboost-regex1.46.1 - regular expression library for C++ i libboost-serialization1.46.1 - serialization library for C++ idA libboost-signals1.46.1 - managed signals and slots library for C++ idA libboost-system1.46.1 - Operating system (e.g. diagnostics support idA libboost-thread1.46.1 - portable C++ multi-threading i libcamel-1.2-29 - Evolution MIME message handling library i libcmis-0.2-0 - CMIS protocol client library i libcupsdriver1 - Common UNIX Printing System(tm) - Driver l i libdconf0 - simple configuration storage system - runt i libdvdcss2 - Simple foundation for reading DVDs - runti i libebackend-1.2-1 - Utility library for evolution data servers i libecal-1.2-10 - Client library for evolution calendars i libedata-cal-1.2-13 - Backend library for evolution calendars i libedataserver-1.2-15 - Utility library for evolution data servers i libexiv2-11 - EXIF/IPTC metadata manipulation library i libgdu-gtk0 - GTK+ standard dialog library for libgdu i libgdu0 - GObject based Disk Utility Library idA libgegl-0.0-0 - Generic Graphics Library idA libglew1.5 - The OpenGL Extension Wrangler - runtime en i libglew1.6 - OpenGL Extension Wrangler - runtime enviro i libglewmx1.6 - OpenGL Extension Wrangler - runtime enviro i libgnome-bluetooth8 - GNOME Bluetooth tools - support library i libgnomekbd7 - GNOME library to manage keyboard configura idA libgsoap1 - Runtime libraries for gSOAP i libgweather-3-0 - GWeather shared library i libimobiledevice2 - Library for communicating with the iPhone i libkdcraw20 - RAW picture decoding library i libkexiv2-10 - Qt like interface for the libexiv2 library i libkipi8 - library for apps that want to use kipi-plu i libkpathsea5 - TeX Live: path search library for TeX (run i libmagickcore4 - low-level image manipulation library i libmagickwand4 - image manipulation library i libmarblewidget13 - Marble globe widget library idA libmusicbrainz4-3 - Library to access the MusicBrainz.org data i libnepomukdatamanagement4 - Basic Nepomuk data manipulation interface i libnux-2.0-0 - Visual rendering toolkit for real-time app i libnux-2.0-common - Visual rendering toolkit for real-time app i libpoppler19 - PDF rendering library i libqt3-mt - Qt GUI Library (Threaded runtime version), i librhythmbox-core5 - support library for the rhythmbox music pl i libusbmuxd1 - USB multiplexor daemon for iPhone and iPod i libutouch-evemu1 - KernelInput Event Device Emulation Library i libutouch-frame1 - Touch Frame Library i libutouch-geis1 - Gesture engine interface support i libutouch-grail1 - Gesture Recognition And Instantiation Libr idA libx264-120 - x264 video coding library i libyajl1 - Yet Another JSON Library i linux-headers-3.2.0-29 - Header files related to Linux kernel versi i linux-headers-3.2.0-29-generic - Linux kernel headers for version 3.2.0 on i linux-image-3.2.0-29-generic - Linux kernel image for version 3.2.0 on 64 i mplayerthumbs - video thumbnail generator using mplayer i myunity - Unity configurator i A openoffice.org-calc - office productivity suite -- spreadsheet i A openoffice.org-writer - office productivity suite -- word processo i python-brlapi - Python bindings for BrlAPI i python-louis - Python bindings for liblouis i rts-bpp-dkms - rts-bpp driver in DKMS format. i system76-driver - Universal driver for System76 computers. i systemconfigurator - Unified Configuration API for Linux Instal i systemimager-client - Utilities for creating an image and upgrad i systemimager-common - Utilities and libraries common to both the i systemimager-initrd-template-am - SystemImager initrd template for amd64 cli i touchpad-indicator - An indicator for the touchpad i ubuntu-tweak - Ubuntu Tweak i A unity-lens-utilities - Unity Utilities lens i A unity-scope-calculator - Calculator engine i unity-scope-cities - Cities engine i unity-scope-rottentomatoes - Unity Scope Rottentomatoes

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  • Converting a GameObject method call from UnityScript to C#

    - by Crims0n_
    Here is the UnityScript implementation of the method i use to generate a randomly tiled background, the problem i'm having relates to how to translate the call to the newTile method in c#, so far i've had no luck fiddling... can anyone point me in the correct direction? Thanks #pragma strict import System.Collections.Generic; var mapSizeX : int; var mapSizeY : int; var xOffset : float; var yOffset : float; var tilePrefab : GameObject; var tilePrefab2 : GameObject; var tiles : List.<Transform> = new List.<Transform>(); function Start () { var i : int = 0; var xIndex : int = 0; var yIndex : int = 0; xOffset = 2.69; yOffset = -1.97; while(yIndex < mapSizeY){ xIndex = 0; while(xIndex < mapSizeX){ var z = Random.Range(0, 5); if (z > 2) { var newTile : GameObject = Instantiate (tilePrefab, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 2) { var newTile2 : GameObject = Instantiate (tilePrefab2, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "Ztile_"+i; i++; xIndex++; } } yIndex++; } } C# Version [Fixed] using UnityEngine; using System.Collections; public class LevelGen : MonoBehaviour { public int mapSizeX; public int mapSizeY; public float xOffset; public float yOffset; public GameObject tilePrefab; public GameObject tilePrefab2; int i; public System.Collections.Generic.List<Transform> tiles = new System.Collections.Generic.List<Transform>(); // Use this for initialization void Start () { int i = 0; int xIndex = 0; int yIndex = 0; xOffset = 1.58f; yOffset = -1.156f; while (yIndex < mapSizeY) { xIndex = 0; while(xIndex < mapSizeX) { int z = Random.Range(0, 5); if (z > 5) { GameObject newTile = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 5) { GameObject newTile2 = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "tile2_"+i; i++; xIndex++; } } yIndex++; } } // Update is called once per frame void Update () { } }

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  • Information on upgrading Kinect Applications to MS SDK Beta 2.

    - by mbcrump
    Introduction Microsoft recently released the Kinect for Windows SDK Beta 2. It contains many enhancements and fixes that can be found here. The only problem with it is that a lot of current demo applications no longer function properly. Today, I’m going to walk you through a typical scenario of upgrading a Kinect application built with Beta 1 to Beta 2. Note: This tutorial covers WPF, but you can use the same techniques for WinForms. 1) Fix the references Let’s start with a fairly popular Kinect demo called Kinect User Interface Demo. This project uses the beta 1 version of Microsoft.Research.Kinect.dll and version 1.0.0.0 of Coding4Fun’s Kinect library. After you download the source code and extract the zip you will see the following references in Visual Studio 2010: Pay attention to the following references as these are the .dlls that you will have to update: Coding4Fun.Kinect.Wpf Microsoft.Research.Kinect If you click on Coding4Fun.Kinect.Wpf file you will see the following version information (v1.0.0.0): This needs to be upgraded to the Coding4Fun Kinect library built against Beta 2. So head over to http://c4fkinect.codeplex.com/ and hit download and you will have the following files. Go ahead and hit the delete key on your keyboard to remove the Coding4Fun.Kinect.Wpf.dll file from your project. Select “Add Reference” and navigate out to the folder where you extracted the files and select Coding4Fun.Kinect.Wpf.dll. If you click on the Coding4Fun.Kinect.Wpf.dll file and check properties it should be listed at 1.1.0.0: Fix Microsoft.Research.Kinect.dll The official SDK Beta 2 released a new .dll that you will need to reference in your application. Go ahead and select Microsoft.Research.Kinect.dll in your application and hit the Delete key on your keyboard. Go ahead and select Add Reference again and select Microsoft.Research.Kinect.dll from the .NET tab. Double check and make sure the version number is 1.0.0.45 as shown below. References fixed – Runtime needs to be updated. So we have fixed the references in a typical Kinect application that uses Microsoft’s SDK and C4F Kinect libraries. Now, we will need to update the runtime. All Beta 1 Kinect applications will instantiate the Runtime with the following code: Can you see that it is now marked with [Depreciated]? That means we need to update it before Microsoft decides to remove it from future versions of the SDK. We can fix this very easily by replacing this code: readonly Runtime _runtime = new Runtime(); with Microsoft.Research.Kinect.Nui.Runtime _nui; and adding similar code to our Loaded event as shown below public MainWindow() { InitializeComponent(); Loaded += new RoutedEventHandler(MainWindow_Loaded); } void MainWindow_Loaded(object sender, RoutedEventArgs e) { if (Runtime.Kinects.Count == 0) { txtInfo.Text = "Missing Kinect"; } else { _nui = Runtime.Kinects[0]; _nui.Initialize(RuntimeOptions.UseColor); // Video Frame Ready Event can happen now!!! //_nui.VideoFrameReady += new EventHandler<ImageFrameReadyEventArgs>(_nui_VideoFrameReady); _nui.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480, ImageType.Color); } } In this sample, I am testing to see if a Kinect is detected and if it is then I initialize the runtime with my first Kinect by using the Runtime.Kinects[0]. You can also specify other Kinect devices here. The rest of the code is standard code that you simply modify however you wish (ie Skeletal, Depth, etc) depending on what type of video feed you want. Conclusion As you can see it really wasn’t that painful to upgrade your project to Beta 2. I would recommend that you go ahead and upgrade to Beta 2 as future versions of the SDK will use these methods.  Thanks for reading. Subscribe to my feed

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  • Tetris Movement - Implementation

    - by James Brauman
    Hi gamedev, I'm developing a Tetris clone and working on the input at the moment. When I was prototyping, movement was triggered by releasing a directional key. However, in most Tetris games I've played the movement is a bit more complex. When a directional key is pressed, the shape moves one space in that direction. After a short interval, if the key is still held down, the shape starts moving in the direction continuously until the key is released. In the case of the down key being pressed, there is no pause between the initial movement and the subsequent continuous movement. I've come up with a solution, and it works well, but it's totally over-engineered. Hey, at least I can recognize when things are getting silly, right? :) public class TetrisMover { List registeredKeys; Dictionary continuousPressedTime; Dictionary totalPressedTime; Dictionary initialIntervals; Dictionary continousIntervals; Dictionary keyActions; Dictionary initialActionDone; KeyboardState currentKeyboardState; public TetrisMover() { *snip* } public void Update(GameTime gameTime) { currentKeyboardState = Keyboard.GetState(); foreach (Keys currentKey in registeredKeys) { if (currentKeyboardState.IsKeyUp(currentKey)) { continuousPressedTime[currentKey] = TimeSpan.Zero; totalPressedTime[currentKey] = TimeSpan.Zero; initialActionDone[currentKey] = false; } else { if (initialActionDone[currentKey] == false) { keyActions[currentKey](); initialActionDone[currentKey] = true; } totalPressedTime[currentKey] += gameTime.ElapsedGameTime; if (totalPressedTime[currentKey] = initialIntervals[currentKey]) { continuousPressedTime[currentKey] += gameTime.ElapsedGameTime; if (continuousPressedTime[currentKey] = continousIntervals[currentKey]) { keyActions[currentKey](); continuousPressedTime[currentKey] = TimeSpan.Zero; } } } } } public void RegisterKey(Keys key, TimeSpan initialInterval, TimeSpan continuousInterval, Action keyAction) { if (registeredKeys.Contains(key)) throw new InvalidOperationException( string.Format("The key %s is already registered.", key)); registeredKeys.Add(key); continuousPressedTime.Add(key, TimeSpan.Zero); totalPressedTime.Add(key, TimeSpan.Zero); initialIntervals.Add(key, initialInterval); continousIntervals.Add(key, continuousInterval); keyActions.Add(key, keyAction); initialActionDone.Add(key, false); } public void UnregisterKey(Keys key) { *snip* } } I'm updating it every frame, and this is how I'm registering keys for movement: tetrisMover.RegisterKey( Keys.Left, keyHoldStartSpecialInterval, keyHoldMovementInterval, () = { Move(Direction.Left); }); tetrisMover.RegisterKey( Keys.Right, keyHoldStartSpecialInterval, keyHoldMovementInterval, () = { Move(Direction.Right); }); tetrisMover.RegisterKey( Keys.Down, TimeSpan.Zero, keyHoldMovementInterval, () = { PerformGravity(); }); Issues that this doesn't address: If both left and right are held down, the shape moves back and forth really quick. If a directional key is held down and the turn finishes and the shape is replaced by a new one, the new one will move quickly in that direction instead of the little pause it is supposed to have. I could fix the issues, but I think it will make the solution even worse. How would you implement this?

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  • XNA Multiplayer Games and Networking

    - by JoshReuben
    ·        XNA communication must by default be lightweight – if you are syncing game state between players from the Game.Update method, you must minimize traffic. That game loop may be firing 60 times a second and player 5 needs to know if his tank has collided with any player 3 and the angle of that gun turret. There are no WCF ServiceContract / DataContract niceties here, but at the same time the XNA networking stack simplifies the details. The payload must be simplistic - just an ordered set of numbers that you would map to meaningful enum values upon deserialization.   Overview ·        XNA allows you to create and join multiplayer game sessions, to manage game state across clients, and to interact with the friends list ·        Dependency on Gamer Services - to receive notifications such as sign-in status changes and game invitations ·        two types of online multiplayer games: system link game sessions (LAN) and LIVE sessions (WAN). ·        Minimum dev requirements: 1 Xbox 360 console + Creators Club membership to test network code - run 1 instance of game on Xbox 360, and 1 on a Windows-based computer   Network Sessions ·        A network session is made up of players in a game + up to 8 arbitrary integer properties describing the session ·        create custom enums – (e.g. GameMode, SkillLevel) as keys in NetworkSessionProperties collection ·        Player state: lobby, in-play   Session Types ·        local session - for split-screen gaming - requires no network traffic. ·        system link session - connects multiple gaming machines over a local subnet. ·        Xbox LIVE multiplayer session - occurs on the Internet. Ranked or unranked   Session Updates ·        NetworkSession class Update method - must be called once per frame. ·        performs the following actions: o   Sends the network packets. o   Changes the session state. o   Raises the managed events for any significant state changes. o   Returns the incoming packet data. ·        synchronize the session à packet-received and state-change events à no threading issues   Session Config ·        Session host - gaming machine that creates the session. XNA handles host migration ·        NetworkSession properties: AllowJoinInProgress , AllowHostMigration ·        NetworkSession groups: AllGamers, LocalGamers, RemoteGamers   Subscribe to NetworkSession events ·        GamerJoined ·        GamerLeft ·        GameStarted ·        GameEnded – use to return to lobby ·        SessionEnded – use to return to title screen   Create a Session session = NetworkSession.Create(         NetworkSessionType.SystemLink,         maximumLocalPlayers,         maximumGamers,         privateGamerSlots,         sessionProperties );   Start a Session if (session.IsHost) {     if (session.IsEveryoneReady)     {        session.StartGame();        foreach (var gamer in SignedInGamer.SignedInGamers)        {             gamer.Presence.PresenceMode =                 GamerPresenceMode.InCombat;   Find a Network Session AvailableNetworkSessionCollection availableSessions = NetworkSession.Find(     NetworkSessionType.SystemLink,       maximumLocalPlayers,     networkSessionProperties); availableSessions.AllowJoinInProgress = true;   Join a Network Session NetworkSession session = NetworkSession.Join(     availableSessions[selectedSessionIndex]);   Sending Network Data var packetWriter = new PacketWriter(); foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Get the tank associated with this player.     Tank myTank = gamer.Tag as Tank;     // Write the data.     packetWriter.Write(myTank.Position);     packetWriter.Write(myTank.TankRotation);     packetWriter.Write(myTank.TurretRotation);     packetWriter.Write(myTank.IsFiring);     packetWriter.Write(myTank.Health);       // Send it to everyone.     gamer.SendData(packetWriter, SendDataOptions.None);     }   Receiving Network Data foreach (LocalNetworkGamer gamer in session.LocalGamers) {     // Keep reading while packets are available.     while (gamer.IsDataAvailable)     {         NetworkGamer sender;          // Read a single packet.         gamer.ReceiveData(packetReader, out sender);          if (!sender.IsLocal)         {             // Get the tank associated with this packet.             Tank remoteTank = sender.Tag as Tank;              // Read the data and apply it to the tank.             remoteTank.Position = packetReader.ReadVector2();             …   End a Session if (session.AllGamers.Count == 1)         {             session.EndGame();             session.Update();         }   Performance •        Aim to minimize payload, reliable in order messages •        Send Data Options: o   Unreliable, out of order -(SendDataOptions.None) o   Unreliable, in order (SendDataOptions.InOrder) o   Reliable, out of order (SendDataOptions.Reliable) o   Reliable, in order (SendDataOptions.ReliableInOrder) o   Chat data (SendDataOptions.Chat) •        Simulate: NetworkSession.SimulatedLatency , NetworkSession.SimulatedPacketLoss •        Voice support – NetworkGamer properties: HasVoice ,IsTalking , IsMutedByLocalUser

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  • How change LOD in geometry?

    - by ChaosDev
    Im looking for simple algorithm of LOD, for change geometry vertexes and decrease frame time. Im created octree, but now I want model or terrain vertex modify algorithm,not for increase(looking on tessellation later) but for decrease. I want something like this Questions: Is same algorithm can apply either to model and terrain correctly? Indexes need to be modified ? I must use octree or simple check distance between camera and object for desired effect ? New value of indexcount for DrawIndexed function needed ? Code: //m_LOD == 10 in the beginning //m_RawVerts - array of 3d Vector filled with values from vertex buffer. void DecreaseLOD() { m_LOD--; if(m_LOD<1)m_LOD=1; RebuildGeometry(); } void IncreaseLOD() { m_LOD++; if(m_LOD>10)m_LOD=10; RebuildGeometry(); } void RebuildGeometry() { void* vertexRawData = new byte[m_VertexBufferSize]; void* indexRawData = new DWORD[m_IndexCount]; auto context = mp_D3D->mp_Context; D3D11_MAPPED_SUBRESOURCE data; ZeroMemory(&data,sizeof(D3D11_MAPPED_SUBRESOURCE)); context->Map(mp_VertexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(vertexRawData,data.pData,m_VertexBufferSize); context->Unmap(mp_VertexBuffer->mp_buffer,0); context->Map(mp_IndexBuffer->mp_buffer,0,D3D11_MAP_READ,0,&data); memcpy(indexRawData,data.pData,m_IndexBufferSize); context->Unmap(mp_IndexBuffer->mp_buffer,0); DWORD* dwI = (DWORD*)indexRawData; int sz = (m_VertexStride/sizeof(float));//size of vertex element //algorithm must be here. std::vector<Vector3d> vertices; int i = 0; for(int j = 0; j < m_VertexCount; j++) { float x1 = (((float*)vertexRawData)[0+i]); float y1 = (((float*)vertexRawData)[1+i]); float z1 = (((float*)vertexRawData)[2+i]); Vector3d lv = Vector3d(x1,y1,z1); //my useless attempts if(j+m_LOD+1<m_RawVerts.size()) { float v1 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD]]); float v2 = VECTORHELPER::Distance(m_RawVerts[dwI[j]],m_RawVerts[dwI[j+m_LOD+1]]); if(v1>v2) lv = m_RawVerts[dwI[j+1]]; else if(v2<v1) lv = m_RawVerts[dwI[j+2]]; } (((float*)vertexRawData)[0+i]) = lv.x; (((float*)vertexRawData)[1+i]) = lv.y; (((float*)vertexRawData)[2+i]) = lv.z; i+=sz;//pass others vertex format values without change } for(int j = 0; j < m_IndexCount; j++) { //indices ? } //set vertexes to device UpdateVertexes(vertexRawData,mp_VertexBuffer->getSize()); delete[] vertexRawData; delete[] indexRawData; }

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  • Best approach to depth streaming via existing codec

    - by Kevin
    I'm working on a development system (and game) intended for games set mostly in static third-person views. We produce our scenery by CG and photographic techniques. Our background art is rendered off-line by a production-grade renderer. To allow the runtime imagery to properly interact with the background art, I wrote a program to convert from depth output by Mental Ray into a texture, and a pixel shader to draw a quad such that the Z data comes from the texture. This technique is working out very well, but now we've decided that some of the camera angle changes between scenes should be animated. The animation itself is straightforward to produce from our CG models. We intend to encode it to some HD video codec such as H.264. The problem is that in order to maintain our runtime imagery on the screen, the depth buffer will need to be loaded for each video frame. Due to the bandwidth, the video's depth data will need to be compressed efficiently. I've looked into methods for performing temporal compression of depth info and found an interesting research paper here: http://web4.cs.ucl.ac.uk/staff/j.kautz/publications/depth-streaming.pdf The method establishes a mapping between 16-bit depth values and YCbCr values. The mapping is tuned to the properties of existing video codecs in order to maximize precision of the decoded depths after the YCbCr has undergone video compression. It allows an existing, unmodified video codec to be used on the backend. I'm looking at how to pull this off with the least possible work. (This design change was unplanned.) Our game engine itself is native C++, presently for Win32 and DirectX, although we've worked hard to keep platform dependence segregated because we intend other ports. We don't have motion video facilities in the engine yet but will ultimately need that anyway for cinematics. I was planning on using some off-the-shelf motion video solution we can plug into our engine, and haven't chosen one yet. This new added requirement makes selecting one harder since, among other things, we'll now need to bypass colourspace conversion on one of the streams, and also will need to be playing two streams simultaneously in lockstep, on top of in some cases audio on one of them (for the cinematics). I'm also wondering if it's possible (or even useful) to do the conversion from YCbCr to depth in a pixel shader, or if it's better to just do it in CPU and separately load the resulting depth values into a locked tex. The conversion unfortunately does involve branching logic per-pixel. (There are more naive mappings that don't need branching, but they produce inferior results.) It could be reduced to a table lookup but the table would be 32MB. Programming is second-nature to me but I'm not that experienced with pix shaders and have zero knowledge of off-the-shelf video solutions. I'd therefore be interested in advice from others who may have dealt more with depth streaming, pixel shaders, and/or off-the-shelf codecs, regarding how feasible the proposed application is and what off-the-shelf video systems out there would best get along with this usage case.

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  • Libgdx 2D Game, Random generated World of random size, how to get mouse coordinates?

    - by Solom
    I'm a noob and English is not my mothertongue, so please bear with me! I'm generating a map for a Sidescroller out of a 2D-array. That is, the array holds different values and I create blocks based on that value. Now, my problem is to match mouse coordinates on screen with the actual block the mouse is pointing at. public class GameScreen implements Screen { private static final int WIDTH = 100; private static final int HEIGHT = 70; private OrthographicCamera camera; private Rectangle glViewport; private Spritebatch spriteBatch; private Map map; private Block block; ... @Override public void show() { camera = new OrthographicCamera(WIDTH, HEIGHT); camera.position.set(WIDTH/2, HEIGHT/2, 0); glViewport = new Rectangle(0, 0, WIDTH, HEIGHT); map = new Map(16384, 256); map.printTileMap(); // Debugging only spriteBatch = new SpriteBatch(); } @Override public void render(float delta) { // Clear previous frame Gdx.gl.glClearColor(1, 1, 1, 1 ); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); GL30 gl = Gdx.graphics.getGL30(); // gl.glViewport((int) glViewport.x, (int) glViewport.y, (int) glViewport.width, (int) glViewport.height); spriteBatch.setProjectionMatrix(camera.combined); camera.update(); spriteBatch.begin(); // Draw Map this.drawMap(); // spriteBatch.flush(); spriteBatch.end(); } private void drawMap() { for(int a = 0; a < map.getHeight(); a++) { // Bounds check (y) if(camera.position.y + camera.viewportHeight < a)// || camera.position.y - camera.viewportHeight > a) break; for(int b = 0; b < map.getWidth(); b++) { // Bounds check (x) if(camera.position.x + camera.viewportWidth < b)// || camera.position.x > b) break; // Dynamic rendering via BlockManager int id = map.getTileMap()[a][b]; Block block = BlockManager.map.get(id); if(block != null) // Check if Air { block.setPosition(b, a); spriteBatch.draw(block.getTexture(), b, a, 1 ,1); } } } } As you can see, I don't use the viewport anywhere. Not sure if I need it somewhere down the road. So, the map is 16384 blocks wide. One block is 16 pixels in size. One of my naive approaches was this: if(Gdx.input.isButtonPressed(Input.Buttons.LEFT)) { Vector3 mousePos = new Vector3(); mousePos.set(Gdx.input.getX(), Gdx.input.getY(), 0); camera.unproject(mousePos); System.out.println(Math.round(mousePos.x)); // *16); // Debugging // TODO: round // map.getTileMap()[mousePos.x][mousePos.y] = 2; // Draw at mouse position } I confused myself somewhere down the road I fear. What I want to do is, update the "block" (or rather the information in the Map/2D-Array) so that in the next render() there is another block. Basically drawing on the spriteBatch g So if anyone could point me in the right direction this would be highly appreciated. Thanks!

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  • Randomely loosing wireless connexion with Cubuntu 12.04

    - by statquant
    I am presently experiencing random disconnections from my wireless network. It looks like it is more and more frequent (however I have not seen any clear pattern). This is killing me... Here is some information that should help (from ubuntu forums). Thanks for reading Machine : Acer Aspire S3 statquant@euclide:~$ lsb_release -d Description: Ubuntu 12.04.1 LTS statquant@euclide:~$ uname -mr 3.2.0-33-generic x86_64 statquant@euclide:~$ sudo /etc/init.d/networking restart * Running /etc/init.d/networking restart is deprecated because it may not enable again some interfaces * Reconfiguring network interfaces... statquant@euclide:~$ lspci 02:00.0 Network controller: Atheros Communications Inc. AR9485 Wireless Network Adapter (rev 01) statquant@euclide:~$ lsusb Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 002 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub Bus 001 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 002 Device 002: ID 8087:0024 Intel Corp. Integrated Rate Matching Hub Bus 001 Device 004: ID 064e:c321 Suyin Corp. Bus 002 Device 003: ID 0bda:0129 Realtek Semiconductor Corp. statquant@euclide:~$ ifconfig wlan0 Link encap:Ethernet HWaddr 74:de:2b:dd:c4:78 inet addr:192.168.1.3 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::76de:2bff:fedd:c478/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:913 errors:0 dropped:0 overruns:0 frame:0 TX packets:802 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:873218 (873.2 KB) TX bytes:125826 (125.8 KB) statquant@euclide:~$ iwconfig wlan0 IEEE 802.11bgn ESSID:"Bbox-D646D1" Mode:Managed Frequency:2.437 GHz Access Point: 00:19:70:80:01:6C Bit Rate=65 Mb/s Tx-Power=16 dBm Retry long limit:7 RTS thr:off Fragment thr:off Power Management:on Link Quality=56/70 Signal level=-54 dBm Rx invalid nwid:0 Rx invalid crypt:0 Rx invalid frag:0 Tx excessive retries:0 Invalid misc:71 Missed beacon:0 statquant@euclide:~$ dmesg | grep "wlan" [ 17.495866] ADDRCONF(NETDEV_UP): wlan0: link is not ready [ 17.498950] ADDRCONF(NETDEV_UP): wlan0: link is not ready [ 20.072015] wlan0: authenticate with 00:19:70:80:01:6c (try 1) [ 20.269853] wlan0: authenticate with 00:19:70:80:01:6c (try 2) [ 20.272386] wlan0: authenticated [ 20.298682] wlan0: associate with 00:19:70:80:01:6c (try 1) [ 20.302321] wlan0: RX AssocResp from 00:19:70:80:01:6c (capab=0x431 status=0 aid=1) [ 20.302325] wlan0: associated [ 20.307307] ADDRCONF(NETDEV_CHANGE): wlan0: link becomes ready [ 30.402292] wlan0: no IPv6 routers present statquant@euclide:~$ sudo lshw -C network [sudo] password for statquant: *-network description: Wireless interface product: AR9485 Wireless Network Adapter vendor: Atheros Communications Inc. physical id: 0 bus info: pci@0000:02:00.0 logical name: wlan0 version: 01 serial: 74:de:2b:dd:c4:78 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list rom ethernet physical wireless configuration: broadcast=yes driver=ath9k driverversion=3.2.0-33-generic firmware=N/A ip=192.168.1.3 latency=0 link=yes multicast=yes wireless=IEEE 802.11bgn resources: irq:17 memory:c0400000-c047ffff memory:afb00000-afb0ffff statquant@euclide:~$ iwlist scan wlan0 Scan completed : Cell 01 - Address: 00:19:70:80:01:6C Channel:6 Frequency:2.437 GHz (Channel 6) Quality=56/70 Signal level=-54 dBm Encryption key:on ESSID:"Bbox-D646D1" Bit Rates:1 Mb/s; 2 Mb/s; 5.5 Mb/s; 11 Mb/s; 6 Mb/s 9 Mb/s; 12 Mb/s; 18 Mb/s Bit Rates:24 Mb/s; 36 Mb/s; 48 Mb/s; 54 Mb/s Mode:Master Extra:tsf=000000125fb152bb Extra: Last beacon: 40020ms ago IE: Unknown: 000B42626F782D443634364431 IE: Unknown: 010882848B960C121824 IE: Unknown: 030106 IE: IEEE 802.11i/WPA2 Version 1 Group Cipher : TKIP Pairwise Ciphers (2) : CCMP TKIP Authentication Suites (1) : PSK IE: WPA Version 1 Group Cipher : TKIP Pairwise Ciphers (2) : CCMP TKIP Authentication Suites (1) : PSK IE: Unknown: 2A0100 IE: Unknown: 32043048606C IE: Unknown: DD180050F2020101820003A4000027A4000042435E0062322F00 IE: Unknown: 2D1A4C101BFF00000000000000000000000000000000000000000000 IE: Unknown: 3D1606080800000000000000000000000000000000000000 IE: Unknown: DD0900037F01010000FF7F IE: Unknown: DD0A00037F04010000000000 And... finally, please note that I did the following (after looking for fixes of similar problems), but unfortunately it did not work sudo modprobe -r iwlwifi sudo modprobe iwlwifi 11n_disable=1

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