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  • Anatomy of a .NET Assembly - Custom attribute encoding

    - by Simon Cooper
    In my previous post, I covered how field, method, and other types of signatures are encoded in a .NET assembly. Custom attribute signatures differ quite a bit from these, which consequently affects attribute specifications in C#. Custom attribute specifications In C#, you can apply a custom attribute to a type or type member, specifying a constructor as well as the values of fields or properties on the attribute type: public class ExampleAttribute : Attribute { public ExampleAttribute(int ctorArg1, string ctorArg2) { ... } public Type ExampleType { get; set; } } [Example(5, "6", ExampleType = typeof(string))] public class C { ... } How does this specification actually get encoded and stored in an assembly? Specification blob values Custom attribute specification signatures use the same building blocks as other types of signatures; the ELEMENT_TYPE structure. However, they significantly differ from other types of signatures, in that the actual parameter values need to be stored along with type information. There are two types of specification arguments in a signature blob; fixed args and named args. Fixed args are the arguments to the attribute type constructor, named arguments are specified after the constructor arguments to provide a value to a field or property on the constructed attribute type (PropertyName = propValue) Values in an attribute blob are limited to one of the basic types (one of the number types, character, or boolean), a reference to a type, an enum (which, in .NET, has to use one of the integer types as a base representation), or arrays of any of those. Enums and the basic types are easy to store in a blob - you simply store the binary representation. Strings are stored starting with a compressed integer indicating the length of the string, followed by the UTF8 characters. Array values start with an integer indicating the number of elements in the array, then the item values concatentated together. Rather than using a coded token, Type values are stored using a string representing the type name and fully qualified assembly name (for example, MyNs.MyType, MyAssembly, Version=1.0.0.0, Culture=neutral, PublicKeyToken=0123456789abcdef). If the type is in the current assembly or mscorlib then just the type name can be used. This is probably done to prevent direct references between assemblies solely because of attribute specification arguments; assemblies can be loaded in the reflection-only context and attribute arguments still processed, without loading the entire assembly. Fixed and named arguments Each entry in the CustomAttribute metadata table contains a reference to the object the attribute is applied to, the attribute constructor, and the specification blob. The number and type of arguments to the constructor (the fixed args) can be worked out by the method signature referenced by the attribute constructor, and so the fixed args can simply be concatenated together in the blob without any extra type information. Named args are different. These specify the value to assign to a field or property once the attribute type has been constructed. In the CLR, fields and properties can be overloaded just on their type; different fields and properties can have the same name. Therefore, to uniquely identify a field or property you need: Whether it's a field or property (indicated using byte values 0x53 and 0x54, respectively) The field or property type The field or property name After the fixed arg values is a 2-byte number specifying the number of named args in the blob. Each named argument has the above information concatenated together, mostly using the basic ELEMENT_TYPE values, in the same way as a method or field signature. A Type argument is represented using the byte 0x50, and an enum argument is represented using the byte 0x55 followed by a string specifying the name and assembly of the enum type. The named argument property information is followed by the argument value, using the same encoding as fixed args. Boxed objects This would be all very well, were it not for object and object[]. Arguments and properties of type object allow a value of any allowed argument type to be specified. As a result, more information needs to be specified in the blob to interpret the argument bytes as the correct type. So, the argument value is simple prepended with the type of the value by specifying the ELEMENT_TYPE or name of the enum the value represents. For named arguments, a field or property of type object is represented using the byte 0x51, with the actual type specified in the argument value. Some examples... All property signatures start with the 2-byte value 0x0001. Similar to my previous post in the series, names in capitals correspond to a particular byte value in the ELEMENT_TYPE structure. For strings, I'll simply give the string value, rather than the length and UTF8 encoding in the actual blob. I'll be using the following enum and attribute types to demonstrate specification encodings: class AttrAttribute : Attribute { public AttrAttribute() {} public AttrAttribute(Type[] tArray) {} public AttrAttribute(object o) {} public AttrAttribute(MyEnum e) {} public AttrAttribute(ushort x, int y) {} public AttrAttribute(string str, Type type1, Type type2) {} public int Prop1 { get; set; } public object Prop2 { get; set; } public object[] ObjectArray; } enum MyEnum : int { Val1 = 1, Val2 = 2 } Now, some examples: Here, the the specification binds to the (ushort, int) attribute constructor, with fixed args only. The specification blob starts off with a prolog, followed by the two constructor arguments, then the number of named arguments (zero): [Attr(42, 84)] 0x0001 0x002a 0x00000054 0x0000 An example of string and type encoding: [Attr("MyString", typeof(Array), typeof(System.Windows.Forms.Form))] 0x0001 "MyString" "System.Array" "System.Windows.Forms.Form, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" 0x0000 As you can see, the full assembly specification of a type is only needed if the type isn't in the current assembly or mscorlib. Note, however, that the C# compiler currently chooses to fully-qualify mscorlib types anyway. An object argument (this binds to the object attribute constructor), and two named arguments (a null string is represented by 0xff and the empty string by 0x00) [Attr((ushort)40, Prop1 = 12, Prop2 = "")] 0x0001 U2 0x0028 0x0002 0x54 I4 "Prop1" 0x0000000c 0x54 0x51 "Prop2" STRING 0x00 Right, more complicated now. A type array as a fixed argument: [Attr(new[] { typeof(string), typeof(object) })] 0x0001 0x00000002 // the number of elements "System.String" "System.Object" 0x0000 An enum value, which is simply represented using the underlying value. The CLR works out that it's an enum using information in the attribute constructor signature: [Attr(MyEnum.Val1)] 0x0001 0x00000001 0x0000 And finally, a null array, and an object array as a named argument: [Attr((Type[])null, ObjectArray = new object[] { (byte)2, typeof(decimal), null, MyEnum.Val2 })] 0x0001 0xffffffff 0x0001 0x53 SZARRAY 0x51 "ObjectArray" 0x00000004 U1 0x02 0x50 "System.Decimal" STRING 0xff 0x55 "MyEnum" 0x00000002 As you'll notice, a null object is encoded as a null string value, and a null array is represented using a length of -1 (0xffffffff). How does this affect C#? So, we can now explain why the limits on attribute arguments are so strict in C#. Attribute specification blobs are limited to basic numbers, enums, types, and arrays. As you can see, this is because the raw CLR encoding can only accommodate those types. Special byte patterns have to be used to indicate object, string, Type, or enum values in named arguments; you can't specify an arbitary object type, as there isn't a generalised way of encoding the resulting value in the specification blob. In particular, decimal values can't be encoded, as it isn't a 'built-in' CLR type that has a native representation (you'll notice that decimal constants in C# programs are compiled as several integer arguments to DecimalConstantAttribute). Jagged arrays also aren't natively supported, although you can get around it by using an array as a value to an object argument: [Attr(new object[] { new object[] { new Type[] { typeof(string) } }, 42 })] Finally... Phew! That was a bit longer than I thought it would be. Custom attribute encodings are complicated! Hopefully this series has been an informative look at what exactly goes on inside a .NET assembly. In the next blog posts, I'll be carrying on with the 'Inside Red Gate' series.

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  • 14+ WordPress Portfolio Themes

    - by Edward
    There are various portfolio themes for WordPress out there, with this collection we are trying to help you choose the best one. These themes can be used to create any type of personal, photography, art or corporate portfolio. Display 3 in 1 Display 3 in 1 – Business & Portfolio WordPress Theme. Features a fantastic 3D Image slideshow that can be controlled from your backend with a custom tool. The Theme has a huge wordpress custom backend (8 additional Admin Pages) that make customization of the Theme easy for those who dont know much about coding or wordpress. Price: $40 View Demo Download DeepFocus Tempting features such as automatic separation of blog and portfolio content by template, publishing of most important information on homepage, styles to choose from and many more such features. It also provides for page templates for blog, portfolio, blog archive, tags etc. It has the best feature that helps you to manage everything from one place. Price: $39 (Package includes more than 55 themes) View Demo Download SimplePress Simple, yet awesome. One of the best portfolio theme. Price: $39 (Package includes more than 55 themes) View Demo Download Graphix Graphix is one of best word press portfolio themes. It is most suited to aspiring designers, developers, artists and photographers who’d like a framework theme, which has a great-looking portfolio with a feature-rich blog. It has theme option page, 5-color style, SEO option, featured content blocks, drop down multi-level menu, social profile link custom widgets, custom post, custom page template etc. Price: $69 Single & $149 Developer Package View Demo Download Bizznizz It boasts of many features such as custom homepage, custom post types, custom widgets, portfolio templates, alternative styles and many more. View Demo Download Showtime Ultimate WordPress Theme for you to create your web portfolio, It has 3 different styles for you to choose from. Price: $40 View Demo Download Montana WP Horizontal Portfolio Theme Montana Theme – WP Horizontal Portfolio Theme, best suited for creative studios to showcase design, photography, illustration, paintings and art. Price: $30 View Demo Download OverALL OverALL Premium WordPress Blog & Portfolio Theme, is low priced & has amazing tons of features. Price: $17 View Demo Download Habitat Habitat – Blog and Portfolio Theme. Unique Portfolio Sorting/Filtering with a custom jQuery script (each entry supports multiple images or a video) Multiple Featured Images for each post to generate individual Slideshows per Post, or the option to directly embed video content from youtube, vimeo, hulu etc. Price: $35 View Demo Download Fresh Folio Fresh Folio from WooThemes, can be used as both portfolio and a premium WordPress theme. The theme is a remix of the Fresh News Theme and Proud Folio Theme which combines all the best elements of the respective blog and portfolio style themes. View Demo Download Fresh Folio Features: Can be used to create an impressive portfolio. 7 diverse theme styles to choose from (default, blue, red, grunge light, grunge floral, antique, blue creamer, nightlife) The template will automatically (visually) separate your blog & portfolio content, making this an amazing theme for aspiring designers, developers, artists, photographers etc. Unique page templates types for the portfolio, blog, blog archives, tags & search results. Integrated Theme Options (for WordPress) to tweak the layout, colour scheme etc. for the theme Optional Automatic Image Resize, which is used to dynamically create the thumbnails and featured images Includes Widget enabled Sidebars. eGallery eGallery is a theme made to transform your wordpress blog into a fully functional online portfolio. Theme is perfectly designed to emphasize the artwork you choose to showcase. The design has been greatly enhanced using javascript, and is easy to implement. Price: $39 (Package includes more than 55 themes) View Demo Download ProudFolio ProudFolio is a portfolio premium WordPress theme from Woo Themes. The theme is for designers, developers, artists and photographers who would like a showcase theme which would depict as a portfolio and also serves a purpose of blog. ProudFolio puts a strong emphasis on the portfolio pieces, allowing for decent-sized thumbnails, huge fullscreen views via Lightbox, and full details on the single page. The theme file also contains a choice of three different background images and color schemes. Price: $70 Single $150 Developer License View Demo Download Features: The template will automatically (visually) separate your blog & portfolio content. An unique homepage layout, which publishes only the most important information; Unique page templates for the portfolio, blog, blog archives, tags & search results. Integrated Theme Options (for WordPress) to tweak the layout, colour scheme etc. for the theme; Built-in video panel, which you can use to publish any web-based Flash videos; Automatic Image Resize, which is used to dynamically create the thumbnails and featured images; Custom Page Templates for Archives, Sitemap & Image Gallery; Built-in Gravatar Support for Authors & Comments; Integrated Banner Management script to display randomized banner ads of your choice site-wide; Pretty drop down navigation everywhere; and Widget Enabled Sidebars. Porftolio WordPress Theme A FREE wordpress theme designed for web portfolios and (for now) just for web portfolios. It is coming with an Administrative Panel from where you can edit the head quote text, you can edit all theme colors, font families, font sizes and you can fill a curriculum vitae and display it into a special page. Theme demo and download can be found here Viz | Biz Viz | Biz is a premium WordPress photo gallery and portfolio theme designed specifically for photographers, graphic designers and web designers who want to display their creative work online, market their services, as well as have a typical text blog, using the power and flexibility of WordPress. It is priced for $79.95. Theme Features: Premium quality portfolio template Custom logo uploader to replace the standard graphic with your own unique look from the WP Dashboard Integrated blog component (front images are custom fields and thumbnails, but you can also have a typical blog) Four tabbed feature areas (About Me, Services, Recent Posts, and Tags) Two home page feature photos (You choose which photos to feature using a WP category) Manage your online portfolio through the WordPress CMS Crop two sizes of your work: One for the front page thumbnails and another full size version and upload to WP Search engine optimized. Related posts:14 WordPress Photo Blog & Portfolio Themes 6 PhotoBlog Portfolio WordPress Themes Professional WordPress Business Themes

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  • FAQ: GridView Calculation with JavaScript - Editable Price Field

    - by Vincent Maverick Durano
    Recently I wrote a series of blog posts that demonstrates how to do calculation in GridView using JavaScripts. You can check the series of posts below: FAQ: GridView Calculation with JavaScript FAQ: GridView Calculation with JavaScript - Formatting and Validation FAQ: GridView Calculation with JavaScript - Displaying Quantity Total Recently a user in the forums is asking how to calculate the total quantity, sub-totals and total amout in GridView  when a user enters the price and quantity in the TextBox field. Obviously the series of post  that I wrote will not work in this case because the price field in those examples are Label (read-only) and not TextBox fields. In this post I'm going to demonstrate how to accomplish this using the same method used in my previous examples. Basically I'm just going to modify the GridView declaration and replace the Label price field with a TextBox so that users can type on it. And finally modify the CalculateTotals() javascript function. Here are the code blocks below: <html xmlns="http://www.w3.org/1999/xhtml" > <head runat="server"> <title></title> <script type="text/javascript"> function CalculateTotals() { var gv = document.getElementById("<%= GridView1.ClientID %>"); var tb = gv.getElementsByTagName("input"); var lb = gv.getElementsByTagName("span"); var sub = 0; var total = 0; var indexQ = 1; var indexP = 0; var price = 0; var qty = 0; var totalQty = 0; var tbCount = tb.length / 2; for (var i = 0; i < tbCount; i++) { if (tb[i].type == "text") { ValidateNumber(tb[i + indexQ]); sub = parseFloat(tb[i + indexP].value) * parseFloat(tb[i + indexQ].value); if (isNaN(sub)) { lb[i].innerHTML = "0.00"; sub = 0; } else { lb[i].innerHTML = FormatToMoney(sub, "$", ",", "."); ; } if (isNaN(tb[i + indexQ].value) || tb[i + indexQ].value == "") { qty = 0; } else { qty = tb[i + indexQ].value; } totalQty += parseInt(qty); total += parseFloat(sub); indexQ++; indexP++; } } lb[lb.length - 2].innerHTML = totalQty; lb[lb.length -1].innerHTML = FormatToMoney(total, "$", ",", "."); } function ValidateNumber(o) { if (o.value.length > 0) { o.value = o.value.replace(/[^\d]+/g, ''); //Allow only whole numbers } } function isThousands(position) { if (Math.floor(position / 3) * 3 == position) return true; return false; }; function FormatToMoney(theNumber, theCurrency, theThousands, theDecimal) { var theDecimalDigits = Math.round((theNumber * 100) - (Math.floor(theNumber) * 100)); theDecimalDigits = "" + (theDecimalDigits + "0").substring(0, 2); theNumber = "" + Math.floor(theNumber); var theOutput = theCurrency; for (x = 0; x < theNumber.length; x++) { theOutput += theNumber.substring(x, x + 1); if (isThousands(theNumber.length - x - 1) && (theNumber.length - x - 1 != 0)) { theOutput += theThousands; }; }; theOutput += theDecimal + theDecimalDigits; return theOutput; } </script> </head> <body> <form id="form1" runat="server"> <asp:gridview ID="GridView1" runat="server" ShowFooter="true" AutoGenerateColumns="false"> <Columns> <asp:BoundField DataField="RowNumber" HeaderText="Row Number" /> <asp:BoundField DataField="Description" HeaderText="Item Description" /> <asp:TemplateField HeaderText="Item Price"> <ItemTemplate> <asp:TextBox ID="TXTPrice" runat="server" onkeyup="CalculateTotals();"></asp:TextBox> </ItemTemplate> <FooterTemplate> <b>Total Qty:</b> </FooterTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Quantity"> <ItemTemplate> <asp:TextBox ID="TXTQty" runat="server" onkeyup="CalculateTotals();"></asp:TextBox> </ItemTemplate> <FooterTemplate> <asp:Label ID="LBLQtyTotal" runat="server" Font-Bold="true" ForeColor="Blue" Text="0" ></asp:Label>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <b>Total Amount:</b> </FooterTemplate> </asp:TemplateField> <asp:TemplateField HeaderText="Sub-Total"> <ItemTemplate> <asp:Label ID="LBLSubTotal" runat="server" ForeColor="Green" Text="0.00"></asp:Label> </ItemTemplate> <FooterTemplate> <asp:Label ID="LBLTotal" runat="server" ForeColor="Green" Font-Bold="true" Text="0.00"></asp:Label> </FooterTemplate> </asp:TemplateField> </Columns> </asp:gridview> </form> </body> </html>   That's it! I hope someone find this post useful! Technorati Tags: ASP.NET,GridView,JavaScript

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • Thoughts on Build 2013

    - by D'Arcy Lussier
    Originally posted on: http://geekswithblogs.net/dlussier/archive/2013/06/30/153294.aspxAnd so another Build conference has come to an end. Below are my thoughts/perspectives on various aspects of the event. I’ll do a separate blog post on my thoughts of the Build message for developers. The Good Moscone center was a great venue for Build! Easy to get around, easy to get to, and well maintained, it was a very comfortable conference venue. Yeah, the free swag was nice. Build has built up an expectation that attendees will always get something; it’ll be interesting to see how Microsoft maintains this expectation over the next few Build events. I still maintain that free swag should never be the main reason one attends an event, and for me this was definitely just an added bonus. I’m planning on trying to use the Surface as a dedicated 2nd device at work for meetings, I’ll share my experiences over the next few months. The hackathon event was a great idea, although personally I couldn’t justify spending the money on a conference registration just to spend the entire conference coding. Still, the apps that were created were really great and there was a lot of passion and excitement around the hackathon. I wonder if they couldn’t have had the hackathon on the Monday/Tuesday for those that wanted to participate so they didn’t miss any of the actual conference over Wed/Thurs. San Francisco was a great city to host Build. Getting from hotels to the conference center was very easy (well especially for me, I was only 3 blocks away) and the city itself felt very safe. However, if I never have to fly into SFO again I’ll be alright with that! Delays going into and out of SFO and both apparently were due to the airport itself. The Bad Build is one of those oddities on the conference landscape where people will pay to commit to attending an event without knowing anything about the sessions. We got our list of conference sessions when we registered on Tuesday, not before. And even then, we only got titles and not descriptions (those were eventually made available via the conference’s mobile application). I get it…they’re going to make announcements and they don’t want to give anything away through the session titles. But honestly, there wasn’t anything in the session titles that I would have considered a surprise. Breakfasts were brutal. High-carb pastries, donuts, and muffins with fruit and hard boiled eggs does not a conference breakfast make. I can’t believe that the difference between a continental breakfast per person and a hot breakfast buffet would have been a huge impact to a conference fee that was already around $2000. The vendor area was anemic. I don’t know why Microsoft forces the vendors into cookie-cutter booth areas (this year they were all made of plywood material). WPC, TechEd – booth areas there allow the vendors to be creative with their displays. Not so much for Build. Really odd was the lack of Microsoft’s own representation around Bing. In the day 1 keynote Microsoft made a big deal about Bing as an API. Yet there was nobody in the vendor area set up to provide more information or have discussions with about the Bing API. The Ugly Our name badges were NFC enabled. The purpose of this, beyond the vendors being able to scan your info, wasn’t really made clear. An attendee I talked to showed how you could get a reader app on your phone so you can scan other members cards and collect their contact info – which is a kewl idea; business cards are so 1990’s. But I was *shocked* at the amount of information that was on our name badges! Here’s what’s displayed on our name badge: - Name - Company - Twitter Handle I’m ok with that. But here’s what actually gets read: - Name - Company - Address Used for Registration - Phone Number Used for Registration So sharing that info with another attendee, they get way more of my info than just how to find me on Twitter! Microsoft, you need to fix this for the future. If vendors want to collect information on attendees, they should be able to collect an ID from the badge, then get a report with corresponding records afterwards. My personal information should not be so readily available, and without my knowledge! Final Verdict Maybe its my older age, maybe its where I’m at in life with family, maybe its where I’m at in my career, but when I consider whether a conference experience was valuable I get to the core reason I attend: opportunities to learn, opportunities to network, opportunities to engage with Microsoft. Opportunities to Learn:  Sessions I attended were generally OK, with some really stand out ones on Day 2. I would love to see Microsoft adopt the Dojo format for a portion of their sessions. Hands On Labs are dull, lecture style sessions are great for information sharing. But a guided hands-on coding session (Read: Dojo) provides the best of both worlds. Being that all content is publically available online to everyone (Build attendee or not), the value of attending the conference sessions is decreased. The value though is in the discussions that take part in person afterwards, which leads to… Opportunities to Network: I enjoyed getting together with old friends and connecting with Twitter friends in person for the first time. I also had an opportunity to meet total strangers. So from a networking perspective, Build was fantastic! I still think it would have been great to have an area for ad-hoc discussions – where speakers could announce they’d be available for more questions after their sessions, or attendees who wanted to discuss more in depth on a topic with other attendees could arrange space. Some people have no problems being outgoing and making these things happen, but others are not and a structured model is more attractive. Opportunities to Engage with Microsoft: Hit and miss on this one. Outside of the vendor area, unless you cornered or reached out to a speaker, there wasn’t any defined way to connect with blue badges. And as I mentioned above, Microsoft didn’t have full representation in the vendor area (no Bing). All in all, Build was a fun party where I was informed about some new stuff and got some free swag. Was it worth the time away from home and the hit to my PD budget? I’d say Somewhat. Build is a great informational conference, but I wouldn’t call it a learning conference. Considering that TechEd seems to be moving to more of an IT Pro focus, independent developer conferences seem to be the best value for those looking to learn and not just be informed. With the rapid development cycle Microsoft is embracing, we’re already seeing Build happening twice within a 12 month period. If that continues, the value of attending Build in person starts to diminish – especially with so much content available online. If Microsoft wants Build to be a must-attend event in the future, they need to start incorporating aspects of Tech Ed, past PDCs, and other conferences so those that want to leave with more than free swag have something to attract them.

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  • how to define a field of view for the entire map for shadow?

    - by Mehdi Bugnard
    I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . This code work nice and I can see my source of light and shadow. But the problem is that my light source does not match the field of view that I created. I want the light covers the entire map of my game. I don't know why , but the light only affect 2-3 cubes of my map. ScreenShot: (the emission of light illuminates only 2-3 blocks and not the full map) Here is my code i create the fieldOfView for LightviewProjection Matrix: Vector3 lightDir = new Vector3(10, 52, 10); lightPos = new Vector3(10, 52, 10); Matrix lightsView = Matrix.CreateLookAt(lightPos, new Vector3(105, 50, 105), new Vector3(0, 1, 0)); Matrix lightsProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver2, 1f, 20f, 1000f); lightsViewProjectionMatrix = lightsView * lightsProjection; As you can see , my nearPlane and FarPlane are set to 20f and 100f . So i don't know why the light stop after 2 cubes. it's should be bigger Here is set the value to my custom effect HLSL in the shader file /* SHADOW VALUE */ effectWorld.Parameters["LightDirection"].SetValue(lightDir); effectWorld.Parameters["xLightsWorldViewProjection"].SetValue(Matrix.Identity * .lightsViewProjectionMatrix); effectWorld.Parameters["xWorldViewProjection"].SetValue(Matrix.Identity * arcadia.camera.View * arcadia.camera.Projection); effectWorld.Parameters["xLightPower"].SetValue(1f); effectWorld.Parameters["xAmbient"].SetValue(0.3f); Here is my custom HLSL shader effect file "*.fx" // This sample uses a simple Lambert lighting model. float3 LightDirection = normalize(float3(-1, -1, -1)); float3 DiffuseLight = 1.25; float3 AmbientLight = 0.25; uniform const float3 DiffuseColor = 1; uniform const float Alpha = 1; uniform const float3 EmissiveColor = 0; uniform const float3 SpecularColor = 1; uniform const float SpecularPower = 16; uniform const float3 EyePosition; // FOG attribut uniform const float FogEnabled ; uniform const float FogStart ; uniform const float FogEnd ; uniform const float3 FogColor ; float3 cameraPos : CAMERAPOS; texture Texture; sampler Sampler = sampler_state { Texture = (Texture); magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = mirror; AddressV = mirror; }; texture xShadowMap; sampler ShadowMapSampler = sampler_state { Texture = <xShadowMap>; magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR; AddressU = clamp; AddressV = clamp; }; /* *************** */ /* SHADOW MAP CODE */ /* *************** */ struct SMapVertexToPixel { float4 Position : POSITION; float4 Position2D : TEXCOORD0; }; struct SMapPixelToFrame { float4 Color : COLOR0; }; struct SSceneVertexToPixel { float4 Position : POSITION; float4 Pos2DAsSeenByLight : TEXCOORD0; float2 TexCoords : TEXCOORD1; float3 Normal : TEXCOORD2; float4 Position3D : TEXCOORD3; }; struct SScenePixelToFrame { float4 Color : COLOR0; }; float DotProduct(float3 lightPos, float3 pos3D, float3 normal) { float3 lightDir = normalize(pos3D - lightPos); return dot(-lightDir, normal); } SSceneVertexToPixel ShadowedSceneVertexShader(float4 inPos : POSITION, float2 inTexCoords : TEXCOORD0, float3 inNormal : NORMAL) { SSceneVertexToPixel Output = (SSceneVertexToPixel)0; Output.Position = mul(inPos, xWorldViewProjection); Output.Pos2DAsSeenByLight = mul(inPos, xLightsWorldViewProjection); Output.Normal = normalize(mul(inNormal, (float3x3)World)); Output.Position3D = mul(inPos, World); Output.TexCoords = inTexCoords; return Output; } SScenePixelToFrame ShadowedScenePixelShader(SSceneVertexToPixel PSIn) { SScenePixelToFrame Output = (SScenePixelToFrame)0; float2 ProjectedTexCoords; ProjectedTexCoords[0] = PSIn.Pos2DAsSeenByLight.x / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; ProjectedTexCoords[1] = -PSIn.Pos2DAsSeenByLight.y / PSIn.Pos2DAsSeenByLight.w / 2.0f + 0.5f; float diffuseLightingFactor = 0; if ((saturate(ProjectedTexCoords).x == ProjectedTexCoords.x) && (saturate(ProjectedTexCoords).y == ProjectedTexCoords.y)) { float depthStoredInShadowMap = tex2D(ShadowMapSampler, ProjectedTexCoords).r; float realDistance = PSIn.Pos2DAsSeenByLight.z / PSIn.Pos2DAsSeenByLight.w; if ((realDistance - 1.0f / 100.0f) <= depthStoredInShadowMap) { diffuseLightingFactor = DotProduct(xLightPos, PSIn.Position3D, PSIn.Normal); diffuseLightingFactor = saturate(diffuseLightingFactor); diffuseLightingFactor *= xLightPower; } } float4 baseColor = tex2D(Sampler, PSIn.TexCoords); Output.Color = baseColor*(diffuseLightingFactor + xAmbient); return Output; } SMapVertexToPixel ShadowMapVertexShader(float4 inPos : POSITION) { SMapVertexToPixel Output = (SMapVertexToPixel)0; Output.Position = mul(inPos, xLightsWorldViewProjection); Output.Position2D = Output.Position; return Output; } SMapPixelToFrame ShadowMapPixelShader(SMapVertexToPixel PSIn) { SMapPixelToFrame Output = (SMapPixelToFrame)0; Output.Color = PSIn.Position2D.z / PSIn.Position2D.w; return Output; } /* ******************* */ /* END SHADOW MAP CODE */ /* ******************* */ / For rendering without instancing. technique ShadowMap { pass Pass0 { VertexShader = compile vs_2_0 ShadowMapVertexShader(); PixelShader = compile ps_2_0 ShadowMapPixelShader(); } } technique ShadowedScene { /* pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } */ pass Pass1 { VertexShader = compile vs_2_0 ShadowedSceneVertexShader(); PixelShader = compile ps_2_0 ShadowedScenePixelShader(); } } technique SimpleFog { pass Pass0 { VertexShader = compile vs_2_0 VSBasicTx(); PixelShader = compile ps_2_0 PSBasicTx(); } } I edited my fx file , for show you only information and functions about the shadow ;-)

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  • Pathfinding results in false path costs that are too high

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • 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; } } }

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  • Five Key Strategies in Master Data Management

    - by david.butler(at)oracle.com
    Here is a very interesting Profit Magazine article on MDM: A recent customer survey reveals the deleterious effects of data fragmentation. by Trevor Naidoo, December 2010   Across industries and geographies, IT organizations have grown in complexity, whether due to mergers and acquisitions, or decentralized systems supporting functional or departmental requirements. With systems architected over time to support unique, one-off process needs, they are becoming costly to maintain, and the Internet has only further added to the complexity. Data fragmentation has become a key inhibitor in delivering flexible, user-friendly systems. The Oracle Insight team conducted a survey assessing customers' master data management (MDM) capabilities over the past two years to get a sense of where they are in terms of their capabilities. The responses, by 27 respondents from six different industries, reveal five key areas in which customers need to improve their data management in order to get better financial results. 1. Less than 15 percent of organizations surveyed understand the sources and quality of their master data, and have a roadmap to address missing data domains. Examples of the types of master data domains referred to are customer, supplier, product, financial and site. Many organizations have multiple sources of master data with varying degrees of data quality in each source -- customer data stored in the customer relationship management system is inconsistent with customer data stored in the order management system. Imagine not knowing how many places you stored your customer information, and whether a customer's address was the most up to date in each source. In fact, more than 55 percent of the respondents in the survey manage their data quality on an ad-hoc basis. It is important for organizations to document their inventory of data sources and then profile these data sources to ensure that there is a consistent definition of key data entities throughout the organization. Some questions to ask are: How do we define a customer? What is a product? How do we define a site? The goal is to strive for one common repository for master data that acts as a cross reference for all other sources and ensures consistent, high-quality master data throughout the organization. 2. Only 18 percent of respondents have an enterprise data management strategy to ensure that data is treated as an asset to the organization. Most respondents handle data at the department or functional level and do not have an enterprise view of their master data. The sales department may track all their interactions with customers as they move through the sales cycle, the service department is tracking their interactions with the same customers independently, and the finance department also has a different perspective on the same customer. The salesperson may not be aware that the customer she is trying to sell to is experiencing issues with existing products purchased, or that the customer is behind on previous invoices. The lack of a data strategy makes it difficult for business users to turn data into information via reports. Without the key building blocks in place, it is difficult to create key linkages between customer, product, site, supplier and financial data. These linkages make it possible to understand patterns. A well-defined data management strategy is aligned to the business strategy and helps create the governance needed to ensure that data stewardship is in place and data integrity is intact. 3. Almost 60 percent of respondents have no strategy to integrate data across operational applications. Many respondents have several disparate sources of data with no strategy to keep them in sync with each other. Even though there is no clear strategy to integrate the data (see #2 above), the data needs to be synced and cross-referenced to keep the business processes running. About 55 percent of respondents said they perform this integration on an ad hoc basis, and in many cases, it is done manually with the help of Microsoft Excel spreadsheets. For example, a salesperson needs a report on global sales for a specific product, but the product has different product numbers in different countries. Typically, an analyst will pull all the data into Excel, manually create a cross reference for that product, and then aggregate the sales. The exact same procedure has to be followed if the same report is needed the following month. A well-defined consolidation strategy will ensure that a central cross-reference is maintained with updates in any one application being propagated to all the other systems, so that data is synchronized and up to date. This can be done in real time or in batch mode using integration technology. 4. Approximately 50 percent of respondents spend manual efforts cleansing and normalizing data. Information stored in various systems usually follows different standards and formats, making it difficult to match the data. A customer's address can be stored in different ways using a variety of abbreviations -- for example, "av" or "ave" for avenue. Similarly, a product's attributes can be stored in a number of different ways; for example, a size attribute can be stored in inches and can also be entered as "'' ". These types of variations make it difficult to match up data from different sources. Today, most customers rely on manual, heroic efforts to match, cleanse, and de-duplicate data -- clearly not a scalable, sustainable model. To solve this challenge, organizations need the ability to standardize data for customers, products, sites, suppliers and financial accounts; however, less than 10 percent of respondents have technology in place to automatically resolve duplicates. It is no wonder, therefore, that we get communications about products we don't own, at addresses we don't reside, and using channels (like direct mail) we don't like. An all-too-common example of a potential challenge follows: Customers end up receiving duplicate communications, which not only impacts customer satisfaction, but also incurs additional mailing costs. Cleansing, normalizing, and standardizing data will help address most of these issues. 5. Only 10 percent of respondents have the ability to share data that was mastered in a master data hub. Close to 60 percent of respondents have efforts in place that profile, standardize and cleanse data manually, and the output of these efforts are stored in spreadsheets in various parts of the organization. This valuable information is not easily shared with the rest of the organization and, more importantly, this enriched information cannot be sent back to the source systems so that the data is fixed at the source. A key benefit of a master data management strategy is not only to clean the data, but to also share the data back to the source systems as well as other systems that need the information. Aside from the source systems, another key beneficiary of this data is the business intelligence system. Having clean master data as input to business intelligence systems provides more accurate and enhanced reporting.  Characteristics of Stellar MDM When deciding on the right master data management technology, organizations should look for solutions that have four main characteristics: enterprise-grade MDM performance complete technology that can be rapidly deployed and addresses multiple business issues end-to-end MDM process management with data quality monitoring and assurance pre-built MDM business relevant applications with data stores and workflows These master data management capabilities will aid in moving closer to a best-practice maturity level, delivering tremendous efficiencies and savings as well as revenue growth opportunities as a result of better understanding your customers.  Trevor Naidoo is a senior director in Industry Strategy and Insight at Oracle. 

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  • Visual Studio 2010 Productivity Tips and Tricks&ndash;Part 1: Extensions

    - by ToStringTheory
    I don’t know about you, but when it comes to development, I prefer my environment to be as free of clutter as possible.  It may surprise you to know that I have tried ReSharper, and did not like it, for the reason that I stated above.  In my opinion, it had too much clutter.  Don’t get me wrong, there were a couple of features that I did like about it (inversion of if blocks, code feedback), but for the most part, I actually felt that it was slowing me down. Introduction Another large factor besides intrusiveness/speed in my choice to dislike ReSharper would probably be that I have become comfortable with my current setup and extensions.  I believe I have a good collection, and am quite happy with what I can accomplish in a short amount of time.  I figured that I would share some of my tips/findings regarding Visual Studio productivity here, and see what you had to say. The first section of things that I would like to cover, are Visual Studio Extensions.  In case you have been living under a rock for the past several years, Extensions are available under the Tools menu in Visual Studio: The extension manager enables integrated access to the Microsoft Visual Studio Gallery online with access to a few thousand different extensions.  I have tried many extensions, but for reasons of lack reliability, usability, or features, have uninstalled almost all of them.  However, I have come across several that I find I can not do without anymore: NuGet Package Manager (Microsoft) Perspectives (Adam Driscoll) Productivity Power Tools (Microsoft) Web Essentials (Mads Kristensen) Extensions NuGet Package Manager To be honest, I debated on whether or not to put this in here.  Most people seem to have it, however, there was a time when I didn’t, and was always confused when blogs/posts would say to right click and “Add Package Reference…” which with one of the latest updates is now “Manage NuGet Packages”.  So, if you haven’t downloaded the NuGet Package Manager yet, or don’t know what it is, I would highly suggest downloading it now! Features Simply put, the NuGet Package Manager gives you a GUI and command line to access different libraries that have been uploaded to NuGet. Some of its features include: Ability to search NuGet for packages via the GUI, with information in the detail bar on the right. Quick access to see what packages are in a solution, and what packages have updates available, with easy 1-click updating. If you download a package that requires references to work on other NuGet packages, they will be downloaded and referenced automatically. Productivity Tip If you use any type of source control in Visual Studio as well as using NuGet packages, be sure to right-click on the solution and click "Enable NuGet Package Restore". What this does is add a NuGet package to the solution so that it will be checked in along side your solution, as well as automatically grab packages from NuGet on build if needed. This is an extremely simple system to use to manage your package references, instead of having to manually go into TFS and add the Packages folder. Perspectives I can't stand developing with just one monitor. Especially if it comes to debugging. The great thing about Visual Studio 2010, is that all of the panels and windows are floatable, and can dock to other screens. The only bad thing is, I don't use the same toolset with everything that I am doing. By this, I mean that I don't use all of the same windows for debugging a web application, as I do for coding a WPF application. Only thing is, Visual Studio doesn't save the screen positions for all of the undocked windows. So, I got curious one day and decided to check and see if there was an extension to help out. This is where I found Perspectives. Features Perspectives gives you the ability to configure window positions across any or your monitors, and then to save the positions in a profile. Perspectives offers a Panel to manage different presets/favorites, and a toolbar to add to the toolbars at the top of Visual Studio. Ability to 'Favorite' a profile to add it to the perspectives toolbar. Productivity Tip Take the time to setup profiles for each of your scenarios - debugging web/winforms/xaml, coding, maintenance, etc. Try to remember to use the profiles for a few days, and at the end of a week, you may find that your productivity was never better. Productivity Power Tools Ah, the Productivity Power Tools... Quite possibly one of my most used extensions, if not my most used. The tool pack gives you a variety of enhancements ranging from key shortcuts, interface tweaks, and completely new features to Visual Studio 2010. Features I don't want to bore you with all of the features here, so here are my favorite: Quick Find - Unobtrusive search box in upper-right corner of the code window. Great for searching in general, especially in a file. Solution Navigator - The 'Solution Explorer' on steroids. Easy to search for files, see defined members/properties/methods in files, and my favorite feature is the 'set as root' option. Updated 'Add Reference...' Dialog - This is probably my favorite enhancement period... The 'Add Reference...' dialog redone in a manner that resembles the Extension/Package managers. I especially love the ability to search through all of the references. "Ctrl - Click" for Definition - I am still getting used to this as I usually try to use my keyboard for everything, but I love the ability to hold Ctrl and turn property/methods/variables into hyperlinks, that you click on to see their definitions. Great for travelling down a rabbit hole in an application to research problems. While there are other commands/utilities, I find these to be the ones that I lean on the most for the usefulness. Web Essentials If you have do any type of web development in ASP .Net, ASP .Net MVC, even HTML, I highly suggest grabbing the Web Essentials right NOW! This extension alone is great for productivity in web development, and greatly decreases my development time on new features. Features Some of its best features include: CSS Previews - I say 'previews' because of the multiple kinds of previews in CSS that you get font-family, color, background/background-image previews. This is great for just tweaking UI slightly in different ways and seeing how they look in the CSS window at a glance. Live Preview - One word - awesome! This goes well with my multi-monitor setup. I put the site on one monitor in a Live Preview panel, and then as I make changes to CSS/cshtml/aspx/html, the preview window will update with each save/build automatically. For CSS, you can even turn on live-update, so as you are tweaking CSS, the style changes in real time. Great for tweaking colors or font-sizes. Outlining - Small, but I like to be able to collapse regions/declarations that are in the way of new work, or are just distracting. Commenting Shortcuts - I don't know why it wasn't included by default, but it is nice to have the key shortcuts for commenting working in the CSS editor as well. Productivity Tip When working on a site, hit CTRL-ALT-ENTER to launch the Live Preview window. Dock it to another monitor. When you make changes to the document/css, just save and glance at the other monitor. No need to alt tab, then alt tab before continuing editing. Conclusion These extensions are only the most useful and least intrusive - ones that I use every day. The great thing about Visual Studio 2010 is the extensibility options that it gives developers to utilize. Have an extension that you use that isn't intrusive, but isn't listed here? Please, feel free to comment. I love trying new things, and am always looking for new additions to my toolset of the most useful. Finally, please keep an eye out for Part 2 on key shortcuts in Visual Studio. Also, if you are visiting my site (http://tostringtheory.com || http://geekswithblogs.net/tostringtheory) from an actual browser and not a feed, please let me know what you think of the new styling!

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  • Having trouble with pathfinding

    - by user2144536
    I'm trying to implement pathfinding in a game I'm programming using this method. I'm implementing it with recursion but some of the values after the immediate circle of tiles around the player are way off. For some reason I cannot find the problem with it. This is a screen cap of the problem: The pathfinding values are displayed in the center of every tile. Clipped blocks are displayed with the value of 'c' because the values were too high and were covering up the next value. The red circle is the first value that is incorrect. The code below is the recursive method. //tileX is the coordinates of the current tile, val is the current pathfinding value, used[][] is a boolean //array to keep track of which tiles' values have already been assigned public void pathFind(int tileX, int tileY, int val, boolean[][] used) { //increment pathfinding value int curVal = val + 1; //set current tile to true if it hasn't been already used[tileX][tileY] = true; //booleans to know which tiles the recursive call needs to be used on boolean topLeftUsed = false, topUsed = false, topRightUsed = false, leftUsed = false, rightUsed = false, botomLeftUsed = false, botomUsed = false, botomRightUsed = false; //set value of top left tile if necessary if(tileX - 1 >= 0 && tileY - 1 >= 0) { //isClipped(int x, int y) returns true if the coordinates givin are in a tile that can't be walked through (IE walls) //occupied[][] is an array that keeps track of which tiles have an enemy in them // //if the tile is not clipped and not occupied set the pathfinding value if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX - 1][tileY - 1] == false && !(used[tileX - 1][tileY - 1])) { pathFindingValues[tileX - 1][tileY - 1] = curVal; topLeftUsed = true; used[tileX - 1][tileY - 1] = true; } //if it is occupied set it to an arbitrary high number so enemies find alternate routes if the best is clogged if(occupied[tileX - 1][tileY - 1] == true) pathFindingValues[tileX - 1][tileY - 1] = 1000000000; //if it is clipped set it to an arbitrary higher number so enemies don't travel through walls if(isClipped((tileX - 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY - 1] = 2000000000; } //top middle if(tileY - 1 >= 0 ) { if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX][tileY - 1] == false && !(used[tileX][tileY - 1])) { pathFindingValues[tileX][tileY - 1] = curVal; topUsed = true; used[tileX][tileY - 1] = true; } if(occupied[tileX][tileY - 1] == true) pathFindingValues[tileX][tileY - 1] = 1000000000; if(isClipped(tileX * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX][tileY - 1] = 2000000000; } //top right if(tileX + 1 <= used.length && tileY - 1 >= 0) { if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == false && occupied[tileX + 1][tileY - 1] == false && !(used[tileX + 1][tileY - 1])) { pathFindingValues[tileX + 1][tileY - 1] = curVal; topRightUsed = true; used[tileX + 1][tileY - 1] = true; } if(occupied[tileX + 1][tileY - 1] == true) pathFindingValues[tileX + 1][tileY - 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY - 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY - 1] = 2000000000; } //left if(tileX - 1 >= 0) { if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX - 1][tileY] == false && !(used[tileX - 1][tileY])) { pathFindingValues[tileX - 1][tileY] = curVal; leftUsed = true; used[tileX - 1][tileY] = true; } if(occupied[tileX - 1][tileY] == true) pathFindingValues[tileX - 1][tileY] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY] = 2000000000; } //right if(tileX + 1 <= used.length) { if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == false && occupied[tileX + 1][tileY] == false && !(used[tileX + 1][tileY])) { pathFindingValues[tileX + 1][tileY] = curVal; rightUsed = true; used[tileX + 1][tileY] = true; } if(occupied[tileX + 1][tileY] == true) pathFindingValues[tileX + 1][tileY] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY] = 2000000000; } //botom left if(tileX - 1 >= 0 && tileY + 1 <= used[0].length) { if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX - 1][tileY + 1] == false && !(used[tileX - 1][tileY + 1])) { pathFindingValues[tileX - 1][tileY + 1] = curVal; botomLeftUsed = true; used[tileX - 1][tileY + 1] = true; } if(occupied[tileX - 1][tileY + 1] == true) pathFindingValues[tileX - 1][tileY + 1] = 1000000000; if(isClipped((tileX - 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX - 1][tileY + 1] = 2000000000; } //botom middle if(tileY + 1 <= used[0].length) { if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX][tileY + 1] == false && !(used[tileX][tileY + 1])) { pathFindingValues[tileX][tileY + 1] = curVal; botomUsed = true; used[tileX][tileY + 1] = true; } if(occupied[tileX][tileY + 1] == true) pathFindingValues[tileX][tileY + 1] = 1000000000; if(isClipped((tileX) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX][tileY + 1] = 2000000000; } //botom right if(tileX + 1 <= used.length && tileY + 1 <= used[0].length) { if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == false && occupied[tileX + 1][tileY + 1] == false && !(used[tileX + 1][tileY + 1])) { pathFindingValues[tileX + 1][tileY + 1] = curVal; botomRightUsed = true; used[tileX + 1][tileY + 1] = true; } if(occupied[tileX + 1][tileY + 1] == true) pathFindingValues[tileX + 1][tileY + 1] = 1000000000; if(isClipped((tileX + 1) * 50 + 25, (tileY + 1) * 50 + 25) == true) pathFindingValues[tileX + 1][tileY + 1] = 2000000000; } //call the method on the tiles that need it if(tileX - 1 >= 0 && tileY - 1 >= 0 && topLeftUsed) pathFind(tileX - 1, tileY - 1, curVal, used); if(tileY - 1 >= 0 && topUsed) pathFind(tileX , tileY - 1, curVal, used); if(tileX + 1 <= used.length && tileY - 1 >= 0 && topRightUsed) pathFind(tileX + 1, tileY - 1, curVal, used); if(tileX - 1 >= 0 && leftUsed) pathFind(tileX - 1, tileY, curVal, used); if(tileX + 1 <= used.length && rightUsed) pathFind(tileX + 1, tileY, curVal, used); if(tileX - 1 >= 0 && tileY + 1 <= used[0].length && botomLeftUsed) pathFind(tileX - 1, tileY + 1, curVal, used); if(tileY + 1 <= used[0].length && botomUsed) pathFind(tileX, tileY + 1, curVal, used); if(tileX + 1 <= used.length && tileY + 1 <= used[0].length && botomRightUsed) pathFind(tileX + 1, tileY + 1, curVal, used); }

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  • How to trace a function array argument in DTrace

    - by uejio
    I still use dtrace just about every day in my job and found that I had to print an argument to a function which was an array of strings.  The array was variable length up to about 10 items.  I'm not sure if the is the right way to do it, but it seems to work and is not too painful if the array size is small.Here's an example.  Suppose in your application, you have the following function, where n is number of item in the array s.void arraytest(int n, char **s){    /* Loop thru s[0] to s[n-1] */}How do you use DTrace to print out the values of s[i] or of s[0] to s[n-1]?  DTrace does not have if-then blocks or for loops, so you can't do something like:    for i=0; i<arg0; i++        trace arg1[i]; It turns out that you can use probe ordering as a kind of iterator. Probes with the same name will fire in the order that they appear in the script, so I can save the value of "n" in the first probe and then use it as part of the predicate of the next probe to determine if the other probe should fire or not.  So the first probe for tracing the arraytest function is:pid$target::arraytest:entry{    self->n = arg0;}Then, if I want to print out the first few items of the array, I first check the value of n.  If it's greater than the index that I want to print out, then I can print that index.  For example, if I want to print out the 3rd element of the array, I would do something like:pid$target::arraytest:entry/self->n > 2/{    printf("%s",stringof(arg1 + 2 * sizeof(pointer)));}Actually, that doesn't quite work because arg1 is a pointer to an array of pointers and needs to be copied twice from the user process space to the kernel space (which is where dtrace is). Also, the sizeof(char *) is 8, but for some reason, I have to use 4 which is the sizeof(uint32_t). (I still don't know how that works.)  So, the script that prints the 3rd element of the array should look like:pid$target::arraytest:entry{    /* first, save the size of the array so that we don't get            invalid address errors when indexing arg1+n. */    self->n = arg0;}pid$target::arraytest:entry/self->n > 2/{    /* print the 3rd element (index = 2) of the second arg. */    i = 2;    size = 4;    self->a_t = copyin(arg1+size*i,size);    printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}If your array is large, then it's quite painful since you have to write one probe for every array index.  For example, here's the full script for printing the first 5 elements of the array:#!/usr/sbin/dtrace -spid$target::arraytest:entry{        /* first, save the size of the array so that we don't get           invalid address errors when indexing arg1+n. */        self->n = arg0;}pid$target::arraytest:entry/self->n > 0/{        i = 0;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}pid$target::arraytest:entry/self->n > 1/{        i = 1;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}pid$target::arraytest:entry/self->n > 2/{        i = 2;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}pid$target::arraytest:entry/self->n > 3/{        i = 3;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));}pid$target::arraytest:entry/self->n > 4/{        i = 4;        size = sizeof(uint32_t);        self->a_t = copyin(arg1+size*i,size);        printf("%s: a[%d]=%s",probefunc,i,copyinstr(*(uint32_t *)self->a_t));} If the array is large, then your script will also have to be very long to print out all values of the array.

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  • Beyond Cloud Technology, Enabling A More Agile and Responsive Organization

    - by sxkumar
    This is the second part of the blog “Clouds, Clouds Everywhere But not a Drop of Rain”. In the first part,  I was sharing with you how a broad-based transformation makes cloud more than a technology initiative, I will describe in this section how it requires people (organizational) and process changes as well, and these changes are as critical as is the choice of right tools and technology. People: Most IT organizations have a fairly complex organizational structure. There are different groups, managing different pieces of the puzzle, and yet, they don't always work together. Provisioning a new application therefore may require a request to float endlessly through system administrators, DBAs and middleware admin worlds – resulting in long delays and constant finger pointing.  Cloud users expect end-to-end automation - which requires these silos to be greatly simplified, if not completely eliminated.  Most customers I talk to acknowledge this problem but are quick to admit that such a transformation is hard. As hard as it may be, I am afraid that the status quo is no longer an option. Sticking to an organizational structure that was created ages back will not only impede cloud adoption,  it also risks making the IT skills increasingly irrelevant in a world that is rapidly moving towards converged applications and infrastructure.   Process: Most IT organizations today operate with a mindset that they must fully "control" access to any and all types of IT services. This in turn leads to people clinging on to outdated manual approval processes .  While requiring approvals for scarce resources makes sense, insisting that every single request must be manually approved defeats the very purpose of cloud. Not only this causes delays, thereby at least partially negating the agility benefits, it also results in gross inefficiency. In a cloud environment, self-service access should be governed by policies, quotas that the administrators can define upfront . For a cloud initiative to be successful, IT organizations MUST be ready to empower users by giving them real control rather than insisting on brokering every single interaction between users and the cloud resources. Technology: From a technology perspective, cloud is about consolidation, standardization and automation. A consolidated and standardized infrastructure helps increase utilization and reduces cost. Additionally, it  enables a much higher degree of automation - thereby providing users the required agility while minimizing operational costs.  Obviously, automation is the key to cloud. Unfortunately it hasn’t received as much attention within enterprises as it should have.  Many organizations are just now waking up to the criticality of automation and it still often gets relegated to back burner in favor of other "high priority" projects. However, it is important to understand that without the right type and level of automation, cloud will remain a distant dream for most enterprises. This in turn makes the choice of the cloud management software extremely critical.  For a cloud management software to be effective in an enterprise environment, it must meet the following qualifications: Broad and Deep Solution It should offer a broad and deep solution to enable the kind of broad-based transformation we are talking about.  Its footprint must cover physical and virtual systems, as well as infrastructure, database and application tiers. Too many enterprises choose to equate cloud with virtualization. While virtualization is a critical component of a cloud solution, it is just a component and not the whole solution. Similarly, too many people tend to equate cloud with Infrastructure-as-a-Service (IaaS). While it is perfectly reasonable to treat IaaS as a starting point, it is important to realize that it is just the first stepping stone - and on its own it can only provide limited business benefits. It is actually the higher level services, such as (application) platform and business applications, that will bring about a more meaningful transformation to your enterprise. Run and Manage Efficiently Your Mission Critical Applications It should not only be able to run your mission critical applications, it should do so better than before.  For enterprises, applications and data are the critical business assets  As such, if you are building a cloud platform that cannot run your ERP application, it isn't truly a "enterprise cloud".  Also, be wary of  vendors who try to sell you the idea that your applications must be written in a certain way to be able to run on the cloud. That is nothing but a bogus, self-serving argument. For the cloud to be meaningful to enterprises, it should adopt to your applications - and not the other way around.  Automated, Integrated Set of Cloud Management Capabilities At the root of many of the problems plaguing enterprise IT today is complexity. A complex maze of tools and technology, coupled with archaic  processes, results in an environment which is inflexible, inefficient and simply too hard to manage. Management tool consolidation, therefore, is key to the success of your cloud as tool proliferation adds to complexity, encourages compartmentalization and defeats the very purpose that you are building the cloud for. Decision makers ought to be extra cautious about vendors trying to sell them a "suite" of disparate and loosely integrated products as a cloud solution.  An effective enterprise cloud management solution needs to provide a tightly integrated set of capabilities for all aspects of cloud lifecycle management. A simple question to ask: will your environment be more or less complex after you implement your cloud? More often than not, the answer will surprise you.  At Oracle, we have understood these challenges and have been working hard to create cloud solutions that are relevant and meaningful for enterprises.  And we have been doing it for much longer than you may think. Oracle was one of the very first enterprise software companies to make our products available on the Amazon Cloud. As far back as in 2007, we created new cloud solutions such as Cloud Database Backup that are helping customers like Amazon save millions every year.  Our cloud solution portfolio is also the broadest and most deep in the industry  - covering public, private, hybrid, Infrastructure, platform and applications clouds. It is no coincidence therefore that the Oracle Cloud today offers the most comprehensive set of public cloud services in the industry.  And to a large part, this has been made possible thanks to our years on investment in creating cloud enabling technologies. I will dedicated the third and final part of the blog “Clouds, Clouds Everywhere But not a Drop of Rain” to Oracle Cloud Technologies Building Blocks and how they mapped into our vision of Enterprise Cloud. Stay Tuned.

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  • LINQ – SequenceEqual() method

    - by nmarun
    I have been looking at LINQ extension methods and have blogged about what I learned from them in my blog space. Next in line is the SequenceEqual() method. Here’s the description about this method: “Determines whether two sequences are equal by comparing the elements by using the default equality comparer for their type.” Let’s play with some code: 1: int[] numbers = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 }; 2: // int[] numbersCopy = numbers; 3: int[] numbersCopy = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 }; 4:  5: Console.WriteLine(numbers.SequenceEqual(numbersCopy)); This gives an output of ‘True’ – basically compares each of the elements in the two arrays and returns true in this case. The result is same even if you uncomment line 2 and comment line 3 (I didn’t need to say that now did I?). So then what happens for custom types? For this, I created a Product class with the following definition: 1: class Product 2: { 3: public int ProductId { get; set; } 4: public string Name { get; set; } 5: public string Category { get; set; } 6: public DateTime MfgDate { get; set; } 7: public Status Status { get; set; } 8: } 9:  10: public enum Status 11: { 12: Active = 1, 13: InActive = 2, 14: OffShelf = 3, 15: } In my calling code, I’m just adding a few product items: 1: private static List<Product> GetProducts() 2: { 3: return new List<Product> 4: { 5: new Product 6: { 7: ProductId = 1, 8: Name = "Laptop", 9: Category = "Computer", 10: MfgDate = new DateTime(2003, 4, 3), 11: Status = Status.Active, 12: }, 13: new Product 14: { 15: ProductId = 2, 16: Name = "Compact Disc", 17: Category = "Water Sport", 18: MfgDate = new DateTime(2009, 12, 3), 19: Status = Status.InActive, 20: }, 21: new Product 22: { 23: ProductId = 3, 24: Name = "Floppy", 25: Category = "Computer", 26: MfgDate = new DateTime(1993, 3, 7), 27: Status = Status.OffShelf, 28: }, 29: }; 30: } Now for the actual check: 1: List<Product> products1 = GetProducts(); 2: List<Product> products2 = GetProducts(); 3:  4: Console.WriteLine(products1.SequenceEqual(products2)); This one returns ‘False’ and the reason is simple – this one checks for reference equality and the products in the both the lists get different ‘memory addresses’ (sounds like I’m talking in ‘C’). In order to modify this behavior and return a ‘True’ result, we need to modify the Product class as follows: 1: class Product : IEquatable<Product> 2: { 3: public int ProductId { get; set; } 4: public string Name { get; set; } 5: public string Category { get; set; } 6: public DateTime MfgDate { get; set; } 7: public Status Status { get; set; } 8:  9: public override bool Equals(object obj) 10: { 11: return Equals(obj as Product); 12: } 13:  14: public bool Equals(Product other) 15: { 16: //Check whether the compared object is null. 17: if (ReferenceEquals(other, null)) return false; 18:  19: //Check whether the compared object references the same data. 20: if (ReferenceEquals(this, other)) return true; 21:  22: //Check whether the products' properties are equal. 23: return ProductId.Equals(other.ProductId) 24: && Name.Equals(other.Name) 25: && Category.Equals(other.Category) 26: && MfgDate.Equals(other.MfgDate) 27: && Status.Equals(other.Status); 28: } 29:  30: // If Equals() returns true for a pair of objects 31: // then GetHashCode() must return the same value for these objects. 32: // read why in the following articles: 33: // http://geekswithblogs.net/akraus1/archive/2010/02/28/138234.aspx 34: // http://stackoverflow.com/questions/371328/why-is-it-important-to-override-gethashcode-when-equals-method-is-overriden-in-c 35: public override int GetHashCode() 36: { 37: //Get hash code for the ProductId field. 38: int hashProductId = ProductId.GetHashCode(); 39:  40: //Get hash code for the Name field if it is not null. 41: int hashName = Name == null ? 0 : Name.GetHashCode(); 42:  43: //Get hash code for the ProductId field. 44: int hashCategory = Category.GetHashCode(); 45:  46: //Get hash code for the ProductId field. 47: int hashMfgDate = MfgDate.GetHashCode(); 48:  49: //Get hash code for the ProductId field. 50: int hashStatus = Status.GetHashCode(); 51: //Calculate the hash code for the product. 52: return hashProductId ^ hashName ^ hashCategory & hashMfgDate & hashStatus; 53: } 54:  55: public static bool operator ==(Product a, Product b) 56: { 57: // Enable a == b for null references to return the right value 58: if (ReferenceEquals(a, b)) 59: { 60: return true; 61: } 62: // If one is null and the other not. Remember a==null will lead to Stackoverflow! 63: if (ReferenceEquals(a, null)) 64: { 65: return false; 66: } 67: return a.Equals((object)b); 68: } 69:  70: public static bool operator !=(Product a, Product b) 71: { 72: return !(a == b); 73: } 74: } Now THAT kinda looks overwhelming. But lets take one simple step at a time. Ok first thing you’ve noticed is that the class implements IEquatable<Product> interface – the key step towards achieving our goal. This interface provides us with an ‘Equals’ method to perform the test for equality with another Product object, in this case. This method is called in the following situations: when you do a ProductInstance.Equals(AnotherProductInstance) and when you perform actions like Contains<T>, IndexOf() or Remove() on your collection Coming to the Equals method defined line 14 onwards. The two ‘if’ blocks check for null and referential equality using the ReferenceEquals() method defined in the Object class. Line 23 is where I’m doing the actual check on the properties of the Product instances. This is what returns the ‘True’ for us when we run the application. I have also overridden the Object.Equals() method which calls the Equals() method of the interface. One thing to remember is that anytime you override the Equals() method, its’ a good practice to override the GetHashCode() method and overload the ‘==’ and the ‘!=’ operators. For detailed information on this, please read this and this. Since we’ve overloaded the operators as well, we get ‘True’ when we do actions like: 1: Console.WriteLine(products1.Contains(products2[0])); 2: Console.WriteLine(products1[0] == products2[0]); This completes the full circle on the SequenceEqual() method. See the code used in the article here.

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  • LSI 9285-8e and Supermicro SC837E26-RJBOD1 duplicate enclosure ID and slot numbers

    - by Andy Shinn
    I am working with 2 x Supermicro SC837E26-RJBOD1 chassis connected to a single LSI 9285-8e card in a Supermicro 1U host. There are 28 drives in each chassis for a total of 56 drives in 28 RAID1 mirrors. The problem I am running in to is that there are duplicate slots for the 2 chassis (the slots list twice and only go from 0 to 27). All the drives also show the same enclosure ID (ID 36). However, MegaCLI -encinfo lists the 2 enclosures correctly (ID 36 and ID 65). My question is, why would this happen? Is there an option I am missing to use 2 enclosures effectively? This is blocking me rebuilding a drive that failed in slot 11 since I can only specify enclosure and slot as parameters to replace a drive. When I do this, it picks the wrong slot 11 (device ID 46 instead of device ID 19). Adapter #1 is the LSI 9285-8e, adapter #0 (which I removed due to space limitations) is the onboard LSI. Adapter information: Adapter #1 ============================================================================== Versions ================ Product Name : LSI MegaRAID SAS 9285-8e Serial No : SV12704804 FW Package Build: 23.1.1-0004 Mfg. Data ================ Mfg. Date : 06/30/11 Rework Date : 00/00/00 Revision No : 00A Battery FRU : N/A Image Versions in Flash: ================ BIOS Version : 5.25.00_4.11.05.00_0x05040000 WebBIOS Version : 6.1-20-e_20-Rel Preboot CLI Version: 05.01-04:#%00001 FW Version : 3.140.15-1320 NVDATA Version : 2.1106.03-0051 Boot Block Version : 2.04.00.00-0001 BOOT Version : 06.253.57.219 Pending Images in Flash ================ None PCI Info ================ Vendor Id : 1000 Device Id : 005b SubVendorId : 1000 SubDeviceId : 9285 Host Interface : PCIE ChipRevision : B0 Number of Frontend Port: 0 Device Interface : PCIE Number of Backend Port: 8 Port : Address 0 5003048000ee8e7f 1 5003048000ee8a7f 2 0000000000000000 3 0000000000000000 4 0000000000000000 5 0000000000000000 6 0000000000000000 7 0000000000000000 HW Configuration ================ SAS Address : 500605b0038f9210 BBU : Present Alarm : Present NVRAM : Present Serial Debugger : Present Memory : Present Flash : Present Memory Size : 1024MB TPM : Absent On board Expander: Absent Upgrade Key : Absent Temperature sensor for ROC : Present Temperature sensor for controller : Absent ROC temperature : 70 degree Celcius Settings ================ Current Time : 18:24:36 3/13, 2012 Predictive Fail Poll Interval : 300sec Interrupt Throttle Active Count : 16 Interrupt Throttle Completion : 50us Rebuild Rate : 30% PR Rate : 30% BGI Rate : 30% Check Consistency Rate : 30% Reconstruction Rate : 30% Cache Flush Interval : 4s Max Drives to Spinup at One Time : 2 Delay Among Spinup Groups : 12s Physical Drive Coercion Mode : Disabled Cluster Mode : Disabled Alarm : Enabled Auto Rebuild : Enabled Battery Warning : Enabled Ecc Bucket Size : 15 Ecc Bucket Leak Rate : 1440 Minutes Restore HotSpare on Insertion : Disabled Expose Enclosure Devices : Enabled Maintain PD Fail History : Enabled Host Request Reordering : Enabled Auto Detect BackPlane Enabled : SGPIO/i2c SEP Load Balance Mode : Auto Use FDE Only : No Security Key Assigned : No Security Key Failed : No Security Key Not Backedup : No Default LD PowerSave Policy : Controller Defined Maximum number of direct attached drives to spin up in 1 min : 10 Any Offline VD Cache Preserved : No Allow Boot with Preserved Cache : No Disable Online Controller Reset : No PFK in NVRAM : No Use disk activity for locate : No Capabilities ================ RAID Level Supported : RAID0, RAID1, RAID5, RAID6, RAID00, RAID10, RAID50, RAID60, PRL 11, PRL 11 with spanning, SRL 3 supported, PRL11-RLQ0 DDF layout with no span, PRL11-RLQ0 DDF layout with span Supported Drives : SAS, SATA Allowed Mixing: Mix in Enclosure Allowed Mix of SAS/SATA of HDD type in VD Allowed Status ================ ECC Bucket Count : 0 Limitations ================ Max Arms Per VD : 32 Max Spans Per VD : 8 Max Arrays : 128 Max Number of VDs : 64 Max Parallel Commands : 1008 Max SGE Count : 60 Max Data Transfer Size : 8192 sectors Max Strips PerIO : 42 Max LD per array : 16 Min Strip Size : 8 KB Max Strip Size : 1.0 MB Max Configurable CacheCade Size: 0 GB Current Size of CacheCade : 0 GB Current Size of FW Cache : 887 MB Device Present ================ Virtual Drives : 28 Degraded : 0 Offline : 0 Physical Devices : 59 Disks : 56 Critical Disks : 0 Failed Disks : 0 Supported Adapter Operations ================ Rebuild Rate : Yes CC Rate : Yes BGI Rate : Yes Reconstruct Rate : Yes Patrol Read Rate : Yes Alarm Control : Yes Cluster Support : No BBU : No Spanning : Yes Dedicated Hot Spare : Yes Revertible Hot Spares : Yes Foreign Config Import : Yes Self Diagnostic : Yes Allow Mixed Redundancy on Array : No Global Hot Spares : Yes Deny SCSI Passthrough : No Deny SMP Passthrough : No Deny STP Passthrough : No Support Security : No Snapshot Enabled : No Support the OCE without adding drives : Yes Support PFK : Yes Support PI : No Support Boot Time PFK Change : Yes Disable Online PFK Change : No PFK TrailTime Remaining : 0 days 0 hours Support Shield State : Yes Block SSD Write Disk Cache Change: Yes Supported VD Operations ================ Read Policy : Yes Write Policy : Yes IO Policy : Yes Access Policy : Yes Disk Cache Policy : Yes Reconstruction : Yes Deny Locate : No Deny CC : No Allow Ctrl Encryption: No Enable LDBBM : No Support Breakmirror : No Power Savings : Yes Supported PD Operations ================ Force Online : Yes Force Offline : Yes Force Rebuild : Yes Deny Force Failed : No Deny Force Good/Bad : No Deny Missing Replace : No Deny Clear : No Deny Locate : No Support Temperature : Yes Disable Copyback : No Enable JBOD : No Enable Copyback on SMART : No Enable Copyback to SSD on SMART Error : Yes Enable SSD Patrol Read : No PR Correct Unconfigured Areas : Yes Enable Spin Down of UnConfigured Drives : Yes Disable Spin Down of hot spares : No Spin Down time : 30 T10 Power State : Yes Error Counters ================ Memory Correctable Errors : 0 Memory Uncorrectable Errors : 0 Cluster Information ================ Cluster Permitted : No Cluster Active : No Default Settings ================ Phy Polarity : 0 Phy PolaritySplit : 0 Background Rate : 30 Strip Size : 64kB Flush Time : 4 seconds Write Policy : WB Read Policy : Adaptive Cache When BBU Bad : Disabled Cached IO : No SMART Mode : Mode 6 Alarm Disable : Yes Coercion Mode : None ZCR Config : Unknown Dirty LED Shows Drive Activity : No BIOS Continue on Error : No Spin Down Mode : None Allowed Device Type : SAS/SATA Mix Allow Mix in Enclosure : Yes Allow HDD SAS/SATA Mix in VD : Yes Allow SSD SAS/SATA Mix in VD : No Allow HDD/SSD Mix in VD : No Allow SATA in Cluster : No Max Chained Enclosures : 16 Disable Ctrl-R : Yes Enable Web BIOS : Yes Direct PD Mapping : No BIOS Enumerate VDs : Yes Restore Hot Spare on Insertion : No Expose Enclosure Devices : Yes Maintain PD Fail History : Yes Disable Puncturing : No Zero Based Enclosure Enumeration : No PreBoot CLI Enabled : Yes LED Show Drive Activity : Yes Cluster Disable : Yes SAS Disable : No Auto Detect BackPlane Enable : SGPIO/i2c SEP Use FDE Only : No Enable Led Header : No Delay during POST : 0 EnableCrashDump : No Disable Online Controller Reset : No EnableLDBBM : No Un-Certified Hard Disk Drives : Allow Treat Single span R1E as R10 : No Max LD per array : 16 Power Saving option : Don't Auto spin down Configured Drives Max power savings option is not allowed for LDs. Only T10 power conditions are to be used. Default spin down time in minutes: 30 Enable JBOD : No TTY Log In Flash : No Auto Enhanced Import : No BreakMirror RAID Support : No Disable Join Mirror : No Enable Shield State : Yes Time taken to detect CME : 60s Exit Code: 0x00 Enclosure information: # /opt/MegaRAID/MegaCli/MegaCli64 -encinfo -a1 Number of enclosures on adapter 1 -- 3 Enclosure 0: Device ID : 36 Number of Slots : 28 Number of Power Supplies : 2 Number of Fans : 3 Number of Temperature Sensors : 1 Number of Alarms : 1 Number of SIM Modules : 0 Number of Physical Drives : 28 Status : Normal Position : 1 Connector Name : Port B Enclosure type : SES VendorId is LSI CORP and Product Id is SAS2X36 VendorID and Product ID didnt match FRU Part Number : N/A Enclosure Serial Number : N/A ESM Serial Number : N/A Enclosure Zoning Mode : N/A Partner Device Id : 65 Inquiry data : Vendor Identification : LSI CORP Product Identification : SAS2X36 Product Revision Level : 0718 Vendor Specific : x36-55.7.24.1 Number of Voltage Sensors :2 Voltage Sensor :0 Voltage Sensor Status :OK Voltage Value :5020 milli volts Voltage Sensor :1 Voltage Sensor Status :OK Voltage Value :11820 milli volts Number of Power Supplies : 2 Power Supply : 0 Power Supply Status : OK Power Supply : 1 Power Supply Status : OK Number of Fans : 3 Fan : 0 Fan Speed :Low Speed Fan Status : OK Fan : 1 Fan Speed :Low Speed Fan Status : OK Fan : 2 Fan Speed :Low Speed Fan Status : OK Number of Temperature Sensors : 1 Temp Sensor : 0 Temperature : 48 Temperature Sensor Status : OK Number of Chassis : 1 Chassis : 0 Chassis Status : OK Enclosure 1: Device ID : 65 Number of Slots : 28 Number of Power Supplies : 2 Number of Fans : 3 Number of Temperature Sensors : 1 Number of Alarms : 1 Number of SIM Modules : 0 Number of Physical Drives : 28 Status : Normal Position : 1 Connector Name : Port A Enclosure type : SES VendorId is LSI CORP and Product Id is SAS2X36 VendorID and Product ID didnt match FRU Part Number : N/A Enclosure Serial Number : N/A ESM Serial Number : N/A Enclosure Zoning Mode : N/A Partner Device Id : 36 Inquiry data : Vendor Identification : LSI CORP Product Identification : SAS2X36 Product Revision Level : 0718 Vendor Specific : x36-55.7.24.1 Number of Voltage Sensors :2 Voltage Sensor :0 Voltage Sensor Status :OK Voltage Value :5020 milli volts Voltage Sensor :1 Voltage Sensor Status :OK Voltage Value :11760 milli volts Number of Power Supplies : 2 Power Supply : 0 Power Supply Status : OK Power Supply : 1 Power Supply Status : OK Number of Fans : 3 Fan : 0 Fan Speed :Low Speed Fan Status : OK Fan : 1 Fan Speed :Low Speed Fan Status : OK Fan : 2 Fan Speed :Low Speed Fan Status : OK Number of Temperature Sensors : 1 Temp Sensor : 0 Temperature : 47 Temperature Sensor Status : OK Number of Chassis : 1 Chassis : 0 Chassis Status : OK Enclosure 2: Device ID : 252 Number of Slots : 8 Number of Power Supplies : 0 Number of Fans : 0 Number of Temperature Sensors : 0 Number of Alarms : 0 Number of SIM Modules : 1 Number of Physical Drives : 0 Status : Normal Position : 1 Connector Name : Unavailable Enclosure type : SGPIO Failed in first Inquiry commnad FRU Part Number : N/A Enclosure Serial Number : N/A ESM Serial Number : N/A Enclosure Zoning Mode : N/A Partner Device Id : Unavailable Inquiry data : Vendor Identification : LSI Product Identification : SGPIO Product Revision Level : N/A Vendor Specific : Exit Code: 0x00 Now, notice that each slot 11 device shows an enclosure ID of 36, I think this is where the discrepancy happens. One should be 36. But the other should be on enclosure 65. Drives in slot 11: Enclosure Device ID: 36 Slot Number: 11 Drive's postion: DiskGroup: 5, Span: 0, Arm: 1 Enclosure position: 0 Device Id: 48 WWN: Sequence Number: 11 Media Error Count: 0 Other Error Count: 0 Predictive Failure Count: 0 Last Predictive Failure Event Seq Number: 0 PD Type: SATA Raw Size: 2.728 TB [0x15d50a3b0 Sectors] Non Coerced Size: 2.728 TB [0x15d40a3b0 Sectors] Coerced Size: 2.728 TB [0x15d400000 Sectors] Firmware state: Online, Spun Up Is Commissioned Spare : YES Device Firmware Level: A5C0 Shield Counter: 0 Successful diagnostics completion on : N/A SAS Address(0): 0x5003048000ee8a53 Connected Port Number: 1(path0) Inquiry Data: MJ1311YNG6YYXAHitachi HDS5C3030ALA630 MEAOA5C0 FDE Enable: Disable Secured: Unsecured Locked: Unlocked Needs EKM Attention: No Foreign State: None Device Speed: 6.0Gb/s Link Speed: 6.0Gb/s Media Type: Hard Disk Device Drive Temperature :30C (86.00 F) PI Eligibility: No Drive is formatted for PI information: No PI: No PI Drive's write cache : Disabled Drive's NCQ setting : Enabled Port-0 : Port status: Active Port's Linkspeed: 6.0Gb/s Drive has flagged a S.M.A.R.T alert : No Enclosure Device ID: 36 Slot Number: 11 Drive's postion: DiskGroup: 19, Span: 0, Arm: 1 Enclosure position: 0 Device Id: 19 WWN: Sequence Number: 4 Media Error Count: 0 Other Error Count: 0 Predictive Failure Count: 0 Last Predictive Failure Event Seq Number: 0 PD Type: SATA Raw Size: 2.728 TB [0x15d50a3b0 Sectors] Non Coerced Size: 2.728 TB [0x15d40a3b0 Sectors] Coerced Size: 2.728 TB [0x15d400000 Sectors] Firmware state: Online, Spun Up Is Commissioned Spare : NO Device Firmware Level: A580 Shield Counter: 0 Successful diagnostics completion on : N/A SAS Address(0): 0x5003048000ee8e53 Connected Port Number: 0(path0) Inquiry Data: MJ1313YNG1VA5CHitachi HDS5C3030ALA630 MEAOA580 FDE Enable: Disable Secured: Unsecured Locked: Unlocked Needs EKM Attention: No Foreign State: None Device Speed: 6.0Gb/s Link Speed: 6.0Gb/s Media Type: Hard Disk Device Drive Temperature :30C (86.00 F) PI Eligibility: No Drive is formatted for PI information: No PI: No PI Drive's write cache : Disabled Drive's NCQ setting : Enabled Port-0 : Port status: Active Port's Linkspeed: 6.0Gb/s Drive has flagged a S.M.A.R.T alert : No Update 06/28/12: I finally have some new information about (what we think) the root cause of this problem so I thought I would share. After getting in contact with a very knowledgeable Supermicro tech, they provided us with a tool called Xflash (doesn't appear to be readily available on their FTP). When we gathered some information using this utility, my colleague found something very strange: root@mogile2 test]# ./xflash.dat -i get avail Initializing Interface. Expander: SAS2X36 (SAS2x36) 1) SAS2X36 (SAS2x36) (50030480:00EE917F) (0.0.0.0) 2) SAS2X36 (SAS2x36) (50030480:00E9D67F) (0.0.0.0) 3) SAS2X36 (SAS2x36) (50030480:0112D97F) (0.0.0.0) This lists the connected enclosures. You see the 3 connected (we have since added a 3rd and a 4th which is not yet showing up) with their respective SAS address / WWN (50030480:00EE917F). Now we can use this address to get information on the individual enclosures: [root@mogile2 test]# ./xflash.dat -i 5003048000EE917F get exp Initializing Interface. Expander: SAS2X36 (SAS2x36) Reading the expander information.......... Expander: SAS2X36 (SAS2x36) B3 SAS Address: 50030480:00EE917F Enclosure Logical Id: 50030480:0000007F IP Address: 0.0.0.0 Component Identifier: 0x0223 Component Revision: 0x05 [root@mogile2 test]# ./xflash.dat -i 5003048000E9D67F get exp Initializing Interface. Expander: SAS2X36 (SAS2x36) Reading the expander information.......... Expander: SAS2X36 (SAS2x36) B3 SAS Address: 50030480:00E9D67F Enclosure Logical Id: 50030480:0000007F IP Address: 0.0.0.0 Component Identifier: 0x0223 Component Revision: 0x05 [root@mogile2 test]# ./xflash.dat -i 500304800112D97F get exp Initializing Interface. Expander: SAS2X36 (SAS2x36) Reading the expander information.......... Expander: SAS2X36 (SAS2x36) B3 SAS Address: 50030480:0112D97F Enclosure Logical Id: 50030480:0112D97F IP Address: 0.0.0.0 Component Identifier: 0x0223 Component Revision: 0x05 Did you catch it? The first 2 enclosures logical ID is partially masked out where the 3rd one (which has a correct unique enclosure ID) is not. We pointed this out to Supermicro and were able to confirm that this address is supposed to be set during manufacturing and there was a problem with a certain batch of these enclosures where the logical ID was not set. We believe that the RAID controller is determining the ID based on the logical ID and since our first 2 enclosures have the same logical ID, they get the same enclosure ID. We also confirmed that 0000007F is the default which comes from LSI as an ID. The next pointer that helps confirm this could be a manufacturing problem with a run of JBODs is the fact that all 6 of the enclosures that have this problem begin with 00E. I believe that between 00E8 and 00EE Supermicro forgot to program the logical IDs correctly and neglected to recall or fix the problem post production. Fortunately for us, there is a tool to manage the WWN and logical ID of the devices from Supermicro: ftp://ftp.supermicro.com/utility/ExpanderXtools_Lite/. Our next step is to schedule a shutdown of these JBODs (after data migration) and reprogram the logical ID and see if it solves the problem. Update 06/28/12 #2: I just discovered this FAQ at Supermicro while Google searching for "lsi 0000007f": http://www.supermicro.com/support/faqs/faq.cfm?faq=11805. I still don't understand why, in the last several times we contacted Supermicro, they would have never directed us to this article :\

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  • Qt vs WPF/.NET

    - by aaronc
    My company is trying to make the decision between using Qt/C++ for our GUI framework or migrating to .NET and using WPF. We have up to this point been using MFC. It seems that .NET/WPF is technically the most advanced and feature-rich platform. I do, however, have several concerns. These include: Platform support Framework longevity (i.e. future-proofing) Performance and overhead For this application we are willing to sacrifice support for Windows 2000, Macs, and Linux. But, the issue is more related to Microsoft's commitment to the framework and their extant platforms. It seems like Microsoft has a bad habit of coming up with something new, hyping it for a few years, and then relegating it to the waste-bin essentially abandoning the developers who chose it. First it was MFC and VB6, then Windows Forms, and now there's WPF. Also with .NET, versions of Windows were progressively nicked off the support list. Looks like WPF could be here to stay for a while, but since its not open source its really in Microsoft's hands. I'm also concerned about the overhead and performance of WPF since some of our applications involve processing large amounts of information and doing real-time data capture. Qt seems like a really good option, but it doesn't have all the features of WPF/.NET couldn't use languages like C#. Basically, what does the community think about Microsoft's commitment to WPF compared with previous frameworks? Are the performance considerations significant enough to avoid using it for a realtime app? And, how significant are the benefits of WPF/.NET in terms of productivity and features compared to Qt?

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  • GMLib Could not complete the operation due to error 80020101

    - by Pierrie
    I get this error "Could not complete the operation due to error 80020101." at random times when displaying a map with a marker on it. I use Delphi 2007 and GMLib [1.2.0 Final]. I have read up on the issue and some suggestions was that the problem is due to commenting or bad syntax in java code, and it was suggested that i take out all the commenting and check for errors in the java code. This i did, i recompiled and reinstalled GMLib after modifying the map.html file. I stripped it of all commenting and parsed it through ie for faults but found none, as expected. But the problem still occurs. Here is a sample of my code to show the map and add the marker : Var newmarker : TMarker; begin newmarker := GMMarker1.Add(); newmarker.Position.Lat := MarkersToPaint[i].Latitude; newmarker.Position.Lng := MarkersToPaint[i].Longitude; newmarker.Visible := True; newmarker.Title := MarkersToPaint[i].Title; GMMap1.RequiredProp.Center.Lat := midlat; GMMap1.RequiredProp.Center.Lng := midlong; GMMap1.RequiredProp.Zoom := 18; GMMarker1.ShowElements; GMMap1.Active := True; Any help in this matter will be greatly appreciated.

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  • WPF WriteableBitmap Memory Leak?

    - by Mario
    Hello, everyone! I'm trying to figure out how to release a WriteableBitmap memory. In the next section of code I fill the backbuffer of a WriteableBitmap with a really large amount of data from "BigImage" (3600 * 4800 px, just for testing) If I comment the lines where bitmap and image are equaled to null, the memory it´s not release and the application consumes ~230 MB, even when Image and bitmap are no longer used! As you can see at the end of the code its necessary to call GC.Collect() to release the memory. So the question is, what is the right way to free the memory used by a WriteableBitmap object? Is GC.Collect() the only way? Any help would be great. PS. Sorry for my bad english. private void buttonTest_Click(object sender, RoutedEventArgs e) { Image image = new Image(); image.Source = new BitmapImage(new Uri("BigImage")); WriteableBitmap bitmap = new WriteableBitmap( (BitmapSource)image.Source); bitmap.Lock(); // Bitmap processing bitmap.Unlock(); image = null; bitmap = null; GC.Collect(); }

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  • WPF / C#: Transforming coordinates from an image control to the image source

    - by Gabriel
    I'm trying to learn WPF, so here's a simple question, I hope: I have a window that contains an Image element bound to a separate data object with user-configurable Stretch property <Image Name="imageCtrl" Source="{Binding MyImage}" Stretch="{Binding ImageStretch}" /> When the user moves the mouse over the image, I would like to determine the coordinates of the mouse with respect to the original image (before stretching/cropping that occurs when it is displayed in the control), and then do something with those coordinates (update the image). I know I can add an event-handler to the MouseMove event over the Image control, but I'm not sure how best to transform the coordinates: void imageCtrl_MouseMove(object sender, MouseEventArgs e) { Point locationInControl = e.GetPosition(imageCtrl); Point locationInImage = ??? updateImage(locationInImage); } Now I know I could compare the size of Source to the ActualSize of the control, and then switch on imageCtrl.Stretch to compute the scalars and offsets on X and Y, and do the transform myself. But WPF has all the information already, and this seems like functionality that might be built-in to the WPF libraries somewhere. So I'm wondering: is there a short and sweet solution? Or do I need to write this myself? EDIT I'm appending my current, not-so-short-and-sweet solution. Its not that bad, but I'd be somewhat suprised if WPF didn't provide this functionality automatically: Point ImgControlCoordsToPixelCoords(Point locInCtrl, double imgCtrlActualWidth, double imgCtrlActualHeight) { if (ImageStretch == Stretch.None) return locInCtrl; Size renderSize = new Size(imgCtrlActualWidth, imgCtrlActualHeight); Size sourceSize = bitmap.Size; double xZoom = renderSize.Width / sourceSize.Width; double yZoom = renderSize.Height / sourceSize.Height; if (ImageStretch == Stretch.Fill) return new Point(locInCtrl.X / xZoom, locInCtrl.Y / yZoom); double zoom; if (ImageStretch == Stretch.Uniform) zoom = Math.Min(xZoom, yZoom); else // (imageCtrl.Stretch == Stretch.UniformToFill) zoom = Math.Max(xZoom, yZoom); return new Point(locInCtrl.X / zoom, locInCtrl.Y / zoom); }

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  • [C#] RSACryptoServiceProvider Using the Public Key to decrypt Private Key encrypted Data ?

    - by prixone
    Hello, i went thru lots and lots of searchs and results and pages considering this matter but havent found the solution yet. Like i described in the title i want to decrypt data using my Public Key which is something i am able to do with my PHP code, my certificate is generated from my PHP page. Here is a sample of what i am trying: public string Decrypt(string data) { X509Certificate2 cert = new X509Certificate2(); cert.Import(Encoding.ASCII.GetBytes(webApi["PublicDefaultKey"])); RSACryptoServiceProvider rsa = (RSACryptoServiceProvider)cert.PublicKey.Key; byte[] ciphertextBytes = Convert.FromBase64String(data); byte[] plaintextBytes = rsa.Decrypt(ciphertextBytes, false); return System.Text.Encoding.UTF8.GetString(plaintextBytes); } MessageBox.Show(Decrypt("pgcl93TpVfyHubuRlL72/PZN0nA4Q+HHx8Y15qGvUyTNpI6y7J13YG07ZVEyB7Dbgx63FSw9vEw1D1Z3bvNbI0gqalVfKTfHv5tKVc7Y6nQwQYwoODpUhVpa/K9OP1lqx4esnxqwJx95G0rqgJTdS+Yo773s5UcJrHzzbsX2z+w=")); here is the public key i am using for tests: -----BEGIN CERTIFICATE----- MIIDxDCCAy2gAwIBAgIBADANBgkqhkiG9w0BAQUFADCBozELMAkGA1UEBhMCVUsx EDAOBgNVBAgTB0VuZ2xhbmQxDzANBgNVBAcTBkxvbmRvbjESMBAGA1UEChMJTU1P Q2xldmVyMSMwIQYDVQQLExpNTU9DbGV2ZXIgRGV2ZWxvcGVyJ3MgVGVhbTESMBAG A1UEAxMJTU1PQ2xldmVyMSQwIgYJKoZIhvcNAQkBFhVzdXBwb3J0QG1tb2NsZXZl ci5jb20wHhcNMTAwNTE2MTkxNDQ4WhcNMTEwNTE2MTkxNDQ4WjCBozELMAkGA1UE BhMCVUsxEDAOBgNVBAgTB0VuZ2xhbmQxDzANBgNVBAcTBkxvbmRvbjESMBAGA1UE ChMJTU1PQ2xldmVyMSMwIQYDVQQLExpNTU9DbGV2ZXIgRGV2ZWxvcGVyJ3MgVGVh bTESMBAGA1UEAxMJTU1PQ2xldmVyMSQwIgYJKoZIhvcNAQkBFhVzdXBwb3J0QG1t b2NsZXZlci5jb20wgZ8wDQYJKoZIhvcNAQEBBQADgY0AMIGJAoGBAMozHr17PL+N seZyadobUmpIV+RKqmRUGX0USIdj0i0yvwvltu3AIKAyRhGz16053jZV2WeglCEj qfiewF9sYTAAoIVGtdd/sZvO4uUcng9crSzDo0CrEPs/Tn5SunmlmyFlZfdlqpAM XXLno/HMo9cza0CrcMnRokaTiu8szBeBAgMBAAGjggEEMIIBADAdBgNVHQ4EFgQU zip+3/hBIpjvdcSoWQ2rW+xDEWAwgdAGA1UdIwSByDCBxYAUzip+3/hBIpjvdcSo WQ2rW+xDEWChgamkgaYwgaMxCzAJBgNVBAYTAlVLMRAwDgYDVQQIEwdFbmdsYW5k MQ8wDQYDVQQHEwZMb25kb24xEjAQBgNVBAoTCU1NT0NsZXZlcjEjMCEGA1UECxMa TU1PQ2xldmVyIERldmVsb3BlcidzIFRlYW0xEjAQBgNVBAMTCU1NT0NsZXZlcjEk MCIGCSqGSIb3DQEJARYVc3VwcG9ydEBtbW9jbGV2ZXIuY29tggEAMAwGA1UdEwQF MAMBAf8wDQYJKoZIhvcNAQEFBQADgYEAyU6RLifBXSyQUkBFnTcI6h5ryujh+6o6 eQ1wuPOPmRdYJZuWx/5mjMpIF13sYlNorcOv5WaEnp8/Jfuwc9h/jXlcujser0UE WoaaFwK81O801Xkv2zEm2UUWiOabrGTIT4FVy3gCUXJYjaCnvfSdmkfLJOQxNHVt 4NTMp7IeF60= -----END CERTIFICATE----- by default, the PHP generates the key in PKCS as far as i know, from my C# code i can encrypt using my publick key with out any problems and decrypt it on my php page but so far i was not able to decrypt data sent from my php page encrypted with the private key which is something i can do on my php... i did like some help to understand what i am doing wrong... the error when i run the functions is "bad data" at rsa.Decrypt(ciphertextBytes, false); which i couldnt found anymore information at it... Thanks for any and all the help :)

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  • Java jasper report NullPointerException

    - by William Welch
    I am new to Java and I am running into this issue that I can't figure out. I inherited this project and I have the following code in one of my scriptlets: DefaultLogger.logMessage("DEBUG path: "+ reportFile.getPath()); DefaultLogger.logMessage("DEBUG parameters: "+ parameters); DefaultLogger.logMessage("DEBUG jr: "+ jr); bytes = JasperRunManager.runReportToPdf(reportFile.getPath(), parameters, jr); And I am getting the following results (the fourth line there is line 287 in FootwearReportsServlet.doGet): DEBUG path: C:\Development\JavaWorkspaces\Workspace1\.metadata\.plugins\org.eclipse.wst.server.core\tmp0\wtpwebapps\RSLDevelopmentStandard\reports\templates\footwear\RslFootwearReport.jasper DEBUG parameters: {class_list_subreport=net.sf.jasperreports.engine.JasperReport@b07af1, signature_path=images/logo_reports.jpg, submission_id=20070213154168780, test_results_subreport=net.sf.jasperreports.engine.JasperReport@5795ce, logo_path=images/logos_3.gif, report_connection_secondary=com.mysql.jdbc.JDBC4Connection@2c39d2, testing_packages_subreport=net.sf.jasperreports.engine.JasperReport@1883d5f, signature_path2=images/logo_reports.jpg, tpid_subreport=net.sf.jasperreports.engine.JasperReport@17531fd, first_page_subreport=net.sf.jasperreports.engine.JasperReport@12504e0} DEBUG jr: net.sf.jasperreports.engine.data.JRMapCollectionDataSource@1630eb6 Apr 29, 2010 4:15:13 PM org.apache.catalina.core.StandardWrapperValve invoke SEVERE: Servlet.service() for servlet FootwearReportsServlet threw exception java.lang.NullPointerException at net.sf.jasperreports.engine.fill.JRFiller.fillReport(JRFiller.java:89) at net.sf.jasperreports.engine.JasperFillManager.fillReport(JasperFillManager.java:601) at net.sf.jasperreports.engine.JasperFillManager.fillReport(JasperFillManager.java:517) at net.sf.jasperreports.engine.JasperRunManager.runReportToPdf(JasperRunManager.java:385) at com.rsl.reports.FootwearReportsServlet.doGet(FootwearReportsServlet.java:287) at javax.servlet.http.HttpServlet.service(HttpServlet.java:617) at javax.servlet.http.HttpServlet.service(HttpServlet.java:717) at org.apache.catalina.core.ApplicationFilterChain.internalDoFilter(ApplicationFilterChain.java:290) at org.apache.catalina.core.ApplicationFilterChain.doFilter(ApplicationFilterChain.java:206) at org.apache.catalina.core.StandardWrapperValve.invoke(StandardWrapperValve.java:233) at org.apache.catalina.core.StandardContextValve.invoke(StandardContextValve.java:191) at org.apache.catalina.core.StandardHostValve.invoke(StandardHostValve.java:127) at org.apache.catalina.valves.ErrorReportValve.invoke(ErrorReportValve.java:102) at org.apache.catalina.core.StandardEngineValve.invoke(StandardEngineValve.java:109) at org.apache.catalina.connector.CoyoteAdapter.service(CoyoteAdapter.java:298) at org.apache.coyote.http11.Http11Processor.process(Http11Processor.java:852) at org.apache.coyote.http11.Http11Protocol$Http11ConnectionHandler.process(Http11Protocol.java:588) at org.apache.tomcat.util.net.JIoEndpoint$Worker.run(JIoEndpoint.java:489) at java.lang.Thread.run(Unknown Source) What I can't figure out is where the null reference is. From the debug lines I can see that each parameter has a value. Could it be referring to a bad path to one of the images? Any ideas? For some reason my server won't start in debug mode in Eclipse so I am having trouble figuring this out.

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  • Send large JSON data to WCF Rest Service

    - by Christo Fur
    Hi I have a client web page that is sending a large json object to a proxy service on the same domain as the web page. The proxy (an ashx handler) then forwards the request to a WCF Rest Service. Using a WebClient object (standard .net object for making a http request) The JSON successfully arrives at the proxy via a jQuery POST on the client webpage. However, when the proxy forwards this to the WCF service I get a Bad Request - Error 400 This doesn't happen when the size of the json data is small The WCF service contract looks like this [WebInvoke(Method = "POST", BodyStyle = WebMessageBodyStyle.Wrapped, RequestFormat = WebMessageFormat.Json, ResponseFormat = WebMessageFormat.Json)] [OperationContract] CarConfiguration CreateConfiguration(CarConfiguration configuration); And the DataContract like this [DataContract(Namespace = "")] public class CarConfiguration { [DataMember(Order = 1)] public int CarConfigurationId { get; set; } [DataMember(Order = 2)] public int UserId { get; set; } [DataMember(Order = 3)] public string Model { get; set; } [DataMember(Order = 4)] public string Colour { get; set; } [DataMember(Order = 5)] public string Trim { get; set; } [DataMember(Order = 6)] public string ThumbnailByteData { get; set; } [DataMember(Order = 6)] public string Wheel { get; set; } [DataMember(Order = 7)] public DateTime Date { get; set; } [DataMember(Order = 8)] public List<string> Accessories { get; set; } [DataMember(Order = 9)] public string Vehicle { get; set; } [DataMember(Order = 10)] public Decimal Price { get; set; } } When the ThumbnailByteData field is small, all is OK. When it is large I get the 400 error What are my options here? I've tried increasing the MaxBytesRecived config setting but that is not enough Any ideas?

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • c++ generate a good random seed for psudo random number generators

    - by posop
    I am trying to generate a good random seed for a psudo-random number generator. I thought I'd get the expert's opinions. let me know if this is a bad way of doing it or if there are much better ways. #include <iostream> #include <cstdlib> #include <fstream> #include <ctime> unsigned int good_seed() { unsigned int random_seed, random_seed_a, random_seed_b; std::ifstream file ("/dev/random", std::ios::binary); if (file.is_open()) { char * memblock; int size = sizeof(int); memblock = new char [size]; file.read (memblock, size); file.close(); random_seed_a = int(memblock); delete[] memblock; }// end if else { random_seed_a = 0; } random_seed_b = std::time(0); random_seed = random_seed_a xor random_seed_b; return random_seed; } // end good_seed()

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  • Camera Preview App in Android throwing many errors (Nexus 4)

    - by Jagatheesan Jack
    I am trying to develop a camera app that takes a picture and saves it in a SQLite database. I get a lot of errors when executing the application. My code is as below. Any idea? CameraActivity.java private Camera mCamera; private CameraPreview mPreview; private int CAMERA_RETURN_CODE=100; private static final String TAG = "Take_Picture"; public static final int MEDIA_TYPE_IMAGE = 1; public static final int MEDIA_TYPE_VIDEO = 2; private Bitmap cameraBmp; private int MAX_FACES = 1; private Face[] faceList; public RectF[] rects; private Canvas canvas; private Drawable pictureDataDrawable; private MySQLiteHelper database; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.camera_activity); //this.requestWindowFeature(Window.FEATURE_NO_TITLE); //Create an instance of Camera mCamera = getCameraInstance(); setCameraDisplayOrientation(this, 0, mCamera); // Create our Preview view and set it as the content of our activity. mPreview = new CameraPreview(this, mCamera); FrameLayout preview = (FrameLayout) findViewById(R.id.camera_preview); preview.addView(mPreview); database = new MySQLiteHelper(getApplicationContext()); Button captureButton = (Button) findViewById(R.id.button_capture); captureButton.setOnClickListener( new View.OnClickListener() { private PictureCallback mPicture; @Override public void onClick(View v) { //mCamera.startPreview(); // get an image from the camera mCamera.takePicture(null, null, mPicture); PictureCallback mPicture = new PictureCallback() { @Override public void onPictureTaken(byte[] data, Camera camera) { try{ if (data != null) database.addEntry(data); //mCamera.startPreview(); } catch(Exception e){ Log.d(TAG, e.getMessage()); } } } ); } /** A safe way to get an instance of the Camera object. */ public static Camera getCameraInstance(){ Camera c = null; try { c = Camera.open(c.getNumberOfCameras()-1); // attempt to get a Camera instance } catch (Exception e){ // Camera is not available (in use or does not exist) } return c; // returns null if camera is unavailable } public static void setCameraDisplayOrientation(Activity activity, int cameraId, android.hardware.Camera camera) { android.hardware.Camera.CameraInfo info = new android.hardware.Camera.CameraInfo(); android.hardware.Camera.getCameraInfo(cameraId, info); int rotation = activity.getWindowManager().getDefaultDisplay() .getRotation(); int degrees = 360; /*switch (rotation) { case Surface.ROTATION_0: degrees = 0; break; case Surface.ROTATION_90: degrees = 90; break; case Surface.ROTATION_180: degrees = 180; break; case Surface.ROTATION_270: degrees = 270; break; }*/ int result; if (info.facing == Camera.CameraInfo.CAMERA_FACING_FRONT) { result = (info.orientation + degrees) % 360; result = (360 - result) % 360; // compensate the mirror } else { // back-facing result = (info.orientation - degrees + 360) % 360; } camera.setDisplayOrientation(result); } @Override protected void onPause() { super.onPause(); //releaseMediaRecorder(); // if you are using MediaRecorder, release it first releaseCamera(); // release the camera immediately on pause event } private void releaseCamera(){ if (mCamera != null){ mCamera.release(); // release the camera for other applications mCamera = null; } } public void startFaceDetection(){ // Try starting Face Detection Camera.Parameters params = mCamera.getParameters(); // start face detection only *after* preview has started if (params.getMaxNumDetectedFaces() > 0){ // camera supports face detection, so can start it: mCamera.startFaceDetection(); } } CameraPreview.java public class CameraPreview extends SurfaceView implements SurfaceHolder.Callback { private SurfaceHolder mHolder; private Camera mCamera; private String TAG; private List<Size> mSupportedPreviewSizes; public CameraPreview(Context context, Camera camera) { super(context); mCamera = camera; // Install a SurfaceHolder.Callback so we get notified when the // underlying surface is created and destroyed. mHolder = getHolder(); mHolder.addCallback(this); // deprecated setting, but required on Android versions prior to 3.0 mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public void surfaceCreated(SurfaceHolder holder) { // The Surface has been created, now tell the camera where to draw the preview. try { mCamera.setPreviewDisplay(holder); mCamera.setDisplayOrientation(90); mCamera.startPreview(); } catch (IOException e) { Log.d(TAG, "Error setting camera preview: " + e.getMessage()); } } public void surfaceDestroyed(SurfaceHolder holder) { // empty. Take care of releasing the Camera preview in your activity. } public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { // If your preview can change or rotate, take care of those events here. // Make sure to stop the preview before resizing or reformatting it. if (mHolder.getSurface() == null){ // preview surface does not exist return; } // stop preview before making changes try { mCamera.stopPreview(); } catch (Exception e){ // ignore: tried to stop a non-existent preview } try { mCamera.setPreviewDisplay(mHolder); mCamera.startPreview(); } catch (Exception e){ Log.d(TAG, "Error starting camera preview: " + e.getMessage()); } } public void setCamera(Camera camera) { if (mCamera == camera) { return; } mCamera = camera; if (mCamera != null) { List<Size> localSizes = mCamera.getParameters().getSupportedPreviewSizes(); mSupportedPreviewSizes = localSizes; requestLayout(); try { mCamera.setPreviewDisplay(mHolder); } catch (IOException e) { e.printStackTrace(); } /* Important: Call startPreview() to start updating the preview surface. Preview must be started before you can take a picture. */ mCamera.startPreview(); } } MySQLiteHelper.java private static final int count = 0; public static final String TABLE_IMAGE = "images"; public static final String COLUMN_ID = "_id"; public static final String PICTURE_DATA = "picture"; public static final String DATABASE_NAME = "images.db"; public static final int DATABASE_VERSION = 1; public static final String DATABASE_CREATE = "create table " + TABLE_IMAGE + "(" + COLUMN_ID + " integer primary key autoincrement, " + PICTURE_DATA + " blob not null);"; public static SQLiteDatabase database; private static String TAG = "test"; public MySQLiteHelper(Context context) { super(context, DATABASE_NAME, null, DATABASE_VERSION); // TODO Auto-generated constructor stub } public MySQLiteHelper(Context context, String name, CursorFactory factory, int version, DatabaseErrorHandler errorHandler) { super(context, name, factory, version, errorHandler); // TODO Auto-generated constructor stub } @Override public void onCreate(SQLiteDatabase database) { database.execSQL(DATABASE_CREATE); } @Override public void onUpgrade(SQLiteDatabase db, int oldVersion, int newVersion) { Log.w(MySQLiteHelper.class.getName(), "Upgrading database from version " + oldVersion + " to " + newVersion + ", which will destroy all old data"); db.execSQL("DROP TABLE IF EXISTS " + TABLE_IMAGE); onCreate(db); } /** * @param args */ public static void main(String[] args) { // TODO Auto-generated method stub } public void addEntry(byte [] array) throws SQLiteException{ ContentValues cv = new ContentValues(); //cv.put(KEY_NAME, name); cv.put(PICTURE_DATA, array); database.insert( TABLE_IMAGE, null, cv ); Log.w(TAG , "added " +count+ "images"); database.close(); } Errors 11-07 23:28:39.050: E/mm-libcamera2(176): PROFILE HAL: stopPreview(): E: 1383838119.067589459 11-07 23:28:39.050: E/mm-camera(201): config_MSG_ID_STOP_ACK: streamon_mask is not clear. Should not call PP_Release_HW 11-07 23:28:39.090: E/QCameraHWI(176): android::status_t android::QCameraHardwareInterface::setPreviewWindow(preview_stream_ops_t*):Received Setting NULL preview window 11-07 23:28:39.090: E/QCameraHWI(176): android::status_t android::QCameraHardwareInterface::setPreviewWindow(preview_stream_ops_t*): mPreviewWindow = 0x0x0, mStreamDisplay = 0x0xb8a9df90 11-07 23:28:39.090: E/mm-camera(201): config_shutdown_pp Camera not in streaming mode. Returning. 11-07 23:28:39.090: E/mm-camera(201): vfe_ops_deinit: E 11-07 23:28:39.120: E/qcom_sensors_hal(533): hal_process_report_ind: Bad item quality: 11 11-07 23:28:39.310: E/qcom_sensors_hal(533): hal_process_report_ind: Bad item quality: 11 11-07 23:28:39.330: E/mm-camera(201): sensor_load_chromatix: libchromatix_imx119_preview.so: 30 11-07 23:28:39.340: E/mm-camera(201): vfe_ops_init: E 11-07 23:28:39.360: E/mm-camera(201): vfe_legacy_stats_buffer_init: AEC_STATS_BUFNUM 11-07 23:28:39.360: E/mm-camera(201): vfe_legacy_stats_buffer_init: AEC_STATS_BUFNUM 11-07 23:28:39.360: E/mm-camera(201): mctl_init_stats_proc_info: snap_max_line_cnt =25776 11-07 23:28:39.440: E/QCameraHWI(176): android::status_t android::QCameraHardwareInterface::setPreviewWindow(preview_stream_ops_t*): mPreviewWindow = 0x0xb8aa1780, mStreamDisplay = 0x0xb8a9df90 11-07 23:28:39.440: E/mm-camera(201): config_proc_CAMERA_SET_INFORM_STARTPREVIEW 11-07 23:28:39.450: E/mm-camera(201): config_update_stream_info Storing stream parameters for video inst 1 as : width = 640, height 480, format = 1 inst_handle = 810081 cid = 0 11-07 23:28:39.490: E/mm-camera(201): config_update_stream_info Storing stream parameters for video inst 3 as : width = 640, height 480, format = 1 inst_handle = 830083 cid = 0 11-07 23:28:39.490: E/mm-camera(201): config_update_stream_info Storing stream parameters for video inst 4 as : width = 512, height 384, format = 1 inst_handle = 840084 cid = 0 11-07 23:28:39.500: E/mm-camera(201): config_decide_vfe_outputs: Ports Used 3, Op mode 1 11-07 23:28:39.500: E/mm-camera(201): config_decide_vfe_outputs Current mode 0 Full size streaming : Disabled 11-07 23:28:39.500: E/mm-camera(201): config_decide_vfe_outputs: Primary: 640x480, extra_pad: 0x0, Fmt: 1, Type: 1, Path: 1 11-07 23:28:39.500: E/mm-camera(201): config_decide_vfe_outputs: Secondary: 640x480, extra_pad: 0x0, Fmt: 1, Type: 3, Path: 4 11-07 23:28:39.510: E/mm-camera(201): config_update_inst_handles Updated the inst handles as 810081, 830083, 0, 0 11-07 23:28:39.631: E/mm-camera(201): sensor_load_chromatix: libchromatix_imx119_preview.so: 30 11-07 23:28:39.631: E/mm-camera(201): camif_client_set_params: camif has associated with obj mask 0x1 11-07 23:28:39.631: E/mm-camera(201): config_v2_CAMERA_START_common CAMIF_PARAMS_ADD_OBJ_ID failed -1 11-07 23:28:39.641: E/mm-camera(201): vfe_operation_config: format 3 11-07 23:28:39.641: E/mm-camera(201): vfe_operation_config:vfe_op_mode=5 11-07 23:28:39.641: E/mm-camera(201): Invalid ASD Set Params Type 11-07 23:28:39.641: E/mm-camera(201): vfe_set_bestshot: Bestshot mode not changed

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