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  • JavaOne 2012 Sunday Strategy Keynote

    - by Janice J. Heiss
    At the Sunday Strategy Keynote, held at the Masonic Auditorium, Hasan Rizvi, EVP, Middleware and Java Development, stated that the theme for this year's JavaOne is: “Make the future Java”-- meaning that Java continues in its role as the most popular, complete, productive, secure, and innovative development platform. But it also means, he qualified, the process by which we make the future Java -- an open, transparent, collaborative, and community-driven evolution. "Many of you have bet your businesses and your careers on Java, and we have bet our business on Java," he said.Rizvi detailed the three factors they consider critical to the success of Java--technology innovation, community participation, and Oracle's leadership/stewardship. He offered a scorecard in these three realms over the past year--with OS X and Linux ARM support on Java SE, open sourcing of JavaFX by the end of the year, the release of Java Embedded Suite 7.0 middleware platform, and multiple releases on the Java EE side. The JCP process continues, with new JSR activity, and JUGs show a 25% increase in participation since last year. Oracle, meanwhile, continues its commitment to both technology and community development/outreach--with four regional JavaOne conferences last year in various part of the world, as well as the release of Java Magazine, with over 120,000 current subscribers. Georges Saab, VP Development, Java SE, next reviewed features of Java SE 7--the first major revision to the platform under Oracle's stewardship, which has included near-monthly update releases offering hundreds of fixes, performance enhancements, and new features. Saab indicated that developers, ISVs, and hosting providers have all been rapid adopters of the platform. He also noted that Oracle's entire Fusion middleware stack is supported on SE 7. The supported platforms for SE 7 has also increased--from Windows, Linux, and Solaris, to OS X, Linux ARM, and the emerging ARM micro-server market. "In the last year, we've added as many new platforms for Java, as were added in the previous decade," said Saab.Saab also explored the upcoming JDK 8 release--including Project Lambda, Project Nashorn (a modern implementation of JavaScript running on the JVM), and others. He noted that Nashorn functionality had already been used internally in NetBeans 7.3, and announced that they were planning to contribute the implementation to OpenJDK. Nandini Ramani, VP Development, Java Client, ME and Card, discussed the latest news pertaining to JavaFX 2.0--releases on Windows, OS X, and Linux, release of the FX Scene Builder tool, the JavaFX WebView component in NetBeans 7.3, and an OpenJFX project in OpenJDK. Nandini announced, as of Sunday, the availability for download of JavaFX on Linux ARM (developer preview), as well as Scene Builder on Linux. She noted that for next year's JDK 8 release, JavaFX will offer 3D, as well as third-party component integration. Avinder Brar, Senior Software Engineer, Navis, and Dierk König, Canoo Fellow, next took the stage and demonstrated all that JavaFX offers, with a feature-rich, animation-rich, real-time cargo management application that employs Canoo's just open-sourced Dolphin technology.Saab also explored Java SE 9 and beyond--Jigsaw modularity, Penrose Project for interoperability with OSGi, improved multi-tenancy for Java in the cloud, and Project Sumatra. Phil Rogers, HSA Foundation President and AMD Corporate Fellow, explored heterogeneous computing platforms that combine the CPU and the parallel processor of the GPU into a single piece of silicon and shared memory—a hardware technology driven by such advanced functionalities as HD video, face recognition, and cloud workloads. Project Sumatra is an OpenJDK project targeted at bringing Java to such heterogeneous platforms--with hardware and software experts working together to modify the JVM for these advanced applications and platforms.Ramani next discussed the latest with Java in the embedded space--"the Internet of things" and M2M--declaring this to be "the next IT revolution," with Java as the ideal technology for the ecosystem. Last week, Oracle released Java ME Embedded 3.2 (for micro-contollers and low-power devices), and Java Embedded Suite 7.0 (a middleware stack based on Java SE 7). Axel Hansmann, VP Strategy and Marketing, Cinterion, explored his company's use of Java in M2M, and their new release of EHS5, the world's smallest 3G-capable M2M module, running Java ME Embedded. Hansmaan explained that Java offers them the ability to create a "simple to use, scalable, coherent, end-to-end layer" for such diverse edge devices.Marc Brule, Chief Financial Office, Royal Canadian Mint, also explored the fascinating use-case of JavaCard in his country's MintChip e-cash technology--deployable on smartphones, USB device, computer, tablet, or cloud. In parting, Ramani encouraged developers to download the latest releases of Java Embedded, and try them out.Cameron Purdy, VP, Fusion Middleware Development and Java EE, summarized the latest developments and announcements in the Enterprise space--greater developer productivity in Java EE6 (with more on the way in EE 7), portability between platforms, vendors, and even cloud-to-cloud portability. The earliest version of the Java EE 7 SDK is now available for download--in GlassFish 4--with WebSocket support, better JSON support, and more. The final release is scheduled for April of 2013. Nicole Otto, Senior Director, Consumer Digital Technology, Nike, explored her company's Java technology driven enterprise ecosystem for all things sports, including the NikeFuel accelerometer wrist band. Looking beyond Java EE 7, Purdy mentioned NoSQL database functionality for EE 8, the concurrency utilities (possibly in EE 7), some of the Avatar projects in EE 7, some in EE 8, multi-tenancy for the cloud, supporting SaaS applications, and more.Rizvi ended by introducing Dr. Robert Ballard, oceanographer and National Geographic Explorer in Residence--part of Oracle's philanthropic relationship with the National Geographic Society to fund K-12 education around ocean science and conservation. Ballard is best known for having discovered the wreckage of the Titanic. He offered a fascinating video and overview of the cutting edge technology used in such deep-sea explorations, noting that in his early days, high-bandwidth exploration meant that you’d go down in a submarine and "stick your face up against the window." Now, it's a remotely operated, technology telepresence--"I think of my Hercules vehicle as my equivalent of a Na'vi. When I go beneath the sea, I actually send my spirit." Using high bandwidth satellite links, such amazing explorations can now occur via smartphone, laptop, or whatever platform. Ballard’s team regularly offers live feeds and programming out to schools and the world, spanning 188 countries--with embedding educators as part of the expeditions. It's technology at its finest, inspiring the next-generation of scientists and explorers!

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  • Application Development: Python or Java (or PHP)

    - by luckysmack
    I'm looking to get into application development, such as Facebook or Android apps and games. I am doing this for fun and to learn. Once my skills are to par I would like to have some side income from the apps, but I'm not banking on living off that (just so you know where I'm coming from and know what my end goals are). Currently I know and am familiar with PHP and frameworks such as cakephp and yii. However, I have been wanting to learn another language to broaden my horizons and to become a better developer. So I have narrowed it down to 2 languages. Python, and Java (I can already hear people cringing at the difference in the languages I have chosen, but I have some reasons). Python: closer to PHP that Java. Cross platformability. Also great as a general scripting language and has many file system level benefits that PHP does not. Cleaner syntax, readability, blah blah and the list goed on. Python will work great for cross platform apps and can be run on many OS's and is supported by Facebook for app development. But there is no support on Android (for full fledged apps). Java: a much stronger typed language, very robust community and corporate backing. Knowing Java is also good for personal marketability for enterprises, if you're into that. The main benefit here is that Java can write apps natively for Android and the apps can be ported for web versions to play on Facebook. So while I have seen many developers prefer Java over the two, Java has this significant advantage, where I can market my apps in both markets and in the future build more potential income. But like I said it is for fun. While money isn't the goal, it would still be nice. PHP: I'm putting this here because I know it already, and I'm sure a case could be made for it. It obviously works great for Facebook but like Python does not do so well on android. While it's mostly the realm of 'application development' that appeals to me, I do find Android apps fairly interesting and something that has a ton of potential to. But then again Facebook has a ton more users and the apps can also potentially be more immersive (desktop vs. mobile). So this is why I'm kinda stuck on what route to choose. Python for Facebook and web apps, with likely faster development to production times, or Java which can be developed for any of the platforms to make apps. Side note: I'm not really trying to get into 3D development, mostly 2D. And I also want to make an app with real-time play (websockets, etc). Someone mentioned node, js to me for that but Python seems to be more globally versatile for my goals. So, to anyone that does Facebook or Android development in either language: what do you suggest? Any input is valuable and I do appreciate it. And sorry for being long winded. EDIT: as mentioned in one of the answers, my primary goal is gaming. Although I do have some plans for non gaming apps such as general web based and desktop based ones. But gaming is my main goal with the possibility of income. EDIT: Another consideration could be Jython. Writing Python code which is converted into Java bytecode. This would allow the ability to do Android apps using Python. I could be wrong though, I'm still looking into it. Update 1-26-11: I recently acquired a new job which required I learn .NET using C#. Im sure some of you are cringing already but I really like the whole system and how it all works together between desktop and web development. But, as I am still interested in Python very much, and after some research I have decided I will learn Python as well as the IronPython implementation for .NET. But (again: I know...) since .NET is mostly a Windows thing and not as cross-compatible as I like, I will be learning Mono which is a cross platform implementation of .NET where I can use what I learn at work using C# and what I want to learn, Python/IronPython. So while learning and writing C#/.NET @ work I will be learning Python - Mono - Iron Python for what I want to do personally. And the benefit of them all being very closely related will help me out a lot, I think. What do you guys think? I almost feel like that should be another question, but there's not much of a question. Either way, you guys gave very helpful input.

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  • Friction not working for Vehicle in BulletPhysics

    - by Manmohan Bishnoi
    I am creating a vehicle using bullet-physics engine (v 2.82). I created a ground ( btBoxShape ), a box and a vehicle (following the demo). But friction between ground and vehicle wheels seems not working. As soon as the vehicle is placed in 3d world, it starts moving forward. START : Steering works for the vehicle, but engineForce and brakingForce does not work (i.e. I cannot speed-up or stop the vehicle) : I create physics world like this : void initPhysics() { broadphase = new btDbvtBroadphase(); collisionConfiguration = new btDefaultCollisionConfiguration(); dispatcher = new btCollisionDispatcher(collisionConfiguration); solver = new btSequentialImpulseConstraintSolver(); dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration); dynamicsWorld->setGravity(btVector3(0, -9.81, 0)); // Debug Drawer bulletDebugugger.setDebugMode(btIDebugDraw::DBG_DrawWireframe); dynamicsWorld->setDebugDrawer(&bulletDebugugger); //groundShape = new btStaticPlaneShape(btVector3(0, 1, 0), 1); groundShape = new btBoxShape(btVector3(50, 3, 50)); fallShape = new btBoxShape(btVector3(1, 1, 1)); // Orientation and Position of Ground groundMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(0, -3, 0))); btRigidBody::btRigidBodyConstructionInfo groundRigidBodyCI(0, groundMotionState, groundShape, btVector3(0, 0, 0)); groundRigidBody = new btRigidBody(groundRigidBodyCI); dynamicsWorld->addRigidBody(groundRigidBody); /////////////////////////////////////////////////////////////////////// // Vehicle Setup /////////////////////////////////////////////////////////////////////// vehicleChassisShape = new btBoxShape(btVector3(1.f, 0.5f, 2.f)); vehicleBody = new btCompoundShape(); localTrans.setIdentity(); localTrans.setOrigin(btVector3(0, 1, 0)); vehicleBody->addChildShape(localTrans, vehicleChassisShape); localTrans.setOrigin(btVector3(3, 0.f, 0)); vehicleMotionState = new btDefaultMotionState(localTrans); //vehicleMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(3, 0, 0))); btVector3 vehicleInertia(0, 0, 0); vehicleBody->calculateLocalInertia(vehicleMass, vehicleInertia); btRigidBody::btRigidBodyConstructionInfo vehicleRigidBodyCI(vehicleMass, vehicleMotionState, vehicleBody, vehicleInertia); vehicleRigidBody = new btRigidBody(vehicleRigidBodyCI); dynamicsWorld->addRigidBody(vehicleRigidBody); wheelShape = new btCylinderShapeX(btVector3(wheelWidth, wheelRadius, wheelRadius)); { vehicleRayCaster = new btDefaultVehicleRaycaster(dynamicsWorld); vehicle = new btRaycastVehicle(vehicleTuning, vehicleRigidBody, vehicleRayCaster); // never deactivate vehicle vehicleRigidBody->setActivationState(DISABLE_DEACTIVATION); dynamicsWorld->addVehicle(vehicle); float connectionHeight = 1.2f; bool isFrontWheel = true; vehicle->setCoordinateSystem(rightIndex, upIndex, forwardIndex); // 0, 1, 2 // add wheels // front left btVector3 connectionPointCS0(CUBE_HALF_EXTENT-(0.3*wheelWidth), connectionHeight, 2*CUBE_HALF_EXTENT-wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); // front right connectionPointCS0 = btVector3(-CUBE_HALF_EXTENT+(0.3*wheelWidth), connectionHeight, 2*CUBE_HALF_EXTENT-wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); isFrontWheel = false; // rear right connectionPointCS0 = btVector3(-CUBE_HALF_EXTENT+(0.3*wheelWidth), connectionHeight, -2*CUBE_HALF_EXTENT+wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); // rear left connectionPointCS0 = btVector3(CUBE_HALF_EXTENT-(0.3*wheelWidth), connectionHeight, -2*CUBE_HALF_EXTENT+wheelRadius); vehicle->addWheel(connectionPointCS0, wheelDirectionCS0, wheelAxleCS, suspensionRestLength, wheelRadius, vehicleTuning, isFrontWheel); for (int i = 0; i < vehicle->getNumWheels(); i++) { btWheelInfo& wheel = vehicle->getWheelInfo(i); wheel.m_suspensionStiffness = suspensionStiffness; wheel.m_wheelsDampingRelaxation = suspensionDamping; wheel.m_wheelsDampingCompression = suspensionCompression; wheel.m_frictionSlip = wheelFriction; wheel.m_rollInfluence = rollInfluence; } } /////////////////////////////////////////////////////////////////////// // Orientation and Position of Falling body fallMotionState = new btDefaultMotionState(btTransform(btQuaternion(0, 0, 0, 1), btVector3(-1, 5, 0))); btScalar mass = 1; btVector3 fallInertia(0, 0, 0); fallShape->calculateLocalInertia(mass, fallInertia); btRigidBody::btRigidBodyConstructionInfo fallRigidBodyCI(mass, fallMotionState, fallShape, fallInertia); fallRigidBody = new btRigidBody(fallRigidBodyCI); dynamicsWorld->addRigidBody(fallRigidBody); } I step physics world like this : // does not work vehicle->applyEngineForce(maxEngineForce, WHEEL_REARLEFT); vehicle->applyEngineForce(maxEngineForce, WHEEL_REARRIGHT); // these also do not work vehicle->setBrake(gBreakingForce, WHEEL_REARLEFT); vehicle->setBrake(gBreakingForce, WHEEL_REARRIGHT); // this works vehicle->setSteeringValue(gVehicleSteering, WHEEL_FRONTLEFT); vehicle->setSteeringValue(gVehicleSteering, WHEEL_FRONTRIGHT); dynamicsWorld->stepSimulation(1 / 60.0f, 10); However If I apply brakingForce to all 4 wheels (i.e. including WHEEL_FRONTLEFT and WHEEL_FRONTRIGHT), then my vehicle stops, but keeps sliding/moving forward very very slowly. How do I fix this ?

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  • Can't get LWJGL lighting to work

    - by Zarkonnen
    I'm trying to enable lighting in lwjgl according to the method described by NeHe and this post. However, no matter what I try, all faces of my shapes always receive the same amount of light, or, in the case of a spinning shape, the amount of lighting seems to oscillate. All faces are lit up by the same amount, which changes as the pyramid rotates. Concrete example (apologies for the length): Note how all panels are always the same brightness, but the brightness varies with the pyramid's rotation. This is using lwjgl 2.8.3 on Mac OS X. package com; import com.zarkonnen.lwjgltest.Main; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.opengl.GL11; import org.newdawn.slick.opengl.Texture; import org.newdawn.slick.opengl.TextureLoader; import org.lwjgl.util.glu.*; import org.lwjgl.input.Keyboard; import java.nio.FloatBuffer; import java.nio.ByteBuffer; import java.nio.ByteOrder; /** * * @author penguin */ public class main { public static void main(String[] args) { try { Display.setDisplayMode(new DisplayMode(800, 600)); Display.setTitle("3D Pyramid"); Display.create(); } catch (Exception e) { } initGL(); float rtri = 0.0f; Texture texture = null; try { texture = TextureLoader.getTexture("png", Main.class.getResourceAsStream("tex.png")); } catch (Exception ex) { ex.printStackTrace(); } while (!Display.isCloseRequested()) { // Draw a Triangle :D GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glLoadIdentity(); GL11.glTranslatef(0.0f, 0.0f, -10.0f); GL11.glRotatef(rtri, 0.0f, 1.0f, 0.0f); texture.bind(); GL11.glBegin(GL11.GL_TRIANGLES); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(0.0f, 1.0f, 0.0f); GL11.glTexCoord2f(-1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glTexCoord2f(1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glEnd(); GL11.glBegin(GL11.GL_QUADS); GL11.glVertex3f(1.0f, -1.0f, 1.0f); GL11.glVertex3f(1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, -1.0f); GL11.glVertex3f(-1.0f, -1.0f, 1.0f); GL11.glEnd(); Display.update(); rtri += 0.05f; // Exit-Key = ESC boolean exitPressed = Keyboard.isKeyDown(Keyboard.KEY_ESCAPE); if (exitPressed) { System.out.println("Escape was pressed!"); Display.destroy(); } } Display.destroy(); } private static void initGL() { GL11.glEnable(GL11.GL_LIGHTING); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, ((float) 800) / ((float) 600), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0f); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); float lightAmbient[] = {0.5f, 0.5f, 0.5f, 1.0f}; // Ambient Light Values float lightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; // Diffuse Light Values float lightPosition[] = {0.0f, 0.0f, 2.0f, 1.0f}; // Light Position ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glLight(GL11.GL_LIGHT1, GL11.GL_AMBIENT, (FloatBuffer) temp.asFloatBuffer().put(lightAmbient).flip()); // Setup The Ambient Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_DIFFUSE, (FloatBuffer) temp.asFloatBuffer().put(lightDiffuse).flip()); // Setup The Diffuse Light GL11.glLight(GL11.GL_LIGHT1, GL11.GL_POSITION, (FloatBuffer) temp.asFloatBuffer().put(lightPosition).flip()); // Position The Light GL11.glEnable(GL11.GL_LIGHT1); // Enable Light One } }

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  • Microsoft BUILD 2013 Day 1&ndash;Keynote

    - by Tim Murphy
    Originally posted on: http://geekswithblogs.net/tmurphy/archive/2013/06/27/microsoft-build-2013-day-1ndashkeynote.aspx This one is going to be a little long because the keynote was jam-packed so bare with me. The keynote for the first day of BUILD 2013 was kicked off by Steve Balmer.  He made it very clear that Microsoft’s focus is on accelerating its time to market with products and product updates.  His quote was that “Rapid release” is the new norm.  He continued by showing off several new Lumias that have been buzzing around the internet for a while and announce that Sprint will now be carrying the HTC 8XT and Samsung ATIV. Balmer is known for repeating words or phrase for affect.  This time it was “Rapid release, rapid release” and “Touch, touch, touch, touch, touch, …”.  This was fun, but even more fun was when he announce that all attendees would receive an Acer Iconia 8” tablet. SCORE! The next subject Balmer focused on is new apps.  The three new ones were Flipboard, Facebook and NFL Fantasy Football.  I liked the first two because these are ones that people coming from other platforms are missing.  The NFL app is great just because it targets a demographic that can be fanatical.  If these types of apps keep coming than the missing app argument goes away. While many Negative Nancy’s are describing Windows 8.1 as Windows 180 Steve Balmer chose to call it a “refined blend” as in a coffee that has been improved with a new mix.  This includes more multi-tasking options and leveraging Bing straight throughout the entire ecosystem. He ended this first section by explaining that this will also bring more Bing development opportunities to the community. Steve Balmer was followed by Julie Larson-Green who spent her time on stage selling us on Windows 8 all over again from my point of view.  Something that I would not have thought was needed until I had listened to some other attendees who had a number of concerns and complaints.  She showed a number of new gestures that will come with Windows 8.1, and while they were cool I was left wondering if they really improved the experience.  I guess only time will tell. I did like the fact that it the UI implementation to bring up “All Apps” now mirrors that of Windows Phone.  The consistency is a big step forward that I hope to see continue.  The cool factor went up from there as she swiped content from a desktop (mega-tablet) to the XBox One.  This seamless experience I believe is what is really needed for any future platform to be relevant. I was much more enthused by the presentation of Antoine Leblond who humbled us by letting us know that there are 5k new API.  How that can be or how anyone would ever use all of them is another question.  His announcement was that the Visual Studio 2013 preview would be available today along with the Windows 8.1 bits.  One of the features of VS2013 that he demonstrated is the power consumption profiler.  With battery life being a key factor with consumer consumption devices this is a welcome addition. He didn’t limit his presentation to VS2013 features though.  He showed how the Store has been redesigned to enable better search and discoverability of apps and how Win 8.1 can perform multiple screen scales depending on the resolution of the device automatically.  The last feature he demoed was the real time video streaming API which he made sure we understood by attaching a Surface to a little robot.  Oh, but there was one more thing.  Antoine and Julie announce that all attendees would also be getting Surface Pros.  BONUS! How much more could there be?  Gurdeep Singh Pall was about to pile on.  He introduced us to Bing as a platform (BaaP?).  He said if they (Microsoft) could do something with and API that is good 3rd party developers can do something that is dynamite and showed us some of the tools they had produced.  These included natural user interface improvements such as voice commands that looked to put Siri to shame.  Add to that 3D, OCR and translation capabilities and the future looks to be full of opportunities. Balmer then came out to show us one last thing.  Project Spark is a game design environment that will be available for Windows 8.1, XBox 360 and XBox One.  All I can say is that if my kids get their hands on this they are going to be able to learn some of what dad does in a much more enjoyable way. At the end of it all I was both exhausted and energized by what I saw.  What could they have possibly left for the day 2 keynote?  I hear it will feature Scott Hanselman.  If that is right we are in for a treat.  See you there. del.icio.us Tags: BUILD 2013,Windows 8.1,Winodws Phone,XAML,Keynote,Bing,Visual Studio 2013,Project Spark

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  • How is the gimbal locked problem solved using accumulative matrix transformations

    - by Luke San Antonio
    I am reading the online "Learning Modern 3D Graphics Programming" book by Jason L. McKesson As of now, I am up to the gimbal lock problem and how to solve it using quaternions. However right here, at the Quaternions page. Part of the problem is that we are trying to store an orientation as a series of 3 accumulated axial rotations. Orientations are orientations, not rotations. And orientations are certainly not a series of rotations. So we need to treat the orientation of the ship as an orientation, as a specific quantity. I guess this is the first spot I start to get confused, the reason is because I don't see the dramatic difference between orientations and rotations. I also don't understand why an orientation cannot be represented by a series of rotations... Also: The first thought towards this end would be to keep the orientation as a matrix. When the time comes to modify the orientation, we simply apply a transformation to this matrix, storing the result as the new current orientation. This means that every yaw, pitch, and roll applied to the current orientation will be relative to that current orientation. Which is precisely what we need. If the user applies a positive yaw, you want that yaw to rotate them relative to where they are current pointing, not relative to some fixed coordinate system. The concept, I understand, however I don't understand how if accumulating matrix transformations is a solution to this problem, how the code given in the previous page isn't just that. Here's the code: void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutil::MatrixStack currMatrix; currMatrix.Translate(glm::vec3(0.0f, 0.0f, -200.0f)); currMatrix.RotateX(g_angles.fAngleX); DrawGimbal(currMatrix, GIMBAL_X_AXIS, glm::vec4(0.4f, 0.4f, 1.0f, 1.0f)); currMatrix.RotateY(g_angles.fAngleY); DrawGimbal(currMatrix, GIMBAL_Y_AXIS, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f)); currMatrix.RotateZ(g_angles.fAngleZ); DrawGimbal(currMatrix, GIMBAL_Z_AXIS, glm::vec4(1.0f, 0.3f, 0.3f, 1.0f)); glUseProgram(theProgram); currMatrix.Scale(3.0, 3.0, 3.0); currMatrix.RotateX(-90); //Set the base color for this object. glUniform4f(baseColorUnif, 1.0, 1.0, 1.0, 1.0); glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(currMatrix.Top())); g_pObject->Render("tint"); glUseProgram(0); glutSwapBuffers(); } To my understanding, isn't what he is doing (modifying a matrix on a stack) considered accumulating matrices, since the author combined all the individual rotation transformations into one matrix which is being stored on the top of the stack. My understanding of a matrix is that they are used to take a point which is relative to an origin (let's say... the model), and make it relative to another origin (the camera). I'm pretty sure this is a safe definition, however I feel like there is something missing which is blocking me from understanding this gimbal lock problem. One thing that doesn't make sense to me is: If a matrix determines the difference relative between two "spaces," how come a rotation around the Y axis for, let's say, roll, doesn't put the point in "roll space" which can then be transformed once again in relation to this roll... In other words shouldn't any further transformations to this point be in relation to this new "roll space" and therefore not have the rotation be relative to the previous "model space" which is causing the gimbal lock. That's why gimbal lock occurs right? It's because we are rotating the object around set X, Y, and Z axes rather than rotating the object around it's own, relative axes. Or am I wrong? Since apparently this code I linked in isn't an accumulation of matrix transformations can you please give an example of a solution using this method. So in summary: What is the difference between a rotation and an orientation? Why is the code linked in not an example of accumulation of matrix transformations? What is the real, specific purpose of a matrix, if I had it wrong? How could a solution to the gimbal lock problem be implemented using accumulation of matrix transformations? Also, as a bonus: Why are the transformations after the rotation still relative to "model space?" Another bonus: Am I wrong in the assumption that after a transformation, further transformations will occur relative to the current? Also, if it wasn't implied, I am using OpenGL, GLSL, C++, and GLM, so examples and explanations in terms of these are greatly appreciated, if not necessary. The more the detail the better! Thanks in advance...

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • How can I set my screen resolution to match my TV?

    - by Scott Severance
    I have a computer in my classroom that's connected to an LG smart TV (that's actually not so smart. I wouldn't recommend buying one.). For the touch interface, the TV wants a resolution of 1920x1080 at 60Hz. However, I can't seem to set the computer to that resolution. The display settings only offer 1024x768 and 640x480. The computer dual boots with Windows XP, where widescreen options are available in approximately the required size, but the exact resolution -- or even aspect ratio-- isn't available in XP either. I tried the following command: xrandr -s 1920x1080 -r 60 The response was: Size 1920x1080 not found in available modes Back in the old days, the solution would be to edit xorg.conf. However, since that file no longer exists, and I haven't found up-to-date info, I don't know what else to do. If it helps, this machine will never be connected to a different display, so resolution flexibility isn't important. Here's the output of lshw: *-display:0 description: VGA compatible controller product: 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 03 width: 64 bits clock: 33MHz capabilities: vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:42 memory:fe800000-febfffff memory:d0000000-dfffffff ioport:ecd8(size=8) *-display:1 UNCLAIMED description: Display controller product: 4 Series Chipset Integrated Graphics Controller vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 03 width: 64 bits clock: 33MHz According to the system settings, my graphics driver is unknown and my "experience" is standard. This is 64-bit Ubuntu 12.04 (Precise) Note: There are a number of similar questions to this one, but they didn't include any answers that helped me. Update After posting this question, I noticed one in the sidebar that I hadn't found through search but which appeared to contain the answer. Based on that question, I created the /etc/X11/xorg.conf file below: Section "ServerLayout" Identifier "X.org Configured" Screen 0 "Screen0" 0 0 InputDevice "Mouse0" "CorePointer" InputDevice "Keyboard0" "CoreKeyboard" EndSection Section "Files" ModulePath "/usr/lib/xorg/modules" FontPath "/usr/share/fonts/X11/misc" FontPath "/var/lib/defoma/x-ttcidfont-conf.d/dirs/TrueType" FontPath "built-ins" EndSection Section "Module" Load "glx" Load "dri2" Load "dbe" Load "dri" Load "record" Load "extmod" EndSection Section "InputDevice" Identifier "Keyboard0" Driver "kbd" EndSection Section "InputDevice" Identifier "Mouse0" Driver "mouse" Option "Protocol" "auto" Option "Device" "/dev/input/mice" Option "ZAxisMapping" "4 5 6 7" EndSection Section "Monitor" Identifier "Monitor0" VendorName "LG" ModelName "Smart TV" EndSection Section "Device" ### Available Driver options are:- ### Values: <i>: integer, <f>: float, <bool>: "True"/"False", ### <string>: "String", <freq>: "<f> Hz/kHz/MHz", ### <percent>: "<f>%" ### [arg]: arg optional #Option "DRI" # [<bool>] #Option "ColorKey" # <i> #Option "VideoKey" # <i> #Option "FallbackDebug" # [<bool>] #Option "Tiling" # [<bool>] #Option "LinearFramebuffer" # [<bool>] #Option "Shadow" # [<bool>] #Option "SwapbuffersWait" # [<bool>] #Option "TripleBuffer" # [<bool>] #Option "XvMC" # [<bool>] #Option "XvPreferOverlay" # [<bool>] #Option "DebugFlushBatches" # [<bool>] #Option "DebugFlushCaches" # [<bool>] #Option "DebugWait" # [<bool>] #Option "HotPlug" # [<bool>] #Option "RelaxedFencing" # [<bool>] Identifier "Card0" Driver "intel" BusID "PCI:0:2:0" EndSection Section "Screen" Identifier "Screen0" Device "Card0" Monitor "Monitor0" DefaultDepth 24 #SubSection "Display" # Viewport 0 0 # Depth 1 #EndSubSection #SubSection "Display" # Viewport 0 0 # Depth 4 #EndSubSection #SubSection "Display" # Viewport 0 0 # Depth 8 #EndSubSection #SubSection "Display" # Viewport 0 0 # Depth 15 #EndSubSection #SubSection "Display" # Viewport 0 0 # Depth 16 #EndSubSection SubSection "Display" Viewport 0 0 Depth 24 Modes "1024x768" "1920x1080" EndSubSection EndSection According to /var/log/Xorg.0.log, my settings aren't being applied. In fact, I wonder if the config file is even being read. [ 1209.083] (**) intel(0): Depth 24, (--) framebuffer bpp 32 [ 1209.084] (==) intel(0): RGB weight 888 [ 1209.084] (==) intel(0): Default visual is TrueColor [ 1209.084] (II) intel(0): Integrated Graphics Chipset: Intel(R) G41 [ 1209.084] (--) intel(0): Chipset: "G41" [ 1209.084] (**) intel(0): Relaxed fencing enabled [ 1209.084] (**) intel(0): Wait on SwapBuffers? enabled [ 1209.084] (**) intel(0): Triple buffering? enabled [ 1209.084] (**) intel(0): Framebuffer tiled [ 1209.084] (**) intel(0): Pixmaps tiled [ 1209.084] (**) intel(0): 3D buffers tiled [ 1209.084] (**) intel(0): SwapBuffers wait enabled [ 1209.084] (==) intel(0): video overlay key set to 0x101fe [ 1209.172] (II) intel(0): Output VGA1 using monitor section Monitor0 [ 1209.260] (II) intel(0): EDID for output VGA1 [ 1209.260] (II) intel(0): Printing probed modes for output VGA1 [ 1209.260] (II) intel(0): Modeline "1024x768"x60.0 65.00 1024 1048 1184 1344 768 771 777 806 -hsync -vsync (48.4 kHz) [ 1209.260] (II) intel(0): Modeline "800x600"x60.3 40.00 800 840 968 1056 600 601 605 628 +hsync +vsync (37.9 kHz) [ 1209.260] (II) intel(0): Modeline "800x600"x56.2 36.00 800 824 896 1024 600 601 603 625 +hsync +vsync (35.2 kHz) [ 1209.260] (II) intel(0): Modeline "848x480"x60.0 33.75 848 864 976 1088 480 486 494 517 +hsync +vsync (31.0 kHz) [ 1209.260] (II) intel(0): Modeline "640x480"x59.9 25.18 640 656 752 800 480 489 492 525 -hsync -vsync (31.5 kHz) [ 1209.260] (II) intel(0): Output VGA1 connected [ 1209.260] (II) intel(0): Using user preference for initial modes [ 1209.260] (II) intel(0): Output VGA1 using initial mode 1024x768 [ 1209.260] (II) intel(0): Using default gamma of (1.0, 1.0, 1.0) unless otherwise stated. [ 1209.260] (II) intel(0): Kernel page flipping support detected, enabling [ 1209.260] (==) intel(0): DPI set to (96, 96)

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  • UIView with IrrlichtScene - iOS

    - by user1459024
    i have a UIViewController in a Storyboard and want to draw a IrrlichtScene in this View Controller. My Code: WWSViewController.h #import <UIKit/UIKit.h> @interface WWSViewController : UIViewController { IBOutlet UILabel *errorLabel; } @end WWSViewController.mm #import "WWSViewController.h" #include "../../ressources/irrlicht/include/irrlicht.h" using namespace irr; using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui; @interface WWSViewController () @end @implementation WWSViewController -(void)awakeFromNib { errorLabel = [[UILabel alloc] init]; errorLabel.text = @""; IrrlichtDevice *device = createDevice( video::EDT_OGLES1, dimension2d<u32>(640, 480), 16, false, false, false, 0); /* Set the caption of the window to some nice text. Note that there is an 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo"); /* Get a pointer to the VideoDriver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager(), or device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment(); /* We add a hello world label to the window, using the GUI environment. The text is placed at the position (10,10) as top left corner and (260,22) as lower right corner. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<s32>(10,10,260,22), true); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add a SceneNode to display the mesh with addAnimatedMeshSceneNode(). We check the return value of getMesh() to become aware of loading problems and other errors. Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or any other supported file format. By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("/Users/dbocksteger/Desktop/test/media/sydney.md2"); if (!mesh) { device->drop(); if (!errorLabel) { errorLabel = [[UILabel alloc] init]; } errorLabel.text = @"Konnte Mesh nicht laden."; return; } IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh ); /* To let the mesh look a little bit nicer, we change its material. We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black otherwise. Then we set the frame loop, such that the predefined STAND animation is used. And last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture( 0, driver->getTexture("/Users/dbocksteger/Desktop/test/media/sydney.bmp") ); } /* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0), which is approximately the place where our md2 model is. */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0)); /* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closes the window or presses ALT+F4 (or whatever keycode closes a window). */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene() call clears the screen with a color and the depth buffer, if desired. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(255,100,101,140)); smgr->drawAll(); guienv->drawAll(); driver->endScene(); } /* After we are done with the render loop, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at irr::IReferenceCounted::drop() for more information. */ device->drop(); } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end Sadly the result is just a black View in the Simulator. :( Hope here is anyone who can explain me how i draw the scene in a UIView. Furthermore I'm getting this Error: Could not load sprite bank because the file does not exist: #DefaultFont How can i fix it ?

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  • Contricted A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to constrict a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • Constrained A* problem

    - by Ragekit
    I've got a little problem with an A* algorithm that I need to Constrained a little bit. Basically : I use an A* to find the shortest path between 2 randomly placed room in 3D space, and then build a corridor between them. The problem I found is that sometimes it makes chimney like corridors that are not ideal, so I constrict the A* so that if the last movement was up or down, you go sideways. Everything is fine, but in some corner cases, it fails to find a path (when there is obviously one). Like here between the blue and red dot : (i'm in unity btw, but i don't think it matters) Here is the code of the actual A* (a bit long, and some redundency) while(current != goal) { //add stair up / stair down foreach(Node<GridUnit> test in current.Neighbors) { if(!test.Data.empty && test != goal) continue; //bug at arrival; if(test == goal && penul !=null) { Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(currentDiff.y,0)) { //wanna drop on the last if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,to.Data.bounds.center)) { continue; } else { if(Mathf.Approximately(to.Data.bounds.center.x, current.Data.parentUnit.bounds.center.x) && Mathf.Approximately(to.Data.bounds.center.z, current.Data.parentUnit.bounds.center.z)) { continue; } } } } if(current.Data.parentUnit != null) { Vector3 previousDiff = current.Data.parentUnit.bounds.center - current.Data.bounds.center; Vector3 currentDiff = current.Data.bounds.center - test.Data.bounds.center; if(!Mathf.Approximately(previousDiff.y,0)) { if(!Mathf.Approximately(currentDiff.y,0)) { //you wanna drop now : continue; } if(current.Data.parentUnit.parentUnit != null) { if(!coplanar(test.Data.bounds.center,current.Data.bounds.center,current.Data.parentUnit.bounds.center,current.Data.parentUnit.parentUnit.bounds.center)) { continue; }else { if(Mathf.Approximately(test.Data.bounds.center.x, current.Data.parentUnit.parentUnit.bounds.center.x) && Mathf.Approximately(test.Data.bounds.center.z, current.Data.parentUnit.parentUnit.bounds.center.z)) { continue; } } } } } g = current.Data.g + HEURISTIC(current.Data,test.Data); h = HEURISTIC(test.Data,goal.Data); f = g + h; if(open.Contains(test) || closed.Contains(test)) { if(test.Data.f > f) { //found a shorter path going passing through that point test.Data.f = f; test.Data.g = g; test.Data.h = h; test.Data.parentUnit = current.Data; } } else { //jamais rencontré test.Data.f = f; test.Data.h = h; test.Data.g = g; test.Data.parentUnit = current.Data; open.Add(test); } } closed.Add (current); if(open.Count == 0) { Debug.Log("nothingfound"); //nothing more to test no path found, stay to from; List<GridUnit> r = new List<GridUnit>(); r.Add(from.Data); return r; } //sort open from small to biggest travel cost open.Sort(delegate(Node<GridUnit> x, Node<GridUnit> y) { return (int)(x.Data.f-y.Data.f); }); //get the smallest travel cost node; Node<GridUnit> smallest = open[0]; current = smallest; open.RemoveAt(0); } //build the path going backward; List<GridUnit> ret = new List<GridUnit>(); if(penul != null) { ret.Insert(0,to.Data); } GridUnit cur = goal.Data; ret.Insert(0,cur); do{ cur = cur.parentUnit; ret.Insert(0,cur); } while(cur != from.Data); return ret; You see at the start of the foreach i constrict the A* like i said. If you have any insight it would be cool. Thanks

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  • GROUP_CONCAT in CodeIgniter

    - by mickaelb91
    I'm just blocking to how create my group_concat with my sql request in CodeIgniter. All my queries are listed in a table, using Jtable library. All work fine, except when I try to insert GROUP_CONCAT. Here's my model page : function list_all() { $login_id = $this->session->userdata('User_id'); $this->db->select('p.project_id, p.Project, p.Description, p.Status, p.Thumbnail, t.Template'); $this->db->from('assigned_projects_ppeople a'); $this->db->where('people_id', $login_id); $this->db->join('projects p', 'p.project_id = a.project_id'); $this->db->join('project_templates t', 't.template_id = p.template_id'); $this->db->select('GROUP_CONCAT(u.Asset SEPARATOR ",") as assetslist', FALSE); $this->db->from('assigned_assets_pproject b'); $this->db->join('assets u', 'u.asset_id = b.asset_id'); $query = $this->db->get(); $rows = $query->result_array(); //Return result to jTable $jTableResult = array(); $jTableResult['Result'] = "OK"; $jTableResult['Records'] = $rows; return $jTableResult; } My controller page : function listRecord(){ $this->load->model('project_model'); $result = $this->project_model->list_all(); print json_encode($result); } And to finish my view page : <table id="listtable"></table> <script type="text/javascript"> $(document).ready(function () { $('#listtable').jtable({ title: 'Table test', actions: { listAction: '<?php echo base_url().'project/listRecord';?>', createAction: '/GettingStarted/CreatePerson', updateAction: '/GettingStarted/UpdatePerson', deleteAction: '/GettingStarted/DeletePerson' }, fields: { project_id: { key: true, list: false }, Project: { title: 'Project Name' }, Description: { title: 'Description' }, Status: { title: 'Status', width: '20px' }, Thumbnail: { title: 'Thumbnail', display: function (data) { return '<a href="<?php echo base_url('project');?>/' + data.record.project_id + '"><img class="thumbnail" width="50px" height="50px" src="' + data.record.Thumbnail + '" alt="' + data.record.Thumbnail + '" ></a>'; } }, Template: { title: 'Template' }, Asset: { title: 'Assets' }, RecordDate: { title: 'Record date', type: 'date', create: false, edit: false } } }); //Load person list from server $('#listtable').jtable('load'); }); </script> I read lot of posts talking about that, like replace ',' separator by ",", or use OUTER to the join, or group_by('p.project_id') before using get method, don't work. Here is a the output of the query in json : {"Result":"OK","Records":[{"project_id":"1","Project":"Adam & Eve : A Famous Story","Description":"The story about Adam & Eve reviewed in 3D Animation movie !","Status":"wip","Thumbnail":"http:\/\/localhost\/assets\/images\/thumb\/projectAdamAndEve.png","Template":"Animation Movie","assetslist":"Apple, Adam, Eve, Garden of Eden"}]} We can see the GROUP_CONCAT is here (after "assetslist"), but the column stills empty. If asked, I can post the database SQL file. Thank you.

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  • Using Optical Flow in EmguCV

    - by Meko
    HI. I am trying to create simple touch game using EmguCV.Should I use optical flow to determine for interaction between images on screen and with my hand ,if changes of points somewhere on screen more than 100 where the image, it means my hand is over image? But how can I track this new points? I can draw on screen here the previous points and new points but It shows on my head more points then my hand and I can not track my hands movements. void Optical_Flow_Worker(object sender, EventArgs e) { { Input_Capture.SetCaptureProperty(Emgu.CV.CvEnum.CAP_PROP.CV_CAP_PROP_POS_FRAMES, ActualFrameNumber); ActualFrame = Input_Capture.QueryFrame(); ActualGrayFrame = ActualFrame.Convert<Gray, Byte>(); NextFrame = Input_Capture.QueryFrame(); NextGrayFrame = NextFrame.Convert<Gray, Byte>(); ActualFeature = ActualGrayFrame.GoodFeaturesToTrack(500, 0.01d, 0.01, 5); ActualGrayFrame.FindCornerSubPix(ActualFeature, new System.Drawing.Size(10, 10), new System.Drawing.Size(-1, -1), new MCvTermCriteria(20, 0.3d)); OpticalFlow.PyrLK(ActualGrayFrame, NextGrayFrame, ActualFeature[0], new System.Drawing.Size(10, 10), 3, new MCvTermCriteria(20, 0.03d), out NextFeature, out Status, out TrackError); OpticalFlowFrame = new Image<Bgr, Byte>(ActualFrame.Width, ActualFrame.Height); OpticalFlowFrame = NextFrame.Copy(); for (int i = 0; i < ActualFeature[0].Length; i++) DrawFlowVectors(i); ActualFrameNumber++; pictureBox1.Image = ActualFrame.Resize(320, 400).ToBitmap() ; pictureBox3.Image = OpticalFlowFrame.Resize(320, 400).ToBitmap(); } } private void DrawFlowVectors(int i) { System.Drawing.Point p = new Point(); System.Drawing.Point q = new Point(); p.X = (int)ActualFeature[0][i].X; p.Y = (int)ActualFeature[0][i].Y; q.X = (int)NextFeature[i].X; q.Y = (int)NextFeature[i].Y; p.X = (int)(q.X + 6 * Math.Cos(angle + Math.PI / 4)); p.Y = (int)(q.Y + 6 * Math.Sin(angle + Math.PI / 4)); p.X = (int)(q.X + 6 * Math.Cos(angle - Math.PI / 4)); p.Y = (int)(q.Y + 6 * Math.Sin(angle - Math.PI / 4)); OpticalFlowFrame.Draw(new Rectangle(q.X,q.Y,1,1), new Bgr(Color.Red), 1); OpticalFlowFrame.Draw(new Rectangle(p.X, p.Y, 1, 1), new Bgr(Color.Blue), 1); }

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  • why OAuth request_token using openid4java is missing in the google's response?

    - by user454322
    I have succeed using openID and OAuth separately, but I can't make them work together. Am I doing something incorrect: String userSuppliedString = "https://www.google.com/accounts/o8/id"; ConsumerManager manager = new ConsumerManager(); String returnToUrl = "http://example.com:8080/isr-calendar-test-1.0-SNAPSHOT/GAuthorize"; List<DiscoveryInformation> discoveries = manager.discover(userSuppliedString); DiscoveryInformation discovered = manager.associate(discoveries); AuthRequest authReq = manager.authenticate(discovered, returnToUrl); session.put("openID-discoveries", discovered); FetchRequest fetch = FetchRequest.createFetchRequest(); fetch.addAttribute("email","http://schema.openid.net/contact/email",true); fetch.addAttribute("oauth", "http://specs.openid.net/extensions/oauth/1.0",true); fetch.addAttribute("consumer","example.com" ,true); fetch.addAttribute("scope","http://www.google.com/calendar/feeds/" ,true); authReq.addExtension(fetch); destinationUrl = authReq.getDestinationUrl(true); then destinationUrl is https://www.google.com/accounts/o8/ud?openid.ns=http%3A%2F%2Fspecs.openid.net%2Fauth%2F2.0&openid.claimed_id=http%3A%2F%2Fspecs.openid.net%2Fauth%2F2.0%2Fidentifier_select&openid.identity=http%3A%2F%2Fspecs.openid.net%2Fauth%2F2.0%2Fidentifier_select&openid.return_to=http%3A%2F%2Fexample.com%3A8080%2FgoogleTest%2Fauthorize&openid.realm=http%3A%2F%2Fexample.com%3A8080%2FgoogleTest%2Fauthorize&openid.assoc_handle=AMlYA9WVkS_oVNWtczp3zr3sS8lxR4DlnDS0fe-zMIhmepQsByLqvGnc8qeJwypiRQAuQvdw&openid.mode=checkid_setup&openid.ns.ext1=http%3A%2F%2Fopenid.net%2Fsrv%2Fax%2F1.0&openid.ext1.mode=fetch_request&openid.ext1.type.email=http%3A%2F%2Fschema.openid.net%2Fcontact%2Femail&openid.ext1.type.oauth=http%3A%2F%2Fspecs.openid.net%2Fextensions%2Foauth%2F1.0&openid.ext1.type.consumer=example.com&openid.ext1.type.scope=http%3A%2F%2Fwww.google.com%2Fcalendar%2Ffeeds%2F&openid.ext1.required=email%2Coauth%2Cconsumer%2Cscope" but in the response from google request_token is missing http://example.com:8080/googleTest/authorize?openid.ns=http%3A%2F%2Fspecs.openid.net%2Fauth%2F2.0&openid.mode=id_res&openid.op_endpoint=https%3A%2F%2Fwww.google.com%2Faccounts%2Fo8%2Fud&openid.response_nonce=2011-11-29T17%3A38%3A39ZEU2iBVXr_zQG5Q&openid.return_to=http%3A%2F%2Fexample.com%3A8080%2FgoogleTest%2Fauthorize&openid.assoc_handle=AMlYA9WVkS_oVNWtczp3zr3sS8lxR4DlnDS0fe-zMIhmepQsByLqvGnc8qeJwypiRQAuQvdw&openid.signed=op_endpoint%2Cclaimed_id%2Cidentity%2Creturn_to%2Cresponse_nonce%2Cassoc_handle%2Cns.ext1%2Cext1.mode%2Cext1.type.email%2Cext1.value.email&openid.sig=5jUnS1jT16hIDCAjv%2BwAL1jopo6YHgfZ3nUUgFpeXlw%3D&openid.identity=https%3A%2F%2Fwww.google.com%2Faccounts%2Fo8%2Fid%3Fid%3DAItOawk8YPjBcnQrqXW8tzK3aFVop63E7q-JrCE&openid.claimed_id=https%3A%2F%2Fwww.google.com%2Faccounts%2Fo8%2Fid%3Fid%3DAItOawk8YPjBcnQrqXW8tzK3aFVop63E7q-JrCE&openid.ns.ext1=http%3A%2F%2Fopenid.net%2Fsrv%2Fax%2F1.0&openid.ext1.mode=fetch_response&openid.ext1.type.email=http%3A%2F%2Fschema.openid.net%2Fcontact%2Femail&openid.ext1.value.email=boxiencosi%40gmail.com why?

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  • surfaceview + glsurfaceview + framelayout

    - by pohtzeyun
    Hi, I'm new at this (java and opengl) so please bear with me if the answer to the question is simple. :) I'm trying to get a camera preview screen with the ability to display 3d objects simultaneously. Having gone through the samples at the api demos, I thought combining the code for the the examples at the api demo would suffice. But somehow its not working. The forces me to shut down upon startup and the error is mentioned as null pointer exception. Could someone share with me where did I go wrong and how to proceed from there. How I did the combination for the code is as shown below: myoverview.xml <?xml version="1.0" encoding="utf-8"?> <FrameLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="fill_parent"> <android.opengl.GLSurfaceView android:id="@+id/cubes" android:orientation="horizontal" android:layout_width="fill_parent" android:layout_height="fill_parent"/> <SurfaceView android:id="@+id/camera" android:layout_width="fill_parent" android:layout_height="fill_parent"/> </FrameLayout> myoverview.java import android.app.Activity; import android.os.Bundle; import android.view.SurfaceView; import android.view.Window; public class MyOverView extends Activity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); // Hide the window title. requestWindowFeature(Window.FEATURE_NO_TITLE); // camera view as the background SurfaceView cameraView = (SurfaceView) findViewById(R.id.camera); cameraView = new CameraView(this); // visual of both cubes GLSurfaceView cubesView = (GLSurfaceView) findViewById(R.id.cubes); cubesView = new GLSurfaceView(this); cubesView.setRenderer(new CubeRenderer(false)); // set view setContentView(R.layout.myoverview); } } GLSurfaceView.java import android.content.Context; class GLSurfaceView extends android.opengl.GLSurfaceView { public GLSurfaceView(Context context) { super(context); } } NOTE : I didnt list the rest of the files as they are just copies of the api demos. The cameraView refers to the camerapreview.java example and the CubeRenderer refers to the CubeRenderer.java and Cube.java example. Any help would be appreciated as I've been stuck at this for a couple of days :p Thanks Sorry, didnt realise that the coding was out of place due to formatting mistakes. :p

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  • Is there an algorithm for converting quaternion rotations to Euler angle rotations?

    - by Will Baker
    Is there an existing algorithm for converting a quaternion representation of a rotation to an Euler angle representation? The rotation order for the Euler representation is known and can be any of the six permutations (i.e. xyz, xzy, yxz, yzx, zxy, zyx). I've seen algorithms for a fixed rotation order (usually the NASA heading, bank, roll convention) but not for arbitrary rotation order. Furthermore, because there are multiple Euler angle representations of a single orientation, this result is going to be ambiguous. This is acceptable (because the orientation is still valid, it just may not be the one the user is expecting to see), however it would be even better if there was an algorithm which took rotation limits (i.e. the number of degrees of freedom and the limits on each degree of freedom) into account and yielded the 'most sensible' Euler representation given those constraints. I have a feeling this problem (or something similar) may exist in the IK or rigid body dynamics domains. Solved: I just realised that it might not be clear that I solved this problem by following Ken Shoemake's algorithms from Graphics Gems. I did answer my own question at the time, but it occurs to me it may not be clear that I did so. See the answer, below, for more detail. Just to clarify - I know how to convert from a quaternion to the so-called 'Tait-Bryan' representation - what I was calling the 'NASA' convention. This is a rotation order (assuming the convention that the 'Z' axis is up) of zxy. I need an algorithm for all rotation orders. Possibly the solution, then, is to take the zxy order conversion and derive from it five other conversions for the other rotation orders. I guess I was hoping there was a more 'overarching' solution. In any case, I am surprised that I haven't been able to find existing solutions out there. In addition, and this perhaps should be a separate question altogether, any conversion (assuming a known rotation order, of course) is going to select one Euler representation, but there are in fact many. For example, given a rotation order of yxz, the two representations (0,0,180) and (180,180,0) are equivalent (and would yield the same quaternion). Is there a way to constrain the solution using limits on the degrees of freedom? Like you do in IK and rigid body dynamics? i.e. in the example above if there were only one degree of freedom about the Z axis then the second representation can be disregarded. I have tracked down one paper which could be an algorithm in this pdf but I must confess I find the logic and math a little hard to follow. Surely there are other solutions out there? Is arbitrary rotation order really so rare? Surely every major 3D package that allows skeletal animation together with quaternion interpolation (i.e. Maya, Max, Blender, etc) must have solved exactly this problem?

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  • Sending large serialized objects over sockets is failing only when trying to grow the byte Array, bu

    - by FinancialRadDeveloper
    I have code where I am trying to grow the byte array while receiving the data over my socket. This is erroring out. public bool ReceiveObject2(ref Object objRec, ref string sErrMsg) { try { byte[] buffer = new byte[1024]; byte[] byArrAll = new byte[0]; bool bAllBytesRead = false; int iRecLoop = 0; // grow the byte array to match the size of the object, so we can put whatever we // like through the socket as long as the object serialises and is binary formatted while (!bAllBytesRead) { if (m_socClient.Receive(buffer) > 0) { byArrAll = Combine(byArrAll, buffer); iRecLoop++; } else { m_socClient.Close(); bAllBytesRead = true; } } MemoryStream ms = new MemoryStream(buffer); BinaryFormatter bf1 = new BinaryFormatter(); ms.Position = 0; Object obj = bf1.Deserialize(ms); objRec = obj; return true; } catch (System.Runtime.Serialization.SerializationException se) { objRec = null; sErrMsg += "SocketClient.ReceiveObject " + "Source " + se.Source + "Error : " + se.Message; return false; } catch (Exception e) { objRec = null; sErrMsg += "SocketClient.ReceiveObject " + "Source " + e.Source + "Error : " + e.Message; return false; } } private byte[] Combine(byte[] first, byte[] second) { byte[] ret = new byte[first.Length + second.Length]; Buffer.BlockCopy(first, 0, ret, 0, first.Length); Buffer.BlockCopy(second, 0, ret, first.Length, second.Length); return ret; } Error: mscorlibError : The input stream is not a valid binary format. The starting contents (in bytes) are: 68-61-73-43-68-61-6E-67-65-73-3D-22-69-6E-73-65-72 ... Yet when I just cheat and use a MASSIVE buffer size its fine. public bool ReceiveObject(ref Object objRec, ref string sErrMsg) { try { byte[] buffer = new byte[5000000]; m_socClient.Receive(buffer); MemoryStream ms = new MemoryStream(buffer); BinaryFormatter bf1 = new BinaryFormatter(); ms.Position = 0; Object obj = bf1.Deserialize(ms); objRec = obj; return true; } catch (Exception e) { objRec = null; sErrMsg += "SocketClient.ReceiveObject " + "Source " + e.Source + "Error : " + e.Message; return false; } } This is really killing me. I don't know why its not working. I have lifted the Combine from a suggestion on here too, so I am pretty sure this is not doing the wrong thing? I hope someone can point out where I am going wrong

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  • Find out CRC or CHECKSUM of RS232 data

    - by Carlos Alloatti
    I need to communicate with a RS232 device, I have no specs or information available. I send a 16 byte command and get a 16 byte result back. The last byte looks like some kind of crc or checksum, I have tried using this http://miscel.dk/MiscEl/miscelCRCandChecksum.html with no luck. Anyone can reverse engineer the crc/checksum algorithm? here is some data captured with an RS-232 monitor program: 01 80 42 00 00 00 00 00 00 00 00 00 00 00 01 B3 01 80 42 00 00 00 00 00 00 00 00 00 00 00 02 51 01 80 42 00 00 00 00 00 00 00 00 00 00 00 03 0F 01 80 42 00 00 00 00 00 00 00 00 00 00 00 04 8C 01 80 42 00 00 00 00 00 00 00 00 00 00 00 05 D2 01 80 42 00 00 00 00 00 00 00 00 00 00 00 06 30 01 80 42 00 00 00 00 00 00 00 00 00 00 00 07 6E 01 80 42 00 00 00 00 00 00 00 00 00 00 00 08 2F 01 80 42 00 00 00 00 00 00 00 00 00 00 00 09 71 01 80 42 00 00 00 00 00 00 00 00 00 00 00 0A 93 01 80 42 00 00 00 00 00 00 00 00 00 00 00 0B CD 01 80 42 00 00 00 00 00 00 00 00 00 00 00 0C 4E 01 80 42 00 00 00 00 00 00 00 00 00 00 00 0D 10 01 80 42 00 00 00 00 00 00 00 00 00 00 00 0E F2 01 80 42 00 00 00 00 00 00 00 00 00 00 00 0F AC 01 80 42 00 00 00 00 00 00 00 00 00 00 00 10 70 01 80 42 00 00 00 00 00 00 00 00 00 00 00 11 2E 01 80 42 00 00 00 00 00 00 00 00 00 00 00 12 CC 01 80 42 00 00 00 00 00 00 00 00 00 00 00 13 92 01 80 42 00 00 00 00 00 00 00 00 00 00 00 14 11 01 80 42 00 00 00 00 00 00 00 00 00 00 00 15 4F 01 80 42 00 00 00 00 00 00 00 00 00 00 00 16 AD 01 80 42 00 00 00 00 00 00 00 00 00 00 00 17 F3 01 80 42 00 00 00 00 00 00 00 00 00 00 00 18 B2 01 80 42 00 00 00 00 00 00 00 00 00 00 00 19 EC 01 80 42 00 00 00 00 00 00 00 00 00 00 00 1A 0E 01 80 42 00 00 00 00 00 00 00 00 00 00 00 1B 50 01 80 42 00 00 00 00 00 00 00 00 00 00 00 1C D3 01 80 42 00 00 00 00 00 00 00 00 00 00 00 1D 8D 01 80 42 00 00 00 00 00 00 00 00 00 00 00 1E 6F 01 80 42 00 00 00 00 00 00 00 00 00 00 00 1F 31 01 80 42 00 00 00 00 00 00 00 00 00 00 00 20 CE 01 80 42 00 00 00 00 00 00 00 00 00 00 00 21 90 01 80 42 00 00 00 00 00 00 00 00 00 00 00 22 72 01 80 42 00 00 00 00 00 00 00 00 00 00 00 23 2C 01 80 42 00 00 00 00 00 00 00 00 00 00 00 24 AF 01 80 42 00 00 00 00 00 00 00 00 00 00 00 25 F1 01 80 42 00 00 00 00 00 00 00 00 00 00 00 26 13 01 80 42 00 00 00 00 00 00 00 00 00 00 00 27 4D 01 80 42 00 00 00 00 00 00 00 00 00 00 00 28 0C 01 80 42 00 00 00 00 00 00 00 00 00 00 00 29 52 01 80 42 00 00 00 00 00 00 00 00 00 00 00 2A B0 01 80 42 00 00 00 00 00 00 00 00 00 00 00 2B EE 01 80 42 00 00 00 00 00 00 00 00 00 00 00 2C 6D 01 80 42 00 00 00 00 00 00 00 00 00 00 00 2D 33 01 80 42 00 00 00 00 00 00 00 00 00 00 00 2E D1 01 80 42 00 00 00 00 00 00 00 00 00 00 00 2F 8F 01 80 42 00 00 00 00 00 00 00 00 00 00 00 30 53 01 80 42 00 00 00 00 00 00 00 00 00 00 00 31 0D 01 80 42 00 00 00 00 00 00 00 00 00 00 00 32 EF 01 80 42 00 00 00 00 00 00 00 00 00 00 00 33 B1 01 80 42 00 00 00 00 00 00 00 00 00 00 00 34 32 01 80 42 00 00 00 00 00 00 00 00 00 00 00 35 6C 01 80 42 00 00 00 00 00 00 00 00 00 00 00 36 8E 01 80 42 00 00 00 00 00 00 00 00 00 00 00 37 D0 01 80 42 00 00 00 00 00 00 00 00 00 00 00 38 91 01 80 42 00 00 00 00 00 00 00 00 00 00 00 39 CF 01 80 42 00 00 00 00 00 00 00 00 00 00 00 3A 2D 01 80 42 00 00 00 00 00 00 00 00 00 00 00 3B 73 01 80 42 00 00 00 00 00 00 00 00 00 00 00 3C F0 01 80 42 00 00 00 00 00 00 00 00 00 00 00 3D AE 01 80 42 00 00 00 00 00 00 00 00 00 00 00 3E 4C 01 80 42 00 00 00 00 00 00 00 00 00 00 00 3F 12 01 80 42 00 00 00 00 00 00 00 00 00 00 00 40 AB 01 80 42 00 00 00 00 00 00 00 00 00 00 00 41 F5 01 80 42 00 00 00 00 00 00 00 00 00 00 00 42 17 01 80 42 00 00 00 00 00 00 00 00 00 00 00 43 49 01 80 42 00 00 00 00 00 00 00 00 00 00 00 44 CA 01 80 42 00 00 00 00 00 00 00 00 00 00 00 45 94 01 80 42 00 00 00 00 00 00 00 00 00 00 00 46 76 01 80 42 00 00 00 00 00 00 00 00 00 00 00 47 28 01 80 42 00 00 00 00 00 00 00 00 00 00 00 48 69 01 80 42 00 00 00 00 00 00 00 00 00 00 00 49 37 01 80 42 00 00 00 00 00 00 00 00 00 00 00 4A D5 01 80 42 00 00 00 00 00 00 00 00 00 00 00 4B 8B 01 80 42 00 00 00 00 00 00 00 00 00 00 00 4C 08 01 80 42 00 00 00 00 00 00 00 00 00 00 00 4D 56 01 80 42 00 00 00 00 00 00 00 00 00 00 00 4E B4 01 80 42 00 00 00 00 00 00 00 00 00 00 00 4F EA 01 80 42 00 00 00 00 00 00 00 00 00 00 00 50 36 01 80 42 00 00 00 00 00 00 00 00 00 00 00 51 68 01 80 42 00 00 00 00 00 00 00 00 00 00 00 52 8A 01 80 42 00 00 00 00 00 00 00 00 00 00 00 53 D4 01 80 42 00 00 00 00 00 00 00 00 00 00 00 54 57 01 80 42 00 00 00 00 00 00 00 00 00 00 00 55 09 01 80 42 00 00 00 00 00 00 00 00 00 00 00 56 EB 01 80 42 00 00 00 00 00 00 00 00 00 00 00 57 B5 01 80 42 00 00 00 00 00 00 00 00 00 00 00 58 F4 01 80 42 00 00 00 00 00 00 00 00 00 00 00 59 AA 01 80 42 00 00 00 00 00 00 00 00 00 00 00 5A 48 01 80 42 00 00 00 00 00 00 00 00 00 00 00 5B 16 01 80 42 00 00 00 00 00 00 00 00 00 00 00 5C 95 01 80 42 00 00 00 00 00 00 00 00 00 00 00 5D CB 01 80 42 00 00 00 00 00 00 00 00 00 00 00 5E 29 01 80 42 00 00 00 00 00 00 00 00 00 00 00 5F 77 01 80 42 00 00 00 00 00 00 00 00 00 00 00 60 88 01 80 42 00 00 00 00 00 00 00 00 00 00 00 61 D6 01 80 42 00 00 00 00 00 00 00 00 00 00 00 62 34 01 80 42 00 00 00 00 00 00 00 00 00 00 00 63 6A 01 80 42 00 00 00 00 00 00 00 00 00 00 00 64 E9 01 80 42 00 00 00 00 00 00 00 00 00 00 00 65 B7 01 80 42 00 00 00 00 00 00 00 00 00 00 00 66 55 01 80 42 00 00 00 00 00 00 00 00 00 00 00 67 0B 01 80 42 00 00 00 00 00 00 00 00 00 00 00 68 4A 01 80 42 00 00 00 00 00 00 00 00 00 00 00 69 14 01 80 42 00 00 00 00 00 00 00 00 00 00 00 6A F6 01 80 42 00 00 00 00 00 00 00 00 00 00 00 6B A8 01 80 42 00 00 00 00 00 00 00 00 00 00 00 6C 2B 01 80 42 00 00 00 00 00 00 00 00 00 00 00 6D 75 01 80 42 00 00 00 00 00 00 00 00 00 00 00 6E 97 01 80 42 00 00 00 00 00 00 00 00 00 00 00 6F C9 01 80 42 00 00 00 00 00 00 00 00 00 00 00 70 15 01 80 42 00 00 00 00 00 00 00 00 00 00 00 71 4B 01 80 42 00 00 00 00 00 00 00 00 00 00 00 72 A9 01 80 42 00 00 00 00 00 00 00 00 00 00 00 73 F7 01 80 42 00 00 00 00 00 00 00 00 00 00 00 74 74 01 80 42 00 00 00 00 00 00 00 00 00 00 00 75 2A 01 80 42 00 00 00 00 00 00 00 00 00 00 00 76 C8 01 80 42 00 00 00 00 00 00 00 00 00 00 00 77 96 01 80 42 00 00 00 00 00 00 00 00 00 00 00 78 D7 01 80 42 00 00 00 00 00 00 00 00 00 00 00 79 89 01 80 42 00 00 00 00 00 00 00 00 00 00 00 7A 6B 01 80 42 00 00 00 00 00 00 00 00 00 00 00 7B 35 01 80 42 00 00 00 00 00 00 00 00 00 00 00 7C B6 01 80 42 00 00 00 00 00 00 00 00 00 00 00 7D E8 01 80 42 00 00 00 00 00 00 00 00 00 00 00 7E 0A 01 80 42 00 00 00 00 00 00 00 00 00 00 00 7F 54 01 80 42 00 00 00 00 00 00 00 00 00 00 00 80 61 01 80 42 00 00 00 00 00 00 00 00 00 00 00 81 3F 01 80 42 00 00 00 00 00 00 00 00 00 00 00 82 DD 01 80 42 00 00 00 00 00 00 00 00 00 00 00 83 83 01 80 42 00 00 00 00 00 00 00 00 00 00 00 84 00 01 80 42 00 00 00 00 00 00 00 00 00 00 00 85 5E 01 80 42 00 00 00 00 00 00 00 00 00 00 00 86 BC 01 80 42 00 00 00 00 00 00 00 00 00 00 00 87 E2 01 80 42 00 00 00 00 00 00 00 00 00 00 00 88 A3 01 80 42 00 00 00 00 00 00 00 00 00 00 00 89 FD 01 80 42 00 00 00 00 00 00 00 00 00 00 00 8A 1F 01 80 42 00 00 00 00 00 00 00 00 00 00 00 8B 41 01 80 42 00 00 00 00 00 00 00 00 00 00 00 8C C2 01 80 42 00 00 00 00 00 00 00 00 00 00 00 8D 9C 01 80 42 00 00 00 00 00 00 00 00 00 00 00 8E 7E 01 80 42 00 00 00 00 00 00 00 00 00 00 00 8F 20 01 80 42 00 00 00 00 00 00 00 00 00 00 00 90 FC 01 80 42 00 00 00 00 00 00 00 00 00 00 00 91 A2 01 80 42 00 00 00 00 00 00 00 00 00 00 00 92 40 01 80 42 00 00 00 00 00 00 00 00 00 00 00 93 1E 01 80 42 00 00 00 00 00 00 00 00 00 00 00 94 9D 01 80 42 00 00 00 00 00 00 00 00 00 00 00 95 C3 01 80 42 00 00 00 00 00 00 00 00 00 00 00 96 21 01 80 42 00 00 00 00 00 00 00 00 00 00 00 97 7F 01 80 42 00 00 00 00 00 00 00 00 00 00 00 98 3E 01 80 42 00 00 00 00 00 00 00 00 00 00 00 99 60 01 80 42 00 00 00 00 00 00 00 00 00 00 00 9A 82 01 80 42 00 00 00 00 00 00 00 00 00 00 00 9B DC 01 80 42 00 00 00 00 00 00 00 00 00 00 00 9C 5F 01 80 42 00 00 00 00 00 00 00 00 00 00 00 9D 01 01 80 42 00 00 00 00 00 00 00 00 00 00 00 9E E3 01 80 42 00 00 00 00 00 00 00 00 00 00 00 9F BD 01 80 42 00 00 00 00 00 00 00 00 00 00 00 A0 42 01 80 42 00 00 00 00 00 00 00 00 00 00 00 A1 1C 01 80 42 00 00 00 00 00 00 00 00 00 00 00 A2 FE 01 80 42 00 00 00 00 00 00 00 00 00 00 00 A3 A0 01 80 42 00 00 00 00 00 00 00 00 00 00 00 A4 23 01 80 42 00 00 00 00 00 00 00 00 00 00 00 A5 7D 01 80 42 00 00 00 00 00 00 00 00 00 00 00 A6 9F 01 80 42 00 00 00 00 00 00 00 00 00 00 00 A7 C1 01 80 42 00 00 00 00 00 00 00 00 00 00 00 A8 80 01 80 42 00 00 00 00 00 00 00 00 00 00 00 A9 DE 01 80 42 00 00 00 00 00 00 00 00 00 00 00 AA 3C 01 80 42 00 00 00 00 00 00 00 00 00 00 00 AB 62 01 80 42 00 00 00 00 00 00 00 00 00 00 00 AC E1 01 80 42 00 00 00 00 00 00 00 00 00 00 00 AD BF 01 80 42 00 00 00 00 00 00 00 00 00 00 00 AE 5D 01 80 42 00 00 00 00 00 00 00 00 00 00 00 AF 03 01 80 42 00 00 00 00 00 00 00 00 00 00 00 B0 DF 01 80 42 00 00 00 00 00 00 00 00 00 00 00 B1 81 01 80 42 00 00 00 00 00 00 00 00 00 00 00 B2 63 01 80 42 00 00 00 00 00 00 00 00 00 00 00 B3 3D 01 80 42 00 00 00 00 00 00 00 00 00 00 00 B4 BE 01 80 42 00 00 00 00 00 00 00 00 00 00 00 B5 E0 01 80 42 00 00 00 00 00 00 00 00 00 00 00 B6 02 01 80 42 00 00 00 00 00 00 00 00 00 00 00 B7 5C 01 80 42 00 00 00 00 00 00 00 00 00 00 00 B8 1D 01 80 42 00 00 00 00 00 00 00 00 00 00 00 B9 43 01 80 42 00 00 00 00 00 00 00 00 00 00 00 BA A1 01 80 42 00 00 00 00 00 00 00 00 00 00 00 BB FF 01 80 42 00 00 00 00 00 00 00 00 00 00 00 BC 7C 01 80 42 00 00 00 00 00 00 00 00 00 00 00 BD 22 01 80 42 00 00 00 00 00 00 00 00 00 00 00 BE C0 01 80 42 00 00 00 00 00 00 00 00 00 00 00 BF 9E 01 80 42 00 00 00 00 00 00 00 00 00 00 00 C0 27 01 80 42 00 00 00 00 00 00 00 00 00 00 00 C1 79 01 80 42 00 00 00 00 00 00 00 00 00 00 00 C2 9B 01 80 42 00 00 00 00 00 00 00 00 00 00 00 C3 C5 01 80 42 00 00 00 00 00 00 00 00 00 00 00 C4 46 01 80 42 00 00 00 00 00 00 00 00 00 00 00 C5 18 01 80 42 00 00 00 00 00 00 00 00 00 00 00 C6 FA 01 80 42 00 00 00 00 00 00 00 00 00 00 00 C7 A4 01 80 42 00 00 00 00 00 00 00 00 00 00 00 C8 E5 01 80 42 00 00 00 00 00 00 00 00 00 00 00 C9 BB 01 80 42 00 00 00 00 00 00 00 00 00 00 00 CA 59 01 80 42 00 00 00 00 00 00 00 00 00 00 00 CB 07 01 80 42 00 00 00 00 00 00 00 00 00 00 00 CC 84 01 80 42 00 00 00 00 00 00 00 00 00 00 00 CD DA 01 80 42 00 00 00 00 00 00 00 00 00 00 00 CE 38 01 80 42 00 00 00 00 00 00 00 00 00 00 00 CF 66 01 80 42 00 00 00 00 00 00 00 00 00 00 00 D0 BA 01 80 42 00 00 00 00 00 00 00 00 00 00 00 D1 E4 01 80 42 00 00 00 00 00 00 00 00 00 00 00 D2 06 01 80 42 00 00 00 00 00 00 00 00 00 00 00 D3 58 01 80 42 00 00 00 00 00 00 00 00 00 00 00 D4 DB 01 80 42 00 00 00 00 00 00 00 00 00 00 00 D5 85 01 80 42 00 00 00 00 00 00 00 00 00 00 00 D6 67 01 80 42 00 00 00 00 00 00 00 00 00 00 00 D7 39 01 80 42 00 00 00 00 00 00 00 00 00 00 00 D8 78 01 80 42 00 00 00 00 00 00 00 00 00 00 00 D9 26 01 80 42 00 00 00 00 00 00 00 00 00 00 00 DA C4 01 80 42 00 00 00 00 00 00 00 00 00 00 00 DB 9A 01 80 42 00 00 00 00 00 00 00 00 00 00 00 DC 19 01 80 42 00 00 00 00 00 00 00 00 00 00 00 DD 47 01 80 42 00 00 00 00 00 00 00 00 00 00 00 DE A5 01 80 42 00 00 00 00 00 00 00 00 00 00 00 DF FB 01 80 42 00 00 00 00 00 00 00 00 00 00 00 E0 04 01 80 42 00 00 00 00 00 00 00 00 00 00 00 E1 5A 01 80 42 00 00 00 00 00 00 00 00 00 00 00 E2 B8 01 80 42 00 00 00 00 00 00 00 00 00 00 00 E3 E6 01 80 42 00 00 00 00 00 00 00 00 00 00 00 E4 65 01 80 42 00 00 00 00 00 00 00 00 00 00 00 E5 3B 01 80 42 00 00 00 00 00 00 00 00 00 00 00 E6 D9 01 80 42 00 00 00 00 00 00 00 00 00 00 00 E7 87 01 80 42 00 00 00 00 00 00 00 00 00 00 00 E8 C6 01 80 42 00 00 00 00 00 00 00 00 00 00 00 E9 98 01 80 42 00 00 00 00 00 00 00 00 00 00 00 EA 7A 01 80 42 00 00 00 00 00 00 00 00 00 00 00 EB 24 01 80 42 00 00 00 00 00 00 00 00 00 00 00 EC A7 01 80 42 00 00 00 00 00 00 00 00 00 00 00 ED F9 01 80 42 00 00 00 00 00 00 00 00 00 00 00 EE 1B 01 80 42 00 00 00 00 00 00 00 00 00 00 00 EF 45 01 80 42 00 00 00 00 00 00 00 00 00 00 00 F0 99 01 80 42 00 00 00 00 00 00 00 00 00 00 00 F1 C7 01 80 42 00 00 00 00 00 00 00 00 00 00 00 F2 25 01 80 42 00 00 00 00 00 00 00 00 00 00 00 F3 7B 01 80 42 00 00 00 00 00 00 00 00 00 00 00 F4 F8 01 80 42 00 00 00 00 00 00 00 00 00 00 00 F5 A6 01 80 42 00 00 00 00 00 00 00 00 00 00 00 F6 44 01 80 42 00 00 00 00 00 00 00 00 00 00 00 F7 1A 01 80 42 00 00 00 00 00 00 00 00 00 00 00 F8 5B 01 80 42 00 00 00 00 00 00 00 00 00 00 00 F9 05 01 80 42 00 00 00 00 00 00 00 00 00 00 00 FA E7 01 80 42 00 00 00 00 00 00 00 00 00 00 00 FB B9 01 80 42 00 00 00 00 00 00 00 00 00 00 00 FC 3A 01 80 42 00 00 00 00 00 00 00 00 00 00 00 FD 64 01 80 42 00 00 00 00 00 00 00 00 00 00 00 FE 86 01 80 42 00 00 00 00 00 00 00 00 00 00 00 FF D8 The second to last byte seems to be a sequential number that starts over at 00 when it reaches FF. I have included the whole range from 00 to FF to make it easier to guess the crc/checksum method.

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  • Creating a tiled map with blender

    - by JamesB
    I'm looking at creating map tiles based on a 3D model made in blender, The map is 16 x 16 in blender. I've got 4 different zoom levels and each tile is 100 x 100 pixels. The entire map at the most zoomed out level is 4 x 4 tiles constructing an image of 400 x 400. The most zoomed in level is 256 x 256 obviously constructing an image of 25600 x 25600 What I need is a script for blender that can create the tiles from the model. I've never written in python before so I've been trying to adapt a couple of the scripts which are already there. So far I've come up with a script, but it doesn't work very well. I'm having real difficulties getting the tiles to line up seamlessly. I'm not too concerned about changing the height of the camera as I can always create the same zoomed out tiles at 6400 x 6400 images and split the resulting images into the correct tiles. Here is what I've got so far... #!BPY """ Name: 'Export Map Tiles' Blender: '242' Group: 'Export' Tip: 'Export to Map' """ import Blender from Blender import Scene,sys from Blender.Scene import Render def init(): thumbsize = 200 CameraHeight = 4.4 YStart = -8 YMove = 4 XStart = -8 XMove = 4 ZoomLevel = 1 Path = "/Images/Map/" Blender.drawmap = [thumbsize,CameraHeight,YStart,YMove,XStart,XMove,ZoomLevel,Path] def show_prefs(): buttonthumbsize = Blender.Draw.Create(Blender.drawmap[0]); buttonCameraHeight = Blender.Draw.Create(Blender.drawmap[1]) buttonYStart = Blender.Draw.Create(Blender.drawmap[2]) buttonYMove = Blender.Draw.Create(Blender.drawmap[3]) buttonXStart = Blender.Draw.Create(Blender.drawmap[4]) buttonXMove = Blender.Draw.Create(Blender.drawmap[5]) buttonZoomLevel = Blender.Draw.Create(Blender.drawmap[6]) buttonPath = Blender.Draw.Create(Blender.drawmap[7]) block = [] block.append(("Image Size", buttonthumbsize, 0, 500)) block.append(("Camera Height", buttonCameraHeight, -0, 10)) block.append(("Y Start", buttonYStart, -10, 10)) block.append(("Y Move", buttonYMove, 0, 5)) block.append(("X Start", buttonXStart,-10, 10)) block.append(("X Move", buttonXMove, 0, 5)) block.append(("Zoom Level", buttonZoomLevel, 1, 10)) block.append(("Export Path", buttonPath,0,200,"The Path to save the tiles")) retval = Blender.Draw.PupBlock("Draw Map: Preferences" , block) if retval: Blender.drawmap[0] = buttonthumbsize.val Blender.drawmap[1] = buttonCameraHeight.val Blender.drawmap[2] = buttonYStart.val Blender.drawmap[3] = buttonYMove.val Blender.drawmap[4] = buttonXStart.val Blender.drawmap[5] = buttonXMove.val Blender.drawmap[6] = buttonZoomLevel.val Blender.drawmap[7] = buttonPath.val Export() def Export(): scn = Scene.GetCurrent() context = scn.getRenderingContext() def cutStr(str): #cut off path leaving name c = str.find("\\") while c != -1: c = c + 1 str = str[c:] c = str.find("\\") str = str[:-6] return str #variables from gui: thumbsize,CameraHeight,YStart,YMove,XStart,XMove,ZoomLevel,Path = Blender.drawmap XMove = XMove / ZoomLevel YMove = YMove / ZoomLevel Camera = Scene.GetCurrent().getCurrentCamera() Camera.LocZ = CameraHeight / ZoomLevel YStart = YStart + (YMove / 2) XStart = XStart + (XMove / 2) #Point it straight down Camera.RotX = 0 Camera.RotY = 0 Camera.RotZ = 0 TileCount = 4**ZoomLevel #Because the first thing we do is move the camera, start it off the map Camera.LocY = YStart - YMove for i in range(0,TileCount): Camera.LocY = Camera.LocY + YMove Camera.LocX = XStart - XMove for j in range(0,TileCount): Camera.LocX = Camera.LocX + XMove Render.EnableDispWin() context.extensions = True context.renderPath = Path #setting thumbsize context.imageSizeX(thumbsize) context.imageSizeY(thumbsize) #could be put into a gui. context.imageType = Render.PNG context.enableOversampling(0) #render context.render() #save image ZasString = '%s' %(int(ZoomLevel)) XasString = '%s' %(int(j+1)) YasString = '%s' %(int((3-i)+1)) context.saveRenderedImage("Z" + ZasString + "X" + XasString + "Y" + YasString) #close the windows Render.CloseRenderWindow() try: type(Blender.drawmap) except: #print 'initialize extern variables' init() show_prefs()

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  • PHP: POST Request to ASP.NET website results in 500 server error when html tags included

    - by RyanJD
    My situation: I need to send text to an ASP.NET web service using POST. The entire page there is a form: <form name="aspnetForm" method="post" action="Discussion.aspx?classroom=lG39il1cotOAGJwiNvmQlIPfwmjikD%2fAHLhjjGInAZQ%3d&amp;Page=Posts&amp;ID=794239&amp;Sort=&amp;SortOrder=" id="aspnetForm"> So, I figured if I sent a POST request to this form with the correct inputs it would work. And, to an extent, it has. The form inputs are as follows: <input type="hidden" name="__EVENTTARGET" id="__EVENTTARGET" value="" /> <input type="hidden" name="__EVENTARGUMENT" id="__EVENTARGUMENT" value="" /> <input type="hidden" name="__VIEWSTATE" id="__VIEWSTATE" value="/wEPDw..." /> <input type="hidden" name="__EVENTVALIDATION" id="__EVENTVALIDATION" value="/wEWYQLrt..." /> And a bunch of other inputs. The code I have used is as follows: // grab form info $inputs = extract_form_inputs($discussion['body']); $inputs['__EVENTTARGET'] = 'ctl00$cphMain$ctl01$btnSubmit'; $inputs['ctl00$cphMain$ctl01$tbNickname'] = "Your Instructor"; $inputs['ctl00$cphMain$ctl01$reMessage'] = $message; // submit form $r = request_send($discussion['url'], $inputs); extract_form_inputs does exactly that. $discussion['body'] is the content of the page. $discussion['url'] is the URL of the page. request_send has two arguments: ($url, $post_array). It performs rawurlencode on each element of the array and joins them up as keypairs, in the same way as http_build_query. The request is url encoded properly, sent to the correct page, and works fine until I insert html tags. I have checked - the 'greater than' and 'less than' symbols ('<' and '') are url-encoded properly. However, the server responds with a 500 error. It accepts any other text. Has anyone else come across this sort of problem? Is there some setting on an ASP.NET server that denies html? I can't see this being the case - there is a rich text editor on the website that I am sending requests to. This text editor performs the same request as I am, only I am doing it remotely. The rich text editor sends html to the form - I have checked that, too, using javascript. Note: I do not have the power to modify the ASP.NET server.

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  • How to add a chart created in code behind to the rendered html page?

    - by Ryan
    I'm trying to create a .net charting control completely in the code behind and insert that chart at a specific location on the web page. Here is my html page: <%@ Page Language="C#" AutoEventWireup="true" CodeFile="Default.aspx.cs" Inherits="_Default" %> <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head runat="server"> <title></title> </head> <body> <form id="form1" runat="server"> <div id="chart"></div> </form> </body> </html> Here is the code behind: using System; using System.Drawing; using System.Web.UI.DataVisualization.Charting; public partial class _Default : System.Web.UI.Page { protected void Page_Load(object sender, EventArgs e) { //SET UP THE DATA TO PLOT double[] yVal = { 80, 20 }; string[] xName = { "Pass", "Fail" }; //CREATE THE CHART Chart Chart1 = new Chart(); //BIND THE DATA TO THE CHART Chart1.Series.Add(new Series()); Chart1.Series[0].Points.DataBindXY(xName, yVal); //SET THE CHART TYPE TO BE PIE Chart1.Series[0].ChartType = System.Web.UI.DataVisualization.Charting.SeriesChartType.Pie; Chart1.Series[0]["PieLabelStyle"] = "Outside"; Chart1.Series[0]["PieStartAngle"] = "-90"; //SET THE COLOR PALETTE FOR THE CHART TO BE A PRESET OF NONE //DEFINE OUR OWN COLOR PALETTE FOR THE CHART Chart1.Palette = System.Web.UI.DataVisualization.Charting.ChartColorPalette.None; Chart1.PaletteCustomColors = new Color[] { Color.Blue, Color.Red }; //SET THE IMAGE OUTPUT TYPE TO BE JPEG Chart1.ImageType = System.Web.UI.DataVisualization.Charting.ChartImageType.Jpeg; //ADD A PLACE HOLDER CHART AREA TO THE CHART //SET THE CHART AREA TO BE 3D Chart1.ChartAreas.Add(new ChartArea()); Chart1.ChartAreas[0].Area3DStyle.Enable3D = true; //ADD A PLACE HOLDER LEGEND TO THE CHART //DISABLE THE LEGEND Chart1.Legends.Add(new Legend()); Chart1.Legends[0].Enabled = false; } } I want to render the charting control inside the div with id="chart" Thanks for the help!

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  • Choosing the right .NET architecture. WCF? WPF/Forms, ASP.NET (MVC)?

    - by Tommy Jakobsen
    I’m in the situation that I have to design and implement a rather big system from the bottom. I’m having some (a lot actually) questions about the architecture that I would like your comments and thoughts on. I don’t hope that I’ve written too much here, but I wanted to give you all an idea of what the system is. Quick info about the applications, read if you want: I can’t share much detail about the project, but basically it’s a system where we offer our customer a service to manage their users. We have a hotline where the users call and our hotline uses an (windows) application (intranet) to manage the user’s data, etc. The customer also has a web application where they can see reports, information about their business and users, and the ability to modify their data. Modifying data is not just user data like address and so, but also information about the products/services the user has, which can be complicated. The applications will be built on Microsoft .NET Framework 4, with a MS SQL Server 2008 database. There will be a few applications that have to access this database, such as: Intranet application (used by us and our hotline) Customer web application type 1 Customer web application type 2 Customer web application type n different applications) … Now my big problem is what .NET parts I should use for such a system. For the “backend” I’ve considered using Windows Communication Foundation: Would WCF be a good choice? The intranet application will be an application that has to edit lots of records in the database. It has to be easy to navigate using the keyboard (fast to work with). Has a feature such as “find customer, find that, lookup this, choose this and update that”. What would be the best choice to develop this application in? Would it be WPF or good old Windows Forms? I don’t need all of the fancy graphics features in WPF, like 3D, but the application has to look nice (maybe something like the new Visual Studio/Office tools). And the same question goes for the web pages. They have much the same work to do, but not as many features as the intranet application, and not the same amount of data (much less). That is my questions for now. I’m hoping to get a discussion going that will open my eyes to some of these technologies, helping me decide architecture to go with. I would like to say thanks in advance, and let you all know that any thoughts will be much appreciated.

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  • Is there a path of least resistance that a newcomer to graphics-technology-adoption can take at this point in the .NET graphics world?

    - by Rao
    For the past 5 months or so, I've spent time learning C# using Andrew Troelsen's book and getting familiar with stuff in the .NET 4 stack... bits of ADO.NET, EF4 and a pinch of WCF to taste. I'm really interested in graphics development (not for games though), which is why I chose to go the .NET route when I decided choose from either Java or .NET to learn... since I heard about WPF and saw some sexy screenshots and all. I'm even almost done with the 4 WPF chapters in Troelsen's book. Now, all of a sudden I saw some post on a forum about how "WPF was dead" in the face of something called Silverlight. I searched more and saw all the confusion going on at present... even stuff like "Silverlight is dead too!" wrt HTML5. From what I gather, we are in a delicate period of time that will eventually decide which technology will stabilize, right? Even so, as someone new moving into UI & graphics development via .NET, I wish I could get some guidance from people more experienced people. Maybe I'm reading too much? Maybe I have missed some pieces of information? Maybe a path exists that minimizes tears of blood? In any case, here is a sample vomiting of my thoughts on which I'd appreciate some clarification or assurance or spanking: My present interest lies in desktop development. But on graduating from college, I wish to market myself as a .NET developer. The industry seems to be drooling for web stuff. Can Silverlight do both equally well? (I see on searches that SL works "out of browser"). I have two fair-sized hobby projects planned that will have hawt UIs with lots of drag n drop, sliding animations etc. These are intended to be desktop apps that will use reflection, database stuff using EF4, networking over LAN, reading-writing of files... does this affect which graphics technology can be used? At some laaaater point, if I become interested in doing a bit of 3D stuff in .NET, will that affect which technologies can be used? Or what if I look up to the heavens, stick out my middle finger, and do something crazy like go learn HTML5 even though my knowledge of it can be encapsulated in 2 sentences? Sorry I seem confused so much, I just want to know if there's a path of least resistance that a newcomer to graphics-technology-adoption can take at this point in the graphics world.

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  • Parsing language for both binary and character files

    - by Thorsten S.
    The problem: You have some data and your program needs specified input. For example strings which are numbers. You are searching for a way to transform the original data in a format you need. And the problem is: The source can be anything. It can be XML, property lists, binary which contains the needed data deeply embedded in binary junk. And your output format may vary also: It can be number strings, float, doubles.... You don't want to program. You want routines which gives you commands capable to transform the data in a form you wish. Surely it contains regular expressions, but it is very good designed and it offers capabilities which are sometimes much more easier and more powerful. Something like a super-grep which you can access (!) as program routines, not only as tool. It allows: joining/grouping/merging of results inserting/deleting/finding/replacing write macros which allows to execute a command chain repeatedly meta-grouping (lists-tables-hypertables) Example (No, I am not looking for a solution to this, it is just an example): You want to read xml strings embedded in a binary file with variable length records. Your tool reads the record length and deletes the junk surrounding your text. Now it splits open the xml and extracts the strings. Being Indian number glyphs and containing decimal commas instead of decimal points, your tool transforms it into ASCII and replaces commas with points. Now the results must be stored into matrices of variable length....etc. etc. I am searching for a good language / language-design and if possible, an implementation. Which design do you like or even, if it does not fulfill the conditions, wouldn't you want to miss ? EDIT: The question is if a solution for the problem exists and if yes, which implementations are available. You DO NOT implement your own sorting algorithm if Quicksort, Mergesort and Heapsort is available. You DO NOT invent your own text parsing method if you have regular expressions. You DO NOT invent your own 3D language for graphics if OpenGL/Direct3D is available. There are existing solutions or at least papers describing the problem and giving suggestions. And there are people who may have worked and experienced such problems and who can give ideas and suggestions. The idea that this problem is totally new and I should work out and implement it myself without background knowledge seems for me, I must admit, totally off the mark.

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  • What is a good platform for building a game framework targetting both web and native languages?

    - by fuzzyTew
    I would like to develop (or find, if one is already in development) a framework with support for accelerated graphics and sound built on a system flexible enough to compile to the following: native ppc/x86/x86_64/arm binaries or a language which compiles to them javascript actionscript bytecode or a language which compiles to it (actionscript 3, haxe) optionally java I imagine, for example, creating an API where I can open windows and make OpenGL-like calls and the framework maps this in a relatively efficient manner to either WebGL with a canvas object, 3d graphics in Flash, OpenGL ES 2 with EGL, or desktop OpenGL in an X11, Windows, or Cocoa window. I have so far looked into these avenues: Building the game library in haXe Pros: Targets exist for php, javascript, actionscript bytecode, c++ High level, object oriented language Cons: No support for finally{} blocks or destructors, making resource cleanup difficult C++ target does not allow room for producing highly optimized libraries -- the foreign function interface requires all primitive types be boxed in a wrapper object, as if writing bindings for a scripting language; these feel unideal for real-time graphics and audio, especially exporting low-level functions. Doesn't seem quite yet mature Using the C preprocessor to create a translator, writing programs entirely with macros Pros: CPP is widespread and simple to use Cons: This is an arduous task and probably the wrong tool for the job CPP implementations differ widely in support for features (e.g. xcode cpp has no variadic macros despite claiming C99 compliance) There is little-to-no room for optimization in this route Using llvm's support for multiple backends to target c/c++ to web languages Pros: Can code in c/c++ LLVM is a very mature highly optimizing compiler performing e.g. global inlining Targets exist for actionscript (alchemy) and javascript (emscripten) Cons: Actionscript target is closed source, unmaintained, and buggy. Javascript targets do not use features of HTML5 for appropriate optimization (e.g. linear memory with typed arrays) and are immature An LLVM target must convert from low-level bytecode, so high-level constructs are lost and bloated unreadable code is created from translating individual instructions, which may be more difficult for an unprepared JIT to optimize. "jump" instructions cause problems for languages with no "goto" statements. Using libclang to write a translator from C/C++ to web languages Pros: A beautiful parsing library providing easy access to the code structure Can code in C/C++ Has sponsored developer effort from Apple Cons: Incomplete; current feature set targets IDEs. Basic operators are unexposed and must be manually parsed from the returned AST element to be identified. Translating code prior to compilation may forgo optimizations assumed in c/c++ such as inlining. Creating new code generators for clang to translate into web languages Pros: Can code in C/C++ as libclang Cons: There is no API; code structure is unstable A much larger job than using libclang; the innards of clang are complex Building the game library in Common Lisp Pros: Flexible, ancient, well-developed language Extensive introspection should ease writing translators Translators exist for at least javascript Cons: Unfamiliar language No standardized library functions, widely varying implementations Which of these avenues should I pursue? Do you know of any others, or any systems that might be useful? Does a general project like this exist somewhere already? Thank you for any input.

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