Search Results

Search found 13866 results on 555 pages for 'apache commons math'.

Page 320/555 | < Previous Page | 316 317 318 319 320 321 322 323 324 325 326 327  | Next Page >

  • Survey: Do you write custom SQL CLR procedures/functions/etc

    - by James Luetkehoelter
    I'm quite curious because despite the great capabilities of writing CLR-based stored procedures to off-load those nasty operations TSQL isn't that great at (like iteration, or complex math), I'm continuing to see a wealth of SQL 2008 databases with complex stored procedures and functions which would make great candidates. The in-house skill to create the CLR code exists as well, but there is flat out resistance to use it. In one scenario I was told "Oh, iteration isn't a problem because we've trained...(read more)

    Read the article

  • Custom Glassfish Security Realm does not work (unable to find LoginModule)

    - by ifischer
    I'm trying to get a Custom Security Realm in Glassfish working (i tried 3.0.1 final and 3.1 B33). I read nearly all tutorials about this, but it doesn not work on my System. I'm getting the error Login failed: javax.security.auth.login.LoginException: unable to find LoginModule class: de.company.security.utility.CustomLoginModule when trying to login. Here is what i did: I created a little Maven project, which contains the needed Realm class, CustomRealm, and the corresponding LoginModule, CustomLoginModule. My pom.xml: <project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/xsd/maven-4.0.0.xsd"> <modelVersion>4.0.0</modelVersion> <groupId>com.mycompany</groupId> <artifactId>CustomJDBCRealm</artifactId> <version>1.0-SNAPSHOT</version> <packaging>jar</packaging> <name>Custom JDBCRealm</name> <url>http://maven.apache.org</url> <properties> <project.build.sourceEncoding>UTF-8</project.build.sourceEncoding> </properties> <dependencies> <dependency> <groupId>org.glassfish.security</groupId> <artifactId>security</artifactId> <version>3.1-b33</version> </dependency> </dependencies> <build> <plugins> <plugin> <groupId>org.apache.maven.plugins</groupId> <artifactId>maven-compiler-plugin</artifactId> <configuration> <source>1.6</source> <target>1.6</target> <optimise>true</optimise> <debug>true</debug> <encoding>UTF-8</encoding> </configuration> </plugin> </plugins> </build> </project> My Custom Realm class: package de.company.security.utility; import com.sun.appserv.security.AppservRealm; import com.sun.enterprise.security.auth.realm.BadRealmException; import com.sun.enterprise.security.auth.realm.InvalidOperationException; import com.sun.enterprise.security.auth.realm.NoSuchRealmException; import com.sun.enterprise.security.auth.realm.NoSuchUserException; import java.util.Enumeration; import java.util.Properties; import java.util.Vector; /** * * @author ifischer */ public class CustomRealm extends AppservRealm { Vector<String> groups = new Vector<String>(); private String jaasCtxName; private String startWith; @Override public void init(Properties properties) throws BadRealmException, NoSuchRealmException { jaasCtxName = properties.getProperty("jaas-context", "customRealm"); startWith = properties.getProperty("startWith", "z"); groups.add("dummy"); } @Override public String getAuthType() { return "Custom Realm"; } public String[] authenticate(String username, char[] password) { // if (isValidLogin(username, password)) return (String[]) groups.toArray(); } @Override public Enumeration getGroupNames(String username) throws InvalidOperationException, NoSuchUserException { return groups.elements(); } @Override public String getJAASContext() { return jaasCtxName; } public String getStartWith() { return startWith; } } My LoginModule class: /* * Copyright (c) 2010 ProfitBricks GmbH. All Rights Reserved. */ package de.company.security.utility; import com.sun.appserv.security.AppservPasswordLoginModule; import com.sun.enterprise.security.auth.login.common.LoginException; import java.util.Set; import org.glassfish.security.common.PrincipalImpl; /** * * @author ifischer */ public class CustomLoginModule extends AppservPasswordLoginModule { @Override protected void authenticateUser() throws LoginException { _logger.info("CustomRealm : authenticateUser for " + _username); final CustomRealm realm = (CustomRealm)_currentRealm; if ( (_username == null) || (_username.length() == 0) || !_username.startsWith(realm.getStartWith())) throw new LoginException("Invalid credentials"); String[] grpList = realm.authenticate(_username, getPasswordChar()); if (grpList == null) { throw new LoginException("User not in groups"); } _logger.info("CustomRealm : authenticateUser for " + _username); Set principals = _subject.getPrincipals(); principals.add(new PrincipalImpl(_username)); this.commitUserAuthentication(grpList); } } I compiled this Maven project and copyied the resulting JAR-file to the Glassfish/lib directory. Then i added the Security Realm "customRealm" to my Glassfish with asadmin: asadmin create-auth-realm --classname de.company.security.utility.CustomRealm --property jaas-context=customRealm:startWith=a customRealm I even referenced the LoginModule class for the JAAS context of my Custom Realm, therefore i inserted this into the login.conf of my domain: customRealm { de.company.security.utility.CustomLoginModule required; }; Although this LoginModule SHOULD BE on the Glassfish classpath, as it's classfiled is packaged in the JAR that i put into the Glassfish/lib-dir, it cannot be found when i try to login. For login, i build a really simple JSF-project, which calls the HttpServletRequest-login-method of Servlet 3.0. When trying to login i'm getting the following Exception: 2010-12-24T14:41:31.613+0100|WARNING|glassfish3.0.1| javax.enterprise.system.container.web.com.sun.web.security|_ThreadID=25; _ThreadName=Thread-1;|Web login failed: Login failed: javax.security.auth.login.LoginException: unable to find LoginModule class: de.company.security.utility.CustomLoginModule Anybody got an idea what i can do that Glassfish loads the LoginModule-class?

    Read the article

  • luntbuild + maven + findbugs = OutOfMemoryException

    - by Johannes
    Hi, I've been trying to get Luntbuild to generate and publish a project site for our project including a Findbugs report. All other reports (Cobertura, Surefire, JavaDoc, Dashboard) work fine, but Findbugs bails out with an OutOfMemoryException. Excluding findbugs from report generation fixes the build --- although obviously without a Findbugs report. The funny thing is that I first encountered this problem locally and solved it by setting MAVEN_OPTS=-Xmx512m. This does not seem to be enough in Luntbuild, however: setting that exact same option as an environment variable of my builder doesn't make a difference. I've found a couple of posts on the 'net stating you should also add -XX:MaxPermSize=512m to MAVEN_OPTS and/or pass -Dmaven.findbugs.jvmargs=-Xmx512m to mvn.bat. None of these (or their combination) seem to help though so any hints would be greatly appreciated! Cheers, Johannes Relevant information: Luntbuild is 1.5.6, Maven is 2.1.0, findbugs-maven-plugin is 2.0.1. This is the Findbugs section of the relevant pom.xml: <plugin> <groupId>org.codehaus.mojo</groupId> <artifactId>findbugs-maven-plugin</artifactId> <version>2.0.1</version> </plugin> This is the head of my build log: User "luntbuild" started the build Perform checkout operation for VCS setting: Vcs name: Subversion Repository url base: http://some.repository.com/repo/ Repository layout: multiple Directory for trunk: trunk Directory for branches: branches Directory for tags: tags Username: xxxx Password:xxxx Web interface: ViewVC URL to web interface: http://some.repository.com/repo/ Quiet period: modules: Source path: somepath, Branch: , Label: , Destination path: somewhere Source path: somepath, Branch: somewhere1.0.x, Label: , Destination path: somewhere-1.0.x Source path: somepath, Branch: somewhere1.1.x, Label: , Destination path: somewhere-1.1.x Update url: http://some.repository.com/repo//trunk Duration of the checkout operation: 0 minutes Perform build with builder setting: Builder name: default Builder type: Maven2 builder Command to run Maven2: "C:\maven\apache-maven-2.1.0\bin\mvn.bat" -e -f somewhere\pom.xml -P site -Dmaven.test.skip=false -DbuildDate="Tue Nov 24 11:13:24 CET 2009" -DbuildVersion="site-core138" -Dsvn.username=xxxx -Dsvn.password=xxxx -DstagingSiteURL=file:///C:/luntbuild/core-reports -Dmaven.findbugs.jvmargs=-Xmx512m Directory to run Maven2 in: Goals to build: site:stage site:stage-deploy Build properties: buildVersion="site-core138" artifactsDir="C:\\Program Files\\Luntbuild\\publish\\somewhere\\site-core\\site-core138\\artifacts" buildDate="Tue Nov 24 11:13:24 CET 2009" junitHtmlReportDir="" Environment variables: MAVEN_OPTS="-Xmx512m -XX:MaxPermSize=512m" Build success condition: result==0 and builderLogContainsLine("INFO","BUILD SUCCESSFUL") Execute command: Executing 'C:\maven\apache-maven-2.1.0\bin\mvn.bat' with arguments: '-e' '-f' 'somewhere\pom.xml' '-P' 'site' '-Dmaven.test.skip=false' '-DbuildDate=Tue Nov 24 11:13:24 CET 2009' '-DbuildVersion=site-core138' '-Dsvn.username=xxxxxx' '-Dsvn.password=xxxxxx' '-DstagingSiteURL=file:///C:/luntbuild/reports' '-Dmaven.findbugs.jvmargs=-Xmx512m' '-DbuildVersion=site-core138' '-DartifactsDir=C:\\Program Files\\Luntbuild\\publish\\somewhere\\site-core\\site-core138\\artifacts' '-DbuildDate=Tue Nov 24 11:13:24 CET 2009' '-X' 'site:stage' 'site:stage-deploy' Tail of my build log: Analyzed: C:\luntbuild\somewhere-work\somewhere\...\SomeClass.class ... Analyzed: C:\luntbuild\somewhere-work\somewhere\...\target\classes Aux: C:\luntbuild\somewhere-work\somewhere\...\target\classes Aux: c:\maven\local-repo\...\somejar-1.1.1.1-SNAPSHOT.jar Aux: c:\maven\local-repo\commons-lang\commons-lang\2.3\commons-lang-2.3.jar .... Aux: c:\maven\local-repo\org\openoffice\ridl\3.1.0\ridl-3.1.0.jar Aux: c:\maven\local-repo\org\openoffice\unoil\3.1.0\unoil-3.1.0.jar [INFO] ------------------------------------------------------------------------ [ERROR] FATAL ERROR [INFO] ------------------------------------------------------------------------ [INFO] Java heap space [INFO] ------------------------------------------------------------------------ [DEBUG] Trace java.lang.OutOfMemoryError: Java heap space at java.util.HashMap.(HashMap.java:209) at edu.umd.cs.findbugs.ba.type.TypeAnalysis$CachedExceptionSet.(TypeAnalysis.java:114) at edu.umd.cs.findbugs.ba.type.TypeAnalysis.getCachedExceptionSet(TypeAnalysis.java:688) at edu.umd.cs.findbugs.ba.type.TypeAnalysis.computeThrownExceptionTypes(TypeAnalysis.java:439) at edu.umd.cs.findbugs.ba.type.TypeAnalysis.transfer(TypeAnalysis.java:411) at edu.umd.cs.findbugs.ba.type.TypeAnalysis.transfer(TypeAnalysis.java:89) at edu.umd.cs.findbugs.ba.Dataflow.execute(Dataflow.java:356) at edu.umd.cs.findbugs.classfile.engine.bcel.TypeDataflowFactory.analyze(TypeDataflowFactory.java:82) at edu.umd.cs.findbugs.classfile.engine.bcel.TypeDataflowFactory.analyze(TypeDataflowFactory.java:44) at edu.umd.cs.findbugs.classfile.impl.AnalysisCache.analyzeMethod(AnalysisCache.java:331) at edu.umd.cs.findbugs.classfile.impl.AnalysisCache.getMethodAnalysis(AnalysisCache.java:281) at edu.umd.cs.findbugs.classfile.engine.bcel.CFGFactory.analyze(CFGFactory.java:173) at edu.umd.cs.findbugs.classfile.engine.bcel.CFGFactory.analyze(CFGFactory.java:64) at edu.umd.cs.findbugs.classfile.impl.AnalysisCache.analyzeMethod(AnalysisCache.java:331) at edu.umd.cs.findbugs.classfile.impl.AnalysisCache.getMethodAnalysis(AnalysisCache.java:281) at edu.umd.cs.findbugs.ba.ClassContext.getMethodAnalysis(ClassContext.java:937) at edu.umd.cs.findbugs.ba.ClassContext.getMethodAnalysisNoDataflowAnalysisException(ClassContext.java:921) at edu.umd.cs.findbugs.ba.ClassContext.getCFG(ClassContext.java:326) at edu.umd.cs.findbugs.detect.BuildUnconditionalParamDerefDatabase.analyzeMethod(BuildUnconditionalParamDerefDatabase.java:103) at edu.umd.cs.findbugs.detect.BuildUnconditionalParamDerefDatabase.considerMethod(BuildUnconditionalParamDerefDatabase.java:93) at edu.umd.cs.findbugs.detect.BuildUnconditionalParamDerefDatabase.visitClassContext(BuildUnconditionalParamDerefDatabase.java:79) at edu.umd.cs.findbugs.DetectorToDetector2Adapter.visitClass(DetectorToDetector2Adapter.java:68) at edu.umd.cs.findbugs.FindBugs2.analyzeApplication(FindBugs2.java:971) at edu.umd.cs.findbugs.FindBugs2.execute(FindBugs2.java:222) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25) at java.lang.reflect.Method.invoke(Method.java:597) at org.codehaus.groovy.reflection.CachedMethod.invoke(CachedMethod.java:86) at groovy.lang.MetaMethod.doMethodInvoke(MetaMethod.java:230) at groovy.lang.MetaClassImpl.invokeMethod(MetaClassImpl.java:912) at groovy.lang.MetaClassImpl.invokeMethod(MetaClassImpl.java:756) [INFO] ------------------------------------------------------------------------ [INFO] Total time: 17 minutes 16 seconds [INFO] Finished at: Tue Nov 24 11:31:23 CET 2009 [INFO] Final Memory: 70M/127M [INFO] ------------------------------------------------------------------------ Maven2 builder failed: build success condition not met! Note that apparently maven only uses 70MB... but that probably doesn't mean anything since the Findbugs plugin forks its own process.

    Read the article

  • Maven struts2 modular archetype failing to generate !

    - by Xinus
    I am trying to generate struts 2 modular archetype using maven but always getting error as archetype not present here is a full output : C:\Users\Administrator>mvn archetype:generate [INFO] Scanning for projects... [INFO] Searching repository for plugin with prefix: 'archetype'. [INFO] ------------------------------------------------------------------------ [INFO] Building Maven Default Project [INFO] task-segment: [archetype:generate] (aggregator-style) [INFO] ------------------------------------------------------------------------ [INFO] Preparing archetype:generate [INFO] No goals needed for project - skipping [INFO] Setting property: classpath.resource.loader.class => 'org.codehaus.plexus .velocity.ContextClassLoaderResourceLoader'. [INFO] Setting property: velocimacro.messages.on => 'false'. [INFO] Setting property: resource.loader => 'classpath'. [INFO] Setting property: resource.manager.logwhenfound => 'false'. [INFO] [archetype:generate {execution: default-cli}] [INFO] Generating project in Interactive mode [INFO] No archetype defined. Using maven-archetype-quickstart (org.apache.maven. archetypes:maven-archetype-quickstart:1.0) Choose archetype: 1: internal -> appfuse-basic-jsf (AppFuse archetype for creating a web applicati on with Hibernate, Spring and JSF) 2: internal -> appfuse-basic-spring (AppFuse archetype for creating a web applic ation with Hibernate, Spring and Spring MVC) 3: internal -> appfuse-basic-struts (AppFuse archetype for creating a web applic ation with Hibernate, Spring and Struts 2) 4: internal -> appfuse-basic-tapestry (AppFuse archetype for creating a web appl ication with Hibernate, Spring and Tapestry 4) 5: internal -> appfuse-core (AppFuse archetype for creating a jar application wi th Hibernate and Spring and XFire) 6: internal -> appfuse-modular-jsf (AppFuse archetype for creating a modular app lication with Hibernate, Spring and JSF) 7: internal -> appfuse-modular-spring (AppFuse archetype for creating a modular application with Hibernate, Spring and Spring MVC) 8: internal -> appfuse-modular-struts (AppFuse archetype for creating a modular application with Hibernate, Spring and Struts 2) 9: internal -> appfuse-modular-tapestry (AppFuse archetype for creating a modula r application with Hibernate, Spring and Tapestry 4) 10: internal -> maven-archetype-j2ee-simple (A simple J2EE Java application) 11: internal -> maven-archetype-marmalade-mojo (A Maven plugin development proje ct using marmalade) 12: internal -> maven-archetype-mojo (A Maven Java plugin development project) 13: internal -> maven-archetype-portlet (A simple portlet application) 14: internal -> maven-archetype-profiles () 15: internal -> maven-archetype-quickstart () 16: internal -> maven-archetype-site-simple (A simple site generation project) 17: internal -> maven-archetype-site (A more complex site project) 18: internal -> maven-archetype-webapp (A simple Java web application) 19: internal -> jini-service-archetype (Archetype for Jini service project creat ion) 20: internal -> softeu-archetype-seam (JSF+Facelets+Seam Archetype) 21: internal -> softeu-archetype-seam-simple (JSF+Facelets+Seam (no persistence) Archetype) 22: internal -> softeu-archetype-jsf (JSF+Facelets Archetype) 23: internal -> jpa-maven-archetype (JPA application) 24: internal -> spring-osgi-bundle-archetype (Spring-OSGi archetype) 25: internal -> confluence-plugin-archetype (Atlassian Confluence plugin archety pe) 26: internal -> jira-plugin-archetype (Atlassian JIRA plugin archetype) 27: internal -> maven-archetype-har (Hibernate Archive) 28: internal -> maven-archetype-sar (JBoss Service Archive) 29: internal -> wicket-archetype-quickstart (A simple Apache Wicket project) 30: internal -> scala-archetype-simple (A simple scala project) 31: internal -> lift-archetype-blank (A blank/empty liftweb project) 32: internal -> lift-archetype-basic (The basic (liftweb) project) 33: internal -> cocoon-22-archetype-block-plain ([http://cocoon.apache.org/2.2/m aven-plugins/]) 34: internal -> cocoon-22-archetype-block ([http://cocoon.apache.org/2.2/maven-p lugins/]) 35: internal -> cocoon-22-archetype-webapp ([http://cocoon.apache.org/2.2/maven- plugins/]) 36: internal -> myfaces-archetype-helloworld (A simple archetype using MyFaces) 37: internal -> myfaces-archetype-helloworld-facelets (A simple archetype using MyFaces and facelets) 38: internal -> myfaces-archetype-trinidad (A simple archetype using Myfaces and Trinidad) 39: internal -> myfaces-archetype-jsfcomponents (A simple archetype for create c ustom JSF components using MyFaces) 40: internal -> gmaven-archetype-basic (Groovy basic archetype) 41: internal -> gmaven-archetype-mojo (Groovy mojo archetype) Choose a number: (1/2/3/4/5/6/7/8/9/10/11/12/13/14/15/16/17/18/19/20/21/22/23/2 4/25/26/27/28/29/30/31/32/33/34/35/36/37/38/39/40/41) 15: : 8 [INFO] ------------------------------------------------------------------------ [ERROR] BUILD FAILURE [INFO] ------------------------------------------------------------------------ [INFO] The defined artifact is not an archetype [INFO] ------------------------------------------------------------------------ [INFO] For more information, run Maven with the -e switch [INFO] ------------------------------------------------------------------------ [INFO] Total time: 3 seconds [INFO] Finished at: Sat Mar 27 08:22:38 IST 2010 [INFO] Final Memory: 8M/21M [INFO] ------------------------------------------------------------------------ C:\Users\Administrator> What can be the problem ?

    Read the article

  • Breaking down CS courses for freshmen

    - by Avinash
    I'm a student putting together a slide geared towards freshmen level students who are trying to understand what the importance of various classes in the CS curriculum are. Would it be safe to say that this list is fairly accurate? Data structures: how to store stuff in programs Discrete math: how to think logically Bits & bytes: how to ‘speak’ the machine’s language Advanced data structures: how to store stuff in more ways Algorithms: how to compute things efficiently Operating systems: how to do manage different processes/threads Thanks!

    Read the article

  • HttpPost works in Java project, not in Android

    - by dave.c
    I've written some code for my Android device to login to a web site over https and parse some data out of the resulting pages. An HttpGet happens first to get some info needed for login, then an HttpPost to do the actual login process. The code below works great in a Java project within Eclipse which has the following Jar files on the build path: httpcore-4.1-beta2.jar, httpclient-4.1-alpha2.jar, httpmime-4.1-alpha2.jar, commons-logging-1.1.1.jar. public static MyBean gatherData(String username, String password) { MyBean myBean = new MyBean(); try { HttpResponse response = doHttpGet(URL_PAGE_LOGIN, null, null); System.out.println("Got login page"); String content = EntityUtils.toString(response.getEntity()); String token = ContentParser.getToken(content); String cookie = getCookie(response); System.out.println("Performing login"); System.out.println("token = "+token +" || cookie = "+cookie); response = doLoginPost(username,password,cookie, token); int respCode = response.getStatusLine().getStatusCode(); if (respCode != 302) { System.out.println("ERROR: not a 302 redirect!: code is \""+ respCode+"\""); if (respCode == 200) { System.out.println(getHeaders(response)); System.out.println(EntityUtils.toString(response.getEntity()).substring(0, 500)); } } else { System.out.println("Logged in OK, loading account home"); // redirect handler and rest of parse removed } }catch (Exception e) { System.out.println("ERROR in gatherdata: "+e.toString()); e.printStackTrace(); } return myBean; } private static HttpResponse doHttpGet(String url, String cookie, String referrer) { try { HttpClient client = new DefaultHttpClient(); client.getParams().setParameter(CoreProtocolPNames.PROTOCOL_VERSION, HttpVersion.HTTP_1_1); client.getParams().setParameter(CoreProtocolPNames.HTTP_CONTENT_CHARSET, "UTF-8"); HttpGet httpGet = new HttpGet(url); httpGet.getParams().setParameter(CoreProtocolPNames.PROTOCOL_VERSION, HttpVersion.HTTP_1_1); httpGet.setHeader(HEADER_USER_AGENT,HEADER_USER_AGENT_VALUE); if (referrer != null && !referrer.equals("")) httpGet.setHeader(HEADER_REFERER,referrer); if (cookie != null && !cookie.equals("")) httpGet.setHeader(HEADER_COOKIE,cookie); return client.execute(httpGet); } catch (Exception e) { e.printStackTrace(); throw new ConnectException("Failed to read content from response"); } } private static HttpResponse doLoginPost(String username, String password, String cookie, String token) throws ClientProtocolException, IOException { try { HttpClient client = new DefaultHttpClient(); client.getParams().setParameter(CoreProtocolPNames.PROTOCOL_VERSION, HttpVersion.HTTP_1_1); client.getParams().setParameter(CoreProtocolPNames.HTTP_CONTENT_CHARSET, "UTF-8"); HttpPost post = new HttpPost(URL_LOGIN_SUBMIT); post.getParams().setParameter(CoreProtocolPNames.PROTOCOL_VERSION, HttpVersion.HTTP_1_1); post.setHeader(HEADER_USER_AGENT,HEADER_USER_AGENT_VALUE); post.setHeader(HEADER_REFERER, URL_PAGE_LOGIN); post.setHeader(HEADER_COOKIE, cookie); post.setHeader("Content-Type","application/x-www-form-urlencoded"); List<NameValuePair> formParams = new ArrayList<NameValuePair>(); formParams.add(new BasicNameValuePair("org.apache.struts.taglib.html.TOKEN", token)); formParams.add(new BasicNameValuePair("showLogin", "true")); formParams.add(new BasicNameValuePair("upgrade", "")); formParams.add(new BasicNameValuePair("username", username)); formParams.add(new BasicNameValuePair("password", password)); formParams.add(new BasicNameValuePair("submit", "Secure+Log+in")); UrlEncodedFormEntity entity = new UrlEncodedFormEntity(formParams,HTTP.UTF_8); post.setEntity(entity); return client.execute(post); } catch (Exception e) { e.printStackTrace(); throw new ConnectException("ERROR in doLoginPost(): "+e.getMessage()); } } The server (which is not under my control) returns a 302 redirect when the login was successful, and 200 if it fails and re-loads the login page. When run with the above Jar files I get the 302 redirect, however if I run the exact same code from an Android project with the 1.6 Android Jar file on the build path I get the 200 response from the server. I get the same 200 response when running the code on my 2.2 device. My android application has internet permissions, and the HttpGet works fine. I'm assuming that the problem lies in the fact that HttpPost (or some other class) is different in some significant way between the Android Jar version and the newer Apache versions. I've tried adding the Apache libraries to the build path of the Android project, but due to the duplicate classes I get messages like: INFO/dalvikvm(390): DexOpt: not resolving ambiguous class 'Lorg/apache/http/impl/client/DefaultHttpClient;' in the log. I've also tried using a MultipartEntity instead of the UrlEncodedFormEntity but I get the same 200 result. So, I have a few questions: - Can I force the code running under android to use the newer Apache libraries in preference to the Android versions? - If not, does anyone have any ideas how can I alter my code so that it works with the Android Jar? - Are there any other, totally different approaches to doing an HttpPost in Android? - Any other ideas? I've read a lot of posts and code but I'm not getting anywhere. I've been stuck on this for a couple of days and I'm at a loss how to get the thing to work, so I'll try anything at this point. Thanks in advance.

    Read the article

  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

    Read the article

  • Andengine put bullet to pull, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pull public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

    Read the article

  • Java collision detection and player movement: tips

    - by Loris
    I have read a short guide for game develompent (java, without external libraries). I'm facing with collision detection and player (and bullets) movements. Now i put the code. Most of it is taken from the guide (should i link this guide?). I'm just trying to expand and complete it. This is the class that take care of updates movements and firing mechanism (and collision detection): public class ArenaController { private Arena arena; /** selected cell for movement */ private float targetX, targetY; /** true if droid is moving */ private boolean moving = false; /** true if droid is shooting to enemy */ private boolean shooting = false; private DroidController droidController; public ArenaController(Arena arena) { this.arena = arena; this.droidController = new DroidController(arena); } public void update(float delta) { Droid droid = arena.getDroid(); //droid movements if (moving) { droidController.moveDroid(delta, targetX, targetY); //check if arrived if (droid.getX() == targetX && droid.getY() == targetY) moving = false; } //firing mechanism if(shooting) { //stop shot if there aren't bullets if(arena.getBullets().isEmpty()) { shooting = false; } for(int i = 0; i < arena.getBullets().size(); i++) { //current bullet Bullet bullet = arena.getBullets().get(i); System.out.println(bullet.getBounds()); //angle calculation double angle = Math.atan2(bullet.getEnemyY() - bullet.getY(), bullet.getEnemyX() - bullet.getX()); //increments x and y bullet.setX((float) (bullet.getX() + (Math.cos(angle) * bullet.getSpeed() * delta))); bullet.setY((float) (bullet.getY() + (Math.sin(angle) * bullet.getSpeed() * delta))); //collision with obstacles for(int j = 0; j < arena.getObstacles().size(); j++) { Obstacle obs = arena.getObstacles().get(j); if(bullet.getBounds().intersects(obs.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } //collisions with enemies for(int j = 0; j < arena.getEnemies().size(); j++) { Enemy ene = arena.getEnemies().get(j); if(bullet.getBounds().intersects(ene.getBounds())) { System.out.println("Collision detect!"); arena.removeBullet(bullet); } } } } } public boolean onClick(int x, int y) { //click on empty cell if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] == null) { //coordinates targetX = x / Arena.TILE; targetY = y / Arena.TILE; //enables movement moving = true; return true; } //click on enemy: fire if(arena.getGrid()[(int)(y / Arena.TILE)][(int)(x / Arena.TILE)] instanceof Enemy) { //coordinates float enemyX = x / Arena.TILE; float enemyY = y / Arena.TILE; //new bullet Bullet bullet = new Bullet(); //start coordinates bullet.setX(arena.getDroid().getX()); bullet.setY(arena.getDroid().getY()); //end coordinates (enemie) bullet.setEnemyX(enemyX); bullet.setEnemyY(enemyY); //adds bullet to arena arena.addBullet(bullet); //enables shooting shooting = true; return true; } return false; } As you can see for collision detection i'm trying to use Rectangle object. Droid example: import java.awt.geom.Rectangle2D; public class Droid { private float x; private float y; private float speed = 20f; private float rotation = 0f; private float damage = 2f; public static final int DIAMETER = 32; private Rectangle2D rectangle; public Droid() { rectangle = new Rectangle2D.Float(x, y, DIAMETER, DIAMETER); } public float getX() { return x; } public void setX(float x) { this.x = x; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getY() { return y; } public void setY(float y) { this.y = y; //rectangle update rectangle.setRect(x, y, DIAMETER, DIAMETER); } public float getSpeed() { return speed; } public void setSpeed(float speed) { this.speed = speed; } public float getRotation() { return rotation; } public void setRotation(float rotation) { this.rotation = rotation; } public float getDamage() { return damage; } public void setDamage(float damage) { this.damage = damage; } public Rectangle2D getRectangle() { return rectangle; } } For now, if i start the application and i try to shot to an enemy, is immediately detected a collision and the bullet is removed! Can you help me with this? If the bullet hit an enemy or an obstacle in his way, it must disappear. Ps: i know that the movements of the bullets should be managed in another class. This code is temporary. update I realized what happens, but not why. With those for loops (which checks collisions) the movements of the bullets are instantaneous instead of gradual. In addition to this, if i add the collision detection to the Droid, the method intersects returns true ALWAYS while the droid is moving! public void moveDroid(float delta, float x, float y) { Droid droid = arena.getDroid(); int bearing = 1; if (droid.getX() > x) { bearing = -1; } if (droid.getX() != x) { droid.setX(droid.getX() + bearing * droid.getSpeed() * delta); //obstacles collision detection for(Obstacle obs : arena.getObstacles()) { if(obs.getRectangle().intersects(droid.getRectangle())) { System.out.println("Collision detected"); //ALWAYS HERE } } //controlla se è arrivato if ((droid.getX() < x && bearing == -1) || (droid.getX() > x && bearing == 1)) droid.setX(x); } bearing = 1; if (droid.getY() > y) { bearing = -1; } if (droid.getY() != y) { droid.setY(droid.getY() + bearing * droid.getSpeed() * delta); if ((droid.getY() < y && bearing == -1) || (droid.getY() > y && bearing == 1)) droid.setY(y); } }

    Read the article

  • Survey: Do you write custom SQL CLR procedures/functions/etc

    - by James Luetkehoelter
    I'm quite curious because despite the great capabilities of writing CLR-based stored procedures to off-load those nasty operations TSQL isn't that great at (like iteration, or complex math), I'm continuing to see a wealth of SQL 2008 databases with complex stored procedures and functions which would make great candidates. The in-house skill to create the CLR code exists as well, but there is flat out resistance to use it. In one scenario I was told "Oh, iteration isn't a problem because we've trained...(read more)

    Read the article

  • A Real-Time HPC Approach for Optimizing Multicore Architectures

    Complex math is at the heart of many of the biggest technical challenges. With multicore processors, the type of calculations that would have required a supercomputer can now be performed in real-time, embedded environments. High-performance computing - Supercomputer - Real-time computing - Operating system - Companies

    Read the article

  • My grid based collision detection is slow

    - by Fibericon
    Something about my implementation of a basic 2x4 grid for collision detection is slow - so slow in fact, that it's actually faster to simply check every bullet from every enemy to see if the BoundingSphere intersects with that of my ship. It becomes noticeably slow when I have approximately 1000 bullets on the screen (36 enemies shooting 3 bullets every .5 seconds). By commenting it out bit by bit, I've determined that the code used to add them to the grid is what's slowest. Here's how I add them to the grid: for (int i = 0; i < enemy[x].gun.NumBullets; i++) { if (enemy[x].gun.bulletList[i].isActive) { enemy[x].gun.bulletList[i].Update(timeDelta); int bulletPosition = 0; if (enemy[x].gun.bulletList[i].position.Y < 0) { bulletPosition = (int)Math.Floor((enemy[x].gun.bulletList[i].position.X + 900) / 450); } else { bulletPosition = (int)Math.Floor((enemy[x].gun.bulletList[i].position.X + 900) / 450) + 4; } GridItem bulletItem = new GridItem(); bulletItem.index = i; bulletItem.type = 5; bulletItem.parentIndex = x; if (bulletPosition > -1 && bulletPosition < 8) { if (!grid[bulletPosition].Contains(bulletItem)) { for (int j = 0; j < grid.Length; j++) { grid[j].Remove(bulletItem); } grid[bulletPosition].Add(bulletItem); } } } } And here's how I check if it collides with the ship: if (ship.isActive && !ship.invincible) { BoundingSphere shipSphere = new BoundingSphere( ship.Position, ship.Model.Meshes[0].BoundingSphere.Radius * 9.0f); for (int i = 0; i < grid.Length; i++) { if (grid[i].Contains(shipItem)) { for (int j = 0; j < grid[i].Count; j++) { //Other collision types omitted else if (grid[i][j].type == 5) { if (enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].isActive) { BoundingSphere bulletSphere = new BoundingSphere(enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].position, enemy[grid[i][j].parentIndex].gun.bulletModel.Meshes[0].BoundingSphere.Radius); if (shipSphere.Intersects(bulletSphere)) { ship.health -= enemy[grid[i][j].parentIndex].gun.damage; enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].isActive = false; grid[i].RemoveAt(j); break; //no need to check other bullets } } else { grid[i].RemoveAt(j); } } What am I doing wrong here? I thought a grid implementation would be faster than checking each one.

    Read the article

  • What would a database look like if it were normalized to be completely abstracted? lets call it Max(n) normal form

    - by Doug Chamberlain
    edit: By simplest form i was not implying that it would be easy to understand. For instance, developing in low level assembly language is the simplest way to can develop code, but it is far from the easiest. Essentially, what I am asking is in math you can simplify a fraction to a point where it can no longer be simplfied. Can the same be true for a database and what would a database look like in its simplest, form?

    Read the article

  • How to port animation from one skeleton to another?

    - by shawn
    While I need to do this in a Blender3D modeler script, the math should be similar for other modelers or realtime engines. Blender3D specific terminology: Armature = skeleton EditBone = rest pose bone (stores the rest pose matrix) PoseBone = can store a different pose (animation matrix) for each frame of your animation I need to share animations (Blender Actions) between Armatures which have EditBones with same names and which have the same positions, but can have different (rest pose) angles and scales. Plus the Armatures might have different bone hierarchy (bone parenting/ no bone parenting). Why I need this: I've made an importer/exporter for a 3d format for a game. The format doesn't store enough info to connect/parent the bones, which makes posing/animating character models in a 3d modeller nearly impossible (original model files for the 3d modeler don't exist, this is for modding). As there are only 2 character skeleton types in the game, I decided to optionally allow to generate the bone from a hardcoded data in the model importer and undo that in the exporter. This allows to easily pose the model for checking weights, easily create weights, makes it easier for Blender to generate automatic weights and of course makes animating possible. This worked perfectly: the importer optionally generated the Armature itself and the exporter removed those changes, so the exported model works with existing animations in the game. But now I'm writing an importer and exporter for the game's animation format and here come the problems of: Trying to make original animations work in Blender with my "custom" (modified) Armature Trying to make animations created by using the "custom" (modified) Armature work with the original models in the game (and Blender). Constraints or bone snapping inside Blender won't work as they don't care that the bones have different angles in the rest pose, they will still face the same direction. It seems I just need to get the "difference" between the EditBone matrices of all EditBones for the two Armatures somehow and apply that difference to PoseBone matrices of all PoseBones, for all frames of my animation. I need to know how to get that difference and how to apply it. BTW, PoseBone matrices are relative to rest pose, they are by default [1.000000, 0.000000, 0.000000, 0.000000](matrix [row 0]) [0.000000, 1.000000, 0.000000, 0.000000](matrix [row 1]) [0.000000, 0.000000, 1.000000, 0.000000](matrix [row 2]) [0.000000, 0.000000, 0.000000, 1.000000](matrix [row 3]) So the question is: How to get the difference between two bone (EditBone) matrices to apply that difference to the animation matrices (PoseBone matrices)? Please be easy on the matrix math.

    Read the article

  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

    Read the article

  • library for octree or kdtree

    - by Will
    Are there any robust performant libraries for indexing objects? It would need frustum culling and visiting objects hit by a ray as well as neighbourhood searches. I can find lots of articles showing the math for the component parts, often as algebra rather than simple C, but nothing that puts it all together (apart from perhaps Ogre, which has rather more involved and isn't so stand-alone). Surely hobby game makers don't all have to make their own octrees? (Python or C/C++ w/bindings preferred)

    Read the article

  • I need to move an entity to the mouse location after i rightclick

    - by I.Hristov
    Well I've read the related questions-answers but still cant find a way to move my champion to the mouse position after a right-button mouse-click. I use this code at the top: float speed = (float)1/3; And this is in my void Update: //check if right mouse button is clicked if (mouse.RightButton == ButtonState.Released && previousButtonState == ButtonState.Pressed) { // gets the position of the mouse in mousePosition mousePosition = new Vector2(mouse.X, mouse.Y); //gets the current position of champion (the drawRectangle) currentChampionPosition = new Vector2(drawRectangle.X, drawRectangle.Y); // move champion to mouse position: //handles the case when the mouse position is really close to current position if (Math.Abs(currentChampionPosition.X - mousePosition.X) <= speed && Math.Abs(currentChampionPosition.Y - mousePosition.Y) <= speed) { drawRectangle.X = (int)mousePosition.X; drawRectangle.Y = (int)mousePosition.Y; } else if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)((mousePosition.X - currentChampionPosition.X) * speed); drawRectangle.Y += (int)((mousePosition.Y - currentChampionPosition.Y) * speed); } } previousButtonState = mouse.RightButton; What that code does at the moment is on a click it brings the sprite 1/3 of the distance to the mouse but only once. How do I make it move consistently all the time? It seems I am not updating the sprite at all. EDIT I added the Vector2 as Nick said and with speed changed to 50 it should be OK. I tried it with if ButtonState.Pressed and it works while pressing the button. Thanks. However I wanted it to start moving when single mouse clicked. It should be moving until reaches the mousePosition. The Edit of Nick's post says to create another Vector2, But I already have the one called mousePosition. Not sure how to use another one. //gets a Vector2 direction to move *by Nick Wilson Vector2 direction = mousePosition - currentChampionPosition; //make the direction vector a unit vector direction.Normalize(); //multiply with speed (number of pixels) direction *= speed; // move champion to mouse position if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)(direction.X); drawRectangle.Y += (int)(direction.Y); } } previousButtonState = mouse.RightButton;

    Read the article

  • efficient collision detection - tile based html5/javascript game

    - by Tom Burman
    Im building a basic rpg game and onto collisions/pickups etc now. Its tile based and im using html5 and javascript. i use a 2d array to create my tilemap. Im currently using a switch statement for whatever key has been pressed to move the player, inside the switch statement. I have if statements to stop the player going off the edge of the map and viewport and also if they player is about to land on a tile with tileID 3 then the player stops. Here is the statement: canvas.addEventListener('keydown', function(e) { console.log(e); var key = null; switch (e.which) { case 37: // Left if (playerX > 0) { playerX--; } if(board[playerX][playerY] == 3){ playerX++; } break; case 38: // Up if (playerY > 0) playerY--; if(board[playerX][playerY] == 3){ playerY++; } break; case 39: // Right if (playerX < worldWidth) { playerX++; } if(board[playerX][playerY] == 3){ playerX--; } break; case 40: // Down if (playerY < worldHeight) playerY++; if(board[playerX][playerY] == 3){ playerY--; } break; } viewX = playerX - Math.floor(0.5 * viewWidth); if (viewX < 0) viewX = 0; if (viewX+viewWidth > worldWidth) viewX = worldWidth - viewWidth; viewY = playerY - Math.floor(0.5 * viewHeight); if (viewY < 0) viewY = 0; if (viewY+viewHeight > worldHeight) viewY = worldHeight - viewHeight; }, false); My question is, is there a more efficient way of handling collisions, then loads of if statements for each key? The reason i ask is because i plan on having many items that the player will need to be able to pickup or not walk through like walls cliffs etc. Thanks for your time and help Tom

    Read the article

  • How to implement smooth flocking

    - by Craig
    I'm working on a simple survival game, avoid the big guy and chase the the small guys to stay alive for as long as possible. I have taken the chase and evade example from MSDN create and drawn 20 mice on the screen. I want the small guys to flock when they arent evading. They are doing this, but it isnt as smooth as I would like it to be. How do i make the movement smoother? Its very jittery.# Below is what I have going at the moment, flocking code is within the IF statement, when it isnt set to evading. Any help would be greatly appreciated! :) namespace ChaseAndEvade { class MouseSprite { public enum MouseAiState { // evading the cat Evading, // the mouse can't see the "cat", and it's wandering around. Wander } // how fast can the mouse move? public float MaxMouseSpeed = 4.5f; // and how fast can it turn? public float MouseTurnSpeed = 0.20f; // MouseEvadeDistance controls the distance at which the mouse will flee from // cat. If the mouse is further than "MouseEvadeDistance" pixels away, he will // consider himself safe. public float MouseEvadeDistance = 100.0f; // this constant is similar to TankHysteresis. The value is larger than the // tank's hysteresis value because the mouse is faster than the tank: with a // higher velocity, small fluctuations are much more visible. public float MouseHysteresis = 60.0f; public Texture2D mouseTexture; public Vector2 mouseTextureCenter; public Vector2 mousePosition; public MouseAiState mouseState = MouseAiState.Wander; public float mouseOrientation; public Vector2 mouseWanderDirection; int separationImpact = 4; int cohesionImpact = 6; int alignmentImpact = 2; int sensorDistance = 50; public void UpdateMouse(Vector2 position, MouseSprite [] mice, int numberMice, int index) { Vector2 catPosition = position; int enemies = numberMice; // first, calculate how far away the mouse is from the cat, and use that // information to decide how to behave. If they are too close, the mouse // will switch to "active" mode - fleeing. if they are far apart, the mouse // will switch to "idle" mode, where it roams around the screen. // we use a hysteresis constant in the decision making process, as described // in the accompanying doc file. float distanceFromCat = Vector2.Distance(mousePosition, catPosition); // the cat is a safe distance away, so the mouse should idle: if (distanceFromCat > MouseEvadeDistance + MouseHysteresis) { mouseState = MouseAiState.Wander; } // the cat is too close; the mouse should run: else if (distanceFromCat < MouseEvadeDistance - MouseHysteresis) { mouseState = MouseAiState.Evading; } // if neither of those if blocks hit, we are in the "hysteresis" range, // and the mouse will continue doing whatever it is doing now. // the mouse will move at a different speed depending on what state it // is in. when idle it won't move at full speed, but when actively evading // it will move as fast as it can. this variable is used to track which // speed the mouse should be moving. float currentMouseSpeed; // the second step of the Update is to change the mouse's orientation based // on its current state. if (mouseState == MouseAiState.Evading) { // If the mouse is "active," it is trying to evade the cat. The evasion // behavior is accomplished by using the TurnToFace function to turn // towards a point on a straight line facing away from the cat. In other // words, if the cat is point A, and the mouse is point B, the "seek // point" is C. // C // B // A Vector2 seekPosition = 2 * mousePosition - catPosition; // Use the TurnToFace function, which we introduced in the AI Series 1: // Aiming sample, to turn the mouse towards the seekPosition. Now when // the mouse moves forward, it'll be trying to move in a straight line // away from the cat. mouseOrientation = ChaseAndEvadeGame.TurnToFace(mousePosition, seekPosition, mouseOrientation, MouseTurnSpeed); // set currentMouseSpeed to MaxMouseSpeed - the mouse should run as fast // as it can. currentMouseSpeed = MaxMouseSpeed; } else { // if the mouse isn't trying to evade the cat, it should just meander // around the screen. we'll use the Wander function, which the mouse and // tank share, to accomplish this. mouseWanderDirection and // mouseOrientation are passed by ref so that the wander function can // modify them. for more information on ref parameters, see // http://msdn2.microsoft.com/en-us/library/14akc2c7(VS.80).aspx ChaseAndEvadeGame.Wander(mousePosition, ref mouseWanderDirection, ref mouseOrientation, MouseTurnSpeed); // if the mouse is wandering, it should only move at 25% of its maximum // speed. currentMouseSpeed = .25f * MaxMouseSpeed; Vector2 separate = Vector2.Zero; Vector2 moveCloser = Vector2.Zero; Vector2 moveAligned = Vector2.Zero; // What the AI does when it sees other AIs for (int j = 0; j < enemies; j++) { if (index != j) { // Calculate a vector towards another AI Vector2 separation = mice[index].mousePosition - mice[j].mousePosition; // Only react if other AI is within a certain distance if ((separation.Length() < this.sensorDistance) & (separation.Length()> 0) ) { moveAligned += mice[j].mouseWanderDirection; float distance = Math.Abs(separation.Length()); if (distance == 0) distance = 1; moveCloser += mice[j].mousePosition; separation.Normalize(); separate += separation / distance; } } } if (moveAligned.LengthSquared() != 0) { moveAligned.Normalize(); } if (moveCloser.LengthSquared() != 0) { moveCloser.Normalize(); } moveCloser /= enemies; mice[index].mousePosition += (separate * separationImpact) + (moveCloser * cohesionImpact) + (moveAligned * alignmentImpact); } // The final step is to move the mouse forward based on its current // orientation. First, we construct a "heading" vector from the orientation // angle. To do this, we'll use Cosine and Sine to tell us the x and y // components of the heading vector. See the accompanying doc for more // information. Vector2 heading = new Vector2( (float)Math.Cos(mouseOrientation), (float)Math.Sin(mouseOrientation)); // by multiplying the heading and speed, we can get a velocity vector. the // velocity vector is then added to the mouse's current position, moving him // forward. mousePosition += heading * currentMouseSpeed; } } }

    Read the article

  • Should I go back to college and graduate with a poor GPA or try to jump into an entry-level development position? [closed]

    - by jshin47
    I once attended a top-10 American university but I am currently not in school for several different reasons. Chief among them is that I did very poorly two semesters and even failed one of them (got two F's) which put me in automatic suspension. My major is not CS but math. I am in a pickle at the moment. After I was suspended I got a job at a niche IT company in the area. I am employed as something of an IT generalist; my primary responsibilities are Windows systems administration/networking but I also do some Android, iOS, and .NET development. I have released a few apps to the app store under my name and my company's name, and we have done work for a few big clients. I started working at my job about 1.5 years ago and I am somewhat happily employed but I do not see it as a long-term fit because it is a small company with little opportunity to advance. I would like to move out to California and particularly to the Bay Area to get a job at a more reputable or exciting company, even at a lower rate of pay, but I am not sure if I should do that or try to go back to school. If I went back to school, it would take 1-1.5 years to graduate and some $. Best case scenario I would graduate with a 2.9 or 3.0 GPA. It is a top-10 school, but that's a crappy GPA. If I do not go back to school, I will be a field where most people have degrees, without a degree. If anything goes wrong I could be really screwed as I feel I will get no respect without a degree. On the other hand I really would like to get started in the field and get more serious about developing good development practices, learning new languages/frameworks, and working with people who know a lot more than I so I can learn and grow as a developer and eventually do my own thing. Basically, I am wondering: Should I just go back to school? How much does the bad GPA / good school reputation weigh in? What about the fact that I am a Math major and not a CS major (have never taken a CS course)? Does my skill set as something of a generalist bode well for me finding work at a start up in the Bay Area? If not (2), should I hunker down and focus on producing a really good (or a few medicore) iOS apps? Android apps? etc... How would you look at someone who did great in HS, kind of goofed off in college and eventually quit, and got into development? Thanks for any thoughts or input.

    Read the article

  • What are some good game development programs for kids?

    - by John Giotta
    I know a very bright little boy who excels in math, but at home he's glued to his Nintendo DS. When I asked him what he wanted to do when he grew up he said "Make video games!" I remember a few years there was mention of a MIT software called Scratch and thought maybe this kid can do want he wants to do. Has anyone used any of the "game development" for kids softwares out there? Can you recommend any?

    Read the article

  • With AMD style modules in JavaScript is there any benefit to namespaces?

    - by gman
    Coming from C++ originally and seeing lots of Java programmers doing the same we brought namespaces to JavaScript. See Google's closure library as an example where they have a main namespace, goog and under that many more namespaces like goog.async, goog.graphics But now, having learned the AMD style of requiring modules it seems like namespaces are kind of pointless in JavaScript. Not only pointless but even arguably an anti-pattern. What is AMD? It's a way of defining and including modules that removes all direct dependencies. Effectively you do this // some/module.js define([ 'name/of/needed/module', 'name/of/someother/needed/module', ], function( RefToNeededModule, RefToSomeOtherNeededModule) { ...code... return object or function }); This format lets the AMD support code know that this module needs name/of/needed/module.js and name/of/someother/needed/module.js loaded. The AMD code can load all the modules and then, assuming no circular dependencies, call the define function on each module in the correct order, record the object/function returned by the module as it calls them, and then call any other modules' define function with references to those modules. This seems to remove any need for namespaces. In your own code you can call the reference to any other module anything you want. For example if you had 2 string libraries, even if they define similar functions, as long as they follow the AMD pattern you can easily use both in the same module. No need for namespaces to solve that. It also means there's no hard coded dependencies. For example in Google's closure any module could directly reference another module with something like var value = goog.math.someMathFunc(otherValue) and if you're unlucky it will magically work where as with AMD style you'd have to explicitly include the math library otherwise the module wouldn't have a reference to it since there are no globals with AMD. On top of that dependency injection for testing becomes easy. None of the code in the AMD module references things by namespace so there is no hardcoded namespace paths, you can easily mock classes at testing time. Is there any other point to namespaces or is that something that C++ / Java programmers are bringing to JavaScript that arguably doesn't really belong?

    Read the article

  • Are there any jobs for software developers with a BA and no previous employment? [closed]

    - by IDWMaster
    Are there any careers available for developers who have never been employed before in the industry, and who have a BA, rather than a BS in computer science? I'm currently pursuing a BS in computer science but realized that the math is too difficult for me. Someone suggested switching to a BA instead but I have not been able to find any jobs in my state (Minnesota) which take a BA. I was wondering if a BA is worth pursuing if I cannot get a BS.

    Read the article

  • How do I create a bounding frustrum from a view & projection matrix?

    - by Narf the Mouse
    Given a left-handed Projection matrix, a left-handed View matrix, a ViewProj matrix of View * Projection - How do I create a bounding Frustum comprised of near, far, left, right and top, bottom planes? The only example I could find on Google (Tutorial 16: Frustum Culling) seems to not work; for example, if the math is used as given, the near-plane's distance is a negative. This places the near-plane behind the camera...

    Read the article

< Previous Page | 316 317 318 319 320 321 322 323 324 325 326 327  | Next Page >