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Search found 89 results on 4 pages for 'clamp'.

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  • iptables firewall rules not allowing ssh from lan to DMZ

    - by ageis23
    Chain INPUT (policy ACCEPT) target prot opt source destination REJECT tcp -- anywhere anywhere tcp dpt:www reject-with tcp-reset REJECT tcp -- anywhere anywhere tcp dpt:telnet reject-with tcp-reset ACCEPT 0 -- anywhere anywhere state RELATED,ESTABLISHED DROP udp -- anywhere anywhere udp dpt:route DROP udp -- anywhere anywhere udp dpt:route ACCEPT udp -- anywhere anywhere udp dpt:route logdrop icmp -- anywhere anywhere logdrop igmp -- anywhere anywhere ACCEPT udp -- anywhere anywhere udp dpt:5060 ACCEPT 0 -- anywhere anywhere state NEW logaccept 0 -- anywhere anywhere state NEW ACCEPT 0 -- anywhere anywhere ACCEPT 0 -- anywhere anywhere ACCEPT 0 -- anywhere anywhere logdrop 0 -- anywhere anywhere Chain FORWARD (policy ACCEPT) target prot opt source destination REJECT 0 -- 192.168.0.0/24 192.168.2.0/24 reject-with icmp-port-unreachable ACCEPT tcp -- choister 192.168.2.142 tcp dpt:ssh state NEW REJECT 0 -- 192.168.0.0/24 192.168.3.0/24 reject-with icmp-port-unreachable ACCEPT gre -- 192.168.1.0/24 anywhere ACCEPT tcp -- 192.168.1.0/24 anywhere tcp dpt:1723 ACCEPT 0 -- anywhere anywhere ACCEPT 0 -- anywhere anywhere ACCEPT 0 -- anywhere anywhere ACCEPT 0 -- anywhere anywhere TCPMSS tcp -- anywhere anywhere tcp flags:SYN,RST/SYN TCPMSS clamp to PMTU lan2wan 0 -- anywhere anywhere ACCEPT 0 -- anywhere anywhere state RELATED,ESTABLISHED logaccept tcp -- anywhere choister tcp dpt:www TRIGGER 0 -- anywhere anywhere TRIGGER type:in match:0 relate:0 trigger_out 0 -- anywhere anywhere logaccept 0 -- anywhere anywhere state NEW logdrop 0 -- anywhere anywhere The ssh server I'm trying to connect to is in the DMZ(192.168.0.145). It's mainly used as a web server. I need access to it from my room 192.168.2.142. I don't get why ssh can't forward onto the 192.168.2.0 subnet? I'm sure it's the reject rule that causing this because it works without it.

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  • XNA Health Bar continually decreasing

    - by Craig
    As per the Health bar tutorial on ... http://www.xnadevelopment.com/tutorials/notsohealthy/NotSoHealthy.shtml I have set up the above, how do I make it decrease by 1 health per second? I want to create a mini survival game, and this is an important factor. Where am i going wrong? I want it to visibly decrease every second. using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; namespace Health { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; Texture2D healthBar; int currentHealth = 100; float seconds; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); healthBar = Content.Load<Texture2D>("HealthBar"); // TODO: use this.Content to load your game content here } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here currentHealth = (int)MathHelper.Clamp(currentHealth, 0, 100); seconds += (float)gameTime.ElapsedGameTime.TotalSeconds; if (seconds >= 1) { currentHealth -= 1; } seconds = 0; base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Gray); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, (int)(healthBar.Width * ((double)currentHealth / 100)), 44), new Rectangle(0, 45, healthBar.Width, 44), Color.Red); spriteBatch.Draw(healthBar, new Rectangle(this.Window.ClientBounds.Width / 2 - healthBar.Width / 2, 30, healthBar.Width, 44), new Rectangle(0, 0, healthBar.Width, 44), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Cheers!

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  • Shadows shimmer when camera moves

    - by Chad Layton
    I've implemented shadow maps in my simple block engine as an exercise. I'm using one directional light and using the view volume to create the shadow matrices. I'm experiencing some problems with the shadows shimmering when the camera moves and I'd like to know if it's an issue with my implementation or just an issue with basic/naive shadow mapping itself. Here's a video: http://www.youtube.com/watch?v=vyprATt5BBg&feature=youtu.be Here's the code I use to create the shadow matrices. The commented out code is my original attempt to perfectly fit the view frustum. You can also see my attempt to try clamping movement to texels in the shadow map which didn't seem to make any difference. Then I tried using a bounding sphere instead, also to no apparent effect. public void CreateViewProjectionTransformsToFit(Camera camera, out Matrix viewTransform, out Matrix projectionTransform, out Vector3 position) { BoundingSphere cameraViewFrustumBoundingSphere = BoundingSphere.CreateFromFrustum(camera.ViewFrustum); float lightNearPlaneDistance = 1.0f; Vector3 lookAt = cameraViewFrustumBoundingSphere.Center; float distanceFromLookAt = cameraViewFrustumBoundingSphere.Radius + lightNearPlaneDistance; Vector3 directionFromLookAt = -Direction * distanceFromLookAt; position = lookAt + directionFromLookAt; viewTransform = Matrix.CreateLookAt(position, lookAt, Vector3.Up); float lightFarPlaneDistance = distanceFromLookAt + cameraViewFrustumBoundingSphere.Radius; float diameter = cameraViewFrustumBoundingSphere.Radius * 2.0f; Matrix.CreateOrthographic(diameter, diameter, lightNearPlaneDistance, lightFarPlaneDistance, out projectionTransform); //Vector3 cameraViewFrustumCentroid = camera.ViewFrustum.GetCentroid(); //position = cameraViewFrustumCentroid - (Direction * (camera.FarPlaneDistance - camera.NearPlaneDistance)); //viewTransform = Matrix.CreateLookAt(position, cameraViewFrustumCentroid, Up); //Vector3[] cameraViewFrustumCornersWS = camera.ViewFrustum.GetCorners(); //Vector3[] cameraViewFrustumCornersLS = new Vector3[8]; //Vector3.Transform(cameraViewFrustumCornersWS, ref viewTransform, cameraViewFrustumCornersLS); //Vector3 min = cameraViewFrustumCornersLS[0]; //Vector3 max = cameraViewFrustumCornersLS[0]; //for (int i = 1; i < 8; i++) //{ // min = Vector3.Min(min, cameraViewFrustumCornersLS[i]); // max = Vector3.Max(max, cameraViewFrustumCornersLS[i]); //} //// Clamp to nearest texel //float texelSize = 1.0f / Renderer.ShadowMapSize; //min.X -= min.X % texelSize; //min.Y -= min.Y % texelSize; //min.Z -= min.Z % texelSize; //max.X -= max.X % texelSize; //max.Y -= max.Y % texelSize; //max.Z -= max.Z % texelSize; //// We just use an orthographic projection matrix. The sun is so far away that it's rays are essentially parallel. //Matrix.CreateOrthographicOffCenter(min.X, max.X, min.Y, max.Y, -max.Z, -min.Z, out projectionTransform); } And here's the relevant part of the shader: if (CastShadows) { float4 positionLightCS = mul(float4(position, 1.0f), LightViewProj); float2 texCoord = clipSpaceToScreen(positionLightCS) + 0.5f / ShadowMapSize; float shadowMapDepth = tex2D(ShadowMapSampler, texCoord).r; float distanceToLight = length(LightPosition - position); float bias = 0.2f; if (shadowMapDepth < (distanceToLight - bias)) { return float4(0.0f, 0.0f, 0.0f, 0.0f); } } The shimmer is slightly better if I drastically reduce the view volume but I think that's mostly just because the texels become smaller and it's harder to notice them flickering back and forth. I'd appreciate any insight, I'd very much like to understand what's going on before I try other techniques.

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  • SQL to select random mix of rows fairly [migrated]

    - by Matt Sieker
    Here's my problem: I have a set of tables in a database populated with data from a client that contains product information. In addition to the basic product information, there is also information about the manufacturer, and categories for those products (a product can be in one or more categories). These categories are then referred to as "Product Categories", and which stores these products are available at. These tables are updated once a week from a feed from the customer. Since for our purposes, some of the product categories are the same, or closely related for our purposes, there is another level of categories called "General Categories", a general category can have one or more product categories. For the scope of these tables, here's some rough numbers: Data Tables: Products: 475,000 Manufacturers: 1300 Stores: 150 General Categories: 245 Product Categories: 500 Mapping Tables: Product Category -> Product: 655,000 Stores -> Products: 50,000,000 Now, for the actual problem: As part of our software, we need to select n random products, given a store and a general category. However, we also need to ensure a good mix of manufacturers, as in some categories, a single manufacturer dominates the results, and selecting rows at random causes the results to strongly favor that manufacturer. The solution that is currently in place, works for most cases, involves selecting all of the rows that match the store and category criteria, partition them on manufacturer, and include their row number from within their partition, then select from that where the row number for that manufacturer is less than n, and use ROWCOUNT to clamp the total rows returned to n. This query looks something like this: SET ROWCOUNT 6 select p.Id, GeneralCategory_Id, Product_Id, ISNULL(m.DisplayName, m.Name) AS Vendor, MSRP, MemberPrice, FamilyImageName from (select p.Id, gc.Id GeneralCategory_Id, p.Id Product_Id, ctp.Store_id, Manufacturer_id, ROW_NUMBER() OVER (PARTITION BY Manufacturer_id ORDER BY NEWID()) AS 'VendorOrder', MSRP, MemberPrice, FamilyImageName from GeneralCategory gc inner join GeneralCategoriesToProductCategories gctpc ON gc.Id=gctpc.GeneralCategory_Id inner join ProductCategoryToProduct pctp on gctpc.ProductCategory_Id = pctp.ProductCategory_Id inner join Product p on p.Id = pctp.Product_Id inner join StoreToProduct ctp on p.Id = ctp.Product_id where gc.Id = @GeneralCategory and ctp.Store_id=@StoreId and p.Active=1 and p.MemberPrice >0) p inner join Manufacturer m on m.Id = p.Manufacturer_id where VendorOrder <=6 order by NEWID() SET ROWCOUNT 0 (I've tried to somewhat format it to make it cleaner, but I don't think it really helps) Running this query with an execution plan shows that for the majority of these tables, it's doing a Clustered Index Seek. There are two operations that take up roughly 90% of the time: Index Seek (Nonclustered) on StoreToProduct: 17%. This table just contains the key of the store, and the key of the product. It seems that NHibernate decided not to make a composite key when making this table, but I'm not concerned about this at this point, as compared to the other seek... Clustered Index Seek on Product: 69%. I really have no clue how I could make this one more performant. On categories without a lot of products, performance is acceptable (<50ms), however larger categories can take a few hundred ms, with the largest category taking 3s (which has about 170k products). It seems I have two ways to go from this point: Somehow optimize the existing query and table indices to lower the query time. As almost every expensive operation is already a clustered index scan, I don't know what could be done there. The inner query could be tuned to not return all of the possible rows for that category, but I am unsure how to do this, and maintain the requirements (random products, with a good mix of manufacturers) Denormalize this data for the purpose of this query when doing the once a week import. However, I am unsure how to do this and maintain the requirements. Does anyone have any input on either of these items?

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  • Making hosts accessible between LAN subnets

    - by nixnotwin
    I have two inerfaces on my router with tomato firmwre: br0 and vlan4. br0 is on 192.168.0.0/16 subnet and vlan4 on 10.0.1.0/24 subnet. As I don't want the different network services on br0 available on vlan4, I have added this firewall rule: iptables -I INPUT -i vlan4 -j ACCEPT; iptables -I FORWARD -i vlan4 -o vlan2 -m state --state NEW -j ACCEPT; iptables -I FORWARD -i br0 -o vlan4 -j DROP; vlan2 is my WAN (internet acess). The issue that I want to solve is that I want to make one host from 192.168.0.0/16 network (br0), which has ip 192.168.0.50, available on vlan4 (10.0.1.0/24). Only that host should be available on vlan4 (and all other hosts on br0 should be inaccessible). What firewall rules can be used to do it? Edit 1: Output of iptables -nvL FORWARD: Chain FORWARD (policy DROP 4 packets, 204 bytes) pkts bytes target prot opt in out source destination 0 0 ACCEPT all -- vlan4 192.168.0.50 0.0.0.0/0 0.0.0.0/0 0 0 ACCEPT all -- vlan4 ppp0 0.0.0.0/0 0.0.0.0/0 state NEW 229 13483 ACCEPT all -- vlan4 vlan2 0.0.0.0/0 0.0.0.0/0 state NEW 0 0 DROP all -- br0 vlan3 0.0.0.0/0 0.0.0.0/0 0 0 ACCEPT all -- vlan3 ppp0 0.0.0.0/0 0.0.0.0/0 state NEW 67 3405 ACCEPT all -- vlan3 vlan2 0.0.0.0/0 0.0.0.0/0 state NEW 0 0 ACCEPT all -- br0 br0 0.0.0.0/0 0.0.0.0/0 34 1360 DROP all -- * * 0.0.0.0/0 0.0.0.0/0 state INVALID 758 40580 TCPMSS tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:0x06/0x02 TCPMSS clamp to PMTU 11781 2111K restrict all -- * vlan2 0.0.0.0/0 0.0.0.0/0 26837 19M ACCEPT all -- * * 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED 0 0 wanin all -- vlan2 * 0.0.0.0/0 0.0.0.0/0 287 15927 wanout all -- * vlan2 0.0.0.0/0 0.0.0.0/0 283 15723 ACCEPT all -- br0 * 0.0.0.0/0 0.0.0.0/0 0 0 upnp all -- vlan2 * 0.0.0.0/0 0.0.0.0/0 Output of iptables -t nat -nvL PREROUTING: Chain PREROUTING (policy ACCEPT 6887 packets, 526K bytes) pkts bytes target prot opt in out source destination 855 83626 WANPREROUTING all -- * * 0.0.0.0/0 222.228.137.223 0 0 DROP all -- vlan2 * 0.0.0.0/0 192.168.0.0/16 0 0 DNAT udp -- * * 192.168.0.0/16 !192.168.0.0/16 udp dpt:53 to:192.168.0.1

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  • CSM DX11 issues

    - by KaiserJohaan
    I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column major matrices from GLM. The light is looking (-1, -1, -1). The problem I have is twofolds; For some reason, the ground floor is causing alot of (false) shadow artifacts, like the vast shadowed area you see. I confirmed this when I disabled the ground for the depth pass, but thats a hack more than anything else The shadows are inverted compared to the shadowmap. If you squint you can see the chairs shadows should be mirrored instead. This is the first cascade shadow map, in range of the alien and the chair: I can't figure out why this is. This is the depth pass: for (uint32_t cascadeIndex = 0; cascadeIndex < NUM_SHADOWMAP_CASCADES; cascadeIndex++) { mShadowmap.BindDepthView(context, cascadeIndex); CameraFrustrum cameraFrustrum = CalculateCameraFrustrum(degreesFOV, aspectRatio, nearDistArr[cascadeIndex], farDistArr[cascadeIndex], cameraViewMatrix); lightVPMatrices[cascadeIndex] = CreateDirLightVPMatrix(cameraFrustrum, lightDir); mVertexTransformPass.RenderMeshes(context, renderQueue, meshes, lightVPMatrices[cascadeIndex]); lightVPMatrices[cascadeIndex] = gBiasMatrix * lightVPMatrices[cascadeIndex]; farDistArr[cascadeIndex] = -farDistArr[cascadeIndex]; } CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix) { CameraFrustrum ret = { Vec4(1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, -halfExtents.y, halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; } And this is the pixel shader used for the lighting stage: #define DEPTH_BIAS 0.0005 #define NUM_CASCADES 4 cbuffer DirectionalLightConstants : register(CBUFFER_REGISTER_PIXEL) { float4x4 gSplitVPMatrices[NUM_CASCADES]; float4x4 gCameraViewMatrix; float4 gSplitDistances; float4 gLightColor; float4 gLightDirection; }; Texture2D gPositionTexture : register(TEXTURE_REGISTER_POSITION); Texture2D gDiffuseTexture : register(TEXTURE_REGISTER_DIFFUSE); Texture2D gNormalTexture : register(TEXTURE_REGISTER_NORMAL); Texture2DArray gShadowmap : register(TEXTURE_REGISTER_DEPTH); SamplerComparisonState gShadowmapSampler : register(SAMPLER_REGISTER_DEPTH); float4 ps_main(float4 position : SV_Position) : SV_Target0 { float4 worldPos = gPositionTexture[uint2(position.xy)]; float4 diffuse = gDiffuseTexture[uint2(position.xy)]; float4 normal = gNormalTexture[uint2(position.xy)]; float4 camPos = mul(gCameraViewMatrix, worldPos); uint index = 3; if (camPos.z > gSplitDistances.x) index = 0; else if (camPos.z > gSplitDistances.y) index = 1; else if (camPos.z > gSplitDistances.z) index = 2; float3 projCoords = (float3)mul(gSplitVPMatrices[index], worldPos); float viewDepth = projCoords.z - DEPTH_BIAS; projCoords.z = float(index); float visibilty = gShadowmap.SampleCmpLevelZero(gShadowmapSampler, projCoords, viewDepth); float angleNormal = clamp(dot(normal, gLightDirection), 0, 1); return visibilty * diffuse * angleNormal * gLightColor; } As you can see I am using depth bias and a bias matrix. Any hints on why this behaves so wierdly?

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  • Determining what frequencies correspond to the x axis in aurioTouch sample application

    - by eagle
    I'm looking at the aurioTouch sample application for the iPhone SDK. It has a basic spectrum analyzer implemented when you choose the "FFT" option. One of the things the app is lacking is X axis labels (i.e. the frequency labels). In the aurioTouchAppDelegate.mm file, in the function - (void)drawOscilloscope at line 652, it has the following code: if (displayMode == aurioTouchDisplayModeOscilloscopeFFT) { if (fftBufferManager->HasNewAudioData()) { if (fftBufferManager->ComputeFFT(l_fftData)) [self setFFTData:l_fftData length:fftBufferManager->GetNumberFrames() / 2]; else hasNewFFTData = NO; } if (hasNewFFTData) { int y, maxY; maxY = drawBufferLen; for (y=0; y<maxY; y++) { CGFloat yFract = (CGFloat)y / (CGFloat)(maxY - 1); CGFloat fftIdx = yFract * ((CGFloat)fftLength); double fftIdx_i, fftIdx_f; fftIdx_f = modf(fftIdx, &fftIdx_i); SInt8 fft_l, fft_r; CGFloat fft_l_fl, fft_r_fl; CGFloat interpVal; fft_l = (fftData[(int)fftIdx_i] & 0xFF000000) >> 24; fft_r = (fftData[(int)fftIdx_i + 1] & 0xFF000000) >> 24; fft_l_fl = (CGFloat)(fft_l + 80) / 64.; fft_r_fl = (CGFloat)(fft_r + 80) / 64.; interpVal = fft_l_fl * (1. - fftIdx_f) + fft_r_fl * fftIdx_f; interpVal = CLAMP(0., interpVal, 1.); drawBuffers[0][y] = (interpVal * 120); } cycleOscilloscopeLines(); } } From my understanding, this part of the code is what is used to decide which magnitude to draw for each frequency in the UI. My question is how can I determine what frequency each iteration (or y value) represents inside the for loop. For example, if I want to know what the magnitude is for 6kHz, I'm thinking of adding a line similar to the following: if (yValueRepresentskHz(y, 6)) NSLog(@"The magnitude for 6kHz is %f", (interpVal * 120)); Please note that although they chose to use the variable name y, from what I understand, it actually represents the x-axis in the visual graph of the spectrum analyzer, and the value of the drawBuffers[0][y] represents the y-axis.

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  • iptables to allow 80 and 443 on chillispot running ddwrt

    - by user76682
    I am having problems setting this up. this is what I am trying to do. I have Chillispot (hotpsot) running on dd-wrt. Everything is setup, but the client wants only 80 and 443 to go through through the hotspot. I found this tutorial for dd-wrt but that doesnt seem to work. http://www.dd-wrt.com/wiki/index.php/Iptables#Allow_HTTP_traffic_only_to_specific_domain.28s.29 Initially I tried to place the options at the top but didnt work. then i flushed the iptables and set only these three. I can see the pkts number grow but for some reason I can browse. root@DD-WRT:~# iptables -nvL FORWARD Chain FORWARD (policy ACCEPT 3105 packets, 2442K bytes) pkts bytes target prot opt in out source destination 1629 230K ACCEPT tcp -- * * 0.0.0.0/0 0.0.0.0/0 multiport dports 21,80,443 2346 2792K ACCEPT 0 -- * * 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED 328 46420 DROP 0 -- * * 0.0.0.0/0 0.0.0.0/0 Heres some info from the router, chillispot is the tun0 interface. root@DD-WRT:~# iptables -vnL FORWARD --line-numbers Chain FORWARD (policy DROP 0 packets, 0 bytes) num pkts bytes target prot opt in out source destination 1 0 0 ACCEPT 47 -- * vlan1 192.168.8.0/24 0.0.0.0/0 2 0 0 ACCEPT tcp -- * vlan1 192.168.8.0/24 0.0.0.0/0 tcp dpt:1723 3 32 1851 ACCEPT 0 -- tun0 * 0.0.0.0/0 0.0.0.0/0 state NEW 4 0 0 ACCEPT 0 -- br0 br0 0.0.0.0/0 0.0.0.0/0 5 48 2408 TCPMSS tcp -- * * 0.0.0.0/0 0.0.0.0/0 tcp flags:0x06/0x02 TCPMSS clamp to PMTU 6 756 452K lan2wan 0 -- * * 0.0.0.0/0 0.0.0.0/0 7 756 452K ACCEPT 0 -- * * 0.0.0.0/0 0.0.0.0/0 state RELATED,ESTABLISHED 8 0 0 TRIGGER 0 -- vlan1 br0 0.0.0.0/0 0.0.0.0/0 TRIGGER type:in match:0 relate:0 9 0 0 trigger_out 0 -- br0 * 0.0.0.0/0 0.0.0.0/0 10 0 0 ACCEPT 0 -- br0 * 0.0.0.0/0 0.0.0.0/0 state NEW 11 0 0 DROP 0 -- * * 0.0.0.0/0 0.0.0.0/0 12 0 0 DROP 0 -- br0 * 0.0.0.0/0 0.0.0.0/0 13 0 0 DROP 0 -- * br0 0.0.0.0/0 0.0.0.0/0 The interfaces: root@DD-WRT:~# ifconfig -a br0 Link encap:Ethernet HWaddr 00:12:17:CF:80:5F inet addr:192.168.8.1 Bcast:192.168.8.255 Mask:255.255.255.0 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:2371 errors:0 dropped:0 overruns:0 frame:0 TX packets:1862 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:259721 (253.6 KiB) TX bytes:254862 (248.8 KiB) br0:0 Link encap:Ethernet HWaddr 00:12:17:CF:80:5F inet addr:169.254.255.1 Bcast:169.254.255.255 Mask:255.255.0.0 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 eth0 Link encap:Ethernet HWaddr 00:12:17:CF:80:5F UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:5050 errors:0 dropped:0 overruns:0 frame:0 TX packets:2508 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:1066410 (1.0 MiB) TX bytes:376001 (367.1 KiB) Interrupt:5 eth1 Link encap:Ethernet HWaddr 00:12:17:CF:80:61 UP BROADCAST RUNNING ALLMULTI MULTICAST MTU:1500 Metric:1 RX packets:729 errors:0 dropped:0 overruns:0 frame:114693 TX packets:697 errors:2 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:107869 (105.3 KiB) TX bytes:473134 (462.0 KiB) Interrupt:4 Base address:0x1000 etherip0 Link encap:Ethernet HWaddr 1E:13:B7:09:CC:8C BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 UP LOOPBACK RUNNING MULTICAST MTU:16436 Metric:1 RX packets:18 errors:0 dropped:0 overruns:0 frame:0 TX packets:18 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:1210 (1.1 KiB) TX bytes:1210 (1.1 KiB) teql0 Link encap:UNSPEC HWaddr 00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00 NOARP MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:100 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) tun0 Link encap:UNSPEC HWaddr 00-00-00-00-00-00-00-00-00-00-00-00-00-00-00-00 inet addr:192.168.182.1 P-t-P:192.168.182.1 Mask:255.255.255.0 UP POINTOPOINT RUNNING MTU:1500 Metric:1 RX packets:662 errors:0 dropped:0 overruns:0 frame:0 TX packets:587 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:10 RX bytes:92167 (90.0 KiB) TX bytes:427657 (417.6 KiB) vlan0 Link encap:Ethernet HWaddr 00:12:17:CF:80:5F UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:2371 errors:0 dropped:0 overruns:0 frame:0 TX packets:1864 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:269558 (263.2 KiB) TX bytes:262680 (256.5 KiB) vlan1 Link encap:Ethernet HWaddr 00:12:17:CF:80:60 inet addr:10.3.2.47 Bcast:10.255.255.255 Mask:255.255.255.0 UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:2675 errors:0 dropped:0 overruns:0 frame:0 TX packets:645 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:705429 (688.8 KiB) TX bytes:102197 (99.8 KiB) The routing table: root@DD-WRT:~# netstat -nr Kernel IP routing table Destination Gateway Genmask Flags MSS Window irtt Iface 192.168.182.0 0.0.0.0 255.255.255.0 U 0 0 0 tun0 10.3.2.0 0.0.0.0 255.255.255.0 U 0 0 0 vlan1 192.168.8.0 0.0.0.0 255.255.255.0 U 0 0 0 br0 169.254.0.0 0.0.0.0 255.255.0.0 U 0 0 0 br0 127.0.0.0 0.0.0.0 255.0.0.0 U 0 0 0 lo 0.0.0.0 10.3.2.1 0.0.0.0 UG 0 0 0 vlan1 Highly appreciate your help. TIA, Arun

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  • opengl, Black lines in-between tiles

    - by MiJyn
    When its translated in an integral value (1,2,3, etc....), there are no black lines in-between the tiles, it looks fine. But when it's translated to a non-integral (1.1, 1.5, 1.67), there are small blackish lines between each tile (I'm imagining that it's due to subpixel rendering, right?) ... and it doesn't look pretty =P So... what should I do? This is my image-loading code, by the way: bool Image::load_opengl() { this->id = 0; glGenTextures(1, &this->id); this->bind(); // Parameters... TODO: Should we change this? glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, this->size.x, this->size.y, 0, GL_BGRA, GL_UNSIGNED_BYTE, (void*) FreeImage_GetBits(this->data)); this->unbind(); return true; } I've also tried using: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); and: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); Here is my image drawing code: void Image::draw(Pos pos, CROP crop, SCALE scale) { if (!this->loaded || this->id == 0) { return; } // Start position & size Pos s_p; Pos s_s; // End size Pos e_s; if (crop.active) { s_p = crop.pos / this->size; s_s = crop.size / this->size; //debug("%f %f", s_s.x, s_s.y); s_s = s_s + s_p; s_s.clamp(1); //debug("%f %f", s_s.x, s_s.y); } else { s_s = 1; } if (scale.active) { e_s = scale.size; } else if (crop.active) { e_s = crop.size; } else { e_s = this->size; } // FIXME: Is this okay? s_p.y = 1 - s_p.y; s_s.y = 1 - s_s.y; // TODO: Make this use VAO/VBO's!! glPushMatrix(); glTranslate(pos.x, pos.y, 0); this->bind(); glBegin(GL_QUADS); glTexCoord2(s_p.x, s_p.y); glVertex2(0, 0); glTexCoord2(s_s.x, s_p.y); glVertex2(e_s.x, 0); glTexCoord2(s_s.x, s_s.y); glVertex2(e_s.x, e_s.y); glTexCoord2(s_p.x, s_s.y); glVertex2(0, e_s.y); glEnd(); this->unbind(); glPopMatrix(); } OpenGL Initialization code: void game__gl_init() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0.0, config.window.size.x, config.window.size.y, 0.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } Screenshots of the issue:

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  • Too nervous to install

    - by The Prop
    Yesterday I (a professional rugby prop of somewhat limited intellect) landed in http://htmlagilitypack.codeplex.com/ and found myself stranded in a town with no signposts. The locals don't need signposts - they know their way around - so who gives a hoot about visitors? Well I'm a visitor and I'm lost. Here's my plea to the good burgesses of Codeplex-sans-signs: HELP!! Let me back-track and explain what landed me at the bottom of this tangled ruck. There's a "Download" button positioned near the top-right of the Codeplex web page, right? Like the Sword of Damocles, a down-arrow to the left of the button indicates, presumably, what a download would include: CURRENT 1.4.0 Stable DATE Fri May 7 2010 at 7:00 AM STATUS Stable With a simple-minded confidence that has since deserted me (the confidence - not the simple-mindedness), I clicked "Download". This introduced 3 new files to my computer: HtmlAgilityPack.dll, HtmlAgilityPack.pdb, and HtmlAgilityPack.XML This is when the first stab of doubt penetrated that globe between my cauliflower ears that I call a head. Where's the dot cs? Somewhere in Codeplex, I'd read advice to another lost soul to "download and build the HTMLAgilityPack solution". As I've done so many times as an All Black prop, I glared at the opposition front row - ah, I mean the 3 new files. Shouldn't one of them have a ".cs" on the back of his jersey - er, on the end of its name? Or is this just how they play the game in Codeplex-sans-signs? Undaunted (props have more courage than sense) I packed into my first C# scrum. The half-back feeds the ball in, and the front rows collapse - er, the debugging stops at this line of my code: "HtmlAgilityPack.HtmlDocument doc = new HtmlAgilityPack.HtmlDocument();" Then the Referee blows his whistle and announces one of those verdicts that's utterly indecipherable to your average loose-head prop: Locating source for 'C:\Source\htmlagilitypack\Trunk\HtmlAgilityPack\HtmlDocument.cs'. Checksum: MD5 {62 bc f3 7e 9a 92 a6 32 7 d6 5b f8 76 59 7b 5b} The file 'C:\Source\htmlagilitypack\Trunk\HtmlAgilityPack\HtmlDocument.cs' does not exist. Looking in script documents for 'C:\Source\htmlagilitypack\Trunk\HtmlAgilityPack\HtmlDocument.cs'... Looking in the projects for 'C:\Source\htmlagilitypack\Trunk\HtmlAgilityPack\HtmlDocument.cs'. The file was not found in a project. Looking in directory 'C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\vc7\atlmfc'... Looking in directory 'C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\vc7\crt'... The debugger will ask the user to find the file: C:\Source\htmlagilitypack\Trunk\HtmlAgilityPack\HtmlDocument.cs. The user pressed Cancel [a brain-stemmer from the prop] in the Find Source dialog. The debug source files settings for the active solution have been modified so that the debugger will not ask the user to find the file: C:\Source\htmlagilitypack\Trunk\HtmlAgilityPack\HtmlDocument.cs. The debugger could not locate the source file 'C:\Source\htmlagilitypack\Trunk\HtmlAgilityPack\HtmlDocument.cs'. Even if it had been the first 50 stanzas of "Eskimo Nell", I couldn't have been more shocked. I'm so shocked, my jaws clamp shut around the opposition hooker's ear. He thumbs me in the iris. With a cornea-torn eye I peer at the Codeplex site. My brain stem sparks and I punch the "View all downloads" link. It sparks four more times on each download link, and.. lo! FOUR files this time: HAPExplorer.zip, HtmlAgilityPack.1.4.0.Source.zip, HtmlAgilityPack.1.4.0.zip, HtmlAgilityPack.Documentation.chm But... is this not the same place arrived at recently by my flat-mate Chaz, journalist extraordinaire? (Chaz, if you're reading this, I'm not plugging for nothing - just write kindly about me in your next report, okay?) Didn't these same four files flummox Chaz The Great? He told me about it. Chaz left a message with Codeplex and then solved the problem by just walking away. Typical journalist, huh. But I'm not like that. I don't walk away. I'm made of the sort of stubborn stuff that becomes an All Black prop. Hence this impassioned plea: GOOD TOWNSFOLK OF CODEPLEX-SANS-SIGNS, WHAT SHOULD I DO NEXT? Can somebody point me to Main Street? How does a simpleton install 'C:\Source\htmlagilitypack\Trunk\HtmlAgilityPack\HtmlDocument.cs'? I'm willing to prostrate myself and grovel to the first kind face that passes in front of my rapidly clouding sight. So help me, I'd even tug my forelock if I had one! Should I hold forth my rod over the wilderness, and create a folder called 'C:\Source\htmlagilitypack\Trunk\HtmlAgilityPack\' or some such? If so, what files should I move into it? ANYTHING else a dum-ass should know about? - and I mean ANYTHING - you just don't know how witless a punch-drunk prop can be.. %( Whenever I've installed other programs they've given me an ".exe" or ".msi" that I can click on and it's all done for me like magic. HEY... there's nothing of that nature here, is there? Am I missing something? Something for dummies to click? (From the waiting rooms of Dr I. Sight Phixes) (signed) The Prop

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  • 3D Graphics with XNA Game Studio 4.0 bug in light map?

    - by Eibis
    i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map http://i.stack.imgur.com/BUWvU.jpg this effect shows up when I look towards the center of the house (and it moves with me). it has this shape because I'm using a sphere to represent light; using other light shapes gives different results. I'm using a class PreLightingRenderer: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dhpoware; using Microsoft.Xna.Framework.Content; namespace XNAFirstPersonCamera { public class PrelightingRenderer { // Normal, depth, and light map render targets RenderTarget2D depthTarg; RenderTarget2D normalTarg; RenderTarget2D lightTarg; // Depth/normal effect and light mapping effect Effect depthNormalEffect; Effect lightingEffect; // Point light (sphere) mesh Model lightMesh; // List of models, lights, and the camera public List<CModel> Models { get; set; } public List<PPPointLight> Lights { get; set; } public FirstPersonCamera Camera { get; set; } GraphicsDevice graphicsDevice; int viewWidth = 0, viewHeight = 0; public PrelightingRenderer(GraphicsDevice GraphicsDevice, ContentManager Content) { viewWidth = GraphicsDevice.Viewport.Width; viewHeight = GraphicsDevice.Viewport.Height; // Create the three render targets depthTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Single, DepthFormat.Depth24); normalTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); lightTarg = new RenderTarget2D(GraphicsDevice, viewWidth, viewHeight, false, SurfaceFormat.Color, DepthFormat.Depth24); // Load effects depthNormalEffect = Content.Load<Effect>(@"Effects\PPDepthNormal"); lightingEffect = Content.Load<Effect>(@"Effects\PPLight"); // Set effect parameters to light mapping effect lightingEffect.Parameters["viewportWidth"].SetValue(viewWidth); lightingEffect.Parameters["viewportHeight"].SetValue(viewHeight); // Load point light mesh and set light mapping effect to it lightMesh = Content.Load<Model>(@"Models\PPLightMesh"); lightMesh.Meshes[0].MeshParts[0].Effect = lightingEffect; this.graphicsDevice = GraphicsDevice; } public void Draw() { drawDepthNormalMap(); drawLightMap(); prepareMainPass(); } void drawDepthNormalMap() { // Set the render targets to 'slots' 1 and 2 graphicsDevice.SetRenderTargets(normalTarg, depthTarg); // Clear the render target to 1 (infinite depth) graphicsDevice.Clear(Color.White); // Draw each model with the PPDepthNormal effect foreach (CModel model in Models) { model.CacheEffects(); model.SetModelEffect(depthNormalEffect, false); model.Draw(Camera.ViewMatrix, Camera.ProjectionMatrix, Camera.Position); model.RestoreEffects(); } // Un-set the render targets graphicsDevice.SetRenderTargets(null); } void drawLightMap() { // Set the depth and normal map info to the effect lightingEffect.Parameters["DepthTexture"].SetValue(depthTarg); lightingEffect.Parameters["NormalTexture"].SetValue(normalTarg); // Calculate the view * projection matrix Matrix viewProjection = Camera.ViewMatrix * Camera.ProjectionMatrix; // Set the inverse of the view * projection matrix to the effect Matrix invViewProjection = Matrix.Invert(viewProjection); lightingEffect.Parameters["InvViewProjection"].SetValue(invViewProjection); // Set the render target to the graphics device graphicsDevice.SetRenderTarget(lightTarg); // Clear the render target to black (no light) graphicsDevice.Clear(Color.Black); // Set render states to additive (lights will add their influences) graphicsDevice.BlendState = BlendState.Additive; graphicsDevice.DepthStencilState = DepthStencilState.None; foreach (PPPointLight light in Lights) { // Set the light's parameters to the effect light.SetEffectParameters(lightingEffect); // Calculate the world * view * projection matrix and set it to // the effect Matrix wvp = (Matrix.CreateScale(light.Attenuation) * Matrix.CreateTranslation(light.Position)) * viewProjection; lightingEffect.Parameters["WorldViewProjection"].SetValue(wvp); // Determine the distance between the light and camera float dist = Vector3.Distance(Camera.Position, light.Position); // If the camera is inside the light-sphere, invert the cull mode // to draw the inside of the sphere instead of the outside if (dist < light.Attenuation) graphicsDevice.RasterizerState = RasterizerState.CullClockwise; // Draw the point-light-sphere lightMesh.Meshes[0].Draw(); // Revert the cull mode graphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; } // Revert the blending and depth render states graphicsDevice.BlendState = BlendState.Opaque; graphicsDevice.DepthStencilState = DepthStencilState.Default; // Un-set the render target graphicsDevice.SetRenderTarget(null); } void prepareMainPass() { foreach (CModel model in Models) foreach (ModelMesh mesh in model.Model.Meshes) foreach (ModelMeshPart part in mesh.MeshParts) { // Set the light map and viewport parameters to each model's effect if (part.Effect.Parameters["LightTexture"] != null) part.Effect.Parameters["LightTexture"].SetValue(lightTarg); if (part.Effect.Parameters["viewportWidth"] != null) part.Effect.Parameters["viewportWidth"].SetValue(viewWidth); if (part.Effect.Parameters["viewportHeight"] != null) part.Effect.Parameters["viewportHeight"].SetValue(viewHeight); } } } } that uses three effect: PPDepthNormal.fx float4x4 World; float4x4 View; float4x4 Projection; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 Depth : TEXCOORD0; float3 Normal : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 viewProjection = mul(View, Projection); float4x4 worldViewProjection = mul(World, viewProjection); output.Position = mul(input.Position, worldViewProjection); output.Normal = mul(input.Normal, World); // Position's z and w components correspond to the distance // from camera and distance of the far plane respectively output.Depth.xy = output.Position.zw; return output; } // We render to two targets simultaneously, so we can't // simply return a float4 from the pixel shader struct PixelShaderOutput { float4 Normal : COLOR0; float4 Depth : COLOR1; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; // Depth is stored as distance from camera / far plane distance // to get value between 0 and 1 output.Depth = input.Depth.x / input.Depth.y; // Normal map simply stores X, Y and Z components of normal // shifted from (-1 to 1) range to (0 to 1) range output.Normal.xyz = (normalize(input.Normal).xyz / 2) + .5; // Other components must be initialized to compile output.Depth.a = 1; output.Normal.a = 1; return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPLight.fx float4x4 WorldViewProjection; float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; sampler2D depthSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 LightColor; float3 LightPosition; float LightAttenuation; // Include shared functions #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position : POSITION0; float4 LightPosition : TEXCOORD0; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = mul(input.Position, WorldViewProjection); output.LightPosition = output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Find the pixel coordinates of the input position in the depth // and normal textures float2 texCoord = postProjToScreen(input.LightPosition) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; // Extract the normal from the normal map and move from // 0 to 1 range to -1 to 1 range float4 normal = (tex2D(normalSampler, texCoord) - .5) * 2; // Perform the lighting calculations for a point light float3 lightDirection = normalize(LightPosition - position); float lighting = clamp(dot(normal, lightDirection), 0, 1); // Attenuate the light to simulate a point light float d = distance(LightPosition, position); float att = 1 - pow(d / LightAttenuation, 6); return float4(LightColor * lighting * att, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } PPShared.vsi has some common functions: float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } and finally from the Game class I set up in LoadContent with: effect = Content.Load(@"Effects\PPModel"); models[0] = new CModel(Content.Load(@"Models\teapot"), new Vector3(-50, 80, 0), new Vector3(0, 0, 0), 1f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); house = new CModel(Content.Load(@"Models\house"), new Vector3(0, 0, 0), new Vector3((float)-Math.PI / 2, 0, 0), 35.0f, Content.Load(@"Textures\prova_texture_autocad"), GraphicsDevice); models[0].SetModelEffect(effect, true); house.SetModelEffect(effect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = new List(); renderer.Models.Add(house); renderer.Models.Add(models[0]); renderer.Lights = new List() { new PPPointLight(new Vector3(0, 120, 0), Color.White * .85f, 2000) }; where PPModel.fx is: float4x4 World; float4x4 View; float4x4 Projection; texture2D BasicTexture; sampler2D basicTextureSampler = sampler_state { texture = ; addressU = wrap; addressV = wrap; minfilter = anisotropic; magfilter = anisotropic; mipfilter = linear; }; bool TextureEnabled = true; texture2D LightTexture; sampler2D lightSampler = sampler_state { texture = ; minfilter = point; magfilter = point; mipfilter = point; }; float3 AmbientColor = float3(0.15, 0.15, 0.15); float3 DiffuseColor; #include "PPShared.vsi" struct VertexShaderInput { float4 Position : POSITION0; float2 UV : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 UV : TEXCOORD0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4x4 worldViewProjection = mul(World, mul(View, Projection)); output.Position = mul(input.Position, worldViewProjection); output.PositionCopy = output.Position; output.UV = input.UV; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { // Sample model's texture float3 basicTexture = tex2D(basicTextureSampler, input.UV); if (!TextureEnabled) basicTexture = float4(1, 1, 1, 1); // Extract lighting value from light map float2 texCoord = postProjToScreen(input.PositionCopy) + halfPixel(); float3 light = tex2D(lightSampler, texCoord); light += AmbientColor; return float4(basicTexture * DiffuseColor * light, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } I don't have any idea on what's wrong... googling the web I found that this tutorial may have some bug but I don't know if it's the LightModel fault (the sphere) or in a shader or in the class PrelightingRenderer. Any help is very appreciated, thank you for reading!

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  • XNA Screen Manager problem with transitions

    - by NexAddo
    I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a splash screen and a high score screen that cycle: mainMenuScreen->splashScreen->highScoreScreen->mainMenuScreen The screens change every 15 seconds. Transition times public MainMenuScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.0); currentCreditAmount = Global.CurrentCredits; } public SplashScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public HighScoreScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } public GamePlayScreen() { TransitionOnTime = TimeSpan.FromSeconds(0.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); } When a user inserts credits they can play the game after pressing start mainMenuScreen->splashScreen->highScoreScreen->(loops forever) || || || ===========Credits In============= || Start || \/ LoadingScreen || Start || \/ GamePlayScreen During each of these transitions, between screens, the same code is used, which exits(removes) all current active screens and respects transitions, then adds the new screen to the screen manager: foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); //AddScreen takes a new screen to manage and the controlling player ScreenManager.AddScreen(new NameOfScreenHere(), null); Each screen is removed from the ScreenManager with ExitScreen() and using this function, each screen transition is respected. The problem I am having is with my gamePlayScreen. When the current game is finished and the transition is complete for the gamePlayScreen, it should be removed and the next screens should be added to the ScreenManager. GamePlayScreen Code Snippet private void FinishCurrentGame() { AudioManager.StopSounds(); this.UnloadContent(); if (Global.SaveDevice.IsReady) Stats.Save(); if (HighScoreScreen.IsInHighscores(timeLimit)) { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); Global.TimeRemaining = timeLimit; ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MessageBoxScreen("Enter your Initials", true), null); } else { foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); ScreenManager.AddScreen(new BackgroundScreen(), null); ScreenManager.AddScreen(new MainMenuScreen(), null); } } The problem is that when isExiting is set to true by screen.ExitScreen() for the gamePlayScreen, the transition never completes the transition and removes the screen from the ScreenManager. Every other screen that I use the same technique to add and remove each screen fully transitions On/Off and is removed at the appropriate time from the ScreenManager, but noy my GamePlayScreen. Has anyone that has used the GameStateManagement example experienced this issue or can someone see the mistake I am making? EDIT This is what I tracked down. When the game is done, I call foreach (GameScreen screen in ScreenManager.GetScreens()) screen.ExitScreen(); to start the transition off process for the gameplay screen. At this point there is only 1 screen on the ScreenManager stack. The gamePlay screen gets isExiting set to true and starts to transition off. Right after the above call to ExitScreen() I add a background screen and menu screen to the screenManager: ScreenManager.AddScreen(new background(), null); ScreenManager.AddScreen(new Menu(), null); The count of the ScreenManager is now 3. What I noticed while stepping through the updates for GameScreen and ScreenManager, the gameplay screen never gets to the point where the transistion process finishes so the ScreenManager can remove it from the stack. This anomaly does not happen to any of my other screens when I switch between them. Screen Manager Code #region File Description //----------------------------------------------------------------------------- // ScreenManager.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #define DEMO #region Using Statements using System; using System.Diagnostics; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using PerformanceUtility.GameDebugTools; #endregion namespace GameStateManagement { /// <summary> /// The screen manager is a component which manages one or more GameScreen /// instances. It maintains a stack of screens, calls their Update and Draw /// methods at the appropriate times, and automatically routes input to the /// topmost active screen. /// </summary> public class ScreenManager : DrawableGameComponent { #region Fields List<GameScreen> screens = new List<GameScreen>(); List<GameScreen> screensToUpdate = new List<GameScreen>(); InputState input = new InputState(); SpriteBatch spriteBatch; SpriteFont font; Texture2D blankTexture; bool isInitialized; bool getOut; bool traceEnabled; #if DEBUG DebugSystem debugSystem; Stopwatch stopwatch = new Stopwatch(); bool debugTextEnabled; #endif #endregion #region Properties /// <summary> /// A default SpriteBatch shared by all the screens. This saves /// each screen having to bother creating their own local instance. /// </summary> public SpriteBatch SpriteBatch { get { return spriteBatch; } } /// <summary> /// A default font shared by all the screens. This saves /// each screen having to bother loading their own local copy. /// </summary> public SpriteFont Font { get { return font; } } public Rectangle ScreenRectangle { get { return new Rectangle(0, 0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); } } /// <summary> /// If true, the manager prints out a list of all the screens /// each time it is updated. This can be useful for making sure /// everything is being added and removed at the right times. /// </summary> public bool TraceEnabled { get { return traceEnabled; } set { traceEnabled = value; } } #if DEBUG public bool DebugTextEnabled { get { return debugTextEnabled; } set { debugTextEnabled = value; } } public DebugSystem DebugSystem { get { return debugSystem; } } #endif #endregion #region Initialization /// <summary> /// Constructs a new screen manager component. /// </summary> public ScreenManager(Game game) : base(game) { // we must set EnabledGestures before we can query for them, but // we don't assume the game wants to read them. //TouchPanel.EnabledGestures = GestureType.None; } /// <summary> /// Initializes the screen manager component. /// </summary> public override void Initialize() { base.Initialize(); #if DEBUG debugSystem = DebugSystem.Initialize(Game, "Fonts/MenuFont"); #endif isInitialized = true; } /// <summary> /// Load your graphics content. /// </summary> protected override void LoadContent() { // Load content belonging to the screen manager. ContentManager content = Game.Content; spriteBatch = new SpriteBatch(GraphicsDevice); font = content.Load<SpriteFont>(@"Fonts\menufont"); blankTexture = content.Load<Texture2D>(@"Textures\Backgrounds\blank"); // Tell each of the screens to load their content. foreach (GameScreen screen in screens) { screen.LoadContent(); } } /// <summary> /// Unload your graphics content. /// </summary> protected override void UnloadContent() { // Tell each of the screens to unload their content. foreach (GameScreen screen in screens) { screen.UnloadContent(); } } #endregion #region Update and Draw /// <summary> /// Allows each screen to run logic. /// </summary> public override void Update(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Update", Color.Blue); if (debugTextEnabled && getOut == false) { debugSystem.FpsCounter.Visible = true; debugSystem.TimeRuler.Visible = true; debugSystem.TimeRuler.ShowLog = true; getOut = true; } else if (debugTextEnabled == false) { getOut = false; debugSystem.FpsCounter.Visible = false; debugSystem.TimeRuler.Visible = false; debugSystem.TimeRuler.ShowLog = false; } #endif // Read the keyboard and gamepad. input.Update(); // Make a copy of the master screen list, to avoid confusion if // the process of updating one screen adds or removes others. screensToUpdate.Clear(); foreach (GameScreen screen in screens) screensToUpdate.Add(screen); bool otherScreenHasFocus = !Game.IsActive; bool coveredByOtherScreen = false; // Loop as long as there are screens waiting to be updated. while (screensToUpdate.Count > 0) { // Pop the topmost screen off the waiting list. GameScreen screen = screensToUpdate[screensToUpdate.Count - 1]; screensToUpdate.RemoveAt(screensToUpdate.Count - 1); // Update the screen. screen.Update(gameTime, otherScreenHasFocus, coveredByOtherScreen); if (screen.ScreenState == ScreenState.TransitionOn || screen.ScreenState == ScreenState.Active) { // If this is the first active screen we came across, // give it a chance to handle input. if (!otherScreenHasFocus) { screen.HandleInput(input); otherScreenHasFocus = true; } // If this is an active non-popup, inform any subsequent // screens that they are covered by it. if (!screen.IsPopup) coveredByOtherScreen = true; } } // Print debug trace? if (traceEnabled) TraceScreens(); #if DEBUG debugSystem.TimeRuler.EndMark("Update"); #endif } /// <summary> /// Prints a list of all the screens, for debugging. /// </summary> void TraceScreens() { List<string> screenNames = new List<string>(); foreach (GameScreen screen in screens) screenNames.Add(screen.GetType().Name); Debug.WriteLine(string.Join(", ", screenNames.ToArray())); } /// <summary> /// Tells each screen to draw itself. /// </summary> public override void Draw(GameTime gameTime) { #if DEBUG debugSystem.TimeRuler.StartFrame(); debugSystem.TimeRuler.BeginMark("Draw", Color.Yellow); #endif foreach (GameScreen screen in screens) { if (screen.ScreenState == ScreenState.Hidden) continue; screen.Draw(gameTime); } #if DEBUG debugSystem.TimeRuler.EndMark("Draw"); #endif #if DEMO SpriteBatch.Begin(); SpriteBatch.DrawString(font, "DEMO - NOT FOR RESALE", new Vector2(20, 80), Color.White); SpriteBatch.End(); #endif } #endregion #region Public Methods /// <summary> /// Adds a new screen to the screen manager. /// </summary> public void AddScreen(GameScreen screen, PlayerIndex? controllingPlayer) { screen.ControllingPlayer = controllingPlayer; screen.ScreenManager = this; screen.IsExiting = false; // If we have a graphics device, tell the screen to load content. if (isInitialized) { screen.LoadContent(); } screens.Add(screen); } /// <summary> /// Removes a screen from the screen manager. You should normally /// use GameScreen.ExitScreen instead of calling this directly, so /// the screen can gradually transition off rather than just being /// instantly removed. /// </summary> public void RemoveScreen(GameScreen screen) { // If we have a graphics device, tell the screen to unload content. if (isInitialized) { screen.UnloadContent(); } screens.Remove(screen); screensToUpdate.Remove(screen); } /// <summary> /// Expose an array holding all the screens. We return a copy rather /// than the real master list, because screens should only ever be added /// or removed using the AddScreen and RemoveScreen methods. /// </summary> public GameScreen[] GetScreens() { return screens.ToArray(); } /// <summary> /// Helper draws a translucent black fullscreen sprite, used for fading /// screens in and out, and for darkening the background behind popups. /// </summary> public void FadeBackBufferToBlack(float alpha) { Viewport viewport = GraphicsDevice.Viewport; spriteBatch.Begin(); spriteBatch.Draw(blankTexture, new Rectangle(0, 0, viewport.Width, viewport.Height), Color.Black * alpha); spriteBatch.End(); } #endregion } } Game Screen Parent of GamePlayScreen #region File Description //----------------------------------------------------------------------------- // GameScreen.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Input; //using Microsoft.Xna.Framework.Input.Touch; using System.IO; #endregion namespace GameStateManagement { /// <summary> /// Enum describes the screen transition state. /// </summary> public enum ScreenState { TransitionOn, Active, TransitionOff, Hidden, } /// <summary> /// A screen is a single layer that has update and draw logic, and which /// can be combined with other layers to build up a complex menu system. /// For instance the main menu, the options menu, the "are you sure you /// want to quit" message box, and the main game itself are all implemented /// as screens. /// </summary> public abstract class GameScreen { #region Properties /// <summary> /// Normally when one screen is brought up over the top of another, /// the first screen will transition off to make room for the new /// one. This property indicates whether the screen is only a small /// popup, in which case screens underneath it do not need to bother /// transitioning off. /// </summary> public bool IsPopup { get { return isPopup; } protected set { isPopup = value; } } bool isPopup = false; /// <summary> /// Indicates how long the screen takes to /// transition on when it is activated. /// </summary> public TimeSpan TransitionOnTime { get { return transitionOnTime; } protected set { transitionOnTime = value; } } TimeSpan transitionOnTime = TimeSpan.Zero; /// <summary> /// Indicates how long the screen takes to /// transition off when it is deactivated. /// </summary> public TimeSpan TransitionOffTime { get { return transitionOffTime; } protected set { transitionOffTime = value; } } TimeSpan transitionOffTime = TimeSpan.Zero; /// <summary> /// Gets the current position of the screen transition, ranging /// from zero (fully active, no transition) to one (transitioned /// fully off to nothing). /// </summary> public float TransitionPosition { get { return transitionPosition; } protected set { transitionPosition = value; } } float transitionPosition = 1; /// <summary> /// Gets the current alpha of the screen transition, ranging /// from 1 (fully active, no transition) to 0 (transitioned /// fully off to nothing). /// </summary> public float TransitionAlpha { get { return 1f - TransitionPosition; } } /// <summary> /// Gets the current screen transition state. /// </summary> public ScreenState ScreenState { get { return screenState; } protected set { screenState = value; } } ScreenState screenState = ScreenState.TransitionOn; /// <summary> /// There are two possible reasons why a screen might be transitioning /// off. It could be temporarily going away to make room for another /// screen that is on top of it, or it could be going away for good. /// This property indicates whether the screen is exiting for real: /// if set, the screen will automatically remove itself as soon as the /// transition finishes. /// </summary> public bool IsExiting { get { return isExiting; } protected internal set { isExiting = value; } } bool isExiting = false; /// <summary> /// Checks whether this screen is active and can respond to user input. /// </summary> public bool IsActive { get { return !otherScreenHasFocus && (screenState == ScreenState.TransitionOn || screenState == ScreenState.Active); } } bool otherScreenHasFocus; /// <summary> /// Gets the manager that this screen belongs to. /// </summary> public ScreenManager ScreenManager { get { return screenManager; } internal set { screenManager = value; } } ScreenManager screenManager; public KeyboardState KeyboardState { get {return Keyboard.GetState();} } /// <summary> /// Gets the index of the player who is currently controlling this screen, /// or null if it is accepting input from any player. This is used to lock /// the game to a specific player profile. The main menu responds to input /// from any connected gamepad, but whichever player makes a selection from /// this menu is given control over all subsequent screens, so other gamepads /// are inactive until the controlling player returns to the main menu. /// </summary> public PlayerIndex? ControllingPlayer { get { return controllingPlayer; } internal set { controllingPlayer = value; } } PlayerIndex? controllingPlayer; /// <summary> /// Gets whether or not this screen is serializable. If this is true, /// the screen will be recorded into the screen manager's state and /// its Serialize and Deserialize methods will be called as appropriate. /// If this is false, the screen will be ignored during serialization. /// By default, all screens are assumed to be serializable. /// </summary> public bool IsSerializable { get { return isSerializable; } protected set { isSerializable = value; } } bool isSerializable = true; #endregion #region Initialization /// <summary> /// Load graphics content for the screen. /// </summary> public virtual void LoadContent() { } /// <summary> /// Unload content for the screen. /// </summary> public virtual void UnloadContent() { } #endregion #region Update and Draw /// <summary> /// Allows the screen to run logic, such as updating the transition position. /// Unlike HandleInput, this method is called regardless of whether the screen /// is active, hidden, or in the middle of a transition. /// </summary> public virtual void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { this.otherScreenHasFocus = otherScreenHasFocus; if (isExiting) { // If the screen is going away to die, it should transition off. screenState = ScreenState.TransitionOff; if (!UpdateTransition(gameTime, transitionOffTime, 1)) { // When the transition finishes, remove the screen. ScreenManager.RemoveScreen(this); } } else if (coveredByOtherScreen) { // If the screen is covered by another, it should transition off. if (UpdateTransition(gameTime, transitionOffTime, 1)) { // Still busy transitioning. screenState = ScreenState.TransitionOff; } else { // Transition finished! screenState = ScreenState.Hidden; } } else { // Otherwise the screen should transition on and become active. if (UpdateTransition(gameTime, transitionOnTime, -1)) { // Still busy transitioning. screenState = ScreenState.TransitionOn; } else { // Transition finished! screenState = ScreenState.Active; } } } /// <summary> /// Helper for updating the screen transition position. /// </summary> bool UpdateTransition(GameTime gameTime, TimeSpan time, int direction) { // How much should we move by? float transitionDelta; if (time == TimeSpan.Zero) transitionDelta = 1; else transitionDelta = (float)(gameTime.ElapsedGameTime.TotalMilliseconds / time.TotalMilliseconds); // Update the transition position. transitionPosition += transitionDelta * direction; // Did we reach the end of the transition? if (((direction < 0) && (transitionPosition <= 0)) || ((direction > 0) && (transitionPosition >= 1))) { transitionPosition = MathHelper.Clamp(transitionPosition, 0, 1); return false; } // Otherwise we are still busy transitioning. return true; } /// <summary> /// Allows the screen to handle user input. Unlike Update, this method /// is only called when the screen is active, and not when some other /// screen has taken the focus. /// </summary> public virtual void HandleInput(InputState input) { } public KeyboardState currentKeyState; public KeyboardState lastKeyState; public bool IsKeyHit(Keys key) { if (currentKeyState.IsKeyDown(key) && lastKeyState.IsKeyUp(key)) return true; return false; } /// <summary> /// This is called when the screen should draw itself. /// </summary> public virtual void Draw(GameTime gameTime) { } #endregion #region Public Methods /// <summary> /// Tells the screen to serialize its state into the given stream. /// </summary> public virtual void Serialize(Stream stream) { } /// <summary> /// Tells the screen to deserialize its state from the given stream. /// </summary> public virtual void Deserialize(Stream stream) { } /// <summary> /// Tells the screen to go away. Unlike ScreenManager.RemoveScreen, which /// instantly kills the screen, this method respects the transition timings /// and will give the screen a chance to gradually transition off. /// </summary> public void ExitScreen() { if (TransitionOffTime == TimeSpan.Zero) { // If the screen has a zero transition time, remove it immediately. ScreenManager.RemoveScreen(this); } else { // Otherwise flag that it should transition off and then exit. isExiting = true; } } #endregion #region Helper Methods /// <summary> /// A helper method which loads assets using the screen manager's /// associated game content loader. /// </summary> /// <typeparam name="T">Type of asset.</typeparam> /// <param name="assetName">Asset name, relative to the loader root /// directory, and not including the .xnb extension.</param> /// <returns></returns> public T Load<T>(string assetName) { return ScreenManager.Game.Content.Load<T>(assetName); } #endregion } }

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  • Web Browser Control &ndash; Specifying the IE Version

    - by Rick Strahl
    I use the Internet Explorer Web Browser Control in a lot of my applications to display document type layout. HTML happens to be one of the most common document formats and displaying data in this format – even in desktop applications, is often way easier than using normal desktop technologies. One issue the Web Browser Control has that it’s perpetually stuck in IE 7 rendering mode by default. Even though IE 8 and now 9 have significantly upgraded the IE rendering engine to be more CSS and HTML compliant by default the Web Browser control will have none of it. IE 9 in particular – with its much improved CSS support and basic HTML 5 support is a big improvement and even though the IE control uses some of IE’s internal rendering technology it’s still stuck in the old IE 7 rendering by default. This applies whether you’re using the Web Browser control in a WPF application, a WinForms app, a FoxPro or VB classic application using the ActiveX control. Behind the scenes all these UI platforms use the COM interfaces and so you’re stuck by those same rules. Rendering Challenged To see what I’m talking about here are two screen shots rendering an HTML 5 doctype page that includes some CSS 3 functionality – rounded corners and border shadows - from an earlier post. One uses IE 9 as a standalone browser, and one uses a simple WPF form that includes the Web Browser control. IE 9 Browser:   Web Browser control in a WPF form: The IE 9 page displays this HTML correctly – you see the rounded corners and shadow displayed. Obviously the latter rendering using the Web Browser control in a WPF application is a bit lacking. Not only are the new CSS features missing but the page also renders in Internet Explorer’s quirks mode so all the margins, padding etc. behave differently by default, even though there’s a CSS reset applied on this page. If you’re building an application that intends to use the Web Browser control for a live preview of some HTML this is clearly undesirable. Feature Delegation via Registry Hacks Fortunately starting with Internet Explore 8 and later there’s a fix for this problem via a registry setting. You can specify a registry key to specify which rendering mode and version of IE should be used by that application. These are not global mind you – they have to be enabled for each application individually. There are two different sets of keys for 32 bit and 64 bit applications. 32 bit: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Internet Explorer\MAIN\FeatureControl\FEATURE_BROWSER_EMULATION Value Key: yourapplication.exe 64 bit: HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\Internet Explorer\MAIN\FeatureControl\FEATURE_BROWSER_EMULATION Value Key: yourapplication.exe The value to set this key to is (taken from MSDN here) as decimal values: 9999 (0x270F) Internet Explorer 9. Webpages are displayed in IE9 Standards mode, regardless of the !DOCTYPE directive. 9000 (0x2328) Internet Explorer 9. Webpages containing standards-based !DOCTYPE directives are displayed in IE9 mode. 8888 (0x22B8) Webpages are displayed in IE8 Standards mode, regardless of the !DOCTYPE directive. 8000 (0x1F40) Webpages containing standards-based !DOCTYPE directives are displayed in IE8 mode. 7000 (0x1B58) Webpages containing standards-based !DOCTYPE directives are displayed in IE7 Standards mode.   The added key looks something like this in the Registry Editor: With this in place my Html Html Help Builder application which has wwhelp.exe as its main executable now works with HTML 5 and CSS 3 documents in the same way that Internet Explorer 9 does. Incidentally I accidentally added an ‘empty’ DWORD value of 0 to my EXE name and that worked as well giving me IE 9 rendering. Although not documented I suspect 0 (or an invalid value) will default to the installed browser. Don’t have a good way to test this but if somebody could try this with IE 8 installed that would be great: What happens when setting 9000 with IE 8 installed? What happens when setting 0 with IE 8 installed? Don’t forget to add Keys for Host Environments If you’re developing your application in Visual Studio and you run the debugger you may find that your application is still not rendering right, but if you run the actual generated EXE from Explorer or the OS command prompt it works. That’s because when you run the debugger in Visual Studio it wraps your application into a debugging host container. For this reason you might want to also add another registry key for yourapp.vshost.exe on your development machine. If you’re developing in Visual FoxPro make sure you add a key for vfp9.exe to see the rendering adjustments in the Visual FoxPro development environment. Cleaner HTML - no more HTML mangling! There are a number of additional benefits to setting up rendering of the Web Browser control to the IE 9 engine (or even the IE 8 engine) beyond the obvious rendering functionality. IE 9 actually returns your HTML in something that resembles the original HTML formatting, as opposed to the IE 7 default format which mangled the original HTML content. If you do the following in the WPF application: private void button2_Click(object sender, RoutedEventArgs e) { dynamic doc = this.webBrowser.Document; MessageBox.Show(doc.body.outerHtml); } you get different output depending on the rendering mode active. With the default IE 7 rendering you get: <BODY><DIV> <H1>Rounded Corners and Shadows - Creating Dialogs in CSS</H1> <DIV class=toolbarcontainer><A class=hoverbutton href="./"><IMG src="../../css/images/home.gif"> Home</A> <A class=hoverbutton href="RoundedCornersAndShadows.htm"><IMG src="../../css/images/refresh.gif"> Refresh</A> </DIV> <DIV class=containercontent> <FIELDSET><LEGEND>Plain Box</LEGEND><!-- Simple Box with rounded corners and shadow --> <DIV style="BORDER-BOTTOM: steelblue 2px solid; BORDER-LEFT: steelblue 2px solid; WIDTH: 550px; BORDER-TOP: steelblue 2px solid; BORDER-RIGHT: steelblue 2px solid" class="roundbox boxshadow"> <DIV style="BACKGROUND: khaki" class="boxcontenttext roundbox">Simple Rounded Corner Box. </DIV></DIV></FIELDSET> <FIELDSET><LEGEND>Box with Header</LEGEND> <DIV style="BORDER-BOTTOM: steelblue 2px solid; BORDER-LEFT: steelblue 2px solid; WIDTH: 550px; BORDER-TOP: steelblue 2px solid; BORDER-RIGHT: steelblue 2px solid" class="roundbox boxshadow"> <DIV class="gridheaderleft roundbox-top">Box with a Header</DIV> <DIV style="BACKGROUND: khaki" class="boxcontenttext roundbox-bottom">Simple Rounded Corner Box. </DIV></DIV></FIELDSET> <FIELDSET><LEGEND>Dialog Style Window</LEGEND> <DIV style="POSITION: relative; WIDTH: 450px" id=divDialog class="dialog boxshadow" jQuery16107208195684204002="2"> <DIV style="POSITION: relative" class=dialog-header> <DIV class=closebox></DIV>User Sign-in <DIV class=closebox jQuery16107208195684204002="3"></DIV></DIV> <DIV class=descriptionheader>This dialog is draggable and closable</DIV> <DIV class=dialog-content><LABEL>Username:</LABEL> <INPUT name=txtUsername value=" "> <LABEL>Password</LABEL> <INPUT name=txtPassword value=" "> <HR> <INPUT id=btnLogin value=Login type=button> </DIV> <DIV class=dialog-statusbar>Ready</DIV></DIV></FIELDSET> </DIV> <SCRIPT type=text/javascript>     $(document).ready(function () {         $("#divDialog")             .draggable({ handle: ".dialog-header" })             .closable({ handle: ".dialog-header",                 closeHandler: function () {                     alert("Window about to be closed.");                     return true;  // true closes - false leaves open                 }             });     }); </SCRIPT> </DIV></BODY> Now lest you think I’m out of my mind and create complete whacky HTML rooted in the last century, here’s the IE 9 rendering mode output which looks a heck of a lot cleaner and a lot closer to my original HTML of the page I’m accessing: <body> <div>         <h1>Rounded Corners and Shadows - Creating Dialogs in CSS</h1>     <div class="toolbarcontainer">         <a class="hoverbutton" href="./"> <img src="../../css/images/home.gif"> Home</a>         <a class="hoverbutton" href="RoundedCornersAndShadows.htm"> <img src="../../css/images/refresh.gif"> Refresh</a>     </div>         <div class="containercontent">     <fieldset>         <legend>Plain Box</legend>                <!-- Simple Box with rounded corners and shadow -->             <div style="border: 2px solid steelblue; width: 550px;" class="roundbox boxshadow">                              <div style="background: khaki;" class="boxcontenttext roundbox">                     Simple Rounded Corner Box.                 </div>             </div>     </fieldset>     <fieldset>         <legend>Box with Header</legend>         <div style="border: 2px solid steelblue; width: 550px;" class="roundbox boxshadow">                          <div class="gridheaderleft roundbox-top">Box with a Header</div>             <div style="background: khaki;" class="boxcontenttext roundbox-bottom">                 Simple Rounded Corner Box.             </div>         </div>     </fieldset>       <fieldset>         <legend>Dialog Style Window</legend>         <div style="width: 450px; position: relative;" id="divDialog" class="dialog boxshadow">             <div style="position: relative;" class="dialog-header">                 <div class="closebox"></div>                 User Sign-in             <div class="closebox"></div></div>             <div class="descriptionheader">This dialog is draggable and closable</div>                    <div class="dialog-content">                             <label>Username:</label>                 <input name="txtUsername" value=" " type="text">                 <label>Password</label>                 <input name="txtPassword" value=" " type="text">                                 <hr/>                                 <input id="btnLogin" value="Login" type="button">                        </div>             <div class="dialog-statusbar">Ready</div>         </div>     </fieldset>     </div> <script type="text/javascript">     $(document).ready(function () {         $("#divDialog")             .draggable({ handle: ".dialog-header" })             .closable({ handle: ".dialog-header",                 closeHandler: function () {                     alert("Window about to be closed.");                     return true;  // true closes - false leaves open                 }             });     }); </script>        </div> </body> IOW, in IE9 rendering mode IE9 is much closer (but not identical) to the original HTML from the page on the Web that we’re reading from. As a side note: Unfortunately, the browser feature emulation can't be applied against the Html Help (CHM) Engine in Windows which uses the Web Browser control (or COM interfaces anyway) to render Html Help content. I tried setting up hh.exe which is the help viewer, to use IE 9 rendering but a help file generated with CSS3 features will simply show in IE 7 mode. Bummer - this would have been a nice quick fix to allow help content served from CHM files to look better. HTML Editing leaves HTML formatting intact In the same vane, if you do any inline HTML editing in the control by setting content to be editable, IE 9’s control does a much more reasonable job of creating usable and somewhat valid HTML. It also leaves the original content alone other than the text your are editing or adding. No longer is the HTML output stripped of excess spaces and reformatted in IEs format. So if I do: private void button3_Click(object sender, RoutedEventArgs e) { dynamic doc = this.webBrowser.Document; doc.body.contentEditable = true; } and then make some changes to the document by typing into it using IE 9 mode, the document formatting stays intact and only the affected content is modified. The created HTML is reasonably clean (although it does lack proper XHTML formatting for things like <br/> <hr/>). This is very different from IE 7 mode which mangled the HTML as soon as the page was loaded into the control. Any editing you did stripped out all white space and lost all of your existing XHTML formatting. In IE 9 mode at least *most* of your original formatting stays intact. This is huge! In Html Help Builder I have supported HTML editing for a long time but the HTML mangling by the Web Browser control made it very difficult to edit the HTML later. Previously IE would mangle the HTML by stripping out spaces, upper casing all tags and converting many XHTML safe tags to its HTML 3 tags. Now IE leaves most of my document alone while editing, and creates cleaner and more compliant markup (with exception of self-closing elements like BR/HR). The end result is that I now have HTML editing in place that's much cleaner and actually capable of being manually edited. Caveats, Caveats, Caveats It wouldn't be Internet Explorer if there weren't some major compatibility issues involved in using this various browser version interaction. The biggest thing I ran into is that there are odd differences in some of the COM interfaces and what they return. I specifically ran into a problem with the document.selection.createRange() function which with IE 7 compatibility returns an expected text range object. When running in IE 8 or IE 9 mode however. I could not retrieve a valid text range with this code where loEdit is the WebBrowser control: loRange = loEdit.document.selection.CreateRange() The loRange object returned (here in FoxPro) had a length property of 0 but none of the other properties of the TextRange or TextRangeCollection objects were available. I figured this was due to some changed security settings but even after elevating the Intranet Security Zone and mucking with the other browser feature flags pertaining to security I had no luck. In the end I relented and used a JavaScript function in my editor document that returns a selection range object: function getselectionrange() { var range = document.selection.createRange(); return range; } and call that JavaScript function from my host applications code: *** Use a function in the document to get around HTML Editing issues loRange = loEdit.document.parentWindow.getselectionrange(.f.) and that does work correctly. This wasn't a big deal as I'm already loading a support script file into the editor page so all I had to do is add the function to this existing script file. You can find out more how to call script code in the Web Browser control from a host application in a previous post of mine. IE 8 and 9 also clamp down the security environment a little more than the default IE 7 control, so there may be other issues you run into. Other than the createRange() problem above I haven't seen anything else that is breaking in my code so far though and that's encouraging at least since it uses a lot of HTML document manipulation for the custom editor I've created (and would love to replace - any PROFESSIONAL alternatives anybody?) Registry Key Installation for your Application It’s important to remember that this registry setting is made per application, so most likely this is something you want to set up with your installer. Also remember that 32 and 64 bit settings require separate settings in the registry so if you’re creating your installer you most likely will want to set both keys in the registry preemptively for your application. I use Tarma Installer for all of my application installs and in Tarma I configure registry keys for both and set a flag to only install the latter key group in the 64 bit version: Because this setting is application specific you have to do this for every application you install unfortunately, but this also means that you can safely configure this setting in the registry because it is after only applied to your application. Another problem with install based installation is version detection. If IE 8 is installed I’d want 8000 for the value, if IE 9 is installed I want 9000. I can do this easily in code but in the installer this is much more difficult. I don’t have a good solution for this at the moment, but given that the app works with IE 7 mode now, IE 9 mode is just a bonus for the moment. If IE 9 is not installed and 9000 is used the default rendering will remain in use.   It sure would be nice if we could specify the IE rendering mode as a property, but I suspect the ActiveX container has to know before it loads what actual version to load up and once loaded can only load a single version of IE. This would account for this annoying application level configuration… Summary The registry feature emulation has been available for quite some time, but I just found out about it today and started experimenting around with it. I’m stoked to see that this is available as I’d pretty much given up in ever seeing any better rendering in the Web Browser control. Now at least my apps can take advantage of newer HTML features. Now if we could only get better HTML Editing support somehow <snicker>… ah can’t have everything.© Rick Strahl, West Wind Technologies, 2005-2011Posted in .NET  FoxPro  Windows  

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  • FreeBSD 8.1 unstable network connection

    - by frankcheong
    I have three FreeBSD 8.1 running on three different hardware and therefore consist of different network adapter as well (bce, bge and igb). I found that the network connection is kind of unstable which I have tried to scp some 10MB file and found that I cannot always get the files completed successfully. I have further checked with my network admin and he claim that the problem is being caused by the network driver which cannot support the load whereby he tried to ping using huge packet size (around 15k) and my server will drop packet consistently at a regular interval. I found that this statement may not be valid since the three server is using three different network drive and it would be quite impossible that the same problem is being caused by three different network adapter and thus different network driver. Since then I have tried to tune up the performance by playing around with the /etc/sysctl.conf figures with no luck. kern.ipc.somaxconn=1024 kern.ipc.shmall=3276800 kern.ipc.shmmax=1638400000 # Security net.inet.ip.redirect=0 net.inet.ip.sourceroute=0 net.inet.ip.accept_sourceroute=0 net.inet.icmp.maskrepl=0 net.inet.icmp.log_redirect=0 net.inet.icmp.drop_redirect=1 net.inet.tcp.drop_synfin=1 # Security net.inet.udp.blackhole=1 net.inet.tcp.blackhole=2 # Required by pf net.inet.ip.forwarding=1 #Network Performance Tuning kern.ipc.maxsockbuf=16777216 net.inet.tcp.rfc1323=1 net.inet.tcp.sendbuf_max=16777216 net.inet.tcp.recvbuf_max=16777216 # Setting specifically for 1 or even 10Gbps network net.local.stream.sendspace=262144 net.local.stream.recvspace=262144 net.inet.tcp.local_slowstart_flightsize=10 net.inet.tcp.nolocaltimewait=1 net.inet.tcp.mssdflt=1460 net.inet.tcp.sendbuf_auto=1 net.inet.tcp.sendbuf_inc=16384 net.inet.tcp.recvbuf_auto=1 net.inet.tcp.recvbuf_inc=524288 net.inet.tcp.sendspace=262144 net.inet.tcp.recvspace=262144 net.inet.udp.recvspace=262144 kern.ipc.maxsockbuf=16777216 kern.ipc.nmbclusters=32768 net.inet.tcp.delayed_ack=1 net.inet.tcp.delacktime=100 net.inet.tcp.slowstart_flightsize=179 net.inet.tcp.inflight.enable=1 net.inet.tcp.inflight.min=6144 # Reduce the cache size of slow start connection net.inet.tcp.hostcache.expire=1 Our network admin also claim that they see quite a lot of network up and down from their cisco switch log while I cannot find any up down message inside the dmesg. Have further checked the netstat -s but dont have concrete idea. tcp: 133695291 packets sent 39408539 data packets (3358837321 bytes) 61868 data packets (89472844 bytes) retransmitted 24 data packets unnecessarily retransmitted 0 resends initiated by MTU discovery 50756141 ack-only packets (2148 delayed) 0 URG only packets 0 window probe packets 4372385 window update packets 39781869 control packets 134898031 packets received 72339403 acks (for 3357601899 bytes) 190712 duplicate acks 0 acks for unsent data 59339201 packets (3647021974 bytes) received in-sequence 114 completely duplicate packets (135202 bytes) 27 old duplicate packets 0 packets with some dup. data (0 bytes duped) 42090 out-of-order packets (60817889 bytes) 0 packets (0 bytes) of data after window 0 window probes 3953896 window update packets 64181 packets received after close 0 discarded for bad checksums 0 discarded for bad header offset fields 0 discarded because packet too short 45192 discarded due to memory problems 19945391 connection requests 1323420 connection accepts 0 bad connection attempts 0 listen queue overflows 0 ignored RSTs in the windows 21133581 connections established (including accepts) 21268724 connections closed (including 32737 drops) 207874 connections updated cached RTT on close 207874 connections updated cached RTT variance on close 132439 connections updated cached ssthresh on close 42392 embryonic connections dropped 72339338 segments updated rtt (of 69477829 attempts) 390871 retransmit timeouts 0 connections dropped by rexmit timeout 0 persist timeouts 0 connections dropped by persist timeout 0 Connections (fin_wait_2) dropped because of timeout 13990 keepalive timeouts 2 keepalive probes sent 13988 connections dropped by keepalive 173044 correct ACK header predictions 36947371 correct data packet header predictions 1323420 syncache entries added 0 retransmitted 0 dupsyn 0 dropped 1323420 completed 0 bucket overflow 0 cache overflow 0 reset 0 stale 0 aborted 0 badack 0 unreach 0 zone failures 1323420 cookies sent 0 cookies received 1864 SACK recovery episodes 18005 segment rexmits in SACK recovery episodes 26066896 byte rexmits in SACK recovery episodes 147327 SACK options (SACK blocks) received 87473 SACK options (SACK blocks) sent 0 SACK scoreboard overflow 0 packets with ECN CE bit set 0 packets with ECN ECT(0) bit set 0 packets with ECN ECT(1) bit set 0 successful ECN handshakes 0 times ECN reduced the congestion window udp: 5141258 datagrams received 0 with incomplete header 0 with bad data length field 0 with bad checksum 1 with no checksum 0 dropped due to no socket 129616 broadcast/multicast datagrams undelivered 0 dropped due to full socket buffers 0 not for hashed pcb 5011642 delivered 5016050 datagrams output 0 times multicast source filter matched sctp: 0 input packets 0 datagrams 0 packets that had data 0 input SACK chunks 0 input DATA chunks 0 duplicate DATA chunks 0 input HB chunks 0 HB-ACK chunks 0 input ECNE chunks 0 input AUTH chunks 0 chunks missing AUTH 0 invalid HMAC ids received 0 invalid secret ids received 0 auth failed 0 fast path receives all one chunk 0 fast path multi-part data 0 output packets 0 output SACKs 0 output DATA chunks 0 retransmitted DATA chunks 0 fast retransmitted DATA chunks 0 FR's that happened more than once to same chunk 0 intput HB chunks 0 output ECNE chunks 0 output AUTH chunks 0 ip_output error counter Packet drop statistics: 0 from middle box 0 from end host 0 with data 0 non-data, non-endhost 0 non-endhost, bandwidth rep only 0 not enough for chunk header 0 not enough data to confirm 0 where process_chunk_drop said break 0 failed to find TSN 0 attempt reverse TSN lookup 0 e-host confirms zero-rwnd 0 midbox confirms no space 0 data did not match TSN 0 TSN's marked for Fast Retran Timeouts: 0 iterator timers fired 0 T3 data time outs 0 window probe (T3) timers fired 0 INIT timers fired 0 sack timers fired 0 shutdown timers fired 0 heartbeat timers fired 0 a cookie timeout fired 0 an endpoint changed its cookiesecret 0 PMTU timers fired 0 shutdown ack timers fired 0 shutdown guard timers fired 0 stream reset timers fired 0 early FR timers fired 0 an asconf timer fired 0 auto close timer fired 0 asoc free timers expired 0 inp free timers expired 0 packet shorter than header 0 checksum error 0 no endpoint for port 0 bad v-tag 0 bad SID 0 no memory 0 number of multiple FR in a RTT window 0 RFC813 allowed sending 0 RFC813 does not allow sending 0 times max burst prohibited sending 0 look ahead tells us no memory in interface 0 numbers of window probes sent 0 times an output error to clamp down on next user send 0 times sctp_senderrors were caused from a user 0 number of in data drops due to chunk limit reached 0 number of in data drops due to rwnd limit reached 0 times a ECN reduced the cwnd 0 used express lookup via vtag 0 collision in express lookup 0 times the sender ran dry of user data on primary 0 same for above 0 sacks the slow way 0 window update only sacks sent 0 sends with sinfo_flags !=0 0 unordered sends 0 sends with EOF flag set 0 sends with ABORT flag set 0 times protocol drain called 0 times we did a protocol drain 0 times recv was called with peek 0 cached chunks used 0 cached stream oq's used 0 unread messages abandonded by close 0 send burst avoidance, already max burst inflight to net 0 send cwnd full avoidance, already max burst inflight to net 0 number of map array over-runs via fwd-tsn's ip: 137814085 total packets received 0 bad header checksums 0 with size smaller than minimum 0 with data size < data length 0 with ip length > max ip packet size 0 with header length < data size 0 with data length < header length 0 with bad options 0 with incorrect version number 1200 fragments received 0 fragments dropped (dup or out of space) 0 fragments dropped after timeout 300 packets reassembled ok 137813009 packets for this host 530 packets for unknown/unsupported protocol 0 packets forwarded (0 packets fast forwarded) 61 packets not forwardable 0 packets received for unknown multicast group 0 redirects sent 137234598 packets sent from this host 0 packets sent with fabricated ip header 685307 output packets dropped due to no bufs, etc. 52 output packets discarded due to no route 300 output datagrams fragmented 1200 fragments created 0 datagrams that can't be fragmented 0 tunneling packets that can't find gif 0 datagrams with bad address in header icmp: 0 calls to icmp_error 0 errors not generated in response to an icmp message Output histogram: echo reply: 305 0 messages with bad code fields 0 messages less than the minimum length 0 messages with bad checksum 0 messages with bad length 0 multicast echo requests ignored 0 multicast timestamp requests ignored Input histogram: destination unreachable: 530 echo: 305 305 message responses generated 0 invalid return addresses 0 no return routes ICMP address mask responses are disabled igmp: 0 messages received 0 messages received with too few bytes 0 messages received with wrong TTL 0 messages received with bad checksum 0 V1/V2 membership queries received 0 V3 membership queries received 0 membership queries received with invalid field(s) 0 general queries received 0 group queries received 0 group-source queries received 0 group-source queries dropped 0 membership reports received 0 membership reports received with invalid field(s) 0 membership reports received for groups to which we belong 0 V3 reports received without Router Alert 0 membership reports sent arp: 376748 ARP requests sent 3207 ARP replies sent 245245 ARP requests received 80845 ARP replies received 326090 ARP packets received 267712 total packets dropped due to no ARP entry 108876 ARP entrys timed out 0 Duplicate IPs seen ip6: 2226633 total packets received 0 with size smaller than minimum 0 with data size < data length 0 with bad options 0 with incorrect version number 0 fragments received 0 fragments dropped (dup or out of space) 0 fragments dropped after timeout 0 fragments that exceeded limit 0 packets reassembled ok 2226633 packets for this host 0 packets forwarded 0 packets not forwardable 0 redirects sent 2226633 packets sent from this host 0 packets sent with fabricated ip header 0 output packets dropped due to no bufs, etc. 8 output packets discarded due to no route 0 output datagrams fragmented 0 fragments created 0 datagrams that can't be fragmented 0 packets that violated scope rules 0 multicast packets which we don't join Input histogram: UDP: 2226633 Mbuf statistics: 962679 one mbuf 1263954 one ext mbuf 0 two or more ext mbuf 0 packets whose headers are not continuous 0 tunneling packets that can't find gif 0 packets discarded because of too many headers 0 failures of source address selection Source addresses selection rule applied: icmp6: 0 calls to icmp6_error 0 errors not generated in response to an icmp6 message 0 errors not generated because of rate limitation 0 messages with bad code fields 0 messages < minimum length 0 bad checksums 0 messages with bad length Histogram of error messages to be generated: 0 no route 0 administratively prohibited 0 beyond scope 0 address unreachable 0 port unreachable 0 packet too big 0 time exceed transit 0 time exceed reassembly 0 erroneous header field 0 unrecognized next header 0 unrecognized option 0 redirect 0 unknown 0 message responses generated 0 messages with too many ND options 0 messages with bad ND options 0 bad neighbor solicitation messages 0 bad neighbor advertisement messages 0 bad router solicitation messages 0 bad router advertisement messages 0 bad redirect messages 0 path MTU changes rip6: 0 messages received 0 checksum calculations on inbound 0 messages with bad checksum 0 messages dropped due to no socket 0 multicast messages dropped due to no socket 0 messages dropped due to full socket buffers 0 delivered 0 datagrams output netstat -m 516/5124/5640 mbufs in use (current/cache/total) 512/1634/2146/32768 mbuf clusters in use (current/cache/total/max) 512/1536 mbuf+clusters out of packet secondary zone in use (current/cache) 0/1303/1303/12800 4k (page size) jumbo clusters in use (current/cache/total/max) 0/0/0/6400 9k jumbo clusters in use (current/cache/total/max) 0/0/0/3200 16k jumbo clusters in use (current/cache/total/max) 1153K/9761K/10914K bytes allocated to network (current/cache/total) 0/0/0 requests for mbufs denied (mbufs/clusters/mbuf+clusters) 0/0/0 requests for jumbo clusters denied (4k/9k/16k) 0/8/6656 sfbufs in use (current/peak/max) 0 requests for sfbufs denied 0 requests for sfbufs delayed 0 requests for I/O initiated by sendfile 0 calls to protocol drain routines Anyone got an idea what might be the possible cause?

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