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  • Using a texture as an integer array (OpenGL 3.3, shader version 3.3)

    - by Cubic
    I'm trying to have something like an integer array uniform for my fragment shader (I only need read access). Since it's a fairly large chunk of data (not so large that uploading it in every frame would be impossible, but enough to make me want to rather not do it). Essentially I want to just pass it a uniform telling the shader where this "array" is. I believe I can use a 1D texture for this, but I don't know how (actually, I don't know how to do many things because I just can't seem to find a reference for GLSL 3.3, I only ever find references for the C API). This sounds like a rather basic question and I'm sure it's been answered already somewhere, but I keep searching and can't quite find what I'm looking for.

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  • I upgraded ubuntu to 12.10, and the internet does not work on vbox

    - by user100607
    Last week, I upgraded my operating system to Ubuntu 12.10 from 12.04, and the internet stopped working on two virtual machines (launched with virtualbox), Windows XP and OSX Snow Leopard. OSX also stopped working completely at first, but I fixed that by switching to the 64 bit option in the vbox settings. I switching to bridged networking from NAT restored the internet to Windows, but not to OSX. Does anybody know what I could be doing wrong?

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  • BigInteger Library

    A .NET 2.0 library for the 64 bit optimized handling of very large integers, up to 10240 binary digits or approximately (safe to use) 3000 decimal digits

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  • Pitfalls of using a WYSIWYG editor? [closed]

    - by user50849
    I'm interested in reasons for disallowing content editors on medium to large sites, from using various forms of WYSIWYG editors. A common problematic scenario I can think of is that with the use of a WYSIWYG, an editor uploads an image "somewhere" to the file-system, inserts it directly into the text, and publishes the article. Shortly afterwards, someone wants to pull out "The last 10 uploaded images", and display them on the frontpage. Good luck parsing all the content. Taking a look around at some large international online magazines, such as http://www.time.com/, and some local ones, I see that the editors seem to produce articles that are almost only consisting of raw text. Images are usually at the top of the article, and otherwise the most complex content are usually links. What are some common reasons for refusing editors access to WYSIWYG tools?

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  • The Advancement of Technology That Lead to Websites Being One of the Most Important Business Assets

    Twenty years ago the world was a very different place. Most companies were still using paper based filing systems and people saw computers as being complicated and expensive. Businesses had storage rooms and large filing cabinets full of alphabetically and chronologically ordered documents and letters. Due to the efforts of large corporations, technology has advanced in a way that most people would have never imagined. What would have taken up a full warehouse worth of space can now be stored digitally in a device that is smaller than a book and it can be searched through in a matter of seconds.

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  • innter.HTML not working after submit button is clicked

    - by user1781453
    I am trying to get the innerHTML to change to what is in the end of the function "calculate" but nothing happens once I hit submit. Here is my code: Pizza Order Form .outp {border-style:solid;background-color:white; border-color:red;padding:1em; border-width: .5em;} .notes {font-size:smaller;font-style:italic;} p {margin-left: 15%; width: 65%;} textarea {resize : none;} </style> function calculate(){ var type; var newline=""; var sum=0; var toppings=""; if( document.getElementById("small").checked==true){ type="Small Pizza"; sum+=4; } if( document.getElementById("medium").checked==true){ type="Medium Pizza"; sum+=6; } if( document.getElementById("large").checked==true){ type="Large Pizza"; sum+=8; } if( document.getElementById("pepperoni").checked==true){ toppings=toppings+"pepperoni, "; sum+=0.75; } if( document.getElementById("olives").checked==true){ toppings=toppings+"olives, "; sum+=0.6; } if( document.getElementById("sausage").checked==true){ toppings=toppings+"sausage, "; sum+=0.75; } if( document.getElementById("peppers").checked==true){ toppings=toppings+"peppers, "; sum+=0.5; } if( document.getElementById("onions").checked==true){ toppings=toppings+"onions, "; sum+=0.5; } if( document.getElementById("cheese").checked==true){ toppings=toppings+"Cheese Only, "; } var length = toppings.length; toppings = toppings.slice(0,length-2); document.getElementById("opta").innerHTML = type+newline+"Toppings:"+newline+toppings+newline+"Price - $"+sum; } Joe's Pizza Palace On-line Order Form <p id = "op" class = "outp" > <b /> Select the size Pizza you want: &nbsp;&nbsp; <input type="radio" name = "size" id="small" value = "small"> Small - $4.00 <b /> <input type="radio" name = "size" id="medium" value = "medium"> Medium - $6.00 <b /> <input type="radio" name = "size" id="large" value = "large"> Large - $8.00 <b /> </p> <p id = "op1" class = "outp" > <b /> Select the toppings: &nbsp;&nbsp; <input type="checkbox" name = "size" id="pepperoni" value = "pepperoni"> Pepperoni ($0.75) <b /> <input type="checkbox" name = "size" id="olives" value = "olives"> Olives ($0.60) <b /> <input type="checkbox" name = "size" id="sausage" value = "sausage"> Sausage ($0.75) <b /> <br /> <input type="checkbox" name = "size" id="peppers" value = "peppers"> Peppers ($0.50) <b /> <input type="checkbox" name = "size" id="onions" value = "onions"> Onions ($0.50) <b /> <input type="checkbox" name = "size" id="cheese" value = "cheese"> Cheese Only <b /> To obtain the price of your order click on the price button below: <br /><br /> <input type="button" align = "left" onclick="calculate();" value="Price (Submit Button)"/> <input type="reset" align = "left" value="Clear Form"/> <br /><br /> <textarea class="outp3" id="opta" style="border-color:black;" rows="6" cols="40" > </textarea>

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  • How can I tell the size of my app during development?

    - by Newbyman
    My programming decissions are directly related to how much room I have left, or worse perhaps how much I need to shave off in order to get up the 10mb limit. I have read that Apple has quietly increased the 3G & Edge download limit from 10mb up to 20mb in preparation for the iPad in April. Either way, my real question is how can I gauge a rough estimate of how large my app will end while I'm still in the development phase? Is the file size of my development folder roughly 1 to 1 ratio? Is the compressed file size of my development a better approximation? My .xcodeproj file is only a couple hundred kB, but the size of my folder is 11.8 MB. I have a .sqlite database, less than 20 small png images and a Settings.Bundle. The rest are unknown Xcode files related to build, build for iphoneOS, simulator etc.... My source code is rather large with around 1000 lines in most of the major controllers, all in all around 48 .h&.m files. But my classes folder inside my development folder is less than 800kb. Digging around inside my Build file, there is lots of iphone simulator files and debugging files which I don't think will contribute to the final product. The Application file states that it is around 2.3 MB. However, this is such a large difference from the 11.8 MB, I have to wonder if this is just another piece of the equation. I have the app on the my device, I'm in the testing phase. Therefore, I though that I would try to see how large the working version was on the device by checking in iTunes, however my development app is visible on the right-hand the application's iphone screen, but no information about the app most importantly its size. I also checked in Organizer, I used the lower portion of the screen-(Applications), found my application and selected the drop down arrow which gave my "Application Data" and a download arrow button to the right to save a file on my desktop, named with the unique AppleID. Inside the folder it had three folders-(documents, library, tmp) the documents had a copy of my .sqlite database, the library a few more files but not anything obvious or of size, and the tmp was empty. All in all the entire folder was only 164kb-which tells me that this is not the right place to find the size either. I understand that the size is considered to be the size of my binary plus all the additional files and images that I have add. Does anyone have a effective way of guaging how large the binary is or the relating the development folder size to what the final App Store application size will end up. I know that questions have been posted with similar aspects, but I could not find any answered post that really described...what files, or how to determine size specifically. I know that this question looks like a book, but I just wanted to be specific in conveying exactly what I'm looking for and the attempts thus far. *Note all files are unzipped and still in regular working Xcode order of a single app with no brought-in builds or referenced projects. I'm sure that this is straight forward, I just don't know where to look?

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  • Abstracting functionality

    - by Ralf Westphal
    Originally posted on: http://geekswithblogs.net/theArchitectsNapkin/archive/2014/08/22/abstracting-functionality.aspxWhat is more important than data? Functionality. Yes, I strongly believe we should switch to a functionality over data mindset in programming. Or actually switch back to it. Focus on functionality Functionality once was at the core of software development. Back when algorithms were the first thing you heard about in CS classes. Sure, data structures, too, were important - but always from the point of view of algorithms. (Niklaus Wirth gave one of his books the title “Algorithms + Data Structures” instead of “Data Structures + Algorithms” for a reason.) The reason for the focus on functionality? Firstly, because software was and is about doing stuff. Secondly because sufficient performance was hard to achieve, and only thirdly memory efficiency. But then hardware became more powerful. That gave rise to a new mindset: object orientation. And with it functionality was devalued. Data took over its place as the most important aspect. Now discussions revolved around structures motivated by data relationships. (John Beidler gave his book the title “Data Structures and Algorithms: An Object Oriented Approach” instead of the other way around for a reason.) Sure, this data could be embellished with functionality. But nevertheless functionality was second. When you look at (domain) object models what you mostly find is (domain) data object models. The common object oriented approach is: data aka structure over functionality. This is true even for the most modern modeling approaches like Domain Driven Design. Look at the literature and what you find is recommendations on how to get data structures right: aggregates, entities, value objects. I´m not saying this is what object orientation was invented for. But I´m saying that´s what I happen to see across many teams now some 25 years after object orientation became mainstream through C++, Delphi, and Java. But why should we switch back? Because software development cannot become truly agile with a data focus. The reason for that lies in what customers need first: functionality, behavior, operations. To be clear, that´s not why software is built. The purpose of software is to be more efficient than the alternative. Money mainly is spent to get a certain level of quality (e.g. performance, scalability, security etc.). But without functionality being present, there is nothing to work on the quality of. What customers want is functionality of a certain quality. ASAP. And tomorrow new functionality needs to be added, existing functionality needs to be changed, and quality needs to be increased. No customer ever wanted data or structures. Of course data should be processed. Data is there, data gets generated, transformed, stored. But how the data is structured for this to happen efficiently is of no concern to the customer. Ask a customer (or user) whether she likes the data structured this way or that way. She´ll say, “I don´t care.” But ask a customer (or user) whether he likes the functionality and its quality this way or that way. He´ll say, “I like it” (or “I don´t like it”). Build software incrementally From this very natural focus of customers and users on functionality and its quality follows we should develop software incrementally. That´s what Agility is about. Deliver small increments quickly and often to get frequent feedback. That way less waste is produced, and learning can take place much easier (on the side of the customer as well as on the side of developers). An increment is some added functionality or quality of functionality.[1] So as it turns out, Agility is about functionality over whatever. But software developers’ thinking is still stuck in the object oriented mindset of whatever over functionality. Bummer. I guess that (at least partly) explains why Agility always hits a glass ceiling in projects. It´s a clash of mindsets, of cultures. Driving software development by demanding small increases in functionality runs against thinking about software as growing (data) structures sprinkled with functionality. (Excuse me, if this sounds a bit broad-brush. But you get my point.) The need for abstraction In the end there need to be data structures. Of course. Small and large ones. The phrase functionality over data does not deny that. It´s not functionality instead of data or something. It´s just over, i.e. functionality should be thought of first. It´s a tad more important. It´s what the customer wants. That´s why we need a way to design functionality. Small and large. We need to be able to think about functionality before implementing it. We need to be able to reason about it among team members. We need to be able to communicate our mental models of functionality not just by speaking about them, but also on paper. Otherwise reasoning about it does not scale. We learned thinking about functionality in the small using flow charts, Nassi-Shneiderman diagrams, pseudo code, or UML sequence diagrams. That´s nice and well. But it does not scale. You can use these tools to describe manageable algorithms. But it does not work for the functionality triggered by pressing the “1-Click Order” on an amazon product page for example. There are several reasons for that, I´d say. Firstly, the level of abstraction over code is negligible. It´s essentially non-existent. Drawing a flow chart or writing pseudo code or writing actual code is very, very much alike. All these tools are about control flow like code is.[2] In addition all tools are computationally complete. They are about logic which is expressions and especially control statements. Whatever you code in Java you can fully (!) describe using a flow chart. And then there is no data. They are about control flow and leave out the data altogether. Thus data mostly is assumed to be global. That´s shooting yourself in the foot, as I hope you agree. Even if it´s functionality over data that does not mean “don´t think about data”. Right to the contrary! Functionality only makes sense with regard to data. So data needs to be in the picture right from the start - but it must not dominate the thinking. The above tools fail on this. Bottom line: So far we´re unable to reason in a scalable and abstract manner about functionality. That´s why programmers are so driven to start coding once they are presented with a problem. Programming languages are the only tool they´ve learned to use to reason about functional solutions. Or, well, there might be exceptions. Mathematical notation and SQL may have come to your mind already. Indeed they are tools on a higher level of abstraction than flow charts etc. That´s because they are declarative and not computationally complete. They leave out details - in order to deliver higher efficiency in devising overall solutions. We can easily reason about functionality using mathematics and SQL. That´s great. Except for that they are domain specific languages. They are not general purpose. (And they don´t scale either, I´d say.) Bummer. So to be more precise we need a scalable general purpose tool on a higher than code level of abstraction not neglecting data. Enter: Flow Design. Abstracting functionality using data flows I believe the solution to the problem of abstracting functionality lies in switching from control flow to data flow. Data flow very naturally is not about logic details anymore. There are no expressions and no control statements anymore. There are not even statements anymore. Data flow is declarative by nature. With data flow we get rid of all the limiting traits of former approaches to modeling functionality. In addition, nomen est omen, data flows include data in the functionality picture. With data flows, data is visibly flowing from processing step to processing step. Control is not flowing. Control is wherever it´s needed to process data coming in. That´s a crucial difference and needs some rewiring in your head to be fully appreciated.[2] Since data flows are declarative they are not the right tool to describe algorithms, though, I´d say. With them you don´t design functionality on a low level. During design data flow processing steps are black boxes. They get fleshed out during coding. Data flow design thus is more coarse grained than flow chart design. It starts on a higher level of abstraction - but then is not limited. By nesting data flows indefinitely you can design functionality of any size, without losing sight of your data. Data flows scale very well during design. They can be used on any level of granularity. And they can easily be depicted. Communicating designs using data flows is easy and scales well, too. The result of functional design using data flows is not algorithms (too low level), but processes. Think of data flows as descriptions of industrial production lines. Data as material runs through a number of processing steps to be analyzed, enhances, transformed. On the top level of a data flow design might be just one processing step, e.g. “execute 1-click order”. But below that are arbitrary levels of flows with smaller and smaller steps. That´s not layering as in “layered architecture”, though. Rather it´s a stratified design à la Abelson/Sussman. Refining data flows is not your grandpa´s functional decomposition. That was rooted in control flows. Refining data flows does not suffer from the limits of functional decomposition against which object orientation was supposed to be an antidote. Summary I´ve been working exclusively with data flows for functional design for the past 4 years. It has changed my life as a programmer. What once was difficult is now easy. And, no, I´m not using Clojure or F#. And I´m not a async/parallel execution buff. Designing the functionality of increments using data flows works great with teams. It produces design documentation which can easily be translated into code - in which then the smallest data flow processing steps have to be fleshed out - which is comparatively easy. Using a systematic translation approach code can mirror the data flow design. That way later on the design can easily be reproduced from the code if need be. And finally, data flow designs play well with object orientation. They are a great starting point for class design. But that´s a story for another day. To me data flow design simply is one of the missing links of systematic lightweight software design. There are also other artifacts software development can produce to get feedback, e.g. process descriptions, test cases. But customers can be delighted more easily with code based increments in functionality. ? No, I´m not talking about the endless possibilities this opens for parallel processing. Data flows are useful independently of multi-core processors and Actor-based designs. That´s my whole point here. Data flows are good for reasoning and evolvability. So forget about any special frameworks you might need to reap benefits from data flows. None are necessary. Translating data flow designs even into plain of Java is possible. ?

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  • How to maintain encapsulation with composition in C++?

    - by iFreilicht
    I am designing a class Master that is composed from multiple other classes, A, Base, C and D. These four classes have absolutely no use outside of Master and are meant to split up its functionality into manageable and logically divided packages. They also provide extensible functionality as in the case of Base, which can be inherited from by clients. But, how do I maintain encapsulation of Master with this design? So far, I've got two approaches, which are both far from perfect: 1. Replicate all accessors: Just write accessor-methods for all accessor-methods of all classes that Master is composed of. This leads to perfect encapsulation, because no implementation detail of Master is visible, but is extremely tedious and makes the class definition monstrous, which is exactly what the composition should prevent. Also, adding functionality to one of the composees (is that even a word?) would require to re-write all those methods in Master. An additional problem is that inheritors of Base could only alter, but not add functionality. 2. Use non-assignable, non-copyable member-accessors: Having a class accessor<T> that can not be copied, moved or assigned to, but overrides the operator-> to access an underlying shared_ptr, so that calls like Master->A()->niceFunction(); are made possible. My problem with this is that it kind of breaks encapsulation as I would now be unable to change my implementation of Master to use a different class for the functionality of niceFunction(). Still, it is the closest I've gotten without using the ugly first approach. It also fixes the inheritance issue quite nicely. A small side question would be if such a class already existed in std or boost. EDIT: Wall of code I will now post the code of the header files of the classes discussed. It may be a bit hard to understand, but I'll give my best in explaining all of it. 1. GameTree.h The foundation of it all. This basically is a doubly-linked tree, holding GameObject-instances, which we'll later get to. It also has it's own custom iterator GTIterator, but I left that out for brevity. WResult is an enum with the values SUCCESS and FAILED, but it's not really important. class GameTree { public: //Static methods for the root. Only one root is allowed to exist at a time! static void ConstructRoot(seed_type seed, unsigned int depth); inline static bool rootExists(){ return static_cast<bool>(rootObject_); } inline static weak_ptr<GameTree> root(){ return rootObject_; } //delta is in ms, this is used for velocity, collision and such void tick(unsigned int delta); //Interaction with the tree inline weak_ptr<GameTree> parent() const { return parent_; } inline unsigned int numChildren() const{ return static_cast<unsigned int>(children_.size()); } weak_ptr<GameTree> getChild(unsigned int index) const; template<typename GOType> weak_ptr<GameTree> addChild(seed_type seed, unsigned int depth = 9001){ GOType object{ new GOType(seed) }; return addChildObject(unique_ptr<GameTree>(new GameTree(std::move(object), depth))); } WResult moveTo(weak_ptr<GameTree> newParent); WResult erase(); //Iterators for for( : ) loop GTIterator& begin(){ return *(beginIter_ = std::move(make_unique<GTIterator>(children_.begin()))); } GTIterator& end(){ return *(endIter_ = std::move(make_unique<GTIterator>(children_.end()))); } //unloading should be used when objects are far away WResult unloadChildren(unsigned int newDepth = 0); WResult loadChildren(unsigned int newDepth = 1); inline const RenderObject& renderObject() const{ return gameObject_->renderObject(); } //Getter for the underlying GameObject (I have not tested the template version) weak_ptr<GameObject> gameObject(){ return gameObject_; } template<typename GOType> weak_ptr<GOType> gameObject(){ return dynamic_cast<weak_ptr<GOType>>(gameObject_); } weak_ptr<PhysicsObject> physicsObject() { return gameObject_->physicsObject(); } private: GameTree(const GameTree&); //copying is only allowed internally GameTree(shared_ptr<GameObject> object, unsigned int depth = 9001); //pointer to root static shared_ptr<GameTree> rootObject_; //internal management of a child weak_ptr<GameTree> addChildObject(shared_ptr<GameTree>); WResult removeChild(unsigned int index); //private members shared_ptr<GameObject> gameObject_; shared_ptr<GTIterator> beginIter_; shared_ptr<GTIterator> endIter_; //tree stuff vector<shared_ptr<GameTree>> children_; weak_ptr<GameTree> parent_; unsigned int selfIndex_; //used for deletion, this isn't necessary void initChildren(unsigned int depth); //constructs children }; 2. GameObject.h This is a bit hard to grasp, but GameObject basically works like this: When constructing a GameObject, you construct its basic attributes and a CResult-instance, which contains a vector<unique_ptr<Construction>>. The Construction-struct contains all information that is needed to construct a GameObject, which is a seed and a function-object that is applied at construction by a factory. This enables dynamic loading and unloading of GameObjects as done by GameTree. It also means that you have to define that factory if you inherit GameObject. This inheritance is also the reason why GameTree has a template-function gameObject<GOType>. GameObject can contain a RenderObject and a PhysicsObject, which we'll later get to. Anyway, here's the code. class GameObject; typedef unsigned long seed_type; //this declaration magic means that all GameObjectFactorys inherit from GameObjectFactory<GameObject> template<typename GOType> struct GameObjectFactory; template<> struct GameObjectFactory<GameObject>{ virtual unique_ptr<GameObject> construct(seed_type seed) const = 0; }; template<typename GOType> struct GameObjectFactory : GameObjectFactory<GameObject>{ GameObjectFactory() : GameObjectFactory<GameObject>(){} unique_ptr<GameObject> construct(seed_type seed) const{ return unique_ptr<GOType>(new GOType(seed)); } }; //same as with the factories. this is important for storing them in vectors template<typename GOType> struct Construction; template<> struct Construction<GameObject>{ virtual unique_ptr<GameObject> construct() const = 0; }; template<typename GOType> struct Construction : Construction<GameObject>{ Construction(seed_type seed, function<void(GOType*)> func = [](GOType* null){}) : Construction<GameObject>(), seed_(seed), func_(func) {} unique_ptr<GameObject> construct() const{ unique_ptr<GameObject> gameObject{ GOType::factory.construct(seed_) }; func_(dynamic_cast<GOType*>(gameObject.get())); return std::move(gameObject); } seed_type seed_; function<void(GOType*)> func_; }; typedef struct CResult { CResult() : constructions{} {} CResult(CResult && o) : constructions(std::move(o.constructions)) {} CResult& operator= (CResult& other){ if (this != &other){ for (unique_ptr<Construction<GameObject>>& child : other.constructions){ constructions.push_back(std::move(child)); } } return *this; } template<typename GOType> void push_back(seed_type seed, function<void(GOType*)> func = [](GOType* null){}){ constructions.push_back(make_unique<Construction<GOType>>(seed, func)); } vector<unique_ptr<Construction<GameObject>>> constructions; } CResult; //finally, the GameObject class GameObject { public: GameObject(seed_type seed); GameObject(const GameObject&); virtual void tick(unsigned int delta); inline Matrix4f trafoMatrix(){ return physicsObject_->transformationMatrix(); } //getter inline seed_type seed() const{ return seed_; } inline CResult& properties(){ return properties_; } inline const RenderObject& renderObject() const{ return *renderObject_; } inline weak_ptr<PhysicsObject> physicsObject() { return physicsObject_; } protected: virtual CResult construct_(seed_type seed) = 0; CResult properties_; shared_ptr<RenderObject> renderObject_; shared_ptr<PhysicsObject> physicsObject_; seed_type seed_; }; 3. PhysicsObject That's a bit easier. It is responsible for position, velocity and acceleration. It will also handle collisions in the future. It contains three Transformation objects, two of which are optional. I'm not going to include the accessors on the PhysicsObject class because I tried my first approach on it and it's just pure madness (way over 30 functions). Also missing: the named constructors that construct PhysicsObjects with different behaviour. class Transformation{ Vector3f translation_; Vector3f rotation_; Vector3f scaling_; public: Transformation() : translation_{ 0, 0, 0 }, rotation_{ 0, 0, 0 }, scaling_{ 1, 1, 1 } {}; Transformation(Vector3f translation, Vector3f rotation, Vector3f scaling); inline Vector3f translation(){ return translation_; } inline void translation(float x, float y, float z){ translation(Vector3f(x, y, z)); } inline void translation(Vector3f newTranslation){ translation_ = newTranslation; } inline void translate(float x, float y, float z){ translate(Vector3f(x, y, z)); } inline void translate(Vector3f summand){ translation_ += summand; } inline Vector3f rotation(){ return rotation_; } inline void rotation(float pitch, float yaw, float roll){ rotation(Vector3f(pitch, yaw, roll)); } inline void rotation(Vector3f newRotation){ rotation_ = newRotation; } inline void rotate(float pitch, float yaw, float roll){ rotate(Vector3f(pitch, yaw, roll)); } inline void rotate(Vector3f summand){ rotation_ += summand; } inline Vector3f scaling(){ return scaling_; } inline void scaling(float x, float y, float z){ scaling(Vector3f(x, y, z)); } inline void scaling(Vector3f newScaling){ scaling_ = newScaling; } inline void scale(float x, float y, float z){ scale(Vector3f(x, y, z)); } void scale(Vector3f factor){ scaling_(0) *= factor(0); scaling_(1) *= factor(1); scaling_(2) *= factor(2); } Matrix4f matrix(){ return WMatrix::Translation(translation_) * WMatrix::Rotation(rotation_) * WMatrix::Scale(scaling_); } }; class PhysicsObject; typedef void tickFunction(PhysicsObject& self, unsigned int delta); class PhysicsObject{ PhysicsObject(const Transformation& trafo) : transformation_(trafo), transformationVelocity_(nullptr), transformationAcceleration_(nullptr), tick_(nullptr) {} PhysicsObject(PhysicsObject&& other) : transformation_(other.transformation_), transformationVelocity_(std::move(other.transformationVelocity_)), transformationAcceleration_(std::move(other.transformationAcceleration_)), tick_(other.tick_) {} Transformation transformation_; unique_ptr<Transformation> transformationVelocity_; unique_ptr<Transformation> transformationAcceleration_; tickFunction* tick_; public: void tick(unsigned int delta){ tick_ ? tick_(*this, delta) : 0; } inline Matrix4f transformationMatrix(){ return transformation_.matrix(); } } 4. RenderObject RenderObject is a base class for different types of things that could be rendered, i.e. Meshes, Light Sources or Sprites. DISCLAIMER: I did not write this code, I'm working on this project with someone else. class RenderObject { public: RenderObject(float renderDistance); virtual ~RenderObject(); float renderDistance() const { return renderDistance_; } void setRenderDistance(float rD) { renderDistance_ = rD; } protected: float renderDistance_; }; struct NullRenderObject : public RenderObject{ NullRenderObject() : RenderObject(0.f){}; }; class Light : public RenderObject{ public: Light() : RenderObject(30.f){}; }; class Mesh : public RenderObject{ public: Mesh(unsigned int seed) : RenderObject(20.f) { meshID_ = 0; textureID_ = 0; if (seed == 1) meshID_ = Model::getMeshID("EM-208_heavy"); else meshID_ = Model::getMeshID("cube"); }; unsigned int getMeshID() const { return meshID_; } unsigned int getTextureID() const { return textureID_; } private: unsigned int meshID_; unsigned int textureID_; }; I guess this shows my issue quite nicely: You see a few accessors in GameObject which return weak_ptrs to access members of members, but that is not really what I want. Also please keep in mind that this is NOT, by any means, finished or production code! It is merely a prototype and there may be inconsistencies, unnecessary public parts of classes and such.

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  • OpenGL directional light creating black spots

    - by AnonymousDeveloper
    I probably ought to start by saying that I suspect the problem is that one of my vectors is not in the correct "space", but I don't know for sure. I am having a strange problem with a directional light. When I move the camera away from (0.0, 0.0, 0.0) it creates tiny black spots that grow larger as the distance increases. I apologize ahead of time for the length of the code. Vertex shader: #version 410 core in vec3 vf_normal; in vec3 vf_bitangent; in vec3 vf_tangent; in vec2 vf_textureCoordinates; in vec3 vf_vertex; out vec3 tc_normal; out vec3 tc_bitangent; out vec3 tc_tangent; out vec2 tc_textureCoordinates; out vec3 tc_vertex; uniform mat3 vf_m_normal; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform float vf_te_inner; uniform float vf_te_outer; void main() { tc_normal = vf_normal; tc_bitangent = vf_bitangent; tc_tangent = vf_tangent; tc_textureCoordinates = vf_textureCoordinates; tc_vertex = vf_vertex; gl_Position = vf_m_mvp * vec4(vf_vertex, 1.0); } Tessellation Control shader: #version 410 core layout (vertices = 3) out; in vec3 tc_normal[]; in vec3 tc_bitangent[]; in vec3 tc_tangent[]; in vec2 tc_textureCoordinates[]; in vec3 tc_vertex[]; out vec3 te_normal[]; out vec3 te_bitangent[]; out vec3 te_tangent[]; out vec2 te_textureCoordinates[]; out vec3 te_vertex[]; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; #define ID gl_InvocationID float getTessLevelInner(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_inner - avgDistance), 1.0, vf_te_inner); } float getTessLevelOuter(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_outer - avgDistance), 1.0, vf_te_outer); } void main() { te_normal[gl_InvocationID] = tc_normal[gl_InvocationID]; te_bitangent[gl_InvocationID] = tc_bitangent[gl_InvocationID]; te_tangent[gl_InvocationID] = tc_tangent[gl_InvocationID]; te_textureCoordinates[gl_InvocationID] = tc_textureCoordinates[gl_InvocationID]; te_vertex[gl_InvocationID] = tc_vertex[gl_InvocationID]; float eyeToVertexDistance0 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[0], 1.0)).xyz); float eyeToVertexDistance1 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[1], 1.0)).xyz); float eyeToVertexDistance2 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[2], 1.0)).xyz); gl_TessLevelOuter[0] = getTessLevelOuter(eyeToVertexDistance1, eyeToVertexDistance2); gl_TessLevelOuter[1] = getTessLevelOuter(eyeToVertexDistance2, eyeToVertexDistance0); gl_TessLevelOuter[2] = getTessLevelOuter(eyeToVertexDistance0, eyeToVertexDistance1); gl_TessLevelInner[0] = getTessLevelInner(eyeToVertexDistance2, eyeToVertexDistance0); } Tessellation Evaluation shader: #version 410 core layout (triangles, equal_spacing, cw) in; in vec3 te_normal[]; in vec3 te_bitangent[]; in vec3 te_tangent[]; in vec2 te_textureCoordinates[]; in vec3 te_vertex[]; out vec3 g_normal; out vec3 g_bitangent; out vec4 g_patchDistance; out vec3 g_tangent; out vec2 g_textureCoordinates; out vec3 g_vertex; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_displace; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2) { return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2; } vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2) { return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2; } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2*d*d); return d; } float getDisplacement(vec2 t0, vec2 t1, vec2 t2) { float displacement = 0.0; vec2 textureCoordinates = interpolate2D(t0, t1, t2); vec2 vector = ((t0 + t1 + t2) / 3.0); float sampleDistance = sqrt((vector.x * vector.x) + (vector.y * vector.y)); sampleDistance /= ((vf_te_inner + vf_te_outer) / 2.0); displacement += texture(vf_t_displace, textureCoordinates).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, -sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, -sampleDistance)).x; return (displacement / 5.0); } void main() { g_normal = normalize(interpolate3D(te_normal[0], te_normal[1], te_normal[2])); g_bitangent = normalize(interpolate3D(te_bitangent[0], te_bitangent[1], te_bitangent[2])); g_patchDistance = vec4(gl_TessCoord, (1.0 - gl_TessCoord.y)); g_tangent = normalize(interpolate3D(te_tangent[0], te_tangent[1], te_tangent[2])); g_textureCoordinates = interpolate2D(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); g_vertex = interpolate3D(te_vertex[0], te_vertex[1], te_vertex[2]); float displacement = getDisplacement(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); float d2 = min(min(min(g_patchDistance.x, g_patchDistance.y), g_patchDistance.z), g_patchDistance.w); d2 = amplify(d2, 50, -0.5); g_vertex += g_normal * displacement * 0.1 * d2; gl_Position = vf_m_mvp * vec4(g_vertex, 1.0); } Geometry shader: #version 410 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in vec3 g_normal[3]; in vec3 g_bitangent[3]; in vec4 g_patchDistance[3]; in vec3 g_tangent[3]; in vec2 g_textureCoordinates[3]; in vec3 g_vertex[3]; out vec3 f_tangent; out vec3 f_bitangent; out vec3 f_eyeDirection; out vec3 f_lightDirection; out vec3 f_normal; out vec4 f_patchDistance; out vec4 f_shadowCoordinates; out vec2 f_textureCoordinates; out vec3 f_vertex; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; void main() { int index = 0; while (index < 3) { vec3 vertexNormal_cameraspace = vf_m_normal * normalize(g_normal[index]); vec3 vertexTangent_cameraspace = vf_m_normal * normalize(f_tangent); vec3 vertexBitangent_cameraspace = vf_m_normal * normalize(f_bitangent); mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); vec3 eyeDirection = -(vf_m_view * vf_m_model * vec4(g_vertex[index], 1.0)).xyz; vec3 lightDirection = normalize(-(vf_m_view * vec4(vf_l_position, 1.0)).xyz); f_eyeDirection = TBN * eyeDirection; f_lightDirection = TBN * lightDirection; f_normal = normalize(g_normal[index]); f_patchDistance = g_patchDistance[index]; f_shadowCoordinates = vf_m_depthBias * vec4(g_vertex[index], 1.0); f_textureCoordinates = g_textureCoordinates[index]; f_vertex = (vf_m_model * vec4(g_vertex[index], 1.0)).xyz; gl_Position = gl_in[index].gl_Position; EmitVertex(); index ++; } EndPrimitive(); } Fragment shader: #version 410 core in vec3 f_bitangent; in vec3 f_eyeDirection; in vec3 f_lightDirection; in vec3 f_normal; in vec4 f_patchDistance; in vec4 f_shadowCoordinates; in vec3 f_tangent; in vec2 f_textureCoordinates; in vec3 f_vertex; out vec4 fragColor; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 poissonDisk[16] = vec2[]( vec2(-0.94201624, -0.39906216), vec2( 0.94558609, -0.76890725), vec2(-0.09418410, -0.92938870), vec2( 0.34495938, 0.29387760), vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464), vec2(-0.38277543, 0.27676845), vec2( 0.97484398, 0.75648379), vec2( 0.44323325, -0.97511554), vec2( 0.53742981, -0.47373420), vec2(-0.26496911, -0.41893023), vec2( 0.79197514, 0.19090188), vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2( 0.19984126, 0.78641367), vec2( 0.14383161, -0.14100790) ); float random(vec3 seed, int i) { vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2.0 * d * d); return d; } void main() { vec3 lightColor = vf_l_color.xyz; float lightPower = vf_l_color.w; vec3 materialDiffuseColor = texture(vf_t_diffuse, f_textureCoordinates).xyz; vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1) * materialDiffuseColor; vec3 materialSpecularColor = texture(vf_t_specular, f_textureCoordinates).xyz; vec3 n = normalize(texture(vf_t_normal, f_textureCoordinates).rgb * 2.0 - 1.0); vec3 l = normalize(f_lightDirection); float cosTheta = clamp(dot(n, l), 0.0, 1.0); vec3 E = normalize(f_eyeDirection); vec3 R = reflect(-l, n); float cosAlpha = clamp(dot(E, R), 0.0, 1.0); float visibility = 1.0; float bias = 0.005 * tan(acos(cosTheta)); bias = clamp(bias, 0.0, 0.01); for (int i = 0; i < 4; i ++) { float shading = (0.5 / 4.0); int index = i; visibility -= shading * (1.0 - texture(vf_t_shadow, vec3(f_shadowCoordinates.xy + poissonDisk[index] / 3000.0, (f_shadowCoordinates.z - bias) / f_shadowCoordinates.w))); }\n" fragColor.xyz = materialAmbientColor + visibility * materialDiffuseColor * lightColor * lightPower * cosTheta + visibility * materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5); fragColor.w = texture(vf_t_diffuse, f_textureCoordinates).w; } The following images should be enough to give you an idea of the problem. Before moving the camera: Moving the camera just a little. Moving it to the center of the scene.

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  • How can I solve http_port 3129 intercept with squid?

    - by wmoreno3
    My system: uname -a FreeBSD server.local.jmorenov.com.co 9.1-RELEASE FreeBSD 9.1-RELEASE #0 r243825: Tue Dec 4 09:23:10 UTC 2012 [email protected]:/usr/obj/usr/src/sys/GENERIC amd64 pkg info | grep squid squid-3.2.7 HTTP Caching Proxy I have this configuration in squid.conf: http_port 3128 accel vhost allow-direct # OK http_port 3129 intercept # Does not work icp_port 0 When I tried with: http_port 3129 intercept By switch line on ipnat.rules. In access log appears: 2013/01/09 00:46:03 kid1| IPF (IPFilter) NAT open failed: (13) Permission denied 2013/01/09 00:46:03 kid1| BUG #3329: Orphan Comm::Connection: local=127.0.0.1:3129 remote=192.168.1.129:51595 FD 24 flags=33 2013/01/09 00:46:03 kid1| NOTE: 1 Orphans since last started. /var/log/squid/cache.log 2013/02/08 09:02:33 kid1| Squid plugin modules loaded: 0 2013/02/08 09:02:33 kid1| Accepting reverse-proxy HTTP Socket connections at local=127.0.0.1:3128 remote=[::] FD 33 flags=9 2013/02/08 09:02:33 kid1| Accepting NAT intercepted HTTP Socket connections at local=127.0.0.1:3129 remote=[::] FD 34 flags=41 My /etc/ipnat.rules: root@server:/root # cat /etc/ipnat.rules # em0 = External NIC # bge0 = Internal NIC map em0 0/0 -> 0/32 proxy port ftp ftp/tcp map em0 0/0 -> 0/32 portmap tcp/udp auto map em0 0/0 -> 0/32 # Redirect direct web traffic to local web server. rdr em0 192.168.0.3/32 port 80 -> 127.0.0.1 port 80 tcp rdr bge0 192.168.1.3/32 port 80 -> 127.0.0.1 port 80 tcp # Redirect everything else to squid on port 3128 or 3129 intercept rdr em0 0.0.0.0/0 port 80 -> 127.0.0.1 port 3128 tcp rdr bge0 0.0.0.0/0 port 80 -> 127.0.0.1 port 3128 tcp #rdr em0 0.0.0.0/0 port 80 -> 127.0.0.1 port 3129 tcp #rdr bge0 0.0.0.0/0 port 80 -> 127.0.0.1 port 3129 tcp With 3128 is OK, but with 3129, Does not work, when switch in ipnat.rules.

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  • Outlook unable to synchronize SharePoint library - error 0x80004005

    - by DLux
    We have one large library (~10 GB) on SharePoint that cannot be synchronized with Outlook, even if you only attempt to synch one of the smaller sub folders in the library. Other libraries (or other library sub folders) work fine with Outlook. This is with MOSS 2007 SP1 and Outlook 2007 SP2. The error is: Task 'SharePoint' reported error (0x80004005): 'An error occurred either in Outlook or SharePoint. Contact the SharePoint site administrator.' Reproducing the error Open up the large SharePoint document library in Internet Explorer From the Actions menu, select Connect to Outlook Select Allow on the stssync: security warning that pops up Outlook automatically tries an initial sync and sync status immediately shows the above error. Update 1: I verified the same issue occurs on Windows XP SP3 with IE 6 using Outlook 2007 SP2 and the same SharePoint library (it was originally tested on Windows 7). The issue is definitely related to the library or Outlook. Update 2: Using stsadm I exported the site with this large document library (8.6 GB 15,000 items) and imported it on to a development system. The result is the same on the development system - multiple clients are unable to connect Outlook to the library and get the 0x80004005 error above.

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  • Filesystems for webserver with SATA and Solid State disk,

    - by Jorisslob
    We have just ordered a new webserver with 120 Gb solid state disk and a SATA disk. I am trying to plan ahead what sort of filesystem to use. This system will be running Linux, Apache/Tomcat to host java services. The main service is a system where people can upload reasonably large files (in the order of 100 Mb, images, image stacks and video), which people will be able to annotate and which will be sent to a database server when annotation is complete. Thus far, I plan to put most of the utility programs of the operating system om the SSD and put the large media files there. The SATA disks will hold the less volitile data like apache, tomcat and the servlets. For filesystems I have considered going for the stable EXT3 because I hear that it is best supported. The downside seems to be that it not the ideal choice for large files. That is why I am leaning towards using XFS for the SSD and EXT3 for the SATA. My questions are: 1) Does this sound like a reasonable setup? 2) What filesystems would you recommend for the SSD and for the SATA? Thanks

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  • OpenVpn Iptables Error

    - by Mook
    I mean real newbie - linux here.. Please help me configuring my openvpn through iptables. My main goal here is to open port for regular browsing (80, 443), email (110, 25), etc just like isp does but i want to block p2p traffic. So I will need to open only few port. Here are my iptables config # Flush all current rules from iptables # iptables -F iptables -t nat -F iptables -t mangle -F # # Allow SSH connections on tcp port 22 (or whatever port you want to use) # iptables -A INPUT -p tcp --dport 22 -j ACCEPT # # Set default policies for INPUT, FORWARD and OUTPUT chains # iptables -P INPUT DROP #using DROP for INPUT is not always recommended. Change to ACCEPT if you prefer. iptables -P FORWARD ACCEPT iptables -P OUTPUT ACCEPT # # Set access for localhost # iptables -A INPUT -i lo -j ACCEPT # # Accept packets belonging to established and related connections # iptables -A INPUT -m state --state ESTABLISHED,RELATED -j ACCEPT # #Accept connections on 1194 for vpn access from clients #Take note that the rule says "UDP", and ensure that your OpenVPN server.conf says UDP too # iptables -A INPUT -p udp --dport 1194 -j ACCEPT # #Apply forwarding for OpenVPN Tunneling # iptables -A FORWARD -m state --state RELATED,ESTABLISHED -j ACCEPT iptables -A FORWARD -s 10.8.0.0/24 -j ACCEPT #10.8.0.0 ? Check your OpenVPN server.conf to be sure iptables -A FORWARD -j REJECT iptables -t nat -A POSTROUTING -o venet0 -j SNAT --to-source 100.200.255.256 #Use your OpenVPN server's real external IP here # #Enable forwarding # echo 1 > /proc/sys/net/ipv4/ip_forward iptables -A INPUT -p tcp --dport 25 -j ACCEPT iptables -A INPUT -p tcp --dport 26 -j ACCEPT iptables -A INPUT -p tcp --dport 80 -j ACCEPT iptables -A INPUT -p tcp --dport 110 -j ACCEPT iptables -A INPUT -p tcp --dport 443 -j ACCEPT iptables -L -v But when I connect to my vpn, i can't browsing and also got RTO on pinging yahoo, etc

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  • Unexplained CPU and Disk activity spikes in SQL Server 2005

    - by Philip Goh
    Before I pose my question, please allow me to describe the situation. I have a database server, with a number of tables. Two of the biggest tables contain over 800k rows each. The majority of rows are less than 10k in size, though roughly 1 in 100 rows will be 1 MB but <4 MB. So out of the 1.6 million rows, about 16000 of them will be these large rows. The reason they are this big is because we're storing zip files binary blobs in the database, but I'm digressing. We have a service that runs constantly in the background, trimming 10 rows from each of these 2 tables. In the performance monitor graph above, these are the little bumps (red for CPU, green for disk queue). Once ever minute we get a large spike of CPU activity together with a jump in disk activity, indicated by the red arrow in the screenshot. I've run the SQL Server profiler, and there is nothing that jumps out as a candidate that would explain this spike. My suspicion is that this spike occurs when one of the large rows gets deleted. I've fed the results of the profiler into the tuning wizard, and I get no optimisation recommendations (i.e. I assume this means my database is indexed correctly for my current workload). I'm not overly worried as the server is coping fine in all circumstances, even under peak load. However, I would like to know if there is anything else I can do to find out what is causing this spike? Update: After investigating this some more, the CPU and disk usage spike was down to SQL server's automatic checkpoint. The database uses the simple recovery model, and this truncates the log file at each checkpoint. We can see this demonstrated in the following graph. As described on MSDN, the checkpoints will occur when the transaction log becomes 70% full and we are using the simple recovery model. This has been enlightening and I've definitely learned something!

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  • Cisco SR520w FE - WAN Port Stops Working

    - by Mike Hanley
    I have setup a Cisco SR520W and everything appears to be working. After about 1-2 days, it looks like the WAN port stops forwarding traffic to the Internet gateway IP of the device. If I unplug and then plug in the network cable connecting the WAN port of the SR520W to my Comcast Cable Modem, traffic startings flowing again. Also, if I restart the SR520W, the traffic will flow again. Any ideas? Here is the running config: Current configuration : 10559 bytes ! version 12.4 no service pad no service timestamps debug uptime service timestamps log datetime msec no service password-encryption ! hostname hostname.mydomain.com ! boot-start-marker boot-end-marker ! logging message-counter syslog no logging rate-limit enable secret 5 <removed> ! aaa new-model ! ! aaa authentication login default local aaa authorization exec default local ! ! aaa session-id common clock timezone PST -8 clock summer-time PDT recurring ! crypto pki trustpoint TP-self-signed-334750407 enrollment selfsigned subject-name cn=IOS-Self-Signed-Certificate-334750407 revocation-check none rsakeypair TP-self-signed-334750407 ! ! crypto pki certificate chain TP-self-signed-334750407 certificate self-signed 01 <removed> quit dot11 syslog ! dot11 ssid <removed> vlan 75 authentication open authentication key-management wpa guest-mode wpa-psk ascii 0 <removed> ! ip source-route ! ! ip dhcp excluded-address 172.16.0.1 172.16.0.10 ! ip dhcp pool inside import all network 172.16.0.0 255.240.0.0 default-router 172.16.0.1 dns-server 10.0.0.15 10.0.0.12 domain-name mydomain.com ! ! ip cef ip domain name mydomain.com ip name-server 68.87.76.178 ip name-server 66.240.48.9 ip port-map user-ezvpn-remote port udp 10000 ip ips notify SDEE ip ips name sdm_ips_rule ! ip ips signature-category category all retired true category ios_ips basic retired false ! ip inspect log drop-pkt no ipv6 cef ! multilink bundle-name authenticated parameter-map type inspect z1-z2-pmap audit-trail on password encryption aes ! ! username admin privilege 15 secret 5 <removed> ! crypto key pubkey-chain rsa named-key realm-cisco.pub key-string <removed> quit ! ! ! ! ! ! crypto ipsec client ezvpn EZVPN_REMOTE_CONNECTION_1 connect auto group EZVPN_GROUP_1 key <removed> mode client peer 64.1.208.90 virtual-interface 1 username admin password <removed> xauth userid mode local ! ! archive log config logging enable logging size 600 hidekeys ! ! ! class-map type inspect match-any SDM_AH match access-group name SDM_AH class-map type inspect match-any SDM-Voice-permit match protocol sip class-map type inspect match-any SDM_ESP match access-group name SDM_ESP class-map type inspect match-any SDM_EASY_VPN_REMOTE_TRAFFIC match protocol isakmp match protocol ipsec-msft match class-map SDM_AH match class-map SDM_ESP match protocol user-ezvpn-remote class-map type inspect match-all SDM_EASY_VPN_REMOTE_PT match class-map SDM_EASY_VPN_REMOTE_TRAFFIC match access-group 101 class-map type inspect match-any Easy_VPN_Remote_VT match access-group 102 class-map type inspect match-any sdm-cls-icmp-access match protocol icmp match protocol tcp match protocol udp class-map type inspect match-any sdm-cls-insp-traffic match protocol cuseeme match protocol dns match protocol ftp match protocol h323 match protocol https match protocol icmp match protocol imap match protocol pop3 match protocol netshow match protocol shell match protocol realmedia match protocol rtsp match protocol smtp extended match protocol sql-net match protocol streamworks match protocol tftp match protocol vdolive match protocol tcp match protocol udp class-map type inspect match-any L4-inspect-class match protocol icmp class-map type inspect match-all sdm-invalid-src match access-group 100 class-map type inspect match-all dhcp_out_self match access-group name dhcp-resp-permit class-map type inspect match-all dhcp_self_out match access-group name dhcp-req-permit class-map type inspect match-all sdm-protocol-http match protocol http ! ! policy-map type inspect sdm-permit-icmpreply class type inspect dhcp_self_out pass class type inspect sdm-cls-icmp-access inspect class class-default pass policy-map type inspect sdm-permit_VT class type inspect Easy_VPN_Remote_VT pass class class-default drop policy-map type inspect sdm-inspect class type inspect SDM-Voice-permit pass class type inspect sdm-cls-insp-traffic inspect class type inspect sdm-invalid-src drop log class type inspect sdm-protocol-http inspect z1-z2-pmap class class-default pass policy-map type inspect sdm-inspect-voip-in class type inspect SDM-Voice-permit pass class class-default drop policy-map type inspect sdm-permit class type inspect SDM_EASY_VPN_REMOTE_PT pass class type inspect dhcp_out_self pass class class-default drop ! zone security ezvpn-zone zone security out-zone zone security in-zone zone-pair security sdm-zp-in-ezvpn1 source in-zone destination ezvpn-zone service-policy type inspect sdm-permit_VT zone-pair security sdm-zp-out-ezpn1 source out-zone destination ezvpn-zone service-policy type inspect sdm-permit_VT zone-pair security sdm-zp-ezvpn-out1 source ezvpn-zone destination out-zone service-policy type inspect sdm-permit_VT zone-pair security sdm-zp-self-out source self destination out-zone service-policy type inspect sdm-permit-icmpreply zone-pair security sdm-zp-out-in source out-zone destination in-zone service-policy type inspect sdm-inspect-voip-in zone-pair security sdm-zp-ezvpn-in1 source ezvpn-zone destination in-zone service-policy type inspect sdm-permit_VT zone-pair security sdm-zp-out-self source out-zone destination self service-policy type inspect sdm-permit zone-pair security sdm-zp-in-out source in-zone destination out-zone service-policy type inspect sdm-inspect ! bridge irb ! ! interface FastEthernet0 switchport access vlan 75 ! interface FastEthernet1 switchport access vlan 75 ! interface FastEthernet2 switchport access vlan 75 ! interface FastEthernet3 switchport access vlan 75 ! interface FastEthernet4 description $FW_OUTSIDE$ ip address 75.149.48.76 255.255.255.240 ip nat outside ip ips sdm_ips_rule out ip virtual-reassembly zone-member security out-zone duplex auto speed auto crypto ipsec client ezvpn EZVPN_REMOTE_CONNECTION_1 ! interface Virtual-Template1 type tunnel no ip address ip virtual-reassembly zone-member security ezvpn-zone tunnel mode ipsec ipv4 ! interface Dot11Radio0 no ip address ! encryption vlan 75 mode ciphers aes-ccm ! ssid <removed> ! speed basic-1.0 basic-2.0 basic-5.5 6.0 9.0 basic-11.0 12.0 18.0 24.0 36.0 48.0 54.0 station-role root ! interface Dot11Radio0.75 encapsulation dot1Q 75 native ip virtual-reassembly bridge-group 75 bridge-group 75 subscriber-loop-control bridge-group 75 spanning-disabled bridge-group 75 block-unknown-source no bridge-group 75 source-learning no bridge-group 75 unicast-flooding ! interface Vlan1 no ip address ip virtual-reassembly bridge-group 1 ! interface Vlan75 no ip address ip virtual-reassembly bridge-group 75 bridge-group 75 spanning-disabled ! interface BVI1 no ip address ip nat inside ip virtual-reassembly ! interface BVI75 description $FW_INSIDE$ ip address 172.16.0.1 255.240.0.0 ip nat inside ip ips sdm_ips_rule in ip virtual-reassembly zone-member security in-zone crypto ipsec client ezvpn EZVPN_REMOTE_CONNECTION_1 inside ! ip forward-protocol nd ip route 0.0.0.0 0.0.0.0 75.149.48.78 2 ! ip http server ip http authentication local ip http secure-server ip http timeout-policy idle 60 life 86400 requests 10000 ip nat inside source list 1 interface FastEthernet4 overload ! ip access-list extended SDM_AH remark SDM_ACL Category=1 permit ahp any any ip access-list extended SDM_ESP remark SDM_ACL Category=1 permit esp any any ip access-list extended dhcp-req-permit remark SDM_ACL Category=1 permit udp any eq bootpc any eq bootps ip access-list extended dhcp-resp-permit remark SDM_ACL Category=1 permit udp any eq bootps any eq bootpc ! access-list 1 remark SDM_ACL Category=2 access-list 1 permit 172.16.0.0 0.15.255.255 access-list 100 remark SDM_ACL Category=128 access-list 100 permit ip host 255.255.255.255 any access-list 100 permit ip 127.0.0.0 0.255.255.255 any access-list 100 permit ip 75.149.48.64 0.0.0.15 any access-list 101 remark SDM_ACL Category=128 access-list 101 permit ip host 64.1.208.90 any access-list 102 remark SDM_ACL Category=1 access-list 102 permit ip any any ! ! ! ! snmp-server community <removed> RO ! control-plane ! bridge 1 protocol ieee bridge 1 route ip bridge 75 route ip banner login ^CSR520 Base Config - MFG 1.0 ^C ! line con 0 no modem enable line aux 0 line vty 0 4 transport input telnet ssh ! scheduler max-task-time 5000 end I also ran some diagnostics when the WAN port stopped working: 1. show interface fa4 FastEthernet4 is up, line protocol is up Hardware is PQUICC_FEC, address is 0026.99c5.b434 (bia 0026.99c5.b434) Description: $FW_OUTSIDE$ Internet address is 75.149.48.76/28 MTU 1500 bytes, BW 100000 Kbit/sec, DLY 100 usec, reliability 255/255, txload 1/255, rxload 1/255 Encapsulation ARPA, loopback not set Keepalive set (10 sec) Full-duplex, 100Mb/s, 100BaseTX/FX ARP type: ARPA, ARP Timeout 04:00:00 Last input 01:08:15, output 00:00:00, output hang never Last clearing of "show interface" counters never Input queue: 0/75/23/0 (size/max/drops/flushes); Total output drops: 0 Queueing strategy: fifo Output queue: 0/40 (size/max) 5 minute input rate 0 bits/sec, 0 packets/sec 5 minute output rate 1000 bits/sec, 0 packets/sec 336446 packets input, 455403158 bytes Received 23 broadcasts, 0 runts, 0 giants, 37 throttles 41 input errors, 0 CRC, 0 frame, 0 overrun, 41 ignored 0 watchdog 0 input packets with dribble condition detected 172529 packets output, 23580132 bytes, 0 underruns 0 output errors, 0 collisions, 2 interface resets 0 unknown protocol drops 0 babbles, 0 late collision, 0 deferred 0 lost carrier, 0 no carrier 0 output buffer failures, 0 output buffers swapped out 2. show ip route Gateway of last resort is 75.149.48.78 to network 0.0.0.0 C 192.168.75.0/24 is directly connected, BVI75 64.0.0.0/32 is subnetted, 1 subnets S 64.1.208.90 [1/0] via 75.149.48.78 S 192.168.10.0/24 is directly connected, BVI75 75.0.0.0/28 is subnetted, 1 subnets C 75.149.48.64 is directly connected, FastEthernet4 S* 0.0.0.0/0 [2/0] via 75.149.48.78 3. show ip arp Protocol Address Age (min) Hardware Addr Type Interface Internet 75.149.48.65 69 001e.2a39.7b08 ARPA FastEthernet4 Internet 75.149.48.76 - 0026.99c5.b434 ARPA FastEthernet4 Internet 75.149.48.78 93 0022.2d6c.ae36 ARPA FastEthernet4 Internet 192.168.75.1 - 0027.0d58.f5f0 ARPA BVI75 Internet 192.168.75.12 50 7c6d.62c7.8c0a ARPA BVI75 Internet 192.168.75.13 0 001b.6301.1227 ARPA BVI75 4. sh ip cef Prefix Next Hop Interface 0.0.0.0/0 75.149.48.78 FastEthernet4 0.0.0.0/8 drop 0.0.0.0/32 receive 64.1.208.90/32 75.149.48.78 FastEthernet4 75.149.48.64/28 attached FastEthernet4 75.149.48.64/32 receive FastEthernet4 75.149.48.65/32 attached FastEthernet4 75.149.48.76/32 receive FastEthernet4 75.149.48.78/32 attached FastEthernet4 75.149.48.79/32 receive FastEthernet4 127.0.0.0/8 drop 192.168.10.0/24 attached BVI75 192.168.75.0/24 attached BVI75 192.168.75.0/32 receive BVI75 192.168.75.1/32 receive BVI75 192.168.75.12/32 attached BVI75 192.168.75.13/32 attached BVI75 192.168.75.255/32 receive BVI75 224.0.0.0/4 drop 224.0.0.0/24 receive 240.0.0.0/4 drop 255.255.255.255/32 receive Thanks in advance, -Mike

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  • Router slowing my connection?

    - by Roberto
    I have a Linksys WRT54G and I pay for a 12Mbps connection. I've been testing my connection using speedtest.net for many days and always get 8Mbps. I called the support and they told me to bypass the router and test. I did it and got 16Mbps (much more than I pay for), so I thought "this guy just changed my speed so can he blame my router", and he blamed it. But to my surprise, everytime I bypass the router I get 16Mbps and when I use the router I get 8Mbps. Is this guy trolling me somehow (configuring the VOIP-modem-stuff to different profiles depending o the MAC address connecting to it) or is my router a POS? How can I find out? I don't know what's the thing the router connects to, it's a kind of VOIP adapter; the link is this one, but unfortunately I don't think you'll understand because it's in Portuguese. I know they can remotely connect to it, that's the origin of my conspiracy theory :) I just tested wired to the router and got 10Mbps (and still 8Mbps on wifi and 16Mbps without router) O_o I'm 5cm away from my router, so no obstacles to interfere, right? ------ UPDATE ------- It's a WRT54G V8, I'm using firmware v8.00.7 (will install 8.00.8 tomorrow, but I saw that it's only a minor fix to UPnP denial of service security vulnerability). Results: IPerf LAN-LAN: 80Mbps IPerf LAN-WLAN: 19Mbps (therefore we can ignore wireless issues/settings) I wasn't able to make the (W)LAN-WAN NAT-enabled test with IPerf, I get a connection refused error. I'm not sure if did it right: ran in server mode, configured router to forward that port to my IP and tried to connect to my internet IP that got from this site. I don't think there is a way to disable NAT using this firmware. Question: Let's suppose it's an underpowered hardware issue. Is it right to assume that custom firmwares could resolve the issue because they are possibly better implemented and would make better use of the router resources? I couldn't find any references pointing to wired performance improvements with the use of custom firmware.

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  • Vmware Player 3.0 - cannot ping 32 bits guest from 64 bits (guest or host)

    - by npmj
    I'm stuck with what seems a bug in VmWare Player (build 203739). I'm using W7 Ultimate 64bits as host and have a CentOS 5.4 (64 bits) as a guest and a Windows XP Professional SP3 (32 bits) as another guest. From the 64 bits machines (the host and the linux guest) I cannot ping the windows XP. Off course, I already turned off the windows firewall in the guest and also in the host. The network is pretty basic, I'm using Vmnet8 (NAT), with DHCP and port forwarding (to the windows XP's IP). Everything is working ok, I have internet access from host and from both guests. Port forwarding to the XP guest is working ok too. The only problem is that I cannot access the XP guest through the Vmnet8. I monitored the traffic using wireshark (in the host and in the windows guest). If I try to ping the XP guest from the host, what I see is the ARP request leaving the host, being answered by the guest and, after that, there is no echo request leaving the host. The same occurs if I try to ping the XP from the CentOs guest. From the windows XP guest I can ping both the host and the CentOs guest. From the XP guest I can access the host shares. Obviously, from the host I cannot see the XP shares (as I cannot even ping the guest). I want to maintain this setup (using NAT to share the host's internet connection). Any suggestions?

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  • Vmware Player 3.0 - cannot ping 32 bits guest from 64 bits (guest or host)

    - by npmj
    I'm stuck with what seems a bug in VmWare Player (build 203739). I'm using W7 Ultimate 64bits as host and have a CentOS 5.4 (64 bits) as a guest and a Windows XP Professional SP3 (32 bits) as another guest. From the 64 bits machines (the host and the linux guest) I cannot ping the windows XP. Off course, I already turned off the windows firewall in the guest and also in the host. The network is pretty basic, I'm using Vmnet8 (NAT), with DHCP and port forwarding (to the windows XP's IP). Everything is working ok, I have internet access from host and from both guests. Port forwarding to the XP guest is working ok too. The only problem is that I cannot access the XP guest through the Vmnet8. I monitored the traffic using wireshark (in the host and in the windows guest). If I try to ping the XP guest from the host, what I see is the ARP request leaving the host, being answered by the guest and, after that, there is no echo request leaving the host. The same occurs if I try to ping the XP from the CentOs guest. From the windows XP guest I can ping both the host and the CentOs guest. From the XP guest I can access the host shares. Obviously, from the host I cannot see the XP shares (as I cannot even ping the guest). I want to maintain this setup (using NAT to share the host's internet connection). Any suggestions?

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  • client flips between internal and external IP addresses??

    - by jmiller-miramontes
    I have what seems like a not-particularly-complicated home network, all things considered: a DSL line comes in to a modem/router, which goes off to a switch, which supports a bunch of machines. My machines live in a 192.168.0.x address space; however, I'm running some public servers on the network, so I have a block of 8 (5, really) static IP addresses that are mapped to the servers by the router. The non-servers get 192.168.0.x addresses via NAT; some machines have static addresses and some get addresses from DHCP. Locally, I'm running a DNS server (named) to map between the domain names and the 192.168 address space. Somewhat messy, but everything basically works. Except: One of my local non-server clients occasionally switches from its internal address to its external address. That is, if I check the logs of a website I'm running internally, the hits coming from this client sometimes show up with the internal 192.168 address, and sometimes with the external (216.103...) address. It will flip back and forth for no apparent reason, without my doing anything. This can be a problem in terms of how the clients interact with the way I have some of the clients' SSH systems configured (e.g., allowing access from the internal network but not the external network), but it also Just Seems Wrong. I will confess that I'm kinda skating on the very edge of my networking competence here, but I can't for the life of me figure out what's going on. If it helps, the client in question is running Mac OS X / 10.6; its address is statically assigned, is not one of the five externally-accessible addresses, and gets its DNS from (first) the internal DNS server and (second) my ISP's DNS servers. I can't swear that none of the other NAT clients are also showing this problem; the one I'm dealing with is my everyday machine, so this is where I run into it. Does anybody out there have any advice? This is driving me crazy...

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  • sorry, the maximum allowed clients from your host (10) are already connected" FTP error

    - by Sejanus
    Hello, I keep getting the "sorry, the maximum allowed clients from your host (10) are already connected" error whenever I try to transfer a large number of files. At first I thought it's a filezilla bug, however I get the same error basically with every FTP client I've tried, including Total Commander under Wine. I do not get that error using Windows. I did try to limit maximum allowed connections for Filezilla, both in server settings and in global settings, it didnt change anything. I did try to switch between passive and active modes (not sure if it's related at all, just last desperate attempt), and it didnt change anything either. When I try to use native ftp client (not sure how is it called, the one in Places - Connect to a server) I get abstract "connection refused" error every time I transfer large number of files. Connection is refused for separate particular files, if I click "Ignore" each time the rest of files are transfered perfectly well, so I assume it's the very same error. Anything I could do? This really drives me mad, transfering large numbers of files is a part of my everyday job... P.S. and this happens with many different FTP servers. Also I dont get this error in Windows. So I assume it's not a server problem. P.P.S. I am aware of similar question here, the answer provided just didn't solve it to me.

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  • How to force certain traffic through GRE tunnel?

    - by wew
    Here's what I do. Server (public internet is 222.x.x.x): echo 'net.ipv4.ip_forward=1' >> /etc/sysctl.conf sysctl -p iptunnel add gre1 mode gre local 222.x.x.x remote 115.x.x.x ttl 255 ip add add 192.168.168.1/30 dev gre1 ip link set gre1 up iptables -t nat -A POSTROUTING -s 192.168.168.0/30 -j SNAT --to-source 222.x.x.x iptables -t nat -A PREROUTING -d 222.x.x.x -j DNAT --to-destination 192.168.168.2 Client (public internet is 115.x.x.x): iptunnel add gre1 mode gre local 115.x.x.x remote 222.x.x.x ttl 255 ip add add 192.168.168.2/30 dev gre1 ip link set gre1 up echo '100 tunnel' >> /etc/iproute2/rt_tables ip rule add from 192.168.168.0/30 table tunnel ip route add default via 192.168.168.1 table tunnel Until here, all seems going right. But then 1st question, how to use GRE tunnel as a default route? Client computer is still using 115.x.x.x interface as default. 2nd question, how to force only ICMP traffic to go through tunnel, and everything else go default interface? I try doing this in client computer: ip rule add fwmark 200 table tunnel iptables -t mangle -A OUTPUT -p udp -j MARK --set-mark 200 But after doing this, my ping program will timeout (if I not doing 2 command above, and using ping -I gre1 ip instead, it will works). Later I want to do something else also, like only UDP port 53 through tunnel, etc. 3rd question, in client computer, I force one mysql program to listen on gre1 interface 192.168.168.2. In client computer, there's also one more public interface (IP 114.x.x.x)... How to forward traffic properly using iptables and route so mysql also respond a request coming from this 114.x.x.x public interface?

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  • How to whitelist external access to an internal webserver via Cisco ACLs?

    - by Josh
    This is our company's internet gateway router. This is what I want to accomplish on our Cisco 2691 router: All employees need to be able to have unrestricted access to the internet (I've blocked facebook with an ACL, but other than that, full access) There is an internal webserver that should be accessible from any internal IP address, but only a select few external IP addresses. Basically, I want to whitelist access from outside the network. I don't have a hardware firewall appliance. Until now, the webserver has not needed to be accessible externally... or in any case, the occasional VPN has sufficed when needed. As such, the following config has been sufficient: access-list 106 deny ip 66.220.144.0 0.0.7.255 any access-list 106 deny ip ... (so on for the Facebook blocking) access-list 106 permit ip any any ! interface FastEthernet0/0 ip address x.x.x.x 255.255.255.248 ip access-group 106 in ip nat outside fa0/0 is the interface with the public IP However, when I add... ip nat inside source static tcp 192.168.0.52 80 x.x.x.x 80 extendable ...in order to forward web traffic to the webserver, that just opens it up entirely. That much makes sense to me. This is where I get stumped though. If I add a line to the ACL to explicitly permit (whitelist) an IP range... something like this: access-list 106 permit tcp x.x.x.x 0.0.255.255 192.168.0.52 0.0.0.0 eq 80 ... how do I then block other external access to the webserver while still maintaining unrestricted internet access for internal employees? I tried removing the access-list 106 permit ip any any. That ended up being a very short-lived config :) Would something like access-list 106 permit ip 192.168.0.0 0.0.0.255 any on an "outside-inbound" work?

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  • OSX: Mimic Ubuntu IP Masquerading via iptables with ipfw

    - by Dogbert
    Good day, I am attempting to replicate a setup I have between a router and an Ubuntu PC, and have the same setup working on my MacBook (10.6, Snow Leopard). First, I have a router that has a USB port. When I plug it into my Ubuntu PC, it creates an RNDIS connection, allowing me to connect to the router over the USB cable via an IP connection. When I plug it into my computer via USB, it gets assigned an IP address of 172.16.84.1, and a new adapter appears when I type ifconfig. I can then SSH into the device via ssh [email protected]. When I log in to the device, I flush the routes, then create the default route: admin@localhost> route -f admin@localhost> route add default 172.16.84.2 Now, in my Ubuntu machine, I use iptables to enable IP masquerading: root@Valhalla> sudo iptables -t nat -A POSTROUTING -s 172.16.84.2 -j MASQUERADE Once this is all done, the router has internet access over the USB connection to my PC. I am trying to replicate this exact setup on my MacBook now (Snow Leopard), but iptables does not exist for OSX, not even a Macports version exists. I have scoured through other questions on StackOverflow that cover the usage of the ipfw command, which apparently works as a drop-in replacement for iptables. However, the syntax is significantly different, and I'm pretty much lost. Does anyone with some experience with ipfw have some suggestions on how I could accomplish this and create a NAT connection via IP masquerading like I could with my Ubuntu PC? Thank you for your assistance.

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  • NATing IPv4 while routing IPv6

    - by Hugo
    I've the following setup: client(s) <---> (eth0) router (eth1) <---> wan I have a static IPv4 address and a /48 IPv6 address block. I need to connect all the clients to (wan). Each client will have it's own public IPv6. Meanwhile, I need to NAT those same clients over to (wan). Everything IPv4-related and the NAT are working fine. The IPv6 communication to/from (eth0)<-(clients) works fine, as does the IPv6 communication from (eth1)<-(wan) works fine. To provide IPv6 to all my clients, I've thought of too choices: Having the router as a gateway, which different IP on each interface. This sounds like I need to tell my ISP to route the entire block through that single IP, so it's not really an option. Transparently pass IPv6 packets to/from eth0<-eth1, so all clients can communicate with the upstream gateway (I would actually have a switch here if it weren't for the need to remain IPv4 compatible). So, since I've opted for the second choice, I'm in doubt: How can I pass all IPv6 traffic from eth0 to eth1 transparently? What I need is a level 3 bridge, but linux's bridgeutils create a level 2 bridge (which would bridge ipv4 as well, and I can't have that). This is a DD-WRT device, but it's pretty much an embeded linux, so most suggestions that would work on linux are welcome. Thanks.

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