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  • Car animations in Frogger on Javascript

    - by Mijoro Nicolas Rasoanaivo
    I have to finish a Frogger game in Javascript for my engineering school degree, but I don't know how to animate the cars. Right now I tried to manipulate the CSS, the DOM, I wrote a script with a setTimeout(), but none of them works.Can I have some help please? Here's my code and my CSS: <html> <head> <title>Image d&eacute;filante</title> <link rel="stylesheet" type="text/css" href="map_style.css"/> </head> <body onload="start()"> <canvas id="jeu" width="800" height="450"> </canvas> <img id="voiture" class="voiture" src="car.png" onload="startTimerCar()"> <img id="voiture2" class="voiture" src="car.png" onload="startTimerCar()"> <img id="voiture3" class="voiture" src="car.png" onload="startTimerCar()"> <img id="bigrig" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="bigrig2" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="bigrig3" class="bigrig" src="bigrig.png" onload="startTimerBigrig()"> <img id="hotrod" src="hotrod.png" onload="startTimerHotrod()"> <img id="hotrod2" src="hotrod.png" onload="startTimerHotrod()"> <img id="turtle" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="turtle2" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="turtle3" src="turtles_diving.png" onload="startTimerTurtle()"> <img id="small" src="log_small.png" onload="startTimerSmall()"> <img id="small2" src="log_small.png" onload="startTimerSmall()"> <img id="small3" src="log_small.png" onload="startTimerSmall()"> <img id="small4" src="log_small.png" onload="startTimerSmall()"> <img id="med" src="log_medium.png" onload="startTimerMedium()"> <img id="med2" src="log_medium.png" onload="startTimerMedium()"> <img id="med3" src="log_medium.png" onload="startTimerMedium()"> <script type="text/javascript"> var X = 1; var timer; function start(){ setInterval(init,10); document.onkeydown = move; var canvas = document.getElementById('jeu'); var context = canvas.getContext('2d'); var frog = document.getElementById('frog'); var posX_frog = 415; var posY_frog = 400; var voiture = [document.getElementById('voiture'),document.getElementById('voiture2'),document.getElementById('voiture3')]; var bigrig = [document.getElementById('bigrig'),document.getElementById('bigrig2'),document.getElementById('bigrig3')]; var hotrod = [document.getElementById('hotrod'),document.getElementById('hotrod2')]; var turtle = [document.getElementById('turtle'),document.getElementById('turtle2'),document.getElementById('turtle3')]; var small = [document.getElementById('small'),document.getElementById('small2'),document.getElementById('small3'),document.getElementById('small4')]; var med = [document.getElementById('med'),document.getElementById('med2'),document.getElementById('med3')]; function init() { context.fillStyle = "#AEEE00"; context.fillRect(0,0,800,50); context.fillRect(0,200,800,50); context.fillRect(0,400,800,50); context.fillStyle = "#046380"; context.fillRect(0,50,800,150); context.fillStyle = "#000000"; context.fillRect(0,250,800,150); var img= new Image(); img.src="./frog.png"; context.drawImage(img,posX_frog, posY_frog, 46, 38); } function move(event){ if (event.keyCode == 39){ if( posX_frog < 716 ){ posX_frog += 50; } } if(event.keyCode == 37){ if( posX_frog >25 ){ posX_frog -= 50; } } if (event.keyCode == 38){ if( posY_frog > 10 ){ posY_frog -= 50; } } if(event.keyCode == 40){ if( posY_frog <400 ){ posY_frog += 50; } } } } </script> </body> And my map_css: #jeu{ z-index:10; width: 800px; height: 450px; border: 2px black solid; overflow: hidden; position: relative; transition:width 2s; -moz-transition:width 2s; /* Firefox 4 */ -webkit-transition:width 2s; /* Safari and Chrome */ } #voiture{ z-index: 100; position: absolute; top: 315px; left: 48px; transition-timing-function: linear; -webkit-transition-timing-function: linear; -moz-transition-timing-function: linear; } #voiture2{ z-index: 100; position: absolute; top: 315px; left: 144px; } #voiture3{ z-index: 100; position: absolute; top: 315px; left: 240px; } #bigrig{ z-index: 100; position: absolute; top: 365px; left: 200px; } #bigrig2{ z-index: 100; position: absolute; top: 365px; left: 400px; } #bigrig3{ z-index: 100; position: absolute; top: 365px; left: 600px; } #hotrod{ z-index: 100; position: absolute; top: 265px; left: 200px; } #hotrod2{ z-index: 100; position: absolute; top: 265px; left: 500px; } #hotrod3{ z-index: 100; position: absolute; top: 265px; left: 750px; } #turtle{ z-index: 100; position: absolute; top: 175px; left: 50px; } #turtle2{ z-index: 100; position: absolute; top: 175px; left: 450px; } #turtle3{ z-index: 100; position: absolute; top: 175px; left: 250px; } #small{ z-index: 100; position: absolute; top: 125px; left: 20px; } #small2{ z-index: 100; position: absolute; top: 125px; left: 220px; } #small3{ z-index: 100; position: absolute; top: 125px; left: 420px; } #small4{ z-index: 100; position: absolute; top: 125px; left: 620px; } #med{ z-index: 100; position: absolute; top: 75px; left: 120px; } #med2{ z-index: 100; position: absolute; top: 75px; left: 320px; } #med3{ z-index: 100; position: absolute; top: 75px; left: 520px; } I had to say that I'm in the obligation to code in HTML5, CSS3, and Javascript but not jQuery, who is way more easier, I already created games in jQuery... It takes me too much time and too much code lines right here.

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  • Multiple setInterval in a HTML5 Canvas game

    - by kushsolitary
    I'm trying to achieve multiple animations in a game that I am creating using Canvas (it is a simple ping-pong game). This is my first game and I am new to canvas but have created a few experiments before so I have a good knowledge about how canvas work. First, take a look at the game here. The problem is, when the ball hits the paddle, I want a burst of n particles at the point of contact but that doesn't came right. Even if I set the particles number to 1, they just keep coming from the point of contact and then hides automatically after some time. Also, I want to have the burst on every collision but it occurs on first collision only. I am pasting the code here: //Initialize canvas var canvas = document.getElementById("canvas"), ctx = canvas.getContext("2d"), W = window.innerWidth, H = window.innerHeight, particles = [], ball = {}, paddles = [2], mouse = {}, points = 0, fps = 60, particlesCount = 50, flag = 0, particlePos = {}; canvas.addEventListener("mousemove", trackPosition, true); //Set it's height and width to full screen canvas.width = W; canvas.height = H; //Function to paint canvas function paintCanvas() { ctx.globalCompositeOperation = "source-over"; ctx.fillStyle = "black"; ctx.fillRect(0, 0, W, H); } //Create two paddles function createPaddle(pos) { //Height and width this.h = 10; this.w = 100; this.x = W/2 - this.w/2; this.y = (pos == "top") ? 0 : H - this.h; } //Push two paddles into the paddles array paddles.push(new createPaddle("bottom")); paddles.push(new createPaddle("top")); //Setting up the parameters of ball ball = { x: 2, y: 2, r: 5, c: "white", vx: 4, vy: 8, draw: function() { ctx.beginPath(); ctx.fillStyle = this.c; ctx.arc(this.x, this.y, this.r, 0, Math.PI*2, false); ctx.fill(); } }; //Function for creating particles function createParticles(x, y) { this.x = x || 0; this.y = y || 0; this.radius = 0.8; this.vx = -1.5 + Math.random()*3; this.vy = -1.5 + Math.random()*3; } //Draw everything on canvas function draw() { paintCanvas(); for(var i = 0; i < paddles.length; i++) { p = paddles[i]; ctx.fillStyle = "white"; ctx.fillRect(p.x, p.y, p.w, p.h); } ball.draw(); update(); } //Mouse Position track function trackPosition(e) { mouse.x = e.pageX; mouse.y = e.pageY; } //function to increase speed after every 5 points function increaseSpd() { if(points % 4 == 0) { ball.vx += (ball.vx < 0) ? -1 : 1; ball.vy += (ball.vy < 0) ? -2 : 2; } } //function to update positions function update() { //Move the paddles on mouse move if(mouse.x && mouse.y) { for(var i = 1; i < paddles.length; i++) { p = paddles[i]; p.x = mouse.x - p.w/2; } } //Move the ball ball.x += ball.vx; ball.y += ball.vy; //Collision with paddles p1 = paddles[1]; p2 = paddles[2]; if(ball.y >= p1.y - p1.h) { if(ball.x >= p1.x && ball.x <= (p1.x - 2) + (p1.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } else if(ball.y <= p2.y + 2*p2.h) { if(ball.x >= p2.x && ball.x <= (p2.x - 2) + (p2.w + 2)){ ball.vy = -ball.vy; points++; increaseSpd(); particlePos.x = ball.x, particlePos.y = ball.y; flag = 1; } } //Collide with walls if(ball.x >= W || ball.x <= 0) ball.vx = -ball.vx; if(ball.y > H || ball.y < 0) { clearInterval(int); } if(flag == 1) { setInterval(emitParticles(particlePos.x, particlePos.y), 1000/fps); } } function emitParticles(x, y) { for(var k = 0; k < particlesCount; k++) { particles.push(new createParticles(x, y)); } counter = particles.length; for(var j = 0; j < particles.length; j++) { par = particles[j]; ctx.beginPath(); ctx.fillStyle = "white"; ctx.arc(par.x, par.y, par.radius, 0, Math.PI*2, false); ctx.fill(); par.x += par.vx; par.y += par.vy; par.radius -= 0.02; if(par.radius < 0) { counter--; if(counter < 0) particles = []; } } } var int = setInterval(draw, 1000/fps); Now, my function for emitting particles is on line 156, and I have called this function on line 151. The problem here can be because of I am not resetting the flag variable but I tried doing that and got more weird results. You can check that out here. By resetting the flag variable, the problem of infinite particles gets resolved but now they only animate and appear when the ball collides with the paddles. So, I am now out of any solution.

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  • CodePlex Daily Summary for Friday, September 28, 2012

    CodePlex Daily Summary for Friday, September 28, 2012Popular ReleasesWPUtils: WPUtils 1.2: Just fixed an issue related to isolated storage path for ChoosePhotoBehavior. Specifically CreateDirectory method only accepts relative path, but was given a "/photos/" path which would result in exception. Please make sure you have this fix if you are using ChoosePhotoBehavior! NOTE: Windows Phone SDK 7.1 or higher is required.TFS Timesheets: TFS Timesheets 2.0: New features: Visual Studio 2012 support Bug fixes: Scaling mode inherited rather than font scalingCRM 2011 Visual Ribbon Editor: Visual Ribbon Editor 1.1 Beta: Visual Ribbon Editor 1.1 Beta What's New: Fixed scrolling issue in UnHide dialog Added support for connecting via ADFS / IFD Added support for more than one action for a button Added support for empty StringParameter for Javascript functions Fixed bug in rule CrmClientTypeRule when selecting Outlook option Extended Prefix field in New Button dialogFree Aspx Image Gallery: Free Aspx Image Gallery Release V1: This is first basic release of my free aspx image gallery project. It is free to use and modify by the user without any need of providing any credit to me.Simple Microsoft Excel Document Converter (Convert To XLS, XLSX, PDF, XPS): ExcelDocConverter 0.1 Beta: Initial Release Microsoft Excel Documents Converter. Microsoft Excel 1997-2003 (XLS) Microsoft Excel 2007/2010 (XLSX) Portable Document Format (PDF) Microsoft XPS Document (XPS) Difference between NET2.0 and NET3.5 This program uses .NET Framework runtime library to run. Basically, they are no differences. Only the runtime library version is different. For older computers, i.e. Windows XP, might not have .NET Framework 3.5 installed, then use NET2.0 in stead. But, some Windows XP SP2 mig...Office File Properties: Office File Properties 3.3.1: Bug fix. Convert file extension to lowercase before checking.LoBDb.NET: LoBDb.NET 1.0.9: Centido.Core library: 1) SQL Server script bug fix: an error when changing the MaxLength property of an indexed string column or when changing the Precision-Scale properties of a decimal column. LobDb.NET Manager: 1) Changing the Precision, Scale, Default Value, Minimum and Maximum properties of a decimal column now enables the Save button. 2) The MaxLength property of a string column and the Precision+Scale values of a decimal column are now displayed in the column list. 3) Changing the Min...Chaos games: Chaos games: Small app for generating fractals using chaos gamesVisual Studio Icon Patcher: Version 1.5.2: This version contains no new images from v1.5.1 Contains the following improvements: Better support for detecting the installed languages The extract & inject commands won’t run if Visual Studio is running You may now run in extract or inject mode The p/invoke code was cleaned up based on Code Analysis recommendations When a p/invoke method fails the Win32 error message is now displayed Error messages use red text Status messages use green textMCEBuddy 2.x: MCEBuddy 2.2.16: Changelog for 2.2.16 (32bit and 64bit) Now a standalone remote client also available to control the Engine remotely. 1. Added support for remote connections for status and configuration. MCEBuddy now uses port 23332. The remote server name, remote server port and local server port can be updated from the MCEBuddy.conf file BUT the Service or GUI needs to be restarted (i.e. reboot or restart service or restart program) for it to take effect. Refer to documentation for more details http://mce...ZXing.Net: ZXing.Net 0.9.0.0: On the way to a release 1.0 the API should be stable now with this version. sync with rev. 2393 of the java version improved api better Unity support Windows RT binaries Windows CE binaries new Windows Service demo new WPF demo WindowsCE Hotfix: Fixes an error with ISO8859-1 encoding and scannning of QR-Codes. The hotfix is only needed for the WindowsCE platform.SSIS GoogleAnalyticsSource: Version 1.1 Alpha 2: The component uses now the Google API V2.4 including the management API.MVC Bootstrap: MVC Boostrap 0.5.1: A small demo site, based on the default ASP.NET MVC 3 project template, showing off some of the features of MVC Bootstrap. This release uses Entity Framework 5 for data access and Ninject 3 for dependency injection. If you download and use this project, please give some feedback, good or bad!menu4web: menu4web 1.0 - free javascript menu for web sites: menu4web 1.0 has been tested with all major browsers: Firefox, Chrome, IE, Opera and Safari. Minified m4w.js library is less than 9K. Includes 21 menu examples of different styles. Can be freely distributed under The MIT License (MIT).Rawr: Rawr 5.0.0: This is the Downloadable WPF version of Rawr!For web-based version see http://elitistjerks.com/rawr.php You can find the version notes at: http://rawr.codeplex.com/wikipage?title=VersionNotes Rawr Addon (NOT UPDATED YET FOR MOP)We now have a Rawr Official Addon for in-game exporting and importing of character data hosted on Curse. The Addon does not perform calculations like Rawr, it simply shows your exported Rawr data in wow tooltips and lets you export your character to Rawr (including ba...Coevery - Free CRM: Coevery 1.0.0.26: The zh-CN issue has been solved. We also add a project management module.VidCoder: 1.4.1 Beta: Updated to HandBrake 4971. This should fix some issues with stuck PGS subtitles. Fixed build break which prevented pre-compiled XML serializers from showing up. Fixed problem where a preset would get errantly marked as modified when re-opening the encode settings window or importing a new preset.JSLint for Visual Studio 2010: 1.4.0: VS2012 support is alphaBlackJumboDog: Ver5.7.2: 2012.09.23 Ver5.7.2 (1)InetTest?? (2)HTTP?????????????????100???????????Player Framework by Microsoft: Player Framework for Windows 8 (Preview 6): IMPORTANT: List of breaking changes from preview 5 Added separate samples download with .vsix dependencies instead of source dependencies Support for FreeWheel SmartXML ad responses Support for Smooth Streaming SDK DownloaderPlugins Support for VMAP and TTML polling for live scenarios Support for custom smooth streaming byte stream and scheme handlers Support for new play time and position tracking plugin Added IsLiveChanged event Added AdaptivePlugin.MaxBitrate property Add...New ProjectsChaos games: Small app to generating fractals using chaos gamesDocument Digitalization System: This system will allow the users with on one or more PCs to digitalize pdf files and store it or export it to other file formats.ExternalTokenAnalysisOffline: SPUser?UserToken????????????????。FinalProjectSeniorProject: ***Unfinished*** Senior project build GL Ponpes Selamat Kendal: Aplikasi Akuntansi Sekolah Pondok Pesantren Modern Selamat KendalHealth Care Manager: One of keynote planned for the Brazzaville Microsoft event coming soon.Orchard Commerce History with PayPal: Project expands on Nwazet.Commerce module (and is required for this module to work). Adds a purchase history, product role associations, and PayPal.PDF.NET: PWMIS ?????? Ver 4.5 ???? SMS Egypt: This project is intended to make it easy for people to send SMS to their customers using SMS gateways inside and outside Egypt. Strong Caml: Use the familiar CAML syntax, but now do it in strongly-typed, dynamic code. Just follow Visual Studio's IntelliSense, and your CAML query can't go wrong!TrainingFrameWork: TrainingFrameWork

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  • Bouncing off a circular Boundary with multiple balls?

    - by Anarkie
    I am making a game like this : Yellow Smiley has to escape from red smileys, when yellow smiley hits the boundary game is over, when red smileys hit the boundary they should bounce back with the same angle they came, like shown below: Every 10 seconds a new red smiley comes in the big circle, when red smiley hits yellow, game is over, speed and starting angle of red smileys should be random. I control the yellow smiley with arrow keys. The biggest problem I have reflecting the red smileys from the boundary with the angle they came. I don't know how I can give a starting angle to a red smiley and bouncing it with the angle it came. I would be glad for any tips! My js source code : var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext("2d"); // Object containing some global Smiley properties. var SmileyApp = { radius: 15, xspeed: 0, yspeed: 0, xpos:200, // x-position of smiley ypos: 200 // y-position of smiley }; var SmileyRed = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 65 // y-position of smiley }; var SmileyReds = new Array(); for (var i=0; i<5; i++){ SmileyReds[i] = { radius: 15, xspeed: 0, yspeed: 0, xpos:350, // x-position of smiley ypos: 67 // y-position of smiley }; SmileyReds[i].xspeed = Math.floor((Math.random()*50)+1); SmileyReds[i].yspeed = Math.floor((Math.random()*50)+1); } function drawBigCircle() { var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radiusBig = 300; ctx.beginPath(); ctx.arc(centerX, centerY, radiusBig, 0, 2 * Math.PI, false); // context.fillStyle = 'green'; // context.fill(); ctx.lineWidth = 5; // context.strokeStyle = '#003300'; // green ctx.stroke(); } function lineDistance( positionx, positiony ) { var xs = 0; var ys = 0; xs = positionx - 350; xs = xs * xs; ys = positiony - 350; ys = ys * ys; return Math.sqrt( xs + ys ); } function drawSmiley(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.7*r, y); ctx.arc(x,y,0.7*r, 0, Math.PI, false); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } function drawSmileyRed(x,y,r) { // outer border ctx.lineWidth = 3; ctx.beginPath(); ctx.arc(x,y,r, 0, 2*Math.PI); //red ctx.fillStyle="rgba(255,0,0, 0.5)"; //yellow ctx.fillStyle="rgba(255,255,0, 0.5)"; ctx.fill(); ctx.stroke(); // mouth ctx.beginPath(); ctx.moveTo(x+0.4*r, y+10); ctx.arc(x,y+10,0.4*r, 0, Math.PI, true); // eyes var reye = r/10; var f = 0.4; ctx.moveTo(x+f*r, y-f*r); ctx.arc(x+f*r-reye, y-f*r, reye, 0, 2*Math.PI); ctx.moveTo(x-f*r, y-f*r); ctx.arc(x-f*r+reye, y-f*r, reye, -Math.PI, Math.PI); // nose ctx.moveTo(x,y); ctx.lineTo(x, y-r/2); ctx.lineWidth = 1; ctx.stroke(); } // --- Animation of smiley moving with constant speed and bounce back at edges of canvas --- var tprev = 0; // this is used to calculate the time step between two successive calls of run function run(t) { requestAnimationFrame(run); if (t === undefined) { t=0; } var h = t - tprev; // time step tprev = t; SmileyApp.xpos += SmileyApp.xspeed * h/1000; // update position according to constant speed SmileyApp.ypos += SmileyApp.yspeed * h/1000; // update position according to constant speed for (var i=0; i<SmileyReds.length; i++){ SmileyReds[i].xpos += SmileyReds[i].xspeed * h/1000; // update position according to constant speed SmileyReds[i].ypos += SmileyReds[i].yspeed * h/1000; // update position according to constant speed } // change speed direction if smiley hits canvas edges if (lineDistance(SmileyApp.xpos, SmileyApp.ypos) + SmileyApp.radius > 300) { alert("Game Over"); } // redraw smiley at new position ctx.clearRect(0,0,canvas.height, canvas.width); drawBigCircle(); drawSmiley(SmileyApp.xpos, SmileyApp.ypos, SmileyApp.radius); for (var i=0; i<SmileyReds.length; i++){ drawSmileyRed(SmileyReds[i].xpos, SmileyReds[i].ypos, SmileyReds[i].radius); } } // uncomment these two lines to get every going // SmileyApp.speed = 100; run(); // --- Control smiley motion with left/right arrow keys function arrowkeyCB(event) { event.preventDefault(); if (event.keyCode === 37) { // left arrow SmileyApp.xspeed = -100; SmileyApp.yspeed = 0; } else if (event.keyCode === 39) { // right arrow SmileyApp.xspeed = 100; SmileyApp.yspeed = 0; } else if (event.keyCode === 38) { // up arrow SmileyApp.yspeed = -100; SmileyApp.xspeed = 0; } else if (event.keyCode === 40) { // right arrow SmileyApp.yspeed = 100; SmileyApp.xspeed = 0; } } document.addEventListener('keydown', arrowkeyCB, true); JSFiddle : http://jsfiddle.net/gj4Q7/

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  • Smooth animation on a persistently refreshing canvas

    - by Neurofluxation
    Yo everyone! I have been working on an Isometric Tile Game Engine in HTML5/Canvas for a little while now and I have a complete working game. Earlier today I looked back over my code and thought: "hmm, let's try to get this animated smoothly..." And since then, that is all I have tried to do. The problem I would like the character to actually "slide" from tile to tile - but the canvas redrawing doesn't allow this - does anyone have any ideas....? Code and fiddle below... Fiddle with it! http://jsfiddle.net/neuroflux/n7VAu/ <html> <head> <title>tileEngine - Isometric</title> <style type="text/css"> * { margin: 0px; padding: 0px; font-family: arial, helvetica, sans-serif; font-size: 12px; cursor: default; } </style> <script type="text/javascript"> var map = Array( //land [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]], [[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0],[0,0,0]] ); var tileDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/land.png"); var charDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/mario.png"); var objectDict = Array("http://www.wikiword.co.uk/release-candidate/canvas/tileEngine/rock.png"); //last is one more var objectImg = new Array(); var charImg = new Array(); var tileImg = new Array(); var loaded = 0; var loadTimer; var ymouse; var xmouse; var eventUpdate = 0; var playerX = 0; var playerY = 0; function loadImg(){ //preload images and calculate the total loading time for(var i=0;i<tileDict.length;i++){ tileImg[i] = new Image(); tileImg[i].src = tileDict[i]; tileImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<charDict.length;i++){ charImg[i] = new Image(); charImg[i].src = charDict[i]; charImg[i].onload = function(){ loaded++; } } i = 0; for(var i=0;i<objectDict.length;i++){ objectImg[i] = new Image(); objectImg[i].src = objectDict[i]; objectImg[i].onload = function(){ loaded++; } } } function checkKeycode(event) { //key pressed var keycode; if(event == null) { keyCode = window.event.keyCode; } else { keyCode = event.keyCode; } switch(keyCode) { case 38: //left if(!map[playerX-1][playerY][1] > 0){ playerX--; } break; case 40: //right if(!map[playerX+1][playerY][1] > 0){ playerX++; } break; case 39: //up if(!map[playerX][playerY-1][1] > 0){ playerY--; } break; case 37: //down if(!map[playerX][playerY+1][1] > 0){ playerY++; } break; default: break; } } function loadAll(){ //load the game if(loaded == tileDict.length + charDict.length + objectDict.length){ clearInterval(loadTimer); loadTimer = setInterval(gameUpdate,100); } } function drawMap(){ //draw the map (in intervals) var tileH = 25; var tileW = 50; mapX = 80; mapY = 10; for(i=0;i<map.length;i++){ for(j=0;j<map[i].length;j++){ var drawTile= map[i][j][0]; var xpos = (i-j)*tileH + mapX*4.5; var ypos = (i+j)*tileH/2+ mapY*3.0; ctx.drawImage(tileImg[drawTile],xpos,ypos); if(i == playerX && j == playerY){ you = ctx.drawImage(charImg[0],xpos,ypos-(charImg[0].height/2)); } } } } function init(){ //initialise the main functions and even handlers ctx = document.getElementById('main').getContext('2d'); loadImg(); loadTimer = setInterval(loadAll,10); document.onkeydown = checkKeycode; } function gameUpdate() { //update the game, clear canvas etc ctx.clearRect(0,0,904,460); ctx.fillStyle = "rgba(255, 255, 255, 1.0)"; //assign color drawMap(); } </script> </head> <body align="center" style="text-align: center;" onload="init()"> <canvas id="main" width="904" height="465"> <h1 style="color: white; font-size: 24px;">I'll be damned, there be no HTML5 &amp; canvas support on this 'ere electronic machine!<sub>This game, jus' plain ol' won't work!</sub></h1> </canvas> </body> </html>

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  • Deleting multiple objects in a AWS S3 bucket with s3curl.pl?

    - by user183394
    I have been trying to use the AWS "official" command line tool s3curl.pl to test out the recently announced multi-object delete. Here is what I have done: First, I tested out the s3curl.pl with a set of credentials without a hitch: $ s3curl.pl --id=s3 -- http://testbucket-0.s3.amazonaws.com/|xmllint --format - % Total % Received % Xferd Average Speed Time Time Time Current Dload Upload Total Spent Left Speed 100 884 0 884 0 0 4399 0 --:--:-- --:--:-- --:--:-- 5703 <?xml version="1.0" encoding="UTF-8"?> <ListBucketResult xmlns="http://s3.amazonaws.com/doc/2006-03-01/"> <Name>testbucket-0</Name> <Prefix/> <Marker/> <MaxKeys>1000</MaxKeys> <IsTruncated>false</IsTruncated> <Contents> <Key>file_1</Key> <LastModified>2012-03-22T17:08:17.000Z</LastModified> <ETag>"ee0e521a76524034aaa5b331842a8b4e"</ETag> <Size>400000</Size> <Owner> <ID>e6d81ea69572270e58d3814ab674df8c8f1fd5d502669633a4951bdd5185f7f4</ID> <DisplayName>zackp</DisplayName> </Owner> <StorageClass>STANDARD</StorageClass> </Contents> <Contents> <Key>file_2</Key> <LastModified>2012-03-22T17:08:19.000Z</LastModified> <ETag>"6b32cbf8219a59690a9f69ba6ff3f590"</ETag> <Size>600000</Size> <Owner> <ID>e6d81ea69572270e58d3814ab674df8c8f1fd5d502669633a4951bdd5185f7f4</ID> <DisplayName>zackp</DisplayName> </Owner> <StorageClass>STANDARD</StorageClass> </Contents> </ListBucketResult> Then, I following the s3curl.pl's usage instructions: s3curl.pl --help Usage /usr/local/bin/s3curl.pl --id friendly-name (or AWSAccessKeyId) [options] -- [curl-options] [URL] options: --key SecretAccessKey id/key are AWSAcessKeyId and Secret (unsafe) --contentType text/plain set content-type header --acl public-read use a 'canned' ACL (x-amz-acl header) --contentMd5 content_md5 add x-amz-content-md5 header --put <filename> PUT request (from the provided local file) --post [<filename>] POST request (optional local file) --copySrc bucket/key Copy from this source key --createBucket [<region>] create-bucket with optional location constraint --head HEAD request --debug enable debug logging common curl options: -H 'x-amz-acl: public-read' another way of using canned ACLs -v verbose logging Then, I tried the following, and always got back error. I would appreciated it very much if someone could point out where I made a mistake? $ s3curl.pl --id=s3 --post multi_delete.xml -- http://testbucket-0.s3.amazonaws.com/?delete <?xml version="1.0" encoding="UTF-8"?> <Error><Code>SignatureDoesNotMatch</Code><Message>The request signature we calculated does not match the signature you provided. Check your key and signing method.</Message><StringToSignBytes>50 4f 53 54 0a 0a 0a 54 68 75 2c 20 30 35 20 41 70 72 20 32 30 31 32 20 30 30 3a 35 30 3a 30 38 20 2b 30 30 30 30 0a 2f 7a 65 74 74 61 72 2d 74 2f 3f 64 65 6c 65 74 65</StringToSignBytes><RequestId>707FBE0EB4A571A8</RequestId><HostId>mP3ZwlPTcRqARQZd6gU4UvBrxGBNIVa0VVe5p0rqGmq5hM65RprwcG/qcXe+pmDT</HostId><SignatureProvided>edkNGuugiSFe0ku4eGzkh8kYgHw=</SignatureProvided><StringToSign>POST Thu, 05 Apr 2012 00:50:08 +0000 The file multi_delete.xml contains the following: cat multi_delete.xml <?xml version="1.0" encoding="UTF-8"?> <Delete> <Quiet>true</Quiet> <Object> <Key>file_1</Key> <VersionId> </VersionId>> </Object> <Object> <Key>file_2</Key> <VersionId> </VersionId> </Object> </Delete> Thanks for any help! --Zack

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  • Optimizing MySQL for small VPS

    - by Chris M
    I'm trying to optimize my MySQL config for a verrry small VPS. The VPS is also running NGINX/PHP-FPM and Magento; all with a limit of 250MB of RAM. This is an output of MySQL Tuner... -------- General Statistics -------------------------------------------------- [--] Skipped version check for MySQLTuner script [OK] Currently running supported MySQL version 5.1.41-3ubuntu12.8 [OK] Operating on 64-bit architecture -------- Storage Engine Statistics ------------------------------------------- [--] Status: -Archive -BDB -Federated +InnoDB -ISAM -NDBCluster [--] Data in MyISAM tables: 1M (Tables: 14) [--] Data in InnoDB tables: 29M (Tables: 301) [--] Data in MEMORY tables: 1M (Tables: 17) [!!] Total fragmented tables: 301 -------- Security Recommendations ------------------------------------------- [OK] All database users have passwords assigned -------- Performance Metrics ------------------------------------------------- [--] Up for: 2d 11h 14m 58s (1M q [8.038 qps], 33K conn, TX: 2B, RX: 618M) [--] Reads / Writes: 83% / 17% [--] Total buffers: 122.0M global + 8.6M per thread (100 max threads) [!!] Maximum possible memory usage: 978.2M (404% of installed RAM) [OK] Slow queries: 0% (37/1M) [OK] Highest usage of available connections: 6% (6/100) [OK] Key buffer size / total MyISAM indexes: 32.0M/282.0K [OK] Key buffer hit rate: 99.7% (358K cached / 1K reads) [OK] Query cache efficiency: 83.4% (1M cached / 1M selects) [!!] Query cache prunes per day: 48301 [OK] Sorts requiring temporary tables: 0% (0 temp sorts / 144K sorts) [OK] Temporary tables created on disk: 13% (27K on disk / 203K total) [OK] Thread cache hit rate: 99% (6 created / 33K connections) [!!] Table cache hit rate: 0% (32 open / 51K opened) [OK] Open file limit used: 1% (20/1K) [OK] Table locks acquired immediately: 99% (1M immediate / 1M locks) [!!] InnoDB data size / buffer pool: 29.2M/8.0M -------- Recommendations ----------------------------------------------------- General recommendations: Run OPTIMIZE TABLE to defragment tables for better performance Reduce your overall MySQL memory footprint for system stability Enable the slow query log to troubleshoot bad queries Increase table_cache gradually to avoid file descriptor limits Variables to adjust: *** MySQL's maximum memory usage is dangerously high *** *** Add RAM before increasing MySQL buffer variables *** query_cache_size (> 64M) table_cache (> 32) innodb_buffer_pool_size (>= 29M) and this is the config. # # The MySQL database server configuration file. # # You can copy this to one of: # - "/etc/mysql/my.cnf" to set global options, # - "~/.my.cnf" to set user-specific options. # # One can use all long options that the program supports. # Run program with --help to get a list of available options and with # --print-defaults to see which it would actually understand and use. # # For explanations see # http://dev.mysql.com/doc/mysql/en/server-system-variables.html # This will be passed to all mysql clients # It has been reported that passwords should be enclosed with ticks/quotes # escpecially if they contain "#" chars... # Remember to edit /etc/mysql/debian.cnf when changing the socket location. [client] port = 3306 socket = /var/run/mysqld/mysqld.sock # Here is entries for some specific programs # The following values assume you have at least 32M ram # This was formally known as [safe_mysqld]. Both versions are currently parsed. [mysqld_safe] socket = /var/run/mysqld/mysqld.sock nice = 0 [mysqld] # # * Basic Settings # # # * IMPORTANT # If you make changes to these settings and your system uses apparmor, you may # also need to also adjust /etc/apparmor.d/usr.sbin.mysqld. # user = mysql socket = /var/run/mysqld/mysqld.sock port = 3306 basedir = /usr datadir = /var/lib/mysql tmpdir = /tmp skip-external-locking # # Instead of skip-networking the default is now to listen only on # localhost which is more compatible and is not less secure. bind-address = 127.0.0.1 # # * Fine Tuning # key_buffer = 32M max_allowed_packet = 16M thread_stack = 192K thread_cache_size = 8 sort_buffer_size = 4M read_buffer_size = 4M myisam_sort_buffer_size = 16M # This replaces the startup script and checks MyISAM tables if needed # the first time they are touched myisam-recover = BACKUP max_connections = 100 table_cache = 32 tmp_table_size = 128M #thread_concurrency = 10 # # * Query Cache Configuration # #query_cache_limit = 1M query_cache_type = 1 query_cache_size = 64M # # * Logging and Replication # # Both location gets rotated by the cronjob. # Be aware that this log type is a performance killer. # As of 5.1 you can enable the log at runtime! #general_log_file = /var/log/mysql/mysql.log #general_log = 1 log_error = /var/log/mysql/error.log # Here you can see queries with especially long duration #log_slow_queries = /var/log/mysql/mysql-slow.log #long_query_time = 2 #log-queries-not-using-indexes # # The following can be used as easy to replay backup logs or for replication. # note: if you are setting up a replication slave, see README.Debian about # other settings you may need to change. #server-id = 1 #log_bin = /var/log/mysql/mysql-bin.log expire_logs_days = 10 max_binlog_size = 100M #binlog_do_db = include_database_name #binlog_ignore_db = include_database_name # # * InnoDB # # InnoDB is enabled by default with a 10MB datafile in /var/lib/mysql/. # Read the manual for more InnoDB related options. There are many! # # * Security Features # # Read the manual, too, if you want chroot! # chroot = /var/lib/mysql/ # # For generating SSL certificates I recommend the OpenSSL GUI "tinyca". # # ssl-ca=/etc/mysql/cacert.pem # ssl-cert=/etc/mysql/server-cert.pem # ssl-key=/etc/mysql/server-key.pem [mysqldump] quick quote-names max_allowed_packet = 16M [mysql] #no-auto-rehash # faster start of mysql but no tab completition [isamchk] key_buffer = 16M # # * IMPORTANT: Additional settings that can override those from this file! # The files must end with '.cnf', otherwise they'll be ignored. # !includedir /etc/mysql/conf.d/ The site contains 1 wordpress site,so lots of MYISAM but mostly static content as its not changing all that often (A wordpress cache plugin deals with this). And the Magento Site which consists of a lot of InnoDB tables, some MyISAM and some INMEMORY. The "read" side seems to be running pretty well with a mass of optimizations I've used on Magento, the NGINX setup and PHP-FPM + XCACHE. I'd love to have a kick in the right direction with the MySQL config so I'm not blindly altering it based on the MySQLTuner without understanding what I'm changing. Thanks

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  • SSH is not working .. Password promt is not coming

    - by Sumanth Lingappa
    I am not able to SSH into my ubuntu server since yesterday. I am not using any keyless or public key method.. Its simple SSH with username and password everytime.. However I can do a VNC session running on my ubuntu server.. But I am afraid that if the vnc session goes out, I wont be having any way to login to the server.. My ssh-vvv output is as below.. sumanth@sumanth:~$ ssh -vvv user@serverIP OpenSSH_6.6.1, OpenSSL 1.0.1f 6 Jan 2014 debug1: Reading configuration data /etc/ssh/ssh_config debug1: /etc/ssh/ssh_config line 19: Applying options for * debug2: ssh_connect: needpriv 0 debug1: Connecting to 172.16.2.156 [172.16.2.156] port 22. debug1: Connection established. debug1: identity file /home/sumanth/.ssh/id_rsa type -1 debug1: identity file /home/sumanth/.ssh/id_rsa-cert type -1 debug1: identity file /home/sumanth/.ssh/id_dsa type -1 debug1: identity file /home/sumanth/.ssh/id_dsa-cert type -1 debug1: identity file /home/sumanth/.ssh/id_ecdsa type -1 debug1: identity file /home/sumanth/.ssh/id_ecdsa-cert type -1 debug1: identity file /home/sumanth/.ssh/id_ed25519 type -1 debug1: identity file /home/sumanth/.ssh/id_ed25519-cert type -1 debug1: Enabling compatibility mode for protocol 2.0 debug1: Local version string SSH-2.0-OpenSSH_6.6.1p1 Ubuntu-2ubuntu2 debug1: Remote protocol version 2.0, remote software version OpenSSH_5.9p1 Debian-5ubuntu1 debug1: match: OpenSSH_5.9p1 Debian-5ubuntu1 pat OpenSSH_5* compat 0x0c000000 debug2: fd 3 setting O_NONBLOCK debug3: load_hostkeys: loading entries for host "172.16.2.156" from file "/home/sumanth/.ssh/known_hosts" debug3: load_hostkeys: found key type ECDSA in file /home/sumanth/.ssh/known_hosts:5 debug3: load_hostkeys: loaded 1 keys debug3: order_hostkeyalgs: prefer hostkeyalgs: [email protected],[email protected],[email protected],ecdsa-sha2-nistp256,ecdsa-sha2-nistp384,ecdsa-sha2-nistp521 debug1: SSH2_MSG_KEXINIT sent debug1: SSH2_MSG_KEXINIT received debug2: kex_parse_kexinit: [email protected],ecdh-sha2-nistp256,ecdh-sha2-nistp384,ecdh-sha2-nistp521,diffie-hellman-group-exchange-sha256,diffie-hellman-group-exchange-sha1,diffie-hellman-group14-sha1,diffie-hellman-group1-sha1 debug2: kex_parse_kexinit: [email protected],[email protected],[email protected],ecdsa-sha2-nistp256,ecdsa-sha2-nistp384,ecdsa-sha2-nistp521,[email protected],[email protected],[email protected],[email protected],[email protected],ssh-ed25519,ssh-rsa,ssh-dss debug2: kex_parse_kexinit: aes128-ctr,aes192-ctr,aes256-ctr,arcfour256,arcfour128,[email protected],[email protected],[email protected],aes128-cbc,3des-cbc,blowfish-cbc,cast128-cbc,aes192-cbc,aes256-cbc,arcfour,[email protected] debug2: kex_parse_kexinit: aes128-ctr,aes192-ctr,aes256-ctr,arcfour256,arcfour128,[email protected],[email protected],[email protected],aes128-cbc,3des-cbc,blowfish-cbc,cast128-cbc,aes192-cbc,aes256-cbc,arcfour,[email protected] debug2: kex_parse_kexinit: [email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],hmac-md5,hmac-sha1,[email protected],[email protected],hmac-sha2-256,hmac-sha2-512,hmac-ripemd160,[email protected],hmac-sha1-96,hmac-md5-96 debug2: kex_parse_kexinit: [email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],hmac-md5,hmac-sha1,[email protected],[email protected],hmac-sha2-256,hmac-sha2-512,hmac-ripemd160,[email protected],hmac-sha1-96,hmac-md5-96 debug2: kex_parse_kexinit: none,[email protected],zlib debug2: kex_parse_kexinit: none,[email protected],zlib debug2: kex_parse_kexinit: debug2: kex_parse_kexinit: debug2: kex_parse_kexinit: first_kex_follows 0 debug2: kex_parse_kexinit: reserved 0 debug2: kex_parse_kexinit: ecdh-sha2-nistp256,ecdh-sha2-nistp384,ecdh-sha2-nistp521,diffie-hellman-group-exchange-sha256,diffie-hellman-group-exchange-sha1,diffie-hellman-group14-sha1,diffie-hellman-group1-sha1 debug2: kex_parse_kexinit: ssh-rsa,ssh-dss,ecdsa-sha2-nistp256 debug2: kex_parse_kexinit: aes128-ctr,aes192-ctr,aes256-ctr,arcfour256,arcfour128,aes128-cbc,3des-cbc,blowfish-cbc,cast128-cbc,aes192-cbc,aes256-cbc,arcfour,[email protected] debug2: kex_parse_kexinit: aes128-ctr,aes192-ctr,aes256-ctr,arcfour256,arcfour128,aes128-cbc,3des-cbc,blowfish-cbc,cast128-cbc,aes192-cbc,aes256-cbc,arcfour,[email protected] debug2: kex_parse_kexinit: hmac-md5,hmac-sha1,[email protected],hmac-sha2-256,hmac-sha2-256-96,hmac-sha2-512,hmac-sha2-512-96,hmac-ripemd160,[email protected],hmac-sha1-96,hmac-md5-96 debug2: kex_parse_kexinit: hmac-md5,hmac-sha1,[email protected],hmac-sha2-256,hmac-sha2-256-96,hmac-sha2-512,hmac-sha2-512-96,hmac-ripemd160,[email protected],hmac-sha1-96,hmac-md5-96 debug2: kex_parse_kexinit: none,[email protected] debug2: kex_parse_kexinit: none,[email protected] debug2: kex_parse_kexinit: debug2: kex_parse_kexinit: debug2: kex_parse_kexinit: first_kex_follows 0 debug2: kex_parse_kexinit: reserved 0 debug2: mac_setup: setup hmac-md5 debug1: kex: server->client aes128-ctr hmac-md5 none debug2: mac_setup: setup hmac-md5 debug1: kex: client->server aes128-ctr hmac-md5 none debug1: sending SSH2_MSG_KEX_ECDH_INIT debug1: expecting SSH2_MSG_KEX_ECDH_REPLY debug1: Server host key: ECDSA ea:4e:15:52:15:dd:6b:09:d4:36:cb:14:2d:c3:1b:7a debug3: load_hostkeys: loading entries for host "172.16.2.156" from file "/home/sumanth/.ssh/known_hosts" debug3: load_hostkeys: found key type ECDSA in file /home/sumanth/.ssh/known_hosts:5 debug3: load_hostkeys: loaded 1 keys debug1: Host '172.16.2.156' is known and matches the ECDSA host key. debug1: Found key in /home/sumanth/.ssh/known_hosts:5 debug1: ssh_ecdsa_verify: signature correct debug2: kex_derive_keys debug2: set_newkeys: mode 1 debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug2: set_newkeys: mode 0 debug1: SSH2_MSG_NEWKEYS received debug1: Roaming not allowed by server debug1: SSH2_MSG_SERVICE_REQUEST sent debug2: service_accept: ssh-userauth debug1: SSH2_MSG_SERVICE_ACCEPT received debug2: key: /home/sumanth/.ssh/id_rsa ((nil)), debug2: key: /home/sumanth/.ssh/id_dsa ((nil)), debug2: key: /home/sumanth/.ssh/id_ecdsa ((nil)), debug2: key: /home/sumanth/.ssh/id_ed25519 ((nil)),

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  • Amazon EC2 pem file stopped working suddenly

    - by Jashwant
    I was connecting to Amazon EC2 through SSH and it was working well. But all of a sudden, it stopped working. I am not able to connect anymore with the same key file. What can go wrong ? Here's the debug info. ssh -vvv -i ~/Downloads/mykey.pem [email protected] OpenSSH_6.1p1 Debian-4, OpenSSL 1.0.1c 10 May 2012 debug1: Reading configuration data /etc/ssh/ssh_config debug1: /etc/ssh/ssh_config line 19: Applying options for * debug2: ssh_connect: needpriv 0 debug1: Connecting to ec2-54-222-60-78.eu.compute.amazonaws.com [54.229.60.78] port 22. debug1: Connection established. debug3: Incorrect RSA1 identifier debug3: Could not load "/home/jashwant/Downloads/mykey.pem" as a RSA1 public key debug1: identity file /home/jashwant/Downloads/mykey.pem type -1 debug1: identity file /home/jashwant/Downloads/mykey.pem-cert type -1 debug1: Remote protocol version 2.0, remote software version OpenSSH_5.9p1 Debian-5ubuntu1.1 debug1: match: OpenSSH_5.9p1 Debian-5ubuntu1.1 pat OpenSSH_5* debug1: Enabling compatibility mode for protocol 2.0 debug1: Local version string SSH-2.0-OpenSSH_6.1p1 Debian-4 debug2: fd 3 setting O_NONBLOCK debug3: load_hostkeys: loading entries for host "ec2-54-222-60-78.eu.compute.amazonaws.com" from file "/home/jashwant/.ssh/known_hosts" debug3: load_hostkeys: found key type ECDSA in file /home/jashwant/.ssh/known_hosts:4 debug3: load_hostkeys: loaded 1 keys debug3: order_hostkeyalgs: prefer hostkeyalgs: [email protected],[email protected],[email protected],ecdsa-sha2-nistp256,ecdsa-sha2-nistp384,ecdsa-sha2-nistp521 debug1: SSH2_MSG_KEXINIT sent debug1: SSH2_MSG_KEXINIT received debug2: kex_parse_kexinit: ecdh-sha2-nistp256,ecdh-sha2-nistp384,ecdh-sha2-nistp521,diffie-hellman-group-exchange-sha256,diffie-hellman-group-exchange-sha1,diffie-hellman-group14-sha1,diffie-hellman-group1-sha1 debug2: kex_parse_kexinit: [email protected],[email protected],[email protected],ecdsa-sha2-nistp256,ecdsa-sha2-nistp384,ecdsa-sha2-nistp521,[email protected],[email protected],[email protected],[email protected],ssh-rsa,ssh-dss debug2: kex_parse_kexinit: aes128-ctr,aes192-ctr,aes256-ctr,arcfour256,arcfour128,aes128-cbc,3des-cbc,blowfish-cbc,cast128-cbc,aes192-cbc,aes256-cbc,arcfour,[email protected] debug2: kex_parse_kexinit: aes128-ctr,aes192-ctr,aes256-ctr,arcfour256,arcfour128,aes128-cbc,3des-cbc,blowfish-cbc,cast128-cbc,aes192-cbc,aes256-cbc,arcfour,[email protected] debug2: kex_parse_kexinit: hmac-md5,hmac-sha1,[email protected],hmac-sha2-256,hmac-sha2-512,hmac-ripemd160,[email protected],hmac-sha1-96,hmac-md5-96 debug2: kex_parse_kexinit: hmac-md5,hmac-sha1,[email protected],hmac-sha2-256,hmac-sha2-512,hmac-ripemd160,[email protected],hmac-sha1-96,hmac-md5-96 debug2: kex_parse_kexinit: none,[email protected],zlib debug2: kex_parse_kexinit: none,[email protected],zlib debug2: kex_parse_kexinit: debug2: kex_parse_kexinit: debug2: kex_parse_kexinit: first_kex_follows 0 debug2: kex_parse_kexinit: reserved 0 debug2: kex_parse_kexinit: ecdh-sha2-nistp256,ecdh-sha2-nistp384,ecdh-sha2-nistp521,diffie-hellman-group-exchange-sha256,diffie-hellman-group-exchange-sha1,diffie-hellman-group14-sha1,diffie-hellman-group1-sha1 debug2: kex_parse_kexinit: ssh-rsa,ssh-dss,ecdsa-sha2-nistp256 debug2: kex_parse_kexinit: aes128-ctr,aes192-ctr,aes256-ctr,arcfour256,arcfour128,aes128-cbc,3des-cbc,blowfish-cbc,cast128-cbc,aes192-cbc,aes256-cbc,arcfour,[email protected] debug2: kex_parse_kexinit: aes128-ctr,aes192-ctr,aes256-ctr,arcfour256,arcfour128,aes128-cbc,3des-cbc,blowfish-cbc,cast128-cbc,aes192-cbc,aes256-cbc,arcfour,[email protected] debug2: kex_parse_kexinit: hmac-md5,hmac-sha1,[email protected],hmac-sha2-256,hmac-sha2-256-96,hmac-sha2-512,hmac-sha2-512-96,hmac-ripemd160,[email protected],hmac-sha1-96,hmac-md5-96 debug2: kex_parse_kexinit: hmac-md5,hmac-sha1,[email protected],hmac-sha2-256,hmac-sha2-256-96,hmac-sha2-512,hmac-sha2-512-96,hmac-ripemd160,[email protected],hmac-sha1-96,hmac-md5-96 debug2: kex_parse_kexinit: none,[email protected] debug2: kex_parse_kexinit: none,[email protected] debug2: kex_parse_kexinit: debug2: kex_parse_kexinit: debug2: kex_parse_kexinit: first_kex_follows 0 debug2: kex_parse_kexinit: reserved 0 debug2: mac_setup: found hmac-md5 debug1: kex: server->client aes128-ctr hmac-md5 none debug2: mac_setup: found hmac-md5 debug1: kex: client->server aes128-ctr hmac-md5 none debug1: sending SSH2_MSG_KEX_ECDH_INIT debug1: expecting SSH2_MSG_KEX_ECDH_REPLY debug1: Server host key: ECDSA d8:05:8e:fe:37:2d:1e:2c:f1:27:c2:e7:90:7f:45:48 debug3: load_hostkeys: loading entries for host "ec2-54-222-60-78.eu.compute.amazonaws.com" from file "/home/jashwant/.ssh/known_hosts" debug3: load_hostkeys: found key type ECDSA in file /home/jashwant/.ssh/known_hosts:4 debug3: load_hostkeys: loaded 1 keys debug3: load_hostkeys: loading entries for host "54.229.60.78" from file "/home/jashwant/.ssh/known_hosts" debug3: load_hostkeys: found key type ECDSA in file /home/jashwant/.ssh/known_hosts:5 debug3: load_hostkeys: loaded 1 keys debug1: Host 'ec2-54-222-60-78.eu.compute.amazonaws.com' is known and matches the ECDSA host key. debug1: Found key in /home/jashwant/.ssh/known_hosts:4 debug1: ssh_ecdsa_verify: signature correct debug2: kex_derive_keys debug2: set_newkeys: mode 1 debug1: SSH2_MSG_NEWKEYS sent debug1: expecting SSH2_MSG_NEWKEYS debug2: set_newkeys: mode 0 debug1: SSH2_MSG_NEWKEYS received debug1: Roaming not allowed by server debug1: SSH2_MSG_SERVICE_REQUEST sent debug2: service_accept: ssh-userauth debug1: SSH2_MSG_SERVICE_ACCEPT received debug2: key: jashwant@jashwant-linux (0x7f827cbe4f00) debug2: key: /home/jashwant/Downloads/mykey.pem ((nil)) debug1: Authentications that can continue: publickey debug3: start over, passed a different list publickey debug3: preferred gssapi-keyex,gssapi-with-mic,publickey,keyboard-interactive,password debug3: authmethod_lookup publickey debug3: remaining preferred: keyboard-interactive,password debug3: authmethod_is_enabled publickey debug1: Next authentication method: publickey debug1: Offering RSA public key: jashwant@jashwant-linux debug3: send_pubkey_test debug2: we sent a publickey packet, wait for reply debug1: Authentications that can continue: publickey debug1: Trying private key: /home/jashwant/Downloads/mykey.pem debug1: read PEM private key done: type RSA debug3: sign_and_send_pubkey: RSA 9b:7d:9f:2e:7a:ef:51:a2:4e:fb:0c:c0:e8:d4:66:12 debug2: we sent a publickey packet, wait for reply debug1: Authentications that can continue: publickey debug2: we did not send a packet, disable method debug1: No more authentication methods to try. Permission denied (publickey). I've already googled everything and checked : Public DNS is same (It hasnt changed), Username is ubuntu as it's a Ubuntu AMI ( Used the same earlier), Permission is 400 on mykey.pem file ssh port is enabled via security groups ( Used the same ealier )

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  • help setting up an IPSEC vpn from my linux box

    - by robthewolf
    I have an office with a router and a remote server (Linux - Ubuntu 10.10). Both locations need to connect to a data supplier through a VPN. The VPN is an IPSEC gateway. I was able to configure my Linksys rv42 router to create a VPN connection successfully and now I need to do the same for Linux server. I have been messing around with this for too long. First I tried OpenVPN, but that is SSL and not IPSEC. Then I tried Shrew. I think I have the settings correct but I haven't been able to create the connection. It maybe that I have to use something else like a direct IPSEC config or something like that. If someone knows of a way to turn the following settings that I have been given below into a working IPSEC VPN connection I would be very grateful. Here are the settings I was given that must be used to connect to my supplier: Local destination network: 192.168.4.0/24 Local destination hosts: 192.168.4.100 Remote destination network: 192.167.40.0/24 Remote destination hosts: 192.168.40.27 VPN peering point: xxx.xxx.xxx.xxx Then they have given me the following details: IPSEC/ISAKMP Phase 1 Parameters: Authentication method: pre shared secret Diffie Hellman group: group 2 Encryption Algorithm: 3DES Lifetime in seconds:28800 Phase 2 parameters: IPSEC security: ESP Encryption algortims: 3DES Authentication algorithms: MD5 lifetime in seconds: 28800 pfs: disabled Here are the settings from my attempt to use shrew: n:version:2 n:network-ike-port:500 n:network-mtu-size:1380 n:client-addr-auto:0 n:network-frag-size:540 n:network-dpd-enable:1 n:network-notify-enable:1 n:client-banner-enable:1 n:client-dns-used:1 b:auth-mutual-psk:YjJzN2QzdDhyN2EyZDNpNG42ZzQ= n:phase1-dhgroup:2 n:phase1-keylen:0 n:phase1-life-secs:28800 n:phase1-life-kbytes:0 n:vendor-chkpt-enable:0 n:phase2-keylen:0 n:phase2-pfsgroup:-1 n:phase2-life-secs:28800 n:phase2-life-kbytes:0 n:policy-nailed:0 n:policy-list-auto:1 n:client-dns-auto:1 n:network-natt-port:4500 n:network-natt-rate:15 s:client-dns-addr:0.0.0.0 s:client-dns-suffix: s:network-host:xxx.xxx.xxx.xxx s:client-auto-mode:pull s:client-iface:virtual s:client-ip-addr:192.168.4.0 s:client-ip-mask:255.255.255.0 s:network-natt-mode:enable s:network-frag-mode:disable s:auth-method:mutual-psk s:ident-client-type:address s:ident-client-data:192.168.4.0 s:ident-server-type:address s:ident-server-data:192.168.40.0 s:phase1-exchange:aggressive s:phase1-cipher:3des s:phase1-hash:md5 s:phase2-transform:3des s:phase2-hmac:md5 s:ipcomp-transform:disabled Finally here is the debug output from the shrew log: 10/12/22 17:22:18 ii : ipc client process thread begin ... 10/12/22 17:22:18 < A : peer config add message 10/12/22 17:22:18 DB : peer added ( obj count = 1 ) 10/12/22 17:22:18 ii : local address 217.xxx.xxx.xxx selected for peer 10/12/22 17:22:18 DB : tunnel added ( obj count = 1 ) 10/12/22 17:22:18 < A : proposal config message 10/12/22 17:22:18 < A : proposal config message 10/12/22 17:22:18 < A : client config message 10/12/22 17:22:18 < A : local id '192.168.4.0' message 10/12/22 17:22:18 < A : remote id '192.168.40.0' message 10/12/22 17:22:18 < A : preshared key message 10/12/22 17:22:18 < A : peer tunnel enable message 10/12/22 17:22:18 DB : new phase1 ( ISAKMP initiator ) 10/12/22 17:22:18 DB : exchange type is aggressive 10/12/22 17:22:18 DB : 217.xxx.xxx.xxx:500 <- 206.xxx.xxx.xxx:500 10/12/22 17:22:18 DB : c1a8b31ac860995d:0000000000000000 10/12/22 17:22:18 DB : phase1 added ( obj count = 1 ) 10/12/22 17:22:18 : security association payload 10/12/22 17:22:18 : - proposal #1 payload 10/12/22 17:22:18 : -- transform #1 payload 10/12/22 17:22:18 : key exchange payload 10/12/22 17:22:18 : nonce payload 10/12/22 17:22:18 : identification payload 10/12/22 17:22:18 : vendor id payload 10/12/22 17:22:18 ii : local supports nat-t ( draft v00 ) 10/12/22 17:22:18 : vendor id payload 10/12/22 17:22:18 ii : local supports nat-t ( draft v01 ) 10/12/22 17:22:18 : vendor id payload 10/12/22 17:22:18 ii : local supports nat-t ( draft v02 ) 10/12/22 17:22:18 : vendor id payload 10/12/22 17:22:18 ii : local supports nat-t ( draft v03 ) 10/12/22 17:22:18 : vendor id payload 10/12/22 17:22:18 ii : local supports nat-t ( rfc ) 10/12/22 17:22:18 : vendor id payload 10/12/22 17:22:18 ii : local supports DPDv1 10/12/22 17:22:18 : vendor id payload 10/12/22 17:22:18 ii : local is SHREW SOFT compatible 10/12/22 17:22:18 : vendor id payload 10/12/22 17:22:18 ii : local is NETSCREEN compatible 10/12/22 17:22:18 : vendor id payload 10/12/22 17:22:18 ii : local is SIDEWINDER compatible 10/12/22 17:22:18 : vendor id payload 10/12/22 17:22:18 ii : local is CISCO UNITY compatible 10/12/22 17:22:18 = : cookies c1a8b31ac860995d:0000000000000000 10/12/22 17:22:18 = : message 00000000 10/12/22 17:22:18 - : send IKE packet 217.xxx.xxx.xxx:500 - 206.xxx.xxx.xxx:500 ( 484 bytes ) 10/12/22 17:22:18 DB : phase1 resend event scheduled ( ref count = 2 ) 10/12/22 17:22:18 ii : opened tap device tap0 10/12/22 17:22:28 - : resend 1 phase1 packet(s) 217.xxx.xxx.xxx:500 - 206.xxx.xxx.xxx:500 10/12/22 17:22:38 - : resend 1 phase1 packet(s) 217.xxx.xxx.xxx:500 - 206.xxx.xxx.xxx:500 10/12/22 17:22:48 - : resend 1 phase1 packet(s) 217.xxx.xxx.xxx:500 - 206.xxx.xxx.xxx:500 10/12/22 17:22:58 ii : resend limit exceeded for phase1 exchange 10/12/22 17:22:58 ii : phase1 removal before expire time 10/12/22 17:22:58 DB : phase1 deleted ( obj count = 0 ) 10/12/22 17:22:58 ii : closed tap device tap0 10/12/22 17:22:58 DB : tunnel stats event canceled ( ref count = 1 ) 10/12/22 17:22:58 DB : removing tunnel config references 10/12/22 17:22:58 DB : removing tunnel phase2 references 10/12/22 17:22:58 DB : removing tunnel phase1 references 10/12/22 17:22:58 DB : tunnel deleted ( obj count = 0 ) 10/12/22 17:22:58 DB : removing all peer tunnel refrences 10/12/22 17:22:58 DB : peer deleted ( obj count = 0 ) 10/12/22 17:22:58 ii : ipc client process thread exit ...

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  • Need help identiying a nasty rootkit in Windows

    - by goofrider
    I have a nasty rootkit that not tools seem to be able to idenity. I know for sure it's a rootkit, but I can figure out which rootkit it is. Here's what I gathered so far: It creates multiple copies of itself in %HOME%\Local Settings\Temp with names like Q.EXE, IAJARZ.exe, etc., and install them as hidden services. These EXE have SysInternals identifiers in them so they're definitely rootkits. It hooked very deep in the system, including file read/write, security policies, registry read/write, and possibly WinSock/TCP/IP. When going to Sophos.com to download their software, the rootkit inject something called Microsoft Ajax Tootkit into the page, which injects code into the email submission form in order to redirect it. (EDIT: I might have panicked. Looks like Sophos does use an AJAZ email form, their form is just broken on Chrome so it looked like a mail form injection attack, the link is http://www.sophos.com/en-us/products/free-tools/virus-removal-tool/download.aspx ) Super-Antispyware found a lot of spyware cookies, in the name of .kaspersky.2o7.net, etc. (just chedk 2o7.net, looks like it's a legit ad company) I tried comparing DNS lookup from the infected systems and from system in other physical locations, no DNS redirections it seems. I used dd to copy the MBR and compared it with the MBR provided by ms-sys package, no differences so it's not infecting MBR. No antivirus or rootkit scanner be able to identify it. Most of them can't even find it. I tried scanning, in-situ (normal mode), in safe mode, and boot to linux live CD. Scanners used: Avast, Sophos anti rootkit, Kasersky TDSSKiller, GMER, RootkitRevealer, and many others. Kaspersky reported some unsigned system files that ought to be signed (e.g. tcpip.sys), and reported a number of MD5 mismatches. But otherwise couldn't identify anything based on signature. When running Sysinternal RootkitRevealer and Sophos AntiRootkit, CPU usage goes up to 100% and gets stucked. The Rootkit is blocking them. When trying running/installing HiJackThis, RootkitRevealer and some other scanners, it tells me system security policy prevent running/installing it. The list of malicious acitivities go on and on. here's a sample of logs from all my scans. In particular, aswSnx.SYS, apnenfno.sys and PROCMON20.SYS has a huge number of hooks. It's hard to tell if the rootkit replaced legit program files like aswSnx.SYS (from Avast) and PROCMON20.SYS (from Sysinternal Process Monitor). I can't find whether apnenfno.sys is from a legit program. Help to identify it is appreciated. Trend Micro RootkitBuster ------ [HIDDEN_REGISTRY][Hidden Reg Value]: KeyPath : HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\sptd\Cfg Root : 586bfc0 SubKey : Cfg ValueName : g0 Data : 38 23 E8 D0 BF F2 2D 6F ... ValueType : 3 AccessType: 0 FullLength: 61 DataSize : 32 [HOOKED_SERVICE_API]: Service API : ZwCreateMutant Image Path : C:\WINDOWS\System32\Drivers\aswSnx.SYS OriginalHandler : 0x8061758e CurrentHandler : 0xaa66cce8 ServiceNumber : 0x2b ModuleName : aswSnx.SYS SDTType : 0x0 [HOOKED_SERVICE_API]: Service API : ZwCreateThread Image Path : c:\windows\system32\drivers\apnenfno.sys OriginalHandler : 0x805d1038 CurrentHandler : 0xaa5f118c ServiceNumber : 0x35 ModuleName : apnenfno.sys SDTType : 0x0 [HOOKED_SERVICE_API]: Service API : ZwDeleteKey Image Path : C:\WINDOWS\system32\Drivers\PROCMON20.SYS OriginalHandler : 0x80624472 CurrentHandler : 0xa709b0f8 ServiceNumber : 0x3f ModuleName : PROCMON20.SYS SDTType : 0x0 HiJackThis ------ O23 - Service: JWAHQAGZ - Sysinternals - www.sysinternals.com - C:\DOCUME~1\jeff\LOCALS~1\Temp\JWAHQAGZ.exe O23 - Service: LHIJ - Sysinternals - www.sysinternals.com - C:\DOCUME~1\jeff\LOCALS~1\Temp\LHIJ.exe Kaspersky TDSSKiller ------ 21:05:58.0375 3936 C:\WINDOWS\system32\ati2sgag.exe - copied to quarantine 21:05:59.0217 3936 ATI Smart ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:05:59.0342 3936 C:\WINDOWS\system32\BUFADPT.SYS - copied to quarantine 21:05:59.0856 3936 BUFADPT ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:05:59.0965 3936 C:\Program Files\CrashPlan\CrashPlanService.exe - copied to quarantine 21:06:00.0152 3936 CrashPlanService ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:00.0246 3936 C:\WINDOWS\system32\epmntdrv.sys - copied to quarantine 21:06:00.0433 3936 epmntdrv ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:00.0464 3936 C:\WINDOWS\system32\EuGdiDrv.sys - copied to quarantine 21:06:00.0526 3936 EuGdiDrv ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:00.0604 3936 C:\Program Files\Common Files\Macrovision Shared\FLEXnet Publisher\FNPLicensingService.exe - copied to quarantine 21:06:01.0181 3936 FLEXnet Licensing Service ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:01.0321 3936 C:\Program Files\AddinForUNCFAT\UNCFATDMS.exe - copied to quarantine 21:06:01.0430 3936 OTFSDMS ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:01.0492 3936 C:\WINDOWS\system32\DRIVERS\tcpip.sys - copied to quarantine 21:06:01.0539 3936 Tcpip ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:01.0601 3936 C:\DOCUME~1\jeff\LOCALS~1\Temp\TULPUWOX.exe - copied to quarantine 21:06:01.0664 3936 HKLM\SYSTEM\ControlSet003\services\TULPUWOX - will be deleted on reboot 21:06:01.0664 3936 C:\DOCUME~1\jeff\LOCALS~1\Temp\TULPUWOX.exe - will be deleted on reboot 21:06:01.0664 3936 TULPUWOX ( UnsignedFile.Multi.Generic ) - User select action: Delete 21:06:01.0757 3936 C:\WINDOWS\system32\Drivers\usbaapl.sys - copied to quarantine 21:06:01.0866 3936 USBAAPL ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:01.0913 3936 C:\Program Files\VMware\VMware Player\vmware-authd.exe - copied to quarantine 21:06:02.0443 3936 VMAuthdService ( UnsignedFile.Multi.Generic ) - User select action: Quarantine 21:06:02.0443 3936 vmount2 ( UnsignedFile.Multi.Generic ) - skipped by user 21:06:02.0443 3936 vmount2 ( UnsignedFile.Multi.Generic ) - User select action: Skip 21:06:02.0459 3936 vstor2 ( UnsignedFile.Multi.Generic ) - skipped by user 21:06:02.0459 3936 vstor2 ( UnsignedFile.Multi.Generic ) - User select action: Skip

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  • Loading PNGs into OpenGL performance issues - Java & JOGL much slower than C# & Tao.OpenGL

    - by Edward Cresswell
    I am noticing a large performance difference between Java & JOGL and C# & Tao.OpenGL when both loading PNGs from storage into memory, and when loading that BufferedImage (java) or Bitmap (C# - both are PNGs on hard drive) 'into' OpenGL. This difference is quite large, so I assumed I was doing something wrong, however after quite a lot of searching and trying different loading techniques I've been unable to reduce this difference. With Java I get an image loaded in 248ms and loaded into OpenGL in 728ms The same on C# takes 54ms to load the image, and 34ms to load/create texture. The image in question above is a PNG containing transparency, sized 7200x255, used for a 2D animated sprite. I realise the size is really quite ridiculous and am considering cutting up the sprite, however the large difference is still there (and confusing). On the Java side the code looks like this: BufferedImage image = ImageIO.read(new File(fileName)); texture = TextureIO.newTexture(image, false); texture.setTexParameteri(GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); texture.setTexParameteri(GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); The C# code uses: Bitmap t = new Bitmap(fileName); t.RotateFlip(RotateFlipType.RotateNoneFlipY); Rectangle r = new Rectangle(0, 0, t.Width, t.Height); BitmapData bd = t.LockBits(r, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); Gl.glBindTexture(Gl.GL_TEXTURE_2D, tID); Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA, t.Width, t.Height, 0, Gl.GL_BGRA, Gl.GL_UNSIGNED_BYTE, bd.Scan0); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR); t.UnlockBits(bd); t.Dispose(); After quite a lot of testing I can only come to the conclusion that Java/JOGL is just slower here - PNG reading might not be as quick, or that I'm still doing something wrong. Thanks. Edit2: I have found that creating a new BufferedImage with format TYPE_INT_ARGB_PRE decreases OpenGL texture load time by almost half - this includes having to create the new BufferedImage, getting the Graphics2D from it and then rendering the previously loaded image to it. Edit3: Benchmark results for 5 variations. I wrote a small benchmarking tool, the following results come from loading a set of 33 pngs, most are very wide, 5 times. testStart: ImageIO.read(file) -> TextureIO.newTexture(image) result: avg = 10250ms, total = 51251 testStart: ImageIO.read(bis) -> TextureIO.newTexture(image) result: avg = 10029ms, total = 50147 testStart: ImageIO.read(file) -> TextureIO.newTexture(argbImage) result: avg = 5343ms, total = 26717 testStart: ImageIO.read(bis) -> TextureIO.newTexture(argbImage) result: avg = 5534ms, total = 27673 testStart: TextureIO.newTexture(file) result: avg = 10395ms, total = 51979 ImageIO.read(bis) refers to the technique described in James Branigan's answer below. argbImage refers to the technique described in my previous edit: img = ImageIO.read(file); argbImg = new BufferedImage(img.getWidth(), img.getHeight(), TYPE_INT_ARGB_PRE); g = argbImg.createGraphics(); g.drawImage(img, 0, 0, null); texture = TextureIO.newTexture(argbImg, false); Any more methods of loading (either images from file, or images to OpenGL) would be appreciated, I will update these benchmarks.

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  • CSG operations on implicit surfaces with marching cubes [SOLVED]

    - by Mads Elvheim
    I render isosurfaces with marching cubes, (or perhaps marching squares as this is 2D) and I want to do set operations like set difference, intersection and union. I thought this was easy to implement, by simply choosing between two vertex scalars from two different implicit surfaces, but it is not. For my initial testing, I tried with two spheres circles, and the set operation difference. i.e A - B. One circle is moving and the other one is stationary. Here's the approach I tried when picking vertex scalars and when classifying corner vertices as inside or outside. The code is written in C++. OpenGL is used for rendering, but that's not important. Normal rendering without any CSG operations does give the expected result. void march(const vec2& cmin, //min x and y for the grid cell const vec2& cmax, //max x and y for the grid cell std::vector<vec2>& tri, float iso, float (*cmp1)(const vec2&), //distance from stationary circle float (*cmp2)(const vec2&) //distance from moving circle ) { unsigned int squareindex = 0; float scalar[4]; vec2 verts[8]; /* initial setup of the grid cell */ verts[0] = vec2(cmax.x, cmax.y); verts[2] = vec2(cmin.x, cmax.y); verts[4] = vec2(cmin.x, cmin.y); verts[6] = vec2(cmax.x, cmin.y); float s1,s2; /********************************** ********For-loop of interest****** *******Set difference between **** *******two implicit surfaces****** **********************************/ for(int i=0,j=0; i<4; ++i, j+=2){ s1 = cmp1(verts[j]); s2 = cmp2(verts[j]); if((s1 < iso)){ //if inside circle1 if((s2 < iso)){ //if inside circle2 scalar[i] = s2; //then set the scalar to the moving circle } else { scalar[i] = s1; //only inside circle1 squareindex |= (1<<i); //mark as inside } } else { scalar[i] = s1; //inside neither circle } } if(squareindex == 0) return; /* Usual interpolation between edge points to compute the new intersection points */ verts[1] = mix(iso, verts[0], verts[2], scalar[0], scalar[1]); verts[3] = mix(iso, verts[2], verts[4], scalar[1], scalar[2]); verts[5] = mix(iso, verts[4], verts[6], scalar[2], scalar[3]); verts[7] = mix(iso, verts[6], verts[0], scalar[3], scalar[0]); for(int i=0; i<10; ++i){ //10 = maxmimum 3 triangles, + one end token int index = triTable[squareindex][i]; //look up our indices for triangulation if(index == -1) break; tri.push_back(verts[index]); } } This gives me weird jaggies: It looks like the CSG operation is done without interpolation. It just "discards" the whole triangle. Do I need to interpolate in some other way, or combine the vertex scalar values? I'd love some help with this. A full testcase can be downloaded HERE EDIT: Basically, my implementation of marching squares works fine. It is my scalar field which is broken, and I wonder what the correct way would look like. Preferably I'm looking for a general approach to implement the three set operations I discussed above, for the usual primitives (circle, rectangle/square, plane)

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  • 5x5 matrix multiplication in C

    - by Rick
    I am stuck on this problem in my homework. I've made it this far and am sure the problem is in my three for loops. The question directly says to use 3 for loops so I know this is probably just a logic error. #include<stdio.h> void matMult(int A[][5],int B[][5],int C[][5]); int printMat_5x5(int A[5][5]); int main() { int A[5][5] = {{1,2,3,4,6}, {6,1,5,3,8}, {2,6,4,9,9}, {1,3,8,3,4}, {5,7,8,2,5}}; int B[5][5] = {{3,5,0,8,7}, {2,2,4,8,3}, {0,2,5,1,2}, {1,4,0,5,1}, {3,4,8,2,3}}; int C[5][5] = {0}; matMult(A,B,C); printMat_5x5(A); printf("\n"); printMat_5x5(B); printf("\n"); printMat_5x5(C); return 0; } void matMult(int A[][5], int B[][5], int C[][5]) { int i; int j; int k; for(i = 0; i <= 2; i++) { for(j = 0; j <= 4; j++) { for(k = 0; k <= 3; k++) { C[i][j] += A[i][k] * B[k][j]; } } } } int printMat_5x5(int A[5][5]){ int i; int j; for (i = 0;i < 5;i++) { for(j = 0;j < 5;j++) { printf("%2d",A[i][j]); } printf("\n"); } } EDIT: Here is the question, sorry for not posting it the first time. (2) Write a C function to multiply two five by five matrices. The prototype should read void matMult(int a[][5],int b[][5],int c[][5]); The resulting matrix product (a times b) is returned in the two dimensional array c (the third parameter of the function). Program your solution using three nested for loops (each generating the counter values 0, 1, 2, 3, 4) That is, DO NOT code specific formulas for the 5 by 5 case in the problem, but make your code general so it can be easily changed to compute the product of larger square matrices. Write a main program to test your function using the arrays a: 1 2 3 4 6 6 1 5 3 8 2 6 4 9 9 1 3 8 3 4 5 7 8 2 5 b: 3 5 0 8 7 2 2 4 8 3 0 2 5 1 2 1 4 0 5 1 3 4 8 2 3 Print your matrices in a neat format using a C function created for printing five by five matrices. Print all three matrices. Generate your test arrays in your main program using the C array initialization feature. enter code here

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  • Simple animation using C#/Windows Forms

    - by clintp
    I need to knock out a quick animation in C#/Windows Forms for a Halloween display. Just some 2D shapes moving about on a solid background. Since this is just a quick one-off project I really don't want to install and learn an entire new set of tools for this. (DirectX dev kits, Silverlight, Flash, etc..) I also have to install this on multiple computers so anything beyond the basic .Net framework (2.0) would be a pain in the arse. For tools I've got VS2k8, 25 years of development experience, a wheelbarrow, holocaust cloak, and about 2 days to knock this out. I haven't done animation since using assembler on my Atari 130XE (hooray for page flipping and player/missile graphics!) Advice? Here's some of the things I'd like to know: I can draw on any empty widget (like a panel) by fiddling with it's OnPaint handler, right? That's how I'd draw a custom widget. Is there a better technique than this? Is there a page-flipping technique for this kind of thing in Windows Forms? I'm not looking for a high frame rate, just as little flicker/drawing as necessary. Thanks. Post Mortem Edit ... "a couple of coding days later" Well, the project is done. The links below came in handy although a couple of them were 404. (I wish SO would allow more than one reply to be marked "correct"). The biggest problem I had to overcome was flickering, and a persistent bug when I tried to draw on the form directly. Using the OnPaint event for the Form: bad idea. I never got that to work; lots of mysterious errors (stack overflows, or ArgumentNullExceptions). I wound up using a panel sized to fill the form and that worked fine. Using the OnPaint method is slow anyway. Somewhere online I read that building the PaintEventArgs was slow, and they weren't kidding. Lots of flickering went away when I abandoned this. Skip the OnPaint/Invalidate() and just paint it yourself. Setting all of the "double buffering" options on the form still left some flicker that had to be fixed. (And I found conflicting docs that said "set them on the control" and "set them on the form". Well controls don't have a .SetStyle() method.) I haven't tested without them, so they might be doing something (this is the form): this.SetStyle(ControlStyles.UserPaint, true); this.SetStyle(ControlStyles.OptimizedDoubleBuffer, true); this.SetStyle(ControlStyles.AllPaintingInWmPaint, true); So the workhorse of the code wound up looking like (pf is the panel control): void PaintPlayField() { Bitmap bufl = new Bitmap(pf.Width, pf.Height); using (Graphics g = Graphics.FromImage(bufl)) { g.FillRectangle(Brushes.Black, new Rectangle(0, 0, pf.Width, pf.Height)); DrawItems(g); DrawMoreItems(g); pf.CreateGraphics().DrawImageUnscaled(bufl, 0, 0); } } And I just called PaintPlayField from the inside of my Timer loop. No flicker at all.

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  • Maze not being random.

    - by Matt Habel
    Hey there, I am building a program that generates a maze so I can later translate the path to my graphical part. I have most of it working, however, every time you can just take the east and south routes, and you'll get to the end. Even if I set the width as high as 64, so the maze is 64*64, I'm able to choose those 2 options and get to the end every time. I really don't understand why it is doing that. The code is below, it's fairly easy to understand. import random width = 8 def check(x,y): """Figures out the directions that Gen can move while""" if x-1 == -1: maze[x][y][3] = 0 if x+1 == width + 1: maze[x][y][1] = 0 if y+1 == width + 1: maze[x][y][2] = 0 if y-1 == -1: maze[x][y][0] = 0 if x + 1 in range(0,width) and visited[x+1][y] == False: maze[x][y][1] = 2 if x - 1 in range(0,width) and visited[x-1][y] == False: maze[x][y][3] = 2 if y + 1 in range(0,width) and visited[x][y+1] == False: maze[x][y][2] = 2 if y - 1 in range(0,width) and visited[x][y-1] == False: maze[x][y][0] = 2 def possibleDirs(x,y): """Figures out the ways that the person can move in each square""" dirs = [] walls = maze[x][y] if walls[0] == 1: dirs.append('n') if walls[1] == 1: dirs.append('e') if walls[2] == 1: dirs.append('s') if walls[3] == 1: dirs.append('w') return dirs def Gen(x,y): """Generates the maze using a depth-first search and recursive backtracking.""" visited[x][y] = True dirs = [] check(x,y) if maze[x][y][0] == 2: dirs.append(0) if maze[x][y][1] == 2: dirs.append(1) if maze[x][y][2] == 2: dirs.append(2) if maze[x][y][3] == 2: dirs.append(3) print dirs if len(dirs): #Randonly selects a derection for the current square to move past.append(current[:]) pos = random.choice(dirs) maze[x][y][pos] = 1 if pos == 0: current[1] -= 1 maze[x][y-1][2] = 1 if pos == 1: current[0] += 1 maze[x+1][y][3] = 1 if pos == 2: current[1] += 1 maze[x][y+1][0] = 1 if pos == 3: current[0] -= 1 maze[x-1][y][1] = 1 else: #If there's nowhere to go, go back one square lastPlace = past.pop() current[0] = lastPlace[0] current[1] = lastPlace[1] #Build the initial values for the maze to be replaced later maze = [] visited = [] past = [] #Generate empty 2d list with a value for each of the xy coordinates for i in range(0,width): maze.append([]) for q in range(0, width): maze[i].append([]) for n in range(0, 4): maze[i][q].append(4) #Makes a list of falses for all the non visited places for x in range(0, width): visited.append([]) for y in range(0, width): visited[x].append(False) dirs = [] print dirs current = [0,0] #Generates the maze so every single square has been filled. I'm not sure how this works, as it is possible to only go south and east to get to the final position. while current != [width-1, width-1]: Gen(current[0], current[1]) #Getting the ways the person can move in each square for i in range(0,width): dirs.append([]) for n in range(0,width): dirs[i].append([]) dirs[i][n] = possibleDirs(i,n) print dirs print visited pos = [0,0] #The user input part of the maze while pos != [width - 1, width - 1]: dirs = [] print pos if maze[pos[0]][pos[1]][0] == 1: dirs.append('n') if maze[pos[0]][pos[1]][1] == 1: dirs.append('e') if maze[pos[0]][pos[1]][2] == 1: dirs.append('s') if maze[pos[0]][pos[1]][3] == 1: dirs.append('w') print dirs path = raw_input("What direction do you want to go: ") if path not in dirs: print "You can't go that way!" continue elif path.lower() == 'n': pos[1] -= 1 elif path.lower() == 'e': pos[0] += 1 elif path.lower() == 's': pos[1] += 1 elif path.lower() == 'w': pos[0] -= 1 print"Good job!" As you can see, I think the problem is at the point where I generate the maze, however, when I just have it go until the current point is at the end, it doesn't fill every maze and is usually just one straight path. Thanks for helping. Update: I have changed the for loop that generates the maze to a simple while loop and it seems to work much better. It seems that when the for loop ran, it didn't go recursively, however, in the while loop it's perfectly fine. However, now all the squares do not fill out.

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  • Understanding the memory consumption on iPhone

    - by zoul
    Hello! I am working on a 2D iPhone game using OpenGL ES and I keep hitting the 24 MB memory limit – my application keeps crashing with the error code 101. I tried real hard to find where the memory goes, but the numbers in Instruments are still much bigger than what I would expect. I ran the application with the Memory Monitor, Object Alloc, Leaks and OpenGL ES instruments. When the application gets loaded, free physical memory drops from 37 MB to 23 MB, the Object Alloc settles around 7 MB, Leaks show two or three leaks a few bytes in size, the Gart Object Size is about 5 MB and Memory Monitor says the application takes up about 14 MB of real memory. I am perplexed as where did the memory go – when I dig into the Object Allocations, most of the memory is in the textures, exactly as I would expect. But both my own texture allocation counter and the Gart Object Size agree that the textures should take up somewhere around 5 MB. I am not aware of allocating anything else that would be worth mentioning, and the Object Alloc agrees. Where does the memory go? (I would be glad to supply more details if this is not enough.) Update: I really tried to find where I could allocate so much memory, but with no results. What drives me wild is the difference between the Object Allocations (~7 MB) and real memory usage as shown by Memory Monitor (~14 MB). Even if there were huge leaks or huge chunks of memory I forget about, the should still show up in the Object Allocations, shouldn’t they? I’ve already tried the usual suspects, ie. the UIImage with its caching, but that did not help. Is there a way to track memory usage “debugger-style”, line by line, watching each statement’s impact on memory usage? What I have found so far: I really am using that much memory. It is not easy to measure the real memory consumption, but after a lot of counting I think the memory consumption is really that high. My fault. I found no easy way to measure the memory used. The Memory Monitor numbers are accurate (these are the numbers that really matter), but the Memory Monitor can’t tell you where exactly the memory goes. The Object Alloc tool is almost useless for tracking the real memory usage. When I create a texture, the allocated memory counter goes up for a while (reading the texture into the memory), then drops (passing the texture data to OpenGL, freeing). This is OK, but does not always happen – sometimes the memory usage stays high even after the texture has been passed on to OpenGL and freed from “my” memory. This means that the total amount of memory allocated as shown by the Object Alloc tool is smaller than the real total memory consumption, but bigger than the real consumption minus textures (real – textures < object alloc < real). Go figure. I misread the Programming Guide. The memory limit of 24 MB applies to textures and surfaces, not the whole application. The actual red line lies a bit further, but I could not find any hard numbers. The consensus is that 25–30 MB is the ceiling. When the system gets short on memory, it starts sending the memory warning. I have almost nothing to free, but other applications do release some memory back to the system, especially Safari (which seems to be caching the websites). When the free memory as shown in the Memory Monitor goes zero, the system starts killing. I had to bite the bullet and rewrite some parts of the code to be more efficient on memory, but I am probably still pushing it. I

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  • Parallax backgrounds in OpenGL ES on the iPhone

    - by Scott
    I've got basically a 2d game on the iPhone and I'm trying to set up multiple backgrounds that scroll at different speeds (known as parallax backgrounds). So my thought was to just stick the backgrounds BEHIND the foreground using different z-coordinate planes, and just make them bigger than the foreground (in size) to accommodate, so that the whole thing can be scrolled (just at a different speed). And (as far as I know) I basically implemented that. The only problem is that it seems to entirely ignore whatever z-value I give it, or rather it just zeroes all of them. I see the background (I've only tested ONE background so far, to keep it simple...so for now I just have a foreground and I want one background scrolling at a different speed), but it scrolls 1:1 with my foreground, so it obviously doesn't look right, and most of it is cut off (cause it's bigger). And I've tried various z-values for the background and various near/far clipping planes...it's always the same. I'm probably just doing one simple thing wrong, but I can't figure it out. I'm wondering if it has to do with me using only 2 coordinates in glVertexPointer for the foreground? (Of course for the background I AM passing in 3) I'll post some code: This is some initial setup: glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 10.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnableClientState(GL_VERTEX_ARRAY); //glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); //transparency glEnable (GL_BLEND); glBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA); A little bit about my foreground's float array....it's interleaved. For my foreground it goes vertex x, vertex y, texture x, texture y, repeat. This all works just fine. This is my FOREGROUND rendering: glVertexPointer(2, GL_FLOAT, 4*sizeof(GLfloat), texes); <br> glTexCoordPointer(2, GL_FLOAT, 4*sizeof(GLfloat), (GLvoid*)texes + 2*sizeof(GLfloat)); <br> glDrawArrays(GL_TRIANGLES, 0, indexCount / 4); BACKGROUND rendering: Same drill here except this time it goes vertex x, vertex y, vertex z, texture x, texture y, repeat. Note the z value this time. I did make sure the data in this array was correct while debugging (getting the right z values). And again, it shows up...it's just not going far back in the distance like it should. glVertexPointer(3, GL_FLOAT, 5*sizeof(GLfloat), b1Texes); glTexCoordPointer(2, GL_FLOAT, 5*sizeof(GLfloat), (GLvoid*)b1Texes + 3*sizeof(GLfloat)); glDrawArrays(GL_TRIANGLES, 0, b1IndexCount / 5); And to move my camera, I just do a simple glTranslatef(x, y, 0.0f); I'm not understanding what I'm doing wrong cause this seems like the most basic 3D function imaginable...things further away are smaller and don't move as fast when the camera moves. Not the case for me. Seems like it should be pretty basic and not even really be affected by my projection and all that (though I've even tried doing glFrustum just for fun, no success). Please help, I feel like it's just one dumb thing. I will post more code if necessary.

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  • DirectX: Render to a screen buffer without using a render target

    - by knight666
    Hello, I'm writing an open source 2D game engine, and I want to support as many devices and platforms as possible. I currently only have Windows Mobile though. I'm rendering using DirectX Mobile, with DirectDraw as a fallback path. However, I've run into a bit of trouble. It seems that while the reference driver supports createRenderTarget, many many many physical devices do not. I need some way to render to the screen without using a render target, because I render sprites using textured quads, but I also need to be able to draw individual pixels. This is how I do it right now: // save old values if (Error::Failed(m_D3DDevice->GetRenderTarget(&m_D3DOldTarget))) { ERROR_EXPLAIN("Could not retrieve backbuffer."); return false; } // clear render surface if (Error::Failed(m_D3DDevice->SetRenderTarget(m_D3DRenderSurface, NULL))) { ERROR_EXPLAIN("Could not set render target to render texture."); return false; } if (Error::Failed (m_D3DDevice->Clear( 0, NULL, // target rectangle D3DMCLEAR_TARGET, D3DMCOLOR_XRGB(0, 0, 0), // clear color 1.0f, 0 ) ) ) { ERROR_EXPLAIN("Failed to clear render texture."); return false; } D3DMLOCKED_RECT render_rect; if (Error::Failed(m_D3DRenderSurface->LockRect(&render_rect, NULL, NULL))) { ERROR_EXPLAIN("Failed to lock render surface pixels."); } else { m_D3DBackSurf->SetBuffer((Pixel*)render_rect.pBits); m_D3DRenderSurface->UnlockRect(); } // begin scene if (Error::Failed(m_D3DDevice->BeginScene())) { ERROR_EXPLAIN("Failed to start rendering."); return false; } // ===================== // example rendering // ===================== // some other stuff, but the most important part of rendering a sprite: device->SetTexture(0, m_Texture)); device->SetStreamSource(0, m_VertexBuffer, sizeof(Vertex)); device->DrawPrimitive(D3DMPT_TRIANGLELIST, 0, 2); // plotting a pixel Surface* target = (Surface*)Device::GetRenderMethod()->GetRenderTarget(); buffer = target->GetBuffer(); buffer[somepixel] = MAKECOLOR(255, 0, 0); // end scene if (Error::Failed(device->EndScene())) { ERROR_EXPLAIN("Failed to end scene."); return false; } // clear screen if (Error::Failed(device->SetRenderTarget(m_D3DOldTarget, NULL))) { ERROR_EXPLAIN("Couldn't set render target to backbuffer."); return false; } if (Error::Failed(device->GetBackBuffer ( 0, D3DMBACKBUFFER_TYPE_MONO, &m_D3DBack ) ) ) { ERROR_EXPLAIN("Couldn't retrieve backbuffer."); return false; } RECT dest = { 0, 0, Device::GetWidth(), Device::GetHeight() }; if (Error::Failed( device->StretchRect ( m_D3DRenderSurface, NULL, m_D3DBack, &dest, D3DMTEXF_NONE ) ) ) { ERROR_EXPLAIN("Failed to stretch render texture to backbuffer."); return false; } if (Error::Failed(device->Present(NULL, NULL, NULL, NULL))) { ERROR_EXPLAIN("Failed to present device."); return false; } I'm looking for a way to do the same thing (render sprites using hardware acceleration and plot pixels on a buffer) without using a render target. Thanks in advance.

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  • How can I get Firefox to update background-color on a:hover *before* a javascript routine is run?

    - by Rob
    I'm having a Firefox-specific issue with a script I wrote to create 3d layouts. The correct behavior is that the script pulls the background-color from an element and then uses that color to draw on the canvas. When a user mouses over a link and the background-color changes to the :hover rule, the color being drawn changes on the canvas changes as well. When the user mouses out, the color should revert back to non-hover color. This works as expected in Webkit browsers and Opera, but it seems like Firefox doesn't update the background-color in CSS immediately after a mouseout event occurs, so the current background-color doesn't get drawn if a mouseout occurs and it isn't followed up by another event that calls the draw() routine. It works just fine in Opera, Chrome, and Safari. How can I get Firefox to cooperate? I'm including the code that I believe is most relevant to my problem. Any advice on how I fix this problem and get a consistent effect would be very helpful. function drawFace(coord, mid, popColor,gs,x1,x2,side) { /*Gradients in our case run either up/down or left right. We have two algorithms depending on whether or not it's a sideways facing piece. Rather than parse the "rgb(r,g,b)" string(popColor) retrieved from elsewhere, it is simply offset with the gs variable to give the illusion that it starts at a darker color.*/ var canvas = document.getElementById('depth'); //This is for excanvas.js var G_vmlCanvasManager; if (G_vmlCanvasManager != undefined) { // ie IE G_vmlCanvasManager.initElement(canvas); } //Init canvas if (canvas.getContext) { var ctx = canvas.getContext('2d'); if (side) var lineargradient=ctx.createLinearGradient(coord[x1][0]+gs,mid[1],mid[0],mid[1]); else var lineargradient=ctx.createLinearGradient(coord[0][0],coord[2][1]+gs,coord[0][0],mid[1]); lineargradient.addColorStop(0,popColor); lineargradient.addColorStop(1,'black'); ctx.fillStyle=lineargradient; ctx.beginPath(); //Draw from one corner to the midpoint, then to the other corner, //and apply a stroke and a fill. ctx.moveTo(coord[x1][0],coord[x1][1]); ctx.lineTo(mid[0],mid[1]); ctx.lineTo(coord[x2][0],coord[x2][1]); ctx.stroke(); ctx.fill(); } } function draw(e) { var arr = new Array() var i = 0; var mid = new Array(2); $(".pop").each(function() { mid[0]=Math.round($(document).width()/2); mid[1]=Math.round($(document).height()/2); arr[arr.length++]=new getElemProperties(this,mid); i++; }); arr.sort(sortByDistance); clearCanvas(); for (a=0;a<i;a++) { /*In the following conditional statements, we're testing to see which direction faces should be drawn, based on a 1-point perspective drawn from the midpoint. In the first statement, we're testing to see if the lower-left hand corner coord[3] is higher on the screen than the midpoint. If so, we set it's gradient starting position to start at a point in space 60pixels higher(-60) than the actual side, and we also declare which corners make up our face, in this case the lower two corners, coord[3], and coord[2].*/ if (arr[a].bottomFace) drawFace(arr[a].coord,mid,arr[a].popColor,-60,3,2); if (arr[a].topFace) drawFace(arr[a].coord,mid,arr[a].popColor,60,0,1); if (arr[a].leftFace) drawFace(arr[a].coord,mid,arr[a].popColor,60,0,3,true); if (arr[a].rightFace) drawFace(arr[a].coord,mid,arr[a].popColor,-60,1,2,true); } } $("a.pop").bind("mouseenter mouseleave focusin focusout",draw); If you need to see the effect in action, or if you want the full javascript code, you can check it out here: http://www.robnixondesigns.com/strangematter/

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  • Analyzing bitmaps produced by NSAffineTransform and CILineOverlay filters

    - by Adam
    I am trying to manipulate an image using a chain of CIFilters, and then examine each byte of the resulting image (bitmap). Long term, I do not need to display the resulting image (bitmap) -- I just need to "analyze" it in memory. But near-term I am displaying it on screen, to help with debugging. I have some "bitmap examination" code that works as expected when examining the NSImage (bitmap representation) I use as my input (loaded from a JPG file into an NSImage). And it SOMETIMES works as expected when I use it on the outputBitmap produced by the code below. More specifically, when I use an NSAffineTransform filter to create outputBitmap, then outputBitmap contains the data I would expect. But if I use a CILineOverlay filter to create the outputBitmap, none of the bytes in the bitmap have any data in them. I believe both of these filters are working as expected, because when I display their results on screen (via outputImageView), they look "correct." Yet when I examine the outputBitmaps, the one created from the CILineOverlay filter is "empty" while the one created from NSAffineTransfer contains data. Furthermore, if I chain the two filters together, the final resulting bitmap only seems to contain data if I run the AffineTransform last. Seems very strange, to me??? My understanding (from reading the CI programming guide) is that the CIImage should be considered an "image recipe" rather than an actual image, because the image isn't actually created until the image is "drawn." Given that, it would make sense that the CIimage bitmap doesn't have data -- but I don't understand why it has data after I run the NSAffineTransform but doesn't have data after running the CILineOverlay transform? Basically, I am trying to determine if creating the NSCIImageRep (ir in the code below) from the CIImage (myResult) is equivalent to "drawing" the CIImage -- in other words if that should force the bitmap to be populated? If someone knows the answer to this please let me know -- it will save me a few hours of trial and error experimenting! Finally, if the answer is "you must draw to a graphics context" ... then I have another question: would I need to do something along the lines of what is described in the Quartz 2D Programming Guide: Graphics Contexts, listing 2-7 and 2-8: drawing to a bitmap graphics context? That is the path down which I am about to head ... but it seems like a lot of code just to force the bitmap data to be dumped into an array where I can get at it. So if there is an easier or better way please let me know. I just want to take the data (that should be) in myResult and put it into a bitmap array where I can access it at the byte level. And since I already have code that works with an NSBitmapImageRep, unless doing it that way is a bad idea for some reason that is not readily apparent to me, then I would prefer to "convert" myResult into an NSBitmapImageRep. CIImage * myResult = [transform valueForKey:@"outputImage"]; NSImage *outputImage; NSCIImageRep *ir = [NSCIImageRep alloc]; ir = [NSCIImageRep imageRepWithCIImage:myResult]; outputImage = [[[NSImage alloc] initWithSize: NSMakeSize(inputImage.size.width, inputImage.size.height)] autorelease]; [outputImage addRepresentation:ir]; [outputImageView setImage: outputImage]; NSBitmapImageRep *outputBitmap = [[NSBitmapImageRep alloc] initWithCIImage: myResult]; Thanks, Adam

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  • How can I convert this C Calendaer Code into a Objective-C syntax and have it work with matrixes

    - by Alec Niemy
    #define TRUE 1 #define FALSE 0 int days_in_month[]={0,31,28,31,30,31,30,31,31,30,31,30,31}; char *months[]= { " ", "\n\n\nJanuary", "\n\n\nFebruary", "\n\n\nMarch", "\n\n\nApril", "\n\n\nMay", "\n\n\nJune", "\n\n\nJuly", "\n\n\nAugust", "\n\n\nSeptember", "\n\n\nOctober", "\n\n\nNovember", "\n\n\nDecember" }; int inputyear(void) { int year; printf("Please enter a year (example: 1999) : "); scanf("%d", &year); return year; } int determinedaycode(int year) { int daycode; int d1, d2, d3; d1 = (year - 1.)/ 4.0; d2 = (year - 1.)/ 100.; d3 = (year - 1.)/ 400.; daycode = (year + d1 - d2 + d3) %7; return daycode; } int determineleapyear(int year) { if(year% 4 == FALSE && year%100 != FALSE || year%400 == FALSE) { days_in_month[2] = 29; return TRUE; } else { days_in_month[2] = 28; return FALSE; } } void calendar(int year, int daycode) { int month, day; for ( month = 1; month <= 12; month++ ) { printf("%s", months[month]); printf("\n\nSun Mon Tue Wed Thu Fri Sat\n" ); // Correct the position for the first date for ( day = 1; day <= 1 + daycode * 5; day++ ) { printf(" "); } // Print all the dates for one month for ( day = 1; day <= days_in_month[month]; day++ ) { printf("%2d", day ); // Is day before Sat? Else start next line Sun. if ( ( day + daycode ) % 7 > 0 ) printf(" " ); else printf("\n " ); } // Set position for next month daycode = ( daycode + days_in_month[month] ) % 7; } } int main(void) { int year, daycode, leapyear; year = inputyear(); daycode = determinedaycode(year); determineleapyear(year); calendar(year, daycode); printf("\n"); } This code generates a calendar of the inputed year in the terminal. my question is how can i convert this into a Objective-C syntax instead of this C syntax. im sure this is simple process but im quite of a novice to objective - c and i need it for a cocoa project. this code outputs the calendar as a continuously series of strings until the last month hits. soo instead of creating the calendar in the terminal how can i input the calendar a series of NSMatrixes depend on the inputed year. hope somone can help me with this thanks or every helps (you be in the credits of the finished program) :) (the calendar is just a small part of the program i making and it is one of the important parts!!)

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  • CSG operations on implicit surfaces with marching cubes

    - by Mads Elvheim
    I render isosurfaces with marching cubes, (or perhaps marching squares as this is 2D) and I want to do set operations like set difference, intersection and union. I thought this was easy to implement, by simply choosing between two vertex scalars from two different implicit surfaces, but it is not. For my initial testing, I tried with two spheres, and the set operation difference. i.e A - B. One sphere is moving and the other one is stationary. Here's the approach I tried when picking vertex scalars and when classifying corner vertices as inside or outside. The code is written in C++. OpenGL is used for rendering, but that's not important. Normal rendering without any CSG operations does give the expected result. void march(const vec2& cmin, //min x and y for the grid cell const vec2& cmax, //max x and y for the grid cell std::vector<vec2>& tri, float iso, float (*cmp1)(const vec2&), //distance from stationary sphere float (*cmp2)(const vec2&) //distance from moving sphere ) { unsigned int squareindex = 0; float scalar[4]; vec2 verts[8]; /* initial setup of the grid cell */ verts[0] = vec2(cmax.x, cmax.y); verts[2] = vec2(cmin.x, cmax.y); verts[4] = vec2(cmin.x, cmin.y); verts[6] = vec2(cmax.x, cmin.y); float s1,s2; /********************************** ********For-loop of interest****** *******Set difference between **** *******two implicit surfaces****** **********************************/ for(int i=0,j=0; i<4; ++i, j+=2){ s1 = cmp1(verts[j]); s2 = cmp2(verts[j]); if((s1 < iso)){ //if inside sphere1 if((s2 < iso)){ //if inside sphere2 scalar[i] = s2; //then set the scalar to the moving sphere } else { scalar[i] = s1; //only inside sphere1 squareindex |= (1<<i); //mark as inside } } else { scalar[i] = s1; //inside neither sphere } } if(squareindex == 0) return; /* Usual interpolation between edge points to compute the new intersection points */ verts[1] = mix(iso, verts[0], verts[2], scalar[0], scalar[1]); verts[3] = mix(iso, verts[2], verts[4], scalar[1], scalar[2]); verts[5] = mix(iso, verts[4], verts[6], scalar[2], scalar[3]); verts[7] = mix(iso, verts[6], verts[0], scalar[3], scalar[0]); for(int i=0; i<10; ++i){ //10 = maxmimum 3 triangles, + one end token int index = triTable[squareindex][i]; //look up our indices for triangulation if(index == -1) break; tri.push_back(verts[index]); } } This gives me weird jaggies: It looks like the CSG operation is done without interpolation. It just "discards" the whole triangle. Do I need to interpolate in some other way, or combine the vertex scalar values? I'd love some help with this. A full testcase can be downloaded HERE

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  • Trouble Percent-Encoding Spaces in Java

    - by behrk2
    Hi Everyone, I am using the URLUTF8Encoder.java class from W3C (www.w3.org/International/URLUTF8Encoder.java). Currently, it will encode any blank spaces ' ' into plus signs '+'. I am having difficulty modifying the code to percent-encode the blank space into '%20'. Unfortunately, I am not too familiar with hex. Can anyone help me out? I need to modify this snippet... else if (ch == ' ') { // space sbuf.append('+'); in the following code: final static String[] hex = { "%00", "%01", "%02", "%03", "%04", "%05", "%06", "%07", "%08", "%09", "%0A", "%0B", "%0C", "%0D", "%0E", "%0F", "%10", "%11", "%12", "%13", "%14", "%15", "%16", "%17", "%18", "%19", "%1A", "%1B", "%1C", "%1D", "%1E", "%1F", "%20", "%21", "%22", "%23", "%24", "%25", "%26", "%27", "%28", "%29", "%2A", "%2B", "%2C", "%2D", "%2E", "%2F", "%30", "%31", "%32", "%33", "%34", "%35", "%36", "%37", "%38", "%39", "%3A", "%3B", "%3C", "%3D", "%3E", "%3F", "%40", "%41", "%42", "%43", "%44", "%45", "%46", "%47", "%48", "%49", "%4A", "%4B", "%4C", "%4D", "%4E", "%4F", "%50", "%51", "%52", "%53", "%54", "%55", "%56", "%57", "%58", "%59", "%5A", "%5B", "%5C", "%5D", "%5E", "%5F", "%60", "%61", "%62", "%63", "%64", "%65", "%66", "%67", "%68", "%69", "%6A", "%6B", "%6C", "%6D", "%6E", "%6F", "%70", "%71", "%72", "%73", "%74", "%75", "%76", "%77", "%78", "%79", "%7A", "%7B", "%7C", "%7D", "%7E", "%7F", "%80", "%81", "%82", "%83", "%84", "%85", "%86", "%87", "%88", "%89", "%8A", "%8B", "%8C", "%8D", "%8E", "%8F", "%90", "%91", "%92", "%93", "%94", "%95", "%96", "%97", "%98", "%99", "%9A", "%9B", "%9C", "%9D", "%9E", "%9F", "%A0", "%A1", "%A2", "%A3", "%A4", "%A5", "%A6", "%A7", "%A8", "%A9", "%AA", "%AB", "%AC", "%AD", "%AE", "%AF", "%B0", "%B1", "%B2", "%B3", "%B4", "%B5", "%B6", "%B7", "%B8", "%B9", "%BA", "%BB", "%BC", "%BD", "%BE", "%BF", "%C0", "%C1", "%C2", "%C3", "%C4", "%C5", "%C6", "%C7", "%C8", "%C9", "%CA", "%CB", "%CC", "%CD", "%CE", "%CF", "%D0", "%D1", "%D2", "%D3", "%D4", "%D5", "%D6", "%D7", "%D8", "%D9", "%DA", "%DB", "%DC", "%DD", "%DE", "%DF", "%E0", "%E1", "%E2", "%E3", "%E4", "%E5", "%E6", "%E7", "%E8", "%E9", "%EA", "%EB", "%EC", "%ED", "%EE", "%EF", "%F0", "%F1", "%F2", "%F3", "%F4", "%F5", "%F6", "%F7", "%F8", "%F9", "%FA", "%FB", "%FC", "%FD", "%FE", "%FF" }; public static String encode(String s) { StringBuffer sbuf = new StringBuffer(); int len = s.length(); for (int i = 0; i < len; i++) { int ch = s.charAt(i); if ('A' <= ch && ch <= 'Z') { // 'A'..'Z' sbuf.append((char) ch); } else if ('a' <= ch && ch <= 'z') { // 'a'..'z' sbuf.append((char) ch); } else if ('0' <= ch && ch <= '9') { // '0'..'9' sbuf.append((char) ch); } else if (ch == ' ') { // space sbuf.append('+'); } else if (ch == '-' || ch == '_' // unreserved || ch == '.' || ch == '!' || ch == '~' || ch == '*' || ch == '\'' || ch == '(' || ch == ')') { sbuf.append((char) ch); } else if (ch <= 0x007f) { // other ASCII sbuf.append(hex[ch]); } else if (ch <= 0x07FF) { // non-ASCII <= 0x7FF sbuf.append(hex[0xc0 | (ch >> 6)]); sbuf.append(hex[0x80 | (ch & 0x3F)]); } else { // 0x7FF < ch <= 0xFFFF sbuf.append(hex[0xe0 | (ch >> 12)]); sbuf.append(hex[0x80 | ((ch >> 6) & 0x3F)]); sbuf.append(hex[0x80 | (ch & 0x3F)]); } } return sbuf.toString(); } Thanks!

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  • Problem with memset after an instance of a user defined class is created and a file is opened

    - by Liberalkid
    I'm having a weird problem with memset, that was something to do with a class I'm creating before it and a file I'm opening in the constructor. The class I'm working with normally reads in an array and transforms it into another array, but that's not important. The class I'm working with is: #include <vector> #include <algorithm> using namespace std; class PreProcess { public: PreProcess(char* fileName,char* outFileName); void SortedOrder(); private: vector< vector<double > > matrix; void SortRow(vector<double> &row); char* newFileName; vector< pair<double,int> > rowSorted; }; The other functions aren't important, because I've stopped calling them and the problem persists. Essentially I've narrowed it down to my constructor: PreProcess::PreProcess(char* fileName,char* outFileName):newFileName(outFileName){ ifstream input(fileName); input.close(); //this statement is inconsequential } I also read in the file in my constructor, but I've found that the problem persists if I don't read in the matrix and just open the file. Essentially I've narrowed it down to if I comment out those two lines the memset works properly, otherwise it doesn't. Now to the context of the problem I'm having with it: I wrote my own simple wrapper class for matrices. It doesn't have much functionality, I just need 2D arrays in the next part of my project and having a class handle everything makes more sense to me. The header file: #include <iostream> using namespace std; class Matrix{ public: Matrix(int r,int c); int &operator()(int i,int j) {//I know I should check my bounds here return matrix[i*columns+j]; } ~Matrix(); const void Display(); private: int *matrix; const int rows; const int columns; }; Driver: #include "Matrix.h" #include <string> using namespace std; Matrix::Matrix(int r,int c):rows(r),columns(c) { matrix=new int[rows*columns]; memset(matrix,0,sizeof(matrix)); } const void Matrix::Display(){ for(int i=0;i<rows;i++){ for(int j=0;j<columns;j++) cout << (*this)(i,j) << " "; cout << endl; } } Matrix::~Matrix() { delete matrix; } My main program runs: PreProcess test1(argv[1],argv[2]); //test1.SortedOrder(); Matrix test(10,10); test.Display(); And when I run this with the input line uncommented I get: 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -1371727776 32698 -1 0 0 0 0 0 6332656 0 -1 -1 0 0 6332672 0 0 0 0 0 0 0 0 0 0 0 0 0 -1371732704 32698 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 I really don't have a clue what's going on in memory to cause this, on a side note if I replace memset with: for(int i=0;i<rows*columns;i++) *(matrix+i) &= 0x0; Then it works perfectly, it also works if I don't open the file. If it helps I'm running GCC 64-bit version 4.2.4 on Ubuntu.I assume there's some functionality of memset that I'm not properly understanding.

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