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  • Implications of Fulltext Search over many columns

    - by Alex
    Hello, I have a really wide table which includes separate columns for billing address, shipping address, primary address, names, aliases etc. (I can't normalize this table further, and that's not the question here anyways). I'm implementing SQL Server fulltext search, and I'm wondering whether I should limit the search ability to just the primary fields (primary address and names for example), or if I can extend the search ability across all columns without occurring too much of a performance or memory penalty. I've done some basic testing with 10,000 sample rows and it's quite fast but I don't have much experience with fulltext indexing, especially its dictionary internals, so I don't know if the index is going to grow over time, or if there is anything else to consider. Thoughts?

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  • What is the need for normalizing a vector?

    - by Rashed Hassan
    Trying to understand vectors a bit more. What is the need for normalizing a vector? If I have a vector, N = (x, y, z) What do you actually get when you normalize it - I get the idea you have to divide x/|N| y/|N| & z/|N|. My question is, why do we do this thing, I mean what do we get out of this equation? What is the meaning or 'inside' purpose of doing this. A bit of a maths question, I apologize, but I am really not clear in this topic.

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  • c++ normalizing data sizes across systems

    - by Bocochoco
    I have a struct with three variables: two unsigned ints and an unsigned char. From my understanding, a c++ char is always 1 byte regardless of what operating system it is on. The same can't be said for other datatypes. I am looking for a way to normalize POD's so that when saved into a binary file, the resulting file is readable on any operating system that the code is compiled for. I changed my struct to use a 1-byte alignment by adding #pragma as follows: #pragma pack(push, 1) struct test { int a; } #pragma pack(pop) but that doesn't necessarily mean that int a is exactly 4 bytes on every os, I don't think? Is there a way to ensure that a file saved from my code will always be readable?

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  • Retrieving Large Lists of Objects Using Java EE

    - by hallidave
    Is there a generally-accepted way to return a large list of objects using Java EE? For example, if you had a database ResultSet that had millions of objects how would you return those objects to a (remote) client application? Another example -- that is closer to what I'm actually doing -- would be to aggregate data from hundreds of sources, normalize it, and incrementally transfer it to a client system as a single "list". Since all the data cannot fit in memory, I was thinking that a combination of a stateful SessionBean and some sort of custom Iterator that called back to the server would do the trick. How have you successfully solved this problem in the past?

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  • Is dynamic evaluation of xpath variable string possible using .net 2.0 xslt implementation?

    - by Crocked
    Hi, I'm trying to evaluate an xpath varable I'm building dynamically based on the position of the node. I can create the xpath string in a variable but when I select the value of this just get the string and not the node set I need. I use the following to create the xpath <xsl:variable name="xpathstring" select="normalize-space(concat(&quot;//anAttribute[@key='pos&quot;,position(),&quot;']&quot;))"/> and try to output the value with the following. <xsl:value-of select="$xpathstring"/> If I execute the xpath in my debugger I get the nodeset but in my xml output only get the xpath string which looks like this //anAttribute[@key='pos1'] I had a look at exslt dyn:evaluate which seems to enable this but this seems to be only supported by certain processors and doesn't provide a standalone implementation or at least as far as I could see (currently using the standard .net 2.0 xslt whihc is only xslt 1.0 as far as I recall) Is there anyway to handle this without changing processor? Kind Regards, Crocked

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  • XSLT: add node inner text.

    - by nabo
    This is a slightly version of other question posted here: http://stackoverflow.com/questions/2888880/xslt-change-node-inner-text Imagine i use XSLT to transform the document: <a> <b/> <c/> </a> into this: <a> <b/> <c/> Hello world </a> In this case i can't use neither the <xsl:strip-space elements="*"/> element or the [normalize-space() != ''] predicate since there is no text in the place where i need to put new text. Any ideas? Thanks.

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  • Normalizing Strings using Regexes

    - by RasputinJones
    How do I match this string "1 & 2" from this string "Foo Bar 1 & 2"? How do I match this string "1, 2 & 3" from this string "Foo Baz 1, 2 & 3"? Trying to split out "Foo Bar" from the string using regexes while using the presence of "1 & 2" or "1, 2 & 3" as conditionals to normalize these strings into "Foo Bar 1" and "Foo Bar 2" or "Foo Baz 1", "Foo Baz 2" and "Foo Baz 3" respectively.

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  • C# XNA Normals Question

    - by Wade
    Hello all! I have been working on some simple XNA proof of concept for a game idea I have as well as just to further my learning in XNA. However, i seem to be stuck on these dreaded normals, and using the BasicEffect with default lighting i can't seem to tell if my normals are being calculated correctly, hence the question. I'm mainly drawing cubes at the moment, I'm using a triangle list and a VertexBuffer to get the job done. The north face of my cube has two polygons and 6 vectors: Vector3 startPosition = new Vector3(0,0,0); corners[0] = startPosition; // This is the start position. Block size is 5. corners[1] = new Vector3(startPosition.X, startPosition.Y + BLOCK_SIZE, startPosition.Z); corners[2] = new Vector3(startPosition.X + BLOCK_SIZE, startPosition.Y, startPosition.Z); corners[3] = new Vector3(startPosition.X + BLOCK_SIZE, startPosition.Y + BLOCK_SIZE, startPosition.Z); verts[0] = new VertexPositionNormalTexture(corners[0], normals[0], textCoordBR); verts[1] = new VertexPositionNormalTexture(corners[1], normals[0], textCoordTR); verts[2] = new VertexPositionNormalTexture(corners[2], normals[0], textCoordBL); verts[3] = new VertexPositionNormalTexture(corners[3], normals[0], textCoordTL); verts[4] = new VertexPositionNormalTexture(corners[2], normals[0], textCoordBL); verts[5] = new VertexPositionNormalTexture(corners[1], normals[0], textCoordTR); Using those coordinates I want to generate the normal for the north face, I have no clue how to get the average of all those vectors and create a normal for the two polygons that it makes. Here is what i tried: normals[0] = Vector3.Cross(corners[1], corners[2]); normals[0].Normalize(); It seems like its correct, but then using the same thing for other sides of the cube the lighting effect seems weird, and not cohesive with where i think the light source is coming from, not really sure with the BasicEffect. Am I doing this right? Can anyone explain in lay mans terms how normals are calculated. Any help is much appreciated. Note: I tried going through Riemers and such to figure it out with no luck, it seems no one really goes over the math well enough. Thanks!

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  • XNA 2D line-of-sight check

    - by bionicOnion
    I'm working on a top-down shooter in XNA, and I need to implement line-of-sight checking. I've come up with a solution that seems to work, but I get the nagging feeling that it won't be efficient enough to do every frame for multiple calls (the game already hiccups slightly at about 10 calls per frame). The code is below, but my general plan was to create a series of rectangles with a width and height of zero to act as points along the sight line, and then check to see if any of these rectangles intersects a ClutterObject (an interface I defined for things like walls or other obstacles) after first screening for any that can't possibly be in the line of sight (i.e. behind the viewer) or are too far away (a concession I made for efficiency). public static bool LOSCheck(Vector2 pos1, Vector2 pos2) { Vector2 currentPos = pos1; Vector2 perMove = (pos2 - pos1); perMove.Normalize(); HashSet<ClutterObject> clutter = new HashSet<ClutterObject>(); foreach (Room r in map.GetRooms()) { if (r != null) { foreach (ClutterObject c in r.GetClutter()) { if (c != null &&!(c.GetRectangle().X * perMove.X < 0) && !(c.GetRectangle().Y * perMove.Y < 0)) { Vector2 cVector = new Vector2(c.GetRectangle().X, c.GetRectangle().Y); if ((cVector - pos1).Length() < 1500) clutter.Add(c); } } } } while (currentPos != pos2 && ((currentPos - pos1).Length() < 1500)) { Rectangle position = new Rectangle((int)currentPos.X, (int)currentPos.Y, 0, 0); foreach (ClutterObject c in clutter) { if (position.Intersects(c.GetRectangle())) return false; } currentPos += perMove; } return true; } I'm sure that there's a better way to do this (or at least a way to make this method more efficient), but I'm not too used to XNA yet, so I figured it couldn't hurt to bring it here. At the very least, is there an efficient to determine which objects may be in front of the viewer with greater precision than the rather broad 90 degree window I've given myself?

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  • flicker when drawing 4 models for the first time

    - by Badescu Alexandru
    i have some models that i only draw at a certain moment in the game (after some seconds since the game has started). The problem is that in that first second when i start to draw the models, i see a flicker (in the sence that everything besides those models, dissapears, the background gets purple). The flicker only lasts for that frame, and then everything seems to run the way it should. UPDATE I see now that regardless of the moment i draw the models, the first frame has always the flickering aspect What could this be about? i'll share my draw method: int temp = 0; foreach (MeshObject meshObj in ShapeList) { foreach (BasicEffect effect in meshObj.mesh.Effects) { #region color elements int i = int.Parse(meshObj.mesh.Name.ElementAt(1) + ""); int j = int.Parse(meshObj.mesh.Name.ElementAt(2) + ""); int getShapeColor = shapeColorList.ElementAt(i * 4 + j); if (getShapeColor == (int)Constants.shapeColor.yellow) effect.DiffuseColor = yellow; else if (getShapeColor == (int)Constants.shapeColor.red) effect.DiffuseColor = red; else if (getShapeColor == (int)Constants.shapeColor.green) effect.DiffuseColor = green; else if (getShapeColor == (int)Constants.shapeColor.blue) effect.DiffuseColor = blue; #endregion #region lighting effect.LightingEnabled = true; effect.AmbientLightColor = new Vector3(0.25f, 0.25f, 0.25f); effect.DirectionalLight0.Enabled = true; effect.DirectionalLight0.Direction = new Vector3(-0.3f, -0.3f, -0.9f); effect.DirectionalLight0.SpecularColor = new Vector3(.7f, .7f, .7f); Vector3 v = Vector3.Normalize(new Vector3(-100, 0, -100)); effect.DirectionalLight1.Enabled = true; effect.DirectionalLight1.Direction = v; effect.DirectionalLight1.SpecularColor = new Vector3(0.6f, 0.6f, .6f); #endregion effect.Projection = camera.projectionMatrix; effect.View = camera.viewMatrix; if (meshObj.isSetInPlace == true) { effect.World = transforms[meshObj.mesh.ParentBone.Index] * gameobject.orientation; // draw in original cube-placed position meshObj.mesh.Draw(); } else { effect.World = meshObj.Orientation; // draw inSetInPlace position meshObj.mesh.Draw(); } } temp++; }

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  • Simulating smooth movement along a line after calculating a collision containing a restitution of zero in 2D

    - by Casey
    [for tl;dr see after listing] //...Code to determine shapes types involved in collision here... //...Rectangle-Line collision detected. if(_rbTest->GetCollisionShape()->Intersects(*_ground->GetCollisionShape())) { //Convert incoming shape to a line. a2de::Line l(*dynamic_cast<a2de::Line*>(_ground->GetCollisionShape())); //Get line's normal. a2de::Vector2D normal_vector(l.GetSlope().GetY(), -l.GetSlope().GetX()); a2de::Vector2D::Normalize(normal_vector); //Accumulate forces involved. a2de::Vector2D intermediate_forces; a2de::Vector2D normal_force = normal_vector * _rbTest->GetMass() * _world->GetGravityHandler()->GetGravityValue(); intermediate_forces += normal_force; //Calculate final velocity: See [1] double Ma = _rbTest->GetMass(); a2de::Vector2D Ua = _rbTest->GetVelocity(); double Mb = _ground->GetMass(); a2de::Vector2D Ub = _ground->GetVelocity(); double mCr = Mb * _ground->GetRestitution(); a2de::Vector2D collision_velocity( ((Ma * Ua) + (Mb * Ub) + ((mCr * Ub) - (mCr * Ua))) / (Ma + Mb)); //Calculate reflection vector: See [2] a2de::Vector2D reflect_velocity( -collision_velocity + 2 * (a2de::Vector2D::DotProduct(collision_velocity, normal_vector)) * normal_vector ); //Affect velocity to account for restitution of colliding bodies. reflect_velocity *= (_ground->GetRestitution() * _rbTest->GetRestitution()); _rbTest->SetVelocity(reflect_velocity); //THE ULTIMATE ISSUE STEMS FROM THE FOLLOWING LINE: //Move object away from collision one pixel to prevent constant collision. _rbTest->SetPosition(_rbTest->GetPosition() + normal_vector); _rbTest->ApplyImpulse(intermediate_forces); } Sources: (1) Wikipedia: Coefficient of Restitution: Speeds after impact (2) Wikipedia: Specular Reflection: Direction of reflection First, I have a system in place to account for friction (that is, a coefficient of friction) but is not used right now (in addition, it is zero, which should not affect the math anyway). I'll deal with that after I get this working. Anyway, when the restitution of either object involved in the collision is zero the object stops as required, but if movement along the same direction (again, irrespective of the friction value that isn't used) as the line is attempted the object moves as if slogging through knee deep snow. If I remove the line of code in question and the object is not push away one pixel the object barely moves at all. All because the object collides, is stopped, is pushed up, collides, is stopped...etc. OR collides, is stopped, collides, is stopped, etc... TL;DR How do I only account for a collision ONCE for restitution purposes (BONUS: but CONTINUALLY for frictional purposes, to be implemented later)

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  • I need to move an entity to the mouse location after i rightclick

    - by I.Hristov
    Well I've read the related questions-answers but still cant find a way to move my champion to the mouse position after a right-button mouse-click. I use this code at the top: float speed = (float)1/3; And this is in my void Update: //check if right mouse button is clicked if (mouse.RightButton == ButtonState.Released && previousButtonState == ButtonState.Pressed) { // gets the position of the mouse in mousePosition mousePosition = new Vector2(mouse.X, mouse.Y); //gets the current position of champion (the drawRectangle) currentChampionPosition = new Vector2(drawRectangle.X, drawRectangle.Y); // move champion to mouse position: //handles the case when the mouse position is really close to current position if (Math.Abs(currentChampionPosition.X - mousePosition.X) <= speed && Math.Abs(currentChampionPosition.Y - mousePosition.Y) <= speed) { drawRectangle.X = (int)mousePosition.X; drawRectangle.Y = (int)mousePosition.Y; } else if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)((mousePosition.X - currentChampionPosition.X) * speed); drawRectangle.Y += (int)((mousePosition.Y - currentChampionPosition.Y) * speed); } } previousButtonState = mouse.RightButton; What that code does at the moment is on a click it brings the sprite 1/3 of the distance to the mouse but only once. How do I make it move consistently all the time? It seems I am not updating the sprite at all. EDIT I added the Vector2 as Nick said and with speed changed to 50 it should be OK. I tried it with if ButtonState.Pressed and it works while pressing the button. Thanks. However I wanted it to start moving when single mouse clicked. It should be moving until reaches the mousePosition. The Edit of Nick's post says to create another Vector2, But I already have the one called mousePosition. Not sure how to use another one. //gets a Vector2 direction to move *by Nick Wilson Vector2 direction = mousePosition - currentChampionPosition; //make the direction vector a unit vector direction.Normalize(); //multiply with speed (number of pixels) direction *= speed; // move champion to mouse position if (currentChampionPosition != mousePosition) { drawRectangle.X += (int)(direction.X); drawRectangle.Y += (int)(direction.Y); } } previousButtonState = mouse.RightButton;

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  • Meaning of Crawl errors

    - by com
    My question is about definition of Crawl errors in Google Webmaster Tools. Crawl errors is devided into few sections. Let's first consider HTTP section. I assume that all broken links in this section was somehow found by crawler, this is not the links from sitemap. If all this links was found by scanning pages from sitemap for links, why it doesn't mention what was the source page, like in sitemap section with column Linked From. Please correct me if I am wrong. Sitemap section. Looks like all those links came from my sitemap. But there is Linked From column, I already know, that all those broken links is from sitemap, so in order to fix the error, I should revise my sitemap. Am I wrong? Not followed section. I don't know what does it mean. Looks like it accumulates all links that caused redirect, but for some reason Google considers all those redirect as wrong redirect. Do you know if there are any set of rules how to determine wrong redirect. Actually I found were was my mistake, I tried to normalize URL and redirect it to the right URL, but I did normalization in a wrong way. Not found section. This section like HTTP section but with 404 errors. This section has Linked From column. But very often Linked From has unavailable. What does it mean, Google can not say me how it found this non existing page. How this section related to sitemap section. Does this section contains all 404 links from sitemap too. But there is too many 404 links, much more than in sitemap. I tried to take a look what we have in Linked From, and I saw that this link came from sitemap two month ago. But why Google keeps it indexed, the link is already dead, new sitemap doesn't have it. If there is any expire date for old links? Unreachable section. Looks like this section for 500 errors. This section doesn't contain Linked From column. There are too many completely meaningless links, I really don't know where this stuff came from, and without Linked From I am not able to figure out how to deal with it. Sorry for such a big topic, but I just want to make it clear, what every section stands for, because it's extremely crucial in order to deal with all those problems. Hopefully it will be useful not just for me. Thanks!

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  • Question about BoundingSpheres and Ray intersections

    - by NDraskovic
    I'm working on a XNA project (not really a game) and I'm having some trouble with picking algorithm. I have a few types of 3D models that I draw to the screen, and one of them is a switch. So I'm trying to make a picking algorithm that would enable the user to click on the switch and that would trigger some other function. The problem is that the BoundingSphere.Intersect() method always returns null as result. This is the code I'm using: In the declaration section: ` //Basic matrices private Matrix world = Matrix.CreateTranslation(new Vector3(0, 0, 0)); private Matrix view = Matrix.CreateLookAt(new Vector3(10, 10, 10), new Vector3(0, 0, 0), Vector3.UnitY); private Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 600f, 0.01f, 100f); //Collision detection variables Viewport mainViewport; List<BoundingSphere> spheres = new List<BoundingSphere>(); Ray ControlRay; Vector3 nearPoint, farPoint, nearPlane, farPlane, direction; ` And then in the Update method: ` nearPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 0.0f); farPlane = new Vector3((float)Mouse.GetState().X, (float)Mouse.GetState().Y, 10.0f); nearPoint = GraphicsDevice.Viewport.Unproject(nearPlane, projection, view, world); farPoint = GraphicsDevice.Viewport.Unproject(farPlane, projection, view, world); direction = farPoint - nearPoint; direction.Normalize(); ControlRay = new Ray(nearPoint, direction); if (spheres.Count != 0) { for (int i = 0; i < spheres.Count; i++) { if (spheres[i].Intersects(ControlRay) != null) { Window.Title = spheres[i].Center.ToString(); } else { Window.Title = "Empty"; } } ` The "spheres" list gets filled when the 3D object data gets loaded (I read it from a .txt file). For every object marked as switch (I use simple numbers to determine which object is to be drawn), a BoundingSphere is created (center is on the coordinates of the 3D object, and the diameter is always the same), and added to the list. The objects are drawn normally (and spheres.Count is not 0), I can see them on the screen, but the Window title always says "Empty" (of course this is just for testing purposes, I will add the real function when I get positive results) meaning that there is no intersection between the ControlRay and any of the bounding spheres. I think that my basic matrices (world, view and projection) are making some problems, but I cant figure out what. Please help.

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  • Opengl-es picking object

    - by lacas
    I saw a lot of picking code opengl-es, but nothing worked. Can someone give me what am I missing? My code is (from tutorials/forums) Vec3 far = Camera.getPosition(); Vec3 near = Shared.opengl().getPickingRay(ev.getX(), ev.getY(), 0); Vec3 direction = far.sub(near); direction.normalize(); Log.e("direction", direction.x+" "+direction.y+" "+direction.z); Ray mouseRay = new Ray(near, direction); for (int n=0; n<ObjectFactory.objects.size(); n++) { if (ObjectFactory.objects.get(n)!=null) { IObject obj = ObjectFactory.objects.get(n); float discriminant, b; float radius=0.1f; b = -mouseRay.getOrigin().dot(mouseRay.getDirection()); discriminant = b * b - mouseRay.getOrigin().dot(mouseRay.getOrigin()) + radius*radius; discriminant = FloatMath.sqrt(discriminant); double x1 = b - discriminant; double x2 = b + discriminant; Log.e("asd", obj.getName() + " "+discriminant+" "+x1+" "+x2); } } my camera vectors: //cam Vec3 position =new Vec3(-obj.getPosX()+x, obj.getPosZ()-0.3f, obj.getPosY()+z); Vec3 direction =new Vec3(-obj.getPosX(), obj.getPosZ(), obj.getPosY()); Vec3 up =new Vec3(0.0f, -1.0f, 0.0f); Camera.set(position, direction, up); and my picking code: public Vec3 getPickingRay(float mouseX, float mouseY, float mouseZ) { int[] viewport = getViewport(); float[] modelview = getModelView(); float[] projection = getProjection(); float winX, winY; float[] position = new float[4]; winX = (float)mouseX; winY = (float)Shared.screen.width - (float)mouseY; GLU.gluUnProject(winX, winY, mouseZ, modelview, 0, projection, 0, viewport, 0, position, 0); return new Vec3(position[0], position[1], position[2]); } My camera moving all the time in 3d space. and my actors/modells moving too. my camera is following one actor/modell and the user can move the camera on a circle on this model. How can I change the above code to working?

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  • GLSL per pixel lighting with custom light type

    - by Justin
    Ok, I am having a big problem here. I just got into GLSL yesterday, so the code will be terrible, I'm sure. Basically, I am attempting to make a light that can be passed into the fragment shader (for learning purposes). I have four input values: one for the position of the light, one for the color, one for the distance it can travel, and one for the intensity. I want to find the distance between the light and the fragment, then calculate the color from there. The code I have gives me a simply gorgeous ring of light that get's twisted and widened as the matrix is modified. I love the results, but it is not even close to what I am after. I want the light to be moved with all of the vertices, so it is always in the same place in relation to the objects. I can easily take it from there, but getting that to work seems to be impossible with my current structure. Can somebody give me a few pointers (pun not intended)? Vertex shader: attribute vec4 position; attribute vec4 color; attribute vec2 textureCoordinates; varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; void main() { vec4 ECposition = gl_ModelViewMatrix * gl_Vertex; vec3 tnorm = normalize(vec3 (gl_NormalMatrix * gl_Normal)); fposition = ftransform(); gl_Position = fposition; gl_TexCoord[0] = gl_MultiTexCoord0; fposition = ECposition; lightPosition = vec4(0.0, 0.0, 5.0, 0.0) * gl_ModelViewMatrix * gl_Vertex; lightDistance = 5.0; lightIntensity = 1.0; lightColor = vec4(0.2, 0.2, 0.2, 1.0); } Fragment shader: varying vec4 colorVarying; varying vec2 texturePosition; varying vec4 fposition; varying vec4 lightPosition; varying float lightDistance; varying float lightIntensity; varying vec4 lightColor; uniform sampler2D texture; void main() { float l_distance = sqrt((gl_FragCoord.x * lightPosition.x) + (gl_FragCoord.y * lightPosition.y) + (gl_FragCoord.z * lightPosition.z)); float l_value = lightIntensity / (l_distance / lightDistance); vec4 l_color = vec4(l_value * lightColor.r, l_value * lightColor.g, l_value * lightColor.b, l_value * lightColor.a); vec4 color; color = texture2D(texture, gl_TexCoord[0].st); gl_FragColor = l_color * color; //gl_FragColor = fposition; }

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  • When attaching AI to a vehicle should I define all steps or try Line of Sight?

    - by ThorDivDev
    This problem is related to an intersection simulation I am building for university. I will try to make it as general as possible. I am trying to assign AI to a vehicle using the JMonkeyEngine platform. AIGama_JmonkeyEngine explains that if you wish to create a car that follows a path you can define the path in steps. If there was no physics attached whatsoever then all you need to do is define the x,y,z values of where you want the object to appear in all subsequent steps. I am attaching the vehicleControl that implements jBullet. In this case the author mentions that I would need to define the steering and accelerating behaviors at each step. I was trying to use ghost controls that represented waypoints and when on colliding the car would decide what to do next like stopping at a red light. This didn't work so well. Car doesn't face right. public void update(float tpf) { Vector3f currentPos = aiVehicle.getPhysicsLocation(); Vector3f baseforwardVector = currentPos.clone(); Vector3f forwardVector; Vector3f subsVector; if (currentState == ObjectState.Running) { aiVehicle.accelerate(-800); } else if (currentState == ObjectState.Seeking) { baseforwardVector = baseforwardVector.normalize(); forwardVector = aiVehicle.getForwardVector(baseforwardVector); subsVector = pointToSeek.subtract(currentPos.clone()); System.out.printf("baseforwardVector: %f, %f, %f\n", baseforwardVector.x, baseforwardVector.y, baseforwardVector.z); System.out.printf("subsVector: %f, %f, %f\n", subsVector.x, subsVector.y, subsVector.z); System.out.printf("ForwardVector: %f, %f, %f\n", forwardVector.x, forwardVector.y, forwardVector.z); if (pointToSeek != null && pointToSeek.x + 3 >= currentPos.x && pointToSeek.x - 3 <= currentPos.x) { aiVehicle.steer(0.0f); aiVehicle.accelerate(-40); } else if (pointToSeek != null && pointToSeek.x > currentPos.x) { aiVehicle.steer(-0.5f); aiVehicle.accelerate(-40); } else if (pointToSeek != null && pointToSeek.x < currentPos.x) { aiVehicle.steer(0.5f); aiVehicle.accelerate(-40); } } else if (currentState == ObjectState.Stopped) { aiVehicle.accelerate(0); aiVehicle.brake(40); } }

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  • How do I make camera move at same speed when rotating and moving forward

    - by dez
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. I've post code below. #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • C# Collision Math Help

    - by user36037
    I am making my own collision detection in MonoGame. I have a PolyLine class That has a property to return the normal of that PolyLine instance. I have a ConvexPolySprite class that has a List LineSegments. I hav a CircleSprite class that has a Center Property and a Radius Property. I am using a static class for the collision detection method. I am testing it on a single line segment. Vector2(200,0) = Vector2(300, 200) The problem is it detects the collision anywhere along the path of line out into space. I cannot figure out why. Thanks in advance; public class PolyLine { //--------------------------------------------------------------------------------------------------------------------------- // Class Properties /// <summary> /// Property for the upper left-hand corner of the owner of this instance /// </summary> public Vector2 ParentPosition { get; set; } /// <summary> /// Relative start point of the line segment /// </summary> public Vector2 RelativeStartPoint { get; set; } /// <summary> /// Relative end point of the line segment /// </summary> public Vector2 RelativeEndPoint { get; set; } /// <summary> /// Property that gets the absolute position of the starting point of the line segment /// </summary> public Vector2 AbsoluteStartPoint { get { return ParentPosition + RelativeStartPoint; } }//end of AbsoluteStartPoint /// <summary> /// Gets the absolute position of the end point of the line segment /// </summary> public Vector2 AbsoluteEndPoint { get { return ParentPosition + RelativeEndPoint; } }//end of AbsoluteEndPoint public Vector2 NormalizedLeftNormal { get { Vector2 P = AbsoluteEndPoint - AbsoluteStartPoint; P.Normalize(); float x = P.X; float y = P.Y; return new Vector2(-y, x); } }//end of NormalizedLeftNormal //--------------------------------------------------------------------------------------------------------------------------- // Class Constructors /// <summary> /// Sole ctor /// </summary> /// <param name="parentPosition"></param> /// <param name="relStart"></param> /// <param name="relEnd"></param> public PolyLine(Vector2 parentPosition, Vector2 relStart, Vector2 relEnd) { ParentPosition = parentPosition; RelativeEndPoint = relEnd; RelativeStartPoint = relStart; }//end of ctor }//end of PolyLine class public static bool Collided(CircleSprite circle, ConvexPolygonSprite poly) { var distance = Vector2.Dot(circle.Position - poly.LineSegments[0].AbsoluteEndPoint, poly.LineSegments[0].NormalizedLeftNormal) + circle.Radius; if (distance <= 0) { return false; } else { return true; } }//end of collided

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  • Camera not working

    - by user17548
    I made a camera in DX9. To move forward I press the Up arrow. To rotate on the Y axis I use the mouse. When I perform these movements on their own the camera moves at the speed I want. However, if I hold down Up and move the mouse at the same time then the camera moves a lot faster than it should. I want it to move at the same speed as it does when only the Up arrow is pressed. I think I need to normalize something somewhere but not sure what and not sure where. Have tried various combinations without success so if anyone can point me in the right direction that would be great. Thanks. My code #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { if( KEY_DOWN(VK_UP)) MovePlayer(D3DXVECTOR3(0, 0, -1.0f)); if( KEY_DOWN(VK_DOWN)) MovePlayer(D3DXVECTOR3(0, 0, 1.0f)); switch( msg ) { case WM_MOUSEMOVE: ProcessMouseInput(); } } void MovePlayer( D3DXVECTOR3 in_vec ) { D3DXMATRIX CameraRot; D3DXMatrixRotationY(&CameraRot,D3DXToRadian(AngleY)); D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&in_vec,&CameraRot); CameraPos += (m_timeElapsed * CameraRotTarget); } void ProcessMouseInput() { GetCursorPos( &CurrentMouseState ); if ((CurrentMouseState.x != GameMouseState.x) || (CurrentMouseState.y != GameMouseState.y)) { int dx = CurrentMouseState.x - GameMouseState.x; int dy = CurrentMouseState.y - GameMouseState.y; AngleY+=m_timeElapsed*dx*7.0f; } GameMouseState = CurrentMouseState; // Set back to window center in Render function } VOID UpdateCamera() { D3DXVECTOR3 CameraOrigTarget(0, 0, -1); D3DXVECTOR3 CameraOrigUp(0, 1, 0); D3DXMATRIX CameraRot; D3DXMATRIX CameraRotX; D3DXMatrixRotationX(&CameraRotX,D3DXToRadian(AngleX)); D3DXMATRIX CameraRotY; D3DXMatrixRotationY(&CameraRotY,D3DXToRadian(AngleY)); CameraRot = CameraRotX * CameraRotY; D3DXVECTOR3 CameraRotTarget; D3DXVec3TransformNormal(&CameraRotTarget,&CameraOrigTarget,&CameraRot); D3DXVECTOR3 CameraTarget; CameraTarget = CameraPos + CameraRotTarget; D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtLH( &matView, &CameraPos, &CameraTarget, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); }

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  • Mysql: Working With 192 Trillion Records... (Yes, 192 Trillion)

    - by Sarah
    Here's the question... Considering 192 trillion records, what should my considerations be? My main concern is speed. Here's the table... CREATE TABLE `ref` ( `id` INTEGER(13) AUTO_INCREMENT DEFAULT NOT NULL, `rel_id` INTEGER(13) NOT NULL, `p1` INTEGER(13) NOT NULL, `p2` INTEGER(13) DEFAULT NULL, `p3` INTEGER(13) DEFAULT NULL, `s` INTEGER(13) NOT NULL, `p4` INTEGER(13) DEFAULT NULL, `p5` INTEGER(13) DEFAULT NULL, `p6` INTEGER(13) DEFAULT NULL, PRIMARY KEY (`id`), KEY (`s`), KEY (`rel_id`), KEY (`p3`), KEY (`p4`) ); Here's the queries... SELECT id, s FROM ref WHERE red_id="$rel_id" AND p3="$p3" AND p4="$p4" SELECT rel_id, p1, p2, p3, p4, p5, p6 FROM ref WHERE id="$id" INSERT INTO rel (rel_id, p1, p2, p3, s, p4, p5, p6) VALUES ("$rel_id", "$p1", "$p2", "$p3", "$s", "$p4", "$p5", "$p6") Here's some notes... The SELECT's will be done much more frequently than the INSERT. However, occasionally I want to add a few hundred records at a time. Load-wise, there will be nothing for hours then maybe a few thousand queries all at once. Don't think I can normalize any more (need the p values in a combination) The database as a whole is very relational. This will be the largest table by far (next largest is about 900k) UPDATE (08/11/2010) Interestingly, I've been given a second option... Instead of 192 trillion I could store 2.6*10^16 (15 zeros, meaning 26 Quadrillion)... But in this second option I would only need to store one bigint(18) as the index in a table. That's it - just the one column. So I would just be checking for the existence of a value. Occasionally adding records, never deleting them. So that makes me think there must be a better solution then mysql for simply storing numbers... Given this second option, should I take it or stick with the first... [edit] Just got news of some testing that's been done - 100 million rows with this setup returns the query in 0.0004 seconds [/edit]

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  • Snort's problems in generating alert from Darpa 1998 intrusion detection dataset.

    - by manofseven2
    Hi. I’m working on DARPA 1998 intrusion detection dataset. When I run snort on this dataset (outside.tcpdump file), snort don’t generate complete list of alerts. It means snort start from last few hours of tcpdump file and generate alerts about this section of file and all of packets in first hours are ignored. Another problem in generatin alert is in time stamp of generated alerts. This means when I run snort on a specific day of dataset, snort insert incorrect time stamp for that alert. The configuration and command line statement and other information about my research are: Snort version: 2.8.6 Operating system: windows XP Rule version: snortrules-snapshot-2860_s.tar.gz -———————————————————————— Command line: snort_2.8.6 c D:\programs\Snort_2.8.6\snort\etc\snort.conf -r d:\users\amir\docs\darpa\training_data\week_3\monday\outside.tcpdump -l D:\users\amir\current-task\research\thesis\snort\890230 -————————————————————————— Snort.config Hi. I'm working on DARPA 1998 intrusion detection dataset. When I run snort on this dataset (outside.tcpdump file), snort don't generate complete list of alerts. It means snort start from last few hours of tcpdump file and generate alerts about this section of file and all of packets in first hours are ignored. Another problem in generatin alert is in time stamp of generated alerts. This means when I run snort on a specific day of dataset, snort insert incorrect time stamp for that alert. The configuration and command line statement and other information about my research are: Snort version: 2.8.6 Operating system: windows XP Rule version: snortrules-snapshot-2860_s.tar.gz Command line: snort_2.8.6 -c D:\programs\Snort_2.8.6\snort\etc\snort.conf -r d:\users\amir\docs\darpa\training_data\week_3\monday\outside.tcpdump -l D:\users\amir\current-task\research\thesis\snort\890230 Snort.config # Setup the network addresses you are protecting var HOME_NET any # Set up the external network addresses. Leave as "any" in most situations var EXTERNAL_NET any # List of DNS servers on your network var DNS_SERVERS $HOME_NET # List of SMTP servers on your network var SMTP_SERVERS $HOME_NET # List of web servers on your network var HTTP_SERVERS $HOME_NET # List of sql servers on your network var SQL_SERVERS $HOME_NET # List of telnet servers on your network var TELNET_SERVERS $HOME_NET # List of ssh servers on your network var SSH_SERVERS $HOME_NET # List of ports you run web servers on portvar HTTP_PORTS [80,1220,2301,3128,7777,7779,8000,8008,8028,8080,8180,8888,9999] # List of ports you want to look for SHELLCODE on. portvar SHELLCODE_PORTS !80 # List of ports you might see oracle attacks on portvar ORACLE_PORTS 1024: # List of ports you want to look for SSH connections on: portvar SSH_PORTS 22 # other variables, these should not be modified var AIM_SERVERS [64.12.24.0/23,64.12.28.0/23,64.12.161.0/24,64.12.163.0/24,64.12.200.0/24,205.188.3.0/24,205.188.5.0/24,205.188.7.0/24,205.188.9.0/24,205.188.153.0/24,205.188.179.0/24,205.188.248.0/24] var RULE_PATH ../rules var SO_RULE_PATH ../so_rules var PREPROC_RULE_PATH ../preproc_rules # Stop generic decode events: config disable_decode_alerts # Stop Alerts on experimental TCP options config disable_tcpopt_experimental_alerts # Stop Alerts on obsolete TCP options config disable_tcpopt_obsolete_alerts # Stop Alerts on T/TCP alerts config disable_tcpopt_ttcp_alerts # Stop Alerts on all other TCPOption type events: config disable_tcpopt_alerts # Stop Alerts on invalid ip options config disable_ipopt_alerts # Alert if value in length field (IP, TCP, UDP) is greater th elength of the packet # config enable_decode_oversized_alerts # Same as above, but drop packet if in Inline mode (requires enable_decode_oversized_alerts) # config enable_decode_oversized_drops # Configure IP / TCP checksum mode config checksum_mode: all config pcre_match_limit: 1500 config pcre_match_limit_recursion: 1500 # Configure the detection engine See the Snort Manual, Configuring Snort - Includes - Config config detection: search-method ac-split search-optimize max-pattern-len 20 # Configure the event queue. For more information, see README.event_queue config event_queue: max_queue 8 log 3 order_events content_length dynamicpreprocessor directory D:\programs\Snort_2.8.6\snort\lib\snort_dynamicpreprocessor dynamicengine D:\programs\Snort_2.8.6\snort\lib\snort_dynamicengine\sf_engine.dll # path to dynamic rules libraries #dynamicdetection directory /usr/local/lib/snort_dynamicrules preprocessor frag3_global: max_frags 65536 preprocessor frag3_engine: policy windows detect_anomalies overlap_limit 10 min_fragment_length 100 timeout 180 preprocessor stream5_global: max_tcp 8192, track_tcp yes, track_udp yes, track_icmp no preprocessor stream5_tcp: policy windows, detect_anomalies, require_3whs 180, \ overlap_limit 10, small_segments 3 bytes 150, timeout 180, \ ports client 21 22 23 25 42 53 79 109 110 111 113 119 135 136 137 139 143 \ 161 445 513 514 587 593 691 1433 1521 2100 3306 6665 6666 6667 6668 6669 \ 7000 32770 32771 32772 32773 32774 32775 32776 32777 32778 32779, \ ports both 80 443 465 563 636 989 992 993 994 995 1220 2301 3128 6907 7702 7777 7779 7801 7900 7901 7902 7903 7904 7905 \ 7906 7908 7909 7910 7911 7912 7913 7914 7915 7916 7917 7918 7919 7920 8000 8008 8028 8080 8180 8888 9999 preprocessor stream5_udp: timeout 180 preprocessor http_inspect: global iis_unicode_map unicode.map 1252 compress_depth 20480 decompress_depth 20480 preprocessor http_inspect_server: server default \ chunk_length 500000 \ server_flow_depth 0 \ client_flow_depth 0 \ post_depth 65495 \ oversize_dir_length 500 \ max_header_length 750 \ max_headers 100 \ ports { 80 1220 2301 3128 7777 7779 8000 8008 8028 8080 8180 8888 9999 } \ non_rfc_char { 0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07 } \ enable_cookie \ extended_response_inspection \ inspect_gzip \ apache_whitespace no \ ascii no \ bare_byte no \ directory no \ double_decode no \ iis_backslash no \ iis_delimiter no \ iis_unicode no \ multi_slash no \ non_strict \ u_encode yes \ webroot no preprocessor rpc_decode: 111 32770 32771 32772 32773 32774 32775 32776 32777 32778 32779 no_alert_multiple_requests no_alert_large_fragments no_alert_incomplete preprocessor bo preprocessor ftp_telnet: global inspection_type stateful encrypted_traffic no preprocessor ftp_telnet_protocol: telnet \ ayt_attack_thresh 20 \ normalize ports { 23 } \ detect_anomalies preprocessor ftp_telnet_protocol: ftp server default \ def_max_param_len 100 \ ports { 21 2100 3535 } \ telnet_cmds yes \ ignore_telnet_erase_cmds yes \ ftp_cmds { ABOR ACCT ADAT ALLO APPE AUTH CCC CDUP } \ ftp_cmds { CEL CLNT CMD CONF CWD DELE ENC EPRT } \ ftp_cmds { EPSV ESTA ESTP FEAT HELP LANG LIST LPRT } \ ftp_cmds { LPSV MACB MAIL MDTM MIC MKD MLSD MLST } \ ftp_cmds { MODE NLST NOOP OPTS PASS PASV PBSZ PORT } \ ftp_cmds { PROT PWD QUIT REIN REST RETR RMD RNFR } \ ftp_cmds { RNTO SDUP SITE SIZE SMNT STAT STOR STOU } \ ftp_cmds { STRU SYST TEST TYPE USER XCUP XCRC XCWD } \ ftp_cmds { XMAS XMD5 XMKD XPWD XRCP XRMD XRSQ XSEM } \ ftp_cmds { XSEN XSHA1 XSHA256 } \ alt_max_param_len 0 { ABOR CCC CDUP ESTA FEAT LPSV NOOP PASV PWD QUIT REIN STOU SYST XCUP XPWD } \ alt_max_param_len 200 { ALLO APPE CMD HELP NLST RETR RNFR STOR STOU XMKD } \ alt_max_param_len 256 { CWD RNTO } \ alt_max_param_len 400 { PORT } \ alt_max_param_len 512 { SIZE } \ chk_str_fmt { ACCT ADAT ALLO APPE AUTH CEL CLNT CMD } \ chk_str_fmt { CONF CWD DELE ENC EPRT EPSV ESTP HELP } \ chk_str_fmt { LANG LIST LPRT MACB MAIL MDTM MIC MKD } \ chk_str_fmt { MLSD MLST MODE NLST OPTS PASS PBSZ PORT } \ chk_str_fmt { PROT REST RETR RMD RNFR RNTO SDUP SITE } \ chk_str_fmt { SIZE SMNT STAT STOR STRU TEST TYPE USER } \ chk_str_fmt { XCRC XCWD XMAS XMD5 XMKD XRCP XRMD XRSQ } \ chk_str_fmt { XSEM XSEN XSHA1 XSHA256 } \ cmd_validity ALLO \ cmd_validity EPSV \ cmd_validity MACB \ cmd_validity MDTM \ cmd_validity MODE \ cmd_validity PORT \ cmd_validity PROT \ cmd_validity STRU \ cmd_validity TYPE preprocessor ftp_telnet_protocol: ftp client default \ max_resp_len 256 \ bounce yes \ ignore_telnet_erase_cmds yes \ telnet_cmds yes preprocessor smtp: ports { 25 465 587 691 } \ inspection_type stateful \ normalize cmds \ normalize_cmds { MAIL RCPT HELP HELO ETRN EHLO EXPN VRFY ATRN SIZE BDAT DEBUG EMAL ESAM ESND ESOM EVFY IDENT NOOP RSET SEND SAML SOML AUTH TURN DATA QUIT ONEX QUEU STARTTLS TICK TIME TURNME VERB X-EXPS X-LINK2STATE XADR XAUTH XCIR XEXCH50 XGEN XLICENSE XQUE XSTA XTRN XUSR } \ max_command_line_len 512 \ max_header_line_len 1000 \ max_response_line_len 512 \ alt_max_command_line_len 260 { MAIL } \ alt_max_command_line_len 300 { RCPT } \ alt_max_command_line_len 500 { HELP HELO ETRN EHLO } \ alt_max_command_line_len 255 { EXPN VRFY ATRN SIZE BDAT DEBUG EMAL ESAM ESND ESOM EVFY IDENT NOOP RSET } \ alt_max_command_line_len 246 { SEND SAML SOML AUTH TURN ETRN DATA RSET QUIT ONEX QUEU STARTTLS TICK TIME TURNME VERB X-EXPS X-LINK2STATE XADR XAUTH XCIR XEXCH50 XGEN XLICENSE XQUE XSTA XTRN XUSR } \ valid_cmds { MAIL RCPT HELP HELO ETRN EHLO EXPN VRFY ATRN SIZE BDAT DEBUG EMAL ESAM ESND ESOM EVFY IDENT NOOP RSET SEND SAML SOML AUTH TURN DATA QUIT ONEX QUEU STARTTLS TICK TIME TURNME VERB X-EXPS X-LINK2STATE XADR XAUTH XCIR XEXCH50 XGEN XLICENSE XQUE XSTA XTRN XUSR } \ xlink2state { enabled } preprocessor ssh: server_ports { 22 } \ autodetect \ max_client_bytes 19600 \ max_encrypted_packets 20 \ max_server_version_len 100 \ enable_respoverflow enable_ssh1crc32 \ enable_srvoverflow enable_protomismatch preprocessor dcerpc2: memcap 102400, events [co ] preprocessor dcerpc2_server: default, policy WinXP, \ detect [smb [139,445], tcp 135, udp 135, rpc-over-http-server 593], \ autodetect [tcp 1025:, udp 1025:, rpc-over-http-server 1025:], \ smb_max_chain 3 preprocessor dns: ports { 53 } enable_rdata_overflow preprocessor ssl: ports { 443 465 563 636 989 992 993 994 995 7801 7702 7900 7901 7902 7903 7904 7905 7906 6907 7908 7909 7910 7911 7912 7913 7914 7915 7916 7917 7918 7919 7920 }, trustservers, noinspect_encrypted # SDF sensitive data preprocessor. For more information see README.sensitive_data preprocessor sensitive_data: alert_threshold 25 output alert_full: alert.log output database: log, mysql, user=root password=123456 dbname=snort host=localhost include classification.config include reference.config include $RULE_PATH/local.rules include $RULE_PATH/attack-responses.rules include $RULE_PATH/backdoor.rules include $RULE_PATH/bad-traffic.rules include $RULE_PATH/chat.rules include $RULE_PATH/content-replace.rules include $RULE_PATH/ddos.rules include $RULE_PATH/dns.rules include $RULE_PATH/dos.rules include $RULE_PATH/exploit.rules include $RULE_PATH/finger.rules include $RULE_PATH/ftp.rules include $RULE_PATH/icmp.rules include $RULE_PATH/icmp-info.rules include $RULE_PATH/imap.rules include $RULE_PATH/info.rules include $RULE_PATH/misc.rules include $RULE_PATH/multimedia.rules include $RULE_PATH/mysql.rules include $RULE_PATH/netbios.rules include $RULE_PATH/nntp.rules include $RULE_PATH/oracle.rules include $RULE_PATH/other-ids.rules include $RULE_PATH/p2p.rules include $RULE_PATH/policy.rules include $RULE_PATH/pop2.rules include $RULE_PATH/pop3.rules include $RULE_PATH/rpc.rules include $RULE_PATH/rservices.rules include $RULE_PATH/scada.rules include $RULE_PATH/scan.rules include $RULE_PATH/shellcode.rules include $RULE_PATH/smtp.rules include $RULE_PATH/snmp.rules include $RULE_PATH/specific-threats.rules include $RULE_PATH/spyware-put.rules include $RULE_PATH/sql.rules include $RULE_PATH/telnet.rules include $RULE_PATH/tftp.rules include $RULE_PATH/virus.rules include $RULE_PATH/voip.rules include $RULE_PATH/web-activex.rules include $RULE_PATH/web-attacks.rules include $RULE_PATH/web-cgi.rules include $RULE_PATH/web-client.rules include $RULE_PATH/web-coldfusion.rules include $RULE_PATH/web-frontpage.rules include $RULE_PATH/web-iis.rules include $RULE_PATH/web-misc.rules include $RULE_PATH/web-php.rules include $RULE_PATH/x11.rules include threshold.conf -————————————————————————————- Can anyone help me to solve this problem? Thanks.

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  • Ambient occlusion shader just shows models as all white

    - by dvds414
    Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? If so then how? I'm using C++. Here is my shader: float sampleRadius; float distanceScale; float4x4 xProjection; float4x4 xView; float4x4 xWorld; float3 cornerFustrum; struct VS_OUTPUT { float4 pos : POSITION; float2 TexCoord : TEXCOORD0; float3 viewDirection : TEXCOORD1; }; VS_OUTPUT VertexShaderFunction( float4 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float4 WorldPosition = mul(Position, xWorld); float4 ViewPosition = mul(WorldPosition, xView); Out.pos = mul(ViewPosition, xProjection); Position.xy = sign(Position.xy); Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f; float3 corner = float3(-cornerFustrum.x * Position.x, cornerFustrum.y * Position.y, cornerFustrum.z); Out.viewDirection = corner; return Out; } texture depthTexture; texture randomTexture; sampler2D depthSampler = sampler_state { Texture = <depthTexture>; ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; sampler2D RandNormal = sampler_state { Texture = <randomTexture>; ADDRESSU = WRAP; ADDRESSV = WRAP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0 { float4 samples[16] = { float4(0.355512, -0.709318, -0.102371, 0.0 ), float4(0.534186, 0.71511, -0.115167, 0.0 ), float4(-0.87866, 0.157139, -0.115167, 0.0 ), float4(0.140679, -0.475516, -0.0639818, 0.0 ), float4(-0.0796121, 0.158842, -0.677075, 0.0 ), float4(-0.0759516, -0.101676, -0.483625, 0.0 ), float4(0.12493, -0.0223423, -0.483625, 0.0 ), float4(-0.0720074, 0.243395, -0.967251, 0.0 ), float4(-0.207641, 0.414286, 0.187755, 0.0 ), float4(-0.277332, -0.371262, 0.187755, 0.0 ), float4(0.63864, -0.114214, 0.262857, 0.0 ), float4(-0.184051, 0.622119, 0.262857, 0.0 ), float4(0.110007, -0.219486, 0.435574, 0.0 ), float4(0.235085, 0.314707, 0.696918, 0.0 ), float4(-0.290012, 0.0518654, 0.522688, 0.0 ), float4(0.0975089, -0.329594, 0.609803, 0.0 ) }; IN.TexCoord.x += 1.0/1600.0; IN.TexCoord.y += 1.0/1200.0; normalize (IN.viewDirection); float depth = tex2D(depthSampler, IN.TexCoord).a; float3 se = depth * IN.viewDirection; float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb; float3 normal = tex2D(depthSampler, IN.TexCoord).rgb; float finalColor = 0.0f; for (int i = 0; i < 16; i++) { float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius; //if (dot(ray, normal) < 0) // ray += normal * sampleRadius; float4 sample = float4(se + ray, 1.0f); float4 ss = mul(sample, xProjection); float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f); sampleTexCoord.x += 1.0/1600.0; sampleTexCoord.y += 1.0/1200.0; float sampleDepth = tex2D(depthSampler, sampleTexCoord).a; if (sampleDepth == 1.0) { finalColor ++; } else { float occlusion = distanceScale* max(sampleDepth - depth, 0.0f); finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1); } } return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f); } technique SSAO { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }

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  • How do I implement a quaternion based camera?

    - by kudor gyozo
    I looked at several tutorials about this and when I thought I understood I tried to implement a quaternion based camera. The problem is it doesn't work correctly, after rotating for approx. 10 degrees it jumps back to -10 degrees. I have no idea what's wrong. I'm using openTK and it already has a quaternion class. I'm a noob at opengl, I'm doing this just for fun, and don't really understand quaternions, so probably I'm doing something stupid here. Here is some code: (Actually almost all the code except the methods that load and draw a vbo (it is taken from an OpenTK sample that demonstrates vbo-s)) I load a cube into a vbo and initialize the quaternion for the camera protected override void OnLoad(EventArgs e) { base.OnLoad(e); cameraPos = new Vector3(0, 0, 7); cameraRot = Quaternion.FromAxisAngle(new Vector3(0,0,-1), 0); GL.ClearColor(System.Drawing.Color.MidnightBlue); GL.Enable(EnableCap.DepthTest); vbo = LoadVBO(CubeVertices, CubeElements); } I load a perspective projection here. This is loaded at the beginning and every time I resize the window. protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, Width, Height); float aspect_ratio = Width / (float)Height; Matrix4 perpective = Matrix4.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspect_ratio, 1, 64); GL.MatrixMode(MatrixMode.Projection); GL.LoadMatrix(ref perpective); } Here I get the last rotation value and create a new quaternion that represents only the last rotation and multiply it with the camera quaternion. After this I transform this into axis-angle so that opengl can use it. (This is how I understood it from several online quaternion tutorials) protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); double speed = 1; double rx = 0, ry = 0; if (Keyboard[Key.A]) { ry = -speed * e.Time; } if (Keyboard[Key.D]) { ry = +speed * e.Time; } if (Keyboard[Key.W]) { rx = +speed * e.Time; } if (Keyboard[Key.S]) { rx = -speed * e.Time; } Quaternion tmpQuat = Quaternion.FromAxisAngle(new Vector3(0,1,0), (float)ry); cameraRot = tmpQuat * cameraRot; cameraRot.Normalize(); GL.MatrixMode(MatrixMode.Modelview); GL.LoadIdentity(); Vector3 axis; float angle; cameraRot.ToAxisAngle(out axis, out angle); GL.Rotate(angle, axis); GL.Translate(-cameraPos); Draw(vbo); SwapBuffers(); } Here are 2 images to explain better: I rotate a while and from this: it jumps into this Any help is appreciated. Update1: I add these to a streamwriter that writes into a file: sw.WriteLine("camerarot: X:{0} Y:{1} Z:{2} W:{3} L:{4}", cameraRot.X, cameraRot.Y, cameraRot.Z, cameraRot.W, cameraRot.Length); sw.WriteLine("ry: {0}", ry); The log is available here: http://www.pasteall.org/26133/text. At line 770 the cube jumps from right to left, when camerarot.Y changes signs. I don't know if this is normal. Update2 Here is the complete project.

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  • XNA 4 Deferred Rendering deforms the model

    - by Tomáš Bezouška
    I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves: what it looks like: http://imageshack.us/photo/my-images/690/survival.png/ what it should look like: http://imageshack.us/photo/my-images/521/survival2.png/ (Please ignora the cars, they shouldn't be there. Nothing changes when they are removed) Im using Deferred renderer from www.catalinzima.com/tutorials/deferred-rendering-in-xna/introduction-2/ except very simplified, without the custom content processor. Here's the code for the GBuffer shader: float4x4 World; float4x4 View; float4x4 Projection; float specularIntensity = 0.001f; float specularPower = 3; texture Texture; sampler diffuseSampler = sampler_state { Texture = (Texture); MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; AddressU = Wrap; AddressV = Wrap; }; struct VertexShaderInput { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; }; struct VertexShaderOutput { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float3 Normal : TEXCOORD1; float2 Depth : TEXCOORD2; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; float4 worldPosition = mul(input.Position, World); float4 viewPosition = mul(worldPosition, View); output.Position = mul(viewPosition, Projection); output.TexCoord = input.TexCoord; //pass the texture coordinates further output.Normal = mul(input.Normal,World); //get normal into world space output.Depth.x = output.Position.z; output.Depth.y = output.Position.w; return output; } struct PixelShaderOutput { half4 Color : COLOR0; half4 Normal : COLOR1; half4 Depth : COLOR2; }; PixelShaderOutput PixelShaderFunction(VertexShaderOutput input) { PixelShaderOutput output; output.Color = tex2D(diffuseSampler, input.TexCoord); //output Color output.Color.a = specularIntensity; //output SpecularIntensity output.Normal.rgb = 0.5f * (normalize(input.Normal) + 1.0f); //transform normal domain output.Normal.a = specularPower; //output SpecularPower output.Depth = input.Depth.x / input.Depth.y; //output Depth return output; } technique Technique1 { pass Pass1 { VertexShader = compile vs_2_0 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } And here are the rendering parts in XNA: public void RednerModel(Model model, Matrix world) { Matrix[] boneTransforms = new Matrix[model.Bones.Count]; model.CopyAbsoluteBoneTransformsTo(boneTransforms); Game.GraphicsDevice.DepthStencilState = DepthStencilState.Default; Game.GraphicsDevice.BlendState = BlendState.Opaque; Game.GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise; foreach (ModelMesh mesh in model.Meshes) { foreach (ModelMeshPart meshPart in mesh.MeshParts) { GBufferEffect.Parameters["View"].SetValue(Camera.Instance.ViewMatrix); GBufferEffect.Parameters["Projection"].SetValue(Camera.Instance.ProjectionMatrix); GBufferEffect.Parameters["World"].SetValue(boneTransforms[mesh.ParentBone.Index] * world); GBufferEffect.Parameters["Texture"].SetValue(meshPart.Effect.Parameters["Texture"].GetValueTexture2D()); GBufferEffect.Techniques[0].Passes[0].Apply(); RenderMeshpart(mesh, meshPart); } } } private void RenderMeshpart(ModelMesh mesh, ModelMeshPart part) { Game.GraphicsDevice.SetVertexBuffer(part.VertexBuffer); Game.GraphicsDevice.Indices = part.IndexBuffer; Game.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, part.NumVertices, part.StartIndex, part.PrimitiveCount); } I import the model using the built in content processor for FBX. The FBX is created in 3DS Max. I don't know the exact details of that export, but if you think it might be relevant, I will get them from my collegue who does them. What confuses me though is why the BasicEffect approach works... seems the FBX shouldnt be a problem. Any thoughts? They will be greatly appreciated :)

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