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  • My kernel only works in block (0,0)

    - by ZeroDivide
    I am trying to write a simple matrixMultiplication application that multiplies two square matrices using CUDA. I am having a problem where my kernel is only computing correctly in block (0,0) of the grid. This is my invocation code: dim3 dimBlock(4,4,1); dim3 dimGrid(4,4,1); //Launch the kernel; MatrixMulKernel<<<dimGrid,dimBlock>>>(Md,Nd,Pd,Width); This is my Kernel function __global__ void MatrixMulKernel(int* Md, int* Nd, int* Pd, int Width) { const int tx = threadIdx.x; const int ty = threadIdx.y; const int bx = blockIdx.x; const int by = blockIdx.y; const int row = (by * blockDim.y + ty); const int col = (bx * blockDim.x + tx); //Pvalue stores the Pd element that is computed by the thread int Pvalue = 0; for (int k = 0; k < Width; k++) { Pvalue += Md[row * Width + k] * Nd[k * Width + col]; } __syncthreads(); //Write the matrix to device memory each thread writes one element Pd[row * Width + col] = Pvalue; } I think the problem may have something to do with memory but I'm a bit lost. What should I do to make this code work across several blocks?

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  • Triangulation & Direct linear transform

    - by srand
    Following Hartley/Zisserman's Multiview Geometery, Algorithm 12: The optimal triangulation method (p318), I got the corresponding image points xhat1 and xhat2 (step 10). In step 11, one needs to compute the 3D point Xhat. One such method is Direct Linear Transform (DLT), mentioned in 12.2 (p312) and 4.1 (p88). The homogenous method (DLT), p312-313, states that it finds a solution as the unit singular vector corresponding to the smallest singular value of A, thus, A = [xhat1(1) * P1(3,:)' - P1(1,:)' ; xhat1(2) * P1(3,:)' - P1(2,:)' ; xhat2(1) * P2(3,:)' - P2(1,:)' ; xhat2(2) * P2(3,:)' - P2(2,:)' ]; [Ua Ea Va] = svd(A); Xhat = Va(:,end); plot3(Xhat(1),Xhat(2),Xhat(3), 'r.'); However, A is a 16x1 matrix, resulting in a Va that is 1x1. What am I doing wrong (and a fix) in getting the 3D point? For what its worth sample data: xhat1 = 1.0e+009 * 4.9973 -0.2024 0.0027 xhat2 = 1.0e+011 * 2.0729 2.6624 0.0098 P1 = 699.6674 0 392.1170 0 0 701.6136 304.0275 0 0 0 1.0000 0 P2 = 1.0e+003 * -0.7845 0.0508 -0.1592 1.8619 -0.1379 0.7338 0.1649 0.6825 -0.0006 0.0001 0.0008 0.0010 A = <- my computation 1.0e+011 * -0.0000 0 0.0500 0 0 -0.0000 -0.0020 0 -1.3369 0.2563 1.5634 2.0729 -1.7170 0.3292 2.0079 2.6624

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  • Using LINQ to isolate a particular obect from a list of objects

    - by dezkev
    Hello All, I am trying my hand at making an invaders clone. there are 30 aliens arranged in a 5x 6 matrix on screen. I need to give the bottom most alien the ability to fire a shot. I am using LINQ to group the aliens into 5 groups based on Location.X and then sort the groups descending.I then need to choose one of the groups ( that gives me 5 groups) and select the First alien in the group and use it;s coordinate to fire a shot. My code below ,well ,works , but aliens in ANY row are merrily firing shots- not just the bottom most. Pl look at my code below and tell me whats wrong. (r = an instance of the Random class, all aliens are in a list called invaders). { var query = (from inv in invaders group inv by inv.Location.X into invgroup orderby invgroup.Key descending select invgroup).ToList(); var invfirst = query[r.Next(query.Count)].First(); invaderShots.Add(new Shot( new Point(invfirst.Area.X + invfirst.Area.Width / 2, invfirst.Area.Y + invfirst.Area.Height + 5), displayrect, Shot.Direction.Down)); }

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  • graph and all pairs shortest path in java

    - by Sandra
    I am writing a java program using Flyod-Warshall algorithm “All pairs shortest path”. I have written the following : a0 is the adjacency matrix of my graph, but has infinity instead of 0. vList is the list of vertexes and the cost for each edge is 1. Path[i][j] = k+1 means for going from I to j you first go to k then j int[][] path = new int[size][size]; for(int i = 0; i<path.length;i++) { for(int j = 0; j<path.length; j++) { if(adjM[i][j]==1) path[i][j]=j+1; } } //*************** for (int k = 0; k < vList.size(); k++) for (int i = 0; i < vList.size(); i++) for (int j = 0; j < vList.size(); j++) { if (a0[i][j]>a0[i][k]+ a0[k][j]) path[i][j] = k + 1; a0[i][j] = Math.min(a0[i][j], a0[i][k] + a0[k][j]); } After running this code, in the result a0 is correct, but path is not correct and I don’t know why!. Would you please help me?

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  • Porting Perl to C++ `print "\x{2501}" x 12;`

    - by jippie
    I am porting a program from Perl to C++ as a learning objective. I arrived at a routine that draws a table with commands like the following: Perl: print "\x{2501}" x 12; And it draws 12 times a '?' ("box drawings heavy horizontal"). Now I figured out part of the problem already: Perl: \x{}, \x00 Hexadecimal escape sequence; C++: \unnnn To print a single Unicode character: C++: printf( "\u250f\n" ); But does C++ have a smart equivalent for the 'x' operator or would it come down to a for loop? UPDATE Let me include the full source code I am trying to compile with the proposed solution. The compiler does throw an errors: g++ -Wall -Werror project.cpp -o project project.cpp: In function ‘int main(int, char**)’: project.cpp:38:3: error: ‘string’ is not a member of ‘std’ project.cpp:38:15: error: expected ‘;’ before ‘s’ project.cpp:39:3: error: ‘cout’ is not a member of ‘std’ project.cpp:39:16: error: ‘s’ was not declared in this scope #include <stdlib.h> #include <stdint.h> #include <stdio.h> #include <string.h> int main ( int argc, char *argv[] ) { if ( argc != 2 ) { fprintf( stderr , "usage: %s matrix\n", argv[0] ); exit( 2 ); } else { //std::string s(12, "\u250f" ); std::string s(12, "u" ); std::cout << s; } }

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  • Recursion - Ship Battle

    - by rgorrosini
    I'm trying to write a little ship battle game in java. It is 100% academic, I made it to practice recursion, so... I want to use it instead of iteration, even if it's simpler and more efficient in most some cases. Let's get down to business. These are the rules: Ships are 1, 2 or 3 cells wide and are placed horizontally only. Water is represented with 0, non-hit ship cells are 1, hit ship cells are 2 and sunken ships have all it's cells in 3. With those rules set, I'm using the following array for testing: int[][] board = new int[][] { {0, 1, 2, 0, 1, 0}, {0, 0, 1, 1, 1, 0}, {0, 3, 0, 0, 0, 0}, {0, 0, 2, 1, 2, 0}, {0, 0, 0, 1, 1, 1}, }; It works pretty good so far, and to make it more user-friendly I would like to add a couple of reports. these are the methods I need for them: Given the matrix, return the amount of ships in it. Same as a), but separating them by state (amount of non-hit ships, hit and sunken ones). I will need a hand with those reports, and I would like to get some ideas. Remember it must be done using recursion, I want to understand this, and the only way to go is practice! Thanks a lot for your time and patience :).

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  • How do I call Matlab in a script on Windows?

    - by Benjamin Oakes
    I'm working on a project that uses several languages: SQL for querying a database Perl/Ruby for quick-and-dirty processing of the data from the database and some other bookkeeping Matlab for matrix-oriented computations Various statistics languages (SAS/R/SPSS) for processing the Matlab output Each language fits its niche well and we already have a fair amount of code in each. Right now, there's a lot of manual work to run all these steps that would be much better scripted. I've already done this on Linux, and it works relatively well. On Linux: matlab -nosplash -nodesktop -r "command" or echo "command" | matlab -nosplash -nodesktop ...opens Matlab in a "command line" mode. (That is, no windows are created -- it just reads from STDIN, executes, and outputs to STDOUT/STDERR.) My problem is that on Windows (XP and 7), this same code opens up a window and doesn't read from / write to the command line. It just stares me blankly in the face, totally ignoring STDIN and STDOUT. How can I script running Matlab commands on Windows? I basically want something that will do: ruby database_query.rb perl legacy_code.pl ruby other_stuff.rb matlab processing_step_1.m matlab processing_step_2.m # etc, etc. I've found out that Matlab has an -automation flag on Windows to start an "automation server". That sounds like overkill for my purposes, and I'd like something that works on both platforms. What options do I have for automating Matlab in this workflow?

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  • Problem using find function in Matlab

    - by Peter Etchells
    Hi all, I have two arrays of data that I'm trying to amalgamate. One contains actual latencies from an experiment in the first column (e.g. 0.345, 0.455... never more than 3 decimal places), along with other data from that experiment. The other contains what is effectively a 'look up' list of latencies ranging from 0.001 to 0.500 in 0.001 increments, along with other pieces of data. Both data sets are X-by-Y doubles. What I'm trying to do is something like... for i = 1:length(actual_latency) row = find(predicted_data(:,1) == actual_latency(i) full_set(i,1:4) = [actual_latency(i) other_info(i) predicted_info(row,2)... predicted_info(row,3)]; end ...in order to find the relevant row in predicted_data where the look up latency corresponds to the actual latency. I then use this to created an amalgamated data set, full_set. I figured this would be really simple, but the find function keeps failing by throwing up an empty matrix when looking for an actual latency that I know is in predicted_data(:,1) (as I've double-checked during debugging). Moreover, if I replace find with a for loop to do the same job, I get a similar error. It doesn't appear to be systematic - using different participant data sets throws it up in different places. Furthermore, during debugging mode, if I use find to try and find a hard-coded value of actual_latency, it doesn't always work. Sometimes yes, sometimes no. I'm really scratching my head over this, so if anyone has any ideas about what might be going on, I'd be really grateful.

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  • How to add "missing" columns in a column group in reporting services?

    - by Gimly
    Hello, I'm trying to create a report that displays for each months of the year the quantity of goods sold. I have a query that returns the list of goods sold for each month, it looks something like this : SELECT Seller.FirstName, Seller.LastName, SellingHistory.Month, SUM(SellingHistory.QuantitySold) FROM SellingHistory JOIN Seller on SellingHistory.SellerId = Seller.SellerId WHERE SellingHistory.Year = @Year GOUP BY Seller.FirstName, Seller.LastName, SellingHistory.Month What I want to do is display a report that has a column for each months + a total column that will display for each Seller the quantity sold in the selected month. Seller Name | Jan | Feb | Mar | Apr | May | Jun | Jul | Aug | Sep | Oct | Nov | Dec | Total What I managed to do is using a matrix and a column group (group on Month) to display the columns for existing data, if I have data from January to March, it will display the 3 first columns and the total. What I would like to do is always display all the columns. I thought about making that by adding the missing months in the SQL request, but I find that a bit weird and I'm sure there must be some "cleanest" solution as this is something that must be quite frequent. Thanks. PS: I'm using SQL Server Express 2008

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  • Getting the current item number or index when using will_paginate in rails app

    - by Rich
    I have a rails app that stores movies watched, books read, etc. The index page for each type lists paged collections of all its items, using will_paginate to bring back 50 items per page. When I output the items I want to display a number to indicate what item in the total collection it is. The numbering should be reversed as the collection is displayed with most recent first. This might not relate to will_paginate but rather some other method of calculation. I will be using the same ordering in multiple types so it will need to be reusable. As an example, say I have 51 movies. The first item of the first page should display: Fight Club - Watched: 30th Dec 2010 Whilst the last item on the page should display: The Matrix - Watched: 3rd Jan 2010 The paged collection is available as an instance variable e.g. @movies, and @movies.count will display the number of items in the paged collection. So if we're on page 1, movies.count == 50, whilst on page 2 @movies.count == 1. Using Movie.count would give 51. If the page number and page size can be accessed the number could be calculated so how can they be returned? Though I'm hopeful there is something that already exists to handle this calculation!

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  • Boolean comparison of array of strings in Ruby

    - by Kyle Kaitan
    I've got an array in Ruby that essentially represents a square boolean matrix. Dots represent zeroes, while any other character represents ones. Example: irb(main):044:0> g => [".b", "m."] # This grid has two '1' values and two '0' values. I'd like to perform a specified logical operation (say, OR) on this array with another similar array to get a third result. For example, if h is ["q.", "r."], then something akin to g.perform_or(h) should yield a new array ["qb", "r."]. (The choice of r to represent the result of 'm' || 'r' is arbitrary and not relevant; any other non-'.' character can be there.) How might I do this? Edit: I made an error in my example. Apologies!

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  • Outer product using CBLAS

    - by The Dude
    I am having trouble utilizing CBLAS to perform an Outer Product. My code is as follows: //===SET UP===// double x1[] = {1,2,3,4}; double x2[] = {1,2,3}; int dx1 = 4; int dx2 = 3; double X[dx1 * dx2]; for (int i = 0; i < (dx1*dx2); i++) {X[i] = 0.0;} //===DO THE OUTER PRODUCT===// cblas_dgemm(CblasRowMajor, CblasNoTrans, CblasTrans, dx1, dx2, 1, 1.0, x1, dx1, x2, 1, 0.0, X, dx1); //===PRINT THE RESULTS===// printf("\nMatrix X (%d x %d) = x1 (*) x2 is:\n", dx1, dx2); for (i=0; i<4; i++) { for (j=0; j<3; j++) { printf ("%lf ", X[j+i*3]); } printf ("\n"); } I get: Matrix X (4 x 3) = x1 (*) x2 is: 1.000000 2.000000 3.000000 0.000000 -1.000000 -2.000000 -3.000000 0.000000 7.000000 14.000000 21.000000 0.000000 But the correct answer is found here: https://www.sharcnet.ca/help/index.php/BLAS_and_CBLAS_Usage_and_Examples I have seen: Efficient computation of kronecker products in C But, it doesn't help me because they don't actually say how to utilize dgemm to actually do this... Any help? What am I doing wrong here?

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  • How to reapper the sphere shape of SVG tag code by Raphael description exactly?

    - by TelTel
    I'm trying to figure a Raphael.js shape(sphere) which is based on following SVG tag code. I have succeed in basic similar sphere style by the description : Paper.circle(100, 100, 30).attr({ fill: "r(0.35, 0.25)#FFFFFF-#252525:96-#000000", stroke: "none"}); // radius is 30 But I can't reappear exactly. --- [picture] ** The tag code of sphere ... main part is extracted ** <g id="layer1"> <radialGradient id="path5725_3_" cx="156.0352" cy="657.6802" r="200.0004" gradientTransform="matrix(1.0404 0.7962 0.8145 -1.0643 -531.7884 745.2471)" gradientUnits="userSpaceOnUse"> <stop offset="0" style="stop-color:#FFFFFF"/> <stop offset="1" style="stop-color:#000000"/> </radialGradient> <path id="path5725" fill="url(#path5725_3_)" d="M445.037,229.105c0,113.218-89.543,205-200,205c-110.457, 0-200-91.782-200-205s89.543-205,200-205C355.494, 24.105,445.037,115.887,445.037,229.105z"/> </g> ** ---------------------------------------- ** Here the completed picture of tag code is linked. How to describe(modify) the Raphael.js code to reappear the picture ? Thank you.

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  • faster way to compare rows in a data frame

    - by aguiar
    Consider the data frame below. I want to compare each row with rows below and then take the rows that are equal in more than 3 values. I wrote the code below, but it is very slow if you have a large data frame. How could I do that faster? data <- as.data.frame(matrix(c(10,11,10,13,9,10,11,10,14,9,10,10,8,12,9,10,11,10,13,9,13,13,10,13,9), nrow=5, byrow=T)) rownames(data)<-c("sample_1","sample_2","sample_3","sample_4","sample_5") >data V1 V2 V3 V4 V5 sample_1 10 11 10 13 9 sample_2 10 11 10 14 9 sample_3 10 10 8 12 9 sample_4 10 11 10 13 9 sample_5 13 13 10 13 9 tab <- data.frame(sample = NA, duplicate = NA, matches = NA) dfrow <- 1 for(i in 1:nrow(data)) { sample <- data[i, ] for(j in (i+1):nrow(data)) if(i+1 <= nrow(data)) { matches <- 0 for(V in 1:ncol(data)) { if(data[j,V] == sample[,V]) { matches <- matches + 1 } } if(matches > 3) { duplicate <- data[j, ] pair <- cbind(rownames(sample), rownames(duplicate), matches) tab[dfrow, ] <- pair dfrow <- dfrow + 1 } } } >tab sample duplicate matches 1 sample_1 sample_2 4 2 sample_1 sample_4 5 3 sample_2 sample_4 4

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  • 3x3 array = 10 numbers

    - by user1708505
    i have this code #include <math.h> #include <stdio.h> const int n = 3; const int s = 3; int getm(int mat[n][s]); int printm(int mat[n][s]); int main() { int m[n][s]; getm(m); printm(m); return 0; } int getm(int mat[n][s]) { for(int x = 0;x < n;x++) { for (int y = 0;y<s;y++) { scanf("%i ", &mat[x][y]); } } return 0; } int printm(int mat[n][s]) { for(int x = 0;x<n;x++) { for(int y = 0;y<s;y++) { printf("%i ", mat[x][y]); if(y==(s-1)) { printf("\n"); } } } } which shoud ask for 9 numbers to make a 3x3 matrix array, but it actually asks for 10 numbers, printm is working well - printing only 9 numbers. Where is error?

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  • Populate array from vector

    - by Zag zag..
    Hi, I would like to populate an 2 dimensional array, from a vector. I think the best way to explain myself is to put some examples (with a array of [3,5] length). When vector is: [1, 0] [ [4, 3, 2, 1, 0], [4, 3, 2, 1, 0], [4, 3, 2, 1, 0] ] When vector is: [-1, 0] [ [0, 1, 2, 3, 4], [0, 1, 2, 3, 4], [0, 1, 2, 3, 4] ] When vector is: [-2, 0] [ [0, 0, 1, 1, 2], [0, 0, 1, 1, 2], [0, 0, 1, 1, 2] ] When vector is: [1, 1] [ [2, 2, 2, 1, 0], [1, 1, 1, 1, 0], [0, 0, 0, 0, 0] ] When vector is: [0, 1] [ [2, 2, 2, 2, 2], [1, 1, 1, 1, 1], [0, 0, 0, 0, 0] ] Have you got any ideas, a good library or a plan? Any comments are welcome. Thanks. Note: I consulted Ruby "Matrix" and "Vector" classes, but I don't see any way to use it in my way... Edit: In fact, each value is the number of cells (from the current cell to the last cell) according to the given vector. If we take the example where the vector is [-2, 0], with the value *1* (at array[2, 3]): array = [ [<0>, <0>, <1>, <1>, <2>], [<0>, <0>, <1>, <1>, <2>], [<0>, <0>, <1>, *1*, <2>] ] ... we could think such as: The vector [-2, 0] means that -2 is for cols and 0 is for rows. So if we are in array[2, 3], we can move 1 time on the left (left because 2 is negative) with 2 length (because -2.abs == 2). And we don't move on the top or bottom, because of 0 for rows.

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  • UserControlArray in Specific ButtonControlArray in C#

    - by Phanindar
    I am new to C#.I have been thinking of adding a ButtonControlArray where i can store each button control.Here is part of my code.I am creating a 6*6 array of button Control. ButtonControl buttonControl; ButtonControl[,] arrayButtons = new ButtonControl[6,6]; public void createGrid() { l = 0; for (int i = 0; i < numberOfButtons; i++) { for (int k = 0; k < numberOfButtons; k++) { buttonControl = new ButtonControl(); buttonControl.Location = new Point(l,j); j += 55; arrayButtons[i, k] = buttonControl; //After the above statement if i print Console.WriteLine(""+arrayButtons[i,k]); i am getting only my projectname.buttoncontrol myGridControl.Controls.Add(buttonControl); } l += 55; j = 10; } } I want to access each variable in arrayButtons[][]..like in a 3*3 matrix..if i want 2nd row 1 column element..then i get something like arrayname[2][1]..same way if i want 2nd button in 2nd row how can i get..i tried doing one way but i couldnt figure it out...Can you help me out with this..

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  • Populating a color array with every 8th pixel in an image. C#

    - by Piper
    I have an image that is 512x280 pixels. I want to populate a 64x35 array with every 8th pixel in the matrix. Here is what I have right now: Color[,] imgArray = new Color[b.Width, b.Height]; for (int y = 0; y < 35; y++) { for (int x = 0; x < 64; x++) { imgArray[x, y] = b.GetPixel(x, y); } } But that will get just the top corner of the image. How would I change the loop so it grabs every 8th pixel to fill the array with? edit: I think I may have gotten it. Can someone read this and assure me that it is correct? Color[,] imgArray = new Color[64, 35]; for (int y = 0; y < 280; y+=8) { for (int x = 0; x < 512; x+=8) { imgArray[x, y] = b.GetPixel(x, y); } }

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  • Calling a constructor from method within the same class

    - by Nathan
    I'm new to java and I'm learning about creating object classes. One of my homework assignment requires that I call the constructor at least once within a method of the same object class. I'm getting an error that says The method DoubleMatrix(double[][]) is undefined for the type DoubleMatrix Here's my constructor: public DoubleMatrix(double[][] tempArray) { // Declaration int flag = 0; int cnt; // Statement // check to see if doubArray isn't null and has more than 0 rows if(tempArray == null || tempArray.length < 0) { flag++; } // check to see if each row has the same length if(flag == 0) { for(cnt = 0; cnt <= tempArray.length - 1 || flag != 1; cnt++) { if(tempArray[cnt + 1].length != tempArray[0].length) { flag++; } } } else if(flag == 1) { makeDoubMatrix(1, 1);// call makeDoubMatrix method } }// end constructor 2 Here's the method where I try and call the constructor: public double[][] addMatrix(double[][] tempDoub) { // Declaration double[][] newMatrix; int rCnt, cCnt; //Statement // checking to see if both are of same dimension if(doubMatrix.length == tempDoub.length && doubMatrix[0].length == tempDoub[0].length) { newMatrix = new double[doubMatrix.length][doubMatrix[0].length]; // for loop to add matrix to a new one for(rCnt = 0; rCnt <= doubMatrix.length; rCnt++) { for(cCnt = 0; cCnt <= doubMatrix.length; cCnt++) { newMatrix[rCnt][cCnt] = doubMatrix[rCnt][cCnt] + tempDoub[rCnt][cCnt]; } } } else { newMatrix = new double[0][0]; DoubleMatrix(newMatrix) } return newMatrix; }// end addMatrix method Can someone point me to the right direction and explain why I'm getting an error?

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  • Autocorrelation returns random results with mic input (using a high pass filter)

    - by Niall
    Hello, Sorry to ask a similar question to the one i asked before (FFT Problem (Returns random results)), but i've looked up pitch detection and autocorrelation and have found some code for pitch detection using autocorrelation. Im trying to do pitch detection of a users singing. Problem is, it keeps returning random results. I've got some code from http://code.google.com/p/yaalp/ which i've converted to C++ and modified (below). My sample rate is 2048, and data size is 1024. I'm detecting pitch of both a sine wave and mic input. The frequency of the sine wave is 726.0, and its detecting it to be 722.950820 (which im ok with), but its detecting the pitch of the mic as a random number from around 100 to around 1050. I'm now using a High pass filter to remove the DC offset, but it's not working. Am i doing it right, and if so, what else can i do to fix it? Any help would be greatly appreciated! double* doHighPassFilter(short *buffer) { // Do FFT: int bufferLength = 1024; float *real = malloc(bufferLength*sizeof(float)); float *real2 = malloc(bufferLength*sizeof(float)); for(int x=0;x<bufferLength;x++) { real[x] = buffer[x]; } fft(real, bufferLength); for(int x=0;x<bufferLength;x+=2) { real2[x] = real[x]; } for (int i=0; i < 30; i++) //Set freqs lower than 30hz to zero to attenuate the low frequencies real2[i] = 0; // Do inverse FFT: inversefft(real2,bufferLength); double* real3 = (double*)real2; return real3; } double DetectPitch(short* data) { int sampleRate = 2048; //Create sine wave double *buffer = malloc(1024*sizeof(short)); double amplitude = 0.25 * 32768; //0.25 * max length of short double frequency = 726.0; for (int n = 0; n < 1024; n++) { buffer[n] = (short)(amplitude * sin((2 * 3.14159265 * n * frequency) / sampleRate)); } doHighPassFilter(data); printf("Pitch from sine wave: %f\n",detectPitchCalculation(buffer, 50.0, 1000.0, 1, 1)); printf("Pitch from mic: %f\n",detectPitchCalculation(data, 50.0, 1000.0, 1, 1)); return 0; } // These work by shifting the signal until it seems to correlate with itself. // In other words if the signal looks very similar to (signal shifted 200 data) than the fundamental period is probably 200 data // Note that the algorithm only works well when there's only one prominent fundamental. // This could be optimized by looking at the rate of change to determine a maximum without testing all periods. double detectPitchCalculation(double* data, double minHz, double maxHz, int nCandidates, int nResolution) { //-------------------------1-------------------------// // note that higher frequency means lower period int nLowPeriodInSamples = hzToPeriodInSamples(maxHz, 2048); int nHiPeriodInSamples = hzToPeriodInSamples(minHz, 2048); if (nHiPeriodInSamples <= nLowPeriodInSamples) printf("Bad range for pitch detection."); if (1024 < nHiPeriodInSamples) printf("Not enough data."); double *results = new double[nHiPeriodInSamples - nLowPeriodInSamples]; //-------------------------2-------------------------// for (int period = nLowPeriodInSamples; period < nHiPeriodInSamples; period += nResolution) { double sum = 0; // for each sample, find correlation. (If they are far apart, small) for (int i = 0; i < 1024 - period; i++) sum += data[i] * data[i + period]; double mean = sum / 1024.0; results[period - nLowPeriodInSamples] = mean; } //-------------------------3-------------------------// // find the best indices int *bestIndices = findBestCandidates(nCandidates, results, nHiPeriodInSamples - nLowPeriodInSamples - 1); //note findBestCandidates modifies parameter // convert back to Hz double *res = new double[nCandidates]; for (int i=0; i < nCandidates;i++) res[i] = periodInSamplesToHz(bestIndices[i]+nLowPeriodInSamples, 2048); double pitch2 = res[0]; free(res); free(results); return pitch2; } /// Finds n "best" values from an array. Returns the indices of the best parts. /// (One way to do this would be to sort the array, but that could take too long. /// Warning: Changes the contents of the array!!! Do not use result array afterwards. int* findBestCandidates(int n, double* inputs,int length) { //int length = inputs.Length; if (length < n) printf("Length of inputs is not long enough."); int *res = new int[n]; double minValue = 0; for (int c = 0; c < n; c++) { // find the highest. double fBestValue = minValue; int nBestIndex = -1; for (int i = 0; i < length; i++) { if (inputs[i] > fBestValue) { nBestIndex = i; fBestValue = inputs[i]; } } // record this highest value res[c] = nBestIndex; // now blank out that index. if(nBestIndex!=-1) inputs[nBestIndex] = minValue; } return res; } int hzToPeriodInSamples(double hz, int sampleRate) { return (int)(1 / (hz / (double)sampleRate)); } double periodInSamplesToHz(int period, int sampleRate) { return 1 / (period / (double)sampleRate); } Thanks, Niall. Edit: Changed the code to implement a high pass filter with a cutoff of 30hz (from What Are High-Pass and Low-Pass Filters?, can anyone tell me how to convert the low-pass filter using convolution to a high-pass one?) but it's still returning random results. Plugging it into a VST host and using VST plugins to compare spectrums isn't an option to me unfortunately.

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  • Real-time offline folder-to-folder backup application needed (Windows)

    - by niktech
    I recently started using Intel Matrix Storage RAID solution that allowed me to use my 5 1TB drives for two RAID volumes. First one a 1TB RAID 0 striped across all 5 drives and second one a RAID 5 across the rest of the free space on all drives (around 2.85TB usable space). The RAID 0 I use for OS, applications and games while the RAID 5 I use as a more-permanent type storage (photos, etc). Now I do realize that running the OS and applications on RAID 0 across 5 drives is very dangerous, which is what brings up the following question. Is there a reliable freeware realtime backup application that can backup a set of folders from one drive to another drive (no online backups needed)? I've already tried a few (Mozy, Yadis, Comodo Backup, GFI Backup, Idoo, Crash Plan) but none meet my requirements: Low CPU and RAM usage. Realtime Backups - as soon as a file is modified in the source folder, it is added to the backup queue which will be processed with the lowest priority when the CPU is idle. This backup queue should persist in cases of computer restarts (ie: the source and destination folders should always have the same set of files, except for the ones waiting in the backup queue). Incremental Backups - if only 10 bytes changed in a 1GB file, the app should only copy those 10 new bytes. Ability to back up locked and opened files (some apps, like Yadis, can't back up critical files like browser favorites). Ability to run as a service (no need for any user to log-in to have the app started). Optional requirements: Compression of the destination into a well-known format (RAR, Zip) that can be directly read without the use of the application. Preset source folders (such as Browser Favorites, Game Saves, Application Settings, etc). The idea is to use RAID 0 array as "semi-persistent RAM-like" storage which in case of a failure can be quickly rebuilt by reinstalling the OS, apps and games and copying over the settings, saves, favorites from the RAID 5. I'm also thinking of taking this RAID 0 as RAM idea to the extreme with SSDs (as soon as we get some nice 6Gb/s SATA III SSDs out there), where a couple of SSDs chained in RAID 0 will work as yet another semi-persistent cache layer sitting between the RAM and the HD. I'm just hoping there already exists an application that satisfies these requirements... otherwise I'll have to write one myself, which I would prefer not to do.

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  • New harddrives failing within weeks.

    - by Jason Kealey
    I've experienced 8 hard disk failures in 3 months and have tried many things to solve the issue permanently but I have failed. I would like to know if you have any advice for me. System was running Win XP on an Asus P5W-DH Deluxe. I have setup a RAID-1 array. I started out with 2 x 500 GB 7200RPM Western Digital drives. One died. I took it out to RMA it. On the same day, the router was fried. Assumed a power surge occurred; connected an older UPS to protect the system. Once I got my hands on an identical disk, I installed it. The RAID array was rebuilt. A few days later, the other one died. Assumed the rebuild caused it to fail. Took it out for RMA. Before the other one arrived, the remaining one died. I then discovered I could re-enable them using the Intel Matrix Storage Manager. I re-enabled both and the system seemed fine for a week, until both died again. I got two new 1.5 TB 7200RPM Seagate drives and re-installed Windows 7. Also replaced the UPS and power supply. They both died again. The voltage on the plug is stable between 120 and 122V as per the UPS. None of the other devices have had any problems (monitors, etc.). At this point, I see two options: a) electrical issue in the house that was, for some reason, not blocked by the UPS. b) something else inside the system causing surges? motherboard? onboard raid controller? Failures happen fairly quickly, between 2 and 14 days after I fix the previous issue. I just gotten a new computer (Core i7) to replace it. If it is stable, I can determine that b) was the problem. If it fries its hard drive again, I can determine that it is an electrical issue in the house. Do you have any other thoughts? Any tools I can run on the drives that failed to get more information about the original SMART event history?

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  • mac, netbeans 6.8, c++, sdl, opengl: compilation problems

    - by ufk
    Hiya. I'm trying to properly compile a c++ opengl+sdl application using netbeans 6.8 under Snow Leopard 64-bit. I have libSDL 1.2.14 installed using macports. The script that I try to compile is the following: #ifdef WIN32 #define WIN32_LEAN_AND_MEAN #include <windows.h> #endif #if defined(__APPLE__) && defined(__MACH__) #include <OpenGL/gl.h> // Header File For The OpenGL32 Library #include <OpenGL/glu.h> // Header File For The GLu32 Library #else #include <GL/gl.h> // Header File For The OpenGL32 Library #include <GL/glu.h> // Header File For The GLu32 Library #endif #include "sdl/SDL.h" #include <stdio.h> #include <unistd.h> #include "SDL/SDL_main.h" SDL_Surface *screen=NULL; GLfloat rtri; // Angle For The Triangle ( NEW ) GLfloat rquad; // Angle For The Quad ( NEW ) void InitGL(int Width, int Height) // We call this right after our OpenGL window is created. { glViewport(0, 0, Width, Height); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black glClearDepth(1.0); // Enables Clearing Of The Depth Buffer glDepthFunc(GL_LESS); // The Type Of Depth Test To Do glEnable(GL_DEPTH_TEST); // Enables Depth Testing glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Reset The Projection Matrix gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window glMatrixMode(GL_MODELVIEW); } /* The main drawing function. */ int DrawGLScene() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0 glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis ( NEW ) // draw a triangle glBegin(GL_TRIANGLES); // Begin Drawing Triangles glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Front) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f(-1.0f,-1.0f, 1.0f); // Left Of Triangle (Front) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f( 1.0f,-1.0f, 1.0f); // Right Of Triangle (Front) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Right) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f( 1.0f,-1.0f, 1.0f); // Left Of Triangle (Right) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f( 1.0f,-1.0f, -1.0f); // Right Of Triangle (Right) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Back) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f( 1.0f,-1.0f, -1.0f); // Left Of Triangle (Back) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f(-1.0f,-1.0f, -1.0f); // Right Of Triangle (Back) glColor3f(1.0f,0.0f,0.0f); // Red glVertex3f( 0.0f, 1.0f, 0.0f); // Top Of Triangle (Left) glColor3f(0.0f,0.0f,1.0f); // Blue glVertex3f(-1.0f,-1.0f,-1.0f); // Left Of Triangle (Left) glColor3f(0.0f,1.0f,0.0f); // Green glVertex3f(-1.0f,-1.0f, 1.0f); // Right Of Triangle (Left) glEnd(); glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(1.5f,0.0f,-7.0f); // Move Right 1.5 Units And Into The Screen 6.0 glRotatef(rquad,1.0f,0.0f,0.0f); // Rotate The Quad On The X axis ( NEW ) glBegin(GL_QUADS); // Start Drawing Quads glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Top) glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Top) glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top) glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top) glColor3f(1.0f,0.5f,0.0f); // Set The Color To Orange glVertex3f( 1.0f,-1.0f, 1.0f); // Top Right Of The Quad (Bottom) glVertex3f(-1.0f,-1.0f, 1.0f); // Top Left Of The Quad (Bottom) glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Bottom) glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Bottom) glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front) glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Front) glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Front) glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Front) glColor3f(1.0f,1.0f,0.0f); // Set The Color To Yellow glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Back) glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Back) glVertex3f(-1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Back) glVertex3f( 1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Back) glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left) glVertex3f(-1.0f, 1.0f,-1.0f); // Top Left Of The Quad (Left) glVertex3f(-1.0f,-1.0f,-1.0f); // Bottom Left Of The Quad (Left) glVertex3f(-1.0f,-1.0f, 1.0f); // Bottom Right Of The Quad (Left) glColor3f(1.0f,0.0f,1.0f); // Set The Color To Violet glVertex3f( 1.0f, 1.0f,-1.0f); // Top Right Of The Quad (Right) glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Quad (Right) glVertex3f( 1.0f,-1.0f, 1.0f); // Bottom Left Of The Quad (Right) glVertex3f( 1.0f,-1.0f,-1.0f); // Bottom Right Of The Quad (Right) glEnd(); // Done Drawing A Quad rtri+=0.02f; // Increase The Rotation Variable For The Triangle ( NEW ) rquad-=0.015f; // Decrease The Rotation Variable For The Quad ( NEW ) // swap buffers to display, since we're double buffered. SDL_GL_SwapBuffers(); return true; } int main(int argc,char* argv[]) { int done; /*variable to hold the file name of the image to be loaded *In real world error handling code would precede this */ /* Initialize SDL for video output */ if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError()); exit(1); } atexit(SDL_Quit); /* Create a 640x480 OpenGL screen */ if ( SDL_SetVideoMode(640, 480, 0, SDL_OPENGL) == NULL ) { fprintf(stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError()); SDL_Quit(); exit(2); } SDL_WM_SetCaption("another example",NULL); InitGL(640,480); done=0; while (! done) { DrawGLScene(); SDL_Event event; while ( SDL_PollEvent(&event) ) { if ( event.type == SDL_QUIT ) { done = 1; } if ( event.type == SDL_KEYDOWN ) { if ( event.key.keysym.sym == SDLK_ESCAPE ) { done = 1; } } } } } Under netbeans project properties I configured the following: C++ Compiler: added /usr/X11/include and /opt/local/include to the include directories. Linker: I added the following libraries: /usr/X11/lib/libGL.dylib /usr/X11/lib/libGLU.dylib /opt/local/lib/libSDL.dylib /opt/local/lib/libSDLmain.a Now... before I included SDL_main.h and libSDLMain.a to the project I got an error unknown reference to _main then I read here: http://www.libsdl.org/faq.php?action=listentries&category=7#55 that I need to include SDL_Main.h and to link libSDLMain.so to my project. after doing so, the project still won't compile. this is the Netbeans output: /usr/bin/make -f nbproject/Makefile-Debug.mk SUBPROJECTS= .clean-conf rm -f -r build/Debug rm -f dist/Debug/GNU-MacOSX/opengl2 CLEAN SUCCESSFUL (total time: 79ms) /usr/bin/make -f nbproject/Makefile-Debug.mk SUBPROJECTS= .build-conf /usr/bin/make -f nbproject/Makefile-Debug.mk dist/Debug/GNU-MacOSX/opengl2 mkdir -p build/Debug/GNU-MacOSX rm -f build/Debug/GNU-MacOSX/main.o.d g++ -c -g -I/usr/X11/include -I/opt/local/include -MMD -MP -MF build/Debug/GNU-MacOSX/main.o.d -o build/Debug/GNU-MacOSX/main.o main.cpp mkdir -p dist/Debug/GNU-MacOSX g++ -o dist/Debug/GNU-MacOSX/opengl2 build/Debug/GNU-MacOSX/main.o /opt/local/lib/libIL.dylib /opt/local/lib/libILU.dylib /opt/local/lib/libILUT.dylib /usr/X11/lib/libGL.dylib /usr/X11/lib/libGLU.dylib /opt/local/lib/libSDL.dylib /opt/local/lib/libSDLmain.a Undefined symbols: "_OBJC_CLASS_$_NSMenu", referenced from: __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "__objc_empty_cache", referenced from: _OBJC_METACLASS_$_SDLMain in libSDLmain.a(SDLMain.o) _OBJC_CLASS_$_SDLMain in libSDLmain.a(SDLMain.o) "_CFBundleGetMainBundle", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) "_CFURLGetFileSystemRepresentation", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) "_NSApp", referenced from: _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSProcessInfo", referenced from: __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_CFURLCreateCopyDeletingLastPathComponent", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) "_NSAllocateMemoryPages", referenced from: -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) "___CFConstantStringClassReference", referenced from: cfstring=CFBundleName in libSDLmain.a(SDLMain.o) cfstring= in libSDLmain.a(SDLMain.o) cfstring=About in libSDLmain.a(SDLMain.o) cfstring=Hide in libSDLmain.a(SDLMain.o) cfstring=h in libSDLmain.a(SDLMain.o) cfstring=Hide Others in libSDLmain.a(SDLMain.o) cfstring=Show All in libSDLmain.a(SDLMain.o) cfstring=Quit in libSDLmain.a(SDLMain.o) cfstring=q in libSDLmain.a(SDLMain.o) cfstring=Window in libSDLmain.a(SDLMain.o) cfstring=m in libSDLmain.a(SDLMain.o) cfstring=Minimize in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSAutoreleasePool", referenced from: __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_CPSEnableForegroundOperation", referenced from: _main in libSDLmain.a(SDLMain.o) "_CPSGetCurrentProcess", referenced from: _main in libSDLmain.a(SDLMain.o) "_CFBundleCopyBundleURL", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) "_NSDeallocateMemoryPages", referenced from: -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSApplication", referenced from: l_OBJC_$_CATEGORY_NSApplication_$_SDLApplication in libSDLmain.a(SDLMain.o) __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_CPSSetFrontProcess", referenced from: _main in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSString", referenced from: l_OBJC_$_CATEGORY_NSString_$_ReplaceSubString in libSDLmain.a(SDLMain.o) __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSObject", referenced from: _OBJC_CLASS_$_SDLMain in libSDLmain.a(SDLMain.o) "_CFBundleGetInfoDictionary", referenced from: _main in libSDLmain.a(SDLMain.o) "_CFRelease", referenced from: -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) -[SDLMain setupWorkingDirectory:] in libSDLmain.a(SDLMain.o) "__objc_empty_vtable", referenced from: _OBJC_METACLASS_$_SDLMain in libSDLmain.a(SDLMain.o) _OBJC_CLASS_$_SDLMain in libSDLmain.a(SDLMain.o) "_OBJC_CLASS_$_NSMenuItem", referenced from: __objc_classrefs__DATA@0 in libSDLmain.a(SDLMain.o) "_objc_msgSend", referenced from: -[SDLMain application:openFile:] in libSDLmain.a(SDLMain.o) -[SDLMain applicationDidFinishLaunching:] in libSDLmain.a(SDLMain.o) -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) -[NSString(ReplaceSubString) stringByReplacingRange:with:] in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) _main in libSDLmain.a(SDLMain.o) "_OBJC_METACLASS_$_NSObject", referenced from: _OBJC_METACLASS_$_SDLMain in libSDLmain.a(SDLMain.o) _OBJC_METACLASS_$_SDLMain in libSDLmain.a(SDLMain.o) "_objc_msgSend_fixup", referenced from: l_objc_msgSend_fixup_objectForKey_ in libSDLmain.a(SDLMain.o) l_objc_msgSend_fixup_length in libSDLmain.a(SDLMain.o) l_objc_msgSend_fixup_alloc in libSDLmain.a(SDLMain.o) l_objc_msgSend_fixup_release in libSDLmain.a(SDLMain.o) ld: symbol(s) not found collect2: ld returned 1 exit status make[2]: *** [dist/Debug/GNU-MacOSX/opengl2] Error 1 make[1]: *** [.build-conf] Error 2 make: *** [.build-impl] Error 2 BUILD FAILED (exit value 2, total time: 263ms) any ideas? thanks a lot!

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  • XNA Notes 009

    - by George Clingerman
    This past week the MVPs (myself included) were on Microsoft campus for the MVP summit. So I apologize in advance if you did something cool or heard of something cool happening with XNA and XBLIGs and it’s not in my notes. I did my best to stay on top of things, but honestly this community is fast and furious with what it’s doing and creating. I really can’t keep up and that’s fantastic! But here’s what I *did* notice while I was there on Microsoft Campus (and I did make sure to point out to the XNA team several of these very cool happenings while I had their ears). Time Critical XNA News: The XNA team wants you to know that Dream Build Play registration is now open! http://blogs.msdn.com/b/xna/archive/2011/02/28/registration-now-open-for-dream-build-play-2011-challenge.aspx Join the XNA-UK create on March 24, 2011 at the Microsoft Tech Days Conference http://xna-uk.net/blogs/darkgenesis/archive/2011/02/27/join-the-xna-uk-crew-at-the-microsoft-tech-days-conference-on-24th-march-2011.aspx XNA Team: Shawn Hargreaves shares one of the coolest things that’s happened in the XNA community http://blogs.msdn.com/b/shawnhar/archive/2011/03/02/xbox-indies-pivot-view.aspx Nick Gravelyn continues his unique marketing/work prioritization strategy as he tries to get to 5,000 Pixel Man users before he makes Pixel Man 2 (and he’s almost there!) http://nickgravelyn.com/pixelman2/ XNA MVPs: A lot of the XNA MVPs were at the Microsoft MVP Summit 2011. Due to NDAs, most things can’t be shared, but I’m sure if you’re curious you could ask them about the general vibe and feeling they got from the team and the future of XNA/XBLIG and more. Catalin Zima and team release the free WP7 game Chickens Can Dream http://twitter.com/CatalinZima/statuses/41174062923390976 http://www.amusedsloth.com/2011/02/chickens-can-dream-is-live/ Charles Humphrey (NemoKrad) posts his March talk source and PowerPoint http://xna-uk.net/blogs/randomchaos/archive/2011/03/04/march-2011-talk-post-processing-framework.aspx XNA Developers: Michael B. McLaughlin posts about ANTS Memory Profile and creates a CheckMemoryAllocationGame sample (extremely useful if you’re looking to see how much memory some operation allocates!) http://geekswithblogs.net/mikebmcl/archive/2011/02/28/ants-memory-profiler-7.0-review.aspx http://geekswithblogs.net/mikebmcl/archive/2011/03/01/checkmemoryallocationgame-sample.aspx Andy Schatz (2009 IGF winner for Monaco) talking XNA at GDC 2011 http://www.gamasutra.com/view/news/33313/GDC_2011_Andy_Schatz_Ill_Make_My_Last_Game_When_I_Die.php Xbox LIVE Indie Games (XBLIG): Clover: A Curious Tale by BinaryTweed is coming as a Deal of the Week during St. Patricks Day http://majornelson.com/archive/2011/03/03/comingsoontothexboxlivemarketplacemarchthird.aspx Ska Studios away at GDC but still very post happy as always http://www.ska-studios.com/2011/03/02/swamped-picture-pack/ http://www.ska-studios.com/2011/02/28/the-february-showcase/ http://www.ska-studios.com/2011/02/25/good-morning-gato-51-smelling-the-roses/ Just Press Start interviews Matthew Mikuszewski of Darkwind Media about Blocks Indie http://justpressstart.net/?p=516 Gamergeddon Xbox Indie Game Round Up - February 27th http://www.gamergeddon.com/2011/02/27/xbox-indie-game-round-up-february-27th/ http://www.gamergeddon.com/category/xbox-360/indie-games/ GameMarx does a round up of all the Xbox Live Indie Game podcasts that are currently available http://www.gamemarx.com/news/2011/02/27/xbox-live-indie-game-podcasts.aspx GameMarx episode 11 http://www.gamemarx.com/video/the-show/26/ep-11-february-25-2011.aspx In perhaps what I feel is the most exciting news I’ve heard all week, Michael C. Neel (ViNull of GameMarx fame) re-launch XboxIndies.com! http://www.gamemarx.com/news/2011/03/01/the-relaunch-of-xboxindies-com.aspx http://xboxindies.com/ Armless Octopus shares a little of what they heard from Luke Schneider of Radiangames during his GDC 2011 talk http://www.armlessoctopus.com/2011/03/02/gdc-2011-luke-schneider-offers-insight-into-radiangames-success/ VVGindiecast Episode 1 with guests Derek Strickland(Mr_Deeke), Kris Steele(Kriswd40 from FunInfused Games) and Dave Voyles(From armlessoctopus.com) http://vvgtv.com/2011/02/25/vvgindiecast-xblig-podcast/ If you’re doing Xbox LIVE Indie Game Reviews get in touch with XboxIndies.com to get into their aggregated feed http://forums.create.msdn.com/forums/p/76931/467189.aspx#467189 B.U.T.T.O.N and Flotilla represented XNA very well at the Independent Games Festival (are there any more games entered that were created using XNA? Stand up and be heard!) http://www.igf.com/php-bin/entry2011.php?id=374 Armless Ocotopus interview at GDC 2011 with Soulcaster creator Ian Stocker http://www.armlessoctopus.com/2011/03/04/gdc-2011-interview-with-soulcaster-creator-ian-stocker/ MommysBestGames gets a nod in the DarkBasic newsletter where it features the Explosionade Editor (just do a search for Explosionade to get to the interesting bits!) http://www.thegamecreators.com/pages/newsletters/newsletter_issue_98.html You may be hearing the cries of FortressCraft (coming soon to XBLIG) being so wrong for stealing the idea from MineCraft. But did you know the the game MineCraft started from was an XNA game called Infiniminer? XNA is getting it’s fingers into EVERYTHING! http://www.minecraftwiki.net/wiki/Infiniminer XNA Development: TorqueX is NOT dead thanks to the tremendous efforts of the XNA Community working on the CEV (special thanks to @PinoEire for all his hard work on making that happen!) http://www.garagegames.com/community/blogs/view/20878 http://torquecev.com/ Dave Henry has posted XNA 3.x adding platformer start kit to the network game state management on his new site http://twitter.com/#!/mort8088/status/43407715908853760 http://mort8088.com/2011/03/03/xna-3-x-adding-platformer-starter-kit-to-network-game-state-management/ Mark Bamford releases XNAViewer 4.0, great for running XNA games inside of a Windows Form (for building level editors, etc.) http://twitter.com/#!/xzodia04/status/43466830412660736 http://xnaviewer.codeplex.com/ Unit testing an XNA game with Resharper and NUnit http://smnbss.wordpress.com/2011/02/28/planetx-unit-testing-an-xna-game-with-resharper-and-nunit-wp7-xbox-xna/ XNA for Silverlight developers: Part 5 - Input (touch + gestures) http://ht.ly/1bxwUE Mike McLaughlin shares a link he stumbled across for those looking to understand vector and matrix math http://twitter.com/#!/mikebmcl/status/42587074725036032 http://chortle.ccsu.edu/VectorLessons/vectorIndex.html DigitalRune Resources Pooling in XNA (Part 1) http://www.digitalrune.com/Support/Blog/tabid/719/EntryId/84/DigitalRune-Helper-Library-Resource-Pooling-in-XNA-Part-1.aspx JohnK “bobthecbuilder” released a new SunBurn Update that lowers the requirements for Windows Games http://twitter.com/#!/bobthecbuilder/status/43457306578522112 http://www.synapsegaming.com/blogs/johnk/archive/2011/03/03/sunburn-update-windows-redistributable.aspx Quick update on the Indiefreaks Game Framework v0.4 development status http://indiefreaks.com/2011/03/04/quick-update-on-igf-v0-4-development/

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  • On checking is a port open on the firewall?

    - by [email protected]
    Hi, well sometimes DBAs and sysadmin need to check if a particular port is "open" on the corporate firewall --i.e. *Grid Control* Will the communication between OMS and a management agent work? --One solution well consist on deploying the piece of software in question, start it and just check if everything works fine, however i find more classy trying to get that information beforeThere are several tools for doing so --i.e. nmap *like Trinity on The Matrix*, but just found a nice piece of code for establishing a socket on a parameter passed port.After running the program doing a telnet from the client machine  will be a walk in the park Normal 0 21 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin:0cm; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} #include <stdio.h> #include <sys/types.h> #include <sys/socket.h> #include <netinet/in.h> int main(int argc, char *argv[]) {      int sockfd, newsockfd, portno, clilen;      char buffer[256];      struct sockaddr_in serv_addr, cli_addr;      int n;      if (argc < 2) {          fprintf(stderr,"ERROR: A port must be provided. Aborting ...\n");          return 1;      }      sockfd = socket(AF_INET, SOCK_STREAM, 0);      if (sockfd < 0)          {         fprintf("ERROR: Unable to open socket. Aborting ...\n");         return 1;       }      portno = atoi(argv[1]);      serv_addr.sin_family = AF_INET;      serv_addr.sin_addr.s_addr = INADDR_ANY;      serv_addr.sin_port = htons(portno);      if (bind(sockfd, (struct sockaddr *) &serv_addr,sizeof(serv_addr)) < 0)          {               fprintf("ERROR: Unable to bind socket. Aborting ...\n");               return 1;       }      listen(sockfd,5);      clilen = sizeof(cli_addr);      newsockfd = accept(sockfd, (struct sockaddr *) &cli_addr,&clilen);      if (newsockfd < 0)          {           fprintf("ERROR: Unable to accept connection. Aborting...\n");           return 1;        }      return 0; }Of course, you can still ask to the network guy if the port is open or notHope it helpsL

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