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  • Azure &ndash; Part 6 &ndash; Blob Storage Service

    - by Shaun
    When migrate your application onto the Azure one of the biggest concern would be the external files. In the original way we understood and ensure which machine and folder our application (website or web service) is located in. So that we can use the MapPath or some other methods to read and write the external files for example the images, text files or the xml files, etc. But things have been changed when we deploy them on Azure. Azure is not a server, or a single machine, it’s a set of virtual server machine running under the Azure OS. And even worse, your application might be moved between thses machines. So it’s impossible to read or write the external files on Azure. In order to resolve this issue the Windows Azure provides another storage serviec – Blob, for us. Different to the table service, the blob serivce is to be used to store text and binary data rather than the structured data. It provides two types of blobs: Block Blobs and Page Blobs. Block Blobs are optimized for streaming. They are comprised of blocks, each of which is identified by a block ID and each block can be a maximum of 4 MB in size. Page Blobs are are optimized for random read/write operations and provide the ability to write to a range of bytes in a blob. They are a collection of pages. The maximum size for a page blob is 1 TB.   In the managed library the Azure SDK allows us to communicate with the blobs through these classes CloudBlobClient, CloudBlobContainer, CloudBlockBlob and the CloudPageBlob. Similar with the table service managed library, the CloudBlobClient allows us to reach the blob service by passing our storage account information and also responsible for creating the blob container is not exist. Then from the CloudBlobContainer we can save or load the block blobs and page blobs into the CloudBlockBlob and the CloudPageBlob classes.   Let’s improve our exmaple in the previous posts – add a service method allows the user to upload the logo image. In the server side I created a method name UploadLogo with 2 parameters: email and image. Then I created the storage account from the config file. I also add the validation to ensure that the email passed in is valid. 1: var storageAccount = CloudStorageAccount.FromConfigurationSetting("DataConnectionString"); 2: var accountContext = new DynamicDataContext<Account>(storageAccount); 3:  4: // validation 5: var accountNumber = accountContext.Load() 6: .Where(a => a.Email == email) 7: .ToList() 8: .Count; 9: if (accountNumber <= 0) 10: { 11: throw new ApplicationException(string.Format("Cannot find the account with the email {0}.", email)); 12: } Then there are three steps for saving the image into the blob service. First alike the table service I created the container with a unique name and create it if it’s not exist. 1: // create the blob container for account logos if not exist 2: CloudBlobClient blobStorage = storageAccount.CreateCloudBlobClient(); 3: CloudBlobContainer container = blobStorage.GetContainerReference("account-logo"); 4: container.CreateIfNotExist(); Then, since in this example I will just send the blob access URL back to the client so I need to open the read permission on that container. 1: // configure blob container for public access 2: BlobContainerPermissions permissions = container.GetPermissions(); 3: permissions.PublicAccess = BlobContainerPublicAccessType.Container; 4: container.SetPermissions(permissions); And at the end I combine the blob resource name from the input file name and Guid, and then save it to the block blob by using the UploadByteArray method. Finally I returned the URL of this blob back to the client side. 1: // save the blob into the blob service 2: string uniqueBlobName = string.Format("{0}_{1}.jpg", email, Guid.NewGuid().ToString()); 3: CloudBlockBlob blob = container.GetBlockBlobReference(uniqueBlobName); 4: blob.UploadByteArray(image); 5:  6: return blob.Uri.ToString(); Let’s update a bit on the client side application and see the result. Here I just use my simple console application to let the user input the email and the file name of the image. If it’s OK it will show the URL of the blob on the server side so that we can see it through the web browser. Then we can see the logo I’ve just uploaded through the URL here. You may notice that the blob URL was based on the container name and the blob unique name. In the document of the Azure SDK there’s a page for the rule of naming them, but I think the simple rule would be – they must be valid as an URL address. So that you cannot name the container with dot or slash as it will break the ADO.Data Service routing rule. For exmaple if you named the blob container as Account.Logo then it will throw an exception says 400 Bad Request.   Summary In this short entity I covered the simple usage of the blob service to save the images onto Azure. Since the Azure platform does not support the file system we have to migrate our code for reading/writing files to the blob service before deploy it to Azure. In order to reducing this effort Microsoft provided a new approch named Drive, which allows us read and write the NTFS files just likes what we did before. It’s built up on the blob serivce but more properly for files accessing. I will discuss more about it in the next post.   Hope this helps, Shaun All documents and related graphics, codes are provided "AS IS" without warranty of any kind. Copyright © Shaun Ziyan Xu. This work is licensed under the Creative Commons License.

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  • International Radio Operators Alphabet in F# &amp; Silverlight &ndash; Part 1

    - by MarkPearl
    So I have been delving into F# more and more and thought the best way to learn the language is to write something useful. I have been meaning to get some more Silverlight knowledge (up to now I have mainly been doing WPF) so I came up with a really simple project that I can actually use at work. Simply put – I often get support calls from clients wanting new activation codes. One of our main app’s was written in VB6 and had its own “security” where it would require about a 45 character sequence for it to be activated. The catch being that each time you reopen the program it would require a different character sequence, which meant that when we activate clients systems we have to do it live! This involves us either referring them to a website, or reading the characters to them over the phone and since nobody in the office knows the IROA off by heart we would come up with some interesting words to represent characters… 9 times out of 10 the client would type in the wrong character and we would have to start all over again… with this app I am hoping to reduce the errors of reading characters over the phone by treating it like a ham radio. My “Silverlight” application will allow for the user to input a series of characters and the system will then generate the equivalent IROA words… very basic stuff e.g. Character Input – abc Words Generated – Alpha Bravo Charlie After listening to Anders Hejlsberg on Dot Net Rocks Show 541 he mentioned that he felt many applications could make use of F# but in an almost silo basis – meaning that you would write modules that leant themselves to Functional Programming in F# and then incorporate it into a solution where the front end may be in C# or where you would have some other sort of glue. I buy into this kind of approach, so in this project I will use F# to do my very intensive “Business Logic” and will use Silverlight/C# to do the front end. F# Business Layer I am no expert at this, so I am sure to get some feedback on way I could improve my algorithm. My approach was really simple. I would need a function that would convert a single character to a string – i.e. ‘A’ –> “Alpha” and then I would need a function that would take a string of characters, convert them into a sequence of characters, and then apply my converter to return a sequence of words… make sense? Lets start with the CharToString function let CharToString (element:char) = match element.ToString().ToLower() with | "1" -> "1" | "5" -> "5" | "9" -> "9" | "2" -> "2" | "6" -> "6" | "0" -> "0" | "3" -> "3" | "7" -> "7" | "4" -> "4" | "8" -> "8" | "a" -> "Alpha" | "b" -> "Bravo" | "c" -> "Charlie" | "d" -> "Delta" | "e" -> "Echo" | "f" -> "Foxtrot" | "g" -> "Golf" | "h" -> "Hotel" | "i" -> "India" | "j" -> "Juliet" | "k" -> "Kilo" | "l" -> "Lima" | "m" -> "Mike" | "n" -> "November" | "o" -> "Oscar" | "p" -> "Papa" | "q" -> "Quebec" | "r" -> "Romeo" | "s" -> "Sierra" | "t" -> "Tango" | "u" -> "Uniform" | "v" -> "Victor" | "w" -> "Whiskey" | "x" -> "XRay" | "y" -> "Yankee" | "z" -> "Zulu" | element -> "Unknown" Quite simple, an element is passed in, this element is them converted to a lowercase single character string and then matched up with the equivalent word. If by some chance a character is not recognized, “Unknown” will be returned… I know need a function that can take a string and can parse each character of the string and generate a new sequence with the converted words… let ConvertCharsToStrings (s:string) = s |> Seq.toArray |> Seq.map(fun elem -> CharToString(elem)) Here… the Seq.toArray converts the string to a sequence of characters. I then searched for some way to parse through every element in the sequence. Originally I tried Seq.iter, but I think my understanding of what iter does was incorrect. Eventually I found Seq.map, which applies a function to every element in a sequence and then creates a new collection with the adjusted processed element. It turned out to be exactly what I needed… To test that everything worked I created one more function that parsed through every element in a sequence and printed it. AT this point I realized the the Seq.iter would be ideal for this… So my testing code is below… let PrintStrings items = items |> Seq.iter(fun x -> Console.Write(x.ToString() + " ")) let newSeq = ConvertCharsToStrings("acdefg123") PrintStrings newSeq Console.ReadLine()   Pretty basic stuff I guess… I hope my approach was right? In Part 2 I will look into doing a simple Silverlight Frontend, referencing the projects together and deploying….

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  • Cross-language Extension Method Calling

    - by Tom Hines
    Extension methods are a concise way of binding functions to particular types. In my last post, I showed how Extension methods can be created in the .NET 2.0 environment. In this post, I discuss calling the extensions from other languages. Most of the differences I find between the Dot Net languages are mainly syntax.  The declaration of Extensions is no exception.  There is, however, a distinct difference with the framework accepting excensions made with C++ that differs from C# and VB.  When calling the C++ extension from C#, the compiler will SOMETIMES say there is no definition for DoCPP with the error: 'string' does not contain a definition for 'DoCPP' and no extension method 'DoCPP' accepting a first argument of type 'string' could be found (are you missing a using directive or an assembly reference?) If I recompile, the error goes away. The strangest problem with calling the C++ extension from C# is that I first must make SOME type of reference to the class BEFORE using the extension or it will not be recognized at all.  So, if I first call the DoCPP() as a static method, the extension works fine later.  If I make a dummy instantiation of the class, it works.  If I have no forward reference of the class, I get the same error as before and recompiling does not fix it.  It seems as if this none of this is supposed to work across the languages. I have made a few work-arounds to get the examples to compile and run. Note the following examples: Extension in C# using System; namespace Extension_CS {    public static class CExtension_CS    {  //in C#, the "this" keyword is the key.       public static void DoCS(this string str)       {          Console.WriteLine("CS\t{0:G}\tCS", str);       }    } } Extension in C++ /****************************************************************************\  * Here is the C++ implementation.  It is the least elegant and most quirky,  * but it works. \****************************************************************************/ #pragma once using namespace System; using namespace System::Runtime::CompilerServices;     //<-Essential // Reference: System.Core.dll //<- Essential namespace Extension_CPP {        public ref class CExtension_CPP        {        public:               [Extension] // or [ExtensionAttribute] /* either works */               static void DoCPP(String^ str)               {                      Console::WriteLine("C++\t{0:G}\tC++", str);               }        }; } Extension in VB ' Here is the VB implementation.  This is not as elegant as the C#, but it's ' functional. Imports System.Runtime.CompilerServices ' Public Module modExtension_VB 'Extension methods can be defined only in modules.    <Extension()> _       Public Sub DoVB(ByVal str As String)       Console.WriteLine("VB" & Chr(9) & "{0:G}" & Chr(9) & "VB", str)    End Sub End Module   Calling program in C# /******************************************************************************\  * Main calling program  * Intellisense and VS2008 complain about the CPP implementation, but with a  * little duct-tape, it works just fine. \******************************************************************************/ using System; using Extension_CPP; using Extension_CS; using Extension_VB; // vitual namespace namespace TestExtensions {    public static class CTestExtensions    {       /**********************************************************************\        * For some reason, this needs a direct reference into the C++ version        * even though it does nothing than add a null reference.        * The constructor provides the fake usage to please the compiler.       \**********************************************************************/       private static CExtension_CPP x = null;   // <-DUCT_TAPE!       static CTestExtensions()       {          // Fake usage to stop compiler from complaining          if (null != x) {} // <-DUCT_TAPE       }       static void Main(string[] args)       {          string strData = "from C#";          strData.DoCPP();          strData.DoCS();          strData.DoVB();       }    } }   Calling program in VB  Imports Extension_CPP Imports Extension_CS Imports Extension_VB Imports System.Runtime.CompilerServices Module TestExtensions_VB    <Extension()> _       Public Sub DoCPP(ByVal str As String)       'Framework does not treat this as an extension, so use the static       CExtension_CPP.DoCPP(str)    End Sub    Sub Main()       Dim strData As String = "from VB"       strData.DoCS()       strData.DoVB()       strData.DoCPP() 'fake    End Sub End Module  Calling program in C++ // TestExtensions_CPP.cpp : main project file. #include "stdafx.h" using namespace System; using namespace Extension_CPP; using namespace Extension_CS; using namespace Extension_VB; void main(void) {        /*******************************************************\         * Extension methods are called like static methods         * when called from C++.  There may be a difference in         * syntax when calling the VB extension as VB Extensions         * are embedded in Modules instead of classes        \*******************************************************/     String^ strData = "from C++";     CExtension_CPP::DoCPP(strData);     CExtension_CS::DoCS(strData);     modExtension_VB::DoVB(strData); //since Extensions go in Modules }

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  • Searching for the Perfect Developer&rsquo;s Laptop.

    - by mbcrump
    I have been in the market for a new computer for several months. I set out with a budget of around $1200. I knew up front that the machine would be used for developing applications and maybe some light gaming. I kept switching between buying a laptop or a desktop but the laptop won because: With a Laptop, I can carry it everywhere and with a desktop I can’t. I searched for about 2 weeks and narrowed it down to a list of must-have’s : i7 Processor (I wasn’t going to settle for an i5 or AMD. I wanted a true Quad-core machine, not 2 dual-core fused together). 15.6” monitor SSD 128GB or Larger. – It’s almost 2011 and I don’t want an old standard HDD in this machine. 8GB of DDR3 Ram. – The more the better, right? 1GB Video Card (Prefer NVidia) – I might want to play games with this. HDMI Port – Almost a standard on new Machines. This would be used when I am on the road and want to stream Netflix to the HDTV in the Hotel room. Webcam Built-in – This would be to video chat with the wife and kids if I am on the road. 6-Cell Battery. – I’ve read that an i7 in a laptop really kills the battery. A 6-cell or 9-cell is even better. That is a pretty long list for a budget of around $1200. I searched around the internet and could not buy this machine prebuilt for under $1200. That was even with coupons and my company’s 10% Dell discount. The only way that I would get a machine like this was to buy a prebuilt and replace parts. I chose the  Lenovo Y560 on Newegg to start as my base. Below is a top-down picture of it.   Part 1: The Hardware The Specs for this machine: Color :  GrayOperating System : Windows 7 Home Premium 64-bitCPU Type : Intel Core i7-740QM(1.73GHz)Screen : 15.6" WXGAMemory Size : 4GB DDR3Hard Disk : 500GBOptical Drive : DVD±R/RWGraphics Card : ATI Mobility Radeon HD 5730Video Memory : 1GBCommunication : Gigabit LAN and WLANCard slot : 1 x Express Card/34Battery Life : Up to 3.5 hoursDimensions : 15.20" x 10.00" x 0.80" - 1.30"Weight : 5.95 lbs. This computer met most of the requirements above except that it didn’t come with an SSD or have 8GB of DDR3 Memory. So, I needed to start shopping except this time for an SSD. I asked around on twitter and other hardware forums and everyone pointed me to the Crucial C300 SSD. After checking prices of the drive, it was going to cost an extra $275 bucks and I was going from a spacious 500GB drive to 128GB. After watching some of the SSD videos on YouTube I started feeling better. Below is a pic of the Crucial C300 SSD. The second thing that I needed to upgrade was the RAM. It came with 4GB of DDR3 RAM, but it was slow. I decided to buy the Crucial 8GB (4GB x 2) Kit from Newegg. This RAM cost an extra $120 and had a CAS Latency of 7. In the end this machine delivered everything that I wanted and it cost around $1300. You are probably saying, well your budget was $1200. I have spare parts that I’m planning on selling on eBay or Anandtech.  =) If you are interested then shoot me an email and I will give you a great deal mbcrump[at]gmail[dot]com. 500GB Laptop 7200RPM HDD 4GB of DDR3 RAM (2GB x 2) faceVision HD 720p Camera – Unopened In the end my Windows Experience Rating of the SSD was 7.7 and the CPU 7.1. The max that you can get is a 7.9. Part 2: The Software I’m very lucky that I get a lot of software for free. When choosing a laptop, the OS really doesn’t matter because I would never keep the bloatware pre-installed or Windows 7 Home Premium on my main development machine. Matter of fact, as soon as I got the laptop, I immediately took out the old HDD without booting into it. After I got the SSD into the machine, I installed Windows 7 Ultimate 64-Bit. The BIOS was out of date, so I updated that to the latest version and started downloading drivers off of Lenovo’s site. I had to download the Wireless Networking Drivers to a USB-Key before I could get my machine on my wireless network. I also discovered that if the date on your computer is off then you cannot join the Windows 7 Homegroup until you fix it. I’m aware that most people like peeking into what programs other software developers use and I went ahead and listed my “essentials” of a fresh build. I am a big Silverlight guy, so naturally some of the software listed below is specific to Silverlight. You should also check out my master list of Tools and Utilities for the .NET Developer. See a killer app that I’m missing? Feel free to leave it in the comments below. My Software Essential List. CPU-Z Dropbox Everything Search Tool Expression Encoder Update Expression Studio 4 Ultimate Foxit Reader Google Chrome Infragistics NetAdvantage Ultimate Edition Keepass Microsoft Office Professional Plus 2010 Microsoft Security Essentials 2  Mindscape Silverlight Elements Notepad 2 (with shell extension) Precode Code Snippet Manager RealVNC Reflector ReSharper v5.1.1753.4 Silverlight 4 Toolkit Silverlight Spy Snagit 10 SyncFusion Reporting Controls for Silverlight Telerik Silverlight RadControls TweetDeck Virtual Clone Drive Visual Studio 2010 Feature Pack 2 Visual Studio 2010 Ultimate VS KB2403277 Update to get Feature Pack 2 to work. Windows 7 Ultimate 64-Bit Windows Live Essentials 2011 Windows Live Writer Backup. Windows Phone Development Tools That is pretty much it, I have a new laptop and am happy with the purchase. If you have any questions then feel free to leave a comment below.  Subscribe to my feed

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  • Trigger Happy

    - by Tim Dexter
    Its been a while, I know, we’ll say no more OK? I’ll just write …In the latest BIP 11.1.1.6 release and if I’m really honest; the release before this (we'll call it dot 5 for brevity.) The boys and gals in the engine room have been real busy enhancing BIP with some new functionality. Those of you that use the scheduling engine in OBIEE may already know and use the ‘conditional scheduling’ feature. This allows you to be more intelligent about what reports get run and sent to folks on a scheduled basis. You create a ‘trigger’ analysis (answer) that is executed at schedule time prior to the main report. When the schedule rolls around, the trigger is run, if it returns rows, then the main report is run and delivered. If there are no rows returned, then the main report is not run. Useful right? Your users are not bombarded with 20 reports in their inbox every week that they need to wade throu. They get a handful that they know they need to look at. If you ensure you use conditional formatting in the report then they can find the anomalous data in the reports very quickly and move on to the rest of their day more quickly. You could even think of OBIEE as a virtual team member, scouring the data on your behalf 24/7 and letting you know when its found an issue.BI Publisher, wanting the team t-shirt and the khaki pants, has followed suit. You can now set up ‘triggers’ for it to execute before it runs the main report. Just like its big brother, if the scheduled report trigger returns rows of data; it then executes the main report. Otherwise, the report is skipped until the next schedule time rolls around. Sound familiar?BIP differs a little, in that you only need to construct a query to act as the trigger rather than a complete report. Let assume we have a monthly wage by department report on a schedule. We only want to send the report to managers if their departmental wages reach and/or exceed a certain amount. The toughest part about this is coming up with the SQL to test the business rule you want to implement. For my example, its not that tough: select d.department_name, sum(e.salary) as wage_total from employees e, departments d where d.department_id = e.department_id group by d.department_name having sum(e.salary) > 230000 We're looking for departments where the wage cost is greater than 230,000 Dexter Dollars! With a bit of messing I found out you can parametrize the query. Users can then set a value at schedule time if they need to. To create the trigger is straightforward enough. You can create multiple triggers for users to select at schedule time. Notice I also used a parameter in the query, :wamount. Note the matching parameter in the tree on the left. You also dont need to return multiple columns, one is fine, the key is if there are rows returned. You can build the rest of your report as usual. At scheduling time the Schedule tab has a bit more on it. If your users want to set the trigger, they check the Use Trigger box. The page will then pop fields to pick the appropriate trigger they want to use, even a trigger on another data model if needed. Note it will also ask for the parameter value associated with the trigger. At this point you should note that the data model does not make a distinction between trigger and data model (extract) parameters. So users will see the parameters on the General and Schedule tabs. If per chance you do need to just have a trigger parameters. You can just hide them from the report using the Parameters popup in the report designer, just un-check the 'Show' box I have tested the opposite case where you do not want main report parameters seen in the trigger section. BIP handles that for you! Once the report hits its allotted schedule time, the trigger is executed. Based on the results the report will either run or be 'skipped.' Now, you have a smarter scheduler that will only deliver reports when folks need to see them and take action on the contents. More official info here for developers and here for users.

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  • CSM DX11 issues

    - by KaiserJohaan
    I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column major matrices from GLM. The light is looking (-1, -1, -1). The problem I have is twofolds; For some reason, the ground floor is causing alot of (false) shadow artifacts, like the vast shadowed area you see. I confirmed this when I disabled the ground for the depth pass, but thats a hack more than anything else The shadows are inverted compared to the shadowmap. If you squint you can see the chairs shadows should be mirrored instead. This is the first cascade shadow map, in range of the alien and the chair: I can't figure out why this is. This is the depth pass: for (uint32_t cascadeIndex = 0; cascadeIndex < NUM_SHADOWMAP_CASCADES; cascadeIndex++) { mShadowmap.BindDepthView(context, cascadeIndex); CameraFrustrum cameraFrustrum = CalculateCameraFrustrum(degreesFOV, aspectRatio, nearDistArr[cascadeIndex], farDistArr[cascadeIndex], cameraViewMatrix); lightVPMatrices[cascadeIndex] = CreateDirLightVPMatrix(cameraFrustrum, lightDir); mVertexTransformPass.RenderMeshes(context, renderQueue, meshes, lightVPMatrices[cascadeIndex]); lightVPMatrices[cascadeIndex] = gBiasMatrix * lightVPMatrices[cascadeIndex]; farDistArr[cascadeIndex] = -farDistArr[cascadeIndex]; } CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix) { CameraFrustrum ret = { Vec4(1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, -halfExtents.y, halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; } And this is the pixel shader used for the lighting stage: #define DEPTH_BIAS 0.0005 #define NUM_CASCADES 4 cbuffer DirectionalLightConstants : register(CBUFFER_REGISTER_PIXEL) { float4x4 gSplitVPMatrices[NUM_CASCADES]; float4x4 gCameraViewMatrix; float4 gSplitDistances; float4 gLightColor; float4 gLightDirection; }; Texture2D gPositionTexture : register(TEXTURE_REGISTER_POSITION); Texture2D gDiffuseTexture : register(TEXTURE_REGISTER_DIFFUSE); Texture2D gNormalTexture : register(TEXTURE_REGISTER_NORMAL); Texture2DArray gShadowmap : register(TEXTURE_REGISTER_DEPTH); SamplerComparisonState gShadowmapSampler : register(SAMPLER_REGISTER_DEPTH); float4 ps_main(float4 position : SV_Position) : SV_Target0 { float4 worldPos = gPositionTexture[uint2(position.xy)]; float4 diffuse = gDiffuseTexture[uint2(position.xy)]; float4 normal = gNormalTexture[uint2(position.xy)]; float4 camPos = mul(gCameraViewMatrix, worldPos); uint index = 3; if (camPos.z > gSplitDistances.x) index = 0; else if (camPos.z > gSplitDistances.y) index = 1; else if (camPos.z > gSplitDistances.z) index = 2; float3 projCoords = (float3)mul(gSplitVPMatrices[index], worldPos); float viewDepth = projCoords.z - DEPTH_BIAS; projCoords.z = float(index); float visibilty = gShadowmap.SampleCmpLevelZero(gShadowmapSampler, projCoords, viewDepth); float angleNormal = clamp(dot(normal, gLightDirection), 0, 1); return visibilty * diffuse * angleNormal * gLightColor; } As you can see I am using depth bias and a bias matrix. Any hints on why this behaves so wierdly?

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  • Physics System ignores collision in some rare cases

    - by Gajoo
    I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or RK4, I'm directly computing the results after delta time "dt". based on the very first laws of physics : dx = 0.5 * a * dt^2 + v0 * dt dv = a * dt where a is acceleration and v0 is object's previous velocity. Also to handle collisions I've used a method which is somehow different from those I've seen so far. I'm detecting all the collision in the given time frame, stepping the world forward to the nearest collision, resolving it and again check for possible collisions. As I said the world consist of very simple objects, so I'm not loosing any performance due to multiple collision checking. First I'm checking if the ball collides with any walls around it (which is working perfectly) and then I'm checking if it collides with the edges of the walls (yellow points in the picture). the algorithm seems to work without any problem except some rare cases, in which the collision with points are ignored. I've tested everything and all the variables seem to be what they should but after leaving the system work for a minute or two the system the ball passes through one of those points. Here is collision portion of my code, hopefully one of you guys can give me a hint where to look for a potential bug! void PhysicalWorld::checkForPointCollision(Vec2 acceleration, PhysicsComponent& ball, Vec2& collisionNormal, float& collisionTime, Vec2 target) { // this function checks if there will be any collision between a circle and a point // ball contains informations about the circle (it's current velocity, position and radius) // collisionNormal is an output variable // collisionTime is also an output varialbe // target is the point I want to check for collisions Vec2 V = ball.mVelocity; Vec2 A = acceleration; Vec2 P = ball.mPosition - target; float wallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; float r = ball.mRadius / (mMap->getWallWidth() + mMap->getHallWidth()); // r is ball radius scaled to match actual rendered object. if (A.any()) // todo : I need to first correctly solve the collisions in case there is no acceleration return; if (V.any()) // if object is not moving there will be no collisions! { float D = P.x * V.y - P.y * V.x; float Delta = r*r*V.length2() - D*D; if(Delta < eps) return; Delta = sqrt(Delta); float sgnvy = V.y > 0 ? 1: (V.y < 0?-1:0); Vec2 c1(( D*V.y+sgnvy*V.x*Delta) / V.length2(), (-D*V.x+fabs(V.y)*Delta) / V.length2()); Vec2 c2(( D*V.y-sgnvy*V.x*Delta) / V.length2(), (-D*V.x-fabs(V.y)*Delta) / V.length2()); float t1 = (c1.x - P.x) / V.x; float t2 = (c2.x - P.x) / V.x; if(t1 > eps && t1 <= collisionTime) { collisionTime = t1; collisionNormal = c1; } if(t2 > eps && t2 <= collisionTime) { collisionTime = t2; collisionNormal = c2; } } } // this function should step the world forward by dt. it doesn't check for collision of any two balls (components) // it just checks if there is a collision between the current component and 4 points forming a rectangle around it. void PhysicalWorld::step(float dt) { for (unsigned i=0;i<mObjects.size();i++) { PhysicsComponent &current = *mObjects[i]; Vec2 acceleration = current.mForces * current.mInvMass; float rt=dt; // stores how much more the world should advance while(rt > eps) { float collisionTime = rt; Vec2 collisionNormal = Vec2(0,0); float halfWallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; // we check if there is any collision with any of those 4 points around the ball // if there is a collision both collisionNormal and collisionTime variables will change // after these functions collisionTime will be exactly the value of nearest collision (if any) // and if there was, collisionNormal will report in which direction the ball should return. checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); // either if there is a collision or if there is not we step the forward since we are sure there will be no collision before collisionTime current.mPosition += collisionTime * (collisionTime * acceleration * 0.5 + current.mVelocity); current.mVelocity += collisionTime * acceleration; // if the ball collided with anything collisionNormal should be at least none zero in one of it's axis if (collisionNormal.any()) { collisionNormal *= Dot(collisionNormal, current.mVelocity) / collisionNormal.length2(); current.mVelocity -= 2 * collisionNormal; // simply reverse velocity along collision normal direction } rt -= collisionTime; } // reset all forces for current object so it'll be ready for later game event current.mForces.zero(); } }

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  • Not getting desired results with SSAO implementation

    - by user1294203
    After having implemented deferred rendering, I tried my luck with a SSAO implementation using this Tutorial. Unfortunately, I'm not getting anything that looks like SSAO, you can see my result below. You can see there is some weird pattern forming and there is no occlusion shading where there needs to be (i.e. in between the objects and on the ground). The shaders I implemented follow: #VS #version 330 core uniform mat4 invProjMatrix; layout(location = 0) in vec3 in_Position; layout(location = 2) in vec2 in_TexCoord; noperspective out vec2 pass_TexCoord; smooth out vec3 viewRay; void main(void){ pass_TexCoord = in_TexCoord; viewRay = (invProjMatrix * vec4(in_Position, 1.0)).xyz; gl_Position = vec4(in_Position, 1.0); } #FS #version 330 core uniform sampler2D DepthMap; uniform sampler2D NormalMap; uniform sampler2D noise; uniform vec2 projAB; uniform ivec3 noiseScale_kernelSize; uniform vec3 kernel[16]; uniform float RADIUS; uniform mat4 projectionMatrix; noperspective in vec2 pass_TexCoord; smooth in vec3 viewRay; layout(location = 0) out float out_AO; vec3 CalcPosition(void){ float depth = texture(DepthMap, pass_TexCoord).r; float linearDepth = projAB.y / (depth - projAB.x); vec3 ray = normalize(viewRay); ray = ray / ray.z; return linearDepth * ray; } mat3 CalcRMatrix(vec3 normal, vec2 texcoord){ ivec2 noiseScale = noiseScale_kernelSize.xy; vec3 rvec = texture(noise, texcoord * noiseScale).xyz; vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); vec3 bitangent = cross(normal, tangent); return mat3(tangent, bitangent, normal); } void main(void){ vec2 TexCoord = pass_TexCoord; vec3 Position = CalcPosition(); vec3 Normal = normalize(texture(NormalMap, TexCoord).xyz); mat3 RotationMatrix = CalcRMatrix(Normal, TexCoord); int kernelSize = noiseScale_kernelSize.z; float occlusion = 0.0; for(int i = 0; i < kernelSize; i++){ // Get sample position vec3 sample = RotationMatrix * kernel[i]; sample = sample * RADIUS + Position; // Project and bias sample position to get its texture coordinates vec4 offset = projectionMatrix * vec4(sample, 1.0); offset.xy /= offset.w; offset.xy = offset.xy * 0.5 + 0.5; // Get sample depth float sample_depth = texture(DepthMap, offset.xy).r; float linearDepth = projAB.y / (sample_depth - projAB.x); if(abs(Position.z - linearDepth ) < RADIUS){ occlusion += (linearDepth <= sample.z) ? 1.0 : 0.0; } } out_AO = 1.0 - (occlusion / kernelSize); } I draw a full screen quad and pass Depth and Normal textures. Normals are in RGBA16F with the alpha channel reserved for the AO factor in the blur pass. I store depth in a non linear Depth buffer (32F) and recover the linear depth using: float linearDepth = projAB.y / (depth - projAB.x); where projAB.y is calculated as: and projAB.x as: These are derived from the glm::perspective(gluperspective) matrix. z_n and z_f are the near and far clip distance. As described in the link I posted on the top, the method creates samples in a hemisphere with higher distribution close to the center. It then uses random vectors from a texture to rotate the hemisphere randomly around the Z direction and finally orients it along the normal at the given pixel. Since the result is noisy, a blur pass follows the SSAO pass. Anyway, my position reconstruction doesn't seem to be wrong since I also tried doing the same but with the position passed from a texture instead of being reconstructed. I also tried playing with the Radius, noise texture size and number of samples and with different kinds of texture formats, with no luck. For some reason when changing the Radius, nothing changes. Does anyone have any suggestions? What could be going wrong?

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  • Add Widget via Action in Toolbar

    - by Geertjan
    The question of the day comes from Vadim, who asks on the NetBeans Platform mailing list: "Looking for example showing how to add Widget to Scene, e.g. by toolbar button click." Well, the solution is very similar to this blog entry, where you see a solution provided by Jesse Glick for VisiTrend in Boston: https://blogs.oracle.com/geertjan/entry/zoom_capability Other relevant articles to read are as follows: http://netbeans.dzone.com/news/which-netbeans-platform-action http://netbeans.dzone.com/how-to-make-context-sensitive-actions Let's go through it step by step, with this result in the end, a solution involving 4 classes split (optionally, since a central feature of the NetBeans Platform is modularity) across multiple modules: The Customer object has a "name" String and the Droppable capability has a method "doDrop" which takes a Customer object: public interface Droppable {    void doDrop(Customer c);} In the TopComponent, we use "TopComponent.associateLookup" to publish an instance of "Droppable", which creates a new LabelWidget and adds it to the Scene in the TopComponent. Here's the TopComponent constructor: public CustomerCanvasTopComponent() {    initComponents();    setName(Bundle.CTL_CustomerCanvasTopComponent());    setToolTipText(Bundle.HINT_CustomerCanvasTopComponent());    final Scene scene = new Scene();    final LayerWidget layerWidget = new LayerWidget(scene);    Droppable d = new Droppable(){        @Override        public void doDrop(Customer c) {            LabelWidget customerWidget = new LabelWidget(scene, c.getTitle());            customerWidget.getActions().addAction(ActionFactory.createMoveAction());            layerWidget.addChild(customerWidget);            scene.validate();        }    };    scene.addChild(layerWidget);    jScrollPane1.setViewportView(scene.createView());    associateLookup(Lookups.singleton(d));} The Action is displayed in the toolbar and is enabled only if a Droppable is currently in the Lookup: @ActionID(        category = "Tools",        id = "org.customer.controler.AddCustomerAction")@ActionRegistration(        iconBase = "org/customer/controler/icon.png",        displayName = "#AddCustomerAction")@ActionReferences({    @ActionReference(path = "Toolbars/File", position = 300)})@NbBundle.Messages("AddCustomerAction=Add Customer")public final class AddCustomerAction implements ActionListener {    private final Droppable context;    public AddCustomerAction(Droppable droppable) {        this.context = droppable;    }    @Override    public void actionPerformed(ActionEvent ev) {        NotifyDescriptor.InputLine inputLine = new NotifyDescriptor.InputLine("Name:", "Data Entry");        Object result = DialogDisplayer.getDefault().notify(inputLine);        if (result == NotifyDescriptor.OK_OPTION) {            Customer customer = new Customer(inputLine.getInputText());            context.doDrop(customer);        }    }} Therefore, when the Properties window, for example, is selected, the Action will be disabled. (See the Zoomable example referred to in the link above for another example of this.) As you can see above, when the Action is invoked, a Droppable must be available (otherwise the Action would not have been enabled). The Droppable is obtained in the Action and a new Customer object is passed to its "doDrop" method. The above in pictures, take note of the enablement of the toolbar button with the red dot, on the extreme left of the toolbar in the screenshots below: The above shows the JButton is only enabled if the relevant TopComponent is active and, when the Action is invoked, the user can enter a name, after which a new LabelWidget is created in the Scene. The source code of the above is here: http://java.net/projects/nb-api-samples/sources/api-samples/show/versions/7.3/misc/WidgetCreationFromAction Note: Showing this as an MVC example is slightly misleading because, depending on which model object ("Customer" and "Droppable") you're looking at, the V and the C are different. From the point of view of "Customer", the TopComponent is the View, while the Action is the Controler, since it determines when the M is displayed. However, from the point of view of "Droppable", the TopComponent is the Controler, since it determines when the Action, i.e., which is in this case the View, displays the presence of the M.

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  • What developer conferences are you going to this year?

    - by mbcrump
    This short list is what I consider to be the “cream-of-the-crop” in developer conferences. This is also a list of the conferences that I plan on attending in 2011. If you feel your conference is just as good, then shoot me an email at [michael[at]michaelcrump[dot]net, and if possible I will check it out.   In-Person Event Las Vegas on April 18th-22nd, 2011 Redmond on October 17th-21st, 2011 Orlando on December 5th-9th, 2011 Visual Studio Live – I attended this event in November of last year and blogged about my experience. I am also planning on going back to the Orlando session in December of this year. So what did I like the most about this event? Being able to interact one-on-one with a majority of the speakers. If you read my blog post then you will see a list of the speakers that I met up with. I also made a lot of great connections with other professional developers all over the world. They are having an event in Las Vegas on April 18th-22nd. I noticed at this event that they have added a new track on mobile. Being a big fan of mobile, I feel that this is a great move. They also have a great selection for Silverlight Developers including Billy Hollis and Rocky Lhotka. For the full lineup of conference tracks, sessions and speakers visit http://bit.ly/VSLiveTrks. If you are interested in this then you can register here by February 16th. I must add that you can save $300 bucks by getting the early-bird special.   Virtual Conference SSWUG (DBTechCon) - holds the largest virtual conference in the information technology industry. It is also special to me because they selected a majority of my Silverlight content for the April conference. No traveling fees and all of the sessions are recorded so you can watch them on-demand for $189 bucks (early-bird special). For the entire speaker list then click here. The session list has also been published. If you are interested in this then you can register here.   In-Person Event Knoxville, TN on June 3rd/4th 2011. Codestock.org – If you live in the South then you have heard of CodeStock. To my knowledge, they have only had 3 events so far and they were a huge success. It was such a success that after the last event, everyone was telling me how good it was and how much they enjoyed it. They currently have a call for speakers going on right now, so if you have sessions then be sure to submit yours. So, what makes them stand out? Well for starters Michael Neal (organizer) developed an open API so conference attendees could build their own apps for the sessions. They also encouraged their speakers to go to other sessions instead of stay in a “speaker-room”. Another cool feature is that they are uploading videos from the conference so everyone can benefit. They are currently looking for sponsorship, so help out if you can.   In-Person Event Redmond, WA on October 28/29 2011 *NOT 100% SURE AT THIS POINT* PDC 11 – OK, so the logo should be pdc11 but its not out yet. This event is located on Microsoft’s campus in Redmond, WA. It is probably one of the most well known conferences for developers to attend. One of the big perks from this event is that you typically come away with free stuff. In 2010 they gave away Windows 7 Phones. I remember years earlier they gave away laptops. This of course isn’t the only reason to go, you may get to tour the Microsoft campus. Since pdc is a huge event, you can view all the events for free. Mike Taulty created a nice Silverlight application that consumes the OData feed. You can download it here. If everything goes as planned, I will be at all of these events. If you plan on going then send me a tweet and we will do lunch or dinner. I love meeting new developers and talking .net.  Subscribe to my feed

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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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  • How do I pass vertex and color positions to OpenGL shaders?

    - by smoth190
    I've been trying to get this to work for the past two days, telling myself I wouldn't ask for help. I think you can see where that got me... I thought I'd try my hand at a little OpenGL, because DirectX is complex and depressing. I picked OpenGL 3.x, because even with my OpenGL 4 graphics card, all my friends don't have that, and I like to let them use my programs. There aren't really any great tutorials for OpenGL 3, most are just "type this and this will happen--the end". I'm trying to just draw a simple triangle, and so far, all I have is a blank screen with my clear color (when I set the draw type to GL_POINTS I just get a black dot). I have no idea what the problem is, so I'll just slap down the code: Here is the function that creates the triangle: void CEntityRenderable::CreateBuffers() { m_vertices = new Vertex3D[3]; m_vertexCount = 3; m_vertices[0].x = -1.0f; m_vertices[0].y = -1.0f; m_vertices[0].z = -5.0f; m_vertices[0].r = 1.0f; m_vertices[0].g = 0.0f; m_vertices[0].b = 0.0f; m_vertices[0].a = 1.0f; m_vertices[1].x = 1.0f; m_vertices[1].y = -1.0f; m_vertices[1].z = -5.0f; m_vertices[1].r = 1.0f; m_vertices[1].g = 0.0f; m_vertices[1].b = 0.0f; m_vertices[1].a = 1.0f; m_vertices[2].x = 0.0f; m_vertices[2].y = 1.0f; m_vertices[2].z = -5.0f; m_vertices[2].r = 1.0f; m_vertices[2].g = 0.0f; m_vertices[2].b = 0.0f; m_vertices[2].a = 1.0f; //Create the VAO glGenVertexArrays(1, &m_vaoID); //Bind the VAO glBindVertexArray(m_vaoID); //Create a vertex buffer glGenBuffers(1, &m_vboID); //Bind the buffer glBindBuffer(GL_ARRAY_BUFFER, m_vboID); //Set the buffers data glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices, GL_STATIC_DRAW); //Set its usage glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex3D), 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_TRUE, sizeof(Vertex3D), (void*)(3*sizeof(float))); //Enable glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); //Check for errors if(glGetError() != GL_NO_ERROR) { Error("Failed to create VBO: %s", gluErrorString(glGetError())); } //Unbind... glBindVertexArray(0); } The Vertex3D struct is as such... struct Vertex3D { Vertex3D() : x(0), y(0), z(0), r(0), g(0), b(0), a(1) {} float x, y, z; float r, g, b, a; }; And finally the render function: void CEntityRenderable::RenderEntity() { //Render... glBindVertexArray(m_vaoID); //Use our attribs glDrawArrays(GL_POINTS, 0, m_vertexCount); glBindVertexArray(0); //unbind OnRender(); } (And yes, I am binding and unbinding the shader. That is just in a different place) I think my problem is that I haven't fully wrapped my mind around this whole VertexAttribArray thing (the only thing I like better in DirectX was input layouts D:). This is my vertex shader: #version 330 //Matrices uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; //In values layout(location = 0) in vec3 position; layout(location = 1) in vec3 color; //Out values out vec3 frag_color; //Main shader void main(void) { //Position in world gl_Position = vec4(position, 1.0); //gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0); //No color changes frag_color = color; } As you can see, I've disable the matrices, because that just makes debugging this thing so much harder. I tried to debug using glslDevil, but my program just crashes right before the shaders are created... so I gave up with that. This is my first shot at OpenGL since the good old days of LWJGL, but that was when I didn't even know what a shader was. Thanks for your help :)

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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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  • Android RelativeLayout fill_parent unexpected behavior in a ListView with varying row heights

    - by Jameel Al-Aziz
    I'm currently working on a small update to a project and I'm having an issue with Relative_Layout and fill_parent in a list view. I'm trying to insert a divider between two sections in each row, much like the divider in the call log of the default dialer. I checked out the Android source code to see how they did it, but I encountered a problem when replicating their solution. To start, here is my row item layout: <?xml version="1.0" encoding="utf-8"?> <RelativeLayout android:id="@+id/RelativeLayout01" android:layout_width="fill_parent" xmlns:android="http://schemas.android.com/apk/res/android" android:padding="10dip" android:layout_height="fill_parent" android:maxHeight="64dip" android:minHeight="?android:attr/listPreferredItemHeight"> <ImageView android:id="@+id/infoimage" android:layout_width="wrap_content" android:layout_height="wrap_content" android:clickable="true" android:src="@drawable/info_icon_big" android:layout_alignParentRight="true" android:layout_centerVertical="true"/> <View android:id="@+id/divider" android:background="@drawable/divider_vertical_dark" android:layout_marginLeft="11dip" android:layout_toLeftOf="@+id/infoimage" android:layout_width="1px" android:layout_height="fill_parent" android:layout_marginTop="5dip" android:layout_marginBottom="5dip" android:layout_marginRight="4dip"/> <TextView android:id="@+id/TextView01" android:textAppearance="?android:attr/textAppearanceLarge" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerVertical="true" android:layout_toRightOf="@+id/ImageView01" android:layout_toLeftOf="@+id/divider" android:gravity="left|center_vertical" android:layout_marginLeft="4dip" android:layout_marginRight="4dip"/> <ImageView android:id="@+id/ImageView01" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_alignParentLeft="true" android:background="@drawable/bborder" android:layout_centerVertical="true"/> </RelativeLayout> The issue I'm facing is that each row has a thumbnail of varying height (ImageView01). If I set the RelativeLayout's layout_height property to fill_parent, the divider does not scale vertically to fill the row (it just remains a 1px dot). If I set layout_height to "?android:attr/listPreferredItemHeight", the divider fills the row, but the thumbnails shrink. I've done some debugging in the getView() method of the adapter, and it seems that the divider's height is not being set properly once the row has it's proper height. Here is a portion of the getView() method: public View getView(int position, View view, ViewGroup parent) { if (view == null) { view = inflater.inflate(R.layout.tag_list_item, parent, false); } The rest of the method simply sets the appropriate text and images for the row. Also, I create the inflater object in the adapter's constructor with: inflater = LayoutInflater.from(context); Am I missing something essential? Or does fill_parent just not work with dynamic heights?

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  • Vector math, finding coördinates on a planar between 2 vectors

    - by Will Kru
    I am trying to generate a 3d tube along a spline. I have the coördinates of the spline (x1,y1,z1 - x2,y2,z2 - etc) which you can see in the illustration in yellow. At those points I need to generate circles, whose vertices are to be connected at a later stadium. The circles need to be perpendicular to the 'corners' of two line segments of the spline to form a correct tube. Note that the segments are kept low for illustration purpose. [apparently I'm not allowed to post images so please view the image at this link] http://img191.imageshack.us/img191/6863/18720019.jpg I am as far as being able to calculate the vertices of each ring at each point of the spline, but they are all on the same planar ie same angled. I need them to be rotated according to their 'legs' (which A & B are to C for instance). I've been thinking this over and thought of the following: two line segments can be seen as 2 vectors (in illustration A & B) the corner (in illustraton C) is where a ring of vertices need to be calculated I need to find the planar on which all of the vertices will reside I then can use this planar (=vector?) to calculate new vectors from the center point, which is C and find their x,y,z using radius * sin and cos However, I'm really confused on the math part of this. I read about the dot product but that returns a scalar which I don't know how to apply in this case. Can someone point me into the right direction? [edit] To give a bit more info on the situation: I need to construct a buffer of floats, which -in groups of 3- describe vertex positions and will be connected by OpenGL ES, given another buffer with indices to form polygons. To give shape to the tube, I first created an array of floats, which -in groups of 3- describe control points in 3d space. Then along with a variable for segment density, I pass these control points to a function that uses these control points to create a CatmullRom spline and returns this in the form of another array of floats which -again in groups of 3- describe vertices of the catmull rom spline. On each of these vertices, I want to create a ring of vertices which also can differ in density (amount of smoothness / vertices per ring). All former vertices (control points and those that describe the catmull rom spline) are discarded. Only the vertices that form the tube rings will be passed to OpenGL, which in turn will connect those to form the final tube. I am as far as being able to create the catmullrom spline, and create rings at the position of its vertices, however, they are all on a planars that are in the same angle, instead of following the splines path. [/edit] Thanks!

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  • trouble with utf-8 chars & apache2 rewrite rules

    - by tixrus
    I see the post http://stackoverflow.com/questions/2565864/validating-utf-8-in-htaccess-rewrite-rule and I think that is great, but a more fundamental problem I am having first: I needed to expand to handle utf-8 chars for query string parameters, names of directories, files, and used in displays to users etc. I configured my Apache with DefaultCharset utf-8 and also my php if that matters. My original rewrite rule filtered everything except regular A-Za-z and underscore and hyphen. and it worked. Anything else would give you a 404 (which is what I want!) Now, however it seems that everything matches, including stuff I don't want, however, although it seems to match it doesn't go in the query string unless it is a regular A-Za-z_- character string. I find this confusing, because the rule says put whatever you matched into the query string: Here is the original rule: RewriteRule ^/puzzle/([A-Za-z_-]+)$ /puzzle.php?g=$1 [NC] and here is the revised rule: RewriteRule ^/puzzle/(\w+)$ /puzzle.php?g=$1 [NC] I made the change because somewhere I read that \w matches ALL the alpha chars where as A-Zetc. only matches the ones without accents and stuff. It doesn't seem to matter which of those rules I use: Here is what happens: In the application I have this: echo $_GET['g']; If I feed it a url like http://mydomain.com/puzzle/USA it echoes out "USA" and works fine. If I feed it a url like http://mydomain.com/puzzle/México it echoes nothing for that and warns me that index g is not defined and of course doesn't get resources for Mexico. if I feed it a url like http://mydomain.com/puzzle/fuzzle/buzzle/j.qle it does the same thing. This last case should be a 404! And it does this no matter which of the above rules I use. I configured a rewrite log RewriteLogLevel 5 RewriteLog /opt/local/apache2/logs/puzzles.httpd.rewrite but it is empty. Here is from the regular access log (it gives a status of 200) [26/May/2010:11:21:42 -0700] "GET /puzzle/M%C3%A9xico HTTP/1.1" 200 342 [26/May/2010:11:21:54 -0700] "GET /puzzle/M/l.foo HTTP/1.1" 200 342 What can I do to get these $%#$@(*#@!!! characters but not slash, dot or other non-alpha into my program, and once there, will it decode them correctly??? Would posix char classes work any better? Is there anything else I need to configure?

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  • velocity vector

    - by wanderer
    Hi, I am trying to simulate a collision. The collision is shown here http://www.freeimagehosting.net/image.php?c5ae01b476.jpg A particle falls down on a sphere and a collision between sphere and particle takes place. The sphere always remain stationary and the collision itself is not elastic. So if the particle falls directly n top of sphere, the velocity of particle will become zero. I was trying to set the velocity of particle to be zero after the collision. But that does not give good simulation when the collision does not occur on top of sphere but along the side of sphere. So now after the collision i need to make sure that the particle has a velocity which is orthogonal to the vector of the point of collision from the center of sphere. The velocity along the vector from center of sphere to point of collision should become zero. How do i do that? I am a bit mathematically challenged but i think it has something to do with dot product of vectors. Or maybe i am wrong :) I have the initial velocity vector and 'radiusvector' say :- 1)velocity <-1.03054, -1.56563, 1.33341e-016 2) radius vector <2.04406, 2.19587, 1.0514 Pseudo code for the problem is: foreach( particle particle in particlesCollections) { //sphere.x, sphere.y sphere.z give the center of the sphere dist = particle.pos-vector(sphere.x,sphere.y,sphere.z); //detect if a collision has taken place. if (dist.mag < sphere.radius) { rVector=dist/dist.mag*sphere.radius; particle.pos=vector(sphere.x,sphere.y,sphere.z) + rVector; //particle.Velocity gives the velocity vector of the particle at the time of collision //i need to modify particle.Velocity so that the component of velocity that runs along // with the rvector becomes zero as i have a non elsatic collision. The remaining //velocity that the particle will have is the one which runs along with tangent to the //rVector. The sphere remains stationary. //example values: particle.Velocity == <-1.03054, -1.56563, .006> //and rVector = <2.04406, 2.19587, 1.0514> } } Thanks

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  • Custom Annotation not showing all

    - by funatsg
    Okay, i have a number of pins on the mapkit. These pins showing different types of attractions. (E.g Parks, Farms and etc) I want to add custom images for these different types of pin. Parks have a park image and vice versa. However, when i added in, not all the images are showing successfully. For example, in parks, it should have 5 pins, but the image only came up in 2 pins, whereas other 3 is in default red pins. But if i used colours to differentiate them. For example, [pinsetPinColor:MKPinAnnotationColorGreen]; It works! Anyone knows what is the problem? Relevant codes below. Tell me if you need more. thanks! - (MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id <MKAnnotation>)annotation{ if ([annotation isKindOfClass:MKUserLocation.class]) { //user location view is being requested, //return nil so it uses the default which is a blue dot... return nil; } //NSLog(@"View for Annotation is called"); MKPinAnnotationView *pin=[[MKPinAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:nil]; pin.userInteractionEnabled=TRUE; MapEvent* event = (MapEvent*)annotation; NSLog(@"thetype: %@", event.thetype); if ([event.thetype isEqualToString:@"adv"]) { //[pin setPinColor:MKPinAnnotationColorGreen]; pin.image = [UIImage imageNamed:@"padv.png"]; } else if ([event.thetype isEqualToString:@"muse"]){ //[pin setPinColor:MKPinAnnotationColorPurple]; pin.image = [UIImage imageNamed:@"pmuse.png"]; } else if ([event.thetype isEqualToString:@"nightlife"]){ pin.image = [UIImage imageNamed:@"pnight.png"]; } else if ([event.thetype isEqualToString:@"parks"]){ pin.image = [UIImage imageNamed:@"ppark.png"]; } else if ([event.thetype isEqualToString:@"farms"]){ pin.image = [UIImage imageNamed:@"pfarm.png"]; } else { [pin setPinColor:MKPinAnnotationColorRed]; } pin.canShowCallout = YES; pin.animatesDrop = YES; UIButton *rightButton = [UIButton buttonWithType:UIButtonTypeDetailDisclosure]; [rightButton addTarget:self action:@selector(clickAnnotation:) forControlEvents:UIControlEventTouchUpInside]; [rightButton setTitle:event.uniqueID forState:UIControlStateNormal]; pin.rightCalloutAccessoryView = rightButton; return pin; }

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  • Google maps API : V2 : Custom infowindow with bindInfoWindowHtml

    - by PlanetUnknown
    The API documentation gave me hopes last night with "bindInfoWindowHtml". But it doesn't seem to replace the default infoWindow, even when you provide your own class etc. I have tried using other ideas like the labeledmarker. But it doesn't support draggable markers. Hence can't use it in my application. Here is the sample code which shows the info. window inside, the original bubble. Isn't there a way to override that window as well ! ` <style type="text/css"> .infoWindowCustomClass { width: 500px; height: 500px; background-color: #CAEE96; color: #666; } </style> <meta http-equiv="content-type" content="text/html; charset=utf-8"/> <title>Google Maps JavaScript API Example</title> <script src="http://maps.google.com/maps?file=api&amp;v=2&amp;sensor=false&amp;key="" type="text/javascript"></script> <script type="text/javascript"> function load() { if (GBrowserIsCompatible()) { // Create our "tiny" marker icon var blueIcon = new GIcon(G_DEFAULT_ICON); blueIcon.image = "http://www.google.com/intl/en_us/mapfiles/ms/micons/blue-dot.png"; // Set up our GMarkerOptions object markerOptions = { icon:blueIcon }; var map = new GMap2(document.getElementById("map")); map.setCenter(new GLatLng(33.968064,-83.377047), 13); markerOptions.title = "fart"; var point = new GLatLng(33.968064,-83.377047); var marker = new GMarker(point); var tempName = document.getElementById("infoWindowCustom"); marker.bindInfoWindowHtml(tempName); map.addOverlay(marker); } } </script>` And here is the DIV - <DIV id="infoWindowCustom" name="infoWindowCustom" class="infoWindowCustomClass"> Name : <TEXTAREA NAME="nameID" ID="nameID" ROWS="2" COLS="25"></TEXTAREA> Comments : <TEXTAREA NAME="commentsID" ID="commentsID" ROWS="4" COLS="25"></TEXTAREA> </DIV>

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  • Checkbox has the wrong values

    - by Praesagus
    I have a page with several checkboxes on it, along with a dropdownlist of users. The checkboxes correlate to the user's permissions so each user is different. When a different user is chosen, the check boxes should change to match that user's permissions. The codebehind is correct, I stepped through it and the checkbox.checked value is being assigned to the box with the correct value to match the user. chk.Checked = viewable; No matter what I assign to the checked property the value stays the same as the very first submittal. I tried chk.EnableViewState = false; but that did not help. I am sure it is dot net trying to be helpful (grrr). Thank you for your help. There is no databinding per se. I will be saving the values from the textboxes via xmlhttp when the user clicks on them. I never want the check boxes to fill with values other than what I give them. Here is the essence of the code. foreach (DataRow dRow in dTable.Rows) { viewable = Convert.ToBoolean(dRow["Viewable"]); table.Rows.Add(CreatePageRow(Convert.ToString(dRow["SitePageViewName"]), Convert.ToString(dRow["SitePageName"]), folderDepth, maxFolderDepth, viewable)); } FileTree.Controls.Add(table); private TableRow CreatePageRow(String ViewName, String FileName, Int32 folderDepth, Int32 maxFolderDepth, Boolean viewable) { TableRow tr = new TableRow(); tr.Cells.Add(CreateCheckboxCell(viewable, folderDepth+3)); tr.Cells.Add(CreateImageCell("/images/icon/sm/report_graph.gif", "Page: " + ViewName)); tr.Cells.Add(CreateTitleCell(ViewName, maxFolderDepth - (folderDepth+1), FileName)); return tr; } private TableCell CreateCheckboxCell(Boolean viewable, Int32 colSpan) { TableCell td = new TableCell(); if (colSpan > 1) td.ColumnSpan = colSpan; CheckBox chk = new CheckBox(); chk.Checked = viewable; chk.EnableViewState = false; td.Controls.Add(chk); td.CssClass = "right"; return td; }

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  • How effective are technical test(s) and is it necessary?

    - by The Elite Gentleman
    Hi everyone, I recently took a Java technical test (for a company who wanted are looking for senior java developers) and, funny enough, I only realised the technical terms of what I've been doing all along after I've written the test. I'm not too IT jargon when it comes to development but I can pretty much code and create solutions unaware that I'm using design pattern (or the specifics of that design pattern) or technology. I learned things such as JMS, Frameworks, etc. while programming at home and having to google stuff online to problems I have. Others e.g. IoC, Surrogates in Databases, etc., I have used extensively without knowing that it had a name for it. Do you think that these technical test are effective and why? What interesting questions did you find that boggled your brains out while the clock kept ticking? Seeing that IT is vastly evolving at a rapid rate, do we have to constantly be updated with new terms that comes out? Some questions I was asked : What object oriented principle is violated by this architectural mechanism for dot notation? Is indexing tables effective for range query or point query search? What is ThreadLocal and what is it used for? Method overloading vs Method overriding. What is the difference between the 2? What is dynamic binding? Now, imagine my poor head trying to understand these jargons (considering I use it almost everyday) PS The question was not a programming question, where you have a problem and write code to solve it. Rather, a thinking type question and you write answers (against the clock). Update I clearly didn't come out clearly as I should have. There are those that are technically "book smart" but with very little hands-on experience and vice versa. So, the question (in connection to what I've asked) is that are these technical test seeking "book smart" people or people with lots of hands-on experience (some who are not that well clued up with too much book-smart jargons). How effective is it then, for companies to look for developers if most of the questions are too terminology-centric? (if that's the correct term, :))

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  • Can my loop be optimized any more? (C++)

    - by Sagekilla
    Below is one of my inner loops that's run several thousand times, with input sizes of 20 - 1000 or more. Is there anything I can do to help squeeze any more performance out of this? I'm not looking to move this code to something like using tree codes (Barnes-Hut), but towards optimizing the actual calculations happening inside, since the same calculations occur in the Barnes-Hut algorithm. Any help is appreciated! typedef double real; struct Particle { Vector pos, vel, acc, jerk; Vector oldPos, oldVel, oldAcc, oldJerk; real mass; }; class Vector { private: real vec[3]; public: // Operators defined here }; real Gravity::interact(Particle *p, size_t numParticles) { PROFILE_FUNC(); real tau_q = 1e300; for (size_t i = 0; i < numParticles; i++) { p[i].jerk = 0; p[i].acc = 0; } for (size_t i = 0; i < numParticles; i++) { for (size_t j = i+1; j < numParticles; j++) { Vector r = p[j].pos - p[i].pos; Vector v = p[j].vel - p[i].vel; real r2 = lengthsq(r); real v2 = lengthsq(v); // Calculate inverse of |r|^3 real r3i = Constants::G * pow(r2, -1.5); // da = r / |r|^3 // dj = (v / |r|^3 - 3 * (r . v) * r / |r|^5 Vector da = r * r3i; Vector dj = (v - r * (3 * dot(r, v) / r2)) * r3i; // Calculate new acceleration and jerk p[i].acc += da * p[j].mass; p[i].jerk += dj * p[j].mass; p[j].acc -= da * p[i].mass; p[j].jerk -= dj * p[i].mass; // Collision estimation // Metric 1) tau = |r|^2 / |a(j) - a(i)| // Metric 2) tau = |r|^4 / |v|^4 real mij = p[i].mass + p[j].mass; real tau_est_q1 = r2 / (lengthsq(da) * mij * mij); real tau_est_q2 = (r2*r2) / (v2*v2); if (tau_est_q1 < tau_q) tau_q = tau_est_q1; if (tau_est_q2 < tau_q) tau_q = tau_est_q2; } } return sqrt(sqrt(tau_q)); }

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  • If Then Statement Condition Being Ignored With Optimisations On

    - by Matma
    I think im going mad but can some show me what im missing, it must be some stupidly simple i just cant see the wood for the trees. BOTH side of this if then else statement are being executed? Ive tried commenting out the true side and moving the condition to a seperate variable with the same result. However if i explicitly set the condition to 1=0 or 1=1 then the if then statement is operating as i would expect. i.e. only executing one side of the equation... The only time ive seen this sort of thing is when the compiler has crashed and is no longer compiling (without visible indication that its not) but ive restarted studio with the same results, ive cleaned the solution, built and rebuilt with no change? please show me the stupid mistake im making using vs2005 if it matters. Dim dset As DataSet = New DataSet If (CboCustomers.SelectedValue IsNot Nothing) AndAlso (CboCustomers.SelectedValue <> "") Then Dim Sql As String = "Select sal.SalesOrderNo As SalesOrder,cus.CustomerName,has.SerialNo, convert(varchar,sal.Dateofpurchase,103) as Date from [dbo].[Customer_Table] as cus " & _ " inner join [dbo].[Hasp_table] as has on has.CustomerID=cus.CustomerTag " & _ " inner join [dbo].[salesorder_table] as sal On sal.Hasp_ID =has.Hasp_ID Where cus.CustomerTag = '" & CboCustomers.SelectedValue.ToString & "'" Dim dap As SqlDataAdapter = New SqlDataAdapter(Sql, FormConnection) dap.Fill(dset, "dbo.Customer_Table") DGCustomer.DataSource = dset.Tables("dbo.Customer_Table") Else Dim erm As String = "wtf" End If EDIT: i have found that this is something to do with the release config settings im using, i guesing its the optimisations bit. does anyone know of any utils/addons for vs that show if a line has been optimised out. delphi, my former language showed blue dots in the left margin to show that it was a compiled line, no dot meaning it wasnt compiled in, is there anything like that for vs? alternatively can someone explain how optimisations would affect this simple if statement causeing it to run both sides? EDIT2: using this thread as possible causes/solutions : http://stackoverflow.com/questions/2135509/bug-only-occurring-when-compile-optimization-enabled. It does the same with release = optimisations on, x86, x64 and AnyCPU Goes away with optimisations off. Im using V2005 on a x64 win7 machine, if that matters. Thanks

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  • Is the recent trend toward widescreen (16:9) computer monitors a plus or minus for programmers?

    - by DanM
    It's almost gotten to the point where you can't buy a conventional (4:3) monitor anymore. Pretty much everything is widescreen. This is fine for watching movies or TV, but is it good or bad for programming? My initial thoughts on the issue are that widescreens are a net negative for programmers. Here are some of the disadvantages I see: Poor space utiliziation One disadvantage of widescreens you can't argue with is that they offer poor space utilization for the amount of total pixels you get. For example, my Thinkpad, which I bought just before the widescreen craze, has a 15" monitor with a native resolution of 1600 x 1200. The newer 15.4" Thinkpads run at most 1680 x 1050. So (if you do the math) you get fewer pixels in a wider (but not shorter) package. With desktop monitors, you pay a price in terms of desk space used. Two 1680 x 1050 monitors will simply take up more of your desk than two 1600 x 1200 monitors (assuming equal dot pitch). More scrolling If you compare a 1680 x 1050 monitor to a 1600 x 1200 monitor, you get 80 extra pixels of width but 150 fewer pixels of height. The height reduction means you lose approximately 11 lines of code. That's less you can see on the screen at one time and more scrolling you have to do. This harms productivity, maybe not dramatically, but insidiously. Less room for wide panels Widescreens also mean you lose space for wide but short panels common in programming environments. If you use Visual Studio, for example, your code window will be that much shorter when viewing the Find Results, Task List, or Error List (all of which I use frequently). This isn't to say the 80 pixels of extra width you get with widescreen would never be useful, but I tend to keep my lines of code short, so seeing more lines would be more valuable to me than seeing fewer, longer lines. What do you think? Do you agree/disagree? Are you now using one or more widescreen monitors for development? What resolution are you running on each? Do you ever miss the height of the traditional 4:3 monitor? Would you complain if your monitors were one inch narrower but two inches taller?

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  • Setting custom UITableViewCells height

    - by Vijayeta
    I am using a custum UITableViewCell , which has some labels , buttons imageviews to be displayed.There is one label in the cell whose text is a NSString object and the length of string could be variable , due to this i cannot set a constant height to the cell in UITableViews : heightForCellAtIndex method.The ceels height depends on the labels height , whcich can be determined using the NSStrings sizeWithFont method . i tried using it , but looks like i m going wrong somewhere . Can anyone help me out in this , adding the code used in iniatilizing the cell if (self = [super initWithFrame:frame reuseIdentifier:reuseIdentifier]) { self.selectionStyle = UITableViewCellSelectionStyleNone; UIImage *image = [UIImage imageNamed:@"dot.png"]; imageView = [[UIImageView alloc] initWithImage:image]; imageView.frame = CGRectMake(45.0,10.0,10,10); headingTxt = [[UILabel alloc] initWithFrame: CGRectMake(60.0,0.0,150.0,post_hdg_ht)]; [headingTxt setContentMode: UIViewContentModeCenter]; headingTxt.text = postData.user_f_name; headingTxt.font = [UIFont boldSystemFontOfSize:13]; headingTxt.textAlignment = UITextAlignmentLeft; headingTxt.textColor = [UIColor blackColor]; dateTxt = [[UILabel alloc] initWithFrame:CGRectMake(55.0,23.0,150.0,post_date_ht)]; dateTxt.text = postData.created_dtm; dateTxt.font = [UIFont italicSystemFontOfSize:11]; dateTxt.textAlignment = UITextAlignmentLeft; dateTxt.textColor = [UIColor grayColor]; NSString * text1 = postData.post_body; NSLog(@"text length = %d",[text1 length]); CGRect bounds = [UIScreen mainScreen].bounds; CGFloat tableViewWidth; CGFloat width = 0; tableViewWidth = bounds.size.width/2; width = tableViewWidth - 40; //fudge factor //CGSize textSize = {width, 20000.0f}; //width and height of text area CGSize textSize = {245.0, 20000.0f}; //width and height of text area CGSize size1 = [text1 sizeWithFont:[UIFont systemFontOfSize:11.0f] constrainedToSize:textSize lineBreakMode:UILineBreakModeWordWrap]; CGFloat ht = MAX(size1.height, 28); textView = [[UILabel alloc] initWithFrame:CGRectMake(55.0,42.0,245.0,ht)]; textView.text = postData.post_body; textView.font = [UIFont systemFontOfSize:11]; textView.textAlignment = UITextAlignmentLeft; textView.textColor = [UIColor blackColor]; textView.lineBreakMode = UILineBreakModeWordWrap; textView.numberOfLines = 3; textView.autoresizesSubviews = YES; [self.contentView addSubview:imageView]; [self.contentView addSubview:textView]; [self.contentView addSubview:webView]; [self.contentView addSubview:dateTxt]; [self.contentView addSubview:headingTxt]; [self.contentView sizeToFit]; [imageView release]; [textView release]; [webView release]; [dateTxt release]; [headingTxt release]; } textView = [[UILabel alloc] initWithFrame:CGRectMake(55.0,42.0,245.0,ht)]; this is the label whose height and widh are going wrong

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