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  • How to improve the use of Delphi Frames

    - by Brian Frost
    I've used frames in Delphi for years, and they are one of the most powerful features of the VCL, but standard use of them seems to have some risk such as: It's easy to accidentally move or edit the frame sub-components on a frame's host form without realising that you are 'tweaking' with the frame - I know this does not affect the original frame code, but it's generally not what you would want. When working with the frame you are still exposed to its sub-components for visual editing, even when that frame is years old and should not be touched. So I got to thinking.... Is there a way of 'grouping' components such that their positions are 'locked'? This would be useful for finished forms as well as frames. Often other developers return code to me where only the form bounds have changed and even they did not intend any change. Is there any way of turning a frame and its components into a single Delphi component? If so, the frame internals would be completely hidden and its useability would increase further. I'm interested in any thoughts... Brian.

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  • merge() multiple data frames (do.call ?)

    - by Vincent
    Hi everyone, here's my very simple question: merge() only takes two data frames as input. I need to merge a series of data frames from a list, using the same keys for every merge operation. Given a list named "test", I want to do something like: do.call("merge", test). I could write some kind of loop, but I'm wondering if there's a standard or built-in way to do this more efficiently. Any advice is appreciated. Thanks! Here's a subset of the dataset in dput format (note that merging on country is trivial in this case, but that there are more countries in the original data): test <- list(structure(list(country = c("United States", "United States", "United States", "United States", "United States"), NY.GNS.ICTR.GN.ZS = c(13.5054687, 14.7608697, 14.1115876, 13.3389063, 12.9048351), year = c(2007, 2006, 2005, 2004, 2003)), .Names = c("country", "NY.GNS.ICTR.GN.ZS", "year"), row.names = c(NA, 5L), class = "data.frame"), structure(list( country = c("United States", "United States", "United States", "United States", "United States"), NE.TRD.GNFS.ZS = c(29.3459277, 28.352838, 26.9861939, 25.6231246, 23.6615328), year = c(2007, 2006, 2005, 2004, 2003)), .Names = c("country", "NE.TRD.GNFS.ZS", "year"), row.names = c(NA, 5L), class = "data.frame"), structure(list( country = c("United States", "United States", "United States", "United States", "United States"), NY.GDP.MKTP.CD = c(1.37416e+13, 1.31165e+13, 1.23641e+13, 1.16309e+13, 1.0908e+13), year = c(2007, 2006, 2005, 2004, 2003)), .Names = c("country", "NY.GDP.MKTP.CD", "year"), row.names = c(NA, 5L), class = "data.frame"))

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  • Fulfilling strange requirements with CSS (kind of simulating frames)

    - by Bernhard V
    Hi! I'm struggling to find a way to code a site according to our strange requirements. The site should be displayed correctly in all browsers from IE6 to Opera. The website is structured in three parts. It contains a header at the top, a navigation on the left an the rest of the screen should be filled with the content section. The following picture should help you better understand my description. Here comes the kicker: Each of the three sections should be scrollable separately and no browser scrollbar should appear. The page should be displayed similar as if it would use frames. Of course, on a big enough screen, no scroll bars should appear. It doesn't matter which way is used to display the site, although frames aren't an option an divs would be preferred. There are two conditions: The site should always fill the whole browser screen. The header and the content section should reach to the right border of the page, and the navigation as well as the content to the bottom. As soon as the site is scaled down -- whether due to resizing the browser window or due to a smaller resolution -- a scrollbar for every single section should appear, but no "browser scrollbar" for the whole page. The header should always retain it's height and the navigation always it's width. Do you know a way how all this can be achieved? Yours Bernhard

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  • Tricky SQL query - need to get time frames

    - by Andrew
    I am stumbled upon a problem, when I need a query which will produce a list of speeding time frames. Here is the data example [idgps_unit_location] [dt] [idgps_unit] [lat] [long] [speed_kmh] 26 10/18/2012 18:53 2 47 56 30 27 10/18/2012 18:53 2 49 58 31 28 10/18/2012 18:53 2 28 37 15 29 10/18/2012 18:54 2 56 65 33 30 10/18/2012 18:54 2 152 161 73 31 10/18/2012 18:55 2 134 143 64 32 10/18/2012 18:56 2 22 31 12 36 10/18/2012 18:59 2 98 107 47 37 10/18/2012 18:59 2 122 131 58 38 10/18/2012 18:59 2 91 100 44 39 10/18/2012 19:00 2 190 199 98 40 10/18/2012 19:01 2 194 203 101 41 10/18/2012 19:02 2 182 191 91 42 10/18/2012 19:03 2 162 171 78 43 10/18/2012 19:03 2 174 183 83 44 10/18/2012 19:04 2 170 179 81 45 10/18/2012 19:05 2 189 198 97 46 10/18/2012 19:06 2 20 29 10 47 10/18/2012 19:07 2 158 167 76 48 10/18/2012 19:08 2 135 144 64 49 10/18/2012 19:08 2 166 175 79 50 10/18/2012 19:09 2 9 18 5 51 10/18/2012 19:09 2 101 110 48 52 10/18/2012 19:09 2 10 19 7 53 10/18/2012 19:10 2 32 41 20 54 10/18/2012 19:10 1 54 63 85 55 10/19/2012 19:11 2 55 64 50 I need a query that would convert this table into the following report that shows frames of time when speed was 80: [idgps_unit] [dt_start] [lat_start] [long_start] [speed_start] [dt_end] [lat_end] [long_end] [speed_end] [speed_average] 2 10/18/2012 19:00 190 199 98 10/18/2012 19:02 182 191 91 96.66666667 2 10/18/2012 19:03 174 183 83 10/18/2012 19:05 189 198 97 87 1 10/18/2012 19:10 54 63 85 10/18/2012 19:10 54 63 85 85 Now, what have I tried? I tried putting this into separate tables, queries and do some joins... Nothing works and I am very frustrated... I am not even sure if this could be done via the query. Asking for the expert help!

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  • Software for mosaicing video frames into a panorama

    - by Eikern
    I have some video footage I've shot using a dolly with the camera rotated 90 degrees to the right. Which gives me a sideways tracking shot of a background. Does there exist some kind of software I can create a single image from the video footage? The result I want is one single image of the entire shot. I guess I could export every Nth frame and use Photoshop (or any other type of panorama software) to merge the images together, but this would make it easier. Thanks.

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  • Did IE8 lose the document.frames collection?

    - by Nick
    Hey all.. I noticed that an application I am maintaining was giving me a javascript error in IE8 and FF. The script was trying to get a collection of frame elements: document.frames This always returned 'undefined'. I placed a watch on the document object and noticed that this collection does not seem to be a member of the document object in IE8. I think this was always the case in FF but this same code works in older versions of IE. Has this been removed? -Nick

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  • Merge two data frames together that have the same variable names and data types

    - by Brandon
    I have tried the merge function to merge two csv files that I imported. They both have the same variable names and data types but each time I run merge all that I get is an object that contains the names of the two data frames. I have tried the following: # ex1 obj <- merge(obj1, obj2, by=obj) # ex2 obj <- merge(obj1, obj2, all) and several other iterations of the above. Is merge the correct function? If so, what am I doing wrong?

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  • 256 Windows Azure Worker Roles, Windows Kinect and a 90's Text-Based Ray-Tracer

    - by Alan Smith
    For a couple of years I have been demoing a simple render farm hosted in Windows Azure using worker roles and the Azure Storage service. At the start of the presentation I deploy an Azure application that uses 16 worker roles to render a 1,500 frame 3D ray-traced animation. At the end of the presentation, when the animation was complete, I would play the animation delete the Azure deployment. The standing joke with the audience was that it was that it was a “$2 demo”, as the compute charges for running the 16 instances for an hour was $1.92, factor in the bandwidth charges and it’s a couple of dollars. The point of the demo is that it highlights one of the great benefits of cloud computing, you pay for what you use, and if you need massive compute power for a short period of time using Windows Azure can work out very cost effective. The “$2 demo” was great for presenting at user groups and conferences in that it could be deployed to Azure, used to render an animation, and then removed in a one hour session. I have always had the idea of doing something a bit more impressive with the demo, and scaling it from a “$2 demo” to a “$30 demo”. The challenge was to create a visually appealing animation in high definition format and keep the demo time down to one hour.  This article will take a run through how I achieved this. Ray Tracing Ray tracing, a technique for generating high quality photorealistic images, gained popularity in the 90’s with companies like Pixar creating feature length computer animations, and also the emergence of shareware text-based ray tracers that could run on a home PC. In order to render a ray traced image, the ray of light that would pass from the view point must be tracked until it intersects with an object. At the intersection, the color, reflectiveness, transparency, and refractive index of the object are used to calculate if the ray will be reflected or refracted. Each pixel may require thousands of calculations to determine what color it will be in the rendered image. Pin-Board Toys Having very little artistic talent and a basic understanding of maths I decided to focus on an animation that could be modeled fairly easily and would look visually impressive. I’ve always liked the pin-board desktop toys that become popular in the 80’s and when I was working as a 3D animator back in the 90’s I always had the idea of creating a 3D ray-traced animation of a pin-board, but never found the energy to do it. Even if I had a go at it, the render time to produce an animation that would look respectable on a 486 would have been measured in months. PolyRay Back in 1995 I landed my first real job, after spending three years being a beach-ski-climbing-paragliding-bum, and was employed to create 3D ray-traced animations for a CD-ROM that school kids would use to learn physics. I had got into the strange and wonderful world of text-based ray tracing, and was using a shareware ray-tracer called PolyRay. PolyRay takes a text file describing a scene as input and, after a few hours processing on a 486, produced a high quality ray-traced image. The following is an example of a basic PolyRay scene file. background Midnight_Blue   static define matte surface { ambient 0.1 diffuse 0.7 } define matte_white texture { matte { color white } } define matte_black texture { matte { color dark_slate_gray } } define position_cylindrical 3 define lookup_sawtooth 1 define light_wood <0.6, 0.24, 0.1> define median_wood <0.3, 0.12, 0.03> define dark_wood <0.05, 0.01, 0.005>     define wooden texture { noise surface { ambient 0.2  diffuse 0.7  specular white, 0.5 microfacet Reitz 10 position_fn position_cylindrical position_scale 1  lookup_fn lookup_sawtooth octaves 1 turbulence 1 color_map( [0.0, 0.2, light_wood, light_wood] [0.2, 0.3, light_wood, median_wood] [0.3, 0.4, median_wood, light_wood] [0.4, 0.7, light_wood, light_wood] [0.7, 0.8, light_wood, median_wood] [0.8, 0.9, median_wood, light_wood] [0.9, 1.0, light_wood, dark_wood]) } } define glass texture { surface { ambient 0 diffuse 0 specular 0.2 reflection white, 0.1 transmission white, 1, 1.5 }} define shiny surface { ambient 0.1 diffuse 0.6 specular white, 0.6 microfacet Phong 7  } define steely_blue texture { shiny { color black } } define chrome texture { surface { color white ambient 0.0 diffuse 0.2 specular 0.4 microfacet Phong 10 reflection 0.8 } }   viewpoint {     from <4.000, -1.000, 1.000> at <0.000, 0.000, 0.000> up <0, 1, 0> angle 60     resolution 640, 480 aspect 1.6 image_format 0 }       light <-10, 30, 20> light <-10, 30, -20>   object { disc <0, -2, 0>, <0, 1, 0>, 30 wooden }   object { sphere <0.000, 0.000, 0.000>, 1.00 chrome } object { cylinder <0.000, 0.000, 0.000>, <0.000, 0.000, -4.000>, 0.50 chrome }   After setting up the background and defining colors and textures, the viewpoint is specified. The “camera” is located at a point in 3D space, and it looks towards another point. The angle, image resolution, and aspect ratio are specified. Two lights are present in the image at defined coordinates. The three objects in the image are a wooden disc to represent a table top, and a sphere and cylinder that intersect to form a pin that will be used for the pin board toy in the final animation. When the image is rendered, the following image is produced. The pins are modeled with a chrome surface, so they reflect the environment around them. Note that the scale of the pin shaft is not correct, this will be fixed later. Modeling the Pin Board The frame of the pin-board is made up of three boxes, and six cylinders, the front box is modeled using a clear, slightly reflective solid, with the same refractive index of glass. The other shapes are modeled as metal. object { box <-5.5, -1.5, 1>, <5.5, 5.5, 1.2> glass } object { box <-5.5, -1.5, -0.04>, <5.5, 5.5, -0.09> steely_blue } object { box <-5.5, -1.5, -0.52>, <5.5, 5.5, -0.59> steely_blue } object { cylinder <-5.2, -1.2, 1.4>, <-5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, -1.2, 1.4>, <5.2, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <-5.2, 5.2, 1.4>, <-5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <5.2, 5.2, 1.4>, <5.2, 5.2, -0.74>, 0.2 steely_blue } object { cylinder <0, -1.2, 1.4>, <0, -1.2, -0.74>, 0.2 steely_blue } object { cylinder <0, 5.2, 1.4>, <0, 5.2, -0.74>, 0.2 steely_blue }   In order to create the matrix of pins that make up the pin board I used a basic console application with a few nested loops to create two intersecting matrixes of pins, which models the layout used in the pin boards. The resulting image is shown below. The pin board contains 11,481 pins, with the scene file containing 23,709 lines of code. For the complete animation 2,000 scene files will be created, which is over 47 million lines of code. Each pin in the pin-board will slide out a specific distance when an object is pressed into the back of the board. This is easily modeled by setting the Z coordinate of the pin to a specific value. In order to set all of the pins in the pin-board to the correct position, a bitmap image can be used. The position of the pin can be set based on the color of the pixel at the appropriate position in the image. When the Windows Azure logo is used to set the Z coordinate of the pins, the following image is generated. The challenge now was to make a cool animation. The Azure Logo is fine, but it is static. Using a normal video to animate the pins would not work; the colors in the video would not be the same as the depth of the objects from the camera. In order to simulate the pin board accurately a series of frames from a depth camera could be used. Windows Kinect The Kenect controllers for the X-Box 360 and Windows feature a depth camera. The Kinect SDK for Windows provides a programming interface for Kenect, providing easy access for .NET developers to the Kinect sensors. The Kinect Explorer provided with the Kinect SDK is a great starting point for exploring Kinect from a developers perspective. Both the X-Box 360 Kinect and the Windows Kinect will work with the Kinect SDK, the Windows Kinect is required for commercial applications, but the X-Box Kinect can be used for hobby projects. The Windows Kinect has the advantage of providing a mode to allow depth capture with objects closer to the camera, which makes for a more accurate depth image for setting the pin positions. Creating a Depth Field Animation The depth field animation used to set the positions of the pin in the pin board was created using a modified version of the Kinect Explorer sample application. In order to simulate the pin board accurately, a small section of the depth range from the depth sensor will be used. Any part of the object in front of the depth range will result in a white pixel; anything behind the depth range will be black. Within the depth range the pixels in the image will be set to RGB values from 0,0,0 to 255,255,255. A screen shot of the modified Kinect Explorer application is shown below. The Kinect Explorer sample application was modified to include slider controls that are used to set the depth range that forms the image from the depth stream. This allows the fine tuning of the depth image that is required for simulating the position of the pins in the pin board. The Kinect Explorer was also modified to record a series of images from the depth camera and save them as a sequence JPEG files that will be used to animate the pins in the animation the Start and Stop buttons are used to start and stop the image recording. En example of one of the depth images is shown below. Once a series of 2,000 depth images has been captured, the task of creating the animation can begin. Rendering a Test Frame In order to test the creation of frames and get an approximation of the time required to render each frame a test frame was rendered on-premise using PolyRay. The output of the rendering process is shown below. The test frame contained 23,629 primitive shapes, most of which are the spheres and cylinders that are used for the 11,800 or so pins in the pin board. The 1280x720 image contains 921,600 pixels, but as anti-aliasing was used the number of rays that were calculated was 4,235,777, with 3,478,754,073 object boundaries checked. The test frame of the pin board with the depth field image applied is shown below. The tracing time for the test frame was 4 minutes 27 seconds, which means rendering the2,000 frames in the animation would take over 148 hours, or a little over 6 days. Although this is much faster that an old 486, waiting almost a week to see the results of an animation would make it challenging for animators to create, view, and refine their animations. It would be much better if the animation could be rendered in less than one hour. Windows Azure Worker Roles The cost of creating an on-premise render farm to render animations increases in proportion to the number of servers. The table below shows the cost of servers for creating a render farm, assuming a cost of $500 per server. Number of Servers Cost 1 $500 16 $8,000 256 $128,000   As well as the cost of the servers, there would be additional costs for networking, racks etc. Hosting an environment of 256 servers on-premise would require a server room with cooling, and some pretty hefty power cabling. The Windows Azure compute services provide worker roles, which are ideal for performing processor intensive compute tasks. With the scalability available in Windows Azure a job that takes 256 hours to complete could be perfumed using different numbers of worker roles. The time and cost of using 1, 16 or 256 worker roles is shown below. Number of Worker Roles Render Time Cost 1 256 hours $30.72 16 16 hours $30.72 256 1 hour $30.72   Using worker roles in Windows Azure provides the same cost for the 256 hour job, irrespective of the number of worker roles used. Provided the compute task can be broken down into many small units, and the worker role compute power can be used effectively, it makes sense to scale the application so that the task is completed quickly, making the results available in a timely fashion. The task of rendering 2,000 frames in an animation is one that can easily be broken down into 2,000 individual pieces, which can be performed by a number of worker roles. Creating a Render Farm in Windows Azure The architecture of the render farm is shown in the following diagram. The render farm is a hybrid application with the following components: ·         On-Premise o   Windows Kinect – Used combined with the Kinect Explorer to create a stream of depth images. o   Animation Creator – This application uses the depth images from the Kinect sensor to create scene description files for PolyRay. These files are then uploaded to the jobs blob container, and job messages added to the jobs queue. o   Process Monitor – This application queries the role instance lifecycle table and displays statistics about the render farm environment and render process. o   Image Downloader – This application polls the image queue and downloads the rendered animation files once they are complete. ·         Windows Azure o   Azure Storage – Queues and blobs are used for the scene description files and completed frames. A table is used to store the statistics about the rendering environment.   The architecture of each worker role is shown below.   The worker role is configured to use local storage, which provides file storage on the worker role instance that can be use by the applications to render the image and transform the format of the image. The service definition for the worker role with the local storage configuration highlighted is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceDefinition name="CloudRay" >   <WorkerRole name="CloudRayWorkerRole" vmsize="Small">     <Imports>     </Imports>     <ConfigurationSettings>       <Setting name="DataConnectionString" />     </ConfigurationSettings>     <LocalResources>       <LocalStorage name="RayFolder" cleanOnRoleRecycle="true" />     </LocalResources>   </WorkerRole> </ServiceDefinition>     The two executable programs, PolyRay.exe and DTA.exe are included in the Azure project, with Copy Always set as the property. PolyRay will take the scene description file and render it to a Truevision TGA file. As the TGA format has not seen much use since the mid 90’s it is converted to a JPG image using Dave's Targa Animator, another shareware application from the 90’s. Each worker roll will use the following process to render the animation frames. 1.       The worker process polls the job queue, if a job is available the scene description file is downloaded from blob storage to local storage. 2.       PolyRay.exe is started in a process with the appropriate command line arguments to render the image as a TGA file. 3.       DTA.exe is started in a process with the appropriate command line arguments convert the TGA file to a JPG file. 4.       The JPG file is uploaded from local storage to the images blob container. 5.       A message is placed on the images queue to indicate a new image is available for download. 6.       The job message is deleted from the job queue. 7.       The role instance lifecycle table is updated with statistics on the number of frames rendered by the worker role instance, and the CPU time used. The code for this is shown below. public override void Run() {     // Set environment variables     string polyRayPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), PolyRayLocation);     string dtaPath = Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), DTALocation);       LocalResource rayStorage = RoleEnvironment.GetLocalResource("RayFolder");     string localStorageRootPath = rayStorage.RootPath;       JobQueue jobQueue = new JobQueue("renderjobs");     JobQueue downloadQueue = new JobQueue("renderimagedownloadjobs");     CloudRayBlob sceneBlob = new CloudRayBlob("scenes");     CloudRayBlob imageBlob = new CloudRayBlob("images");     RoleLifecycleDataSource roleLifecycleDataSource = new RoleLifecycleDataSource();       Frames = 0;       while (true)     {         // Get the render job from the queue         CloudQueueMessage jobMsg = jobQueue.Get();           if (jobMsg != null)         {             // Get the file details             string sceneFile = jobMsg.AsString;             string tgaFile = sceneFile.Replace(".pi", ".tga");             string jpgFile = sceneFile.Replace(".pi", ".jpg");               string sceneFilePath = Path.Combine(localStorageRootPath, sceneFile);             string tgaFilePath = Path.Combine(localStorageRootPath, tgaFile);             string jpgFilePath = Path.Combine(localStorageRootPath, jpgFile);               // Copy the scene file to local storage             sceneBlob.DownloadFile(sceneFilePath);               // Run the ray tracer.             string polyrayArguments =                 string.Format("\"{0}\" -o \"{1}\" -a 2", sceneFilePath, tgaFilePath);             Process polyRayProcess = new Process();             polyRayProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), polyRayPath);             polyRayProcess.StartInfo.Arguments = polyrayArguments;             polyRayProcess.Start();             polyRayProcess.WaitForExit();               // Convert the image             string dtaArguments =                 string.Format(" {0} /FJ /P{1}", tgaFilePath, Path.GetDirectoryName (jpgFilePath));             Process dtaProcess = new Process();             dtaProcess.StartInfo.FileName =                 Path.Combine(Environment.GetEnvironmentVariable("RoleRoot"), dtaPath);             dtaProcess.StartInfo.Arguments = dtaArguments;             dtaProcess.Start();             dtaProcess.WaitForExit();               // Upload the image to blob storage             imageBlob.UploadFile(jpgFilePath);               // Add a download job.             downloadQueue.Add(jpgFile);               // Delete the render job message             jobQueue.Delete(jobMsg);               Frames++;         }         else         {             Thread.Sleep(1000);         }           // Log the worker role activity.         roleLifecycleDataSource.Alive             ("CloudRayWorker", RoleLifecycleDataSource.RoleLifecycleId, Frames);     } }     Monitoring Worker Role Instance Lifecycle In order to get more accurate statistics about the lifecycle of the worker role instances used to render the animation data was tracked in an Azure storage table. The following class was used to track the worker role lifecycles in Azure storage.   public class RoleLifecycle : TableServiceEntity {     public string ServerName { get; set; }     public string Status { get; set; }     public DateTime StartTime { get; set; }     public DateTime EndTime { get; set; }     public long SecondsRunning { get; set; }     public DateTime LastActiveTime { get; set; }     public int Frames { get; set; }     public string Comment { get; set; }       public RoleLifecycle()     {     }       public RoleLifecycle(string roleName)     {         PartitionKey = roleName;         RowKey = Utils.GetAscendingRowKey();         Status = "Started";         StartTime = DateTime.UtcNow;         LastActiveTime = StartTime;         EndTime = StartTime;         SecondsRunning = 0;         Frames = 0;     } }     A new instance of this class is created and added to the storage table when the role starts. It is then updated each time the worker renders a frame to record the total number of frames rendered and the total processing time. These statistics are used be the monitoring application to determine the effectiveness of use of resources in the render farm. Rendering the Animation The Azure solution was deployed to Windows Azure with the service configuration set to 16 worker role instances. This allows for the application to be tested in the cloud environment, and the performance of the application determined. When I demo the application at conferences and user groups I often start with 16 instances, and then scale up the application to the full 256 instances. The configuration to run 16 instances is shown below. <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="16" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     About six minutes after deploying the application the first worker roles become active and start to render the first frames of the animation. The CloudRay Monitor application displays an icon for each worker role instance, with a number indicating the number of frames that the worker role has rendered. The statistics on the left show the number of active worker roles and statistics about the render process. The render time is the time since the first worker role became active; the CPU time is the total amount of processing time used by all worker role instances to render the frames.   Five minutes after the first worker role became active the last of the 16 worker roles activated. By this time the first seven worker roles had each rendered one frame of the animation.   With 16 worker roles u and running it can be seen that one hour and 45 minutes CPU time has been used to render 32 frames with a render time of just under 10 minutes.     At this rate it would take over 10 hours to render the 2,000 frames of the full animation. In order to complete the animation in under an hour more processing power will be required. Scaling the render farm from 16 instances to 256 instances is easy using the new management portal. The slider is set to 256 instances, and the configuration saved. We do not need to re-deploy the application, and the 16 instances that are up and running will not be affected. Alternatively, the configuration file for the Azure service could be modified to specify 256 instances.   <?xml version="1.0" encoding="utf-8"?> <ServiceConfiguration serviceName="CloudRay" xmlns="http://schemas.microsoft.com/ServiceHosting/2008/10/ServiceConfiguration" osFamily="1" osVersion="*">   <Role name="CloudRayWorkerRole">     <Instances count="256" />     <ConfigurationSettings>       <Setting name="DataConnectionString"         value="DefaultEndpointsProtocol=https;AccountName=cloudraydata;AccountKey=..." />     </ConfigurationSettings>   </Role> </ServiceConfiguration>     Six minutes after the new configuration has been applied 75 new worker roles have activated and are processing their first frames.   Five minutes later the full configuration of 256 worker roles is up and running. We can see that the average rate of frame rendering has increased from 3 to 12 frames per minute, and that over 17 hours of CPU time has been utilized in 23 minutes. In this test the time to provision 140 worker roles was about 11 minutes, which works out at about one every five seconds.   We are now half way through the rendering, with 1,000 frames complete. This has utilized just under three days of CPU time in a little over 35 minutes.   The animation is now complete, with 2,000 frames rendered in a little over 52 minutes. The CPU time used by the 256 worker roles is 6 days, 7 hours and 22 minutes with an average frame rate of 38 frames per minute. The rendering of the last 1,000 frames took 16 minutes 27 seconds, which works out at a rendering rate of 60 frames per minute. The frame counts in the server instances indicate that the use of a queue to distribute the workload has been very effective in distributing the load across the 256 worker role instances. The first 16 instances that were deployed first have rendered between 11 and 13 frames each, whilst the 240 instances that were added when the application was scaled have rendered between 6 and 9 frames each.   Completed Animation I’ve uploaded the completed animation to YouTube, a low resolution preview is shown below. Pin Board Animation Created using Windows Kinect and 256 Windows Azure Worker Roles   The animation can be viewed in 1280x720 resolution at the following link: http://www.youtube.com/watch?v=n5jy6bvSxWc Effective Use of Resources According to the CloudRay monitor statistics the animation took 6 days, 7 hours and 22 minutes CPU to render, this works out at 152 hours of compute time, rounded up to the nearest hour. As the usage for the worker role instances are billed for the full hour, it may have been possible to render the animation using fewer than 256 worker roles. When deciding the optimal usage of resources, the time required to provision and start the worker roles must also be considered. In the demo I started with 16 worker roles, and then scaled the application to 256 worker roles. It would have been more optimal to start the application with maybe 200 worker roles, and utilized the full hour that I was being billed for. This would, however, have prevented showing the ease of scalability of the application. The new management portal displays the CPU usage across the worker roles in the deployment. The average CPU usage across all instances is 93.27%, with over 99% used when all the instances are up and running. This shows that the worker role resources are being used very effectively. Grid Computing Scenarios Although I am using this scenario for a hobby project, there are many scenarios where a large amount of compute power is required for a short period of time. Windows Azure provides a great platform for developing these types of grid computing applications, and can work out very cost effective. ·         Windows Azure can provide massive compute power, on demand, in a matter of minutes. ·         The use of queues to manage the load balancing of jobs between role instances is a simple and effective solution. ·         Using a cloud-computing platform like Windows Azure allows proof-of-concept scenarios to be tested and evaluated on a very low budget. ·         No charges for inbound data transfer makes the uploading of large data sets to Windows Azure Storage services cost effective. (Transaction charges still apply.) Tips for using Windows Azure for Grid Computing Scenarios I found the implementation of a render farm using Windows Azure a fairly simple scenario to implement. I was impressed by ease of scalability that Azure provides, and by the short time that the application took to scale from 16 to 256 worker role instances. In this case it was around 13 minutes, in other tests it took between 10 and 20 minutes. The following tips may be useful when implementing a grid computing project in Windows Azure. ·         Using an Azure Storage queue to load-balance the units of work across multiple worker roles is simple and very effective. The design I have used in this scenario could easily scale to many thousands of worker role instances. ·         Windows Azure accounts are typically limited to 20 cores. If you need to use more than this, a call to support and a credit card check will be required. ·         Be aware of how the billing model works. You will be charged for worker role instances for the full clock our in which the instance is deployed. Schedule the workload to start just after the clock hour has started. ·         Monitor the utilization of the resources you are provisioning, ensure that you are not paying for worker roles that are idle. ·         If you are deploying third party applications to worker roles, you may well run into licensing issues. Purchasing software licenses on a per-processor basis when using hundreds of processors for a short time period would not be cost effective. ·         Third party software may also require installation onto the worker roles, which can be accomplished using start-up tasks. Bear in mind that adding a startup task and possible re-boot will add to the time required for the worker role instance to start and activate. An alternative may be to use a prepared VM and use VM roles. ·         Consider using the Windows Azure Autoscaling Application Block (WASABi) to autoscale the worker roles in your application. When using a large number of worker roles, the utilization must be carefully monitored, if the scaling algorithms are not optimal it could get very expensive!

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  • Question with R. Element wise multiplication, addition, and division with 2 data.frames with varying

    - by Michael
    I have a various data.frames with columns of the same length where I am trying to multiple 2 rows together element-wise and then sum this up. For example, below are two vectors I would like to perform this operation with. > a.1[186,] q01_a q01_b q01_c q01_d q01_e q01_f q01_g q01_h q01_i q01_j q01_k q01_l q01_m 3 3 3 3 2 2 2 3 1 NA NA 2 2 and > u.1[186,] q04_avl_a q04_avl_b q04_avl_c q04_avl_d q04_avl_e q04_avl_f q04_avl_g q04_avl_h q04_avl_i q04_avl_j q04_avl_k q04_avl_l q04_avl_m 4 2 3 4 3 4 4 4 3 4 3 3 3` The issue is that various rows have varying numbers of NA's. What I would like to do is skip the multiplication with any missing values ( the 10th and 11th position from my above example), and then after the addition divide by the number of elements that were multiplied (11 from the above example). Most rows are complete and would just be multiplied by 13. Thank you!

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  • Owner Vs PArent and Taction shortcuts on Frames

    - by Fred
    I have a form with a panel. I create frames at runtime and display them on the panel by setting frame's parent property to the panel. When creating panels I do not set the owner property because i manage myself the lifetime of the frame. Until now i got no problem. Next I put an TActionList on the frame with some shortcuts on the actions. I found that my actions did not execute until I set the owner property of the frame to the panel. Can someone can explain me that ? I thought that owner property was just about wich component is responsible to free the children components, and not responsible to forward key events.

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  • R: Converting a list of data frames into one data frame

    - by JD Long
    I have code that at one place ends up with a list of data frames which I really want to convert to a single big data frame. I got some pointers from an earlier question which was trying to do something similar but more complex. Here's an example of what I am starting with (this is grossly simplified for illustration): listOfDataFrames <- NULL for (i in 1:100) { listOfDataFrames[[i]] <- data.frame(a=sample(letters, 500, rep=T), b=rnorm(500), c=rnorm(500)) } I am currently using this: df <- do.call("rbind", listOfDataFrames) *EDIT* whoops. In my haste to implement what I had "learned" in a previous question I totally screwed up. Yes, the unlist() is just plain wrong. I'm editing that out of the question above.

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  • Flex: -frames.frame

    - by Michael Brewer-Davis
    Has anyone used this successfully or found further documentation than just the below (from the Adobe site): frames.frame label class_name [...] Specifies a SWF file frame label with a sequence of class names that are linked onto the frame. This option lets you add asset factories that stream in after the application that then publish their interfaces with the ModuleManager class. The advantage to doing this is that the application starts faster than it would have if the assets had been included in the code, but does not require moving the assets to an external SWF file. This is an advanced option.

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  • Macbook Pro 2010 Ethernet Jumbo Frame(9k MTU) Support?

    - by Troggy
    Has anyone been able to use jumbo frame support on their 2010 Macbook Pros? This is kind of negative news here, but I am seeing many reports that this is not available anymore due to Apple's choice of network card in the new machines. I cannot set my MTU speed over 1500 on my new 2010 MBP i7, but my old early 2008 MBP (Core2) has the 9000 MTU setting for use. Everything I have is setup to use jumbo frames and I thought apple kept that feature in their "pro" lineup. It sounds like the Mac Pro still has it. Did they decide to use a chipset that doesn't support it? I am trying to pinpoint some solid chipset numbers and the feature support. Maybe they just need to update the drivers? Is there some more official information about this feature? This might seem minor, but this is really frustrating if apple removed this feature from their pro laptop line. From what I have read so far, it sounds like I am not alone in my frustrations with this. http://discussions.info.apple.com/message.jspa?messageID=12258067 http://discussions.apple.com/thread.jspa?messageID=12130158 Anyone have any experience or further knowledge about this issue ... beyond typing my question into google and giving the top 5 results as answers? :)

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  • improve my code for collapsing a list of data.frames

    - by romunov
    Dear StackOverFlowers (flowers in short), I have a list of data.frames (walk.sample) that I would like to collapse into a single (giant) data.frame. While collapsing, I would like to mark (adding another column) which rows have came from which element of the list. This is what I've got so far. This is the data.frame that needs to be collapsed/stacked. > walk.sample [[1]] walker x y 1073 3 228.8756 -726.9198 1086 3 226.7393 -722.5561 1081 3 219.8005 -728.3990 1089 3 225.2239 -727.7422 1032 3 233.1753 -731.5526 [[2]] walker x y 1008 3 205.9104 -775.7488 1022 3 208.3638 -723.8616 1072 3 233.8807 -718.0974 1064 3 217.0028 -689.7917 1026 3 234.1824 -723.7423 [[3]] [1] 3 [[4]] walker x y 546 2 629.9041 831.0852 524 2 627.8698 873.3774 578 2 572.3312 838.7587 513 2 633.0598 871.7559 538 2 636.3088 836.6325 1079 3 206.3683 -729.6257 1095 3 239.9884 -748.2637 1005 3 197.2960 -780.4704 1045 3 245.1900 -694.3566 1026 3 234.1824 -723.7423 I have written a function to add a column that denote from which element the rows came followed by appending it to an existing data.frame. collapseToDataFrame <- function(x) { # collapse list to a dataframe with a twist walk.df <- data.frame() for (i in 1:length(x)) { n.rows <- nrow(x[[i]]) if (length(x[[i]])>1) { temp.df <- cbind(x[[i]], rep(i, n.rows)) names(temp.df) <- c("walker", "x", "y", "session") walk.df <- rbind(walk.df, temp.df) } else { cat("Empty list", "\n") } } return(walk.df) } > collapseToDataFrame(walk.sample) Empty list Empty list walker x y session 3 1 -604.5055 -123.18759 1 60 1 -562.0078 -61.24912 1 84 1 -594.4661 -57.20730 1 9 1 -604.2893 -110.09168 1 43 1 -632.2491 -54.52548 1 1028 3 240.3905 -724.67284 1 1040 3 232.5545 -681.61225 1 1073 3 228.8756 -726.91980 1 1091 3 209.0373 -740.96173 1 1036 3 248.7123 -694.47380 1 I'm curious whether this can be done more elegantly, with perhaps do.call() or some other more generic function?

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  • ipad full screen (1024x768) animation with around 1800 frames fps problem

    - by Muhammad Farhan
    Hi there. what i am trying to do is to play a full screen(1024x768) animation on ipad with an fps of around 20. i have got a scene with 1800 full screen frames. till now i have tried a lot of approaches but have encountered a lot of problems. my first approach was to get the texture using the following function t = [[CCTexture2D alloc] initWithImage:[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:@"(%d)",startIndex] ofType:type]]]; give it to sprite by using setTexture method and then release the texture then create a new texture with next frame and repeat the procedure but by using this approach i only get an FPS of about 7. my second approach was to preload about 10 textures in texturecache save them in an array and give them to sprite using setTexture and on the back end i am replacing the old textures with the new texture in a thread but the problem i face is that creating new texture and adding to array takes some time and when the settexture method is called the sprite displays the old texture because the new one is not loaded yet but after some time new texture get loaded. Is there any way i can run a full screen animation on ipad at around 20 fps plesae help me out. Thanks Farhan

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  • Behavior of <- NULL on lists versus data.frames for removing data

    - by Ananda Mahto
    Many R users eventually figure out lots of ways to remove elements from their data. One way is to use NULL, particularly when you want to do something like drop a column from a data.frame or drop an element from a list. Eventually, a user comes across a situation where they want to drop several columns from a data.frame at once, and they hit upon <- list(NULL) as the solution (since using <- NULL will result in an error). A data.frame is a special type of list, so it wouldn't be too tough to imagine that the approaches for removing items from a list should be the same as removing columns from a data.frame. However, they produce different results, as can be seen in the example below. ## Make some small data--two data.frames and two lists cars1 <- cars2 <- head(mtcars)[1:4] cars3 <- cars4 <- as.list(cars2) ## Demonstration that the `list(NULL)` approach works cars1[c("mpg", "cyl")] <- list(NULL) cars1 # disp hp # Mazda RX4 160 110 # Mazda RX4 Wag 160 110 # Datsun 710 108 93 # Hornet 4 Drive 258 110 # Hornet Sportabout 360 175 # Valiant 225 105 ## Demonstration that simply using `NULL` does not work cars2[c("mpg", "cyl")] <- NULL # Error in `[<-.data.frame`(`*tmp*`, c("mpg", "cyl"), value = NULL) : # replacement has 0 items, need 12 Switch to applying the same concept to a list, and compare the difference in behavior. ## Does not fully drop the items, but sets them to `NULL` cars3[c("mpg", "cyl")] <- list(NULL) # $mpg # NULL # # $cyl # NULL # # $disp # [1] 160 160 108 258 360 225 # # $hp # [1] 110 110 93 110 175 105 ## *Does* drop the `list` items while this would ## have produced an error with a `data.frame` cars4[c("mpg", "cyl")] <- NULL # $disp # [1] 160 160 108 258 360 225 # # $hp # [1] 110 110 93 110 175 105 The main questions I have are, if a data.frame is a list, why does it behave so differently in this scenario? Is there a foolproof way of knowing when an element will be dropped, when it will produce an error, and when it will simply be given a NULL value? Or do we depend on trial-and-error for this?

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  • Turning a series of raw images into movie frames in Android

    - by Nicholas Killewald
    I've got an Android project I'm working on that, ultimately, will require me to create a movie file out of a series of still images taken with a phone's camera. That is to say, I want to be able to take raw image frames and string them together, one by one, into a movie. Audio is not a concern at this stage. Looking over the Android API, it looks like there are calls in it to create movie files, but it seems those are entirely geared around making a live recording from the camera on an immediate basis. While nice, I can't use that for my purposes, as I need to put annotations and other post-production things on the images as they come in before they get fed into a movie (plus, the images come way too slowly to do a live recording). Worse, looking over the Android source, it looks like a non-trivial task to rewire that to do what I want it to do (at least without touching the NDK). Is there any way I can use the API to do something like this? Or alternatively, what would be the best way to go about this, if it's even feasible on cell phone hardware (which seems to keep getting more and more powerful, strangely...)?

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  • Some frames are not showing in Frame Animation

    - by Aju Vidyadharan
    I am doing a frame to frame animation. My problem is I have given around 10 drawable images in my anim xml. But only first two and last two is showing not all the images. I am doing a translation also on this image.After translation only frame animation starts.Translation is happening and frame animation also happening but it is not showing all the frames. Here is my anim xml. only frog_01 and frog_02 is showing. <animation-list xmlns:android="http://schemas.android.com/apk/res/android" android:oneshot="true" > <item android:drawable="@drawable/frog_01" android:duration="70"/> <item android:drawable="@drawable/frog_02" android:duration="70"/> <item android:drawable="@drawable/frog_03" android:duration="70"/> <item android:drawable="@drawable/frog_04" android:duration="70"/> <item android:drawable="@drawable/frog_05" android:duration="70"/> <item android:drawable="@drawable/frog_04" android:duration="70"/> <item android:drawable="@drawable/frog_03" android:duration="70"/> <item android:drawable="@drawable/frog_02" android:duration="70"/> <item android:drawable="@drawable/frog_01" android:duration="70"/> </animation-list> Here is the code which I am using for the translation and Frame animation... public void frogAnim() { frogView.clearAnimation(); final TranslateAnimation fslide2 = new TranslateAnimation(10, 65, 0, 0); fslide2.setDuration(400); fslide2.setFillAfter(true); fslide2.setAnimationListener(fanimationListener1); frogView.startAnimation(fslide2); c = false; } AnimationListener fanimationListener1 = new AnimationListener() { public void onAnimationEnd(Animation arg0) { c = true; frogView.setBackgroundResource(R.drawable.frog_movement); frogFrameAnimation = (AnimationDrawable) frogView.getBackground(); frogFrameAnimation.start(); playAudioFileListener(R.raw.frog, player); CountDownTimer count = new CountDownTimer(200, 700) { @Override public void onTick(long millisUntilFinished) { } @Override public void onFinish() { frogFrameAnimation.stop(); titileAnimMusic(R.drawable.frog_title, R.anim.alpha_fade_in1, R.raw.vo_child_frog, player); } }; count.start(); } public void onAnimationRepeat(Animation animation) { // TODO Auto-generated method stub } public void onAnimationStart(Animation animation) { } };

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  • How can I get an element from within a frameset frame using JavaScript?

    - by Nick
    I need to access and element from within a frameset frame. For example if I have the following markup: <frameset rows="33%,33%,*"> <frame src="frame1.html"/> <frame src="frame2.html"/> <frame src="frame3.html"/> </frameset> How can I get some element from one of the child frames? I have tried this: window.frames[1].getElementById('someElementId') This results in a type error: getElementById() is not a function. Can someone assist? Thanks!

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  • How to set focus to a control inside frame

    - by Geetha
    Hi All, i am using two frames in a page. Mainframe have a page with text box to get input and gives the result url. Needs: I want to show this page in the topframe. I want to set focus to the text box control in the mainframe always. using the following code but giving null error. parent.frames['mainFrame'].document.getElementById('form1:txtbox').focus(); <frameset rows="550,0" cols="1008" frameborder="NO" border="0" framespacing="0"> <frame src="" id="topFrame" target="topFrame" runat="server" scrolling="no"></frame> <frame src="Search.aspx" runat="server" id="mainFrame"></frame> </frameset>

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  • Processing incorrect mac addresses from 802.11 frames with pcap

    - by Quentin Swain
    I'm working throurgh a project with pcap and wireless. Following an example posted in response to oe of my earlier questions I am trying to extract the mac addresses from wireless frames. I have created structures for the radiotap header and a basic management frame. For some reason when it comes to trying to output the mac addresses I am printing out the wrong data. When I compare to wireshark I don't see why the radio tap data is printing out correctly but the mac addresses are not. I don't see any additional padding in the hex dump that wireshark displays when i look at the packets and compare the packets that I have captured. I am somewhat famialar with c but not an expert so maybe I am not using the pointers and structures properly could someone help show me what I am doing wrong? Thanks, Quentin // main.c // MacSniffer // #include <pcap.h> #include <string.h> #include <stdlib.h> #define MAXBYTES2CAPTURE 65535 #ifdef WORDS_BIGENDIAN typedef struct frame_control { unsigned int subtype:4; /*frame subtype field*/ unsigned int protoVer:2; /*frame type field*/ unsigned int version:2; /*protocol version*/ unsigned int order:1; unsigned int protected:1; unsigned int moreDate:1; unsigned int power_management:1; unsigned int retry:1; unsigned int moreFrag:1; unsigned int fromDS:1; unsigned int toDS:1; }frame_control; struct ieee80211_radiotap_header{ u_int8_t it_version; u_int8_t it_pad; u_int16_t it_len; u_int32_t it_present; u_int64_t MAC_timestamp; u_int8_t flags; u_int8_t dataRate; u_int16_t channelfrequency; u_int16_t channFreq_pad; u_int16_t channelType; u_int16_t channType_pad; u_int8_t ssiSignal; u_int8_t ssiNoise; u_int8_t antenna; }; #else typedef struct frame_control { unsigned int protoVer:2; /* protocol version*/ unsigned int type:2; /*frame type field (Management,Control,Data)*/ unsigned int subtype:4; /* frame subtype*/ unsigned int toDS:1; /* frame coming from Distribution system */ unsigned int fromDS:1; /*frame coming from Distribution system */ unsigned int moreFrag:1; /* More fragments?*/ unsigned int retry:1; /*was this frame retransmitted*/ unsigned int powMgt:1; /*Power Management*/ unsigned int moreDate:1; /*More Date*/ unsigned int protectedData:1; /*Protected Data*/ unsigned int order:1; /*Order*/ }frame_control; struct ieee80211_radiotap_header{ u_int8_t it_version; u_int8_t it_pad; u_int16_t it_len; u_int32_t it_present; u_int64_t MAC_timestamp; u_int8_t flags; u_int8_t dataRate; u_int16_t channelfrequency; u_int16_t channelType; int ssiSignal:8; int ssiNoise:8; }; #endif struct wi_frame { u_int16_t fc; u_int16_t wi_duration; u_int8_t wi_add1[6]; u_int8_t wi_add2[6]; u_int8_t wi_add3[6]; u_int16_t wi_sequenceControl; // u_int8_t wi_add4[6]; //unsigned int qosControl:2; //unsigned int frameBody[23124]; }; void processPacket(u_char *arg, const struct pcap_pkthdr* pkthdr, const u_char* packet) { int i= 0, *counter = (int *) arg; struct ieee80211_radiotap_header *rh =(struct ieee80211_radiotap_header *)packet; struct wi_frame *fr= (struct wi_frame *)(packet + rh->it_len); u_char *ptr; //printf("Frame Type: %d",fr->wi_fC->type); printf("Packet count: %d\n", ++(*counter)); printf("Received Packet Size: %d\n", pkthdr->len); if(rh->it_version != NULL) { printf("Radiotap Version: %d\n",rh->it_version); } if(rh->it_pad!=NULL) { printf("Radiotap Pad: %d\n",rh->it_pad); } if(rh->it_len != NULL) { printf("Radiotap Length: %d\n",rh->it_len); } if(rh->it_present != NULL) { printf("Radiotap Present: %c\n",rh->it_present); } if(rh->MAC_timestamp != NULL) { printf("Radiotap Timestamp: %u\n",rh->MAC_timestamp); } if(rh->dataRate != NULL) { printf("Radiotap Data Rate: %u\n",rh->dataRate); } if(rh->channelfrequency != NULL) { printf("Radiotap Channel Freq: %u\n",rh->channelfrequency); } if(rh->channelType != NULL) { printf("Radiotap Channel Type: %06x\n",rh->channelType); } if(rh->ssiSignal != NULL) { printf("Radiotap SSI signal: %d\n",rh->ssiSignal); } if(rh->ssiNoise != NULL) { printf("Radiotap SSI Noise: %d\n",rh->ssiNoise); } ptr = fr->wi_add1; int k= 6; printf("Destination Address:"); do{ printf("%s%X",(k==6)?" ":":",*ptr++); } while(--k>0); printf("\n"); ptr = fr->wi_add2; k=0; printf("Source Address:"); do{ printf("%s%X",(k==6)?" ":":",*ptr++); }while(--k>0); printf("\n"); ptr = fr->wi_add3; k=0; do{ printf("%s%X",(k==6)?" ":":",*ptr++); } while(--k>0); printf("\n"); /* for(int j = 0; j < 23124;j++) { if(fr->frameBody[j]!= NULL) { printf("%x",fr->frameBody[j]); } } */ for (i = 0;i<pkthdr->len;i++) { if(isprint(packet[i +rh->it_len])) { printf("%c",packet[i + rh->it_len]); } else{printf(".");} //print newline after each section of the packet if((i%16 ==0 && i!=0) ||(i==pkthdr->len-1)) { printf("\n"); } } return; } int main(int argc, char** argv) { int count = 0; pcap_t* descr = NULL; char errbuf[PCAP_ERRBUF_SIZE], *device = NULL; struct bpf_program fp; char filter[]="wlan broadcast"; const u_char* packet; memset(errbuf,0,PCAP_ERRBUF_SIZE); device = argv[1]; if(device == NULL) { fprintf(stdout,"Supply a device name "); } descr = pcap_create(device,errbuf); pcap_set_rfmon(descr,1); pcap_set_promisc(descr,1); pcap_set_snaplen(descr,30); pcap_set_timeout(descr,10000); pcap_activate(descr); int dl =pcap_datalink(descr); printf("The Data Link type is %s",pcap_datalink_val_to_name(dl)); //pcap_dispatch(descr,MAXBYTES2CAPTURE,1,512,errbuf); //Open device in promiscuous mode //descr = pcap_open_live(device,MAXBYTES2CAPTURE,1,512,errbuf); /* if(pcap_compile(descr,&fp,filter,0,PCAP_NETMASK_UNKNOWN)==-1) { fprintf(stderr,"Error compiling filter\n"); exit(1); } if(pcap_setfilter(descr,&fp)==-1) { fprintf(stderr,"Error setting filter\n"); exit(1); } */ pcap_loop(descr,0, processPacket, (u_char *) &count); return 0; }

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  • Precise exposition of an image for set number of frames (Vsync?)

    - by Istrebitel
    I need to make a simple enough program in C#, but it seems to be impossible via usual WinForms means. I need to show something (a string of text, an image) on the screen for very small time interval. Since typical monitors are 60Hz, this interval would be 1 or 2 frames (16,6 or 33,3 ms). I tried doing this with usual WinForms, and it is not possible because, apparently, there is no way to know how many frames were output to the monitor since some point in time. I can only draw on the controls, and monitor output is totally independant. So even if I run the timer, say, for 17 ms, between showing and hiding the image, it still sometimes manages not to draw a single frame of my image on the screen (even though theoretically it should, because 17ms 16,6ms). Moreover, even 20ms seems to slow (even though i should be more than enough). I did some game development as a hobby in the past (Delphi X, XNA) and I know that you usually draw the whole screen by yourself, each frame. Also, I know that there is an option called Vsync in most modern games, that allows you to synchronize your framerate to your monitor's frame rate. So, is it possible? I mean, to actually know how many frames were sent to the monitor with w/e I want to show?

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  • Capture each WPF MediaElement frame

    - by luvieere
    Is there a way to capture each WPF MediaElement frame? Like an event that fires at each rendered frame and allows me to access it. If MediaElement does not provide such functionality, how could it be implemented or what other control could I use? On a side note, is there such a control or method that would allow for off-screen fast rendering of media clips with frame capture? (so I could process frames as fast as possible)

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  • how to handle iframes/frames dom in the iphone uiwebview

    - by user217428
    in (void) webViewDidFinishLoad: (UIWebView*)webView I inject some javascript to handle the iframes. e.g. stringByEvaluatingJavaScriptFromString: @"try { var document = window.document.getElementsByTagName('iframe')[0].contentWindow.document.getElementsByTagName('frame'); } catch (e) { alert (e.message); }" It tells me the iframes document is undefined. Actually I have tried to print all the properties of contentWindow of iframe, but it's totally empty. I know the webViewDidFinishLoad may be called several times for each frame load. But I can never get the iframe document. I thought there should be at least once all the iframes are ready. Could someone please tell me how to get the iframe document to process the dom in the uiwebview? Thanks

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  • How to capture live camera frames in RGB with DirectShow

    - by Jonny Boy
    I'm implementing live video capture through DirectShow for live processing and display. (Augmented Reality app). I can access the pixels easily enough, but it seems I can't get the SampleGrabber to provide RGB data. The device (an iSight -- running VC++ Express in VMWare) only reports MEDIASUBTYPE_YUY2. After extensive Googling, I still can't figure out whether DirectShow is supposed to provide built-in color space conversion for this sort of thing. Some sites report that there is no YUV<-RGB conversion built in, others report that you just have to call SetMediaType on your ISampleGrabber with an RGB subtype. Any advice is greatly appreciated, I'm going nuts on this one. Code provided below. Please note that The code works, except that it doesn't provide RGB data I'm aware that I can implement my own conversion filter, but this is not feasible because I'd have to anticipate every possible device format, and this is a relatively small project // Playback IGraphBuilder *pGraphBuilder = NULL; ICaptureGraphBuilder2 *pCaptureGraphBuilder2 = NULL; IMediaControl *pMediaControl = NULL; IBaseFilter *pDeviceFilter = NULL; IAMStreamConfig *pStreamConfig = NULL; BYTE *videoCaps = NULL; AM_MEDIA_TYPE **mediaTypeArray = NULL; // Device selection ICreateDevEnum *pCreateDevEnum = NULL; IEnumMoniker *pEnumMoniker = NULL; IMoniker *pMoniker = NULL; ULONG nFetched = 0; HRESULT hr = CoInitializeEx(NULL, COINIT_MULTITHREADED); // Create CreateDevEnum to list device hr = CoCreateInstance(CLSID_SystemDeviceEnum, NULL, CLSCTX_INPROC_SERVER, IID_ICreateDevEnum, (PVOID *)&pCreateDevEnum); if (FAILED(hr)) goto ReleaseDataAndFail; // Create EnumMoniker to list devices hr = pCreateDevEnum->CreateClassEnumerator(CLSID_VideoInputDeviceCategory, &pEnumMoniker, 0); if (FAILED(hr)) goto ReleaseDataAndFail; pEnumMoniker->Reset(); // Find desired device while (pEnumMoniker->Next(1, &pMoniker, &nFetched) == S_OK) { IPropertyBag *pPropertyBag; TCHAR devname[256]; // bind to IPropertyBag hr = pMoniker-&gt;BindToStorage(0, 0, IID_IPropertyBag, (void **)&amp;pPropertyBag); if (FAILED(hr)) { pMoniker-&gt;Release(); continue; } VARIANT varName; VariantInit(&amp;varName); HRESULT hr = pPropertyBag-&gt;Read(L"DevicePath", &amp;varName, 0); if (FAILED(hr)) { pMoniker-&gt;Release(); pPropertyBag-&gt;Release(); continue; } char devicePath[DeviceInfo::STRING_LENGTH_MAX] = ""; wcstombs(devicePath, varName.bstrVal, DeviceInfo::STRING_LENGTH_MAX); if (strcmp(devicePath, deviceId) == 0) { // Bind Moniker to Filter pMoniker-&gt;BindToObject(0, 0, IID_IBaseFilter, (void**)&amp;pDeviceFilter); break; } pMoniker-&gt;Release(); pPropertyBag-&gt;Release(); } if (pDeviceFilter == NULL) goto ReleaseDataAndFail; // Create sample grabber IBaseFilter *pGrabberF = NULL; hr = CoCreateInstance(CLSID_SampleGrabber, NULL, CLSCTX_INPROC_SERVER, IID_IBaseFilter, (void**)&pGrabberF); if (FAILED(hr)) goto ReleaseDataAndFail; hr = pGrabberF->QueryInterface(IID_ISampleGrabber, (void**)&pGrabber); if (FAILED(hr)) goto ReleaseDataAndFail; // Create FilterGraph hr = CoCreateInstance(CLSID_FilterGraph, NULL, CLSCTX_INPROC, IID_IGraphBuilder, (LPVOID *)&pGraphBuilder); if (FAILED(hr)) goto ReleaseDataAndFail; // create CaptureGraphBuilder2 hr = CoCreateInstance(CLSID_CaptureGraphBuilder2, NULL, CLSCTX_INPROC, IID_ICaptureGraphBuilder2, (LPVOID *)&pCaptureGraphBuilder2); if (FAILED(hr)) goto ReleaseDataAndFail; // set FilterGraph hr = pCaptureGraphBuilder2->SetFiltergraph(pGraphBuilder); if (FAILED(hr)) goto ReleaseDataAndFail; // get MediaControl interface hr = pGraphBuilder->QueryInterface(IID_IMediaControl, (LPVOID *)&pMediaControl); if (FAILED(hr)) goto ReleaseDataAndFail; // Add filters hr = pGraphBuilder->AddFilter(pDeviceFilter, L"Device Filter"); if (FAILED(hr)) goto ReleaseDataAndFail; hr = pGraphBuilder->AddFilter(pGrabberF, L"Sample Grabber"); if (FAILED(hr)) goto ReleaseDataAndFail; // Set sampe grabber options AM_MEDIA_TYPE mt; ZeroMemory(&mt, sizeof(AM_MEDIA_TYPE)); mt.majortype = MEDIATYPE_Video; mt.subtype = MEDIASUBTYPE_RGB32; hr = pGrabber->SetMediaType(&mt); if (FAILED(hr)) goto ReleaseDataAndFail; hr = pGrabber->SetOneShot(FALSE); if (FAILED(hr)) goto ReleaseDataAndFail; hr = pGrabber->SetBufferSamples(TRUE); if (FAILED(hr)) goto ReleaseDataAndFail; // Get stream config interface hr = pCaptureGraphBuilder2->FindInterface(NULL, &MEDIATYPE_Video, pDeviceFilter, IID_IAMStreamConfig, (void **)&pStreamConfig); if (FAILED(hr)) goto ReleaseDataAndFail; int streamCapsCount = 0, capsSize, bestFit = -1, bestFitPixelDiff = 1000000000, desiredPixelCount = _width * _height, bestFitWidth = 0, bestFitHeight = 0; float desiredAspectRatio = (float)_width / (float)_height; hr = pStreamConfig->GetNumberOfCapabilities(&streamCapsCount, &capsSize); if (FAILED(hr)) goto ReleaseDataAndFail; videoCaps = (BYTE *)malloc(capsSize * streamCapsCount); mediaTypeArray = (AM_MEDIA_TYPE **)malloc(sizeof(AM_MEDIA_TYPE *) * streamCapsCount); for (int i = 0; i < streamCapsCount; i++) { hr = pStreamConfig->GetStreamCaps(i, &mediaTypeArray[i], videoCaps + capsSize * i); if (FAILED(hr)) continue; VIDEO_STREAM_CONFIG_CAPS *currentVideoCaps = (VIDEO_STREAM_CONFIG_CAPS *)(videoCaps + capsSize * i); int closestWidth = MAX(currentVideoCaps-&gt;MinOutputSize.cx, MIN(currentVideoCaps-&gt;MaxOutputSize.cx, width)); int closestHeight = MAX(currentVideoCaps-&gt;MinOutputSize.cy, MIN(currentVideoCaps-&gt;MaxOutputSize.cy, height)); int pixelDiff = ABS(desiredPixelCount - closestWidth * closestHeight); if (pixelDiff &lt; bestFitPixelDiff &amp;&amp; ABS(desiredAspectRatio - (float)closestWidth / (float)closestHeight) &lt; 0.1f) { bestFit = i; bestFitPixelDiff = pixelDiff; bestFitWidth = closestWidth; bestFitHeight = closestHeight; } } if (bestFit == -1) goto ReleaseDataAndFail; AM_MEDIA_TYPE *mediaType; hr = pStreamConfig->GetFormat(&mediaType); if (FAILED(hr)) goto ReleaseDataAndFail; VIDEOINFOHEADER *videoInfoHeader = (VIDEOINFOHEADER *)mediaType->pbFormat; videoInfoHeader->bmiHeader.biWidth = bestFitWidth; videoInfoHeader->bmiHeader.biHeight = bestFitHeight; //mediaType->subtype = MEDIASUBTYPE_RGB32; hr = pStreamConfig->SetFormat(mediaType); if (FAILED(hr)) goto ReleaseDataAndFail; pStreamConfig->Release(); pStreamConfig = NULL; free(videoCaps); videoCaps = NULL; free(mediaTypeArray); mediaTypeArray = NULL; // Connect pins IPin *pDeviceOut = NULL, *pGrabberIn = NULL; if (FindPin(pDeviceFilter, PINDIR_OUTPUT, 0, &pDeviceOut) && FindPin(pGrabberF, PINDIR_INPUT, 0, &pGrabberIn)) { hr = pGraphBuilder->Connect(pDeviceOut, pGrabberIn); if (FAILED(hr)) goto ReleaseDataAndFail; } else { goto ReleaseDataAndFail; } // start playing hr = pMediaControl->Run(); if (FAILED(hr)) goto ReleaseDataAndFail; hr = pGrabber->GetConnectedMediaType(&mt); // Set dimensions width = bestFitWidth; height = bestFitHeight; _width = bestFitWidth; _height = bestFitHeight; // Allocate pixel buffer pPixelBuffer = (unsigned *)malloc(width * height * 4); // Release objects pGraphBuilder->Release(); pGraphBuilder = NULL; pEnumMoniker->Release(); pEnumMoniker = NULL; pCreateDevEnum->Release(); pCreateDevEnum = NULL; return true;

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